A canonical adventure set in
The Kiynan Chronicles setting




Return to Skywall

A quest to reclaim a magical, ancient artifact to allow the new stronghold of the revived House Calm to take flight

Cover Rights Holder: Eric P. Caillibot

Adventure Version 1.1

Copyright © 2023 Eric P. Caillibot. All rights reserved. No portion of this book may be reproduced in any form without written permission from the publisher or author, except as permitted by copyright law.



Adventure Primer


The Return to Skywall adventure is based in The Kiynan Chronicles setting and it is intended to be a canonical piece of lore. To run this adventure, you will likely need to refer to the 5e SRD, as well as The World of Kiynan supplement.

The story takes place in in 1064 A.F., after the events of The Kiynan Chronicles Book Three: The Ordeals of Ornland novel. You can refer to this page for more timeline details.

It is not necessary to have read the novels to follow the plot of this adventure, but be warned that this does contain some spoilers…

If you’re unfamiliar with the books, you can start with Arcane Aftermath, a free short story, by by signing up for my author newsletter at


This adventure is inteded for a party of 3 to 5 players, around level 6. It is divided into the following sections and is likely to take about 3-5 sessions of approximately 3 hours each to complete.

  • Call to Action. The party arrives in Haven to meet with Mistress Kayla the Blue, who entrusts them with a mission of historical significance.
  • Chapter 1: Ghost of the Past. The party travels to Lament to get crucial information from Mistress Tylia the Grey. They are intercepted along the way by a group of vicious pirates. After resuming their journey and meeting with Tylia, Lament is attacked by a rogue Conjurer and his demonic minions. Once he is forced to flee, the party discovers they have competition for meeting the objective Kayla has set for them.
  • Chapter 2: Ruins of Skywall. The party uses the information obtained from Tylia to discover the ruins of Skywall, an ancient castle that was once kept permanently afloat by magic. They are confronted by rogue magicians and must fight for their survival. Unfortunately, the ruins do not contain what either group seeks.
  • Chapter 3: Starkeeper’s Tears. The party must travel again in search of clues to help them pick up the trail of the missing artifact. They are eventually put on the track of Master Cadvin the Blue and follow the trail to remote islands where an immortal giant waits with their prize. An unexpected encounter with a horrifying sea monster complicates the journey.

Wraith, rights holder: Eric P. Caillibot

Adventure Hooks

The adventure begins with the characters arriving in Haven, seeking an audience with Mistress Kayla the Blue. Some or all of the player characters may know each other from previous adventures, they may have met during their journey to Haven or they may be meeting for the first time as they arrive in Haven.

They have been drawn by the open invitation issued by Mistress Kayla and the prospect of making a name for themselves by taking up her challenge.




Call to Action: Chasing Down a Legend

Mistress Kayla the Blue, leader of House Calm and Duchess of the Fled, has issued a call for a group of adventurers to search for a lost relic. The Floatstone was once used to make Skywall, the stronghold of House Calm before the First Conjurer’s War, hover far above the ground. It was a magical item of enormous power, first crafted by the founder of House Calm, Master Vesper the All-Knowing.

The Floatstone was lost when Skywall was destroyed, but Kayla believes it may have survived. She issues an open call for adventurers to pick up the trail and return the long lost relic to her.


The first city erected by the Fled, Haven is a thriving metropolis. It was once a city fully enclosed by tall, grey stone walls, but its rapid expansion over the past few decades has seen it sprawl outwards, limited only by the coastline to its East. A stout castle remains in the center of the city and serves as the seat of power of the Duchy of New Ornland.

Haven was originally erected as a defence against an eventual assault, led by vengeful magicians from Ornland, feared by the early Fled. Battlements were raised, catapults constructed and an elaborate alarm system was conceived to alert the people to the arrival of their former oppressors.

Productive fields cover the countryside outside the city, where the once lush wilderness was cleared away.

Notable places to see in Haven include:

  • Castle at the city centre
  • Beach at the edge of the city
  • Large market near the city centre and a variety of small shops throughout the surrounding merchant district, selling all of the equipment in the SRD. While magic items are extremely rare in Haven, weapons and armor of the finest quality can be found and should be treated as +1 items.
  • Numerous taverns and street carts selling produce and prepared foods

Character Introductions

Tell the players that they have arrived in Haven and are preparing themselves for a shared audience with Mistress Kayla the Blue. They may choose to find a local tavern to get a meal and get to know each other, or else simply proceed to the castle immediately. In either case, allow each player time to introduce their character, including their physical appearance, demeanor and anything else they wish to highlight. This is a good time to explain their existing relationships to one another or to begin a new association. This is the opportunity for players to understand who it is they will be adventuring with.

