Kamara Downsampled Searchable Text
Kamara Downsampled Searchable Text
Q
Credits
Artwork:
Daniel with Art from Midjourney AI, DALL-E 2,
and post editing in Photoshop
How to Play
This campaign book is designed to provide an
introduction and orientation to the specific setting of
Kamara City, and how to adapt it for use within the
game mechanics of Dungeons and Dragons 5th Edition.
4
~
,'S BAY
. ..,.,.;;;:: .\
=
~
1f ~
* ,,
*
'~~ ~
,
Chapter 1: Kamara City
In the world ofEtheria, nestled in the rolling plains In the end, the fate of Kamara rests in their hands. Will
and open grasslands of the King's Coast, lies the they rise to the challenge, and defend their kingdom
City of Kamara. A land of proud Leon in and cunning with all their might? Or will the darkness of the
Tabaxi, Kamara is a realm of diversity and unity, ruled Underdark engulf them, and snuff out the light of hope
by the just and wise hand of King Zane Leonheart. that burns so bright in the heart of this proud and
noble land? Only time will tell, and the heroes of
From its bustling cities and bustling markets, to its Kamara are determined to make that time their own.
hidden corners and shadowy underbelly, Kamara is a
land of contrasts and contradictions, where danger
and opportunity are never far apart. For every peaceful
market square and serene park, there is a dark
Leonin City Guard
alleyway or twisting cavern filled with danger and
intrigue.
7
Geography and are dedicated to maintaining its traditions and
culture while also embracing new ideas and
Kamara City is located in the western region of the innovations.
continent of Etheria. The city is situated on a large
natural harbor, which makes it an important center for
trade and commerce. The city is surrounded by open Demographics
grasslands, rolling hills, and fertile farmland, which The total population of Kamara City is approximately
provide abundant natural resources for its citizens. 40,000 citizens. The majority of the population is
comprised of humans, who make up 60% of the total
The climate of Kamara City is temperate, with mild population. The next largest groups are Leonin at
winters and warm summers. The city experiences a 10%, Tabaxi at 8%, and Elves and Dwarves each at
moderate amount of rainfall throughout the year, which 5%. Half-Ores, Xia People, Dragonborn, Goblins, and
helps to keep the surrounding lands green and fertile. Others make up the remaining 18% of the population,
each with 3% or less of the total population.
Kamara City is divided into several districts, each with
its own unique character and features. The city center Populationby Race
is the hub of commerce and trade, with bustling Race Percentage Approx.#
markets and busy streets lined with shops and Humans 60% 24,000
restaurants. The harbor district is home to the city's
Leon in 10% 4,000
docks and warehouses, where ships from all over the
world unload their cargoes. Tabaxi 8% 3,200
Elves 5% 2,000
The residential districts of Kamara City are made up Dwarves 5% 2,000
of a variety of housing styles, from small cottages to
Half-Ores 3% 1,200
large mansions. The city is also home to many public
parks and gardens, which provide green space for its Xia People 3% 1,200
Goblins 2% 800
Kamara City's geography is characterized by its
Others 2% 800
natural beauty, wealth, and strategic location. Its
fertile lands and abundant resources have made it a
prosperous center for trade and commerce, while its Animals
natural harbor has made it a key port for ships from Kamara City is a place where various animals can be
around the world. found, both in the wild and within the city limits. Some
of the notable animals that can be found in Kamara
Society City include:
Kamara City is a diverse and cosmopolitan metropolis Giant Leonin Warhorses: These massive and powerful
with a rich and vibrant culture. The society of Kamara creatures are bred by the Leonin people for use in
City is known for its tolerance and acceptance of battle, and are prized for their strength, speed, and
people of different races, religions, and backgrounds. ferocity.
The city is a melting pot of different cultures, and its
inhabitants are proud of their unique heritage. Big Cats and Small Cats: Kamara City is home to a
wide variety of cats, including lions, tigers, panthers,
The city is governed by a council of representatives cheetahs, and many others. Small cats like
from each district of the city, and the council is led by domesticated cats, as well as wildcats like lynx, can
King Zane Leonheart, a wise and just ruler who is also be found throughout the city.
beloved by his people. The city is also home to the
Priests of the Radiant Sun, a powerful religious Peacock birds: In the jade Blossom District, a
organization that provides spiritual guidance and beautiful and vibrant area of the city, peacock birds
support to the people of Kamara. can be found strutting their stuff, displaying their
colorful feathers in all their glory.
The society of Kamara City is highly organized and
efficient, with a well-developed infrastructure that Bison, Zebra, Elk, and Deer: Outside the city limits,
includes a sophisticated network of roads, canals, and in the dry grasslands, various large mammals can be
bridges. The city is also home to many shops, markets, found, such as bison, zebra, elk, and deer. These
and businesses, and the economy is strong and stable. animals roam free in the grasslands and can be
observed from a distance.
Despite its wealth and prosperity, Kamara City is not
without its problems. Crime and corruption are issues Kamara City is a place where various animals can
that the city faces, and the council works hard to be found, both in the wild and within the city limits,
maintain law and order. The city is also vulnerable to adding to the richness and diversity of the city's
attacks from outside forces, and the King and his culture and environment.
advisors work tirelessly to maintain strong defenses
and alliances with neighboring cities and kingdoms.
8
City Layout Sun Gate: A grand, imposing gate that leads from the
Outer City to the Lower City, named for the symbol of
Kamara City is a sprawling metropolis, with distinct the Sun Temple that is emblazoned on its doors.
areas that serve different purposes and cater to
different populations. Shadow Gate: A small, nondescript gate that leads
from the Lower City to the Undercity-Depths of
(D The Upper City is the most affluent and exclusive part Shadow, often overlooked by those who do not know
of Kamara City, with grand mansions and palaces, its secrets.
luxurious shops and restaurants, and beautiful parks
and gardens. The elite of Kamara society live here, Silver Gate: A beautifully wrought gate that leads from
enjoying the finest things in life and protected by the the Upper City to the Lower City, named for the
city's powerful institutions. shimmering silver of its metalwork.
@ The Lower City is the more densely populated part of Iron Gate: A sturdy, functional gate that leads from the
Kamara City, where most of the working class and Outer City to the Undercity-Depths of Shadow, named
poorer citizens live. It's a vibrant and bustling area, for the thick iron bars that make up its frame.
full of shops, taverns, and markets, where people come
to trade and socialize. The buildings are closer
together and tend to be smaller, but there is a strong 0 Lion's Gate: A fierce, ornate gate that leads from the
Lower City to the Upper City, named for the carved lion
sense of community and shared identity among the heads that decorate its posts.
people who live here.
Sea Gate: A massive, utilitarian gate that leads from the
@ The Outer City is the sprawling expanse of Kamara Outer City to the city's bustling port district, named for
City that extends beyond the walls of the city proper. the constant sound of the sea that can be heard from
It is a mix of farmland, forests, and small settlements, its walls.
where many of the city's resources are produced. The
Outer City is essential to the functioning of the
metropolis, as it provides food, wood, and other
resources that are necessary for the city's survival.
Shadow Gate '
4 The Undercity- Depths of Shadow is a dark and
dangerous part of Kamara City, where crime, poverty,
and desperation are rampant. It is a network of
tunnels, catacombs, and caverns beneath the city that
are largely inaccessible to law enforcement and the
city's authorities. Here, gangs, smugglers, and other
unsavory characters ply their trades, often preying on t
he vulnerable and helpless. Despite its reputation, the
Undercity is also home to many who are forced to live
in its dark and cramped quarters due to poverty and
lack of resources.
9
City Districts
There are many communities within each of the four traditions, and clothing, which are quite distinct from
areas of Kamara City. Here are some of the more well those of the other races in the city.
established districts and neighborhoods.
Undercity-Depths of Shadow:
Upper City: The Warrens: This is the largest and most populous
Radiant Heights: This district is home to the most district of the Undercity. It's a maze of narrow alleys,
affluent citizens of Kamara City, including nobles, high- crowded tenements, and dark corners where all
ranking officials, and wealthy merchants. The buildings manner of shady dealings take place
are grand and opulent, often decorated with gold and
marble. It's also the location of the Radiant Knight's Crystal Core Factories: This district is where the bulk
main temple. of the crystal core batteries that power the city's homes
and arcane machines are produced here. This area is
Skybridge District: This district is connected to also home to lower income citizens and factory workers.
Radiant Heights by a series of skybridges that arch
over the lower districts. It's home to many luxurious Necropolis: This district is home to Kamara City's
apartments, as well as restaurants and entertainment many tombs, crypts, mausoleums and abandoned temples.
venues with a stunning view of the city below. The city's dead are interred here, and it's considered a
sacred place by many of Kamara's citizens.
Phoenix Square: This district is famous for its bustling
marketplace, where exotic goods from all over Etheria The Fighter's Pit: This district is where Kamara City's
can be found. It's also a popular gathering spot for gladiatorial games take place. It's a brutal and violent
bards and performers. place, where bloodsport is celebrated and death is a
common occurrence.
Lower City:
Harborfront: This district is located along the shore, Darkfall Dungeon: This underground labyrinth used to
and it's where the city's bustling port is located. It's a be an underground palace of a powerful wizard. It is now
hub of trade and commerce, where sailors, merchants, home to hundreds of outcasts and refugees with nowhere
and travelers from all over Etheria converge to do else to go.
business.
Outer City:
Ironworks District: This district is home to Kamara Garden District: This district is home to Kamara City's
City's many foundries and factories. It's a noisy and many parks, gardens, and orchards. It's a tranquil and
dusty place, where the sound of hammers and the hiss green space, where citizens can escape the noise and
of steam engines can be heard at all hours of the day chaos of the inner city and enjoy nature.
and night.
Farmland: This district is where the city's food is grown.
Night Market: This district is a lively and colorful place, It's a vast expanse of fertile fields and rolling hills,
especially after dark. Vendors sell all kinds of exotic dotted with farmhouses and barns.
foods and wares, and street performers and musicians
add to the festive atmosphere. Quarrytown: This district is where Kamara City's stone
is quarried. It's a rugged and inhospitable place, where
Jade Blossom District: This district is home to many Xia men and women toil in the hot sun to extract the
refugees. They_are known for their unique culture, precious stone that the city is built upon.
Government
Kamara City is governed by the Kamara City
Governing Council, which is led by King Zane
Leonheart. The council consists of various city officers,
including the High Priestess of the Priests of the
Radiant Sun, the Captain of the City Guard, the
Chancellor of the Treasury, and the Chief Magistrate.
12
Noble Houses of Kam'ara·
The noble houses of Kamara City are renowned House Brightblade is a noble and honorable house,
throughout the Kingdom for their wealth, power, and made up of humans, leonin and dwarves. They are
influence. Each house has its own unique history, renowned for their skill in military combat, crafting
traditions, and specialties, and they are all vying for weapons and armor, and their members can often be
control over the city and its people. found serving as guards or soldiers throughout the city.
Their symbol is a bright, shining blade.
House Leonhart is the leonin house of King Zane
Leonhart, who rules over Kamara City with a strong House of Jade is a noble house made up of six noble
hand. They are known for their fierce loyalty to their Xia family lineages, each with its own unique strengths
king and their prowess in battle, and their symbol is a and specialties. They are renowned for their business
lion. acumen and their control over the Jade Blossom district
in the lower city sector of Kamara City. Their symbol is
House Shadowpaw is the tabaxi house of Queen a blooming jade blossom.
Felina Shadowpaw. They are renowned for their agility
and cunning, and are often involved in espionage and House Azurewave is a wealthy merchant house that
subterfuge. Their symbol is a paw print. controls the sea trade across the Grand Blue ocean.
