Sample
Sample
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TABLE OF
CONTENTS
Introduction
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Workshops
Subclasses
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On the Cover
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Light and dark—the eternal dichotomy. It has
inspired stories without number, and yet seems
to hold us eternally captivated. On this cover by
Olie Boldador, the forces of light and dark face
Adventures
off against one another once again. The avatars
of both sides are followers of the Breath of the
Progenitors, that ancient magic that suffuses
Eberron and gives life to all things in this world.
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Drew Dawes and published under the Community Content Agreement
for Dungeon Masters Guild.
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A long time ago in a D&D
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setting far, far away....
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CREDITS
Project Lead DREW DAWES
Designers CHRIS HOPPER, DREW
DAWES, KAYLA BAYENS,
MARC ANDERSON, MARCO
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MICHELUTTO, ROBERT
MASON, STUART BROZ,
SVEN TRUCKENBRODT
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Editors DREW DAWES, STUART BROZ
Eberron Lore Consultant STUART BROZ
Cover Illustrator OLIE BOLDADOR
Interior Illustrators ADELA QUILES, ANDREW
e SANTELLAN, CADE
ROBERTS, DANNY
SPRINGGAY, DMS GUILD
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CREATOR RESOURCES,
[Link], FEDERICO
GHEDINI, FRED WIERUM,
ESKO MÖRKÖ, JEET
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MAHETALIA, OLIE
BOLDADOR, PAPAFOX, PAUL
WILLOCKS, [Link],
[Link],
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[Link]
Playtesters ARGUS D., CHRIS C.,
DOMINIC B., DOUGLAS K.,
JONATHAN K., LOUISA G.S.,
MONICA W., ONDREJ D.,
PATRICK P., STEPHEN C.,
THOMAS A., ZVEDAVOST
Layout SVEN TRUCKENBRODT
THE BREATH OF
THE PROGENITORS
The Breath of the Progenitors is an unusual religion. Dark Six were those who fell into the Breath of
It recognizes the existence of a power that Khyber.
permeates the world and resonates with certain ▪ The Blood of Vol seeks the divinity within—
dragonshards. Historically, its origins are murky with they are simply not looking deep enough.
some sages claiming that it dates back to pre- The divinity is not in our blood, but it is in that
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Riedran Sarlona. which connects all living things. They should be
looking for the divinity between.
Regardless, the main beliefs of those who follow
▪ The Silver Flame… is this a manifestation of
the Breath are the following:
the Breath? Perhaps… but, if so, the church
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▪ The Breath of the three progenitors mingles doesn’t serve it.
and underlies the world. The Breath of Siberys ▪ The Eldeen druids, particularly the Wardens of
is Light. The Breath of Khyber is Dark. The the Wood, serve the Balance that underlies
Breath of Eberron is the Balance between the all life, just as we do… but they do so in a
two. different way.
▪ It is the Breath of Eberron which underlies all
Additional notes:
life, but it would not exist without the balance
between Light and Dark. ▪ Whether or not the Breath of the Progenitors
▪ Some people are born breath-sensitive. Many is what the adherents of the religion think it
of these turn to some form of magic and is, there is some power there. Its true nature is
channel their connection to the Breath that unknown. It is possible that it actually refers to
way.
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▪ Others learn to focus on the Breath itself. This
can be a path to enlightenment, but it can
also be dangerous. The Breath of Khyber
the Draconic Prophecy (which, in some ways,
ties all life together). Anyone who actively
believed that, though, would be in a splinter
group.
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presents an easy path to power, but that way ▪ Light and Dark aren’t necessarily tied to
lies Darkness. alignment. Light is tied to discipline and Dark is
tied to Passion… and Balance recognizes the
Thoughts on other religions:
need for both.
▪ The Sovereigns were likely once great heroes
who were in tune with the Breath… and the
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Sunsaber
Workshop
A supplement
Hilt Types
Designers: Drew Dawes, Kayla Bayens
Sunsaber (longsword)
melee weapon (sword), rare
Damage: 1d8
“...an elegant weapon for a more civilized age.” Damage Type: varies depending on type of
–Unknown dragonshard
Modifiers: melee attacks +2, melee damage +2
Properties: finesse, versatile (1d10)
his item appears to be the hilt of a shortsword,
T Weight: 3 lb.
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longsword, or double-bladed scimitar. While
grasping the hilt, you can use a bonus action Sunsaber (shortsword)
to cause a blade of pure energy to spring into melee weapon (sword), very rare
existence, or make the blade disappear. While
Damage: 1d6
the blade exists, this magic sword has the Finesse
Damage Type: varies depending on type of
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property. If you are proficient with shortswords or
dragonshard
longswords, you are proficient with the sunsaber.
Modifiers: melee attacks +2, melee damage +2
You gain a +2 bonus to attack and damage rolls Properties: finesse, light
made with this weapon, which deals damage Weight: 2 lb.
based on its dragonshard type instead of slashing
damage. When you hit a Construct with it, that Sunsaber (double-bladed)
target takes an extra 1d8 damage. melee weapon (sword), legendary
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Depending on the construction of the sunsaber, its
pommel may offer additional functionality.
You may use the sunsaber without attunement.
Modifiers: melee attacks +2, melee damage +2
Properties: finesse, special, two-handed
Secondary Damage: 1d4
Weight: 6 lb.
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If you have taken the Breath Adept feat or have Special: If you attack with a double-bladed
taken levels in a class that possesses abilities sunsaber as part of the Attack action on your turn,
granted by the Breath of the Progenitors; such as you can use a bonus action immediately after
the monk’s Way of the Breath, paladin’s Oath of to make an additional melee attack with it. This
Influence, or the Breath of Khyber warlock patron; attack deals 1d4 damage on a hit, instead of 2d4.
you may optionally attune to the sunsaber.
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Dragonshards
The Breath of the Progenitors mingles and
underlies the world. The Breath of Siberys is Light.
The Breath of Khyber is Dark. The Breath of Eberron
is the Balance between the two. There are rare
dragonshards of all three types that resonate with
the breath. These rare shards are crucial to the
ritual of crafting sunsabers.
The ritual to create a sunsaber is ancient, with
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stories being told of these weapons being wielded
as far back as the Age of Demons. The original
sunsabers had an opening at one end that looked
like a dragon’s mouth. A blade of energy would
extend from it, like a dragon’s breath. Some still
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mimic this design. Modern sunsabers are often
assembled from a collection of mundane devices
and are customized to perfectly compliment the
user’s fighting style, becoming an extension of the
fighter.
Traditions for this ritual have been passed down
from generation to generation by those sensitive
to the breath, evolving with the times. Through
the years, one steadfast constant remained:
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the importance of these rare dragonshards that
resonate with the breath. This phenomenon can
occur in each of the three types of dragonshard:
Siberys, Eberron, and Khyber. As the dragonshard
used will determine the weapon’s damage type
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and the glowing hue of the blade great care must
be taken when selecting a dragonshard.
Siberys. Siberys sunsabers shine with a brilliant
golden glow. The damage type of sunsabers
made with these dargondshards is radiant. These
are the rarest sunsabers, as Siberys dragonshards
are not normally found in Khorvaire and most of
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sunsabers.
Khyber. Khyber sunsabers are crafted with an
elemental binding, glowing in a variety of vibrant
shades. Their damage type varies depending on
which type of elemental is bound to it.
▪ Air Elemental. Produces a white glowing blade
and deals lightning damage.
▪ Water Elemental. Produces a blue glowing
blade and deals cold damage.
▪ Fire Elemental. Produces a red glowing blade
and deals fire damage.
▪ Earth Elemental. Produces a green glowing
blade and deals acid damage.
Pommel Functions Glow Refractor
As a bonus action, you can change the hue of
your sunsaber to any color or combination of
Sunsabers are constructed from three parts: the colors. This does not affect the damage type.
hilt, the dragonshard, and an optional pommel.
The hilt determines the damage dice, and the Power Booster
dragonshard determines the damage type. As a bonus action, you can extend the reach
For thousands of years, this was the standard. of the sunsaber by 5 feet for one round. Once
As artificers began tinkering with sunsabers, you use this ability, you cannot do so again for 1
customizable modular pommels grew in minute.
popularity, especially in Zilargo.
Activator
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A sunsaber may only have one pommel
attachment at a time. You may swap one You can activate the sunsaber’s blade as part of
pommel with another after finishing a long rest. your Attack action.
Pommels may be found for sale by tinkerers, or
created by an Artificer as one of their infusions,
Optional Attunement
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using your sunsaber as the item and metal
components worth at least 25 gp, which the
infusion consumes. While sunsabers can be wielded by anyone
Flywheel Puller proficient with the weapon type, only
Prerequisite: light sunsaber those sensitive to the Breath of
the Progenitors may attune to
As a bonus action, you can their sunsaber and unlock its
convert two light sunsabers, full potential. This includes
one of which has this those who have taken the
pommel attached, into a Breath Adept feat, or a
double-bladed sunsaber.
The other sunsaber may
not have a pommel
attached to it. As a
bonus action, you can
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sensitive subclass, such
as the monk’s Way of
the Breath, paladin’s
Oath of Influence, or the
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convert back to two light Breath of Khyber warlock
sunsabers. patron. While attuned to
Extended Grip your sunsaber, it gains the
Prerequisite: light sunsaber following benefits while its
blade is extended:
Your light sunsaber gains the
versatile property. It does 1d8 ▪ Your sunsaber has the
Thrown property with a
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you with the following benefits:
▪ You learn three of the following cantrips:
friends, guidance, mage hand, or spare the
dying.
▪ At third level, you may cast augury once per
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day without expending a spell slot or using any
material components. Your spellcasting ability
for these spells is either Wisdom or Charisma
(your choice).
▪ You may attune to a sunsaber.
Obtaining a Sunsaber
Sunsabers are not something that are sold in shops
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or that can be commissioned by even the most
accomplished artificers. House Cannith has a long-
standing bounty on sunsabers that is supported by
the Twelve, so they almost never hit the market.
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It is unclear whether the dragonmarked houses
have been unable to replicate the process of a
sunsaber’s creation or (more likely) whether they
simply want to keep them out of the hands of
others for some unknown reason.
There are only three known ways to reliably obtain
a sunsaber: Sunsaber
Creation Ritual
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A supplement
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Medium humanoid (warforged), neutral good
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Reverie and its open market, and possibly come Skills Athletics +5, Perception +4, Survival +4
under fire by constructs infected by First Of My Damage Resistances poison
Kind, a helmed horror from the Mournland given Senses passive Perception 14
sentience. Combat encounters are best suited Languages Common
for 2nd to 3rd level characters. Successfully Challenge 1 (200 XP)
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completing this encounter will reward the party
with an elemental-powered construct who acts Warforged Resilience. The warforged has
as a sidekick for the rest of their adventures, advantage on saving throws against being
along with other rewards found at the end of this poisoned and is immune to disease. Magic can’t
encounter. put it to sleep.
Adventure ACTIONS
Background Multiattack. The warforged makes two armblade
attacks.
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This adventure takes place at a roving open-air
market that sets itself up from an airship known as
The Reverie.
Armblade. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Javelin. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit:
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At the time of The Reverie’s latest visit (which is 6 (1d6 + 3) piercing damage.
assumed to be when the party is in the area),
Prenn Honeywine, a halfling supplier of construct
parts, has joined the open market to sell wares
acquired from her last trip to the Mournlands. No
The Reverie’s Market
one expects that the find she’s most proud of—an
intact helmed horror—has a mind all their own, The Reverie’s market, comprised of pop-up tent
and doesn’t know that the Last War is over. stalls, can be quickly dismantled in case the
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▪ Following a tip from a trusted confidant or While the list of vendors varies from week to week,
there are at least four individuals running the
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Skills Athletics +4, Survival +3 horror and some genuine warforged, have gone
Senses passive Perception 11 missing, causing Prenn to accuse her fellow
Languages Aquan, Common merchants of stealing them. She refuses to disclose
Challenge 1/4 (50 XP) where the goods come from, but a Charisma
(Intimidation) check with a DC of 10 will get her to
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Hold Breath. Crackshell can hold their breath for admit they originate from the Mournland. “I don’t
1 hour. know where exactly—honest!”
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, Medium humanoid (human), lawful evil
reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeon-
ing damage, or 6 (1d8 + 2) bludgeoning damage Armor Class 14 (leather armor)
when used with two hands.
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Light Crossbow. Ranged Weapon Attack: +2 to
hit, range 80/320 ft., one target. Hit: 4 (1d8) pierc-
ing damage.
Shell Defense. Crackshell withdraws into their
Hit Points 11 (6d8 + 18)
Speed 30 ft.
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Skills Perception +4
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t
adamantine
Damage Immunities force, necrotic, poison
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Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified,
poisoned, stunned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
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or higher will note that the airship’s sole gun port
has the slightest tip of a ballista bolt pointing out
of it.
The Demand
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When the party has visited all the vendors,
inquired about the sunsaber hilt, or are about to
step aboard the airship, the sound of screaming
can be heard coming from across the ground -
The Reverie has fired its ballista bolt at one of the
market’s visitors, missing them by mere inches.
First Of My Kind and four lurching Mournland
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scrappers throw off their robes and emerge from
the crowd, which has begun to panic. Pointing
their sword directly at the party, First issues a
challenge through a vocal resonator: be the first
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to acknowledge the superiority and rights of all
constructs, or be cut down where they stand.
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incapacitated, paralyzed, petrified, poisoned, and unlock access to The Reverie. He provides no
prone, stunned, unconscious further resistance.