An Audience with the Duchess

Once the adventurers cross through the sprawling city and reach the castle at its center, they are stopped by soldiers dressed in the blue uniforms of House Calm. Upon learning of their intention to take up Mistress Kayla’s challenge, the player characters are led into the great hall of Haven’s central keep. They enter to find Duchess Kayla Freeland sitting in her throne at the head of the hall. She is in her sixties, appearing regal in a blue gown, while perfectly calm and composed. Spenser the Blue stands to her right and two more Augurs stand on her left, all dressed in fine blue clothes.

The player characters are asked to wait a few moments while the Duchess finishes her current business, as she is clearly immersed in conversation with an official. It does not take long for Kayla to wrap things up and a soldier then steps forward to announce the arrival of the adventurers.

Kayla is pleased to meet the player characters. Use the following guidelines for her conversation with the party:

  • She would like to recover the mysterious artefact, the Floatstone, that made Skywall fly. If it can be found, she intends to use it to make a portion of Haven’s castle float.
  • The first stop for the adventurers should be Lament, the stronghold of House Despair. Kayla has already communicated with Mistress Tylia the Grey, and she is willing to help the party find more information about the location of the ruins of Skywall.
  • She would love nothing more than to go off and find the Floatstone herself, but her duties will be keeping her in Haven for the foreseeable future. She cannot afford to send any of her Augurs either, so hiring adventurers is the most expedient solution.
  • Kayla is willing to pay 100 gp to each adventurer if they return with any new information. She will double that if the Floatstone is returned intact. If she is given reason to believe the services of the adventurers is worth more, she is willing to offer up to another 100 gp each. She can also be persuaded to provide a portion of the fee in advance.


Once the players have completed their audience with Kayla, they should feel free to explore Haven and purchase whatever goods they require. They will have a day to wait before a ship is made ready to take them to Ornland. Proceed to Chapter 1: Ghost of the Past.




Chapter 1: Ghost of the Past

The party boards a merchant ship, the Pride of Freshwater, to travel from Haven to Lament. They meet Captain Silan and are led to tiny, private quarters below deck. The ship’s intended route takes it to White Tower and Blood Fort along the way.

For the first few days, the journey is uneventful and the player characters should be encouraged to take turns roleplaying how their characters would deal with the monotony. Will they interact with the crew? Take up gambling? Create problems for themselves or others? How do they interact with each other?

A few days into the journey, a cry of alarm sounds out from the crow’s nest. A ship with black sails is closing on them quickly.

Pirate Attack

The player characters have a chance to prepare for the impending attack as the pirate ship approaches. Once the ship comes within bow range, roll initiative and begin combat. All of the crew of the Pride of Freshwater will either hide below decks or attend to the ship itself, trying to flee from the pirates. The player characters will be left to face the aggressors alone.

Pirate attack battle map; Credit to, modified by Eric P. Caillibot



The pirate crew consists of ten Kiynan Pirates, along with the first and second mates who are Iceborn Raiders. The captain is a Skyfighter Mercernary, and she has a pet Raven.

Five pirates, locted along the starboard side of their ship (position A on the map), will fire a single longbow shot each round for the first two rounds of combat as the ship closes the distance. The shots in the first round are rolled at disadvantage due to the distance of 400 feet. The pirate ship closes to 150 feet in the second round. At the beginning of the third round, the pirate ship grinds violently against the side of the Pride of Freshwater and five grappling hooks are thrown to ensnare it. Unless all five hooks are removed within the same round, five pirates will drop their bows, board their prey and engage in melee. The captain will use her Skyhook to join the fray in the following round.

The Iceborn Raiders remain aboard the pirate ship, at position B on the map, to defend the stairs to the ship’s hold. The other five pirates remain aboard their ship as well, spread across the deck, performing their duties.

If the player characters defeat the boarders, the pirate ship will attempt to disengage and retreat. Captain Silan will reward the players with 20 gp each.