They are known for their fleet of trading ships called the
House Silvermoon is the elven and human house that Azure Armada, which sails the seas from Kamara City
controls the Crystal Consortium, the group responsible to distant lands. Their symbol is a cresting wave in the
for harnessing the power of the crystals that power the color of azure.
city's arcane machines. They are known for their
wealth and power, and their symbol is a moon. House Ironhide is a noble house made up of ores,
half-ores, and goblins. They are known for their skill in
House Phoenixfire is a diverse and innovative house, metalworking and craftsmanship, and have risen to
made up of half-leonin, half-tabaxi, and human fame in Kamara City for their production of fine
members. They are known for their passion and weapons and armor. They control the Ironworks district
creativity, and have recently developed a new, of the city, where their forges and workshops can be
sustainable energy source called Embercore. Their found. Their symbol is a stylized blacksmith's hammer
symbol is a fiery phoenix. and anvil.
House Nightingale is a diverse and artistic house, House Greenfields is a noble house from the outer city
made up of humans, elves, dwarves, and other races. sector of Kamara City, known for their control over the
They are known for their love of music and art, and city's agriculture and livestock production. They are
their members can often be found performing in the responsible for providing food for the city, and their
city's many theaters and concert halls. Their symbol is members can often be found working in the fields or
a nightingale. tending to their animals. They are skilled farmers and
ranchers, and have a deep connection to the land and its
House Blackrose is a dark and mysterious house, resources. Their symbol is a stylized wheat sheaf in the
made up of humans and tieflings. They are known for color green.
their mastery of dark magic and their involvement in
the city's underworld. Their symbol is a black rose.
13
Factions and Organizations
In the bustling city of Kamara, factions, guilds, and Their motto is "Progress through innovation," and they
organizations play a crucial role in the daily lives of its believe that the future of Kamara City lies in their
inhabitants. From powerful merchant guilds to machines and inventions. They are always on the lookout
secretive adventuring groups, these organizations for rare materials and new ideas to fuel their creations.
serve as the backbone of the city's economy and culture.
The Crystal Consortium
Factions and guilds act as the city's gatekeepers, The Crystal Consortium is a powerful organization in
controlling access to resources, information, and power. Kamara City, responsible for the production and
They can make or break a merchant's fortunes, decide distribution of the crystals that power the city's arcane
the outcome of a political dispute, or determine the fate machines. Led by the wealthy and influential House
of a new adventurer seeking employment. Silvermoon, the Consortium holds a virtual monopoly
over the energy resources of the city, and their control
Furthermore, these organizations provide a sense of over the crystals has allowed them to amass immense
belonging and purpose for their members, giving them wealth and power. Their motto is "Powering the Future,
a common goal to strive towards and a community to Today." Despite their success, the Consortium is also the
support them. Many organizations are driven by a set subject of controversy and suspicion, with many accusing
of core beliefs or ideals, such as the protection of the them of exploiting the workers in the Depths of Shadow
weak, the pursuit of knowledge, or the accumulation and engaging in illegal and unethical practices. While they
of wealth. continue to dominate the energy market in Kamara City,
the future of the Consortium remains uncertain as new
In Kamara, alliances with these organizations can be alternatives emerge and public opinion begins to shift.
the key to success or survival. But they are not without
risk, as many factions have their own agendas and The Arcane Academy
rivalries that can put their allies in danger. Composed of scholars, researchers, and practitioners
of magic, the Arcane Society is dedicated to the study
Navigating the complex web of factions and guilds in and exploration of the magical arts. They believe that
Kamara requires careful planning, shrewd negotiation, magic is a tool to be harnessed and wielded for the
and a keen understanding of the city's politics and betterment of all, but also recognize its potential for
power dynamics. Only those who can master these danger if used recklessly. Their motto is "Magic
skills can hope to rise to the top and make their mark illuminates the darkness," and they seek to unlock the
on the city's history. secrets of the arcane and expand their knowledge of
magic. Typical quests involve uncovering ancient
Order of the Radiant Sun magical artifacts, researching lost spells, and
They say that justice is blind, but not when it is wielded investigating magical phenomena.
by the Knights and Priests of the Radiant Sun. These
noble warriors follow the teachings of Solaria, the Sun The Fellowship of the Red Hawk
Goddess, and are sworn to uphold the law and defend A secretive order of hunters and trackers, the
the innocent. Their motto is "May the Light of the Sun Fellowship of the Red Hawk is known for its skill at
guide us in our pursuit of justice and truth," and they navigating the wilderness and tracking their prey. They
are the shining beacon of hope in Kamara City, and believe that nature is a force to be respected and
their radiant armor and weapons are a testament to revered, and that the balance of the natural world must
their unwavering commitment to righteousness. be preserved at all costs. Their motto is "Through the
hawk's eyes, we see the truth," and they see themselves
The Shadowpaw Syndicate as protectors of the wild. Typical quests involve hunting
Silent and deadly, the Shadowpaw Syndicate move like dangerous beasts, tracking down poachers, and
shadows in the night, striking from the darkness with protecting threatened habitats.
precision and skill. They are the elite assassins of
Kamara City, trained in the art of death and deception. These are just a few examples of the factions, guilds,
Their motto is "We strike where the light does not and organizations throughout Kamara City. As the
reach," and they believe in using their talents to cit'/ grows and changes, new groups form and
eliminate threats to the city from the shadows. old ones fade away, but they all play a vital
role in the daily lives of the people.
The Iron Guild
The clanging of hammers and the hiss
of steam can be heard from the Iron
Guild's workshops, where skilled
craftsmen and engineers work
tirelessly to create new
wonders of technology.
Enemies of Kamara
Kamara City, a bastion of civilization in a world filled They have been hiring other bandits and raiders to do
with darkness and chaos, was a place of relative safety their dirty work, as they seek to further their insidious
and security for its inhabitants. Guarded by mighty goals.
walls and patrolled by skilled warriors, the city was a
safe haven in a world filled with danger and uncertainty. But they will not go unchallenged. The people of
Yet, even within its walls, the people of Kamara knew that Kamara City will stand firm against these dark forces,
they were not immune to the threats that lay beyond. The and they will fight with all their might to protect their
Drow and Darkforge Dwarves, twisted and malevolent homes and loved ones. For the people of Kamara know
creatures from the depths of the earth, lurked in the that if they fail, the darkness will spread, and all will be
shadows, waiting for their chance to strike. And on the lost.
open sea, the oceans were growing more turbulent and
dangerous with each passing day, as the Abyssal Merrow The battle between light and dark has begun. And only
and the Crimson Cutlass Buccaneers waged their battles time will tell which side will emerge victorious.
for control. Despite these threats, the people of Kamara
remained determined and resolute, ready to face whatever
dangers lay ahead with courage and strength. For they
knew that the light of civilization could never be
extinguished, so long as there were those who were
willing to stand up and fight for what was right.
Drow battling a Demon Knight
Denizens of the Dark in the Underdark .)
Deep within the Edge of the World moq.ntains to the
North, there lies a dark and malevolent force that
threatens the very existence of Kamara City. The
Drow of Umbra'Zul, and their twisted kin, the Darkforge
Dwarves of Shadowhold, seek to dominate the surface
world, one town at a time. They lurk in the Underdark,
plotting and scheming to bring their evil plans to fruition.
Abyssal Merrow
17
King Zane is a leader of great integrity, courage, and
Royal House of Leonheart compassion, beloved by his people and feared by his
In the kingdom of Kamara, the Royal House of enemies. He is the heart and soul of the Kingdom of
Leonheart stood proud and steadfast, a bastion of Kamara, setting an example of true leadership.
strength in a world of uncertainty. At its head stood
King Zane Leonheart, a mighty Leonin warrior whose
ferocity in battle was matched only by his wisdom in
times of peace.
19
Chapter 2: People and Places
Kamara City is a bustling metropolis with a diverse
population made up of many races and cultures. The
city is predominantly inhabited by humans, but there
are significant populations of other races, including
the Leonin, Tabaxi, and Xia people.
Leohuman
Tabaxi Citizen
21
The dragonborn are a rare sight in Kamara City, but
Unity in Diversity those who do reside there are respected for their
Kamara City is also home to a diverse population of strength and martial prowess. They are often hired as
humans, elves, dwarves, dragonborn, and half-ores. mercenaries or guards, and can be found patrolling
the city's streets or serving as bodyguards to wealthy
Humans from all corners of the world come to Kamara merchants.
City to trade and make a living. The city is a melting pot
of different human cultures, from the northern The goblin population in Kamara City is small
barbarians to the southern desert nomads. compared to the other races, but they have a
significant impact on the city's economy. Goblins are
The elves are known for their grace, beauty, and agility, known for their skills in tinkering and engineering,
and are often found in positions of influence, such as in and they run many of the city's shops and workshops
the city's merchant guilds or as advisers to the ruling in the Ironworks District. They have a reputation for
council. They tend to keep to themselves and maintain being shrewd businessmen and crafty traders.
their own secluded neighborhoods within the city.
As for the half-ores, they are a hardy and rugged
The dwarves, on the other hand, are known for their people, born of the union between ores and humans.
skill in craftsmanship and mining, and have established They are often looked down upon by the more
many successful businesses in Kamara City. They are "civilized" races, but many have found a place in
a hardy and practical people, and often make up the Kamara City as blacksmiths, soldiers, and adventurers.
backbone of the city's workforce. They are also known Despite their reputation for being brutish and violent,
for their love of ale and can be found enjoying a pint or many half-ores are fiercely loyal and have proven
two in the city's many taverns. themselves to be valuable members of society.
Elf Mage
Dragon born
Mercenary
Depths of Shadow: The Depths of Shadow is an
Popular City Attractions
------ entire city located beneath Kamara City, with its own
Lion's Roar Tavern: The Lion's Roar Tavern is one self-governed society. It is the underworld of Kamara,
of the most popular destinations in Kamara City, where illegal activities and crimes happen with gangs
drawing in travelers and adventurers from all corners and syndicates operating everywhere. The Undercity is
of the kingdom. The tavern's lively atmosphere, strong vast, almost half the size of the entire Kamara City, but
drinks, and delicious food have earned it a reputation existing beneath the surface. While the Kamara
as one of the best places to eat and drink in the entire government tends to leave the citizens of Depths of
city. Shadow alone as long as they keep any trouble from
surfacing to the city above, tourists do venture down to
Sun Temple: The Sun Temple is a magnificent the Depths of Shadow for its gambling, underground
structure in Kamara City dedicated to the worship of fights, and entertainment.
the Sun Goddess, Solaria. It is manned by High
Priestesses and Acolytes who are responsible for the Castle Leonheart: A grand and imposing structure of
maintenance and protection of the Sun and Moon gleaming white stone, with towering walls and a
crystals. The temple is a place of serenity and magnificent central keep. The castle is the seat of power
enlightenment, drawing many visitors who come to for King Zane Leonheart. It is the hub of political and
offer their prayers and worship. It is an important military power in Kamara and serves as the center of
religious and cultural center in Kamara City, with a government for the kingdom. The castle is heavily
rich history and a strong following. guarded and access is restricted to the general public.
King's Wharf: The King's Wharf is a bustling hub of Lions Head Lighthouse
maritime activity located on the shores of the King's King's Bay Seaport
Bay, one of the busiest and most important ports in the Seafood Market
entire kingdom. The wharf is home to a thriving fish
Ocean Baths
market where vendors sell the freshest catches of the
day, including everything from swordfish and salmon to Sailor's Rest Tavern
oysters and clams. Many of the city's finest restaurants Black Dragon's Den
source their seafood directly from the King's Wharf fish Fighter's Pit Arena
market, ensuring that every dish is of the highest
The Moonlit Forge
quality and freshness.t
Lion's Roar Tavern Blaze Flametongue
Blaze Flametongue, the Dragonborn bartender, is a
The Lion's Roar Tavern is a popular and bustling proud and regal figure who presides over the bar
establishment located in the heart of the Kingdom of counter at the Lion's Roar Tavern. Standing tall at
Kamara. It is renowned for its warm and inviting six-and-a-half feet, Blaze's greenish-gold scales and
atmosphere, its lively patrons, and its delicious food piercing golden eyes give him an imposing appearance.
and drink. However, his friendly smile and warm demeanor soon
put everyone at ease.