ACTIONS
Bolt. Ranged Weapon Attack: +6 to hit, range
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120/480 ft., one target. Hit: 16 (3d10) piercing
damage.
Medium construct, unaligned
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successful, on the next initiative count 20, he will
fire the ballista at whomever
is closest to the loading rig
construct (which is located
closest to Crackshell’s stall at
Damage Immunities poison, psychic
Condition Immunities blinded, charmed,
deafened, exhaustion, frightened, paralyzed,
petrified, poisoned
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the start of combat). Enterprising Senses darkvision 60 ft., passive Perception 10
adventurers can attempt to blow Languages —
Challenge 1/4 (50 XP)
ACTIONS
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Damage Immunities poison, psychic Repairable. A creature with tinker’s tools can try
Condition Immunities blinded, charmed, to repair damage to the rig. After spending 1
deafened, exhaustion, frightened, paralyzed, hour making repairs, the creature makes a DC
petrified, poisoned 15 Intelligence (Arcana) check. If the check
Senses blindsight 60 ft. (blind beyond this radius), succeeds, the rig regains 1d6 hit points.
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passive Perception 6 Unstable. If the rig takes damage, it must
Languages — succeed on a DC 10 Constitution saving throw
Challenge 1 (200 XP) or be incapacitated with a speed of 0 until a
creature activates it with a successful DC 10
Antimagic Susceptibility. The rig is incapacitated Intelligence (Arcana) check made as an action.
while in the area of an antimagic field. If targeted
by dispel magic, the rig must succeed on a
Constitution saving throw against the caster’s
ACTIONS
spell save DC or fall unconscious for 1 minute. Slam. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning
Controlling The Rig. A seat cavity built into the damage.
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top of the rig contains a series of small plates
Resolution
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If the party is successful in stopping First of My Kind
and their construct allies, the vendors offer a 200
gold reward, a horn of silent alarm (see Appendix
A: Magic Items), and use of The Reverie to travel
to one place in Khorvaire, free of charge (outside
of The Mournland or Demon Wastes). Bellizad and
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bald-headed weaponsmith down the street,”
“Fetch my slippers from the fireplace,” etc.).
With Age
Comes... Quirks
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Veteran artificers have noted that the longer one
of their constructs exists, the higher the chance
that the elemental inside begins to develop what
can only be described as a personality. These
changes in personality can be anything from
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Since the beginning of the profession, the gnome
artificers of Zilargo have strived to create not just
ready-to-use magic items and infusions, but also
elementally bound constructs to assist, defend,
and failing) to harmful (fiercely protecting their
owner/master by whatever means are available
to them, outright refusing to obey commands, or
attempting to garner their freedom by violently
disposing of their “oppressors.” These occurrences
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and provide companionship. Books like House are few, but tend to happen with constructs
Sivis’s excellent Eberron Campaign Setting, later capable of rational thought.
edition Eberron: Rising From The Last War, and the Construct sidekicks tend to pick up at least one
bootleg Wayfarer’s Guide To Eberron (which can quirk from age. When creating your sidekick
still be found at select bookmongers) go into more construct, in addition to the other creation steps,
detail about these engineers. you may roll on or pick one 1 quirk from the
What is less touched on are constructs created Warforged Quirks table.
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Choose a set of artisan’s tools; action. Additionally, when they use
the Help action to aid an ally in spikes against a target within 5
The construct gets advantage on feet of it. If the attack hits, the
checks made using those tools. attacking a creature, the target of
that attack can be within 30 feet of spikes deal 1d4 piercing damage.
4 Sensors. The range of the the construct, rather than within 5 The construct uses its Strength
construct’s darkvision becomes feet of the construct, if the target modifier for the attack and damage
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120 feet, unless it is higher, and it can see or hear the construct. rolls and is proficient with this
gains proficiency in Perception if it attack.
doesn’t already have it. 14 Stirring Words. The construct
can begin an eloquent speech that
18 Monster Lore. The elemental
5 Improved Armor. The construct’s lasts until the end of their next turn. inside the construct has knowledge
AC increases by 2. During that time, the construct of a particular creature type, which
and any friendly creatures within it can convey to those friendly
6 Increased Speed. The construct’s
30 feet of them have advantage to it. Choose from the following:
speed increases by 10 feet.
on saving throws against being aberrations, beasts, celestials,
7 Reinforced Construction. constructs, dragons, elementals,
frightened or charmed. A creature
The construct has resistance to fey, fiends, giants, monstrosities,
must be able to hear them to gain
lightning and thunder damage. oozes, plants, or undead. Party
this benefit. The speech ends
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Self-Repairing. If the construct
starts its turn with at least 1 hit
point, it regains 1 hit point. If it
takes lightning damage, this ability
doesn’t function at the start of its
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early if they are incapacitated or
silenced or if they voluntary end it.
Instinctive Maneuvering. When
piloting a vehicle or mount of Huge
size or smaller which the construct
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members who consult with the
elemental have advantage on
Intelligence checks regarding the
monster type.
Amplified Lightning. Whenever a
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next turn. spell that deals lightning damage
has proficiency with, the vehicle or
9 Sturdy Frame. The construct’s mount adds +5 to their AC. includes this construct in its area,
hit point maximum increases by the spell deals an extra 5 (1d8)
16 Hear Me Baby, Hold Together! lightning damage.
an amount equal to its number of
Once per long rest, when piloting
hit dice. 20 Burning Aura. A creature that hits
a vehicle or mount which the
10 Magnet. The construct gains a construct has proficiency with, the the construct with a melee attack
climbing speed of 30 feet, but only construct may attempt to stop while within 5 feet of it takes 3
on metallic surfaces. the damage incurred by an attack (1d6) fire damage.
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If your DM allows it, the following rules are constructs), a mending spell, or through the use of
intended to help you create your own Construct smith’s tools. A mending spell restores 1 hit point
Sidekick, ready to assist your party in whatever as long as the construct has 1 hit point remaining.
adventures they might find themselves in. Smith’s tools, or artificer’s tools, can be used to
▪ Choose a construct type (Labor, Diplomat, or revive a fallen construct if it has died within the last
Pilot) from the list below. Additionally, choose hour. If these tools are used, the construct returns
a size: Medium or Small. to life with 1 hit point remaining.
▪ Choose an enhancement from the Construct When construct sidekicks would normally receive
Enhancements table, and roll a d10. 1-4, you an ability score increase or choice of a feat, they
do not need to pick a malfunction from the can only choose to increase their Intelligence,
Construct Malfunctions table. 5-10, pick a Wisdom, or Charisma scores. Strength, Dexterity,
malfunction from Table 2. and Constitution cannot be increased naturally.
▪ Add the final touches. What is your construct’s
name (either given or chosen)? What does it
look like?
Construct Malfunctions
d20 Malfunction can turn up to 90 degrees before race and disadvantage on History
1 Honest. The construct can’t help moving. It can rotate freely if it and Charisma checks regarding all
but tell the truth, if capable of doesn’t use any of its speeds on other races.
speech. If asked a direct question, its turn. 15 Unreliable Pilot. The construct
it must succeed at a Wisdom 8 Pompous. The construct has been active for so long that
saving throw (DC 15) to reply possesses a superiority complex it has trouble completing simple
with anything but the truth. The towards all other intelligent beings. piloting tasks, leaving their vehicles
construct gets a +4 bonus to It has disadvantage on Persuasion and mounts open to attacks.
either Arcana, History, Nature, or checks and advantage on either Attacks made against vehicles and
Religion checks (choose one). Arcana, History, Nature, or Religion mounts that the construct pilots
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2 Faulty Sensors. When the checks (choose one). have advantage.
construct takes damage, roll a d6. 9 Overactive Sense of Self- 16 Jury-Rigged. The construct is
On a 1, the construct is blinded Preservation. If the construct has an amalgamation of nuts and
until the end of its turn. half its hit points or fewer at the bolts and threatens to come apart
start of its turn in combat, roll a at the seams at speeds higher
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3 Flawed Targeting. When the
construct takes damage, roll a d6. d6. If you roll a 1, it retreats from than a slow trot. When piloting a
On a 1, the construct makes attack combat. If retreat isn’t possible, it vehicle or mount which the pilot
rolls with disadvantage until the can only take the Disengage action has proficiency with, the vehicle or
end of its turn. on its turn. mount’s speed is reduced by 10
10 Overheats. When the construct feet.
4 Ground Fault. The construct has
vulnerability to lightning damage. takes damage, roll a d6. On a 1, 17 Magic Vulnerabilities. The
the construct is incapacitated until construct has disadvantage on
5 Imprinting Loop. When the the end of its turn. saving throws against spells and
construct takes damage, roll a d6. other magical effects.
On a 1, the construct mistakes 11 Fading Magic. The construct has
one creature it can see within 30 disadvantage on initiative rolls, and 18 Muddled Senses. The elemental
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feet for its creator. The construct
won’t willingly harm that creature
for 1 minute or until that creature
attacks it or deals damage to it.
Rebellious Elemental. The
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its speed decreases by 10 feet.
Damage Vulnerabilities. The
construct isn’t immune to poison or
psychic damage.
Hideous Construction. The
inhabiting the construct has trouble
sensing its surroundings due to the
construct’s design. The construct
has disadvantage on Perception
checks.
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construct’s elemental occasionally construct’s design, while intended
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attempts to escape its binding, to appeal to a wide range of feet the construct moves in 1 foot
causing the construct to shut clients, is nothing short of or more of water, it takes 2 (1d4)
down. Whenever the construct rolls terrifying. The construct has cold damage.
a natural 1 on an attack roll, saving advantage on Intimidation checks. 20 Lightning Burst. When the
throw, or skill check, it shuts down construct dies, it explodes in a
for 1d4 rounds. However, the 14 Limited Cultural Appeal. The
construct was created with the burst of electrical energy. Each
elemental’s creative nature grants creature within 5 feet of it must
intention of being used with
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 10 (+0) 10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
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Saving Throws Con +3, Wis +1 Saving Throws Dex +4
Damage Immunities poison, psychic Skills Animal Handling +4
Condition Immunities blinded, charmed, Damage Immunities poison, psychic
deafened, exhaustion, frightened, paralyzed, Condition Immunities blinded, charmed,
petrified, poisoned deafened, exhaustion, frightened, paralyzed,
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Senses darkvision 60 ft. passive Perception 10 petrified, poisoned
Languages — Senses darkvision 60 ft., passive Perception 10
Challenge 0 (10 XP) Languages Common, plus one of your choice
Challenge 1/4 (50 XP)
Bored Elemental. When this construct gains
a level, it gains two enhancements from the Punch It! As an action, when piloting a vehicle or
Construct Enhancements table. When rolling for mount which the pilot has proficiency with, the
a malfunction, a roll of 3-10 is needed to pick pilot may use the Dash action twice. This feature
a malfunction from the Construct Malfunctions cannot be used more than once per long rest.
table. Vehicle Proficiencies. The Pilot has proficiency
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Prone to Quirks. When creating this construct as a
sidekick, roll twice on the Quirks table.
with a vehicle type of your choice: air, water, or
land.
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Medium or Small construct, unaligned
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horn. The horn regains 1d4 expended charges daily at dawn.
Construct Death
When a construct dies, it is possible to transfer Lantern of Revealing
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the elemental contained inside the construct to Wondrous item, common
another constructed form. While lit, this hooded lantern burns for 6 hours on 1 pint of
oil, shedding bright light in a 30-foot radius and dim light
A successful application of smith’s tools is needed
for an additional 30 feet. Invisible creatures and objects are
to transfer the construct’s programming to a new visible as long as they are in the lantern’s bright light. You
form. The DC for this Intelligence check is the can use an action to lower the hood, reducing the light to
following: dim light in a 5-foot radius.
▪ same form: DC 20
▪ different form, same type of construct: DC 25
▪ different form, different type of construct: Xorian Wenge Focus
DC 35
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Each time the transfer fails, the construct can
suffer memory loss if it fails an Intelligence check,
DC 15. Failing the check reduces the construct’s
Intelligence by 1d6, and can risk losing skills, feats,
Wondrous Item, common (requires attunement)
A Xorian wenge focus is a rod, staff, or wand cut from a tree
infused with extraplanar energy. If you’re a spellcaster, you
can use this as a spellcasting focus.
When you cast a spell that deals psychic damage using this
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and other features tied to the Intelligence score. item as your spellcasting focus, you gain a +1 bonus to one
damage roll of the spell.
A successful transfer allows the construct to gain
the Strength, Dexterity, and Constitution scores
of the new model. However, they retain the
Intelligence, Wisdom, and Charisma scores they
had previously.
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Way of the
Breath
A archetype
Breath’s Blessing Ki Point Maximum
Designer: Kayla Bayens Monk
Levels Maximum Ki Points for an Ability
Class: Monk
6th–9th 4
10th–13th 5
14th–17th 6
ou follow a monastic tradition that teaches 18th–20th 8
Y you that moving through all things is a
connecting energy flow. That through study,
meditation and dedication you can learn
from that energy. Breathing in and out you are Increased Focus
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connected to all things. When you focus your
ki, you breath in that energy to flow through
When you choose this path at 3rd level, you
your body in focused ways to effect the things
gain proficiency in the Perception skill and add
around you and bend them to your needs. Some
half your proficiency bonus to all Wisdom ability
members of this tradition dedicate themselves
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checks.
to light, others fall to darkness, and few balance
between the two.
Many monks of this tradition often find that moving Breath Attunement
in the Breath changes them with time giving them
an unusual appearance that sets them apart. When you join this tradition at 3rd level, you gain
Common changes are clouded over eyes, cracks insight into the truths of the universe and unlock
along the skin that seem to pulse and glow with abilities. You may pick either 1 major blessing or
a light, or large splintering looking tattoos as if 2 minor blessings from the list in the M Breath’s
touched by lightning. Blessings section.