If the players decide to board the pirate ship before it escapes, they will face the remaining crew, who will fight to the death. The hold of the pirate ship contains three full (and several empty) barrels of rhum, a variety of dried and preserved food items, as well as three large, locked chests with the following content:

  • Brown chest: adamantine chain shirt, 50 gp
  • Grey chest: two healing potions, gold and precious items worth a total of 100 gp
  • Black chest: eversmoking bottle, 50 gp


After defeating the pirates, the Pride of Freshwater resumes its course without further incident. Captain Silan and his crew drop off their cargo at White Tower and Blood Fort quickly and efficiently, turning a satisfying profit in the process. The player characters may choose to disembark briefly at White Tower or Blood Fort, but the captain is eager to continue his journey and will not wait for them longer than a few hours.

When the ship finally reaches Lament, Captain Silan bids them farewell. The party is met at the docks by a novice Necromancer, dressed in the usual charcoal grey clothes and cloak. He introduces himself as Piro the Grey.

He leads the party to the monastery. As they approach it, the massive oaken double-door, more than twice Piro’s height, is opened inward. A servant stands by each of the doors and seals the entrance behind the party. The novice leads the way up a long staircase to the next floor and then down a winding hallway. They enter a cold discussion room, furnished only by a long pine table and matching chairs.

Piro explains that they are in the Long Room and that they must wait there for Mistress Tylia the Grey to join them. He then takes a seat and waits patiently.

Tylia arrives within ten minutes, her arms full of old books and scrolls. She greets the party warmly, welcoming them to her home. She takes her usual seat at the head of the table.

Use the following points to guide the conversation with Tylia:

  • Following Kayla’s request, Tylia searched the monastery’s library for clues about Skywall’s location and final resting place.
  • The handful of documented references that she found seem to point to the edge of the Shrouded Sea, between Hall of Ecstasy and Bright Keep.
  • She spreads her documents across the table for the party to examine. They include books, scrolls and maps, all of which look to be centuries old. Some are in very poor condition.
  • If asked, Tylia could mention that she learned from Master Fridrik the Orange that Cadvin the Blue, the Master of House Calm during the fall of Skywall, survived the destruction of the castle.

Encourage the player characters to roleplay the interaction, reminding them of their objective to discover the location of the Floatstone and a plan for recovering it. The conversation continues until they are interrupted by the sounds of fighting in the distance.

The Competition

Tylia’s eyes turn grey as she consults with ghostly messengers. When she returns her attention the realm of the living, she immediately asks the player characters to assist in the defence of Lament.

Imp, rights holder: Eric P. Caillibot




Monastery battle map; Credit to, modified by Eric P. Caillibot



A rogue Conjurer and his demonic minions are attacking Lament. House Despair’s soldiers are springing into action, but the attack seems to be coming from every direction and they are hard-pressed to defend themselves.

Tylia directs the players to defend the main entrance. Screaming and sounds of combat seem to be coming from every floor and direction inside the monastery.

At the front entrance, see “B1” on the monastery map, the player characters encounter Braka the Mauve, the rogue Conjurer himself, along with three Skeleton Minions. During the first round of combat, a skiver and two imps crash through the window shown as “B2” on the map. The imps and skeletons each act as a group. Refer to Appendix A for Braka’s stat block.

When Braka the Mauve is reduced to half of his hit points or less, he flees. If he is unable to escape on his own, he vanishes suddenly without explanation. In this case, the players will discover in Chapter 2 that he was teleported away by his accomplice, Darra the Orange.

Once the battle is over, Tylia tells the players that her documents were stolen during the fight. How the thief managed to get into the Long Room and escape with the documents unnoticed remains unclear. Players will discover in Chapter 2 that Darra the Orange was responsible for the theft, taking advantage of the diversion created by his accomplice, Braka.

If the players do not deduce what has happened on their own, Tylia will speculate that Braka and his accomplice seem to be intent on finding Skywall, probably to acquire the Floatstone for themselves.

Tylia also reveals that a handful of rogue magicians have appeared recently, following the creation of the new Houses. They are few in number, but they have been causing widespread alarm and unrest, even beyond Ornland. She tasks the adventurers with capturing or killing Braka and his accomplice, promising that Kayla will add to their promised reward. Capturing the rogue magicians alive is preferable, if it can be achieved without excessive risk.

The players are free to determine their next steps, but they will eventually need to make their way to the location Tylia revealed to them.

Level Up

After the battle is concluded would be a good time to allow the players to gain a level. This is optional, but may be advisable especially if any of the combat to date was found to be challenging.




Chapter 2: Ruins of Skywall

From Lament, Mistress Tylia can arrange passage aboard another trading vessel to travel along the coast of the Shrouded Sea to the location she believes to be where Skywall once flew. The players should be free to arrange alternate travel arrangements if they prefer.

