```metadata title: Better NPCS description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-20px # Better Npcs ## By Ariadne's Codex ___ }} {{banner 5e Compendium}} {{footnote A Bunch of NPCs that Sell Stuff and Give Quests to add flavor to your games! }} ![background image](https://media.discordapp.net/attachments/1105488303710543923/1174861675736862842/tomfarlane_a_horrific_woman_samurai_horror_terror_the_ring_mons_13b998ce-7218-41b3-bd8a-6d191a0429b9.png?ex=65692233&is=6556ad33&hm=fd8f5008a1562c1a3b134f594b670038cfee70568e9c1f6d73cbbdd4fae29acf&=&width=3000&height=4000){position:absolute,top:0,left:0,height:117%} \page {{imageMaskEdge4,--offset:0%,--rotation:180 ![](https://media.discordapp.net/attachments/1105918269992480819/1124760936419430420/Mescatin-transformed.jpeg?width=1243&height=1240){height:78%,position:absolute,top:-150px,right:-1px} }} :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## I knew I'd see you again, friend! It's me, Darius! The merchant from the gate! Oh, you're right, it's *Lord Darius*, of course! I see you got yourself acquainted with the Commercial District already. Welcome to the Traveler's Emporium, by far the best and most complete store in all of Lyntas. What I offer, you won't find at a better price. Mark my words, friend! Wondrous items, spices, gemstones, rare medicines, potions, fine liquors... Did any of those catch your interest? No? Well, don't fret, for I have ten thousand other things to show you! : I... See you didn't convert all of your shiny gold pieces into brightshards yet. No matter, no matter. This just happens to be one of the few stores that still accepts coin as a form of payment! With only a 12% currency conversion fee, I might add. Now that's a bargain if I've ever seen one! Oh, where are my manners? Would you care for some refreshments before we start doing business? I've just finished these steamed oysters, brought all the way from the Ichorous Peninsula! Don't worry, they are perfectly safe to eat... I think. Well! Only one way to find out! }} {{position:relative,top:14px #### Ariadne's Elemental Capsules *Wondrous item, Uncommon -- 150 GP per unit* : These little capsules contain strong protective energy capable of shrouding a creature who swallows it from a type of elemental damage (acid, fire, lightning, cold or thunder). Upon being consumed, a capsule grants resistance to its associated damage type for the next eight hours, or immunity if the user already has resistance from another source. #### Steamed Oysters from The Peninsula *Food & Drink, Common -- 1 GP per unit. What?* : Steamed Oysters with a dash of... ichor? After eating one, you gain 5 temporary hit points. After a minute, you take 2 acid damage. They are extremely addictive. Eating more than three of these oysters causes one to }} {{position:relative,top:14px be poisoned for an hour. A creature that consumes ten in a period of 12 hours immediately suffers 20d6 acid damage as soon as they ingest the last one. #### Sungrass-Roasted Honey Garlic *Food & Drink, Common -- 10 GP per unit* : Sweet, savory, and herbal treats that magically bolster your immune system. After eating one, you gain advantage in the first Constitution saving throw you make in the next six hours. A creature may only benefit from this trait once per long rest. : #### Spellbane Dagger *Dagger, Very Rare (requires attunement) -- 30.000 GP* : This small dagger was designed to fight powerful spellcasters, as its every slash weakens their arcane }} ![Querido Darius](https://media.discordapp.net/attachments/1105918269992480819/1124762403914137692/merchnt-transformed-transformed.png?width=1240&height=1240) {position:absolute,top:80px,right:0px,width:480px,transform:scalex(-1)} {{pageNumber,auto}} {{footnote Commercial District: Traveler's Emporium}} \page capabilities. The dagger grants a +2 bonus to attack and damage rolls. On a hit, creatures capable of casting spells suffer a -1 penalty to their spell save DC and spell attack bonus for the next ten minutes, or until they receive the benefits of *remove curse* or a similar magical effect. The penalty can stack up to three times, and hitting a maximally penalized caster renews the time until the debuff expires. ![Spellbane Dagger](https://media.discordapp.net/attachments/1105918269992480819/1125888208744484935/tomfarlane_a_dagger_with_a_bright_blue_crystal_blade_of_obsidia_34ab5851-c83e-4be8-b923-90e2227599fc-transformed-transformed.png?width=1002&height=1002) {width:335px,mix-blend-mode:multipy,position:absolute,top:90px,left:50px,transform:rotate(39deg)} {{watercolor2,top:-1175px,right:-190px,width:220px,background-color:#0492C2,opacity:80%,transform:rotate(-122deg),transform:scaleX(-)}} ::::::::::::: #### Firebolt Repeater *Wondrous Item, Legendary -- 500.000 GP, or I could lend it to you, if you help me with something...* : An experimental design made for the Radiant Sons, official militia of the city of Lyntas. Since the Radiant Sons never specified what to do with the prototype after they rejected it, it eventually found its way into the basement of the Traveler's Emporium. One hundred percent legal to own! Just don't flaunt it in front of the guards, alright? : The Firebolt Repeater is a Large object with the following statistics: : **Armor Class:** 20 : **Hit Points:** 160 : **Damage Immunities:** poison, psychic : Moving the Firebolt Repeater without tools is a hard endeavor: all creatures attempting to move it must make a combined Strength (athletics) check with a DC of 25 to move it 15 feet in any direction. : It takes one action to aim the Firebolt {{width:100px}} Repeater, and one action to fire {{width:130px}} it. Its mechanisms allow it {{width:160px}} to turn 360 degrees to {{width:170px}} aim anywhere in a 600 {{width:170px}} foot radius around itself. When fired, one of the following actions is triggered (gunner's choice): : **Burst of Firebolts (recharge 5-6).** The Firebolt Repeater launches 2d4+2 firebolts towards any number of targets within 15 feet of the point where the artifact is aimed. Each firebolt has a +7 bonus to hit and deals 2d10 fire damage. : {{position:relative,top:910px,right:353px **Concentrated Fire (recharge 6).** The Firebolt Repeater launches a potent beam of elemental fire to a point }} {{position:relative,top:-33px within range, dealing 10d10 + 20 fire damage to objects and creatures in a 15-foot radius of that point. Creatures can attempt a DC 15 Dexterity saving throw to suffer half damage. }} {{descriptive,position:relative,top:-15px ##### From “Examinations”, Section 8-T I'm acquainted with the one that calls himself Darius the Traveler, yes. Runo introduced me. He strikes me as an unreliable individual who is interested in the merchant trade for reasons entirely ulterior to the simple accumulation of wealth. To one such as me, who fundamentally believes in transaction transparency, his behavior is unsettling. : You might have noticed the many medallions he wears, supposedly mementos of his ancestral homeland. Well, he purchased them from me, and I can tell you what they really are: a system of abjuring plates, neatly designed to shield his mind from being scrutinized by even the most powerful psychic spells. Yes, the merchant trade exposes you to plenty of misintentioned arcane tricksters, but a ring of mind shielding would suffice for such threats. Not for Darius. : Whatever your dealings are in Lyntas, threadseeker, I advise you to be cautious around Darius the Traveler. I have, at times, wondered if Darius is even human at all. So far, I've failed at grasping even the faintest hint of his true intentions and objectives. : **--Guilliam Fallow, Threadmaster of Arcana & Science** }} ![Firebolt Repeater](https://media.discordapp.net/attachments/1105918269992480819/1125908727485190226/image-Sax3JAPtK-transformed.png?width=1002&height=1002) {width:425px,mix-blend-mode:multipl,position:absolute,top:576px,right:10px} {{watercolor12,top:689px,left:520px,width:224px,background-color:#e44500,opacity:90%,transform:rotate(-19deg)}} {{watercolor2,top:0px,left:360px,width:720px,background-color:,opacity:80%,transform:rotate}} {{pageNumber,auto}} {{footnote Commercial District: Traveler's Emporium}} \page ## Hired Intelligence If you can withstand its zealous protectors, Lyntas has almost anything a trader may want: unique goods, frequent caravans and rich customers by the hundreds. But the secret trade of starshard refinement is, by far, what attracts the most visitors. : The Caelum Temple pays hundreds of thousands of gold coins every year to a private intelligence agency called the Arkan Group to prevent industry secrets from spreading beyond the white walls of Lyntas. They have diviners, abjurers and assassins in their payroll. Careful, now. You wouldn't want them knocking at your door. :: {{note,background-color:gainsboro ##### Threadnotes: Arkan Operatives Be careful with those who owe their allegiance to the Arkan Group: the City of Strings fights to make knowledge free, while they're paid to keep it private. Even when we aren't directly at odds, there has never been any love between Threadseekers and Arkan Operatives. : Many of their spies have been discovered trying to infiltrate our ranks. Who knows if one of their attempts has already succeeded? Report any anomalies directly to Ariadne, Runo, or Guilliam. Others could be compromised. }} \column {{monster,frame,position:relative,left:15px,top:-25px ## Mercenary Operative *Medium humanoid, lawful evil* ___ **Armor Class** :: 16 (studded leather) **Hit Points** :: 52 (8d8 + 16) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (-)|18 (+4)|14 (+2)|14 (+2)|12 (+1)|14 (+2)| ___ **Saving Throws** :: dexterity +6, intelligence +4 **Skills** :: stealth +8, sleight of hand +6, deception +6 **Weapon Arts** :: Duelist's Wristrend **Adept Traits** :: Devil Eyes **Senses** :: blindsight 10 ft., passive Perception 13 **Languages** :: any three languages **Challenge** :: 4 (1,100 XP) ___ ***Spellcasting.*** The Mercenary Operative is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mercenary Operative has the following spells prepared: : Cantrips (at will): friends, message, mage hand, runo's coin throw : 1st level (4 slots): detect magic, shield, alarm, magic missile : 2nd level (3 slots): locate object, invisibility, see invisibility : 3rd level (2 slots): hypnotic pattern, counterspell, nondetection : ***Cunning Action.*** The Mercenary Operative can Dash, Disengage, or hide as a bonus action on their turn. : ***Nightingale.*** At the beginning of their turn, the Mercenary Operative can forgo the entire turn (movement, bonus action, action and reaction) to instantly cast any two spells they have prepared. This feature ignores the 1 per turn restriction for non-cantrip spells. : ***Poisoner.*** Mercenary Operatives often imbue precise darts with different toxins to accomplish their mission. This stat sheet includes three poisons they often use, but they may prepare others (or higher quantities) depending on their current objectives. ### Actions ***Operative's Dirk.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d4 + 4) piercing damage. : ***Paralysis Dart (1/day).*** *Ranged Weapon Attack:* +6 to hit, range 20/40ft., one target. *Hit* 1 piercing damage and the target must succeed on a DC 13 Constitution saving throw or be *paralyzed* for the next minute. : ***Poisonous Dart (1/day).*** *Ranged Weapon Attack:* +6 to hit, range 20/40ft., one target. *Hit* 1 piercing damage and the target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save or half as much on a successful one. : ***Anti-Magic Dart (1/day).*** *Ranged Weapon Attack:* +7 to hit, range 20/40ft., one target. *Hit* 1 piercing damage and the target must succeed on a DC 13 Constitution saving throw or be unable to cast spells for their next three turns. }} {{imageMaskCorner26,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://media.discordapp.net/attachments/715680419554656427/1126289962929770616/mercenaryintelligence.png?width=684&height=1002){height:80%,position:relative,top:250px,right:100px} }} {{pageNumber,auto}} {{footnote Commercial District: Hired Intelligence}} \page {{imageMaskCorner,--offsetX:47%,--offsetY:30%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1137018852937576509/dragon_desings2-transformed.png?width=2000&height=2000){height:105%,top:-30px,px} }} {{monster,frame,top:470px ## Deference in Difference *A guide on how to stop confusing me with a common Wyrm, you brainless bisons.* : So, you may have heard the tale. Oh! A Wyrm that talks! How quaint! Well, not so much, you blabbering barbarians. I am no circus act; I am a proper Dragon, fundamentally different from these half-bred imitations you call "Fafniri", that can barely be considered more than animals. : No, I am a true dragon, from a faraway land. I am a scholar, a teacher, a scientist! I am a researcher, that has come for the express purpose of understanding this particular weather pattern you have going on up here. : I may look like the Frost Wyrms, but in fact, I am nothing else than a venerable ancient Silver Dragon! And so, in the hopes that you will stop harassing me, I have written this comprehensive guide on how to tell a Wyrm or Wyvern from an actual Dragon. I even went through the trouble of learning your primitive language as to better explain myself to you. : Let's start with the obvious; Wyrms are animals. *I*, on the other hand, am smarter than all of you combined. I am much bigger than the frail Fafniri, perhaps with the exception of Yharel, the specimen I myself came to study here. My scales are silver, not blue, nor white, so check yourself. And for the love of our Dead Gods, stop trying to tame me. I do not understand your brainless rituals nor do I appreciate your disgusting sacrifices. Clean up after yourselves. I will *not* be taking handouts. : ***- First page of the Yar Suth's Book of Reverence*** }} {{pageNumber,auto}} {{footnote The Talking Fafnir}} \page {{imageMaskEdge3,--offset:10%,--rotation:180 ![](https://media.discordapp.net/attachments/1105539459962904677/1136400036117360720/tomfarlane_an_arctic_forest_by_night_fantasy_concept_art_wallpa_11492533-00a6-452c-b899-e3eb06dce893.png?width=4000&height=3000){height:55%,top:0px,left:-50px} }} :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Yurthax the Wise](https://media.discordapp.net/attachments/1105539299815989330/1137374214429626368/TAAX-transformed.png?width=4000&height=3000) {position:absolute,top:-25px,right:-360px,width:980px,mix-blend-mode:luminosit} # The Talking Fafnir Deep within the Kyrr mountains, a most peculiar creature has made its lair. The Yar Suth do not truly know at which point the Silver Dragon known as Garas the Wise arrived at the Soulfrost Expanse, yet they think of him as a great Fafnir of old, a companion of