The tavern is a large, two-story building with a
wooden roof and wooden beams. On the first floor, Blaze has a talent for mixing drinks, and his signature
there is a long bar counter and several rows of wooden "Dragon's Breath" cocktail is a favorite among the
tables and chairs where patrons can sit and socialize. tavern's patrons. But it's his talent for conversation that
A roaring fireplace provides warmth on chilly evenings, makes Blaze truly stand out. Whether he's swapping
and the sound of laughter and conversation fills the air. stories with regulars or chatting with newcomers,
Blaze has a way of making everyone feel welcome.
The second floor is comprised of several private rooms
that can be rented out for meetings, celebrations, or
simply to get away from the noise of the tavern. Each
room is decorated with rich tapestries, elegant
furnishings, and plush beds, making them a popular
choice for travelers and merchants who are passing
through the city.
But what sets the Lion's Roar Tavern apart is its lively
and friendly atmosphere. Whether you're a local
resident, a passing traveler, or a visiting dignitary,
everyone is welcome at the tavern. It's not uncommon
to find Leonin warriors swapping tales with Xia elders
over a mug of ale, or to see tabaxi bards entertaining
the crowd with their music and stories.
24
The Tale of the Liori's Word quickly spread about the Lion's Roar Tavern, and
it wasn't long before it became one of the most popular
Roar Tavern establishments in Kamara City. Patrons from all walks
of life were drawn to the tavern's diverse menu,
In the Kingdom of Kamara, there were two fierce impressive selection of drinks, and, above all, the
warriors known throughout the land: Blaze friendly and lively atmosphere that Blaze and Grok had
Flametongue, the Dragonborn, and Grok Skullcrusher, cultivated.
the Ore. For years, they fought side by side as
mercenaries, taking on dangerous missions that led The Lion's Roar Tavern became a haven for
them on thrilling adventures across the realm. adventurers, a place where they could find solace after
a long day of monster hunting or treasure seeking. It
Together, Blaze and Grok faced countless foes and was not uncommon to find a diverse array of patrons -
challenges, from battling ferocious beasts to recovering from Leonin warriors to Xia elders - sharing their tales
lost treasures from ancient tombs. Their bond grew of adventure over a mug of ale or a glass of Blaze's
stronger with each passing day, their skills honed by the signature Dragon's Breath cocktail.
heat of battle and the camaraderie of their shared
experiences. Blaze and Grok, now retired from their adventuring
days, found great joy in their new roles as the
As the years went by, the two friends began to grow proprietors of the Lion's Roar Tavern. They took pride
weary of their dangerous lifestyle. They longed for a in providing comfort and camaraderie to their fellow
place to call their own, somewhere they could rest their adventurers, and their tavern became a living
battle-weary bodies and share their stories with fellow testament to the power of friendship and the
adventurers. One fateful day, as they sat around a unbreakable bond they had forged on the battlefield.
campfire, Blaze shared his dream of opening a tavern
where they could provide weary travelers with the And so, the tale of Blaze Flametongue and Grok
comforts they themselves had so often craved on their Skullcrusher lives on, not only in the stories they share
journeys. with their patrons but in the very walls of the Lion's
Roar Tavern - a sanctuary where adventurers from all
Grok's eyes lit up at the idea, and he immediately corners of Kamara can find good food, good drinks,
pledged his support to Blaze's dream. He knew that his and good company.
culinary skills, honed by years of cooking for their band
of mercenaries, would be the perfect complement to
Blaze's talent for mixing drinks and creating a
welcoming atmosphere.
Sun Temple
The Sun Temple is an awe-inspiring structure located
in Kamara City, dedicated to the worship of the Sun
Goddess, Solaria. The temple is made of glistening
white marble and is adorned with intricate carvings
that depict the history and mythology of the goddess.
The temple has an open-air courtyard where visitors
can bask in the sunlight and admire the towering
statues of the goddess.
The Sun Temple is also home to the Heart of the Solaria the Sun Goddess
Sun Crystal, a powerful artifact said to contain the Solaria, the Sun Goddess, was born from the very light of
essence of Solaria's power. The crystal is kept under the sun, and her formidable power and wisdom have been
heavy guard at all times, with the High Priestesses revered by the Kamaran people for centuries. As the
and Acolytes serving as its protectors. It is said that creator of the land, sky, and sea, she nurtured all living
the crystal has the power to grant great blessings to beings to grow and prosper.
those who are worthy, but its true nature and purpose
are shrouded in mystery. This compassionate and benevolent deity is always ready
to provide guidance and support to those who seek her
The High Priestesses and Acolytes of the Sun Temple assistance. Her wrath, however, is swift and terrible, as she
are also responsible for protecting the Moon's Grace defends the innocent and punishes those who would bring
Crystal, the counterpart to the Sun Crystal, which is them harm.
kept in a secret location somewhere in Kamara City.
Together, these two crystals are said to maintain the Worshipped as the source of all life and vitality by the
balance of the world, and the loss of either one could Kamaran people, Solaria is served by dedicated priests
have disastrous consequences. and priestesses who strive to spread her teachings. Her
power and grace have inspired and comforted generations,
Despite the Sun Temple's peaceful and serene solidifying her position as one of the most cherished and
appearance, it is also a place of great power and respected beings in the world of Etheria.
mystique, and many seek to uncover the secrets and
powers of the crystals for their own gain. The High
Priestesses and Acolytes are always vigilant, watching
for any who might threaten the delicate balance of
power in the temple and the city.
Leonin Priestess
of the Radiant Sun
27
High Priestess Nala Sunmane The Four Moons of N ala
High Priestess Nala Sunmane, a radiant and glowing The Four Moons of Nala are a dedicated and elite
figure, serves as the spiritual leader of Kamara Kingdom. group of Tabaxi acolytes who serve and protect High
Her golden, flowing locks and compassionate, serene Priestess Nala Sunmane and the Moon's Grace crystal.
demeanor embody the ancient traditions and beliefs of her These four Tabaxi are highly trained and possess
people. As the High Priestess, Nala leads religious exceptional skills in combat, stealth, and magic. They
ceremonies, offers counsel, and provides healing to those act as Nala's personal guards and carry out her bidding
in need, all while drawing from her deep connection with without question, whether it be tracking down ancient
the Sun Goddess, Solaria. artifacts, performing reconnaissance, or eliminating
threats to the Sun Temple and its inhabitants.
Nala's gift of speech inspires and motivates her followers,
while her vast wisdom and insight garner respect and Each member of the Four Moons of Nala embodies the
admiration. In addition to her spiritual leadership, she qualities of the phases of the moon, and they work in
also serves as a trusted advisor to King Zane, who values harmony to fulfill their duties to Nala and the Moon's
her unique perspective and experience on the ruling Grace. They are known throughout Kamara for their
council. unwavering loyalty and commitment to their mission,
and are respected and feared by friend and foe alike.
Her unwavering commitment to peace and justice acts as
a cornerstone of her leadership, ensuring harmony among
the people of Kamara. High Priestess Nala symbolizes
hope and guidance for the Kamaran people, making her a
true champion of her kingdom's well-being.
Tabaxi Guardian
Nala shares a deep bond with her best friends, Kaito and
of the Moon
Mei Lin Xia, who were refugees that arrived in Kamara
City during their youth. Their friendship was forged
through years of training, worship, and combat in the
service of Solaria. As the heart and soul of the Sun
Temple, their friendship is unbreakable. Nala is also
accompanied by her two loyal pet lions, Sunny and Nova.
Jade Blossom District
The Jade Blossom District, a vibrant and bustling village
in the Kamara lower city sector, serves as a welcoming
home for refugees from the Xia Kingdom. This district
has become a melting pot of cultures, as the refugees'
customs and traditions intermingle with those of the
local Kamaran population.
30
House of Jade
The House of Jade, located in the heart ofthejade
Blossom District, is a conglomeration of noble families
ff!
Long
-1:::1-
*
that trace their roots back to the Xia Kingdom. Though
their family names have been lost in the new world, they
have come to be known as the House of Jade, as a symbol
of their shared heritage. The members of this house are
J)J.
~
Huang Li
proud of their royal bloodlines and have created their own
hierarchy of power within the district.
33
Leohuman
Leohumans are a rare and exceptional hybrid race, born.
from the union of Leonin and Humans. They possess both •
the physical prowess and feline features of the Leon in as
well as the intelligence and adaptability of Humans.
Leohumans are known for their versatility and cunning,
allowing them to excel in various roles and careers, from
skilled hunters and fierce warriors to cunning diplomats
and master strategists.
Racial Traits
Ability Score Increase: Your Strength score increases
by 2, and your Intelligence score increases by 1.
Claws: Your retractable claws are natural weapons, Ability Score Increase: Your Charisma score increases
which you can use to make unarmed strikes. If you hit by 1.
with them, you deal slashing damage equal to ld4 + your
Strength modifier, instead of the bludgeoning damage Sun's Radiance: You learn the Light cantrip. When you
normal for an unarmed strike. reach 3rd level, you can cast the Searing Smite spell
once with this trait and regain the ability to do so when
Versatile Heritage: You gain proficiency in one skill of you finish a long rest. Charisma is your spellcasting
your choice and one tool of your choice. ability for these spells.
Languages: You can speak, read, and write Common Solar Resilience: You have resistance to fire damage.
and Leonin.
Su brace: You can choose one of the following subraces: Female Leohuman Names
Moon Leohuman or Sun Leohuman. Luna Moonsinger
Celestia Dawntreader
Moon Leohuman Lyra Nightprowler
As a Moon Leohuman, you are connected to the
Astrid Solarflare
mysteries of the night and possess innate magical
abilities. Cassiopeia Starclaw
34
Male Leohuman Names
Corvus Silvermane
Theron Sunpaw
Lysander Moonshadow
Rigel Starwhisker
Castor Goldentail
35
.,-,..
Kitsune
Deep within the enchanted Hoshidan Kingdom, a
unique race of magical beings inhabits the land,
imbued with mystical powers that distinguish them
from the humans they live alongside. These
extraordinary creatures are known as the Kitsune, a
race of half-human, half-spirit foxes gifted with a
profound connection to the arcane and the
supernatural.
Racial Traits
Ability Score Increase: Your Dexterity score increases hybrid form, you can use your bite attack as a bonus
by 2 and your Charisma score increases by 1. action. While in your fox form, you can move through
narrow spaces and climb trees with ease, but you
Age: Kitsune mature at the same rate as humans but cannot speak or use any equipment. Once you use this
have a longer lifespan, living up to 300 years. trait, you can't use it again until you finish a short or
long rest.
Alignment: Kitsune can have any alignment, but they
tend to lean towards chaotic due to their mischievous Fox Features: Kitsune have fox-like features that
nature. manifest differently in each individual. You can choose
to have a fox tail, fox ears, or both. These features are
Size: Kitsune are about the same size as humans, purely cosmetic and do not grant any mechanical
ranging from 5 to 6 feet tall. Your size is Medium. benefits.
Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common
and Hoshidan.
Darkvision: Thanks to your fox-like senses, you have
superior vision in dark and dim conditions. You can see Mischievous: Kitsune love to play pranks and can't
in dim light within 60 feet of you as if it were bright resist a good joke. You have proficiency in the Deception
light, and in darkness as if it were dim light. You can't and Sleight of Hand skills.
discern color in darkness, only shades of gray.
Fox Magic: You know the minor illusion can trip. When
Shapechanger: As an action, you can polymorph into a you reach 3rd level, you can cast charm person once
fox-humanoid hybrid or into a full fox. Your per day as a 1st-level spell. When you reach 5th level,
transformation lasts for 1 hour or until you use an you can cast mirror image once per day. Charisma is
action to revert to your humanoid form. While in your your spellcasting ability for these spells.
38
Female Kitsune Names
Yuki
Ayame
Kahana
Misaki
Emiko
Kitsune Quirks
Collects shiny objects, fascinated by their glimmer.