Upon arrival at the area, the player characters will need to search to locate the ruins (which is shown with a blue ‘r’ on the map below). This will require investigation rolls or some other approach to searching a wide area. Local animals such as birds and monkeys can provide clues (for example, they may have noticed rocks at the ruins that are unlike any natural stones that they’ve seen), if asked.

There is a tiny fishing village (represented by the blue ‘v’ on the map below) that the players may come across during their search. Only a handful of residents call this remote place home, which is no surprise considering how gloomy life is on the shore of the Shrouded Sea. Some of the stone huts in the village seem to have been built using stone from the ruins of Skywall, scavenged hundreds of years earlier. With sufficient prompting, residents of the village may recall the rough area where the rubble was retrieved by their ancestors. They may also get confused and point the players to a tiny quarry (marked with a blue ‘q’ on the map below) where their newer stone was mined.

World of Kiynan, Rights Holder: Eric P. Caillibot

Take note of the approximate amount of time the player characters require to discover the ruins. If 2 or more hours pass in game, the antagonists discover the ruins first. The next section describes the consequences.

All that is left of Skywall after it crashed is rubble, badly overgrown by vegetation. The plants will have to be removed to search the ruins thoroughly. As they dig, the players discover that the rubble extends thirty feet or more straight down. They are standing in an immense crater, filled with the remains of Skywall.

Close to the center of the ruins, once the vegetation has been cleared away, is a circular area that is relatively free of debris, see area C1 on the battle map. It is as if a bubble existed in that spot, and the crumbling castle rubble could not penetrate it, landing around it instead. Inside the circular area is a damaged, but preserved portion of floor, and in the center of it is a structure made of metal and stone. It appears to be a receptacle for a rectangular tablet, but it is empty.




Many, thin lines of the same silvery, metal alloy within the receptacle stretch outward from it within the surviving floor. Beyond the empty receptacle, there is no evidence of the floatstone. The obvious conclusion is that it must have been taken, perhaps explaining why Skywall crashed. Or perhaps they were not the first to discover the ruins.

Interested Parties

Braka the Mauve and Darra the Orange arrive at the ruins, accompanied by a thrane and two skivers. They may arrive at the ruins before or after the player characters, depending on the duration of their search completed in the previous section. If the players arrive first, place them at C1 on the map, Braka and his minions at C2 and Darra at C3.

Otherwise, place the antagonists together at C1. The hashed areas represent rubble and vegetation and are impassable.

In either case, the antagonists confront the party and demand that they turn over the Floatstone. They believe, incorrectly, that the party removed the Floatstone themselves. They are aggressive and confrontational, there is nothing that can be said to make them cooperative or friendly.

Use the following points to guide the conversation:

  • They have secured other interested parties who will pay handsomely for the artifact. They will not divulge any details about these interested parties if questioned.
  • If the party admits that they have not found the Floatstone, Darra will begin to speculate aloud. She believes that someone found the ruins long ago, or perhaps even Cadvin himself removed the Floatstone, after surviving the castle’s destruction.
  • If pressed or encouraged to talk, Darra could reveal that she is aware of Cadvin traveling to Haven some time after the fall of Skywall. This history was part of her education in Tradewood under Master Fridrik the Orange of House Angst, before she went rogue.

Whether or not the party admits that they have not found the Floatstone, the rogue magicians will attack, trying to eliminate their competition once and for all. Refer to Appendix A for Braka’s and Darra’s stat blocks.

Ruins of Skywall battle map; Credit to, modified by Eric P. Caillibot



Once the rogue magicians have been defeated, searching their pockets and packs will yield the following items:

  • A bottle of Oil of Slipperiness
  • Goggles of Night (were being worn by Darra)
  • A total of 20 gp
  • A dagger
  • Darra’s poisoned dagger and shortsword (refer to her stat block in Appendix A)
  • Two studded leather armors
  • The complete set of documents that were stolen from House Despair

Further Investigation

Once their rivals have been eliminated, the party must decide on their next course of action. Obvious options include:

  • Traveling to Haven, either because of Darra’s revelation about Cadvin traveling there or simply to have a second audience with Mistress Kayla.
  • Returning to Lament to ask Mistress Tylia for additional guidance.
  • Traveling to Tradewood to meet Master Fridrik the Orange, who Darra may have mentioned.