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Using Breath’s
Blessings
Force Shield
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At 6th level, as a reaction to being hit with an
When you choose this tradition at 3rd level, you attack you are warded until the start of your next
learn magical disciplines that harness the Breath of turn giving you resistance to any damage taken.
the Progenitors, called Breath’s Blessings. After using this ability once you can not use it
again until you’ve finished a short or long rest.
Each blessing comes with a ki points cost that must
be spent before the blessing can be activated.
Some blessings allow you to cast spells, using Bonded Blade
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Breath’s Blessings
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Below are the minor blessings you can choose:
Altered Images. Alternate rules: When chosen
this immediately shifts your alignment by 1 step
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towards Chaotic Evil.
You can spend 1 ki point to cast minor illusion.
Banded Control. Alternate Rrules: When chosen
this immediately shifts your alignment by 1 step
towards Neutral.
As an action, you can spend 2 ki points you begin
to use the Breath to hold aloft your sunsaber in the
air for 1 minute or until the ability is used again, it
must start in the nearest unoccupied space to you.
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towards Lawful Good.
As a bonus action, you spend 1 ki point you take
a moment to breathe and settle the Breath within
yourself giving you advantage on the next skill
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check you make.
Gauge Presence. Alternate rules: When chosen
this immediately shifts your alignment by 1 step
towards Lawful Good.
You can spend 2 ki points and for 10 minutes
you know if any Breath users have been through
this space and which direction they headed in.
When within 60 ft of a Breath user you can tell
their power level and identify their connection to
the Breath. This is told through their class and the
other presence. e
difference in power between yourself and the
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nate rules: When chosen this immediately shifts
trapped all spells cast by the target are hampered
your alignment by 2 steps towards Chaotic Evil.
and can only be cast at its lowest level available.
Spell attacks are made at a disadvantage against You can spend 5 ki points to cast maddening
creatures outside of the cage, and saves against darkness.
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spells from the trapped target are made with
Lightning’s Reach. Prerequisite: 6th level. Alternate
advantage. This spell lasts until dispelled by a 5th
rules: When chosen this immediately shifts your
level dispel magic or similar magic.
alignment by 2 steps towards Chaotic Evil.
Control Elements. Prerequisite: 17th level. Alternate
You can spend 4 ki points to cast lightning bolt at
rules: When chosen this immediately shifts your
a single target.
alignment by 2 steps towards True Neutral.
Mind Meld. Alternate rules: When chosen this
You can spend 6 ki points to cast either move
immediately shifts your alignment by 2 steps
earth, control water, or control winds.
towards Lawful Good.
Draining Web. Alternate rules: When chosen
You spend 4 ki points to cast telepathic bond.
towards Chaotic Evil.
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this immediately shifts your alignment by 2 steps
OATH OF
INFLUENCE
A archetype
Tactile Manipulation. You may call on the Breath
to perform simple tasks. You learn the mage hand
Designer: Robert Mason cantrip. When you cast mage hand, you can
make the spectral hand invisible, and you can
Class: Paladin control the hand with a bonus action on your
turn. As an action, you can make a Shove attack
with the hand against creatures within 15 feet.
he Oath of Influence is a promise made by the When you do so, you make a ranged spell attack
T most charismatic paladins to use their sway
justly. These captivating individuals commune with
using your spellcasting ability score rather than a
Strength (Athletics) check. Your mage hand lasts
the Breath of the Progenitors to manipulate their until you complete a short or long rest.
surroundings, enforcing the law of the land or a
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Enrapture. As an action you deliver a statement
personal code of ethics. Whether the power is a
so profound as to stun your observers. Choose a
divine gift or a supernatural talent, the capacity to
number of creatures within 60 feet of you equal
steer others’ thoughts forces the wielder to walk a
to half your Charisma modifier rounded down
knife’s edge of righteousness between chasms
(minimum of one). Each target must succeed on
of evil.
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a Wisdom saving throw or be paralyzed for the
duration. Targets must be able to hear you, and
Tenets of Influence a creature with an Intelligence score of 4 or less
isn’t affected. At the end of each of its turns, a
target can make another Wisdom saving throw.
The tenets of the Oath of Influence were recorded On a success, after one minute, or if the affected
thousands of years ago by the first paladins to creature takes any damage, the effect ends.
commit their mesmerizing abilities to the equity of
all people. While these vows have been translated
over the centuries, their words hold agency above
Oath Spells
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Channel Divinity
When you take this oath at 3rd Level, you
gain the following two Channel Divinity
options.
Aura of Communion
Beginning at 7th level, your sheer presence is mes-
merising. You and friendly creatures within 10 feet
of you have advantage on Charisma (Persua-
sion) checks, and saving throws made against
your enchantment spells and channel divinity
have disadvantage within this range. At
18th level, the range of this aura increases
to 30 feet.
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Shelter the Weary
Starting at 15th level, you can will
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your very surroundings to protect
yourself and allies. As an action, you
can summon an invisible barrier at a point
you can see within 120 feet. The barrier can
be a 10 foot cube or a contiguous flat surface
made up of six 10-foot-by-10-foot panels. If it
cuts through a creature’s space when it appears,
you choose to which side the creature is pushed.
Nothing can physically pass through the barrier,
it is immune to all damage, and it lasts for 10
Transcendence
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At 20th level, you may become one with the
Breath. As an action, you and everything you are
wearing or carrying become invisible for the next
minute or until you end the effect as a bonus
action. While in this ghost-like state, you gain
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The Breath
of Khyber
A archetype
Let Your Anger Flow
Starting at 1st level, when you take damage you
Designer: Stuart Broz
can use your reaction to enter a furious state,
Class: Warlock similar to a barbarian’s Rage. While it is active
your speed increases by 10 feet and you add your
Charisma bonus (minimum of 1) to your damage
our anger and hatred channel the dark im- with melee attacks or spell attacks that deal
Y pulse that has existed since the dawn of crea-
tion. You have learned to use these dark emotions
lightning damage. Your fury lasts 1 minute and
you cannot end it voluntarily. If you end your fury
without having dealt damage to a creature, you
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to tap into the power of Khyber’s breath—the
breath which gave life to the fiends that ruled take 1 level of exhaustion.
over Eberron for millennia after its birth. The breath
suffuses you, filling you with power and purpose.
In return, you serve as its vessel and agent in the
Telekinetic
Maelstrom
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world, spreading its darkness into the light.
Breath of Khyber Starting at 6th level, you can call upon the breath
Expanded Spells of Khyber to defend you, with a whirling maelstrom
of telekinetic power. As a reaction when you are
the target of a ranged attack, you can invoke the
The Breath of Khyber lets you choose from an breath to shield you with objects in your environs,
expanded list of spells when you learn a warlock imposing disadvantage upon ranged attacks,
spell. The following spells are added to the warlock including the triggering attack. As a bonus action
spell list for you.
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Breath of Khyber Expanded Spells
while this effect is active, you may use your
telekinetic shield to attack a creature within 30
feet. If you do, the target must make a Dexterity
saving throw against your spell save DC, taking
3d10 force damage and being pushed 10 feet in
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Level Spells a random direction on a failure. On a successful
1st dissonant whispers, inflict wounds saving throw, the target takes half damage
2nd hold person, phantasmal force and is not pushed. The effect ends if you use it
3rd clairvoyance, lightning bolt to attack or if you are hit with a ranged attack,
4th locate creature, phantasmal killer otherwise it lasts as long as you concentrate on it,
5th modify memory, telekinesis as concentrating on a spell, for up to one minute.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
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half damage and is not stunned. You regain hit
points equal to half the damage dealt. Once you
use this feature, you cannot do so again until you
complete a long rest.
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Explosive Hatred
Starting at 10th level, when you are using your
Fury feature, you may expel your hatred from
yourself forcibly, ending your Fury. If you do,
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responsibility is to protect your players from such
If you identify problematic content, there are
content. A DM who fills their role well facilitates the
three options:
fun at the table by creating a save environment
and protects their players from harmful content. ▪ Erase. Remove the problematic content.
Don’t forget—you are their first and only line of As the DM, you are empowered to modify
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protection! an adventure however necessary! This is
especially true for content that is problematic
This responsibility can be daunting, but there
to your players.
are tools available to help you. Use the
▪ Avoid. Do not play an adventure containing
following consent and safety tools to evaluate
content that is problematic for your players.
if any aspects of this adventure are potentially
If it would be too difficult to remove the
problematic for your players. Here are some
problematic content, either because it is core
suggestions on how you can ensure that your
to the story or you do not have the time, just
players have a good time:
run a different adventure.
▪ Prior Knowledge. If you have a positive ▪ Protect. Ask players who are not comfortable
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pre-existing relationship with your players
and have played with them before, you
likely have an idea what content might be
problematic to them. Use your knowledge of
their preferences, vulnerabilities and styles to
with content you feel unable to remove from
the adventure to not join this adventure. This
may be a necessity for you, the DM—maybe
you really want to run this adventure and
do not have time to modify it sufficiently or
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identify potentially problematic content. Be prepare an alternative. However, this option
aware that no matter how well you know your should only be used as a last resort and you
players, it is dangerous to rely on this approach should make sure to explain to the affected
exclusively. player that this is not done to exclude them—
▪ Consent and Safety Checklist. Use a generic it can be very painful to a player to be
consent checklist to identify what content excluded on the basis of their vulnerabilities,
is problematic to your players. Send this to and this might make them feel even worse.
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your players well in advance of the day Take time to explain your personal reasons
of the game, so you have enough time to for wanting to run this adventure the way you
prepare according to their needs. You can, want to run it and that you cannot guarantee
for example, use the form included with this the player’s safety and well-being in doing
Monte Cook supplement, which provides so. Make clear that this is a measure of player
additional advice on consent and safety, too. protection, not exclusion.
▪ Ask and Talk! If you identify anything that
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Siberys Scramble
A Adventure
rather than asking them to roleplay day after day
of rolling for wandering monsters. The race is the
Designer: Chris Hopper thing, how they get there just serves to emphasize
how far they’ve traveled. Give the characters a
Adventure Tier: 2 (levels 5-10) sense of the incredible distances they are crossing,
Playtesters: Argus D., Douglas K., Jonathan K., but do not bog them down in the details of desert
Monica W., and Żvêdavost survival.
Characters
Running the
Adventure
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Artin d’Sivis, gnomish navigator and engineer.
Hansel Yoh, half-elf pilot (dragonmarked) and
This adventure may either stand alone as an intro- loveable rogue.
duction to Xen’drik, or drop into an existing cam- Norn Makkar, honest merchant in need of
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paign. It may be run solo by a sixth or seventh level adventurers.
character seeking dragonshards as part of their
path to build a sunsaber, or by a party of level 5 or Shah Brekka, large furry shifter and all around
above. If using milestones for advancement, com- handyman.
pleting the race in the desert should be sufficient
to advance characters one level. Background
Setting & Location Norn Makkar has salvaged a number of Sulatar
fire elemental containment cylinders and, with
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This adventure takes characters from the docks
of Stormhaven to deep in the Menechtarun
desert via a chartered airship and sandskiff. There,
characters participate in a secret race across
the sands. Because the game is more fun when
the help of desert scavengers, cobbled together
a series of racers in an attempt to earn a bounty
of Siberys crystals from the asherati of the
Menechtarun desert. The asherati regularly collect
the crystals after a Siberys shower, but rarely trade
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players feel their characters’ actions are moving them with outsiders. Exactly what Norn did to
the plot forward, you may consider giving players persuade them to put on this race is left to the
a succinct summary of the first leg of the journey imagination, but it must have been quite a feat.
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Synopsis Characters more interested in profit will find a fast
friend in Norn Makkar and the opportunity to sell
off some of the largest Siberys shards ever seen.
Norn recruits the characters to pilot racing pods Finally, anyone working out of Stormreach
while he stays with the asherati to work his next big anyway may encounter the unique opportunity
deal. Characters travel from Stormreach across as a chance encounter either from Norn’s
the desert, then ride high-speed Sulatar racing stand, or encounter the airship in the docks.
pods in a day-long competitive race with local Anyone unfortunate enough to be stuck in the
(and lethal) competitors. The victor earns the cup, Menechtarun may stumble into the asherati
filled with Siberys shards. Norn is banking on the encampment directly.
characters’ abilities, but should they fail, he’s not
above finding another way to earn his cut.
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The Job
Adventure Hooks
Many say the city of Stormreach is best
experienced from the harbor. Drow, giants,
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If the characters are seeking dragonshards as hobgoblins, and even thri-kreen brush with the
part of a previous quest, like building a sunsaber, elves, humans, gnomes, and dwarves of Khorvaire.
they’ll learn from a number of sources that the The well-patrolled docks are an excellent place
best Siberys shards make their way from the to broker a deal or make an agreement without
jungles of Xen’drik the shadows of the city threatening to short a
to the merchants potential profit.
of Stormreach.
A character It’s on these docks that the characters meet
following the Norn Makkar, a seller of dragonshards in need of
Breath of the a few good hands. Norn is a well-dressed man
Progenitors will
find themselves
surrounded by
the roughest
sorts in their
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merchant shows them a large Siberys stone, theirs
for the taking as long as they take the job, along
with many more.
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search for “I’m just a humble merchant with all the magical ability
ancient truth. of a toadstool. I have an avenue for product, but lack the
power to acquire it. But you, you are downright arcane.
By the Sovereigns, you’re just the crew for the job.”