Enjoys playing harmless pranks on others using their
shapeshifting abilities.
Whispers to plants and animals, claiming they can
communicate with them.
Laughs in the face of danger, enjoying the thrill of a
challenge.
Takes on a different animal form each day, finding
amusement in the variety.
Loves riddles and puzzles, and can't resist challenging
others to solve them.
Prefers the company of animals over people, often
adopting strays they encounter.
Has a habit of daydreaming, staring off into the distance
during conversations.
Adopts a different accent or speech pattern when in
different forms.
Enjoys experimenting with different types of magic, often
to unpredictable results.
39
Xia Celestial (Zodiac)
In the lush lands of the Xia Kingdom, amidst the
winding rivers and towering mountains, there dwells a
race of humans unlike any other. These are the Xia
Celestials, a mystical people imbued with the powers
of the twelve animals of the Xia zodiacs. They are
revered for their connection to the spirits of the land
and the natural world, and their magical abilities are as
awe-inspiring as they are mysterious.
But the Xia Celestials are not just known for their powers
and abilities. They are also renowned for their deep
connection to the natural world, which is reflected in
their culture and way of life. They live in harmony with
the land and its creatures, and their homes are often
adorned with intricate carvings of animals and plants,
each imbued with a special meaning and significance.
Racial Traits
Ability Score Increase: Depending on the chosen Tiger's Ferocity: When you reduce a creature to 0 hit
Zodiac, the Xia Celestials get the following ability score points with a melee weapon attack, you regain hit points
increase: equal to your level + your Strength modifier. At 5th level,
you can use this ability twice between long rests.
Rat: Dex +2, Int+ 1 Horse: Dex +2, Con+ 1
Ox: Str +2, Wis +l Goat: Wis +2, Cha+ 1 Rabbit's Agility: You can take the Dash action as a
Tiger: Str +2, Cha +l Monkey: Dex +2, Int + 1 bonus action once per short or long rest. At 5th level, you
Rabbit: Dex +2, Wis+ 1 Rooster: Wis +2, Con+ 1 also gain advantage on Dexterity (Acrobatics) checks.
Dragon: Str +2, Cha+ 1 Dog: Wis +2, Str + 1
Snake: Dex +2, Int+ 1 Pig: Con +2, Cha+ 1 Dragon's Breath: You can breathe a 15-foot cone of
magical energy of your chosen damage type (fire, cold,
Age: Members of the Xia Celestial race mature at the lightning, acid, or poison). Creatures in the area must
same rate as humans but can live up to 150 years. make a Dexterity saving throw or take 2d6 damage of the
chosen damage type. The damage increases to 3d6 at
Alignment: The Xia Celestial race is diverse in its 5th level, 4d6 at 11th level, and Sd6 at 17th level. You
moral and ethical outlooks, and thus can be of any can use this ability twice between long rests starting at
alignment. 11th level.
Size: The Xia Celestial race has a size of medium. Snake's Charm: You can cast Charm Person once per
long rest. The target must make a Wisdom saving throw
Speed: Your base walking speed is 30 feet. or be charmed by you for 1 hour. At 5th level, you can
also cast the Suggestion spell once per long rest.
Zodiac Powers: Each Zodiac sign has a unique power
that can be used once per long rest. Some abilities have Horse's Speed: Your speed increases by 10 feet for 1
a saving throw, and the DC equals 8 + your proficiency minute once per long rest. At 5th level, this bonus
bonus + your ability modifier of the corresponding ability increases to 15 feet.
score. Many of the Zodiac Powers scale in potency as
you reach certain character levels. Goat's Wisdom: You can cast the cantrip Guidance at
will. At 5th level, you can also cast the Augury spell as a
Rat's Wit: YYou can cast the cantrip Mage Hand at will. ritual once per long rest.
At 5th level, you can also cast the Invisibility spell once
per long rest. Monkey's Trickery: You can cast Disguise Self once per
long rest. At 5th level, you can also cast the Mirror Image
Ox's Endurance: You gain proficiency in Athletics and spell once per long rest.
can add twice your proficiency bonus to any Strength
check you make that uses Athletics. At 5th level, you also Rooster's Alertness: You gain proficiency in Perception
gain advantage on saving throws against exhaustion. 41 and can add twice your proficiency bonus to any Wisdom
check you make that uses Perception. At 5th level, you Xia Celestial Zodiac Quirks
also gain advantage on initiative rolls.
Rat: Has an innate sense of direction and is almost
Dog's Loyalty: You can cast Heroism once per long rest, impossible to get lost.
targeting yourself. You gain temporary hit points equal to
Ox: Possesses incredible endurance and can continue work-
your level + your Charisma modifier, and you are
immune to being frightened for the duration of the spell. ing or traveling long after others have become exhausted.
At 5th level, the spell's duration increases to 10 minutes. Tiger:Has an uncanny ability to sense danger, often detect-
ing threats before they become apparent to others.
Pig's Resilience: You can cast False Life once per long
Rabbit:Can jump exceptionally high and far, allowing them
rest. You gain temporary hit points equal to ld4 + your
Constitution modifier. At 5th level, the temporary hit to traverse difficult terrain with ease.
points granted by False Life increase to ld4 + your level Dragon: Can control small amounts of elemental energy,
+ your Constitution modifier. such as producing a spark or gust of wind.
Snake: Has limited control over the temperature of their
Languages: Xia Celestials can speak, read and write
Xia and one other language of their choice. body, allowing them to adapt to various climates.
Horse: Has an incredible sense of balance and can easily
Magical Ability: In addition to your Zodiac Power, you traverse narrow or unstable surfaces.
also possess magical abilities unique to the Xia Celestial
Sheep: Can knit or weave intricate patterns imbued with a
race. You can cast the detect magic cantrip once per
short rest. You have a strong connection to the celestial small amount of magical energy.
realm, and you can cast the light cantrip once per long Monkey: Possesses an innate talent for mimicry, enabling
rest. Furthermore, your bond with your selected Zodiac them to learn new skills and abilities quickly.
animal grants you advantage on Animal Handling checks
Rooster: Can speak with and understand birds, often gather-
when interacting with creatures of that specific animal
type. This deep connection allows you to better ing information from avian sources.
understand and communicate with your Zodiac animal, Dog: Can track scents and follow trails with an uncanny ac-
strengthening your relationship with the natural world. curacy, making them excellent trackers.
Pig:Can find and identify valuable resources such as metals,
Female Xia Celestial Names gems, and rare plants.
Lian Hua
Mei Ling
Xue Fang
Jia Li
Ying Yue
Finally, the Zodiac Guardians reached Zhaoren's And so, the Zodiac Guardians dispersed to the far
stronghold, where the sorcerer awaited them with the reaches of the Xia Kingdom and beyond, each
talismans he had already collected. A fierce battle safeguarding a talisman and preserving the balance of
ensued, with each of the heroes using their zodiac power. Their legacy lived on, inspiring generations of Xia
powers to weaken Zhaoren and break his control over Celestials to uphold the virtues of courage, unity, and
the talismans. wisdom.
43
•Racial Traits
Ability Score Increase: Your Dexterity score increases by
2, and your Charisma score increases by 1. Marintons
possess a natural grace and charisma that allows them to
interact with both surface-dwelling and aquatic races with
ease.
The Marin tons built their underwater city of Nereidora Languages: You can speak, read, and write Aquan,
in the Grand Blue ocean, which is considered one of Common, and one additional language of your choice. The
the most magnificent underwater cities in existence. Marintons have a diverse culture and often interact with
Despite being comfortable in the depths of the ocean, other races, so they learn multiple languages to facilitate
some Marin tons venture onto land off the King's Coast communication and trade.
and even become citizens of surface cities.
Female Marinton Names
Their armors are made of strong coral and shell-like
materials, providing them with the protection they need Aria
underwater. They are known for their preference for Thalassa
tridents and polearm weapons in combat, which they
use with great skill. Lyra
Calypso
Although Marin tons are creatures of the ocean, they Marina
can survive outside of water for extended periods, as
long as they keep themselves hydrated. This makes
them ideal for exploration, as they can spend a Male Marinton Names
considerable amount of time on land without any
Tritus
adverse effects.
Nereus
The Marintons are a proud and ancient race, fiercely Oceanus
protective of their traditions and way of life. They are Poseidon
adept at swimming and navigating underwater, making
Neptus
them formidable opponents in battles fought in the
depths of the ocean.
46
Merinton Quirks
The serpent was even more inagnificent than she had
Can't resist collecting shiny objects, like seashells, pearls, imagined. Its scales glinted in the sunlight, and its eyes
or lost treasure. were like pools of deep blue water. Aria felt a sense of awe
Has a deep love for singing and frequently serenades their wash over her as she gazed upon the creature that her
friends and family. people revered.
Has an aversion to freshwater and avoids it whenever
possible. Suddenly, the water around them began to churn, and a
Is highly competitive and will challenge anyone to a race storm brewed overhead. Aria watched in amazement as
or other physical contest. Leviathan's Coil breathed out a powerful gust of wind that
Has a fascination with land-dwelling creatures and often sent the storm clouds scattering in every direction.
tries to mimic their behavior.
Gets easily distracted by the beauty of the underwater In that moment, Aria knew that the stories were true.
world and forgets what they were doing. Leviathan's Coil was not just a symbol of the Marin ton's
Is highly allergic to seaweed and must avoid it at all costs. connection to the water but a powerful protector of the
Has an intense fear of sharks or other large predators and ocean and all its creatures.
avoids deep water whenever possible.
Has a talent for creating intricate sculptures out of coral As Aria swam back to Nereidora, she felt a newfound
and other natural materials. respect for the ocean and all its mysteries. She knew that
Has a secret passion for cooking and loves to experiment she had been blessed with a rare encounter and that she
with different flavors and ingredients found in the ocean. would carry the memory of Leviathan's Coil with her
always.
Leviathan's Coil
Once, in the underwater city of Nereidora, there was
a young Marinton named Aria. Aria had always-been
fascinated by the stories of •
Leviathan's Coil, the great Ocean • -~·. ·!'9.
serpent that her people worshiped.
She had heard tales of its immense
power and had always dreamed of
encountering it.
Racial Traits
Ability Score Increase: Your Strength score increases
by 2 and your Dexterity score increases by l.
It's a long and difficult road, but the Yoma will never give
up. They knew that they were making a difference, that
they were fighting against the darkness that threatened
to engulf the world ....
Silverash
The Silverash, born from the fiery depths of the Azaria Volcanic Strength: You can add your proficiency bonus
volcanoes, are a hardy and resilient race that have to any Strength checks made to push, pull, or lift heavy
endured the harsh conditions of their home for objects.
generations. Legend has it that they are the children of
Azar, the All Father, god of the blazing volcanoes. Ashen Step: You can move through difficult terrain
caused by ash, lava, or fire without penalty.
The tale goes that Azar took pity on the mortals who
lived at the foot of the volcanoes, enduring endless Blazing Touch: As a bonus action, you can heat up your
destruction and devastation wrought by the powerful body and core to the point where your hands become
eruptions. So he imbued the ashes and molten rock extremely hot, capable of lighting flammable materials
with his divine essence, birthing the Silverash. These on fire. While your Blazing Touch ability is active, any
new beings were born with the strength to withstand melee attack you make with your hands deals an
the searing heat and the ability to channel the fiery additional ld4 fire damage. Additionally, you can use
power of the earth. your action to ignite any flammable object within 5 feet
of you that isn't being worn or carried.
The Silverash have since lived in the volcanic regions
of Azaria, where they have learned to harness their Your Blazing Touch ability lasts for 1 minute or until
abilities to thrive in the harsh environment. Their skin, you dismiss it as a bonus action. Once you use this
tough and leathery, protects them from the blistering ability, you can't use it again until you finish a short or
heat, and their connection to the earth allows them to long rest.
traverse treacherous terrain without fear.