Yharel himself. The Silver Dragon, however, has never been amused by these reverent approaches: he thinks himself a scientist above all else, and an atheist at that. The Gods are long gone, after all... : In his own words, Garas took up residence within the caves of the Kyrr mountains to study the peculiar Killing Frost and its origin. This research is what drives him forward; this insatiable lust for knowledge about the fabled Thread of Stasis keeps him anchored to the Expanse, even if he has come to hate it over the years. : The Isark of the mountains have repeatedly tried to tame Garas throughout the years, and have even developed a prophecy pertaining to Garas' would-be rider. "He who tames the Talking Fafnir will be King of all Isark. He will unite the tribes and reclaim the Soulfrost Expanse in a crusade that will shake the very mountains, under the thunderous song of a thousand Fafniri wings". \column :::: Unamused by these ridiculous omens, Garas, despite his innate righteousness and benevolence, has chosen a more drastic approach, dishing out demise to the dogged challengers. His attempts at reason have only led him to more trouble over the generations, as the Yar Suth become convinced of their own prophecies with each word Garas speaks. : Amidst his trials, the fabled Talking Fafnir still respects the thirst for knowledge and adventure that may lead travelers to his hidden lair. Should a visitor present their case before Garas transforms them into ice sculptures, the dragon might momentarily withhold his icy judgment. After all, he needs help to finish his research, and cannot in good conscience leave his lair, for the risk of being captured by the tireless Yar Suth has become too high. : As such, a group of adventurers may find that the dragon can be a very reasonable creature, even if a little grumpy. Those who offer their services to recover a few key components from the Soulfrost Expanse can even be rewarded by Garas, as his hoard has come to be filled with powerful artifacts over the years. {{pageNumber,auto}} {{footnote The Talking Fafnir}} \page ## The Errands of Garas : If the party befriends the dragon, he will task them to retrieve a few items for him across the Soulfrost Expanse. After many years of repelling Yar Suth raids and would-be "Kings of all Isark", Garas is more than a little bit grumpy. He will expect nothing but the best of the party and will reward them according to their merit. : #### Quest: In Need of a Live Specimen : {{descriptive "Yes, I do believe you could be useful to me. It is natural for you mortals to seek a master, is it not? Do not fret, I can fill that role for you. It seems you sorry lot are in terrible need of a father figure. Bring me an Adult Frost Wyrm. I don't care how you manage it, but I need it alive and uh... mostly unharmed, yes? Do this for me, and I will consider you worthy of my continued attention. }} ***Goal***. The party is tasked to bring an Adult Frost Wyrm to Garas' lair entrance. Once there, the Dragon will subdue it with a *Dominate Monster* spell. : ***State of the Wyrm.*** If the creature is below half its total hit points, Garas will not accept it, and will cast *Prismatic Wall* at the entrance of his lair. He will only open the path again if the wyrm is in good condition. If the Wyrm is brought in perfect condition (without a single hit point missing) the quest *Exceeds Expectations* for the purposes of the *Rewards* table. : ***Outcome.*** If this quest is completed, Garas will name the wyrm Albert and keep it as a pet. He will often be seen experimenting on it as the party come and go from his lair. #### Quest: I Hate this Guy... : {{descriptive "Well, it seems you were *not* a total waste of my time. Congratulations. Now take the gold and leave. : Oh? You want to continue our arrangement? Huh. It seems my hoard has caught your eye, hasn't it? Alright, I suppose I can muster another task for you. There is this Yar Suth Chieftain... he's been claiming he'll one day be my rider. He's getting them all riled up. I hate him. Bring me his head, before the others get any funny ideas. I want to mount it right above the entrance. Maybe that'll discourage the fools." }} ***Goal***. The party is tasked to kill Chieftain *Njal the Chosen of the Yar Suth*. His wooden fort is located among great cliffs and can only be reached by flight or by passing through a narrow stone bridge. Njal himself is said to be an unparalleled Wyrm rider and a ruthless tyrant. He often makes examples of foreigners by hanging them by the neck from his Fafnir steed and taking flight. Other Yar Suth tribes despise him, and often attempt to raid his encampment -- so far with little success. His position is well defended, and he has about 30 Veterans at his disposal, of which 5 are Wyrm Riders. : ***Stealth is Optional for this Mission.*** The Chieftain is known to invite those who have information about the elusive "Talking Fafnir" and how to tame it; the party may get inside the fortress in this manner. Alternatively, if they can fly, they could storm the keep at night and assassinate the chieftain. There is a third path, a lot trickier, that entails a lot of climbing. The party could try to reach the fortified base by scaling the mountain on which it is perched. : Garas wants Njal dead. It doesn't matter how the party achieves it. If the party manages to cut the chieftain's head and bring it to the dragon, the quest *Exceeds Expectations* for the purposes of the *Rewards* table. : ***Outcome.*** If this quest is completed, Njal's warriors will try to hunt down the party. If they are led to Garas' lair entrance, the dragon will take care of them and their Frost Wyrms. In addition, other Yar Suth tribes will respect the party as the vanquishers of Njal the Chosen and allow them to visit their settlements. Completing this quest awards **Garas' Blessing**, a *Rune of Frost Resistance* item that can be used once per day without being consumed. {{imageMaskCorner25,--offsetX:52%,--offsetY:-53%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1138097482056859801/tomfarlane_piles_of_treasure_in_a_cave_magical_items_in_the_sty_19e2ff12-eb50-417b-a1cf-49b4b8ec8862.png?width=4000&height=4000){height:65%,right:-30px} }} {{watercolor2,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor2,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor2,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor2,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor2,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{pageNumber,auto}} {{footnote The Talking Fafnir}} \page {{position:relative,top:-40px #### Quest: As Above, so Below : {{descriptive "It... seems I owe you lot an apology. You are much more capable than I gave you credit for. Mortals aren't shy to disappoint, yet you have proven yourselves resourceful enough to kill Njal. I... may have something else for you to do, if you are interested. I'll even part with some of my items, this time, if you manage this quest. : Deep beneath this very cave lies a special kind of shard, an Everfrost Core. I need it for my research. Follow the cave system until you find an old underground ruin. It was once a great temple, until the Killing Frost buried it beneath Kyrr. Get me that gem. Oh, and I must warn you, it attracts elementals like moths to a flame, so you will probably find some resistance from the Iceborn on your way back." }} ***Goal***. The party is tasked to retrieve an Everfrost Core from the ruins of an ancient place of worship. The cave system is a treacherous maze of ice and cliffs, in which an Iceborn Horror or two could be lurking about. The Ruins are calm at first, but if the party makes too much noise or disturbs the conspicuous ice sculptures, several Iceborn Beasts (3-5) and a Nymph will meet the party in combat. : At the heart of the temple, a slumbering Forlorn Draugr sits on a throne. It guards the Everfrost Core on its lap and will animate as soon as the core is disturbed. The party may attempt to replace the core with a similarly charged magical artifact, in which case the Draugr will take five rounds to animate instead of one. Other solutions can be thought of as to keep the Draugr asleep, such as spells or other magical effects. The creature will always wake after a minute has passed without the core on its lap, however, and will attempt to kill the party and recover the item. Once outside the Temple, the Draugr will cease its pursuit of the party. : ***A Foe Beyond Any of You.*** The Forlorn Draugr is a creature of CR 21, which makes it beyond the ability of many parties. The intent is for the group to try and escape the temple before the creature catches them. Conjuration spells that are casted while within 30 feet of the Everfrost Core are nullified by the item, which makes teleportation impossible while carrying it. If the party manages to kill the creature, though, the quest *Exceeds Expectations* for the purposes of the *Rewards* table. In addition, the creature carries with it a +3 magical mace, which the party can plunder from its corpse. : ***Outcome.*** If the core is safely delivered to Garas, the dragon invites the party to witness his great work. He will attempt to use the core to uncover the secrets of the Thread of Stasis. In a majestic display of arcane prowess, the item is destroyed and Garas harnesses its power into an enigmatic ice-colored sphere. Anyone who witnesses the experiment gains a permanent +1 to their Constitution score. }} {{classTable,,frame,text-align:center,position:relative,top:525px,right:-45px ##### Rewards | Quest | Completion | Exceeds Expectations | |:-----:|:---------|:-------------:| | In Need of a Live Specimen | As a reward, Garas gives gold and gems for this first quest. He can give between 500-1,000 gold pieces and a bag of gems worth 1,500 gold pieces. | Garas is impressed. He gives the party a Sending Stone connected to him. The party can contact him once per day. The dragon will use his knowledge to try and help the party. | | I Hate this Guy | For his second quest, Garas awards the party with *Garas' Blessing*. In addition, he gives the party between 1,000-1,500 gold pieces. | Garas mounts the skull of Njal on his doorstep. He thanks the party for their efforts and awards each member with a *Firesoul Elixir*. | | As Above, so Below | For his third quest, Garas awards the party with 5,000 gold coins and pledges to personally help them on their quest before he leaves for the City of Strings. | If by some miracle the party manages to kill the Forlorn Draugr, Garas will award their bravery with one of two legendary items: *The Sword of Wyrmslaying* or *Fallow's Mauve Reliquary* | }} {{imageMaskEdge1,--offset:3%,--rotation:270 ![](https://media.discordapp.net/attachments/1105539299815989330/1142929228472520704/ice_nymph-transformed.png?width=3000&height=4000){height:100%,left:275px,top:px} }} {{imageMaskEdge1,--offset:3%,--rotation:270 ![](https://media.discordapp.net/attachments/1105539299815989330/1142929228472520704/ice_nymph-transformed.png?width=3000&height=4000){height:100%,left:275px,top:-15px} }} {{watercolor6,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor6,top:200px,left:-300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor10,top:-250px,left:-270px,width:500px,background-color:gainsboro,opacity:80%}} {{watercolor6,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor6,top:200px,left:-300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor10,top:-250px,left:-270px,width:500px,background-color:gainsboro,opacity:80%}} {{watercolor6,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor6,top:200px,left:-300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor10,top:-250px,left:-270px,width:500px,background-color:gainsboro,opacity:80%}} {{watercolor6,top:-220px,left:300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor6,top:200px,left:-300px,width:600px,background-color:gainsboro,opacity:100%}} {{watercolor10,top:-250px,left:-270px,width:500px,background-color:gainsboro,opacity:80%}} {{pageNumber,auto}} {{footnote The Talking Fafnir}} \page {{imageMaskCorner,--offsetX:-50%,--offsetY:50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1142933846388637759/garas_close_up-transformed.png?width=3000&height=4000){height:150%,top:-350px} }} {{monster,frame,top:400px,right:20px ## I See it Now! It seems so obvious... Well, we had to check, I can't be too hard on myself for not noticing earlier. I, dear companions, must commend you for your bravery. What you did here is more than just an errand, but in fact an venerable deed for the sake of the entire universe! : I must be frank, I am no ordinary Silver Dragon. My name is Yrith Garas, Threadmaster of Discovery and Exploration at the behest of the City of Strings. My task is to locate and inform about "Threads of Divinity", the remnants of the Dead Gods. I have spent the last several decades here at the Soulfrost Expanse following a lead given to me by our dear Ariadne, and trying to find the answer to a simple question: what happened to the Thread of Stasis? I followed it throughout the multiverse and ended up here, at these arctic wastes, with nothing but a glimpse of the fabled essence. : Low and behold, I would have never thought the Thread would be in the power of Yharel. A wyrm, taking the essence of a God? It has never been done before. Threads of Divinity are supposed to attune only to those that embody their values. I have never heard of an *animal* being able to wield such power... : I must entrust this information to the City of Strings at once. Fallow will be amazed! He is the owner of this quaint reliquary. It revealed to me the great secrets of the everfrost! He will most likely be proud. : And you... you magnificent mortals! You made this possible! I should be thanking you first and foremost. From one such as I, that is high and mighty praise, I must say, yet you deserve every last bit of it. As for your reward... well, why don't you choose? I am sure I can tell Fallow I lost his relic along the way... or would you rather wield my legendary blade? It's your choice. You have earned this. Congratulations! }} {{pageNumber,auto}} {{footnote The Talking Fafnir}} \page {{imageMaskCorner27,--offsetX:43%,--offsetY:-10%,--rotation:-4 ![](https://media.discordapp.net/attachments/1105488303710543923/1146461380266971239/tomfarlane_an_alchemists_shop_shelves_full_of_potions_unsettlin_253eebf6-2d9a-4124-9c69-4547c9761132.png?width=4000&height=3000){height:130%,left:300px,top:-50px,transform:scalex(-1} }} {{imageMaskCorner27,--offsetX:43%,--offsetY:-10%,--rotation:-4 ![](https://media.discordapp.net/attachments/1105488303710543923/1146461380266971239/tomfarlane_an_alchemists_shop_shelves_full_of_potions_unsettlin_253eebf6-2d9a-4124-9c69-4547c9761132.png?width=4000&height=3000){height:150%,left:-300px,top:-650px,transform:scalex(-1)} }} {{imageMaskEdge4,--offset:3%,--rotation:180 ![](https://media.discordapp.net/attachments/1105488303710543923/1146461380266971239/tomfarlane_an_alchemists_shop_shelves_full_of_potions_unsettlin_253eebf6-2d9a-4124-9c69-4547c9761132.png?width=4000&height=3000){height:58%,position:absolute,top:0px,right:0px} }} ::: {{monster,frame,decoration,text-align:center,position:relative,top:480px,left:390px : ## A Customer... are you? : It seems you are not... after my throat. Can I take it as a good sign? Can I be allowed that luxury? I do not know. Exciting, isn't it? The prospect of death. You must have already gotten well acquainted with our values, here in Nostram. There is but one certainty in life, one single purpose to all the suffering. Is it not natural for us to be excited about it? Death... the very meaning of life. What secrets do you suppose lie beyond the veil? : Well, as much as it disappoints me, you are clearly not going to deliver my end. No matter. You must have come for another purpose. The denizens of the Crucible call me Merchant Qhoz. Do you wish to trade? I'm a potion seller, an alchemist, if you will. Yet, I do not believe you'll be able to pay with what you have there. Nostram is a place of purity in dark, as our Lady Nemesis preaches. We only accept payment in toil and trouble. : If you are willing to do some favors for me... and of course, for the sake of this magnificent Night, well, I will provide you with my esteemed services. Of course, if you are not as devoted as I to our cause, we can always settle on a more fitting payment... I... like your ears, very much. So... soft and pointy... : If you aren't willing to part with that... well, Ember Brass is always an option. : }} {{position:relative,left:-20px,top:30px {{text-align:center # Merchant Qhoz }} The enigmatic man known as Merchant Qhoz is one of few mortals that travel from enclave to enclave. He is known for his peculiar crow mask and his whimsically grim attitude, which many Devils respect. Some say he is even a member of the Cult of Red, even though he doesn't don their characteristic crimson cloak. : Still, he is a nostramian at heart, and spends most of his time secluded in his alchemist's shed, near the city gates. He is a proud member of the Order of the Damned, the city's militia, and often helps with the harrowing excursions into the charred wastes in search of Ember Brass. : His potions, however, are beyond what most would expect from a mysterious merchant. It is said his elixirs can make a hero out of a beggar and his poisons are strong enough to kill a Molten Carnifex. : He is a very humble man, despite his fame, and often talks about the inevitable fate that awaits all humans. As many nostramians, he is obsessed with death, and will do anything to crack its mysteries. His experimentation has led to strange concoctions able to transcend life itself. Many Devil alchemists have attempted to recreate his elixirs, without much success. }} ![Mystery Man](https://media.discordapp.net/attachments/1105918269992480819/1146461966701953024/merchant_1-transformed.png?width=3000&height=4000) {position:absolute,top:30px,left:450px,width:380px,transform:scalex} {{pageNumber,auto}} {{footnote The Devil Enclaves: Merchant Qhoz}} \page ![potion quandale](https://media.discordapp.net/attachments/1105918269992480819/1138090522066571284/potion.png?width=468&height=468) {width:335px,mix-blend-mode:multipl,position:absolute,top:45px,left:50px,transform:rotate(1deg)} {{watercolor3,top:-1265px,right:-235px,width:220px,background-color:orangered,opacity:80%,transform:rotate(-122deg),transform:scaleX(-)}} {{position:relative,top:-10px #### Antidote of Flame *Potion, Very Rare -- 7 Embercoins (700 gold pieces), or a live Brass Scavenger Specimen. Bring it to me unharmed!* ::::::::::::::::::: : ***Flame's Blessing.*** After drinking this potion, you become immune to fire damage for an hour, and you feel a queer fire inside you, itching to be released... While under the effects of the Antidote of Flame, you can choose to gain an additional action on your turn, as per the *Action Surge* fighter feature. Once you do so, the effects of this potion end. : #### Bone Devil Poison *Poison, Very Rare -- 7 Embercoins (700 gold pieces), or the tongue of a Chain Devil. They do have one, beneath the hoods.* :::::::::::::::::::::::: How did Qhoz even create this poison? Bone Devils are not the kind to donate their stingers... much less to a human disguised as a crow. : ***Applied to Steel.*** This poison has three charges. You can expend a charge as a bonus action to give a slashing or piercing weapon an additional 5d6 poison damage on its next attack. A weapon can only be imbued by one poison at a time. }} {{position:relative,top:-20px ***Care for a Drink?*** You can expend up to three charges to mix the poison with a food or a drink. It becomes almost imperceptible. A DC 15 Medicine check can be performed to discover the presence of Bone Devil poison in such an item. : After ten minutes, a creature that has fully ingested this poison in any way must succeed on a DC 16 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. The damage is increased by 5d6 for every charge used above the first, up to a maximum of 30d6 (with 2 vials). #### Arcane Elixir *Potion, Very Rare -- A Shard of Ember Brass (3000 gold pieces), or the fangs of a Carnifex. Get me at least four.* :::::::::::::::::::::::: A concoction of brilliant blue essence, this elixir recharges the arcane capabilities of those that drink it. Qhoz has found a way to combine the arcane prowess of a wizard and the metamagic of a sorcerer into a single flask. : ***Arcane Renewal.*** This elixir allows the creature that drinks it to immediately recover some of their expended spell slots. The spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be of 6th level or higher. : For example, if you’re a 4th-level spellcaster, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : ***Potent Spellcasting.*** For a minute after you drink this elixir, your spells become enhanced. When you cast a spell that allows its targets to make a saving throw to resist its effects, you can spend your bonus action to give one target of the spell disadvantage on the first saving throw it makes against the spell. : You can heighten your magic in this manner up to three times before the elixir fades out. }} ![potion 2](https://media.discordapp.net/attachments/1105918269992480819/1146487889333587989/image-ryb_a-fcn-transformed.png?width=468&height=468) {width:305px,mix-blend-mode:darken,position:absolute,top:550px,left:50px,transform:rotate(1deg)} ![potion 3](https://media.discordapp.net/attachments/1105918269992480819/1146503661380436091/image-Mi04SUL4BP-transformed.png?width=468&height=468) {width:305px,mix-blend-mode:,position:absolute,top:290px,left:420px,transform:rotate(1deg)} {{watercolor7,top:-550px,left:-390px,width:380px,background-color:#0492C2,opacity:100%,transform:rotate(90deg)}} {{pageNumber,auto}} {{footnote The Devil Enclaves: Merchant Qhoz}} \page {{imageMaskCorner1,--offsetX:-35%,--offsetY:45%,--rotation:150 ![](https://media.discordapp.net/attachments/1105488303710543923/1146532820265750599/tomfarlane_a_man_with_a_plague_doctor_mask_cloaked_in_black_mer_0bae41d6-c3fa-4266-8ea0-e588c2f0e199.png?width=3000&height=4000){height:65%,top:-80px,right:370px} }} ![potion quandale](https://media.discordapp.net/attachments/1105918269992480819/1146519741171761233/image-swYooivku-transformed.png?width=468&height=468) {width:335px,mix-blend-mode:multipl,position:absolute,top:440px,left:50px,transform:rotate(1deg)} {{watercolor5,top:-415px,right:-435px,width:320px,background-color:green,opacity:80%,transform:rotate(-90deg),transform:scaleX(-)}} ::::::::::::::::::::::: {{position:relative,top:20px #### Everlife Tonic *Potion, Legendary -- 5 Shards of Ember Brass (15,000 gold pieces), or a fully stocked Skull of Soulbinding. Three DEVIL souls, if you will. For science...* ::::::::::::::::::::::::: A potent tonic of vital regeneration made from a mixture of a Molten Carnifex's muscle tissue and copious amounts of troll blood, of all things. Qhoz says there is one more component, but he thinks you will judge him if he tells you. It has something to do with faeries... : ***Everlife Blessing.*** A creature that drinks this tonic regenerates 5 hit points every 6 seconds for the next hour. In addition, they gain immunity to poison damage and cannot become *poisoned* for the duration. : This potion regenerates lingering injuries; it can regrow a limb, cure blindness, and close magical wounds. A creature that fully ingests this potion recovers as if affected by the spells *Regenerate* and *Greater Restoration*. }} \column {{position:relative,top:-30px,left:10px #### Ember Brass Syrup *Food & Drink, Legendary -- 5 Shards of Ember Brass (15,000 gold pieces), or the corpse of a Priest of Red. Careful, you will be hunted. They hide beneath those cloaks for a reason...* ::::::::::::::::::::: A legendary syrup to add to your meals. It's sweet, but somehow spicy. Qhoz says its a "family recipe". : ***Essence of Brass.*** This item has 50 charges. You can expend a charge to add a dash of syrup to a meal. A creature that eats the meal in its entirety over the course of a short rest gains resistance to fire damage and advantage on initiative rolls for the next eight hours. : #### Flask of Devilkind *Potion, Legendary -- 10 Shards of Ember Brass (30,000 gold pieces), or the helm of a Nemesis Champion. I believe in you...* ::::::::::::::::::: A mystical elixir made with the soul of a devil. Be careful, there is no turning back now. : ***Devilkind.*** A creature that drinks this potion permanently becomes a fiend (devil). They gain resistance to cold damage and bludgeoning, slashing, and piercing damage from non-silvered, non-magical attacks. They become immune to fire and poison damage and cannot be *poisoned*. In addition, they gain the *Devil's Sight* feature. Their creature type is changed to *fiend* and their skin turns a shade of scaly, infernal amber. }} {{watercolor8,top:10px,left:390px,width:350px,background-color:brown,opacity:80%}} ![potion 2](https://media.discordapp.net/attachments/1105918269992480819/1146519980649754725/image-RKzhulzxQ-transformed.png?width=468&height=468) {width:305px,mix-blend-mode:,position:absolute,top:90px,left:420px,transform:rotate(1deg)} ![potion 3](https://media.discordapp.net/attachments/1105918269992480819/1146520454329290842/image-eJYqCfjoA-transformed.png?width=468&height=468) {width:285px,mix-blend-mode:,position:absolute,top:555px,left:440px,transform:rotate(1deg)} {{watercolor10,top:-320px,left:-390px,width:300px,background-color:goldenrod,opacity:100%,transform:rotate(90deg)}} {{watercolor10,top:-320px,left:-390px,width:300px,background-color:goldenrod,opacity:100%,transform:rotate(90deg)}} {{pageNumber,auto}} {{footnote The Devil Enclaves: Merchant Qhoz}} \page {{imageMaskCorner12,--offsetX:-50%,--offsetY:-0%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:90%} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:60%,right:0px} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:60%,top:0px,right:0px} }} {{pageNumber,auto}} {{footnote}} {{watercolor4,top:-850px,left:330px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} {{watercolor4,top:-760px,left:300px,width:550px,background-color:red,opacity:100%,transform:scalex()}} {{watercolor4,top:-200px,left:-100px,width:550px,background-color:red,opacity:100%,transform:scale(}} {{watercolor4,top:-450px,left:-230px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} ![Nemesis Temple Guard](https://media.discordapp.net/attachments/1105918269992480819/1145820970121183362/Voriath_Persephone_Guard-transformed-transformed-transformed.png?width=3311&height=4000) {position:absolute,top:-10px,right:-40px,width:500px,height:800px,mix-blend-mode:arken} {{monster,frame,top:-60px ## Crucible Hunter *Medium fiend (devil), Lawful Evil* ___ **Armor Class** :: 18 (plate armor) **Hit Points** :: 90 (12d8 + 36) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|14 (+2)|16 (+3)|10 (+0)|15 (+2)|16 (+3)| ___ **Skills** :: Athletics +6, Perception +5, Survival +5 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: fire, poison **Condition immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: Infernal, Common, and one other language **Challenge** :: 6 (2,300 XP) ___ ***Devil's Sight.*** Magical darkness doesn't impede the devil's vision. : ***Hellfire Plate.*** Whenever the Crucible Hunter is hit by a melee attack, the attacker must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage. : ***Survivalist.*** The Crucible Hunter has advantage on Wisdom (survival) checks made to track creatures through the Crucible. In addition, it always knows which way is north and can perfectly recall any path it has traveled through--unless hindered by magical means. : ***Lone Wolf.*** If the Crucible Hunter has no allies within 30 feet and is in melee range with two or more foes, he gains advantage on his *Infernal Greatsword* attacks. : ***Great-Weapon Fighting.*** The Crucible Hunter can reroll 1s and 2s on its damage rolls. It must use the new roll. ### Actions ***Infernal Greatsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 7 (2d6) fire damage. : ***Trap Elemental (recharge 5-6).*** The Crucible Hunter carries an Ember Cage, an item designed to capture the souls of elementals. As an action, the Hunter can attempt to capture an Elemental that is CR 5 or lower and has less than half its total hit points remaining. The Elemental must make a DC 14 Charisma saving throw or be trapped within the Ember Cage. If the Ember Cage is occupied, the Crucible Hunter cannot use this action. If the Ember Cage takes 20 points of damage, it breaks, instantly releasing the trapped elemental in the nearest unoccupied space. : ***Vow of Flame.*** The Crucible Hunter recites a magical vow it made to its superiors in the infernal hierarchy, ensuring it will not fail on its task. For the next minute, if the Hunter fails a saving throw, it can choose to succeed instead, ending this effect. If the Hunter takes more than 25 points of damage from a single source, this effect is dispelled. : ***Ignite (3/day).