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secret city is said to be filled with marvels. We
cannot reach their city, but after a clash with their The characters are free to engage in any
more savage cousins we have come to some preparations they see necessary during the
miraculous vehicles. With these, we’ll cross the journey. The crew mostly pass the time gambling
Menechtarun easily.” around some kind of animated game table and
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18 “The dragonshards vanish beneath the sands, arguing among themselves over who actually
but there’s more out in the desert. A group of owns the vessel. If characters didn’t get the full
organizers have a… a wager. And I believe you story before agreeing to passage, Norn clues them
can win it. I’ll need you, for a cut. In exchange
in now. After a group of Sulatar drow were slain by
for your expertise, we’ll expense a little trip into
the desert and back, run a quick race, and come
a group of Vulkoori, curious asherati discovered
back with riches untold.” their means of transport. Norn, ever with an ear
to the ground for a good deal, discovered the
nature of these remarkable vehicles and engaged
the locals in a bit of entertainment. Things have
Recruited gotten a little out of control since then, and now
the first race is about to begin with creatures of all
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Norn Makkar seems to have friends all along
the dock. As he makes his way past authorities
and pirates alike with the same friendly smiles
and waves, he eventually leads you to an old,
sorts participating.
shifter, seven feet tall and covered in brown fur, growls in a flat-bottomed skiff onto the deck. It’s a single
response before vanishing into the hold. “That’s Brekka. masted vessel with a small wheel and thin rail. It’s
Don’t mind him. Just bitter he lost the last round.” a tight squeeze, but you all fit on alongside Norn.
With a friendly wave from Brekka, skiff and party
are ejected to the ground below.
Norn’s crew is small: Shah Brekka, the shifter and all
around handyman; Artin d’Sivis, gnomish naviga-
tor and engineer, and Hansel Yoh, half-elf pilot The Shore
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Skills Perception +4
Through the Desert Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t
The scrub and stones of the shore give way to the
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speak
rolling dunes of the Menechtarun as you follow
Challenge 4 (1,100 XP)
the Sun Pillars south. Characters with a passive
perception of 14 or higher will notice shadowy
figures watching from between the rocks. If asked, Amphibious. The chuul can breathe air and
Hansel dismisses them as curious locals. water.
Sense Magic. The chuul senses magic within 120
If you’re using this as part of a campaign, crossing
feet of it at will. This trait otherwise works like the
the Menechtarun desert can stretch as long as detect magic spell but isn’t itself magical.
the narrative sustains. Random encounters with
wandering drow, giant scorpions, or hostile sand
ACTIONS
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giants are common in the region. Otherwise, the
Traveler’s Curse may work in the character’s favor
and deliver them quickly to camp.
Multiattack. The chuul makes two pincer attacks.
If the chuul is grappling a creature, the chuul can
also use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach
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10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage. The target is grappled (escape DC 14)
if it is a Large or smaller creature and the chuul
doesn’t have two other creatures grappled.
Tentacles. One creature grappled by the chuul
must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. Until this
poison ends, the target is paralyzed. The target
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Xen’drik, you included, blow themselves to smith-
in Appendix A: Xen’drik Races. Unless the players
ereens. They’ll be traveling alongside with their
choose to engage, they’ll be ignored as they
sand-swimming abilities, scrying, and generally
make their way through camp.
soaking up as much of the entertainment as they
An asherati will approach after a few minutes. can. Norn had a hand in acquiring the sleds, but it
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They are distinctly featureless and expressionless, will take a Charisma (Persuasion) DC 15 or higher
and speak to Norn in a rolling tongue that sounds to persuade him to admit it.
like Elvish, but clearly isn’t. Norn was clearly
expected, and is courteously led to his tent. He’ll
invite the characters to ask any questions they Personalizing
may have. The asherati will gladly answer in the
slow, careful speech of one unused to speaking in
your pod
Common.
▪ Why is everyone here? For the race, of course.
Norn’s grand idea. The most amusing thing In the shed rests a pair of great, roaring cylinders that
we’ve seen in millenia.
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▪ What’s the prize? A vast collection of Siberys
shards, collected from the shifting sands of
the desert. Long buried, but everything buried
seem to barely contain furious fire elementals. The hulls
are made of a black glass framed with Orichalcum, the
Sulatar metal that shines bronze in the light. Tethered
behind each is a small metal pod, hovering a few feet
off the ground. Rods connect the pods to each cylinder,
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makes its way through the sands, eventually.
▪ Why not just keep them for yourself? And miss one end crackling with energy inside the containment cyl-
such a spectacle? inder, the other connecting to the pilot controls through a
series of pipes and wires.
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by the previous leg’s position. Characters with the next turn. This force grants a temporary +5 to AC for
proficiency in either air or land vehicles can add a single round, including the initiating action, but reduces
their proficiency bonus to any Dexterity checks vehicle speed to 3/4.
related to driving the pod.
Flare. Action. The pod can overcharge the binding
The lead position gains a +3 on their roll for the
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chamber pulling the sled, dealing 22 (4d10) fire damage
next leg. to a creature or pod within 10 feet at the expense of
Positions 2-3 gain a +2 to their result on their roll for speed. When using a flare, movement speed is reduced
the next leg. to half for the next 2 rounds.
Positions 4-6 gain a +1 to their result on their roll for Harpooner. Action. The pod gains a ranged attack,
the next leg. +7 to hit, range 120 feet, one target. Hit: 11 (2d8+2)
piercing damage). The harpoon may be tethered or used
Some legs contain optional Tactical Play options, as a single, ranged attack. Tethered harpoons require
which may be used to run the leg as a combat the target pilot to make a DC 15 Dexterity saving throw
encounter. If the characters choose to take to prevent being dragged in a direction of the attacking
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action against another racer, resolve that leg
with combat rounds and narrative detail instead
of relying on the suggested check. You can find
suggestions for special abilities and stats for the
other racers in the Pod Pilots sidebar and the pod
pilot’s choosing, and require a short rest to reset after
being used. An untethered harpoon must be recovered to
be used again in a later leg.
Overcharge. Action. A crewman can pour extra arcane
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pilot stat blocks throughout this adventure. energy into the crystal matrix, expending a spell slot
to increase their speed by 30 feet for 1d4 rounds +1
To help you track the progress of the race, use the per level of spell slot expended. Doing so is risky, and
trackers in Appendix B: Printable Materials. requires a DC 15 Arcana check to succeed. Failure
means rolling on the Mishap table (but still boosts the
vehicle’s speed, provided the Mishap does not negate it).
Medium humanoid (any race), any alignment Raking Edges. Action. When a pod moves within 5 feet
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ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach
5 ft, one target. Hit: 5 (1d6 +1 ) slashing damage.
speed as it did during the pilot’s previous round.
While driving, the pilot adds their proficiency
modifier to any ability checks and saving throws
Large vehicle (30 ft. by 10 ft.) made using the pod’s ability scores.
Ram. A pod on the move is capable of
Creature Capacity 3 Medium creatures or 1 large producing a good amount of damage.
creature If ramming a stationary object, deal 1d6
Cargo Capacity — bludgeoning damage per 10 feet of speed
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Travel Pace 14 miles per hour (336 miles per day) achieved. This damage is dealt both to the pod
and the target. If ramming another pod or other
moving object, deal 1d6 bludgeoning damage
STR DEX CON INT WIS CHA
per 10 feet of relative speed (that is, how much
12 (+1) 18 (+4) 12 (+1) 0 0 0
faster you’re moving than your opponent), with a
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minimum of 1d6.
Damage immunities fire, poison, psychic
Damage resistances bludgeoning Repair. When a pod is damaged, suffers a
Condition Immunities blinded, charmed, mishap, or gains a level of exhaustion, the pilot
deafened, frightened, paralyzed, petrified, can stop so that the pilot or a passenger can
poisoned, stunned, unconscious make repairs on a pod. To do so they must
attempt using smith’s tools, tinker’s tools, artificer’s
tools, or other appropriate tools for the job. The
Jump. If a pod moves at least 30 feet in a straight repairing character can’t pilot the pod while
line, it can clear 60 feet when jumping over a making repairs, and must be within reach of the
chasm, ravine, or other gap. Each foot it clears damaged area to initiate the repair.
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on the jump costs a foot of movement.
Prone Deficiency. If pod falls prone, it can’t right
itself and is incapacitated until flipped upright
with a DC 10 Strength check.
Before beginning repairs, a creature must
decide whether the repairs are aimed at ending
a mishap, removing a level of exhaustion, or
restoring the damaged vehicle’s hit points. Each
attempt takes 1 hour of repairs. Depending on
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ACTIONS the nature of the repairs, a DM may reduce
the time with use of magic, such as a mending
On its turn, the pod can take 1 action per pilot
cantrip, or extraordinary successes. See Descent
and crewman, choosing from the actions below.
Into Avernus (pages. 218—224) for more
Board. Jumping from one vehicle to another information.
requires a successful DC 15 Dexterity (Acrobatics)
check by a passenger. Those that fail by 5 or
less manage to catch themselves on the side REACTIONS
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and must use their action to pull themselves up. The pod can take 1 reaction per round.
Those who fail this check take 1d6 bludgeoning Juke. If the pod is able to move, the pilot can
damage per ten feet traveled as they roll and use its reaction to grant the pod advantage on a
tumble on the rocky ground. Dexterity saving throw.
Coax. A pilot can persuade the bound elemental
with a Charisma (Intimidate or Persuasion) roll
Hull
to gain 5 feet of speed for every 5 points of
success above 10 (minimum 5). A pilot may coax Armor Class 21 (16 while motionless)
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the pod above its maximum speed, but doing Hit Points 40 (damage threshold 5, mishap
so risks a mishap. If traveling above top speed, threshold 10)
the pod must succeed at a Constitution saving
throw, DC 5 + 5 per 5 feet above maximum, or Action Stations
suffer a mishap on the Mishaps Table. Characters Helm (Requires 1 Crew and Grants Half Cover).
who speak Primordial may take this check at Drive and steer the pod, or take another action
advantage. or reaction that specifies a pilot.
Drive. While the pod is running, the pilot can Passengers (Optional, Up to 2 Crew and Grants
use an action to move it up to its speed in any Half Cover). The passenger may activate one of
direction, or bring it to a stop. If the driver is the enhancements in the Norn’s Tweaks sidebar,
incapacitated, leaves the pod, or does nothing use skills and class abilities as normal, or take an
to alter the course and speed, the pod continues action.
moving in the same direction and at the same
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Leg 1: Starting Line (Persuasion or Intimidation) check to establish
control. Pods accelerate based on the results
of their Charisma check (see Pod Acceleration
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Armor Class. The pods appear to be made of a smooth
metal, like steel, and have an Armor Class of 13 + its
Leg 2: Hairpin Dexterity modifier. While the vehicle is not moving, attack
rolls made against it have advantage.
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Ability Scores. A pod has the six ability scores and
As the canyon widens ahead, you have no choice but corresponding modifiers. Its size and weight determines
to drop down inside to cross. A hairpin curve deeper be- its Strength. Dexterity represents its handling and
tween the narrow walls forces you into a gap barely wide maneuverability. A vehicle’s Constitution reflects its
enough for your pod! durability and quality of construction. They have a score
of 0 in Intelligence, Wisdom, and Charisma. If a pod has
a 0 in a score, it automatically fails any ability check or
Pilots must succeed at a DC 10 Dexterity saving saving throw that uses that score.
throw or be slung around the pod as it slams
Hit Points. A pod’s hit points can be restored by making
around the turn, scraping the edges for 1d6
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damage per 30 feet of speed. A pilot may
drop their speed to half or less for this leg to
automatically pass. Doing so counts as rolling a
5 for the purpose of placement. Characters with
proficiency in either air or land vehicles can add
repairs to the vehicle (see “Repairs”). When a pod drops
to 0 hit points, it ceases to function and is damaged
beyond repair.
Damage Threshold. Pods’ plating allows them to
ignore minor hits. A vehicle with a damage threshold
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their proficiency bonus to this check. has immunity to all damage unless it takes an amount of
damage equal to or greater than its damage threshold
value, in which case it takes damage as normal. Any
damage that fails to meet or exceed the vehicle’s
damage threshold is considered superficial and doesn’t
reduce the vehicle’s hit points.
here are a number of competitors at the race.
T The pilot template can be applied to any race Mishap Threshold. If a pod takes damage from a single
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you’d like to flesh out with more detail, or simply used source equal to or greater than its mishap threshold, it
as is whenever the characters interact with another must roll on the Mishap Table (see box).
competitor.
Action Stations and Crew. A pod doesn’t have actions
Pilots may have any of the modifications players are of its own. It relies on crew to occupy stations and use
offered, or specific abilities based on their backgrounds. their actions to operate the vehicle’s various functions.
Pod mods may include: Any option that appears in the Action Stations section of
a stat block requires an action to perform.
Sulatar Drow. Has a secret weapon, a wand of fireballs.
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For the next several kilometers you dive deeper into Armor Class 17 (half-plate)
the canyon, bobbing and weaving to avoid stone Hit Points 64 (8d8 + 32)
outcroppings. Speed 30 ft.
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Failing the save results in a roll on the Mishap table. Saving Throws Str +6, Con +6
Characters with proficiency in either air or land Skills Athletics +6, Intimidate +4, Perception +4
Damage Resistance Fire
vehicles can add their proficiency bonus to this
Condition Immunities charmed, frightened
check.