Languages: You can speak, read, and write Common
The Silverash are often mistrusted by outsiders due to and Primordial. Primordial is the language of the
their connection to the fiery planes. But those who take elemental planes, which the Silverash have a strong
the time to know them will find that they are a strong connection to due to their volcanic origin.
and loyal people, with a deep respect for their
homeland and the power that birthed them. The Silverash are a tough and resilient race with a
powerful connection to the earth and the elemental
planes. Their ashen skin and magma resistance make
Racial Traits them ideal for living in volcanic environments, and their
The Silverash are a humanoid race with dark-brown volcanic strength and ashen step make them excellent
skin, black to white hair, and glowing silver eyes. at overcoming obstacles in those environments.
Silverash Quirks
They have a habit of collecting small volcanic rocks as
good luck charms.
They are fiercely competitive and take great pride in
physical contests of strength and endurance.
They have a deep reverence for the power of fire and often
incorporate it into their religious ceremonies.
They are known for their love of spicy foods and can
tolerate heat levels that would make other races cringe.
They have a tendency to speak in metaphors and
analogies related to volcanoes and fire.
They enjoy taking ritualistic cleansing baths in natural hot
springs.
They have a unique form of dance that incorporates
movements inspired by volcanic eruptions. ,
They are skilled at making and using fire-based weapons,
such as flaming swords or molten rock slingshots.
They have a fascination with stars and constellations, as
they see them as the cosmic embodiment ofSolaria's
power.
They are extremely protective of their homes and families,
and will go to great lengths to defend them against any
threat.
Silver-Eyed Lions
The Silverash had always lived in the shadow of the
great Azaria volcanoes, surrounded by the searing heat
and blistering ash. They had grown accustomed to the
harsh environment, but many longed for something
more - a place where they could learn about other
Knights of the Silver Flam_e
__
cultures and perhaps start anew. The Knights of the Silver Flame, a legendary order of
elite warriors in Kamara City, are a force to be reckoned
And so, a group of Silverash set out on a journey, with. Comprised mostly of Silverash members, these
traveling across the vast expanse of Etheria in search knights wear white and silver armor adorned with
of a new home. They encountered many different intricate sun elements, a testament to their devotion to
kingdoms and cities, but none felt quite right - until the Sun Goddess, Solaria.
they stumbled upon the great metropolis of Kamara.
These knights are renowned throughout the land for
The city was unlike any they had ever seen - a bustling their bravery and skill in battle. They are often called
hub of commerce and culture, filled with people of all upon to protect the city from invading forces, and their
races and backgrounds. The Leonin and Tabaxi who unwavering loyalty to Kamara is unmatched.
ruled the city welcomed them with open arms,
impressed by the Silverash's strength and resilience. In combat, the Knights of the Silver Flame are a sight
to behold. They move with grace and speed, their
The Silverash were fascinated by the Sun Goddess, movements fluid and precise. Their weapons gleam in
Solaria, that was worshipped by the people of Kamara. the sunlight, and their armor reflects the fiery power of
They had never encountered such a deity before, and Solaria, imbuing them with a sense of divine strength.
the warmth and light of her worship was a stark
contrast to the fiery depths of their homeland. Despite their fearsome reputation, the Knights of the
Silver Flame are also known for their compassion and
As they settled into their new home, the Silverash sense of justice. They are often called upon to mediate
began to explore the city and its surroundings. They disputes and to serve as arbiters of law and order, using
marveled at the ocean life that was so different from their strength and wisdom to ensure that the people of
anything they had ever known, and they relished the Kamara are treated fairly and justly.
opportunity to learn from the other races that called
Kamara home. Those who seek to challenge the Knights of the Silver
Flame do so at their own peril. For these warriors are
For the first time in a long while, the Silverash felt not just skilled in combat - they are also imbued with a
truly welcomed and accepted. They knew that they had sense of honor and duty that makes them truly
found a new home, one where they could thrive and formidable opponents. They are the shining defenders
grow, and they were grateful to the people of Kamara of Kamara City, and they will stop at nothing to protect
for opening their hearts and their city to them. their home and the people they have sworn to serve.
r '·
60
Demon Slayer
The Hoshido Kingdom has always been plagued by
demons and other supernatural creatures. To combat
this threat, the kingdom developed two specialized
orders of warriors: the Demon Hunters and the
Demonologists.
Demon Slayer: At 1st level, you gain advantage on increase two ability scores of your choice by 1. As normal,
attack rolls and saving throws against any creature with you can't increase an ability score above 20 using this
the Demon type. feature.
Demonologist
Path of the Demonologist: At 3rd level, a Demon Slayer
may choose to specialize in summoning and controlling
demons with the Demonologist archetype. This archetype
focuses on gaining the ability to summon and control
demons, as well as enhancing their own magical abilities.
63
Yumiko Shadowstrider
and the Iridescent Blade ..••
The sun was setting on the village of Shadowforge, • , _.
casting a warm glow on the ancient stone walls that had
protected its inhabitants for centuries. Yumiko
Shadowstrider, a young woman with fiery red eyes and a
mix of both Hoshidan and Tiefling heritage, stood
nervously at the center of the village square. Today was
the day she would be promoted to a Demon Slayer,
tasked with protecting her village and the Kingdom of
Mythrall from the ever-growing demon threat.
'·
With the village watching in awe, Yumiko performed the Now armed with her Soulbound. l;(a(ana, Yumiko was
magical attunement ritual, connecting her very essence determined to become the best Demon Slayer she
to the blade. As the ritual came to an end, the sword's could be. Her Opal blade, with its rare Force power,
colors seemed to dance and shift even more vibrantly, allowed her to push creatures and objects across
signaling the bond between Yumiko and her weapon. rooms with precision and control, a skill that would
The elder spoke once more, declaring Yumiko a prove invaluable in her battles against the demons that
full-fledged Demon Slayer and a protector of threatened her homeland.
Shadowforge and the Kingdom of Mythrall.
64
Dynasty Warrior
In the ancient days of the Xia Kingdom, the Emperor must have a certain level of strength and physical
knew that he needed more than just an army to defend endurance. Having a high Charisma score is also
his land. He needed warriors of unparalleled skill, beneficial if choosing the Dynasty Warlord path.
strength, and loyalty. And so, he created the Xia Military Training: To become a Dynasty Warrior, one
Kingdom Dynasty Warrior Class. This class was must have completed rigorous military training and be
reserved only for the most elite soldiers in the kingdom, well-versed in the tactics and strategies of warfare.
those who had proven themselves in battle and had the Sworn loyalty to the Kingdom: Dynasty Warriors must
strength of will to withstand the rigorous training that swear loyalty to their kingdom and be willing to fight
was required to become a member of this elite class. and die for their homeland.
Prere uisites
In order to advance as a Dynasty Warrior, you must
meet the following prerequisites (in addition to the
multi-classing prerequisites for your existing class or
classes):
Fighting Style: At 1st level, choose a Fighting Style Extra Attack: At level 5 and level 11.
from the following options:
• Dueling: When you are wielding a melee weapon in Xia Kingdom Weapon Mastery Improvement: At level
one hand and no other weapons, you gain a +2 bonus 7 and level 14 the Dynasty Warrior can gain + 1 to attack
to damage rolls with that weapon. on up to 4 selected weapon types (Battleaxe, Dagger,
• Two-Weapon Fighting: When you engage in two- Guandao, Long Sword, Spear ... etc.)
weapon fighting, you can add your ability modifier to
the damage of the second attack. Xia Kingdom Battle Cry: At level 10 the Dynasty
• Archery: You gain a +2 bonus to attack rolls you make Warrior can let out a powerful battle cry that inspires
with ranged weapons. their allies, granting them all advantage on attacks and
• Defense: While wearing armor, you gain a+ 1 bonus saving throws for one minute. You can do this a number
to AC. of times equal to your Charisma modifier (minimum of 1)
• Protection: When a creature you can see attacks a per short or long rest.
target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the Indomitable Spirit: At level 13, the Dynasty Warrior gains
attack roll. You must be wielding a shield. advantage on saving throws against being frightened or
charmed.
Xia Kingdom Heritage: At 1st level, you gain
proficiency in one of the following skills: Acrobatics, Battle Hardened: At level 17, the Dynasty Warrior gains
Athletics, History, Insight, Perception, or Survival. You proficiency in Constitution saving throws.
also gain proficiency in the Xia Kingdom language.
Relentless Warrior: At level 20, the Dynasty Warrior can
Xia Kingdom Weapon Mastery: At 2nd level, you gain use their action to regain hit points equal to half their
proficiency in two martial weapons of your choice. maximum hit points and remove one level of exhaustion.
Additionally, you can add your proficiency bonus to Once this feature is used, it can't be used again until the
damage rolls with any weapon you are proficient in. Dynasty Warrior completes a long rest.
Sentinel's Stance: Starting at 3rd level, the Dynasty Warlord's Charge: At 7th level, the Dynasty Warlord can
Guardian gains the ability to enter into a defensive stance, use their bonus action to make a charging attack with a
increasing their AC by 2 and gaining resistance to glaive weapon or polearm against an enemy, dealing +5
bludgeoning, piercing, and slashing damage from extra damage on a hit and knocking the enemy prone. The
non-magical attacks. You can enter your defensive stance Dynasty Warlord must move at least 10 feet in a straight
three times, and regain all expended uses when you finish line before making the attack.
a long rest. If you finish a short rest and have no
remaining uses, you regain one. The Dynasty Guardian Whirlwind Assault: At level 10, the Dynasty Warlord can
cannot move from the spot they are defending. make a spinning attack with their glaive weapon or
polearm, striking all enemies within a 10-foot radius. Each
Guardian's Sacrifice: At level 7, the Dynasty Guardian enemy in range must make a Dexterity saving throw,
can use their reaction to take damage on behalf of an ally taking weapon damage plus the Dynasty Warlord's
within 5 feet. When an ally within range is hit by an attack, Strength modifier on a failed save, or half as much
the Dynasty Guardian can choose to take the damage damage on a successful save.
instead of the ally. This damage cannot be reduced or
redirected. Warlord's Might: At level 15, the Dynasty Warlord gains
the ability to deliver devastating blows to their enemies.
Impenetrable Defense: At level 10, the Dynasty Once per turn, the Dynasty Warlord can choose to deal
Guardian's defensive stance is enhanced, granting them maximum damage on a weapon attack with a glaive
immunity to bludgeoning, piercing, and slashing damage weapon or polearm.
from non-magical attacks. In addition, any enemy that
misses an attack against the Dynasty Guardian takes Conqueror's Reign: At level 18, the Dynasty Warlord's
damage equal to the Dynasty Guardian's Strength presence on the battlefield becomes legendary. Their
modifier. mastery of polearms and glaives allows them to command
the flow of battle and instill fear in their enemies. Once
Guardian's Vow: At level 15, the Dynasty Guardian can per day, the Dynasty Warlord can use their action to
choose to lower their AC by up to 5 to grant an equal unleash a wave of overwhelming force that spreads out in
bonus to the AC of an ally within 5 feet. This effect lasts a 30-foot radius from their position. All enemies within
until the beginning of the Dynasty Guardian's next turn. range must make a Wisdom saving throw (DC= 8 + your
proficiency bonus + your Charisma modifier). On a failed
Unbreakable Guardian: At level 18, the Dynasty save, the enemies are frightened and have their movement
Guardian becomes an unbreakable shield, gaining speed halved for 1 minute. They can repeat the saving
immunity to all physical damage types and cannot be throw at the end of each of their turns, ending the effect on
moved against their will. themselves with a successful save.