Skiver, rights holder: Eric P. Caillibot




Chapter 3: Starkeeper’s Tears

Kayla, Fridrik and Tylia can all confirm that Master Cadvin the Blue survived the fall of Skywall. They would all speculate that he removed the Floatstone himself and kept it. They would all also reveal that he traveled to Haven some time after the destruction of his flying castle.

Mistress Tylia knows more, having spoken with Aline of Haven, a wraith that knew Cadvin in life. The wraith revealed to her that Cadvin the Blue and Glenda the Pink left Haven in self-imposed exile, heading North into the Restless Sea. If they still had the Floatstone at that point, it would imply that either they ended up at the bottom of the sea or they arrived at the Starkeeper’s Tears.

If the party chose to visit Haven or Tradewood instead of returning to Lament, Mistress Kayla or Master Fridrik respectively, will call upon their resident Necromancer to join the meeting with the party. In modern times, House Despair stations a Necromancer at the stronghold of most of the Houses to provide communication services, thanks to their magic allowing them to dispatch ghostly messengers. The local Necromancer will query Mistress Tylia and relay the same information above after a day of waiting.

Across the Sea

The next step will be for the party to sail into the Restless Sea. A ship can be arranged by Kayla, Tylia or Fridrik to provide transport, if the party requires it.

The journey North will require at least a month, allowing the players more time for roleplaying interactions among themselves or engaging in down time activities.

Lord of the Deep

One night during the journey, fog rolls in followed by an impressive thunderstorm. The ship’s crew scrambles to secure the sails in the wind and rain, growing increasingly afraid. The reality of how far the ship is from any land is front and center in everyone’s mind. The ship is suddenly rocked, without any clear cause. A few moments later, six colossal tentacles rise from the waters on both sides of the ship and come crashing down.

Endless Sea battle map; Ship credited to and monster image by on Freepik



The ship’s crew focuses on avoiding the tentacles, while trying to save the ship and themselves. The player characters will be left to face the monster alone, although several crew members remain on deck as they work, vulnerable to the creature’s predations. The players may position themselves anywhere on the ship as the battle begins (refer to Endless Sea battle map), and then roll initiative.

The creature is hungry and its main focus is to devour as many humans as it can. Each tentacle acts as an independent creature, sharing a single initiative. The main body of the monster acts on a separate initiative. When the first tentacle is destroyed, a new, identical tentacle rises in its place.

When the creature’s main body is reduced to half of its hit points or less, or a total of four tentacles have been destroyed (whichever happens first), the creature will release the ship with an agonized roar, ending the combat. It then unleashes its ink cloud on the ship and in the water, before finally escaping rapidly into the icy depths.

Refer to Appendix A for the Lord of the Deep’s stat blocks.

After the creature disappears, the storm begins to abate. In a matter of minutes, all that remains is a faint mist and the damage left behind. The crew does its best to repair their vessel and get back under way. The ship’s captain shakily thanks the players for defeating the monster and gives them all of the gold that he brought with him, amounting to 137 gp. He apologizes profusely that he does not have any more to offer.

Thankfully, only clear sailing remains after the dreadful encounter.

The Grey Giant

Once the ship reaches the Starkeeper’s Tears, the players can reach the shore of the largest island using a lifeboat. Once they land, the players will be greeted by a delegation of Gnomes which appear out of the sand on the beach. They greet the players warmly using telepathy. They will assume the players intend to visit with Verlezt, whom they refer to as Grogvar the Groundbreaker. They are happy to lead the party through the jungle to the clearing where Verletzt spends most of his time.

Verletzt is the last living Lethean. He is an immortal that has lived in exile on the archipelago for thousands of years.

Use the following points to guide the discussion with Verletzt:

  • He met Cadvin and Glenda, centuries ago, when they exiled themselves from Haven.
  • They wished to leave the Fled to develop their new society free from the influence of any magic, knowing the role they would need to play in the future.
  • Cadvin did entrust Verletzt with the Floatstone, along with instructions to return it to House Calm when eventually asked. Verletzt nearly offered it to Mistress Kayla, but as she did not specifically ask for it, he decided it was not yet time to give it back.
  • When returning the Floatstone, Verletzt will also explain to any House Magician in the party how to charge it with magic. He will demonstrate the magic himself. If the party does not have any House Magician, he will ask them to send him a magician from House Calm that he can train in the future.
  • Verletzt does not like to discuss his own history, as the memories still cause him pain.
  • If asked about Cadvin and Glenda’s ultimate fate, he will lead the players to a pair of well-maintained graves on the island.