Senses passive Perception 16
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Languages Common, Giant
Challenge Rating 4 (1,100 XP)
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its turn on or inside the pod takes 10 20 Death Spiral. The massive elemental —
(3d6) fire damage (instantaneous). containment matrix is snapped in a
2–5 Locked Steering. The pod can move in 15 (Str) random direction, causing the pod to
a straight line only. It automatically fails spiral out of control. Any unsecured
Dexterity checks and Dexterity saving creature holding on to the outside of
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throws until this mishap is repaired. the vehicle must succeed on a DC 20
Strength saving throw or be thrown off,
6–9 Power Leak. The pod’s speed decreases 15 (Int) ejected to a random unoccupied space
by 30 feet until this mishap is repaired. within 20 feet of the vehicle. Any creature
10–13 Clogged Engine. The desert dust chews 15 (Dex) inside the vehicle must also make a DC
its way through the engine, throwing out 20 Dexterity saving throw or be ejected
blinding clouds of smoke. Pilot takes from the vehicle in a similar fashion. If the
the Blinded condition until this mishap is vehicle was moving, it takes 3d6 damage
repaired. and must reroll on the Mishap table again.
If the vehicle strikes a solid object, it and
14–16 Armor Plating Loss. The vehicle’s 15 (Str)
any creatures inside take an additional
damage threshold is reduced by 10 until
1d6 bludgeoning damage (to a maximum
this mishap is repaired.
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17–19 Frayed Tether. The pod buckles and
rolls uncontrollably as one of the support
20 (Dex)
of 20d6) for every 10 feet moved since
its last turn.
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If characters took the canyon at less than full
between rusting iron and piles of debris. The track curves
speed, they’ll need to succeed at a DC 8
around the city, but you could cross through the ruin in
Charisma (persuasion or intimidation) check to
half the time!
push the engines before crossing the gap. The
gap is 80 feet wide, so any pod can cross at
max speed. Failing the crossing causes the pod Crossing through the ruin halves the time
to plummet into the water below, dealing 4d6 necessary to complete the leg. Treat any
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bludgeoning damage and requiring significant character who does so as having rolled a natural
assistance from the asherati to extract the vehicle. 20 for determining place on this leg. However, it’s
Any racer failing the jump loses 10 on their roll for risky to do so. The entire city is a manifest zone of
that leg. the plane of chaos, barely held back by ancient
giant magic.
Leg 4: Tactical Play If the characters are in the lead, a couple of NPCs
Characters begin this leg 60 feet from the jump and have may follow them into the city, but if no one takes
the risk, the other pilots are unlikely to as well.
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original construction is giant-sized, and the wide roads are
easy to navigate other than the swirling rubble. Once per 10
minutes, roll 1d6 to determine if a nearby structure gives Saving Throws Int +5, Wis +3
way. On a result of 1, a structure collapses near the pilot, Skills Acrobatics +4, Arcana +5, Intimidation +4
forcing them to alter their route or roll on the Mishap table. Damage Resistance fire
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Senses passive Perception 10
Languages Drow, Giant, Common
Challenge 4 (1,100 XP)
ACTIONS
Multiattack. The sulatar pyromancer makes a
melee attack and a spell attack.
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fire damage must succeed at a DC 12 Constitution on the DC 15 Dexterity saving throw to avoid the
saving throw or gain one level of exhaustion 3d6 damage in falling boulders thrown their way
(success for half damage). The thri-kree spring this
trap on any competitors who are ahead of the
thri-kree pod!
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Medium humanoid pilot
(warforged artillerist), chaotic neutral
Leg 9: Now or Never
Armor Class 19 (breastplate, integrated
protection, armor chassis infusion)
Hit Points 22 (4d8 + 4)
Travel Pace 30 ft. You rise out of the north edge of the canyon and can see
the finish line ahead. The remaining racers push north
and south of you across the wide open expanse.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 16 (+3) 10 (+0) 12 (+1)
ACTIONS
Fist. Melee Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4+2) bludgeoning damage.
Leg 8: Tactical Play
There are four thri-kreen on a ledge 40 feet above the
canyon floor. They’re working to eliminate any potential
competition for their pilot and hoping to dismantle what’s left
afterwards. They will flee if they’re able, but throw spears if
threatened.
To the Victor…
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If the characters win the race, read or paraphrase
the following:
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As your pod flies under the multicolored banners the
asherati from this morning sets off another dazzling
display. The crowd seems to have grown since you left,
and the cheers echo around the canyon. A glittering bowl
of Siberys shards is carried out to greet you where you
stop, smiling asherati flanking an even more jubilant
Norn.
You hear the cheers as you squint into the setting sun.
Skills Perception +4, Stealth +4
Senses darkvision 60 ft, passive Perception 12 One of the other racers long since outpaced you and has
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Languages Elvish, Giant claimed the victory for their own. As you cross the finish
Challenge 2 (450 XP) line Norn is already rushing out, short cape billowing in
the wind.
Fey Ancestry. The drow has advantage on saving “C’mon.” He says urgently. “We gotta get out of here.”
throws against being charmed, and magic can’t
put the drow to sleep.
Win or lose, the asherati camp won’t last long.
A raiding party of 6 drow raiders descends on
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Saving Throws Str +9, Dex +5, Con +8
Skills Athletics +9, Nature +3, Perception +4,
Stealth +4, Survival +4
Damage Resistances fire
Damage Vulnerabilities cold
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Senses darkvision 60 feet, passive Perception 14
Languages Common, Giant
Challenge Rating 8 (3,900 XP)
ACTIONS
Multiattack. The giant makes two falchion
attacks.
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Senses passive Perception 12
Languages Giant, Asherati, Common
Challenge 1/4 (50 XP)
Medium humanoid (armand), neutral
Glowing Skin. An asherati can make its skin glow
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at will, shedding light bright light in a 60-foot Armor Class 15 (natural armor)
radius and dim light in a 120-foot radius. The light Hit Points 19 (3d8 + 6)
is sufficient for the asherati to navigate by while Speed 25 ft.
sandswimming in loose sand, dust, or ash.
Blinding Burst (1/Day). As a bonus action, an STR DEX CON INT WIS CHA
asherati can bring its skin up to full brilliance so 12 (+1) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
rapidly it might dazzle creatures within 30 feet. All
creatures within a 30-foot radius must succeed on Skills Athletics +2, Perception +2
a DC 11 Constitution saving throw or be blinded Senses passive Perception 12
until the start of the asherati’s next turn. Languages Giant, Armand
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Sandswim. Asherati move through sand as mer-
folk move through water. When sandswimming,
they continue to breathe as normal.
Challenge Rating 1/4 (50 XP)
ACTIONS
Multiattack. The armand makes two claw
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attacks.
Claws. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
REACTIONS
Deflect. The armand adds 2 to its AC against
one melee attack that would hit it. To do so the
armand must see the attacker and be within
melee range of the attacker.
Appendix B:
Printable Materials
Position Tracker
Leg (Check) Pod 1 Pod 2 Pod 3 Pod 4 Pod 5 Pod 6 Pod 7 Pod 8
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2. Hairpin (Dex)
3. Weaves (Dex)
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4. Jump the Gap (Cha)
Leg 1 Leg 1
Leg 2 Leg 2
Leg 3 Leg 3
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Leg 4 Leg 4
Leg 5 Leg 5
Leg 6 Leg 6
Leg 7 Leg 7
Leg 8 Leg 8
Pod Place Tracker: Pod 3 Pod Place Tracker: Pod 4
Dex Minus Previous Dex Minus Previous
Leg Leg Position Position Leg Leg Position Position
Leg 1 Leg 1
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Leg 2 Leg 2
Leg 3 Leg 3
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Leg 4 Leg 4
Leg 5 Leg 5
Leg 6 Leg 6
Leg 7 Leg 7
Leg 8 e Leg 8
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Pod Place Tracker: Pod 5 Pod Place Tracker: Pod 6
Dex Minus Previous Dex Minus Previous
Leg Leg Position Position Leg Leg Position Position
Leg 1 Leg 1
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Leg 2 Leg 2
Leg 3 Leg 3
Leg 4 Leg 4
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Leg 5 Leg 5
Leg 6 Leg 6
Leg 7 Leg 7
Leg 8 Leg 8
Pod Place Tracker: Pod 7 Pod Place Tracker: Pod 8
Dex Minus Previous Dex Minus Previous
Leg Leg Position Position Leg Leg Position Position
Leg 1 Leg 1
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Leg 2 Leg 2
Leg 3 Leg 3
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Leg 4 Leg 4
Leg 5 Leg 5
Leg 6 Leg 6
Leg 7 Leg 7
Leg 8 e Leg 8
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Pod Place Tracker: Pod 9
Dex Minus Previous
Leg Leg Position Position
Leg 1
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Leg 2
Leg 3
Leg 4
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Leg 5
Leg 6
Leg 7
Leg 8
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THE DARKNESS
A
WITHINAdventure
Adventure Hook
Designer: Sven Truckenbrodt
One or more characters in the adventuring party
Adventure Tier: optimized for 2 (levels 5-10),
who follow the path of the progenitors’ breath—
adjustable for other tiers
knowingly or unknowingly—receive a vision. This
Playtesters: Louisa G.S., Ondrej D., Patrick P., and vision manifests as an entity close to the player
Thomas A. character, ideally someone who is either dead
or has long been out of touch but is nonetheless
Content Warnings: emotional trauma, post-
important to the character and their backstory.
traumatic stress, psychological horror
This can be anyone from an animal spirit guide or
a former mentor to a dead relative or a lost friend.
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Read the following text to them, paraphrasing
Preamble to shape the information to the backstory of the
player receiving the vision:
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The Darkness Within is part of the journey of
a player character following the path of the Flecks of light float through the air before you as a
progenitors’ breath. It can be played as a solo glowing apparition coalesces before your eyes. You slowly
adventure for that character alone or as a shared recognize the countenance of your former mentor. They
adventure for an entire party. The adventure is look upon you with kindly eyes and begin to speak:
balanced for tier 2 play (levels 5-10), but as the “I am very proud of you—you have come so far. But there
players will be faced with the darkness within is a long way still ahead of you and you yet lack the tools
themselves rather than an external threat, it can to face it. You need to arm yourself for what lies ahead.
be adjusted to other tiers following the advice in What you need lies in a cave of darkness and evil deep in
the Adjusting the Adventure box. the wilderness of the Shadowcrags mountains. This is not
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In The Darkness Within, players are confronted with
their own deepest fears and doubts made real. A
dark demonic entity awaits them in a cave of evil
deep in the wilderness. This dark manifestation only
has the power given to it by those who encounter
an easy journey and you must not face it alone—gather
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it. Overcoming these inner demons is typically
the most significant obstacle to mastering oneself
and achieving one’s full potential. As such, there
se the guidelines provided here to adjust
is something to be gained by going through this
trial by any player character—but a player on the
U the adventure for different parties and
different tiers of play. If your players’ characters
path of the progenitors’ breath will be particularly
are in different tiers of play, go with the tier
rewarded with a Khyber dragonshard that can be
that most players are in. It will make for a more
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Background
free to alter the difficulty of encounters or other
challenges as necessary to ensure an enjoyable
game for all—you are empowered!
In the mountains of the Shadowcrags, which First, adjust all ability check DCs as follows, when
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separate the Eldeen Reaches from the Demon noted in the adventure text:
Wastes, there lies a dark, foreboding cave. The ▪ Tier 1: DC 13
plants there grow twisted and gnarled, and it is ▪ Tier 2: DC 15
shunned by wildlife and humanoids alike—even ▪ Tier 3: DC 17
the fiends of the Demon Wastes are repelled by ▪ Tier 4: DC 19
it. Nobody from the area has laid eyes on it in
Second, adjust the damage potentially dealt
generations, but it is rumored that this cave of evil
by hazards as follows, when prompted by the
leads to a gloomy glade. In this glade there dwells
adventure text:
a cursed spirit, bound by something that meant
▪ Tier 1: 1d10 for a moderate hazard, 2d10 for a
a great deal to it when it was still alive—a dark
dangerous hazard
crystal of tremendous power. The evil entity could
▪ Tier 2: 2d10 for a moderate hazard, 4d10 for a
not master the power the crystal held but even
dangerous hazard
now guards it in jealous frustration from anyone
▪ Tier 3: 4d10 for a moderate hazard, 10d10 for
foolish enough to desire its treasure.
a dangerous hazard
▪ Tier 4: 10d10 for a moderate hazard, 18d10
for a dangerous hazard
what allies will follow you and face the trial that lies
ahead.”
As the vision fades, you feel an ever so gentle yet persis-
tent tug upon your very soul, drawing you towards the
next step on your path of the progenitors’ breath.
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more convenient for your campaign) or it can
occur many days of travel away. The vision may
thus serve as a seed to this adventure long before
it actually takes place. If this is the case in your
campaign, repeat a similar vision once the players
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venture closer, to remind them of their purpose.
Adventure Outline
The Darkness Within proceeds through three
scenes: Locating the Cave of Evil, Entering the
Cave of Evil and Facing the Darkness Within.
Locating the Cave of Evil. The party has to chart a
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way through the unwelcoming wilderness of the
Shadowcrags. This mountain range that separates
the Eldeen Reaches from the Demon Wastes is a
notoriously dangerous and difficult to navigate
stretch of land.
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Entering the Cave of Evil. The party has to content
with a sapping mold and the mold zombies it
controls—entities corrupted by the forces of
darkness seeping from the cave of evil.
Facing the Darkness Within. Finally, the party
is confronted by the most dangerous enemy
imaginable—their own darkest desires and fears.
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locating the
Cave of Evil
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number scales with the number of players. To ends when the goal is achieved or after three
calculate the necessary number of successes, failures; in this scenario there is no hard failure
follow this calculation: condition, complications on failures simply delay
achieving the goal and drain resources.