Martial Arts: At 1st level, your practice of martial arts Some of your ki features require your target to make a
gives you mastery of combat styles that use unarmed saving throw to resist the feature's effects. The saving
strikes and monk weapons, which are shortswords and throw DC is calculated as follows:
any simple weapons that don't have the two-handed or
heavy property. You gain the following benefits while you Ki save DC = 8 + your proficiency bonus+ your Wisdom
are unarmed or wielding only monk weapons and you modifier
aren't wearing armor or wielding a shield:
Flurry of Blows: Immediately after you take the Attack
• You can use Dexterity instead of Strength for the attack action on your turn, you can spend 1 ki point to make two
and damage rolls of your unarmed strikes and monk unarmed strikes as a bonus action.
weapons.
, You can roll a d4 in place of the normal damage of your Patient Defense: You can spend 1 ki point to take the
unarmed strike or monk weapon. This die changes as you Dodge action as a bonus action on your turn.
gain Monk levels, as shown in the Martial Arts column of
the Monk table.
• When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you
take the Attack action and attack with a quarterstaff, you
can also make an unarmed strike as a bonus action, Wukong Monastery
assuming you haven't already taken a bonus action this
turn.
Iron Body: At 6th level, you can spend 1 ki point as a The target must make a Dexterity
bonus action to gain resistance to bludgeoning, piercing, saving throw or take full
and slashing damage for 1 minute. damage, half on a
successful save.
Wind Gust Strike: At 6th level, you can spend 1 ki point as
an action to create a gust of wind that affects a single
target within 30 feet of you. The target must make a
Strength saving throw or be pushed back 10 feet and
knocked prone.
Radiant Shield: You can use your Channel Divinity to Radiant Sun's Avatar
create a shield of radiant energy. For the next minute, At 20th level, you become an avatar of the radiant sun,
a creature that you choose within 5ft of you gain a +2 gaining the following benefits:
bonus to AC, and any creature that hits them with a
melee attack takes ld8 radiant damage. At 15th level, • You gain immunity to fire damage and radiant damage.
this becomes 2d8 instead of ld8. • Whenever you use your Radiant Fury Channel
Divinity option, your weapon attacks now deal an extra
Aura of Radiance 3d8 radiant damage.
• Once per day, you can use an action to summon an
Starting at 7th level, you and friendly creatures within
angelic being to aid you in battle. The being has the
10 feet of you gain resistance to radiant damage, and
statistics of a Deva, but is under your control and
deal an extra ld4 radiant damage on melee weapon
obeys your commands for 1 hour or until it is reduced
attacks.
to O hit points. After using this feature, you can't use it
again until you finish a long rest.
76
i .. ·'
Valerian the Dawnbringer: The Valerian knew he could not face the ·shadow Dracolich
alone. Invoking the powei of his Oath, he summoned an
Sacred Sol's Embrace angelic Deva to aid him in battle. Together, they fought the
In the land of Kamara, where the sun's warm embrace monstrous creature in a clash that shook the heavens.
graced the kingdom, a tale of bravery and light is woven Radiant energy surged through Valerian's blade, while the
through the generations. It is the story of Sir Valerian, a Deva's divine presence inspired and healed him.
Radiant Knight Paladin who took the Oath of the
Radiant Sun. His unwavering faith in the goddess After a grueling battle that tested the limits of his faith and
Solaria was his beacon of hope, illuminating his path determination, Valerian emerged victorious. With the
through darkness and peril. Shadow Dracolich defeated, the darkness that enveloped
the temple began to recede. The sacred Sol's Embrace,
Born to humble farmers, Valerian's life changed forever finally freed from its monstrous guardian, glowed with
when he discovered his divine connection to Solaria. divine radiance, waiting for Valerian to claim it.
Guided by dreams and visions, he sought out the order
of the Radiant Sun and swore his oath to serve and As Valerian grasped the hilt of the legendary greatsword,
protect the light. For years, Valerian fought valiantly the power of Solaria surged through him, granting him
against the shadows that threatened the kingdom, newfound strength and purpose. He knew that the Sol's
earning him the moniker "The Dawnbringer." Embrace was not only a weapon but a symbol of hope and
unity for the people of Kamara. With renewed conviction,
One fateful day, Valerian received another vision from Valerian set forth to continue his quest to dispel darkness
Solaria. It revealed the existence of a legendary and uphold the light of Solaria.
greatsword, the Sol's Embrace, forged by the goddess
herself to vanquish the darkness. However, the And so, the legend of Sir Valerian, the Dawnbringer, and his
greatsword was lost during an epic battle between the sacred quest for the Sol's Embrace was etched into the
forces of Solaria and the sinister deity, Umbrix. The annals of Kamara's history. His story, passed down through
Sol's Embrace lay hidden, guarded by a fearsome generations, became a testament to the unwavering power
creature birthed from the darkness itself. of faith and the eternal struggle between light and
darkness.
Driven by his devotion, Valerian embarked on a perilous
journey to reclaim the Sol's Embrace. He traversed
treacherous mountains, crossed scorching deserts, and
delved into the deepest caverns. Throughout his
journey, he encountered countless challenges and
adversaries, but his unwavering faith in Solaria always
guided him.
In battle, the Moonwalker clerics are formidable foes, radiant damage for each two cleric levels beyond 2nd, to
unleashing the power of the moon with devastating each creature in its area. Creatures must make a
effect. Their moonbeams scorch the earth, their spells Dexterity saving throw against your spell save DC to take
curse the wicked, and their very presence fills the half damage.
hearts of their enemies with fear and awe.
Gravity Manipulation
Moonwalker Domain Starting at 6th level, you can use your action to choose a
creature within 60 feet of you. That creature's weight is
Domain Spells halved or doubled (your choice) for 1 minute. While halved,
the creature has disadvantage on Strength checks and
You gain access to the following spells at the cleric
saving throws. While doubled, the creature has advantage
levels listed below:
on Strength checks and saving throws, and deals an extra
1st level:Jump, Faerie Fire ld12 force damage once per round with melee weapon
3rd level: Levitate, Moonbeam attacks. You can use this feature a number of times equal to
5th level: Nondetection, Slow your Wisdom modifier (minimum of once), and you regain
7th level: Greater Invisibility, Gravity Sinkhole all expended uses when you finish a long rest.
9th level: Synaptic Static, Destructive Wave
Moonwalker's Leap
Bonus Proficiencies At 8th level, you can use your bonus action to teleport up
When you choose this domain at 1st level, you gain to 30 feet to an unoccupied space you can see.
proficiency in Arcana and Athletics. Additionally, you gain a climbing speed equal to your
walking speed. You can use this feature a number of times
equal to your Wisdom modifier (minimum of once), and
Channel Divinity you regain all expended uses when you finish a long rest.
At 2nd level, you gain access to the following Channel
Divinity options:
Eclipse
Moon's Embrace: You can use your Channel Divinity to Starting at 17th level, you can use your action to invoke a
control the gravitational forces around creatures. As an lunar eclipse, altering the environment around you.
action, choose creature(s) up to proficiency modifier Choose a point within 120 feet of you as the center of the
within 60 feet of you. The creature must make a eclipse. For the next minute, the area within a 30-foot
Strength saving throw against your spell save DC. On a radius of the center is covered in either darkness or
failed save, the creature is either knocked prone or bright light (your choice). Additionally, the gravity in the
pulled 10 feet closer to you (your choice). area is intensified, and any creature within it must make a
Strength saving throw against your spell save DC or be
Lunar Radiance: You can use your Channel Divinity to restrained by the intense gravitational force. The creature
call down a brilliant moonbeam. As an action, you can repeat the saving throw at the end of each of its turns,
create a 5-foot-wide, 60-foot-long line of moonlight that ending the effect on a success. Once you use this feature,
deals 2dl0 radiant damage, plus an additional ldlO
79 you can't use it again until you finish a long rest.
i .. ·'
The Four Moons of.N ala and the Eclipse Wane, the final member, represented the waning
moon phase. He was a master of darkness magic, cloaking
Moon's Grace Crystal his allies in protective shadows and banishing light with a
In the mystical city of Kamara, nestled beneath the simple wave of his hand. He moved like a phantom, his
silvery beams of the moon, a legendary group of Tabaxi every movement a testament to the unseen power of the
Moonwalker clerics, known as the Four Moons of Nala, waning moon.
devoted themselves to the service of Selenea, the lesser
goddess of the moon. These exceptional acolytes, The Four Moons of Nala were revered throughout Kamara
trained by the High Priestess Nala Sunmane herself, City, their very presence a symbol of the unwavering
guarded the sacred Moon's Grace crystal, a powerful protection of the Moon's Grace crystal. They trained
artifact that mirrored the divine power of the Heart of rigorously under the tutelage of High Priestess Nala
the Sun Crystal. Sunmane, honing their skills and delving deeper into the
mysteries of the moon.
Each of the Four Moons embodied one of the four
phases of the moon, reflecting the ever-changing nature Together, they guarded the hidden sanctum where the
of their lunar goddess. United in their purpose, they Moon's Grace crystal lay, its location concealed by an
stood as protectors of the Moon's Grace crystal, intricate network of enchanted tunnels and deceptive
harnessing the unique powers granted to them by their illusions. The sanctum was nestled deep within the heart of
connection to Selenea. Kamara City, its walls adorned with shimmering
moonstone and silver, reflecting the divine power of
Whisper Crescent, the first of the Four Moons, Selenea herself.
represented the waxing crescent phase. She was a
master of lunar magic, weaving enchantments that As the Four Moons of Nala continued their eternal vigil,
ebbed and flowed with the tide, mending wounds and they stood as a testament to the unwavering devotion and
fortifying her allies. Her delicate footsteps barely unity of the Tabaxi Moonwalkers. And so, the balance
touched the ground, her very presence radiating the between light and darkness was preserved, as the Four
gentle glow of the crescent moon. Moons upheld the legacy of High Priestess Nala Sunmane
and the sacred Moon's Grace crystal.
Shadow Gibbous, the second member, embodied the
waxing gibbous phase. He was a skilled practitioner of
gravity magic, bending the forces of the universe to his
will. With a flick of his paw, he could alter the weight of
objects and creatures, as well as summon crushing
gravitational forces upon his enemies.
Prerequisites
To become a Blood Samurai, a character must fulfill the •
following requirements: (in addition to the multi-classing
prerequisites for your existing class or classes):
Class Features
Hit Points
Hit Dice: ldl0 per Blood Samurai level
Hit Points at 1st Level: 10 + your Constitution modifier of the creature's blood, dealing an additional ld4 necrotic
Hit Points at Higher Levels: ldl0 (or 6) + your Constitution damage. You heal hit points equal to the necrotic damage
modifier per Blood Samurai level after 1st dealt. This damage increases to 2d4 at 5th level, 3d4 at
11th level, and 4d4 at 17th level.
Proficiencies Blood Blade (2nd level): You can use your action to create
Armor: Light armor, medium armor
a blade of blood from your own body. This counts as a
Weapons: Simple weapons, martial weapons
magical weapon that deals ld8 slashing damage, and you
Tools: One type of artisan's tools
are proficient with it. The weapon disappears after 1
Saving Throws: Strength, Dexterity
minute or if you let go of it. Creating a Blood Blade deals
Skills: Choose two from Acrobatics, Athletics, Insight,
ld4 damage to yourself, which cannot be reduced or
Intimidation, Perception, Stealth, Survival
prevented.
Equipment Blood Samurai Archetype (3rd level): Choose one of the
You start with the following equipment, in addition to the following archetypes: Blood Knight or Blood Assassin. You
equipment granted by your background: gain features from your chosen archetype at 3rd level, and
additional features at 6th, 10th, 14th, and 18th level.
• (a) a Bloodthirsty Weapon (any martial melee weapon of
your choice) or (b) a Bloodthirsty Bow and 20 arrows Extra Attack (5th level): Beginning at 5th level, you can
• (a) a chain shirt or (b) scale mail attack twice, instead of once, whenever you take the Attack
• (a) a dungeoneer's pack or (b) an explorer's pack action on your turn.