Verletzt, rights holder: Eric P. Caillibot

Return to the Sky

With the Floatstone in hand, the party can return to Haven and deliver the artifact to Mistress Kayla. She then explains that she intends to install it in a section of Haven and train her Augurs with the ritual shared by Verletzt. She hopes it won’t be long before she can use it to make a section of her castle fly, which she sees as the final step to restoring House Calm to its former glory.

Kayla also expressed gratitude for defeating the rogue magicians, which represent a problem far greater than they probably appreciate. If either is returned alive, Kayla will reveal that the offenders are to be shipped back to their respective Houses for trial.

Kayla will express eternal gratitude for the work done by the party and will gladly provide them with their rewards.




Rewards and Credits

At the end of the campaign, the characters receive rewards based upon their accomplishments.


All characters that participated in the campaign gain one level.

At the dungeon master’s discretion, the party may be granted one or more additional levels during or after the campaign.


Mistress Kayla the Blue awards gold to each player, according to what was agreed during her initial audience with them during the Call to Action.

In addition, the players receive an additional 50 gp each for defeating Braka and Darra, with an extra 25 gp for each rogue magicians brought to Kayla alive.

Magic Items

If discovered by the players, the following magic items can be kept. The origin of these items is a mystery.

  • Two healing potions
  • Adamantine chain shirt
  • Eversmoking Bottle
  • Oil of Slipperiness
  • Goggles of Night


This supplement was created using a fabulous tool called The Homebrewery, with additional guidance taken from the Homebrewery Formatting Guide. Many thanks to their creators!

Maps were based on content from Dyson Logos and then edited by the author of this adventure.

Special thanks also to Adam White, Andrew Makoukji, Justin Pike and Marc Angelillo for their time and valuable feedback.





Thank you for checking out this adventure! I hope you enjoyed it.

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Appendix A - Stat Blocks

Pirate Captain

The Inventor’s Guild in Spire recently revealed a ground-breaking device that they’ve dubbed the Skyhook. This remarkable device consists of tanks of compressed gas, which the user wears on their back or hips, a flexible grappling hook and a launcher that fires the hook, powered by the gas. The result is a device that allows a trained user to travel rapidly through the air, swinging on their tether.

Using the device requires immense skill and mastering it admits the wielder to a group of elite mercernaries who have dedicated their lives to training and exploiting the device’s utility for any customer who can afford their services.

The Captain of the pirates worked as a trained mercernary, until she set off on her own piratical pursuits.

Skyfighter Mercernary, rights holder: Eric P. Caillibot

Skyfighter Mercernary

Medium humanoid, lawful neutral

Armor Class
17 (unarmored defense)
Hit Points
78 (12d8 + 24)
30 ft.

8 (-1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 13 (+1)

Saving Throws
Dex +7
Acrobatics +7
passive Perception 16
Ganec, Berish
Proficiency Bonus
4 (1100 XP)

Latch On. In place of using their movement, the Skyfighter can fire their hook at any solid, vertical structure (such as a mast or a wall) within 50 ft. The skyhook then rapidly winches the Skyfighter to the object, where they may adhere.


Multi-Attack. The Skyfighter Mercernary makes one skyhook attack and one Unarmed Strike.

Skyhook. Melee or Ranged Weapon Attack: +7 to hit, reach 10ft. or reach 50ft., one target. Hit 7 (1d6 + 4) slashing damage. On a hit, the Skyfighter may either pull the target creature 30 ft. towards them or force the target to make a DC 14 Dexterity saving throw. Failing the save causes the target creature to be restrained by the skyhook (escape DC 9). While a target is restrained this way, the skyhook cannot be used to make attacks. A restrained target can be released as a free action at any time.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 4)

Bonus Actions

Dash. The Skyfighter uses the Dash action.

Flurry of Blows. The Skyfighter makes two unarmed strikes.

Flying Skyhook Strike. The Skyfighter can fly at least 15 ft. and at most 30 ft. towards a creature. The Skyfighter may then make an unarmed strike against a creature within 5 ft. of their new position, dealing 14 (3d6 + 4) bludgeoning damage on a hit.


Deflect Missiles. When hit by a ranged weapon attack, the damage is reduced by 16 (1d10 + 11). If the damage is reduced to 0, the Skyfighter catches the missile if it is small enough to hold in one hand. The Skyfighter can then make a ranged attack with the caught item as part of the same reaction. The attack is made at +6 and has a range of 20/60 ft.