▪ add up the number of players, sidekicks and
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other NPC allies going on this adventure
together
unless the player can provide an interesting
▪ divide this number by two, rounding up
reasoning for why the skill should be applicable;
▪ add +1 to this number to arrive at the
even then, increase the base DC by 5.
necessary number of successes
For each success, the party avoids the dangers
This reflects the increasing difficulties of trekking
of the Shadowcrags and draws closer to their
through the wilderness unhindered the larger
goal: the cave of evil. For each failure, there is a
the traveling group becomes. The base DC for
chance for the party to encounter a complication
each check is 15 (adjust for the tier of play, see
(see the Shadowcrags: Travel Complications
Adjusting the Adventure box). If a player uses a
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skill that is directly applicable to the situation of
trekking through the dangers of this wilderness,
such as Survival or Stealth, use the base DC. If
a player wants to use a skill that may not be a
table). The DCs given in the Shadowcrags: Travel
Complications table are keyed to tier 2 as given in
the Adjusting the Adventure box—change them
accordingly if your party is of a different tier. Reroll
repeat encounters.
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perfect fit but could still conceivably be useful,
such as Athletics or History, increase the base DC When the party eventually succeeds and arrives
by 2. If a player wants to use a skill that seems at the cave of evil, proceed with the next scene
inapplicable to the situation, such as Performance of this adventure.
or Persuasion, have the check fail automatically
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Shadowcrags: Travel Complications
d12 Encounter Anyone within 5 feet of the place of the waterfall hits, not even moss
1 Demons. A roving band of where bolt strikes must succeed or lichen. A creature that moves
demons attacks the group. Use on a DC 15 Dexterity saving throw through the spray must succeed
the following group composition, or take 4d10 lightning damage. on a DC 15 Constitution saving
depending on adventure tier Treat this as a dangerous hazard throw or take 2d10 acid damage,
as per the Adjusting the Adventure or half as much on a success.
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(where X is the number of player
characters in the party): box. Finding a way around the waterfall
▪ Tier 1: 1d4 + X maw 6 Dire Beasts. A roving band of requires one additional check
demons blight-maddened beasts attacks before locating the cave of evil, to
▪ Tier 2: 1d4 + X hell hounds the group. Use the following account for time spent. Treat this
▪ Tier 3: 1d4 + X barlguras group composition, depending as a moderate hazard as per the
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▪ Tier 4: 1d4 + X bone devils on adventure tier (where X is the Adjusting the Adventure box.
2 Dark Whispers. The characters number of player characters in the 10 Harpies. A pair of harpy sisters,
are haunted by foreboding party): Siffla and Mazzly, starts heckling
whispers and dark shadows seem ▪ Tier 1: 1d4 + X dire wolves the characters. They cry taunts
to follow them—but always vanish ▪ Tier 2: 1d4 + X giant and hurl insults but do not attack.
when they try to pursue them or scorpions They know the precise way to
look at them more closely. Each ▪ Tier 3: 1d4 + X swarms of the cave of evil and can help
character must succeed on a DC cranium rats the characters by giving them
15 Wisdom saving throw or take ▪ Tier 4: 1d4 + X giant apes advantage on their next check to
4d10 psychic damage and use 7 Wild Woods. The party comes find it if the characters offer them a
their reaction to make a melee few trinkets and succeed on a DC
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attack against a creature within
5 feet of them. On a success,
they take half damage and must
not make an attack. Treat this as
a dangerous hazard as per the
across animated and hostile plant
life. The plants automatically
surprise the characters as they
are indistinguishable from normal
vegetation until they attack Use
the following group composition,
15 group Charisma (Persuasion)
check (adjust DC according the
Adjusting the Adventure box). If
the characters do not attempt or
do not succeed on this check or
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Adjusting the Adventure box. depending on adventure tier: otherwise dispose of the harpies,
▪ Tier 1: 1 myconid sovereign they have disadvantage on their
3 Ashbound. An ashbound archdruid next check to find the cave of evil
takes note of the characters. The ▪ Tier 2: 1 shambling mound
▪ Tier 3: 1 corpse flower as the harpies heckling distracts
archdruid gruffly asks for their them.
purpose here but is neither hostile ▪ Tier 4: 1 treant
nor helpful when he learns what 8 Ravine. While traversing a narrow
11 Vargouilles. The group encounters
they have come here for. The ledge above a steep ravine, the a campsite, low moans emanating
archdruid simply looks at them with ledge gives out and characters from the single tent there. Inside
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a look of pity, shakes their head have to succeed on a DC 15 lie 1d4 + 1 humanoid travelers,
in regret, transforms into a giant Dexterity saving throw or slide affected by the vargouille curse.
eagle, and departs. down 30 feet while being pelted They transform into vargouilles
with jagged rocks. On a failed after 1 minute.
4 Blood Rain. The overcast skies
suddenly open up and it begins to save, a creature takes 2d10 12 Night Hag. The night hag
rain. In horror, the group realizes piercing damage and lands prone. Granny Woodpecker roams the
that the rain is not cold water but On a successful save, a creature Shadowcrags, looking to rope lost
thick, hot blood. A creature must takes half as much damage and is souls into a bargain. She can grant
not prone. Treat this as a moderate one wish spell per day, but only
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As you stumble from another patch of bushes, the draw After almost a mile of damp and rank tunnel, worming
upon your soul, which has been your constant companion its way through the mountain as if carved by a 15-foot
and grown ever stronger for the last leg of your journey, maggot, you begin to see a pale light. The featureless
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suddenly ceases. As you look around for guidance, you tunnel on this last stretch seems to be covered by a dark
find yourself staring straight into an abyss of darkness—a and moldy growth.
gaping hole in the face of a cliff, covered in vines. As you
stare, it seems to suck you in and fills you with a sense of
dread at the same time. The way to the tunnel exit is blocked by a patch
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of sapping mold (see box) that covers an area 15
Just as the oppressiveness of the daunting task before
feet deep and 50 feet wide (covering the tunnel
you threatens to overwhelm your mind, a swarm of
floor and creeping up its sides. Adjust the DC and
luminous motes coalesces into another vision of the dear
damage given for this mold for the tier of play,
guide who brought you here:
as described in the Adjusting the Adventure box,
“Do not let the darkness guide you—be your own guide treating it as a moderate hazard. This vile growth
and trust your allies. You do not need your weapons or has claimed many a beast and adventurer over
spells here. You may lay down all ballast before enter- the years, who have become part of its bloated
ing.” mass as mold zombies (see box). These mold
With these cryptic words, the apparition dissipates and zombies burst forth from any part of the sapping
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the cave of darkness looms before you once again. mold on initiative count 20. They appear in an
area covered by mold or within 5 feet adjacent
to it. If there is no space to spawn a new zombie,
none emerge. The number of mold zombies
bursting forth each turn is equal to the number of
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player characters multiplied by the tier of play. This
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is an encounter that can escalate quickly, and the
supply of mold zombies is limitless as long as the
sapping mold persists. Give your players hints that
this is not necessarily a winnable encounter! These
can come in the form of a sense of a growing
sense of dread or the overpowering need to move
forward, or even a direct vision of the mentor who
set the characters on this path.
Even if the entire patch of sapping mold is
destroyed, it starts growing back within 8 hours, by
one 5-foot-square per hour. It is rooted deep within
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Mold Zombies
Mold zombies are the remains of creatures who fell prey to
a sapping mold. Any creature dying due to the effects of a
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sapping mold rises as a mold zombie after 1d4 minutes if
it remains within 10 feet of the sapping mold for that entire
time. A mold zombie becomes bonded to the sapping mold
that killed it and protects the sapping mold from danger.
Mold zombies fall dead when they are ever more than 10
feet away from the sapping mold they are bonded to.
Use the statistics of zombies and ogre zombies to
represent the variety of creatures that became mold
zombies, adjusting the composition of the horde:
▪ Tier 1: all are zombies
▪ Tier 2: every 6th zombie is an ogre zombie
When a creature moves into the space of the mold for the
first time on a turn or starts its turn there, it must make a
DC 15 Constitution saving throw, taking 11 (2d10) necrotic
damage on a failed save. The creature’s hit point maximum
is reduced by the same amount until the creature completes
a long rest.
Any living creature coming to within 5 feet of a patch of
sapping mold causes it to instantly expand outward in the
direction of the living creature, covering a 5-foot-square
area (with the living creature at the center of that area). The
mold can expand in this manner only once per round. Any
5-foot patch of the sapping mold exposed to an effect that
restores hit points, cures a disease or removes a curse is
instantly destroyed.
the walls of this evil place and, in a sense, is part
of its essence. It can never be fully eradicated as
long as the glade itself stands. The sapping mold
parts, however, for anyone carrying a Khyber
dragonshard.
Once the party has made it through this danger,
they can escape into the glade beyond—though
they are hardly safe there, for their true trial is just
about to begin. Proceed with the next and final
scene of this adventure.
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Facing the
Darkness Within
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As the players enter the central cavern, read or
paraphrase the following:
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The dark spirit that haunts this glade can manifest
as any fear or doubt the characters bring here
with them. If they attempt to take a long rest here,
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they will not be able to complete it.
As the party explores the glade, they are harried
by the dark spirit that dwells here (see box). It
never fully manifests before the group, in time,
reaches the broken hilt. However, it attempts to
draw each player into despair, in turn. When it
does so, the player must succeed on a DC 15
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they retreated here trying to harness that interact with another creature before that attack or other harmful ability. In addition,
energy to achieve what all such disciples other creature chooses to interact with it. it gains any action, ability or spell used
lust for: ultimate power and immortality. It can force a creature to make a Wisdom against it, but only for one turn, and it
In a twisted way, they succeeded: saving throw or be affected by a dark assumes the armor class and hit points
immortality and ultimate power over this despair effect (see box). It cannot target of the creature that targeted it. Once a
domain are theirs. But the dark side never the same creature again for 24 hours manifestation assumes an armor class
grants what it promises unconditionally. after using this ability. and hit points in this way, it cannot do so
Their spirit remains bound to this place, again for the next 24 hours.
The dark spirit can manipulate the glade
they may never leave, and their power is it calls home with illusions in any way If a manifestation of the dark spirit is
illusory and depends on the cooperation it chooses, but the illusions cannot be destroyed, the dark spirit itself is not
of their victims. harmful. The dark spirit can also manifest defeated. It still haunts the glade—
The dark spirit automatically knows the in any humanoid form it chooses, but forever. All other limitations stated above
deepest and darkest fears, desires and only in as many forms as living sentient still apply, i.e. it is powerless to reform
doubts of any living creature within its creatures are present in its glade. It is and act against a creature again that it
domain and tries to force them into giving powerless to take any actions in this form had already targeted in the last 24 hours.
Wisdom saving throw as a scene from their past
or a fear they have of the future intrudes into their Dark Despair
minds. If the backstories, ideals, or bonds of the
d6 Despair Effect
player characters provide any opportunity, use
1 Indifference. “I just don’t think I can make a
these against them as you describe the vision.
difference anymore.”—You have disadvantage on
On a failed save, the character is affected by a death saving throws
dark despair effect (see Dark Despair box). Adjust
2 Apathy. “I’m afraid to spring into action as I used
the DC and damage given for the dark spirit for
to.”—You have disadvantage on initiative checks and
the tier of play, as described in the Adjusting the Dexterity saving throws.
Adventure box, treating it as a moderate hazard.
3 Anxiety. “This place is going to be the end of us
Tapping into the deepest fears and doubts of a all!”—You must succeed on a DC 15 Wisdom saving
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player character can be a harrowing experience, throw when rolling for initiative or become frightened
even if the backstory is entirely fictional. Be mindful until the end of combat.
of this and make sure that you have the consent 4 Dissociation. “What is even real in this place? I just
of your players to do so. Use your safety tools and don’t know anymore…”—You have disadvantage on
see the chapter Safety Tools for guidance. Intelligence, Wisdom and Charisma saving throws.
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Once each player has been tested, the path to 5 Distrust. “Who can I even trust among these
people?”—When rolling for initiative, you must
the sword hilt with the Khyber shard opens up
succeed on a DC 15 Wisdom saving throw or fall
before them as if by magic. Read or paraphrase under the effects of a confusion spell.
the following:
6 Hopelessness. “There is no hope left…”—You
cannot recover hit points until you finish a long rest.
Suddenly, a new scene interrupts the monotony of
decrepit plants and barren rocks—and it feels less as
though you found a new path, more as if scales have The dark spirit cannot harm the characters unless
suddenly fallen from your eyes to reveal: the hilt of an they harm it first. Play up the presence of the dark
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ancient sword, without cross guard, jutting blade up from
a dead gnarled tree stump on a boulder. But instead of a
blade, there is a purple crystal jutting a few inches from
the hilt, emanating a ghostly pillar of violet light that
pierces the canopy above.
spirit’s manifestations, closing in on the characters
and taunting them, but pointedly don’t have
anyone roll for initiative until a character acts first.
Concluding
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As you draw closer—so do the figures that have suddenly
manifested around you. As you look around, you can see the Adventure
yourselves—but twisted sneers of pure hate and derision
in your faces.
If the player characters have successfully faced
the darkness within themselves and overcome
The dark spirit now manifests—taking the forms of the evil spirit, the lessons they learned about
each individual party member (or a humanoid
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STR DEX CON INT WIS CHA Whispers of Madness. The allip chooses up to
6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3) three creatures it can see within 60 feet of it.