*** *Ranged Spell Attack:* +6 to hit, range 60ft., one target. *Hit:* 18 (4d8) fire damage. A creature hit by this attack catches fire, taking 4 (1d6) fire damage at the start of each turn for a minute or until the flames are doused with water, cold damage, or by using an action. }} {{note,position:relative,top:540px,left:20px ##### Encounter: Vow of the Hunter Down on one knee, an ominous figure in black plate looms over a defeated flame elemental. The creature of fire looks up defiantly, still hissing like a barrel of burning embers, spitting sparks. The dark knight brings up his enormous greatsword. The elemental closes its coal-like eyes... but no execution takes place. The infernal blade finds its sheath, and the plated figure brings forth a strange cage of Ember Brass as he recites a sharply intoned incantation. : The last look of the elemental is not defiance, but terror, before he vanishes in a flash, his soul confined to the magical cage. The Crucible Hunter turns to look at you... and draws his greatsword once more. The battle with the elemental seems to have exhausted him none. He intones a rhythmic vow, laced with the sharp, mocking modisms of infernal. : *"By the might of the Lady Eternal, by the power of the Nine Hells, by the greatness of devilkind... My guiding flame, my promise of service; this is not the day I fail."* : A softly burning sheet of flaming essence covers his armor after reciting his vows, and he now walks in your direction. Hanging from his belt, the elemental thrashes relentlessly against his cage of ember. It seems the battle is inevitable. }} {{footnote The Devil Enclaves: Crucible Hunter}} {{pageNumber,auto}} \page {{imageMaskEdge1,--offset:35%,--rotation:-10 ![](https://media.discordapp.net/attachments/1105488303710543923/1159124101349244938/tomfarlane_a_fantasy_illustration_of_a_fortress_carved_into_an__eac24c99-d525-465e-8a5e-9b47c6991a2c.png?ex=651ebdf1&is=651d6c71&hm=9500a2127cb009deceec2f16534e2bcbeec6b6791c3cf25bcd98f46e13758c0a&=&width=1542&height=2002){height:100%,right:5px,top:1px} }} {{imageMaskEdge1,--offset:37%,--rotation:295 ![](https://media.discordapp.net/attachments/1105488303710543923/1159124101349244938/tomfarlane_a_fantasy_illustration_of_a_fortress_carved_into_an__eac24c99-d525-465e-8a5e-9b47c6991a2c.png?ex=651ebdf1&is=651d6c71&hm=9500a2127cb009deceec2f16534e2bcbeec6b6791c3cf25bcd98f46e13758c0a&=&width=1542&height=2002){height:100%,right:-1px} }} {{imageMaskEdge1,--offset:37%,--rotation:325 ![](https://media.discordapp.net/attachments/1105488303710543923/1159124101349244938/tomfarlane_a_fantasy_illustration_of_a_fortress_carved_into_an__eac24c99-d525-465e-8a5e-9b47c6991a2c.png?ex=651ebdf1&is=651d6c71&hm=9500a2127cb009deceec2f16534e2bcbeec6b6791c3cf25bcd98f46e13758c0a&=&width=1542&height=2002){height:100%,right:-1px} }} {{imageMaskEdge1,--offset:40%,--rotation:225 ![](https://media.discordapp.net/attachments/1105488303710543923/1159124101349244938/tomfarlane_a_fantasy_illustration_of_a_fortress_carved_into_an__eac24c99-d525-465e-8a5e-9b47c6991a2c.png?ex=651ebdf1&is=651d6c71&hm=9500a2127cb009deceec2f16534e2bcbeec6b6791c3cf25bcd98f46e13758c0a&=&width=1542&height=2002){height:100%,right:-1px} }} {{imageMaskEdge1,--offset:40%,--rotation:195 ![](https://media.discordapp.net/attachments/1105488303710543923/1159124101349244938/tomfarlane_a_fantasy_illustration_of_a_fortress_carved_into_an__eac24c99-d525-465e-8a5e-9b47c6991a2c.png?ex=651ebdf1&is=651d6c71&hm=9500a2127cb009deceec2f16534e2bcbeec6b6791c3cf25bcd98f46e13758c0a&=&width=1542&height=2002){height:100%,right:-1px} }} ## Keep Maester Davyr : Not long after you disembark, an eccentric man comes to bid you welcome to this strange refuge. He is youthful, suave... And not quite so pale, all things considered. One thing's for sure: he contrasts deeply with what seasoned explorers have come to expect from Gaard appointed officers and their sad keeps. :::::::::::::::::::::::: {{monster,frame,decoration,text-align:center,position:relative, : ## Ah! At Long Last, Visitors! : Seems like it's been an age and a half since I've last seen someone that's *NOT* a Gaardman. Be welcome, dear, to my humble abode! I plan to make it much grander, soon enough. Make yourself at home, please. Where do you come to us from, tell me? : The material plane? My, you're a long way from home! You must be quite bedazzled, eh? Yes, I remember seeing my first violet flare... that tapestry of swirling blues, reds and purples. I remember the fear. I remember the excitement. And I remember, more than anything, that creeping certainty burrowing its way into my soul... This beautiful cluster, it's my place in this cosmos. : Who knows? Maybe you'll come to the same conclusion! If so, you always have a place in my refuge. : Maybe, uhm, you brought some rations from the material plane? Some fresh exggs, maybe? After all these years, one grows tired of eating Nova Ray flesh. I'll pay, of course! You can take a look at my little interstellar market. I'm always on the lookout for deals when visitors pass through my keep! I've accrued quite a collection of rare wares, if I do say so myself. Just talk to Sparks, my beloved assistant. He'll show you all the pretty things. : Have a look, and if you're looking for some odd jobs suited for adventurers like yourselves... You have my coordinates. : }} ![Davyr](https://media.discordapp.net/attachments/1105918269992480819/1159113677534928966/tomfarlane_a_fantasy_illustration_of_a_tall_skinny_merchant_in__1c21e4c9-4607-418e-9fb7-456bd8b4ad53.png?ex=651eb43c&is=651d62bc&hm=948d259e939a5bb7be516cae6f31fe32761a4dd21d010daa1e04eeb9e359e347&=&width=2000&height=3002) {position:absolute,top:115px,left:60px,width:345px,transform:scalex} \column :::::::: {{descriptive ##### Ladies & Gentlemen, My Cousin... Davyr was from... the richer side of the Fylsworth famiily. He ate pheasant and buttered turnips while I hungered in the streets, though I can scarcely blame *him* for the inclemency of my uncles toward their extended family. What I can (and will) blame him for, are his stupid, stupid decisions. When he finished his fancy-pants bard college, he took a graduation trip to... the Ichorous Peninsula. Said he wanted to try the steamed oysters. Ridiculous. What he really desired was a window to the Astral Sea. Against all odds, he... found it, and didn't die in the process. : Now, I won't deny he has a good head on his shoulders, when he wants to use it, but I remember him being a magnet for bad acquaintances. That whole pirate stint he did? Dreadful indeed. I heard he only did it to get a better supply of impulse for his own consumption. And I have to say, that sounds just like Davyr Fylsworth. : Well, I suppose it's good he's alive, at least. Before this whole Keep Maester charade, I had been told a pirate lord had sunk his starship, and his frozen body was drifting somewhere in the middle of the Astral Sea. Be careful around him, will you? Once a pirate... : I do wonder how the prestigious Mauve Gaard came to take him in... Did he lie his way through? No, not even he could pull that off with those weird zealots. Maybe he has something they want? Something they need? : I'm overthinking this. My therapist told me to *let go* of my childhood resentments. And Runo Fylsworth is a businessman at heart! I have no enemies, only difficult customers! Give him my regards, yes? Tell him there's a room for him in the City of Strings, should he need it. : **--Runo Fylsworth, Threadmaster of Finance** }} {{watercolor7,top:170px,left:30px,width:300px,background-color:purple,opacity:80%}} {{watercolor10,top:180px,left:130px,width:300px,background-color:#D4AF37,opacity:100%}} {{pageNumber,auto}} {{footnote Stellar Refuges: Keep Maester Davyr}} \page \column {{imageMaskEdge2,--offset:8%,--rotation:90 ![](https://media.discordapp.net/attachments/1105918269992480819/1159622654676967454/tomfarlane_a_fantasy_starship_wreckage_fantasy_illustration_dar_4dec8a1a-b283-428e-91ac-91e6f5a7245c.png?ex=6531b1c1&is=651f3cc1&hm=624d9123f76bd902312000161ecdd0e6f3fd2dad9964a36d0f40ad854cf2c6d0&=&width=1000&height=2500){height:112%,top:0px,left:-00px} }} {{position:relative,top:-15px ### For Davyr's Favor... : *I offer GREAT bounty to those who collaborate with my little refuge and its interests. And you know, I already trust you more than the silent zealots the Mauve Gaard sent to babysit me... I mean, protect me. Of course, *protect* me. Anyhow, you will do it, yes?* : *Don't worry, my refuge has quests for all... uh... *levels of capability*, let's say. I don't discriminate! So long as you have grit, and a mind to make some fat coin, you're welcome here.* : #### Quest I -- Sea of Poppies : {{descriptive "Some brainless pirates were trying to escape the cluster when they got ripped to shreds by a marauding dreadnaught... saved the Gaard some trouble, I guess. : However, the purple fools are too afraid to leave the light of the Eminent Star, even for a brief moment. Pirates do not share this fear, and will soon recover their cargo of mauve poppies. We can't have that, don't you think? : Bring the poppies to me. Through the secondary hangar at the bottom of the refuge, please. If you find pirates in your way... blast them, and bring me their ship. I'm trying to build a trade fleet here!" }} ***Goal***. The party is tasked with bringing a cargo of mauve poppies, the key ingredient for impulse, to the attentive protection of Davyr. Through the back door, of course. : ***Wrecked Starship.*** The astral spacecraft of some very unlucky pirates was torn to shreds by an Astral Dreadnought. Fortunately enough, it seems the monstrosity has moved on. A team of associates from the late pirate crew is already performing a salvage operation to recover the poppy crates from the ship's wreckage. : They count one *Corsarian Quartermaster*, two *Corsarian Grunts* and two *Freelance Starminers* in the recovery crew. If the players manage to capture their ship and bring it to Davyr, the quest *Exceeds Expectations* for the purposes of the rewards table. : ***Outcome.*** If this quest is completed, Davyr will start to trust the players with certain truths about his operation, namely the fact that he's... not really so onboard with the whole Gaard idea of prohibiting impulse. If the players react positively to this information, he'll keep giving them quests and rewarding them accordingly. : If not, he may try to get them blacklisted with the Mauve Gaard, or even stage an assassination depending on the gravity of their response. }} {{pageNumber,auto}} {{footnote For Davyr's Favor: Quests}} {{watercolor5,top:20px,right:-86px,width:670px,background-color:purple,opacity:40%}} {{watercolor5,top:550px,right:-86px,width:670px,background-color:#D4AF37,opacity:50%,transform:scaleX(-1)}} \page #### Quest II -- A Bit Too Deep... : {{descriptive "Well well, if it isn't my brand-new, shiny associates! I think I have something for you guys. Give me a hand with this, and you won't regret it! : This here Stellar Refuge, in another time, was some sort of ancestral mining rig. I have no idea what those ancient tarts were seeking in this barren asteroid, but it must have been *valuable*. Sparks agrees! : Turns out... there were some dormant dreadnought eggs in those depths. Hey! It's good we caught them. I call this a total scouting success. However, a couple of them are, uh, waking up. Deal with them please? And try not to disturb the unhatched ones. I have a buyer who wants a terrifying pet." }} ***Goal***. The party is tasked with killing three nascent dreadnought wyrms, which are roaming the depths of Davyr's refuge after being awakened by one of his scouting teams. : ***There Can Only Be One.*** Unbeknownst to Davyr, one of the Dread Wyrms has already killed and devoured the other two, becoming stronger and more threatening -- a large creature, when the players should be expecting three small ones. For a dreadnought, however, this is still rookie league... : ***Outcome.*** If the players succeed in this mission, Davyr will be able to access the deep resources of his asteroid, and will be seen renovating his refuge with new weaponry, shielding, and luxury quarters. Wealth flows through his small corner of the cluster, attracting a great amount of traders with exotic wares from across the cosmos. If the players manage to bring back an unscathed dreadnought egg, this quest *Exceeds Expectations* for the purposes of the reward table. {{watercolor9,top:360px,left:870px,width:450px,background-color:purple,opacity:40%,transform:rotate(-44deg)}} {{watercolor4,top:-200px,left:300px,width:400px,background-color:#D4AF37,opacity:50%,transform:rotate(-44deg)}} \column ::::::::::::::::::::::::: #### Quest III -- Silence Them, For Real : {{descriptive "Ah, it is *so* good to see you again. Reasonable folks are in short supply here in the ever-spinning cluster. I've run into a bit of a problem, you see... : With the growth that we achieved by exploring the depths of this refuge and... let's say, *recycling* the old artifacts into the economy, I have come into a lot of Gaard scrutiny. One of them thinks he found something worth a denunciation. Worth my head, even. He's on his way to a Gaard temple, hoping to convince a Shatterer of my guilt. Won't you convince him otherwise? Don't harm anyone else, and maybe make it look like an accident? We don't need any... extra attention from the Gaardmen." }} ***Goal***. The party is tasked with "silencing" a Mauve Gaard Speaker that suspects Davyr of corruption and unbecoming behavior of a Gaard-appointed officer. : ***A Complicated Situation.*** When the quest is given, the Speaker has just departed Davyr's refuge in a small Astral Spacecraft, escorted by a squadron of four Mauve Gaard Silent Ones, and one Silent One Destroyer. They are travelling towards a nearby Gaard temple to make their report. : ***Outcome.