Slow Fall. The Skyfigther can reduce falling damage by 40.




Braka the Mauve

Braka the Mauve stands tall, his wiry frame draped in a tattered mauve cape adorned with intricate silver designs. His face is sharp and angular, with high cheekbones and a prominent nose. His large, piercing eyes seem to take in everything with intense curiosity.

His hair is a tangled mess of dark, wiry locks that stick out in all directions, and his long, thin fingers twitch with a restless energy. Despite his haggard appearance, there is an undeniable air of power and intelligence that emanates from him.

Braka briefly joined House Hope before discovering his true potential as a Conjurer. He abandoned his House and wandered aimlessly. It was not until he met Darra that he became obsessed with achieving personal glory. When she spoke to him of Kayla’s mission and the chance to seize the Floatstone for themselves, Braka was instantly committed.

Braka the Mauve, rights holder: Eric P. Caillibot

Braka the Mauve

Medium Faithful Ornish, chaotic neutral

Armor Class
14 (studded leather armor)
Hit Points
75 + 13 temporary hit points
30 ft.

8 (-1) 14 (+2) 14 (+2) 13 (+1) 20 (+5) 10 (+0)

passive Perception 18
Saving Throws
Strength +2, Wisdom +8
Arcana, Intimidation, Medicine, Religion
Ornish, Gaurvian
4 (1100 XP)

Attuned. Add a bonus of 2 to all initiative rolls.

Magical Legacy. Gain advantage on any roll made to resist or recover from any effect, magical or otherwise, related to strong emotions, such as being frightened, charmed or enraged.

Orn’s Protection. Braka begins combat with 13 temporary hit points.

Emotional State Effects. While in the Charged state, creatures that Braka controls may add his Wisdom modifier to their saving throws. In addition, they each gain 8 temporary hit points at the beginning of combat.

Spellcasting. Braka is an 8th-level spellcaster. He begins combat in the Charged emotional state. You may allow him to automatically succeed on all emotion tests (described in the House Magician class) and use the normal rules for Concentration checks instead. His spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks) and he know the following spells:

  • Cantrips (at will): Chill Touch
  • 1st level (4 slots): Unseen Servant
  • 2nd level (3 slots): Animate Imp, Phantom Steed, Spiritual Weapon
  • 3rd level (3 slots): Animate Dead, Spirit Guardians
  • 4th level (2 slots): Animate Skiver


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.




Darra the Orange

Darra the Orange moves with the agility of a cat, her slender form enveloped in tight-fitting leather armor dyed a vibrant shade of orange. Her face is chiseled, with an angular jawline and emerald green eyes that shimmer with mischief. Her tousled hair is a rich chestnut brown that tumbles in loose waves around her face.

A single dagger hangs from her belt, while a shortsword is securely fastened to her back. Both weapons are exquisitely crafted, tinted green by slimy poison. Despite her diminutive size, there is an unmistakable aura of strength and confidence that surrounds her, making it clear that she should never be underestimated.

Darra was sent by her parents to Tradewood from Ornland as a teenager to become one of Master Fridrik the Orange’s first novices. She was never interested in adhering to the rules and was eager to abandon her studies to find a way to use her powers for personal gain. She ran off to Ornland one day, where she eventually heard about Kayla’s mission and encountered Braka.

Darra the Orange, rights holder: Eric P. Caillibot

New Spell

Chameleon Cloak

Illusion cantrip

  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

A creature you touch has their skin and clothing take on the colour and pattern of the scene directly behind them, effectively rendering them invisible as long as they hold still. The spell ends for a target that attacks, casts a spell or moves.

Darra the Orange

Medium Faithful Ornish, chaotic neutral

Armor Class
18 (mage armor)
Hit Points
80 + 11 temporary hit points
30 ft.

8 (-1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

passive Perception 16
Saving Throws
Strength +2, Wisdom +6
Arcana, Intimidation, Stealth, Acrobatics
Ornish, Gaurvian
4 (1100 XP)

Attuned. Add a bonus of 2 to all initiative rolls.

Magical Legacy. Gain advantage on any roll made to resist or recover from any effect, magical or otherwise, related to strong emotions, such as being frightened, charmed or enraged.

Orn’s Protection. Darra begins combat with 11 temporary hit points.