Each target must succeed on a DC 14 Wisdom
Saving Throws Int +6, Wis +5 saving throw, or it takes 7 (1d8 + 3) psychic
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Skills Perception +5, Stealth +6 damage and must use its reaction to make a
Damage Resistances acid, fire, lightning, thunder; melee weapon attack against one creature
bludgeoning, piercing, and slashing from of the allip’s choice that the allip can see.
nonmagical attacks Constructs and undead are immune to this
Damage Immunities cold, necrotic, poison effect.
Condition Immunities charmed,exhaustion, Howling Babble (Recharge 6). Each creature
frightened, grappled, paralyzed, petrified, within 30 feet of the allip that can hear it must
poisoned, prone, restrained make a DC 14 Wisdom saving throw. On a
Senses darkvision 60 ft, passive Perception 15 failed save, a target takes 12 (2d8 + 3) psychic
Languages the languages it knew in life damage, and it is stunned until the end of its
Challenge 5 (1,800 XP) next turn. On a successful save, it takes half as
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Incorporeal Movement. The allip can move
through other creatures and objects as if they
much damage and isn’t stunned. Constructs and
undead are immune to this effect.
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barlgura can innately cast the following spells,
requiring no material components:
Large fiend (demon), chaotic evil
1/day each: entangle, phantasmal force
Armor Class 15 (natural armor) 2/day each: disguise self, invisibility (self only)
Hit Points 68 (8d10 + 24) Reckless. At the start of its turn, the barlgura can
Travel Pace 40 ft., climb 40 ft.
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Saving Throws Int +5, WIS +6, Cha +7 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Skills Deception +7, Insight +6 Sting. Melee Weapon Attack: +8 to hit, reach 10
Damage Resistances cold; bludgeoning, ft., one target. Hit: 13 (2d8 + 4) piercing damage
piercing, and slashing from nonmagical attacks plus 17 (5d6) poison damage, and the target
that aren’t silvered must succeed on a DC 14 Constitution saving
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Damage Immunities fire, poison throw or become poisoned for 1 minute. The
Condition Immunities poisoned target can repeat the saving throw at the end of
Senses darkvision 120 ft., passive Perception 12 each of its turns, ending the effect on itself on a
Languages Infernal, Telepathy 120 ft. success.
Challenge 9 (5,000 XP)
Armor Class 12
Hit Points 127 (15d10 + 45) e
Travel Pace 20 ft., climb 20 ft.
stench clings to it (see the Stench of Death
trait).
Spider Climb. The corpse flower can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability
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STR DEX CON INT WIS CHA check.
14 (+2) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 3 (-4)
Stench of Death. Each creature that starts its
turn within 10 feet of the corpse flower or one
Condition Immunities blinded, deafened of its zombies must make a DC 14 Constitution
Senses blindsight 120 ft. (blind beyond this radius), saving throw, unless the creature is a construct
passive Perception 12 or undead. On a failed save, the creature is
Languages — incapacitated until the end of the turn. Creatures
Challenge 8 (3,900 XP)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)
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Skills Perception +3, Stealth +4 Senses blindsight 60 ft., passive Perception 9
Senses passive Perception 13 Languages —
Languages — Challenge 3 (700 XP)
Challenge 1 (200 XP)
ACTIONS
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Keen Hearing and Smell. The wolf has advantage Multiattack. The scorpion makes three attacks:
on Wisdom (Perception) checks that rely on two with its claws and one with its sting.
hearing or smell.
Claw. Melee Weapon Attack: +4 to hit, reach
Pack Tactics. The wolf has advantage on an 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
attack roll against a creature if at least one of the damage, and the target is grappled (escape DC
wolf’s allies is within 5 feet of the creature and the 12). The scorpion has two claws, each of which
ally isn’t incapacitated. can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach
ACTIONS 5 ft., one creature. Hit: 7 (1d10 + 2) piercing
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. If
the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
damage, and the target must make a DC 12
Constitution saving throw, taking 22 (4d10) poison
damage on a failed save, or half as much
damage on a successful one.
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Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Travel Pace 40 ft., climb 40 ft.
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ACTIONS
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 22 (3d10 + 6) bludgeoning
damage.
Rock. Ranged Weapon Attack: +9 to hit, range
50/100 ft., one target. Hit: 30 (7d6 + 6)
bludgeoning damage.
Medium fiend, lawful evil
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Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t
speak it
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Challenge 3 (700 XP)
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage plus
7 (2d6) fire damage. Medium fiend (demon), chaotic evil
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Fire Breath (Recharge 5–6). The hound exhales
fire in a 15-foot cone. Each creature in that area Armor Class 13 (natural armor)
must make a DC 12 Dexterity saving throw, taking Hit Points 33 (6d8 + 6)
21 (6d6) fire damage on a failed save, or half as Travel Pace 30 ft.
much damage on a successful one.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 5 (-3) 8 (-1) 5 (-3)
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ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 11 (2d8 + 2) piercing damage.
Large plant, lawful neutral
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Senses darkvision 120 ft., passive Perception 12
Languages —
Challenge 2 (450 XP)
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Distress Spores. When the myconid takes
damage, all other myconids within 240 feet of it
can sense its pain.
Sun Sickness. While in sunlight, the myconid has
disadvantage on ability checks, attack rolls, and
saving throws. The myconid dies if it spends more
than 1 hour in direct sunlight.
ACTIONS
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Multiattack. The myconid uses either its
Hallucination Spores or its Pacifying Spores, then
makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft.,
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one target. Hit: 8 (3d4 + 1) bludgeoning damage
plus 7 (3d4) poison damage.
Animating Spores (3/Day). The myconid targets
one corpse of a humanoid or a Large or smaller
beast within 5 feet of it and releases spores at
the corpse. In 24 hours, the corpse rises as a
spore servant. The corpse stays animated for
1d4 + 1 weeks or until destroyed, and it can’t be
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Armor Class 8
Hit Points 85 (9d10 + 36)
Travel Pace 30 ft.
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STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)
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Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 Ft., passive Perception 8
Languages understands all languages it spoke in
life but can’t speak
Challenge 2 (450 XP)
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throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
ACTIONS
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Slam. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage.
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Armor Class 12 points remaining, the swarm can innately cast
Hit Points 36 (8d8) the following spells, requiring no components:
Travel Pace 30 ft. At will: command, comprehend languages,
detect thoughts
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STR DEX CON INT WIS CHA 1/day each: confusion, dominate monster
9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2)
Swarm. The swarm can occupy another
creature’s space and vice versa, and the swarm
Damage Resistances bludgeoning, piercing, can move through any opening large enough
slashing for a Tiny rat. The swarm can’t regain hit points or
Condition Immunities charmed, frightened, gain temporary hit points.
grappled, paralyzed, petrified, prone,
restrained, stunned Telepathic Shroud. The swarm is immune to any
Senses darkvision 30 ft., passive Perception 10 effect that would sense its emotions or read its
Languages Telepathy 30 ft. thoughts, as well as to all divination spells.
Challenge 5 (1,800 XP)
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Illumination. As a bonus action, the swarm can
shed dim light from its brains in a 5-foot radius,
increase the illumination to bright light in a 5- to
ACTIONS
Bites. Melee Weapon Attack: +5 to hit, reach 0
ft., one target in the swarm’s space. Hit: 14 (4d6)
piercing damage, or 7 (2d6) piercing damage if
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20-foot radius (and dim light for an additional the swarm has half of its hit points or fewer.
ACTIONS
Huge plant, chaotic good Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach
Armor Class 16 (natural armor) 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning
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Damage Resistances bludgeoning, piercing as a treant, except they have Intelligence and
Senses passive Perception 13 Charisma scores of 1, they can’t speak, and they
Languages Common, Druidic, Elvish, Sylvan have only the Slam action option. An animated
Challenge 9 (5,000 XP) tree acts as an ally of the treant. The tree remains
animate for 1 day or until it dies; until the treant
False Appearance. While the treant remains dies or is more than 120 feet from the tree; or until
motionless, it is indistinguishable from a normal the treant takes a bonus action to turn it back
tree. into an inanimate tree. The tree then takes root if
possible.
Siege Monster. The treant deals double damage
to objects and structures.
Medium undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Travel Pace 20 ft.
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Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 Ft., passive Perception 8
Languages understands all languages it spoke in
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life but can’t speak
Challenge 1/4 (50 XP)
ACTIONS
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Slam. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage.
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Sa
The Breath of
The Dragons
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A Adventure
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Sa
A description the party may be given of Dayo in
this case would be:
Designer: Marco Michelutto “A scholar of some sort, I am told. Who knows what
they are doing in the middle of the jungle. The person
Adventure Tier: 2 (levels 5-10) that met him could not stop talking about who sage this
Playtesters: Dominic B., Chris C., and person was, but in between all that nonsense I picked up
Stephen C. that this Dayo knows where an exceptionally valuable
Eberron shard is. I am sure he can be convinced to share
this information”.
Location:
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Why can neither source explain how Dayo looks?
Q’Barra Jungle ▪ The mentor does not want to reveal this
information and will refuse to answer. The
In short: this area was not really sought after by reason (which they don’t reveal) is that to
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citizens of Galifar before the war, but since then follow the Breath of the Progenitors one needs
many are seeking fortune in here, including to learn an important lesson about judging
warforged and Cyrian refugees. That said, the appearances. If pressed, they will simply say
depths of its jungles are still mostly the territory of that they do not wish to reveal this information.
dragonborn, lizardfolk, and troglodytes. ▪ The benefactor simply did not ask the person
they interrogated about Dayo and the shard.
This adventure takes place in the very remote
When they heard Dayo was a sage they
depths of the jungle, where no humanoid race
instantly assumed it was of their same race
resides permanently. The lack of inhabitants
(important: make sure the benefactor is not a
does not make this area safer though, quite the
lizardfolk).
contrary.
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▪ Hansel Yoh, half-elf pilot and loveable rogue.
Note. this is the same ship and crew that you meet
in Siberys Scramble, another adventure in this
anthology. You can play the two adventures in
any order, however:
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• If you play Siberys Scramble first, your party will
recruit Hansel Yoh for this mission. Because of
your previous encounter he will be willing to
take his ship over such a dangerous area.
• If you play this adventure first, at the end of it
Hansel Yoh will be impressed by your success
Synopsis
and mention that he knows a person up north
in Stormreach that needs people for a job.
What happens on the ship? Shah Brekka is talking
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A Perfect Landing. The party is travelling on board
the Centurium Kestrel, an old airship that seems
to barely stay together. A dark storm is gathering,
and a sudden lightning hits the ship that has to
with Hansel, expressing concerns that the airship is
at risk in storm like this one and they should land as
soon as possible.
Hansel Yoh is denying they are in any trouble, and
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crash land in the jungle.
confidently reminds Shah that he’s the best pilot in
Welcome to the Jungle. The party travels through Khorvaire.
the Q’Barra jungle in search of Dayo, trying to
They are at the helm, and if approached will
survive its many hazards.
talk to the party and try to involve them in their
The Ruins. Helped by Dayo, the party arrives at argument (each will want the party to take their
the ruins of an old citadel, where trials await who side).
wants to retrieve the Eberron shard.
Artin d’Sivis is looking at maps on the other side
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Epilogue. The party arrives back at the ship and of the deck, and will answer questions about
leaves Q’Barra. navigation and the area, explaining that tribes of
lizardfolk live in temporary dwellings and live what
A Perfect Landing he calls “a primitive life” (he is well meaning when
he says that, despite his close minded attitude).
He can tell that the area where they decided to
land is about an hour away, where the party was
Dark skies surround the “Centurium Kestrel”, an old air-
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ends when the goal is achieved or after three
Two levers at the side of the ship can be pulled failures; in this scenario the outcome depends on
easily to activate levitation devices that act as the number of successes per party member, as
emergency brakes. Any two members of the described in the text.
party, or the solo player and Shah Brekka, can
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activate them.
The brakes won’t fully stop the descent but will The party has to do a special skill challenge to
slow the fall. The airship ends up in a swamp and traverse the jungle.
immediately starts sinking into it. Miraculously,
The party can attempt to beat a DC 15 with ability
the entire crew and the party manage to get
checks using any of their proficiencies. The number
out of the airship and onto solid ground, and the
of attempts permitted is equal to double the
airship itself stops sinking after a while but is now
amount of party members. Here’s what happens
irremediably stuck.
depending on how many successes the party
After a mad scramble to get everything and gets:
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everyone to solid land, the rain stops as suddenly
as it started, and the crew and the party make
camp. Hansel Yoh tells the party that there isn’t
much reason for them to wait around: it will take
some time to fix the airship, and that is if they
▪ On party number +1 successes they get no
exhaustion levels (or 1 success if this is played
as a solo adventure).
▪ On party number -1 successes they gain 1
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exhaustion level.
manage to get it out of the swap.
▪ On party number -2 successes they gain 2
exhaustion levels.
A Perfect Landing After the skill challenge, roll on the Random
Encounters table once.
The party can now leave towards their destination
on foot, which will now take them at least one day Random Encounters
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You know which direction you should go, roughly, but it 4 2 allosaurus
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other, with a greedy expression on their faces.
actually on this path.
If the encounter includes the snake, add:
This is a good moment to explore what this
Suddenly, one of them makes a hissing sound, tradition means to the character, and to flesh
and you hear a rustle in the undergrowth. A few it out in the campaign. Here’s some sample
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minutes later, a massive snake attacks. dialogue you can use to start off a discussion
Flow of the Combat. The monkeys are after the between Dayo and the party, or the player that is
players’ belongings, so if a player goes to 0 HP following the Breath of the Progenitors:
they will simply try to snatch their backpack
and run. They somehow learned how to call the “You want to know about the Breath of our Progenitors?
snake, and they use it to distract their “victims”. Ah, Dayo knows much, though they haven’t learned this,
If two monkeys go down, the third will flee. The no, no. You don’t understand? You will, you will...
snake (if the party is fighting the two monkeys
together with the Giant Constrictor Snake) will Our Progenitors created this World, you see. Eberron, and
fight to the death, as they are generally pretty Khyberis, and Siberys of course. One is dark, one is light,
hungry.