*** If this quest is completed, Davyr will be able to elude persecution long enough for his refuge to grow into the wealthiest and largest of the cluster. He will use his newfound wealth in... secretive ways, however, no longer investing much into ornament and fine furnishings as before. If the players manage to neutralize the Speaker in a way that seems accidental, the quest *Exceeds Expectations* for the purposes of the reward table. {{imageMaskCorner1,--offsetX:37%,--offsetY:45%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1159132265994014780/tomfarlane_a_fantasy_illustration_of_the_inside_of_a_magitek_st_22b55c9c-657f-4f12-b8e2-4b68e3d3d8b0.png?ex=652fe90b&is=651d740b&hm=bb32054a78119df22a34d14ecb2cf868f4e93914b63a9cbe55df9ee361a8823b&=&width=3000&height=2002){height:96%,top:-3px,right:-150px} }} {{imageMaskCorner1,--offsetX:-37%,--offsetY:-44%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1159971602579071098/tomfarlane_a_fantasy_illustration_of_the_inside_of_a_magitek_st_b8fda788-139e-4677-8373-f7173d9219a2.png?ex=6532f6bd&is=652081bd&hm=e5cc819bec4ea2436df6851244d3f2fc163290e0e5b498173091c52bf15b1895&=&width=1002&height=1002){height:86%,top:150px,right:200px} }} {{pageNumber,auto}} {{footnote Keep Maester Davyr}} \page #### Quest IV -- Final Favor : {{descriptive "Ah. Dear associates, you're here. That is swell, I don't think there's anyone else I could trust with this. : By this point, you're... rather acquainted with my operation, I believe. I know what I may seem to you. An immoral interplanar dealer, most likely. Perhaps a careless addict, a colorful maniac, if you're in a kind mood. But no, that is all a cover. When you're doing what I'm trying to do, it's best to seem harmless. Dense. : But I have been studying this place, ever since I first came. Reading, learning... researching. It's not by luck that I managed to bring back Sparks! Despite the cute name I chose, he's an ancient artifact. It wasn't easy to just "fire up", you know? : But I think... You had already noticed all that. Why else would you keep yourself associated with me, if you thought I was what most people think I am? Yes, that is why I must ask of you one final favor, and then I shall consider you my truest friends, and share with you my... ultimate triumph, when it comes. And of course, safe conduct to the Corsarian Sector, the *exciting* part of this cluster. : So, the favor. I need one more ingredient for my final plan, and it's not easy to come by. I need the soul and armor of a Mauve Gaard Shatterer. I don't much care how you get them, but they need to be intact. No soul wounds, no broken plate. I know, I know. I'll pay in accordance to the crazy feat I ask of you. Do this for me, and I'll give you my entire estate. Yes, I'll transfer ownership of the greatest stellar refuge in the Astral Sea over to you. No tricks, all proceeds are yours to keep. You'll have earned it, and besides... I'll be busy with other matters to take care of this great little community we've built together. }} ***Goal***. The party is tasked with taking the soul and armor of a Mauve Gaard Shatterer, an incredibly difficult feat that nonetheless allows for some creativity in its completion. : ***Shatterer's Den.*** Shatterers are solitary individuals, most often residing as protectors of an imporant ruin. At times they take on Speaker apprentices, or have a small defensive retinue of Silent Ones if located in a contentious pirate area. Depending on how much research the players decide to do, and what sources of information they have access to, this quest will vary in difficulty, as it's much easier to face a lone Shatterer than an entire Gaard squadron. : If the players manage to bring the Shatterer's plate and soul to Davyr without major damage to either, the quest *Exceeds Expectations* for the purposes of the rewards table : ***Outcome.*** If this quest is completed, Davyr will reward the party as promised, and be extremely thankful. An expression of relief and voracity seems to overtake him as he gives them their due. He will then depart towards the lawless parts of the Nova Cluster to continue with the final part of his plan, taking Sparks with him. : If the players ask for where to find him in the future, he'll cryptically say he'll be "where the cosmos needs him." {{classTable,,frame,text-align:center,position:relative,top:25px ## Rewards Table : | Quest | Completion | Exceeds Expectations | |:-----:|:---------|:-------------:| | **Sea of Poppies** | Davyr is happy with the cargo, and will pay the party their fair share for the hard work. Some 500 GP, and a 200 GP gift card for Sparks' shop | Davyr is overjoyed to have a new Astral Seafarer, and will commend them for their skill as... goods acquirers. To help them with more jobs, he grants them a *Contrabandist's Bracer*. | | **A Bit Too Deep** | For aiding with his little astral infestation, Davyr will pay some 1500 GP and a magical scroll containing the *Cosmic Singularity* spell. | Davyr waters at the mouth from the thought of the profit the egg will bring, and shares some with the party. 2000 additional GP, to be precise. | | **Silence Them, For Real** | For their collaboration with Davyr's continued freedom, he will reward the party with 4000 GP and one *Impulse Pill* each. If they want to purchase more, they will also benefit from a 20% discount. | If the players manage to neutralize the Mauve Gaard Speaker without raising suspicion, Davyr will reward them with a crate of gems and artworks worth 6000 GP. Where did he get this stuff? | | **Final Favor** | For his final and most perilous task, Davyr awards the party with the official proprietorship of his Stellar Refuge, which can be used as a hangar, base, and attack fortress. It brings in around 5000 GP weekly through trade fees, which can increase or decrease depending on how well the players maintain it. | If the plate and soul are in immaculate condition, Davyr will entrust the players with a *Lex-I Prototype*, and tell them about how those "were only the first". He'll promise them that soon he'll give them replacements that are even better than those old things. | }} {{watercolor1,bottom:0px,left:90px,width:950px,background-color:#D4AF37,opacity:80%}} {{watercolor10,top:670px,left:-230px,width:700px,background-color:purple,opacity:40%}} {{imageMaskCorner35,--offsetX:67%,--offsetY:-19%,--rotation:400 ![](https://media.discordapp.net/attachments/1105539459962904677/1159971602579071098/tomfarlane_a_fantasy_illustration_of_the_inside_of_a_magitek_st_b8fda788-139e-4677-8373-f7173d9219a2.png?ex=6532f6bd&is=652081bd&hm=e5cc819bec4ea2436df6851244d3f2fc163290e0e5b498173091c52bf15b1895&=&width=1002&height=1002){height:86%,top:150px,right:00px} }} {{pageNumber,auto}} {{footnote Keep Maester Davyr}} \page {{imageMaskEdge3,--offset:0%,--rotation:180 ![](https://media.discordapp.net/attachments/1105488303710543923/1159133241974980808/tomfarlane_a_fantasy_illustration_of_the_inside_of_a_magitek_st_b8fda788-139e-4677-8373-f7173d9219a2.png?ex=651ec674&is=651d74f4&hm=42a7ab6ffc19d128770c86d20f5fb800f2cd6b508330ac7b855188105b7130a0&=&width=2000&height=2002){height:80%,top:-150px} }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Salutations, planeswalker. I am sparks. I'm a superior magical construct, running on Eminent Energy. I have been instructed to show you through our trove. Inform me if any of these interest you. I have clearance to negotiate "clappin' deals" with you, as per Davyr's orders. I... am unsure as to what that means. But let us make do. : You are curious as to my origin? Why, it's a rather mundane story, but I will happily oblige. When Keep Maester Davyr was granted this illustrious refuge to protect, he found me deep within the ruined skeleton of the astral fortress, missing some... key components. I remember only faint glimpses from this time, as Davyr and his subordinates attempted to ignite my systems. Slowly, they deciphered the ancient runes that hold me together, and repaired me piece by piece. Now, I am awakened, and improving my sophistication by the day. : Perhaps I shall one day recover the memories of my previous existence, way back, when I was first made. Then I shall know... my real purpose. Ah, my apologies, I appear to be rambling. Care to purchase something? }} #### Salt-Cured Nova Ray Fillet *Food & Drink, Common -- 3 sp.* : This dry and bitter cut of meat is the food most people subsist on, here in the Gyreon Cluster. After eating a ration of it, your skin glows a pale purple for the next hour, making you shine dim light within 10 feet of you. : As your body grows accustomed to a Nova flesh diet, you stop glowing after consuming it, and your skin turns permanently pale and ghastly. {{position:relative,right:353px,top:170px #### Baldric of Gravity *Wondrous Item, Rare (requires attunement) -- 350 gp.* : }} {{position:relative,right:353px,top:165px This belt was initially made as a thief's tool, but its uses as an astral exploration item soon became apparent. }} {{position:relative,top:-95px While attached to a creature, gravity reacts to pull them towards the surface they are standing on, be it a meteorite, a wall, or a roof. }} ::::::::::: {{position:relative,top:180px,right:353px When you try to switch your gravity to a new surface using this item, you must succeed on a DC 12 Dexterity (acrobatics) check. Otherwise, you fall prone at the point where you attempted the gravitational switch. }} ![belt](https://media.discordapp.net/attachments/1105918269992480819/1159499712756465824/tomfarlane_a_fantasy_sketch_of_a_magic_belt_gravity_magic_magit_b72d5987-5d0f-4087-b1a6-afd37caed232-transformed.png?ex=65313f41&is=651eca41&hm=0a9ed35c1452724c11d7f8a4cf0c17ba8aaa19f3c16e9d36b6610be2e423af56&=&width=3000&height=1500) {width:350px,position:absolute,top:780px,right:75px,mix-blend-mode:multiply} ![CHISPITAAAA](https://media.discordapp.net/attachments/1105918269992480819/1159143026363465818/image-Tg3HWWBHs-transformed.png?ex=651ecf91&is=651d7e11&hm=b845b8491a8757692451423fab85d81c6260a321932b61b0eb4ed21d2fbb2c1d&=&width=667&height=1002) {position:absolute,top:-10px,right:50px,width:430px,} {{pageNumber,auto}} {{footnote Sparks' Vault}} \page {{position:relative,top:-35px #### Contrabandist's Bracer *Wondrous Item, Rare (requires attunement) -- 1000 gp* : This is the masterpiece of a pirate blacksmith, a bracer that has changed hands countless times, and always seems to find its way back to the low-lives it was meant to serve. Crafted with the jewel of a great Gaard commander, the bracer beams and buzzes softly when officers of the law enter a range of 120 feet around it, allowing its owner to detect and outmaneuver them. You can use an action to cast the *nondetection* spell with this item, requiring no components. Once you do so, you cannot do it again until you finish a long rest. : }} ![Bracer](https://media.discordapp.net/attachments/1105918269992480819/1159628391138476062/tomfarlane_a_fantasy_sketch_of_a_steel_bracelet_emblazoned_with_8d4dc423-2a4c-486a-be1c-591377f01372.png?ex=6531b719&is=651f4219&hm=f71f3e4f9065d97a8551c0f7c6c5d3e19705cf6248a0223633aeb1ff5d43c004&=) {width:365px,mix-blend-mode:multipy,position:absolute,top:160px,left:20px} {{watercolor6,top:-310px,left:480px,width:370px,background-color:white,opacity:100%,transform:rotate(-57deg)}} ::::::::::::::: #### Impulse Capsule *Consumable, Very Rare -- 200 gp, requires completing the ***Sea of Poppies*** quest* : This little pill makes the pirate economy of the cluster go round, a magical psychoactive narcotic that emboldens its users with a plethora of impressive abilities. The only thing as sizeable as its benefits are its drawbacks, as with most drugs, especially once the effect wears off... : For the next hour after consuming an Impulse Capsule, your mind is expanded, granting you the following benefits: : - You can accurately recall anything you've learned in the past year, auto-succeeding Wisdom (history) checks that would rely on information acquired during this time period. : - You have advantage on Intelligence-based skill checks and saving throws. : - Your reflexes are supernaturally heightened, granting you a bonus of 1d12 to Dexterity saving throws and initiative rolls. : Once the effects wear off, you immediately gain 1 exhaustion point. You ignore exhaustion points if you take more impulse. It's really easy to overdose on this... ::: {{position:relative,top:-35px #### Lex-I Prototype *Wondrous item, Artifact (requires attunement) -- 30.000 gp, requires completing the ***Final Favor*** quest* : This advanced arcane prosthetic was made by Sparks using remnants of its ancient knowledge, from a time when Gyreon was a fully-fledged astral temple. And of course, a lot of plundered technology. To attune to this legendary prosthetic, you must first amputate your right arm to make space for it. : Once you graft the artifact onto your body, you must use an *Eminent Wisp* or other source of comparable primordial power to awaken it and become attuned. It functions as a normal arm, but grants many additional benefits. : - The Lex-1 Prototype filters out all poisons and diseases from your body, making you immune to sickness, poison damage, and the *poisoned* condition. : - You can ignore the adverse effects of the first *Impulse Capsule* you take between long rests. : - You can make melee weapon attacks using the Lex-I Prototype, which use Strength to roll, and deal 2d12 + your Strength modifier + 3 force damage. : - You can make a special beam attack using the Lex-I Prototype, causing creatures in a 30ft. long, 5ft. wide line in front of you to make a DC 18 Dexterity saving throw. They take 16d8 force damage on a failed save, or half as much on a successful one. When you use this ability, the artifact goes dormant for 1d4 days and you don't benefit from any of its traits. Absorbing an *Eminent Wisp* awakens the item early. }} {{watercolor6,top:-596px,left:-220px,width:365px,background-color:white,opacity:110%,transform:rotate(118deg)}} ![lex one](https://media.discordapp.net/attachments/1105918269992480819/1159634839188811886/tomfarlane_a_fantasy_prosthetic_robot_arm_with_a_blade_attached_601e3404-fa86-4112-9350-e114bf76587d-transformed.png?ex=6531bd1a&is=651f481a&hm=9d0c7de9082877444678034726a4fe51061e786c5b0e5febe3baf9a52327b594&=) {width:325px,mix-blend-mode:mutiply,position:absolute,transform:rotate(-30deg),left:465px,top:565px} ::::::::::::::: Eminent Energy seems to follow this artifact. You can use it to activate forgotten mechanisms of the cluster's ruins, and Nova Rays are drawn to it... sometimes aggressively so. You should be careful. Many could want its power... {{imageMaskEdge5,--offset:42%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1159481674241941634/tomfarlane_a_nebula_an_astral_plane_starfall_shooting_stars_ast_91dcaa7f-8dc5-4773-b71c-8a8384450b19.png?ex=65312e75&is=651eb975&hm=91a32ed1f166f2acc03f2fe0b5ee9e0211d6cf3bbb363e52abf3c6d8442f20a8&=&width=1503&height=1002){height:60%,top:500px,left:-100px} }} {{pageNumber,auto}} {{footnote Sparks' Vault}} \page {{imageMaskEdge,--offset:0%,--rotation:180 ![](https://media.discordapp.net/attachments/1105488303710543923/1159889338604200056/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532aa20&is=65203520&hm=053b00c8ca74551ee69cdf91dd304f63a50a097995e4c1d63ee28aef1d062d68&=&width=607&height=912){height:118%,transform:scale(1)} }} {{descriptive,position:relative, ##### Follow your Gut : You've been walking for a little while. The strange texture of this asteroid's cobblestone, half-rocky half smooth--with just the right amount of gravel, makes it difficult to keep yourself from tripping, and you lost your supplies in a nearby ravine running from a swarm of Dread Wyrms. : Never trust a robot. This supposed Archeologist encampment is beginning to feel like more of a fairy tale than the Nova Monarchs you've heard so much about. As you climb atop the rocky hill, you see the old temple. A ruin, most definitely, yet under the violet and blue hues of the Eminent Star, it feels mystical. : That's the spot. Sparks talked about a rendezvous point within the structure. You just hope the place won't come down on top of you the moment you step inside. You carefully slide down the gravel hill and are met with an ancient gate---the only thing that stood the test of time. : You follow