• A set of artisan's tools (one of your choice)
• A Yoma token, a small trinket that serves as a reminder Blood Reservoir (7th level): Your body has adapted to
of your past and your purpose hold more blood than usual, allowing you to draw upon
your inner reserves as you grow in power. Your hit point
Alternatively, you can start with 5d4 x 10 gold pieces to maximum increases by an amount equal to your Blood
buy your own equipment. Samurai level. Additionally, at 11th level and again at 15th
level, the amount of hit points you gain from this feature
Blood Siphon (1st level): When you hit a creature with a increases by an additional amount equal to your Blood
melee attack, you can use a bonus action to siphon some Samurai level.
82
Proficiency
Level Bonus Features
1st +2 Blood Siphon
2nd +2 Blood Blade
3rd +2 Blood Samurai Archetype (Blood Knight or Blood Assassin)
4th +2 Ability Score Improvement
5th +3 Extra Attack, Blood Siphon Improvement
6th +3 Archetype Feature
7th +3 Blood Reservoir
8th +3 Ability Score Improvement
9th +4 Bloodthirsty Critical
10th +4 Archetype Feature
11th +4 Blood Armor, Blood Reservoir
12th +4 Ability Score Improvement
13th +5 Blood Rush, Bloodthirsty Critical Improvement
14th +5 Archetype Feature
15th +5 Blood Regeneration, Blood Reservoir
16th +5 Ability Score Improvement
17th +6 Blood Weapon Mastery, Blood Siphon Improvement
18th +6 Archetype Feature
19th +6 Ability Score Improvement ..
;..~ ·'
Bloodthirsty Critical (9th level): When you score a Blood Samurai's Endurance (20th level): Your mastery
critical hit with a melee attack, you can choose to siphon of blood has granted you incredible resilience. When you
the blood from your enemy, dealing an additional ld6 are reduced to O hit points but not killed outright, you can
necrotic damage. You heal hit points equal to the necrotic choose to drop to 1 hit point instead. Once you use this
damage dealt. This damage increases to 2d6 at 13th level feature, you cannot use it again until you complete a long
and 3d6 at 17th level. rest.
Blood Armor (11th level): As an action, you can create a Blood Knight
protective layer of blood around your body, granting you
temporary hit points equal to your Blood Samurai level + Blood Shield (3rd level): As a bonus action, you can
your Constitution modifier. These temporary hit points last create a shield of blood that grants you a +2 bonus to AC
for 10 minutes or until they are depleted. Creating the for 1 minute. Creating the Blood Shield deals ld4 damage
Blood Armor deals ld6 damage to yourself, which cannot to yourself, which cannot be reduced or prevented. Once
be reduced or prevented. Once you use this feature, you you use this feature, you cannot use it again until you
cannot use it again until you complete a long rest. complete a short or long rest.
Blood Rush (13th level): When you take the Dash action Improved Blood Armor (6th level): The temporary hit
on your turn, you can use your blood to propel yourself at points granted by your Blood Armor feature increase to
incredible speeds. Until the end of your turn, your twice your Blood Samurai level+ your Constitution
movement speed is doubled, and you can move through modifier.
the space of hostile creatures without provoking
opportunity attacks. Using this feature deals ld6 damage Bloodied Strikes (10th level): When you hit a creature
to yourself, which cannot be reduced or prevented. with a melee attack, you can deal an additional ld8
necrotic damage. You can use this feature a number of
Blood Regeneration (15th level): Your body's healing times equal to your Strength modifier (minimum of 1) and
abilities have improved, allowing you to regenerate from regain all expended uses after a short or long rest.
injuries more rapidly. As a bonus action, you can spend
one or more Hit Dice to heal yourself. For each Hit Die Unyielding Blood (14th level): When you use your Blood
spent, roll the die, add your Constitution modifier, and Samurai's Endurance feature, you also gain temporary hit
regain hit points equal to the total. Once you use this points equal to your Blood Samurai level + your
feature, you cannot use it again until you complete a short Constitution modifier.
or long rest.
Blood Pact (18th level): As an action, you can form a
Blood Weapon Mastery (17th level): When you attack blood pact with a willing creature within 30 feet, binding
with a Blood Blade or a Bloodthirsty weapon, you can your life forces together for 1 hour. When either of you
reroll the damage dice and use either total. takes damage, the damage is split evenly between you.
When the pact ends, any remaining temporary hit points
gained from the pact are lost.
83
Blood Assassin
Blood Mist (3rd level): As an action, you can create a
cloud of blood mist in a 20-foot radius centered on
yourself. The mist obscures vision, and heavily obscures
the area for all creatures other than you. The mist lasts for '·
1 minute or until a strong wind disperses it. Creating tlie '
Blood Mist deals ld4 damage to yourself, which cannot be
reduced or prevented. Once you use this feature, you
cannot use it again until you complete a short or long rest.
-~~·~¾::~. - '-_
,~-
~~ ~ 2 -'\/~
A ,~~?::i?- 1/
- 1/; ~ ~ ~~--- __,,~~ ~~- -<
- ::__- - ~ ~ ~~ ~
.-.....;_,..:..//f:-'::--
" - - ------------.::-,:=:--
~" - - --:::: • ~ .
:........) ~-::::::....
Kenshin's Curse: The
Origin of the Yoma Blood
Samurai
In the remote mountains of the Hoshido Kingdom, nestled
in the embrace of a lush green valley, lay the small and
peaceful town of Kagemura. It was here that a proud and \.
skilled warrior named Kenshin called home. His skill with
the blade was legendary, and he was revered by those
around him as a protector and symbol of strength.
As the epic confrontation against Gideon and Parallax With Griffin at his side,
drew near, Draxx and Griffin fought side by side with Draxx Grayson forged a
their comrades in Magic Might. With every swing of the new path for Drow in the
Elucidator, Draxx cut through the demonic forces, his Kingdom of Kamara,
blade glowing with an otherworldly power. Together, demonstrating that even
they pushed back the darkness and emerged victorious, those born in darkness
saving the world from the brink of destruction. could become beacons
of light. As a member of
In the years that followed, Draxx Grayson and Griffin Magic Might, Draxx and
continued to serve Kamara, earning the respect and his companions stood as
admiration of the people. Though his striking shining examples of heroism,
appearance and legendary status often garnered their legacy echoing throughout
'---
attention, Draxx remained humble and focused on his the annals of Etheria's history.
duty as a protector of Kamara City.
89
Griffin (Pet Wolf)
Medium beast, neutral good, unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 37 (5d8 + 15)
Speed: 40 ft.
Special Tactics::
Flanking: Draxx and Griffin work together to surround an
enemy, attacking from opposite sides. This allows them to
gain advantage on their attack rolls against the target,
making it easier for them to land hits.
Draxx Grayson • 1st level (4 slots): Cure Wounds, Hunter's Mark, Longstrider
Medium humanoid (Elf), neutral good • 2nd level (3 slots): Pass Without Trace, Spike Growth, Lesser
Armor Class: 17 (Studded leather armor, Dexterity) Restoration
Hit Points: 110 (20d8 + 20) • 3rd level (3 slots): Conjure Animals, Lightning Arrow,
Speed: 30 ft. Protection from Energy
• 4th level (1 slot): Guardian of Nature
• Type: Martial Melee Weapon (longsword) • Type: Martial Ranged Weapon (longbow)
• Damage: 1d8 slashing • Damage: 1d8 piercing
• Properties:Versatile (1d10). This weapon can be used with • Properties:Ammunition (range 150/600), heavy,
one or two hands. two-handed
• Weight: 3 lb. • Weight: 2 lb.
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the Grayson
Elucidator to access its magical properties. Longbow to access its magical properties.
• Radiant Edge:The Elucidator deals an additional 1d8 • Frost'sBite:The Grayson Longbow deals an additional 1d6
radiant damage on a hit. cold damage on a hit.
• Dragon Bane:The Elucidator deals an extra 2d6 slashing • Seeker'sArrow: Once per short or long rest, the wielder
damage to creatures of the dragon type. can imbue an arrow with tracking magic. When fired, the
• Quickened Strikes:When the wielder of the Elucidator arrow automatically hits a creature the wielder has seen
takes the Attack action, they can make one additional within the last minute, dealing normal damage and
attack as a bonus action. This ability can be used a allowing the wielder to know the creature's location for 1
number of times equal to the wielder's Dexterity modifier hour, as long as it remains within 1 mile.
(minimum 1) and recharges after a long rest. • KeenAim: When the wielder scores a critical hit with the
Grayson Longbow, they can roll one additional damage die
Elucidator is a beautifully crafted magical sword with an when determining the extra damage for the critical hit.
elegant, bright blade that gleams with an otherworldly light.
The hilt and guard is adorned with intricate draconic The Grayson Longbow is an expertly crafted magical
carvings, symbolizing its power against these fearsome longbow made from the finest materials, with intricate
creatures. Legends say that the Elucidator was forged by carvings of frost patterns etched along the limbs. Its dark,
ancient master swordsmiths and blessed by celestial beings polished wood shimmers with a faint, icy blue aura, and the
to vanquish evil dragons that once plagued the land. In the bowstring appears to be made of a substance that
hands of a skilled warrior, the Elucidator is a formidable resembles solidified frost.
weapon that channels its storied past and unmatched
power. In the hands of a skilled archer the Longbow becomes a
deadly weapon, capable of delivering powerful, frost-laden
The Elucidator's blade seems to dance with radiant energy shots that can weaken even the most formidable of foes.
when wielded, and its razor-sharp edge can cleave through The unique enchantments placed upon the bow not only
the toughest of scales. This sacred weapon has been passed enhance its damage capabilities but also grant it the ability
down through the ages. With each swing, the Elucidator's to track targets with unerring accuracy.
light seems to grow brighter, as if reacting to its wielder's
determination to protect those in need. Whispers among the people of Kamara City say that the
Grayson Longbow was once owned by a legendary ranger
who singlehandedly saved an entire village from destruction
during a harsh winter. As a testament to its legacy, the bow
continues to serve as a symbol of hope, vigilance, and the
unyielding determination of its wielder.
91
Jaleel Darksbane
Jaleel Darksbane, the Paladin of Lathander, cuts an
imposing figure with his plate armor shining brilliantly,
reflecting the sun's light. Standing at 6 feet 2 inches
tall, he is muscular and athletic, built for the rigors of
combat. His brown hair is kept short, and a
well-groomed beard frames his strong jawline, giving
him a distinguished appearance.Jaleel's deep blue eyes
seem to hold the wisdom of the ages and the
determination to never back down from a fight against
evil.
Jaleel Darksbane • 2nd level (3 slots): Lesser Restoration, Magic Weapon, Zone
Medium humanoid (human), lawful good of Truth
Armor Class: 19 (plate armor) • 3rd level (2 slots): Aura ofVitality, Crusader's Mantle, Remove
Hit Points: 110 (13d8 + 44) Curse
Speed: 40 ft. • 4th level (1 slot): Banishment, Death Ward
Divine Smite: When Jaleel hits with a melee weapon attack, he Radiant Burst (Recharges after a Long Rest): Jaleel swings the
can expend one spell slot to deal radiant damage to the target, Sunflare Claymore in an arc, releasing a burst of radiant energy
in addition to the weapon's damage. The extra damage is 2d8 in a 15-foot cone. Each creature in the area must make a DC 16
for a 1st-level spell slot, plus 1d8 for each spell level higher than Dexterity saving throw, taking 14 (4d6) radiant damage on a
1st, up to a maximum of5d8. The damage increases by 1d8 if failed save, or half as much damage on a successful one.
the target is an undead or a fiend, to a maximum of 6d8.
Lay on Hands (55 hit points; Recharges after a Long Rest): As
Spellcasting: Jaleel is a 13th-level spellcaster. His spellcasting an action, Jaleel can touch a creature and restore a number of
ability is Charisma (spell save DC 15,+7 to hit with spell hit points to that creature, up to the maximum amount
attacks). Jaleel has the following Paladin spells prepared: remaining in his pool. Alternatively, he can expend 5 hit points
from his pool of healing to cure the target of one disease or
• 1st level (4 slots): Cure Wounds, Detect Evil and Good, neutralize one poison affecting it.