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The monkeys will stay up on the three, about 20
feet up from the ground.
and good Eberron brings balance, and life.
They are gone now, but still here. Their essence surrounds
us all, binds us all, giving Life to all that walks this plane.
Luminous beings are we, you see, not these crude vessels.
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You must feel the Breath around you; between all things,
living and not.
If the party loses the fight and everyone drops to 0
Once you do, you will understand.
HP, they wake up a while later with Dayo looking
over them, all at half of their hit point maximum
(Dayo cured them).
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and for this reason the rest should be improvised. reach a large opening filled with ruins from a bygone era.
If a player following the Breath of the Progenitors is Moss and vines grow over most of the remains of what
in the party, consider having some actual training must have been a small complex with a large, still mostly
session where Dayo helps them try their powers. intact temple at its center.
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Dayo also explains that they indeed know where As you reach the edge of the ruins, Dayo finds a particu-
the dragonshard is, however retrieving it will be a larly comfortable rock, and sits on it.
very dangerous task. They also say that they can’t “Here you are, where the shard is. That what you look
share too much, as a true disciple of the Breath for is it not? In the temple you can find it. Maybe, if the
of the Progenitors accesses a more intuitive kind Breath of our Progenitors helps.
of knowledge that is experienced in the moment,
Won’t be easy, no, no. You must learn! And to learn with
and too much information can distract from
the Force is learning to see. See not with your eyes, no no,
reaching that awareness of what is right, and what
with your mind, and your mind must be open, wide open!
is wrong.
You look around the area and a few buildings catch your
Before the party goes to sleep, Dayo offers to interest, if anything because they are in a good enough
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cure them of any level of exhaustion they incurred
earlier in the session. He will simply meditate
whilst holding hands with them, and by using
their mastery of the Breath of the Progenitors all
exhaustion will be removed.
shape that they can be entered: the Temple, a large
rectangular building with a militaristic look, a crumbling
tower and a few houses whose walls are still standing.”
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After this Dayo says precious little, and if pressed
for help or information they will say:
Area 1:
The Garrison
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Fortitude does not require a roll but instead always
their flesh is so old and withered that it’s hard to make
succeeds. Additionally, if one of these zombies is
out what race they were in life. They don’t seem to move,
healed in any way all of them stop attacking the
but you have the impression that they are staring at you.
party, bow, and return to their seat.
On a smaller table in the middle of the room you see a
What’s in here? The garrison is a large building with
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Jade key and a rod made of amber.
a large mess hall at the entrance. A door on the
back leads to the stairs to the sleeping quarters on
The room is 60 by 30 feet, and the party enters the first floor, and to the armory in the back. One
on one of the short sides. Two long tables are of the rooms on the first floor is larger and better
running for the length of the room, and a total of furnished than the others, as it was the room of the
20 undead guards are sitting on long benches next Captain of the Guards. The Jade key in the main
to them. room is one of the two that are required to open
The rod is a rod of cure wounds. Any character the entrance door to the Temple.
that picks it up immediately knows what it is and If the party decides to loot the place they can find
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how to use it. It has 3 charges, and it recovers 1d4
charges at dawn, up to a maximum of 3. When
used, it casts cure wounds at 2nd level.
an assortment of common weapons found in the
“Equipment” section of Chapter 5 of the Player’s
Handbook.
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In the Captain’s room the party can find three
potions of healing and a sentinel shield (Dungeon
Masters Guide, p. 199).
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as you open it, revealing a large and circular entrance
room. Most of the furniture in here is broken up, and
you can see a large and oddly circular hole in the ceiling
above you. Stone stairs built on the wall lead upstairs.
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This tower used to be a wizard’s tower, but was
abandoned like the rest of the ruins complex.
Before everyone left, a major spectator was
summoned here to guard one of the keys to the
temple.
When the party climbs to the first floor, either by
the stairs or through the hole, they see:
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Leaning ever so slightly to one side, this crumbling tower
looms over the western side of the clearing. A wooden
door hangs precariously on its hinges, and creaks loudly
as you open it, revealing a large and circular entrance
room. Most of the furniture in here is broken up, and
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you can see a large and oddly circular hole in the ceiling
above you. Stone stairs built on the wall lead upstairs.
“Which makes it a very boring situation, if you ask me.” to mean any sort of defeat, not necessarily in
he continues “you see, I am overly powerful and the combat, and he is confident that were he to lose
handful of contenders that actually made it here did any challenge he would be allowed to leave (he
not really stand a chance...hmmm….you don’t seem too is, weirdly enough, right).
strong either, may I suggest you try a more...creative
approach? If your race is capable of such sophistication, How does this work? Let the players decide how
of course.” they want to challenge Viz, and say yes to any
crazy idea they may come up with, as long as it’s
not completely nonsensical.
Viz wants to be defeated (try spending hundreds
of years on your own, not being allowed to leave), Have some fun with this! If the party wants to
but he is aware of the fact that the party is very challenge Viz to rock paper scissors, for example,
unlikely to be able to do so in a fight. He also have Viz object that he does not have hands.
cannot cheat and just give up, or throw a fight, Eventually, agree to a challenge and see what
happens. If the party loses they can always The temple doors open on their own once both
attempt another one, and Viz will be happy to keys are inserted and lead into a massive hall,
continue trying until defeated, but won’t accept the size of the entire temple. Despite the fact
the same challenge twice. that there are no windows, dim light comes from
above. This room has a diameter of 80 feet.
Of course the party can also fight Viz, but he is
probably a bit too strong for them.
What’s in here? The first floor is full of valuable items You look up, and where the rounded ceiling should be you
that can fetch a good price to the right buyer, see a majestic night sky, covered in stars. After a moment
though they are bulky and hard to transport. of wonder, you notice a dark shape flying around this
Particularly interesting are: impossible ceiling, almost like a dark hole moving about
its surface.
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▪ 4 goblets, worth 150 gp each It takes you a few seconds to realize that what you are
▪ 4 plates, worth 50 gp each seeing is a large blue dragon, which quickly lands in the
▪ 3 carpets, worth 400 gp each middle of the hall. Menacing, it looks at you with one
▪ a multitude of books that all together could be bright yellow eye, a large gem embedded in the other eye
sold for 1000 gp socket where their other one should be.
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A jade key is found on the second floor, placed on
top of a small stone pedestal. This key is one of the A reanimated dragon attacks the party. The gem
two needed to open the door of the Temple. The embedded in his left eye socket contains the
rest of the room is empty. Eberron dragonshard, whose life-giving power is
reanimating the corpse of what was an adult blue
Area 3: The Houses dragon. This creature has lost the intelligence it
had in its previous life and is now only moved by
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of the clearing. They are all missing the roof,
but can be entered and explored. Inside, the
party can find a few trinkets and useful items.
Roll once on the House Trinkets table for each
house, re-roll duplicates.
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House Trinkets
d6 Trinket
1 a comb made of ivory in the shape of an elephant
2 a bag of holding
3 an old and crumbling diary; the few pages that are
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case the DM should allow the attempt as long as His parting words to the party are:
it consists of three separate checks with that same
DC. Different checks by different players can be
made and all successes count towards the total of “You proved your strength in following the Breath of our
three. Progenitors, and now you saw me do something you
thought impossible until a moment ago.
For example, one player may simply try to use
Remember, we are nothing but vessels for the Breath of
their strength, another may try to use a spell to the
our Progenitors, and their spirit surrounds us, and binds
same extent (ask for a check using the spellcasting
us to all other beings on this plane. If you accept their
modifier), another may try a tool they have (ask
warm embrace, nothing is impossible.”
for a dexterity check with proficiency, if they are
proficient with that tool).
Appendix A: Creatures
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3) 18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
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Senses dpassive Perception 15 Languages —
Languages — Challenge 3 (700 XP)
Challenge 2 (450 XP)
Avoidance. If the displacer beast is subjected to
Pounce. If the allosaurus moves at least 30 feet an effect that allows it to make a saving throw
straight toward a creature and then hits it with a to take only half damage, it instead takes no
claw attack on the same turn, that target must damage if it succeeds on the saving throw, and
succeed on a DC 13 Strength saving throw or only half damage if it fails.
be knocked prone. If the target is prone, the Displacement. The displacer beast projects
allosaurus can make one bite attack against it as a magical illusion that makes it appear to be
a bonus action.
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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
standing near its actual location, causing attack
rolls against it to have disadvantage. If it is hit by
an attack, this trait is disrupted until the end of
its next turn. This trait is also disrupted while the
displacer beast is incapacitated or has a speed
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of 0.
Claw. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage.
ACTIONS
Multiattack. The displacer beast makes two
attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
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Senses passive Perception 12
Languages Common
Skills Perception +2 Challenge 1 (200 XP)
Senses blindsight 10 ft., passive Perception 12
Languages —
ACTIONS
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Challenge 2 (450 XP)
Multiattack. The harpy makes two attacks: one
with its claws and one with its club.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 Claws. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: (2d6 + 4) piercing damage. ft., one target. Hit: (2d4 + 1) slashing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
5 ft., one creature. Hit: (2d8 + 4) bludgeoning one target. Hit: (1d4 + 1) bludgeoning damage.
damage. The target is grappled (escape dc 16) Luring Song. The harpy sings a magical melody.
Until this grapple ends, the creature is restrained, Every humanoid and giant within 300 ft. of the
and the snake can’t constrict another target. harpy that can hear the song must succeed on
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 10 (+0) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 16 (+3) 14 (+2) 6 (-2) 18 (+4) 10 (+0)
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Skills Acrobatics +7, Perception +7 Skills Perception +6, Stealth +5
Senses passive Perception 14 Senses passive Perception 16
Languages — Languages —
Challenge 2 (450 XP) Challenge 2 (450 XP)
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ACTIONS Pack Tactics: The raptor has advantage on an
Scratch. Melee Weapon Attack: +6 to hit, reach 5 attack roll against a creature if at least one of the
ft. one target. Hit: 6 (1d6 + 4) slashing damage wolf’s allies is within 5 ft. of the creature and the
ally isn’t incapacitated.
Screech. Ranged Weapon Attack: +6 to hit,
range 30 ft. One target. Hit: 6 (1d6 + 4) thunder Rampage. When the raptor reduces a creature
damage. On a successful hit, the target must to 0 hit points with a melee attack on its turn, the
make a DC 15 Constitution saving throw. On a raptor can take a bonus action to move up to
fail, the target has disadvantage on attacks, and half its speed and make a bite attack.
attacks against them have advantage, until the
end of the monkey’s next turn. ACTIONS
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disadvantage if the spectator is visible to
Skills Perception +7
the target, ending the effect on itself on a
Condition Immunities prone
success.
Senses darkvision 120 ft., passive Perception 16
▪ Wounding Ray. The target must make a DC
Languages Deep Speech, Telepathy 120 ft.,
17 Constitution saving throw, taking 16 (3d10)
Undercommon
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necrotic damage on a failed save, or half as
Challenge 8 (3,900 XP)
much damage on a successful one.
Create Food and Water. The spectator magically
ACTIONS creates enough food and water to sustain itself
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., for 24 hours.
one target. Hit: 2 (1d6 - 1) piercing damage.
Eye Rays. The spectator shoots up to three of REACTIONS
the following magical eye rays at one or two Spell Reflection. If the spectator makes a
creatures it can see within 90 feet of it. It can use successful saving throw against a spell, or a
each ray only once on a turn. spell attack misses it, the spectator can choose
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▪ Confusion Ray. The target must succeed on a
DC 17 Wisdom saving throw, or it can’t take
reactions until the end of its next turn. On its
turn, the target can’t move, and it uses its
action to make a melee or ranged attack
another creature (including the spellcaster) it
can see within 30 feet of it. The spell targets the
chosen creature instead of the spectator. If the
spell forced a saving throw, the chosen creature
makes its own save. If the spell was an attack, the
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against a randomly determined creature attack roll is rerolled against the chosen creature.
within range. If the target can’t attack, it
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Saving Throws Wis +0
Damage Immunities poison
Saving Throws Dex +5, Con +6, Wis +6, Cha +5 Condition Immunities poisoned
Skills Perception +6, Stealth +5 Senses darkvision 60 Ft., passive Perception 8
Condition Immunities lightning Languages understands all languages it spoke in
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Senses blindsight 120 ft. (cannot see outside of life but can’t speak
this radius), passive Perception 16 Challenge 1 (200 XP)
Languages —
Challenge 7 (2,900 XP)
Unyielding Fortitude. If damage reduces
the zombie to 0 hit points, the zombie drops
Regeneration. At the start of each of the unconscious. At the beginning of their next
reanimated dragon’s turns, roll 3d10. The turn, they raise back with 1 hit point, unless the
reanimated dragon regenerates an amount of damage is radiant or from a critical hit.
hit points equal to the result.
Reanimation. If the dragon drops to 0 hit points ACTIONS
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or is killed outright, the gem in its eye socket
starts pulsating with white light. Any check
made to extract the gem during this time is
done with advantage. After every player gets
one more round to act, the dragon reanimates,
Slam. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage.
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but its hit point maximum is halved. The dragon
immediately acts and its position in the initiative
order changes accordingly.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10 + 4) piercing damage
plus 4 (1d8) acid damage.
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