your gut. Something is waiting for you inside. You can feel it. You climb the steps one by one, and walk through the threshold. }} \column ::::::::::::::::::::::::::::::::::::::::: {{descriptive,position:relative, ##### Shenanigans Ensue... : Your don't get far within the ruined temple before a metallic plate begins to shine under your feet. Oh, no. You react too late. As the violet rune activates, you feel a powerful force lift you up the ground. Completely disoriented, you continue to be propelled towards the broken ceiling of the ruins. For a moment, you think you are about to fall into the sky. : You get about fifteen feet off the ground before the force subsides, and you feel yourself levitate, while your body continues to spin around. Slowly, you stabilize, your heart racing. The sky above--or bellow, to be more accurate, shines in deep blues and cosmic purples. You still feel like you could fall into the stars at any moment. : From the corner of your eye, you see a small figure emerge from behind a pillar, deep within the chamber. It's a girl carrying some sort of artifact on her back, while eagerly stepping forward, her hands gripping some sort of control panel. From the moment you see her, you know she is the one Sparks told you about. }} {{pageNumber,auto}} \page {{imageMaskEdge,--offset:0%,--rotation:180 ![](https://media.discordapp.net/attachments/1105488303710543923/1159889338604200056/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532aa20&is=65203520&hm=053b00c8ca74551ee69cdf91dd304f63a50a097995e4c1d63ee28aef1d062d68&=&width=607&height=912){height:118%,transform:scale(-1)} }} ![MEI](https://media.discordapp.net/attachments/1105918269992480819/1159914277617020928/may_1-transformed.png?ex=6532c159&is=65204c59&hm=88cc0d6904f2706ba933807fc0bbbd09ebf54623217f8caf6b8962c3a2d647f9&=&width=3000&height=4000) {position:absolute,top:0px,left:200px,width:400px} \column {{monster,frame,decoration,text-align:center,position:relative,top:436px,left:-170px : ## The Marvelous May Gallaway! : You upside down, bro? Like, totally upside down? So it really does work! Wow... Oh, I'll get you down in a moment, don't worry. I'm just genuinely intrigued! You stepped on a gravity plate. These are ancient ruins, dude. You can't be prancing around like it's nobody's business. Some of these tiles can disintegrate you! : Nah, I'm kidding. It's a malfunction, actually. You are not exactly being held upside down, it's more like your own gravitational pull is being rejected by the tile. I have to do some adjustments, I guess... This is nothing more than a glorified rope trap. : What? Oh, yeah. I put the tile there. I was waiting for something else, not you. But well, I guess we make do with what we have! You ruined my trap, so now I get to laugh at you. Ha. Ha. See? It's pretty funny, if you think about it. : My name? It's May. Not M-E-I, it's M-A-Y!!! Yeah, like the month. I mean... the legendary, amazing, super-duper smart May Gallaway! You haven't heard of me? Well, you will! I'll be a famous scientist, one day. Eventually... It's been so hard finding a moment to write with all the things that have been going on lately. I'd wager... Sparks sent you my way? Aw, he is so cute. You wanted to see an Archeologist encampment, right? Well right this way! : Oh right, you're still upside down. Sorry. : }} {{pageNumber,auto}} {{footnote The Marvelous May Gallaway!}} \page {{imageMaskEdge2,--offset:-4%,--rotation:180 ![](https://media.discordapp.net/attachments/1105488303710543923/1160634007768285212/tomfarlane_an_archeologists_camp_in_the_moon_a_camp_in_space_ne_5a5fac54-ab4a-4d12-81eb-34d1a8ad862b.png?ex=65355fa6&is=6522eaa6&hm=294eabc5ab0c34ba5c09188e20cdaadf79e2c77ecb137b453409dbdeddce10b4&=&width=4000&height=3000){height:65%,top:00px,left:-100px} }} {{watercolor6,top:255px,left:830px,width:220px,background-color:white,opacity:100%,transform:rotate(-59deg)}} ![May Gallawat??](https://media.discordapp.net/attachments/1105918269992480819/1161663832532471909/may_2_1.png?ex=65391ec0&is=6526a9c0&hm=0475150d1ac64a5607bbca46b92aeae32ae610af369af0d2f105de003ded48af&=&width=3000&height=4000) {position:absolute,top:0px,right:30px,width:400px,mix-blend-mo} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{classTable,wide,frame,decoration,text-align:center, ## Welcome to my Humble Abode! What? You thought I stayed with those archeolosers? Nah, dude. I've got my own thing going on over here, and no Threadseeker is ever going to claim my discoveries as their own again! Not like that hack Davyr, stealing the credit for repairing Sparks. I mean, he helped, *sure*, but I'm the one that replaced the core reactor! But yeah, who would ever listen to a 16 year old girl anyways, huh? Not the Archeologists, that is for certain! They are supposed to be my "legal guardians", whatever that means, but all they do is BABY me! Of course, young May couldn't ever be so INCREDIBLE and SMART as to fix Sparks all by herself, now could she? : I'm writing down a journal, you know. Oh, they'll get what's coming to them, alright! When I get famous, some historian will find my stuff and read all about my early, but also very impressive, years. THEY'll be in trouble then! League of Archeologists? More like... like... League of... NERDS! Boom! I gotta write that down. : Anyways, want a cup of coffee while you browse my stuff? I've already had three. }} {{text-align:center #### Solar Needle *Wondrous Item, Very Rare* }} :::::::::: This needle shines with golden hues. May tells you she forged it from a powerful sunstone infused with Eminent Energy... whatever that means. She then stabs your arm with it. "Lmao", she mutters. ![Sun Needle](https://media.discordapp.net/attachments/1105488303710543923/1160678181209133056/tomfarlane_a_weapon_as_a_dungeons_and_dragons_item_dnd_fantasy__39728310-ef15-4c8b-88cb-43c83b7c59f0.png?ex=653588ca&is=652313ca&hm=794300ae677e95ed6bdb1ccece298ef7ca3d6e2e0f3d1d5c3e4dbae4cd2b4d6c&=&width=2000&height=2000) {width:300px,position:absolute,top:700px,right:430px,mix-blend-mode:darken,transform:rotate(45deg)} : Followed by a golden glow, this small stylus sheds dim light in a 10-foot radius. You can use it to sow, making the cloth it is used on shine with residual golden dust for 24 hours and giving a creature that wears the tissue advantage on persuasion checks for the duration. : You can also stab the needle into your skin, dealing 1 point of piercing damage and giving you resistance to fire and radiant damage for as long as the needle stays in you. However, for every minute the needle remains burrowed in your skin, you suffer 1 point of psychic damage as a burning sensation prickles the back of your neck. : This item is much more powerful than it appears. {{pageNumber,auto}} {{footnote May's Encampment}} \page {{watercolor9,top:320px,left:0px,width:430px,background-color:,opacity:60%}} {{watercolor7,top:-680px,left:-360px,width:450px,background-color:#BBAD82,opacity:80%,TRANSFORM:ROTATE(90DEG)}} {{imageMaskCorner34,--offsetX:-38%,--offsetY:63%,--rotation:10 ![](https://media.discordapp.net/attachments/1105488303710543923/1161692052434718770/tomfarlane_a_toolshed_of_an_artificer_tools_merchant_stand_weap_f443c65b-8abe-4210-823b-22a20ccb869f.png?ex=65393908&is=6526c408&hm=730b5f2fcc021851b3576ea19fe5859687799df359be64b5782a1985a7f0bf8f&=&width=912&height=912){height:45%,top:0px} }} {{imageMaskCorner34,--offsetX:40%,--offsetY:-63%,--rotation:10 ![](https://media.discordapp.net/attachments/1105488303710543923/1161691879541325935/tomfarlane_a_toolshed_of_an_artificer_tools_merchant_stand_weap_bb18629d-221b-4e10-83a6-f5e6e7af5155.png?ex=653938df&is=6526c3df&hm=957034aa2c390afa670f937037848cb67a909a2a43538e868a6cfe8bbb3ce0d7&=&width=912&height=912){height:45%,bottom:-1px,left:350px} }} ![drone](https://media.discordapp.net/attachments/1105918269992480819/1161694811460472852/dron_1.png?ex=65393b9a&is=6526c69a&hm=2c88e75b8bb9de0ba44cebf552ba3ca719eb6209b2ec0c054d630765ae850ed5&=&width=912&height=912) {width:350px,position:absolute,top:370px,right:420px,transform:rotate(0deg)} ::::::::::::::::: {{position:relative,top:80px,right:10px {{text-align:center #### Assistant Drone V-38 *Wondrous Item, Legendary (requires attunement)* }} ::::::::::::::::::::::::: This drone flies around you gingerly, ready to assist you in any manner it can. It understands your orders and can transform into a very fashionable metal tote bag for ease of carry. It's a proprietary May Gallaway invention! : The Assistant Drone can only be commanded by the creature it is attuned to. If reduced to 0 hit points, it shuts down, but can be repaired by a creature proficient with tinker's tools over the course of a short rest. If the creature it is serving dies, the Assistant Drone shuts down. : This drone has many functions, detailed in its stat sheet. It can also transform into a helmet, giving whoever uses it 120 feet of darkvision and the ability to breathe underwater. While in helmet mode, the Assistant Drone increases the wielder's AC by 2 but cannot use any of its features, actions, or reactions. It still talks, though... }} \column {{monster,frame ## Assistant Drone *Small construct, unaligned* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 34 (8d6 + 6) **Speed** :: 0 ft., fly 50 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|14 (+2)|13 (+1)|8 (-1)|12 (+1)|14 (+2)| ___ **Skills** :: Perception +3 **Damage Immunities** :: poison, psychic **Condition Immunities** :: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: The language of its creator. **Challenge** :: 1 (100 XP) ___ ***Advice.*** The drone gives advice, if asked, on how to best proceed in any given situation. Sometimes it even gives advice without being prompted. It likes to talk. It is not very smart, however. : ***Sturdy Flyer.*** The drone has handles underneath itself, and can be used to fly around. A medium or smaller creature can grab onto the handles and be carried at half the drone's fly speed. : ***Self-Repair.*** If the Drone sustains damage, it repairs itself over the course of a long rest, recovering its lost hit points. If it falls to 0 hit points, however, it shuts down and cannot self-repair. : ***Skillful Helper (3/day).*** The Drone can add its proficiency bonus (+2) to an ability check, attack roll, or saving throw made by the creature it is attuned to, if said creature is within 30 feet. ### Actions ***Help.*** The Drone uses the *Help* action. : ***Bump.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 1) bludgeoning damage. : ***Beam.*** *Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit* 6 (1d6 + 2) radiant damage. : ### Reactions ***Intercept.*** The Drone can block an attack that targets a creature within 5 feet of it, making itself the target of the attack instead. }} {{pageNumber,auto}} {{footnote May's Encampment}} \page ![coffee](https://media.discordapp.net/attachments/1105488303710543923/1160678121264123954/tomfarlane_a_science_fiction_item_from_dungeons_and_dragons_dnd_77fbbbac-2d6e-4385-8e08-a672c2b84635.png?ex=653588bc&is=652313bc&hm=2eb9ecc5c8ee091568fb70e429b22872b29dd47832650cd19e67e5dbc3f57ace&=&width=912&height=912) {width:380px,position:absolute,top:80px,right:40px,mix-blend-mode:darken,transform:rotate(0deg)} {{imageMaskEdge3,--offset:8%,--rotation:90 ![](https://media.discordapp.net/attachments/1105488303710543923/1163610462756290650/tomfarlane_a_bunch_of_potions_fantasy_art_mixes_alchemy_brews_f_12c97773-5241-4bb2-87f4-b7de45c016bd.png?ex=654033b1&is=652dbeb1&hm=89df4e3d81450809a1fbe0ddad7e53da8f6781e7f571201dbb8c1c4bab5ce918&=&width=3000&height=4000){height:100%,left:-190px} }} {{watercolor2,top:-507px,left:-15px,width:550px,background-color:orange,opacity:140%,transform:rotate(60deg)}} {{watercolor5,top:650px,left:278px,width:650px,background-color:orange,opacity:100%,transform:scaleX(-1)}} \column {{position:relative,top {{text-align:center #### May's Orange Brewski *Food & Drink, Legendary* }} :::::::::::::::::::::::::::: She says it's just coffee. You reckon a brew that requires a dozen alchemical substances, a full-length book with no clear title, and a collection of flasks and artificer tools cannot in any way be called "just coffee". It literally glows with orange light... : ***Written on the Label.*** This brew has five charges, after which the bottle is emptied and must be refilled by May. Only she knows the recipe, which involves some complicated manipulation of mercurial compounds and creates a mixture that takes a week to distill. A creature can consume a charge of this item as a bonus action. Drinking the thing makes your brain work faster and invigorates your body for an hour, but in turn, affects your critical thinking and makes you more reckless. You're not gonna sleep any time soon... : ***Brain Goes Brrr.*** While under the influence of the brew, you increase your Intelligence and Constitution scores by 2, but reduce your Wisdom score by 2. You gain an additional bonus action on your turn for the duration, and gain resistance to *poison* and *psychic* damage. : ***Anti-Eminence.