Emotional State Effects. While in the Charged emotional state, Darra does not trigger attacks of opportunity and she deals an extra 1d6 + 3 damage when attacking in melee with advantage.

Spellcasting. Darra is an 8th-level spellcaster. She begins combat in the Charged emotional state. You may allow her to automatically succeed on all emotion tests (described in the House Magician class) and use the normal rules for Concentration checks instead. Her spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks) and she know the following spells:

  • Cantrips (at will): Chameleon Cloak
  • 1st level (4 slots): Expeditious Retreat, Mage Armor
  • 2nd level (3 slots): Blur, Invisibility, Misty Step
  • 3rd level (3 slots): Blink
  • 4th level (2 slots): Greater Invisibility


Poisoned Shortsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d6 + 5) piercing + 1d6 poison damage.

Poisoned Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 5) piercing + 1d6 poison damage.




Lord of the Deep (body)

Gargantuan beast, chaotic neutral

Armor Class
16 (natural armor)
Hit Points
swim 80 ft.

29 (+9) 10 (+0) 23 (+6) 10 (+0) 14 (+2) 8 (-1)

Condition Immunities
Paralyzed, Restrained
Damage Resistances
Lightning, Bludgeoning, Poison, Cold
darkvision 150 ft., blindsight 60 ft., passive Perception 12

Bioelectric Defense. After successfully striking the body with a melee weapon attack, the attacker must make a Constitution saving throw at DC 16. On a failure, the attacker suffers 3d6 lightning damage.

Inky Escape. When reduced to less than half of its hit points, or after four of its tentacles have been defeated, the Lord of the Deep will eject slimy ink across the entire deck of the ship and saturate the surrounding water. All creatures on the ship must make a DC 16 Constitution saving throw or suffer 2d8 poison damage. The creature then quickly vanishes into the depths. The cloud prevents any visibility in the water.


Bite. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 5 (3d8 + 9) piercing damage. The Lord of the Deep makes two bite attacks on its turn.

If the target is Large or smaller and is in the sea within range, the creature is swallowed. While swallowed, the creature is blinded and grappled. It has total cover from attacks and other effects outside the Lord of the Deep’s body, and it takes 5d6 acid damage at the start of the Lord of the Deep’s body’s turn.

If a swallowed creature deals a cumulative total of 20 damage or more to the Lord of the Deep’s body from within, the creature is immediately regurgitated into the water.

Undertow. Tentacles under the water grab up to four creatures that are in the water and pull them to within 5 ft of the Lord of the Deep’s body.

Legendary Actions

The Lord of the Deep can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lord of the Deep regains all of its spent actions at the start of its turn.

Splash. The Lord of the Deep sends a cascading wave of water crashing across the deck of the ship. All creatures on deck must make a DC 15 Strength saving throw. On a failure, a creature is knocked prone and pushed 15 feet toward the port side of the ship (falling into the sea if the edge of the ship is passed). On success, a creature is pushed 5 feet.

Shake. The Lord of the Deep uses its tentacles to violently rock the ship back and forth. All creatures on board must make a Dexterity saving throw at DC 15. On failure, a creature is knocked prone and suffers 1d4 bludgeoning damage.

Submerge. The Lord of the Deep plunges its body below the surface, granting it total cover from anyone on board the ship. It reemerges at the end of the next turn.

Lord of the Deep (tentacle)

Huge beast, chaotic neutral

Armor Class
14 (natural armor)
Hit Points

25 (+7) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 8 (-1)

Condition Immunities
Frightened, Charmed
Damage Resistances
Lightning, Bludgeoning, Cold
blindsight 60 ft., passive Perception 12

Bioelectric Defense. After successfully striking the tentacle with a melee weapon attack, the attacker must make a Constitution saving throw at DC 14. On a failure, the attacker suffers 2d6 lightning damage.


Swipe. Melee Weapon Attack: +11 to hit, reach 30ft., one target. Hit 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). This attack is made at advantage against prone targets.

Shock. The tentacle jolts its target with bioelectricity. One Large or smaller creature grappled by the tentacle must make a Constitution saving throw at DC 14. On a failure, the creature is stunned until the end of its next turn and takes 2d6 lightning damage. On success, the creature takes half damage and is not stunned.

Feed. One Large or smaller creature grappled by a tentacle is pulled from the ship and plunged into the water as the tentacle submerges. The tentacle moves the creature to within 5 ft of the Lord of the Deep’s body, before releasing its target and rising above the water to its previous position.




Appendix B - License

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at