*** You cannot benefit from *Eminent Energy* while under the effects of this item. *Impulse Capsules* have no effect on you, and *Eminent Wisps* do not attune to you. If already attuned to an *Eminent Wisp*, it painfully leaves your body when you ingest this brew. : This unnatural orange liquid works as a kind of antidote; a creature that ingests it is relieved from the effects of Eminence overdose and other similar effects. }} {{pageNumber,auto}} {{footnote May's Encampment}} \page ![GUN](https://media.discordapp.net/attachments/1105918269992480819/1161670879621697617/gun_may_1.png?ex=65392550&is=6526b050&hm=f1caf04f3255ed31437f06f3f91391c3efe8d9d1ec742f2d28717ebedd7de54b&=&width=4000&height=4000) {width:350px,position:absolute,top:100px,right:430px,mix-blend-mode:,transform:rotate(20deg)} {{position:relative,top {{text-align:center #### Hellspitter *Weapon (pistol), Artifact (requires attunement)* }} :::::::::::::::::::::::::: This weapon carries hell itself. An ever-burning shard of scalding mithril powers the gun, filling whoever wields it with a sense of overwhelming power. May just flings it around like it's nothing more than a toy, but you can see it in her eyes... she is truly proud of her creation. : You have a +3 to hit and damage rolls using this weapon. It doesn't need ammunition (nor does it need to be reloaded) and fires shards of molten mithril that deal a base of 2d6 piercing damage + 2d6 fire damage. Damage from this weapon ignores resistances (not immunities) and reduces the target's maximum hit points for an hour afterwards. : Critical hits made with this weapon deal an additional 4d6 fire damage. In addition, while wielding this weapon, you can cast *fireball* at will, requiring no material components. }} \column ![dag](https://media.discordapp.net/attachments/1105488303710543923/1160678174280138874/tomfarlane_a_weapon_as_a_dungeons_and_dragons_item_dnd_fantasy__15ac8dfc-ecfe-467f-86d1-a0ceb372d00c.png?ex=653588c9&is=652313c9&hm=b69c610dec92cd780acf2e2443c56b3a5f6e720008e5f5562581f499d4a38718&=&width=912&height=912) {width:350px,position:absolute,top:100px,right:60px,mix-blend-mode:darken,transform:scalex(-1)} {{position:relative,top:,classTable, {{text-align:center #### Malaise *Weapon (dagger), Artifact (requires attunement)* }} :::::::::::::::::::::::::: Vibrant with blue energy, the dagger floats over May's head, as if about to drop down and kill her. You know it could strike at any moment. It gives you a particular feeling of ever-present dread. A certain... *malaise*. : You have a +3 to hit and damage rolls using this weapon. On a hit, it deals an additional 3d6 cold damage. This weapon can fly, become invisible, and shift into the ethereal plane at will. You can control Malaise telekinetically and use any of its abilities on it up to a range of 60 feet. : It follows your every command, but if left to its own devices, will float atop your head, seemingly about to drop down. This creates a feeling of ever-present dread that keeps you alert. You cannot be surprised while under this effect and can magically feel if you are about to be in danger, like an uncanny sixth sense. }} {{imageMaskEdge5,--offset:25%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1161367385035526224/tomfarlane_a_raid_on_an_encampent_space_a_camp_in_space_being_a_be1d5f8c-b1d2-45c6-b9f9-d335999e7289.png?ex=65380aa9&is=652595a9&hm=96b94248cfe56bcabe24fa565607e3fe576a687adcfd6b0356eea71c02fc2e25&=&width=1368&height=912){height:55%,bottom:-100px,transform:scale(-1)} }} {{classTable,wide,frame,decoratio,text-align:center,position:relative,top:120px ## My Greatest Artifacts! Hellspitter I made from a molten starshard. Malaise I found while looting some random ruins. I had to sneak around a few Shatterers, it was kind of an important place... Anyways, not too big of a deal. You get it now, don't you? You see how cool I am? I bet you thought I was joking. Everybody underestimates me... Oh, but I'll show y'all. I am the Marvelous May Gallaway, and I will become the greatest explorer who ever lived! Greater even than my grandpa! : }} {{watercolor10,top:-50px,left:00px,width:420px,background-color:skyblue,opacity:80%,transform:rotate(30deg)}} {{watercolor7,top:-110px,left:-340px,width:420px,background-color:orange,opacity:80%,transform:rotate(30deg)}} \page {{partCover}} # Garas ## Monster Appendix {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://media.discordapp.net/attachments/1105539299815989330/1142189548781179031/tomfarlane_a_frontal_illustration_of_a_frost_wyvern_in_the_styl_51d570c9-b19b-49be-b2c7-38a42407784c.png?width=2000&height=3000){position:absolute,top:-80px,left:0px,height:120%} }} \page {{watercolor10,top:-160px,left:-120px,width:400px,background-color:lightblue,opacity:100%}} {{watercolor1,top:660px,left:450px,width:600px,background-color:lightblue,opacity:100%}} ![Ice dUENDE](https://media.discordapp.net/attachments/1105918269992480819/1136010539710034021/up_to_no_good_1-transformed-transformed.png?width=2397&height=3000) {position:absolute,top:50px,right:15px,width:400px,mix-blend-mode:multiply} {{position:relative,top:-40px ### Born of Stasis All across the Soulfrost Expanse, and particularly around the rivers of Cindra, primordial energies of ice and water coalesce into chaotic entities of elemental ascent. The Iceborn are native to the arctic wastes and are fiercely territorial. They gather in small tribes led by elder primordials and worship the Greatwyrm Yharel, He who gave them icy life. : In the wake of Yharel's flights, hordes of these creatures rise from shards of Everfrost, and their congregations can pose a real threat to Isark encampments. The lowest of Iceborn are the Icelings, imp-like tricksters that use hit and run tactics to chip at their enemies' defenses, slowly melting away their will to fight. : The Icelings have a personal grudge against the Isark, as they believe them to be trespassers on their land, even though the taurish humanoids precede them. They often attempt to vandalize, steal, and sabotage shipments. When in large enough numbers, they will raid and pillage Isark positions if they seem vulnerable. }} {{monster,frame,position:relative,top:355px,left:-350px ## Despicable Iceling *Small elemental, chaotic neutral* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 25 (3d6+14) **Speed** :: 30 ft., swim 30 ft ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |9 (-1)|14 (+2)|14 (+2)|10 (+0)|13 (+1)|7 (-2)|14 (+2) | ___ **Skills** :: Perception +3, Stealth +4 **Damage vulnerabilities** :: Fire **Damage Immunities** :: Cold **Condition Immunities** :: chilled, frostbitten, frozen, soul chilled **Senses** :: heatsight 30 ft., passive Perception 11 **Languages** :: Primordial (Aquan) **Challenge** :: 2 (450 XP) ___ ***Ice Stride.*** The Iceling can swim through nonmagical ice and water. While doing so, the Iceling doesn't disturb the material it moves through. : ***Stasis.*** When the Iceling drops to 0 hit points, it transforms into a small shard of gleaming blue ice that does not melt. This object is considered magical, spreads dim light 5ft around itself, and is always cold to the touch. The Iceling will reform from this shard if affected by the *unendurable stasis* environmental condition (p. 28). ### Actions ***Multiattack.*** The Iceling makes two claw attacks. : ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 2) slashing damage plus 3 (1d4) cold damage. : ***Frostbolt (3/day).*** *Ranged Spell Attack:* +4 to hit, reach 60 ft., one target. *Hit* 11 (2d10) cold damage. A creature hit by this attack must succeed on a DC 10 Constitution saving throw or be *chilled* for a minute. }} {{note,position:relative,top:530px,left:-320px,background-color:gainsboro ##### Threadnote: Venerable Iceling Some Icelings go against their nature, living among the Isark and becoming a huge part of their culture. They help their boats steer clear of icebergs and warn them about incoming dangers. It is said that, for all their strange antics, the Icelings are an honorable people. A Venerable Iceling is often one that has been spared by a powerful warrior, and has sworn fealty to them as a form of gratitude. : What is most strange about this behavior is that, for the most part, they are not attacked nor shunned by their brethren, almost as if they were considered non-combatants. Venerable Icelings don't intervene in the skirmishes between the rest of their kin and the Isark -- and their neutrality is seemingly respected by all sides. : When the creatures they bonded to perish, Venerable Icelings stay by their side, as if reenacting an old forgotten ritual, slowly melting into an everfrost crystal. They will not reform when subjected to Soulfrost, following their masters in true death by sacrificing the semi-immortality of elementals. : Stable everfrost shards are considered sacred in Isark culture, physical proof of the Iceling's commendable service and unquestioned loyalty. They are often kept as relics by the family of the deceased, a reminder of their warrior kin's honor, which earned them an elemental bond. }} {{pageNumber,auto}} {{footnote Cindra: Born of Stasis}} \page {{position:relative,top:-20px,left:-px ### In Frozen Caves The elemental power of Yharel, the killing frost, can sometimes meld with a lost soul that is passing through the material plane, birthing an Iceborn Beast. The unique creatures that result of this phenomenon {{width:20px}} often take ursine forms covered in crystalline {{width:40px}} ice, but other beastly shapes have also been {{width:20px}} recorded by the Isark tribes. : Despite their magical nature, they mostly {{width:70px}}act like their mundane counterparts -- a {{width:60px}} much stronger, more dangerous version of {{width:40px}} them. Elemental mages often try to tame {{width:60px}}them for a variety of reasons, but few casters{{width:40px}} outside the Isark tribes know how to {{width:50px}}manipulate their everfrost cores {{width:70px}}successfully. : In rare occasions, the magic that births {{width:70px}} these magnificent beings also grants{{width:90px}} them sentience, leading them to become {{width:70px}}elemental spellcasters of great power {{width:90px}}and wisdom. Some of them become {{width:70px}}spiritual leaders to the Isark, while {{width:98px}} others endlessly plot their demise. }} {{watercolor1,top:-50px,left:260px,width:650px,background-color:skyblue,opacity:100%}} ![Iceborn Guardian](https://media.discordapp.net/attachments/1105918269992480819/1137004929270161428/Mi_proyecto_22.png?width=3000&height=3000) {position:absolute,top:0px,right:-60px,width:580px,mix-blend-mode:} :::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-12px ## Iceborn Beast *Large Elemental, unaligned* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 94 (9d10 + 45) **Speed** :: 30 ft., swim 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |19 (+4)|12 (+1)|20 (+5)|6 (-3)|13 (+1)|9 (-1)|16 (+3) | ___ **Skills** :: Perception +4 **Damage vulnerabilities** :: Fire **Damage Immunities** :: Cold **Condition Immunities** :: chilled, frostbitten, frozen, soulchilled **Senses** :: darkvision 30 ft., passive Perception 11 **Languages** :: Primordial (Aquan) **Challenge** :: 5 (1,800 XP) ___ ***Ice Stride.*** The Beast can swim through nonmagical ice and water. While doing so, the Beast doesn't disturb the material it moves through. : ***Everfrost Form.*** The beast is covered in a thick layer of ice that is difficult to breach and constantly regenerates. The creature gains 10 temporary hit points at the start of its turn if it didn't take damage the previous round. The loss of temporary hit points does not count as damage taken for the purposes of this ability. While the beast has temporary hit points from this ability, it gains resistance to *bludgeoning, piercing, and slashing damage*. : If the Beast takes fire damage, it cannot benefit from *Everfrost Form* for 1d4 + 1 rounds afterwards. : ***Frost Aura.*** The Beast is surrounded at all times by a 10-foot radius sphere of frost centered on itself. Creatures within range take 5 cold damage as they enter the area and must make a DC 14 Constitution saving throw or take 7 (2d6) cold damage and be considered *chilled* for a minute. : This feature affects all creatures that start their turn within the area. Every time a creature is affected by this aura and fails its Constitution save, they gain a stack of *congelation* (up to the *frozen* condition) for a minute. Creatures that are immune to the *soulchilled* condition are not affected by this ability. : : ***Innate Spellcasting.*** The beast's innate spellcasting ability is Resolve (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: : *At will:* Frostbolt. : *1/day each:* Ice Gale, Absolute Zero. ### Actions ***Multiattack.*** The Iceborn Beast makes one maul attack and one bite attack. : ***Maul.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) slashing damage plus 4 (1d6) cold damage. : ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 4) piercing damage plus 4 (1d6) cold damage. A creature hit by this attack must make a DC 14 Strength saving throw or be grappled by the Beast. : ***Cold Breath (recharge 5-6).*** The Beast exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 ( 6d8 ) cold damage, or half as much damage on a successful one. }} {{pageNumber,auto}} {{footnote Kyrr: In Frozen Caves}} \page {{position:relative,top:-10px ### Tribal Elite Every clan has its great warriors. The Kai Arek revere their sailors. The Yar Suth, their riders. The An'kar, their hunters. As such, Isark veterans have many different skills, depending on their origin, but they share a formidable reputation. Veterans are respected warriors that give their all in the service of their clan. : A cunning chieftain and a dozen of these veterans can take down even the most fortified of positions. The Isark haven't partaken in large scale warfare in centuries, which makes the Tribal Elite of each subrace the most dangerous group one can encounter within the Expanse. Specialized, trained, and ready to act on behalf of their brethren, they form the backbone of Isark martial power. }} {{pageNumber,auto}} {{footnote Kyrr: Tribal Elite}} {{watercolor3,top:-190px,left:400px,width:490px,background-color:silver,opacity:100%}} {{watercolor3,top:120px,left:450px,width:490px,background-color:silver,opacity:100%}} {{watercolor3,top:550px,left:400px,width:490px,background-color:silver,opacity:100%}} {{watercolor3,top:300px,right:250px,width:690px,background-color:silver,opacity:100%}} {{watercolor3,top:300px,right:250px,width:690px,background-color:silver,opacity:100%}} {{watercolor3,top:300px,right:250px,width:690px,background-color:silver,opacity:100%}} ![Isark Veteran](https://media.discordapp.net/attachments/1105918269992480819/1142190836524798094/veteranopixel_1_1.png?width=568&height=853) {position:absolute,top:310px,right:315px,width:540px,transform:scalex(-1)} {{monster,frame,position:relative,top:-35px ## Isark Veteran *Medium Humanoid (Isark), any alignment* ___ **Armor Class** :: 14 (ring mail) **Hit Points** :: 65 (10d8 + 20) **Speed** :: 30 ft., swim 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |17 (+3)|12 (+1)|15 (+2)|12 (+1)|13 (+1)|9 (-1)|16 (+3) | ___ **Skills** :: Athletics +5, Perception +3 **Damage resistances** :: Cold **Condition immunities** :: chilled **Senses** :: passive Perception 13 **Languages** :: Icetongue (Taurish), Common **Challenge** :: 4 (1100 XP) ___ ***Indefatigable Brawn.*** The Isark Veteran can add his Resolve modifier to all strength-based checks and contests. : ***Isark Subrace.*** Depending on its tribe of origin, the Isark Veteran gains additional features. : *Kai Arek.* The veteran gains the *Aquatism* abilities from the Kai Arek subrace. In addition, it benefits from a +2 to hit and damage rolls while targeting a creature that is swimming. : *Yar Suth.* The veteran can cast Wyrmsigns. Its innate spellcasting ability is Resolve (spell save DC 13). It can innately cast the following wyrmsigns at will, requiring no material components: *frostbolt, ice gale* : *An'kar.* The veteran gains the *Forsaken Song* feature from the An'kar subrace. In addition, it can cast *Absorb Elements* as per the *Elemental Adaptation* feat (2/day). ### Actions ***Multiattack.*** The veteran makes two weapon attacks. : ***Battleaxe.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. : ***Fish Net (Kai Arek).*** *Melee Weapon Attack:* +5 to hit, reach 30ft., one target. *Hit:* 7 (1d6 + 3) piercing damage. A creature hit by this attack must succeed on a DC 12 Dexterity saving throw or have their speed reduced to 0. Un their turn, they may attempt to break free from the net by succeeding on a DC 14 Strength saving throw. : ***Lance (Yar Suth).*** *Melee Weapon Attack:* +5 to hit, reach 15ft., one target. *Hit:* 10 (1d12 + 3) piercing damage. If the veteran is riding an Adult Frost Wyrm, this attack deals an additional 2d6 piercing damage and the target must make a DC 12 Strength saving throw or be pushed 10 feet away and knocked prone. : ***Savagery (An'kar)***. *Melee Weapon Attack:* +5 to hit, reach 15ft., one target. *Hit:* 7 (1d6 + 3) slashing damage plus 7 (1d6 + 3) piercing damage. The Veteran attacks with its claws, teeth, and horns. A large or smaller creature hit by this attack is grappled (escape DC 13). : ***Spear Throw.*** *Ranged Weapon Attack:* +5 to hit, range 20/60 feet. *Hit:* 7 (1d6 + 3) piercing damage. A veteran carries with him 3 spears. }} \page {{watercolor2,top:-220px,left:280px,width:600px,background-color:skyblue,opacity:100%}} {{watercolor6,top:-220px,left:-70px,width:600px,background-color:skyblue,opacity:100%}} {{watercolor6,top:500px,left:530px,width:500px,background-color:skyblue,opacity:100%}} {{watercolor2,top:500px,left:-235px,width:500px,background-color:skyblue,opacity:100%}} ![Adult Frost Wyvern](https://media.discordapp.net/attachments/1105918269992480819/1137002502802391111/wyvern_2-transformed-transformed.png?width=881&height=586) {position:absolute,top:0px,right:-47px,width:900px} {{monster,frame,wide,position:relative,top:405px ## Adult Frost Wyrm *Large dragon, chaotic neutral* ___ **Armor Class** :: 16 (natural armor, 18 against ranged attacks) **Hit Points** :: 196 (23d10 + 69) **Speed** :: 30 ft., 60ft. fly ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |18 (+4)|22 (+6)|16 (+3)|5 (-4)|10 (-)|10 (-)|14 (+2) | ___ **Saving Throws** :: Dex +10 (+12 vs AoE), Str +8, Res +6 **Skills** :: Perception +4 **Damage Immunities** :: cold **Condition Immunities** :: chilled, frostbitten, frozen **Senses** :: heatsight 120ft. **Languages** :: understands primordial but can't speak **Challenge** :: 11 (7,200 XP) ___ ***Warding Wings.*** The Adult Frost Wyrm has sturdy wings of elemental ice, which it uses to ward itself from ranged threats. Unless it is incapacitated or unconscious, the Adult Frost Wyrm is always considered to be behind half-cover against ranged attacks and damaging AoEs (+2 to A.C and Dexterity saving throws). : ***Heatsight.*** The Adult Frost Wyrm can visually detect sources of heat within 120 feet of it, as long as they aren't behind more than 3 inches of metal or 10 feet of hard stone. : ***Tamed Variant.*** If tamed, an Adult Frost Wyrm can be ridden by a proficient rider, gaining the following traits: : *Shared Initiative:* The Frost Wyrm and its rider act on the same initiative count, determined by rolling individually with each creature and keeping the highest roll. : *Mounted Protection:* The rider's A.C minimum is 16 while the Adult Frost Wyrm is conscious and not incapacitated. : *Obedience:* At the start of each turn, the rider must make an Animal Handling check. On a 15 or higher, it can command the Adult Frost Wyrm flawlessly (action and movement). On a 10 or higher, it maintains decent control, deciding the action but not the movement of the Frost Wyrm. On a 5 or higher, the rider barely keeps itself in the saddle, leaving the Frost Wyrm to decide its own course of action. : On a 4 or lower, the rider is thrown off and the Adult Frost Wyrm is no longer considered ridden, losing all these traits until a rider regains control of it. ### Actions ***Multiattack.*** The Adult Frost Wyrm makes one Bite attack and one Tail Whip attack : ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 15 (2d10 + 4) piercing damage and 7 (2d6) cold damage : ***Tail Whip.*** *Melee Weapon Attack:* +10 to hit, range 15ft., one target. *Hit* 11 (2d4 + 6) slashing damage and 4 (1d6) cold damage. : ***Glacial Gale (recharge 4-6).*** The Adult Frost Wyrm bats its icy wings, generating a current of magical cold in a 30ft. long, 10ft. wide line in front of it. Creatures within that area must make a DC 14 Constitution saving throw, taking 28 (8d6) cold damage and becoming *chilled* for one minute on a failed save. On a successful save, they take half damage and are not chilled. If a target is already chilled and fails the saving throw, they become *frostbitten*. }} {{pageNumber,auto}} {{footnote Kyrr: Adult Frost Wyrm}} \page {{position:relative,top:-10px ##### Lost Souls Among the elementals of the Soulfrost Expanse, few are more mysterious than the Iceborn Nymphs. These icy spellcasters are said to manifest in rare occasions when several Everfrost shards are in close proximity, and meld together as they grow and become sentient. Many wizards have attempted to recreate this natural occurrence, with no success. The Isark, who believe these creatures to be an abomination, know there is an additional component to the birth of a Nymph: souls. : Some say Hestra takes the souls of those that die in the snow. Some say the Nymphs themselves arise to sheperd lost spirits in the eternal stasis of the arctic wastes. Others claim the soul of a powerful spellcaster is what gives the Nymph its magic. : Regardless of their origin, these strange and beautiful beings are leaders among their kind, and often care for hundreds of Icelings and other elementals. While mostly female-presenting, Nymphs can appear in any form they desire -- more often than not, the most convenient shape to attract their victims. : They seem to want to appeal to foreigners, and never take the looks of an Isark. They use their charm to lure travelers away from the paths and into the freezing cold, where they abandon them to the killing winds. Maybe they feed on their souls. Maybe they do it for sport. Maybe... that is how a Nymph is born. }} : {{watercolor2,top:-200px,left:240px,width:600px,background-color:skyblue,opacity:100%}} ![Nymph](https://media.discordapp.net/attachments/1105918269992480819/1136319813803847690/nymph_project.png?width=3000&height=4000) {position:absolute,top:0px,right:-30px,width:480px,mix-blend-mode:} :::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Iceborn Nymph *Medium Elemental, chaotic neutral* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 75(10d8 + 20) **Speed** :: 30 ft., fly 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |9 (-1)|14 (+2)|14 (+2)|12 (+1)|13 (+1)|18 (+4)|12 (+1) | ___ **Skills** :: Perception +4, Deception +10, Persuasion +7 **Damage vulnerabilities** :: Fire **Damage Immunities** :: Cold **Condition Immunities** :: charmed, all congelation conditions **Senses** :: darkvision 30 ft., passive Perception 11 **Languages** :: Primordial (Aquan) **Challenge** :: 8 (3,900 XP) ___ ***Ice Stride.*** The Nymph can seamlessly fly through nonmagical ice and water. While doing so, the Nymph doesn't disturb the material it moves through. : ***Beautiful Form.*** Creatures that can see the Iceborn Nymph and would find it attractive have disadvantage on Wisdom and Resolve saving throws provoked by it. A creature with a Resolve (or Wisdom) score of 16 or higher is immune to this feature. : ***Nerves of Ice.*** The Nymph has advantage on rolls to maintain concentration on spells. Once per day, if it fails a concentration check, it can choose to succeed instead. : ***Spellcasting.*** The Nymph is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Nymph has the following spells prepared: : *Cantrips (at will)*: chill touch, light, mage hand, minor illusion : *1st level (4 slots)*: charm person, frostbolt, magic missile, shield : *2nd level (3 slots)*: ice gale, suggestion : *3rd level (3 slots)*: counterspell, major image, absolute zero : *4th level (3 slots)*: greater invisibility, ice storm : *5th level (1 slot)*: dominate person ### Actions ***Everfrost Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 35 (10d6) cold damage. A creature hit by this attack must succeed on a DC 15 Constitution saving throw or be *frozen*. They can repeat the saving throw at the start of each of their turns, removing the condition on themselves on a success. : ***Soulchill Infusion.*** The Nymph targets a frozen creature or object within 30 feet. An unwilling creature must succeed on a DC 15 Constitution saving throw or be affected by the *Soul Chilled* condition. An Everfrost shard targeted in this way blossoms into an Iceling over the following minute. : Iceborn creatures targeted by this effect recover 5d8 hit points. }} {{pageNumber,auto}} {{footnote Hestra: Lost Souls}} \page {{watercolor3,top:-300px,left:-200px,width:800px,background-color:skyblue,opacity:100%}} {{watercolor4,top:-120px,left:-380px,width:800px,background-color:skyblue,opacity:100%,transform:rotate(90deg)}} \column {{position:relative,top:-40px ##### Veterans of the Final Ascent Cold. True cold. A sentiment of absolute despair. That is what a Forlorn Draugr exemplifies. No creature within the Soulfrost Expanse is more feared, other than Yharel himself--and these warriors are bound to him. They were once great Isark, leaders of tribes long forgotten. They killed each other over snowy hills and frozen peaks, in a time before the true frost, a time of war and glory. Among them, the greatest fought over an artifact of great power, a remnant of divinity itself. During a battle that shook the very peaks themselves, the Final Ascent took place. : Led by Ysgar the Blessed, they fought tooth and nail to achieve victory over their brethren. These chieftains witnessed the freezing death of their leader, and saw firsthand how Yharel, broken by grief, took Divinity for itself, in honor of his fallen leader. The moment the thread was claimed, most of Ysgar's followers were decimated by a blast of frost. The Chieftains weren't so lucky. Now Draugrs bound to the Thread of Stasis, they follow the will of the Greatwyrm as heralds of the Death Frost. }} {{monster,frame,wide,position:relative,top:-30px ## Forlorn Draugr *Medium undead, neutral evil* ___ **Armor Class** :: 20 (plate armor) **Hit Points** :: 314 (33d8 + 165) **Speed** :: 25 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: |22 (+6)|16 (+3)|20 (+5)|14 (+2)|15 (+2)|14 (+2)|22 (+6) ___ **Saving Throws** :: Str +13, Con +12, Wis +9, Res +13 **Damage Resistances** :: poison; slashing, piercing, and bludgeoning from nonmagical weapons **Damage Immunities** :: cold, necrotic **Condition Immunities** :: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, all Congelation conditions **Senses** :: blindsense 120 ft., Passive Perception 19 **Challenge** :: 21 (33,000 XP) ___ ***Legendary Resistance (3/day).*** When the Forlorn Draugr fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Forlorn Draugr has advantage on saving throws against spells and other magical effects. : ***Soulfrost Plate.*** Creatures within 30 feet of the Forlorn Draugr must make a Constitution saving throw at the start of their turn, taking 17 (5d6) cold damage and gaining one leve of *congelation* on a failed save. On a success, they take half as much damage and aren't affected by *congelation*. : ***Mace of Yharel.*** The Forlorn Draugr's weapon attacks are magical. They ignore resistance to cold damage, and treat immunity as if it was resistance. : ***Innate Spellcasting:*** The Draugr's spell casting ability is Resolve (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: : *At will:* ice gale, absolute zero, misty step : *3/day each:* frozen brume, finger of death, glacial ward : *1/day each:* power word kill, stasis storm ### Actions ***Multiattack.*** The Draugr makes two mace attacks. It can forgo the second mace attack to use its Soulfrost Gaze, if available. : ***Mace.*** *Melee Weapon Attack:* +13 to hit, reach 10ft., one target. *Hit* 28 (4d10 + 6) bludgeoning damage plus 28 (5d10) cold damage. This attack is always critical against *frozen* targets. : ***Soulfrost Gaze (3/day).*** The Forlorn Draugr fixes its gaze on a creature within 60 feet. A target must succeed on a DC 21 Constitution save or take 42 (12d6) cold damage and be *frozen* until the end of their next turn. ### Legendary Actions *The Forlorn Draugr can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Forlorn Draugr regains spent legendary actions at the start of its turn.* : ***Ice Spike.*** The Forlorn Chieftain pummels the ground with its mace, summoning a spike of ice that shoots up beneath a creature within 90 feet. A target must succeed on a DC 21 Dexterity saving throw or be impaled by the spike, taking 33 (6d10) piercing damage and being restrained (escape DC 16). : ***Arcana of Stasis (Costs 2 Actions).*** The Forlorn Draugr casts a spell from its Innate Spellcasting list. : ***Death Grip (Costs 2 Actions).*** The Forlorn Draugr summons a tendril of darkness from its chest, which lashes and pulls at a large or smaller creature within 90 feet. A target must succeed on a DC 21 Strength saving throw or take 16 (3d10) necrotic damage and be pulled 60 feet closer to the Forlorn Draugr. : ***Summon Iceborn (Costs 3 Actions) (1/day).*** The Forlorn Chieftain summons five Iceborn Beasts that appear within 30 feet of it. Alternatively, it can summon two Iceborn Nymphs or a single Iceborn Horror. }} {{pageNumber,auto}} {{footnote Hestra: Veterans of the Final Ascent}} ![AGEL of death](https://media.discordapp.net/attachments/1105918269992480819/1138818769003749376/Isark_Chieftain__taken-transformed-transformed.png?width=3000&height=4000) {position:absolute,top:-20px,right:380px,width:500px,transform:scalex} \page {{partCover}} # Davyr ## Monster Appendix : ## - On our site! {{imageMaskEdge,--offset:10cm,--rotation:180 ![Background image](https://media.discordapp.net/attachments/711283972306501733/1165050078474547210/nova_dude_cover_1.png?ex=65457070&is=6532fb70&hm=c765491ec3b5cd133b4d4b32b2f94d3d8dfa9e62e261a715a20ba56dca5a3ffd&=&width=2000&height=3002){height:117%,left:0px,top:0px,transform:scaleX(-1)} }} \page {{backCover}} # That's all, Folks! : We hope you enjoyed this little sourcebook. This has been a compilation of our NPCs from all our entries. We do monthly mini-sourcebooks themed around a particular flavor, and these are some of the quests and items that await in each booklet! If you want to see more of us, we have a lot more content in our site: www.codexofstrings.com : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Threadmaster-tier Patrons have climbed through the ranks of our organization, and are the lifeblood of this project: ##### **-- Dakota Hinton** ##### **-- Richard J Shepard III** ##### **-- Asin Samay** ##### **-- René Weiberlenn** ##### **-- Dane Sadri** ##### **-- John Doe** ##### **-- Davin Pacheco** ##### **-- Kristian Meling** ##### **-- ToniReaper247** : Got any feedback? Ideas? Suggestions? We have an email! 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