Protection from Evil and Good, Searing Smite
Htiek "Keegookai" Skywatcher
Htiek "Keegookai" Skywatcher is a formidable Goliath
warrior hailing from the distant lands beyond Kamara
City. Standing at a towering height of nearly eight feet
tall, his massive form is chiseled and corded with the
kind of raw, brute strength that only the Goliath race is
known for. His skin is a pale, gray stone color and he is
bald, with intricate face markings that symbolize his
affiliation with the Skywatcher clan.
Actions
Multiattack: Htiek makes two attacks with his Rimebraker
greataxe.
Rage (4/rest): Htiek gains advantage on Strength checks and RimebreakerGreataxe Properties:
saving throws, +3 melee damage, resistance to bludgeoning, Frostbite:On a critical hit, the target must make a DC 16
piercing, and slashing damage. Constitution saving throw or suffer from the frostbite condition,
which imposes disadvantage on Strength and Dexterity ability
Totem Spirit (Eagle):While raging, Htiek's jump height is checks and saving throws until the target receives magical
doubled, and he has advantage on Wisdom (Perception) healing or a successful DC 16 Medicine check is made as an
checks that rely on sight. Additionally, he can use the Dash action.
action as a bonus action while raging.
Icy Aura: While attuned to Rimebreaker, the wielder is immune
Aspect of the Beast (Eagle): Htiek can see up to 1 mile away to cold damage and can withstand temperatures as low as -50
with no difficulty, able to discern even fine details as though degrees Fahrenheit without any ill effects.
looking at something no more than 100 feet away.
Additionally, he does not suffer disadvantage on ranged attack Frost Step: As a bonus action, the wielder can teleport up to 30
rolls due to long range. feet to an unoccupied space they can see, leaving a trail of frost
and ice in their wake. This ability can be used a number of
Spirit Walker: Htiek can cast the Commune with Nature spell, times equal to the wielder's Constitution modifier (minimum 1)
but only as a ritual. He can do this once per long rest. and recharges after a long rest.
94
SUN FLARECLAYMORE RIM EBREAKER
Magical Greatsword (Very Rare) Magical Greataxe (Very Rare)
• Type: Martial Melee Weapon (greatsword) • Type: Martial Melee Weapon (greataxe)
• Damage: 2d6 slashing • Damage: 1d12 slashing
• Properties: Heavy, Two-Handed • Properties: Heavy, Two-handed
• Weight: 6 lbs. • Weight: 7 lbs .
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the
Sunflare Claymore to access its magical properties. Rimebreaker to access its magical properties.
• Radiant Burst: As an action, the wielder can swing the • Frost Iron Steel: The Rimebreaker deals an additional 1d8
Sunflare Claymore in an arc, releasing a burst of radiant cold damage on a hit.
energy in a 15-foot cone. Each creature in the area must • Giant Bane: When Rimebreaker hits a Giant, it deals an
make a DC 16 Dexterity saving throw, taking 4d6 radiant additional 2d6 cold damage.
damage on a failed save, or half as much damage on a • Frostbite: On a critical hit, the target must make a DC 16
successful one. Once used, this property cannot be used Constitution saving throw or suffer from the frostbite
again until the next dawn. condition, which imposes disadvantage on Strength and
• Sunlit Recovery: When the wielder of the Sunflare Dexterity ability checks and saving throws until the target
Claymore reduces an undead or fiend too hit points, they receives magical healing or a successful DC 16 Medicine
regain hit points equal to their Charisma modifier check is made as an action.
(minimum of1). • Icy Aura: While attuned to Rimebreaker, the wielder is
• Light Bringer: The Sunflare Claymore emits bright light in immune to cold damage and can withstand temperatures
a 20-foot radius and dim light for an additional 20 feet. as low as -50 degrees Fahrenheit without any ill effects.
The wielder can use a bonus action to activate or • Frost Step: As a bonus action, the wielder can teleport up
deactivate this property. While activated, the light emitted to 30 feet to an unoccupied space they can see, leaving at
from the claymore can be considered sunlight for the trail of frost and ice in their wake. This ability can be used
purpose of interacting with creatures or effects that are a number of times equal to the wielder's Constitution
vulnerable or sensitive to sunlight. modifier (minimum 1) and recharges after a long rest.
• Lathander's Blessing: While attuned to the Sunflare
Claymore, the wielder gains a +1 bonus to attack rolls and Rimebreaker is a powerful weapon with a storied history, as
damage rolls made with this weapon. Additionally, when it has been passed down through the generations of giant
the wielder hits an undead or fiend with an attack using slayers. The axe has seen many battles against the mightiest
this weapon, the creature takes an extra 1d6 radiant of giants and has helped turn the tide in favor of its
damage. wielders. Its frost-infused properties not only aid in
dispatching these colossal foes but also serve as a chilling
The Sunflare Claymore is a weapon of legend, said to have reminder of the axe's prowess in battle.
been forged by Lathander himself and passed down to his
most faithful servants. The radiant energy that flows
through the blade serves as a powerful force against the
forces of darkness, imbuing its wielder with the strength
and determination to protect the innocent and vanquish
evil.
95
Solaria 's Shining Trio the Jade Blossom District looked up to the Xia siblings as
In the heart of the bustling Kamara City, there was a symbols of hope and perseverance, inspired by their
sacred place known as the Sun Temple. It was a place of journey from refugees to heroes.
worship, hope, and refuge, where the magical Heart of
the Sun crystal shone brightly, protecting the city from When dark forces threatened the city and the Heart of the
darkness and evil. This was where the tale of High Sun, the trio stood firm against the tide of evil, their
Priestess Nala Sunmane and the Xia siblings, Kaito and unwavering bond shining as brightly as the crystal they
Mei Lin, began. swore to protect. They fought side by side, their combined
strength driving back the shadows that sought to consume
Nala, Kaito, and Mei Lin were inseparable since Kamara City.
child-hood. Despite their differences, the three children
grew up together as equals in the Sun Temple of Solaria. As the years went by, the legend of High Priestess Nala
Nala was a bright and dedicated acolyte, destined to Sunmane and the Xia siblings, Kaito and Mei Lin, spread
become a high priestess one day, while Kaito and Mei far and wide. Their story, a testament to the power of
Lin were Xia refugees who had fled their homeland with friendship, equality, and courage, became a beacon of hope
their family to find a better life in Kamara City. for the people of Kamara City and beyond.
As they grew older, the bond between them only And so, in the hallowed halls of the Sun Temple, with the
strengthened. Nala, Kaito, and Mei Lin spent countless Heart of the Sun crystal shining bright, Nala, Kai to, and
hours learning the ways of the temple, practicing their Mei Lin stood watch over their beloved city, their bond and
combat skills, and sharing their dreams for the future. shared purpose a reminder to all that the light of
They vowed to protect the Heart of the Sun crystal, friendship and unity can overcome even the darkest of
dedicating their lives to the service of the people and the times.
temple.
96
Nala Sunmane
High Priestess Nala Sunmane is a revered and
compassionate spiritual leader in the Kingdom of
Kamara, known for her flowing golden hair and serene
presence. As a devoted follower of the Sun Goddess
Solaria, she is a powerful healer, using her divine
connection to cure the sick and comfort the suffering.
Nala's wisdom and insight make her a beloved figure
among the Leonin, Tabaxi, Xia, and Kamaran people,
who look to her for guidance in matters both spiritual
and mundane. A trusted advisor to King Zane, High
Priestess Nala Sunmane is a tireless advocate for
peace and justice, working diligently to ensure
harmony and prosperity within the kingdom.
-~·····
,.
,,
-......
z: _ .. , ,
,,.
High Priestess N ala Sunmane • Cantrips (at will): Guidance, Light, Sacred Flame,
Medium humanoid (Human), leutral good Thaumaturgy
Armor Class: 17 (Half plate armor) • 1st level (4 slots): Burning Hands, Cure Wounds, Faerie Fire,
Hit Points:75 (1od8 + 30) Sanctuary
Speed: 30 ft • 2nd level (3 slots): Continual Flame, Flaming Sphere, Lesser
Restoration, Scorching Ray
• 3rd level (3 slots): Daylight, Dispel Magic, Mass Healing
Word, Searing Smite
• 4th level (3 slots): Fire Shield, Guardian of Faith, Wall of Fire
• 5th level (2 slots): Flame Strike, Greater Restoration
SavingThrows: Wisdom +8, Charisma +7 Channel Divinity (2/rest): Turn Undead, Radiant Rebuke
Skills: Insight +8, Medicine +8, Persuasion +7, Religion +6 • Turn Undead: As an action, Nala can force all undead
Damage Resistances:Radiant creatures within 30 feet to make a DC 15Wisdom saving throw.
Senses:Passive Perception 14 If they fail, they are turned for 1 minute or until they take
Languages:Common, Celestial, Xia, Leonin, Tabaxi damage. If they have a CR of1/2 or lower, they are instantly
Challenge Rating:8 {3,900 XP) destroyed.
• Nala's Radiant Rebuke:As an action, Nala presents her holy
Solaria'sChosen: Nala has advantage on saving throws
symbol, and any hostile creature within 30 feet that can see her
against being charmed, and magic can't put her to sleep.
must make a Constitution saving throw (DC 16) or be blinded
for 1 minute. A creature can repeat the saving throw at the end
Aura of Purity: Nala emanates a 10-foot-radius aura of
of each of its turns, ending the effect on itself on a success.
sunlight while she is conscious. This aura moves with her and
is centered on her. Allied creatures within the aura have
Divine Domain: Sun
advantage on saving throws against being blinded, and any
• Disciple of the Sun: Whenever Nala uses a spell of 1st level or
hostile creature that starts its turn within the aura takes 1d6
higher to deal fire damage or heal, the spell deals an additional
radiant damage.
amount of radiant damage or healing equal to 2 + the spell's
level.
Actions
• Sun's Blessing:Nala's healing spells also grant temporary hit
Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
points equal to her Wisdom modifier (4) to the target, which
Hit: 4 (1d6 + 1) bludgeoning damage.
last for 1 minute.
97.
Kaito Xia
Kaito Xia is a noble and courageous Paladin of Solaria,
standing tall and muscular with long black hair and
piercing brown eyes. Clad in gleaming armor, he
embodies the spirit of a true warrior. Raised in the Sun
Temple, Kaito honed his combat skills and learned to
channel divine powers to smite his enemies and protect
his allies. Skilled in both longsword and hand-to-hand
combat, his devotion to Solaria grants him inner peace
and unwavering strength.
., -~. ~
.
.._,.- ~ . -
_.;:-1 ~"S:::..- -- _,!_
Kaito Xia
Radiant Smite: Once per turn, Kaito can empower his
Medium humanoid (Xia celestial),lawfulgood
longsword with radiant energy. When he hits with a longsword
Armor Class: 18 (plate armor)
attack, he can expend a spell slot to deal radiant damage to the
Hit Points: 75 (1od8 + 30)
target, in addition to the weapon's damage. The extra damage
Speed: 30 ft.
is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level
higher than 1st, to a maximum of5d8.
Actions
Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4)
slashing damage if used with two hands.
98
Mei Lin Xia
Mei Lin Xia is a graceful and radiant Tempest Cleric of
Solaria, adorned with gleaming white armor accented
with gold elements that symbolize her divine
connection. Her long white hair is tied up in a bun,
decorated with sacred symbols of the Sun. Fearless in
battle, she channels the power of the sun to smite
enemies and protect her allies, earning the respect and
admiration of those around her. Despite her fearsome
abilities, Mei Lin is a kind and gentle soul, always eager
to help those in need. Her devotion to Solaria is
unwavering, and her presence serves as a beacon of
hope and inspiration for her fellow followers. She
enjoys exploring the vibrant marketplaces of Kamara
City and spending time with her best friend, High
Priestess Nala Sunmane, and her beloved lions, Sunny
and Moon. Mei Lin's dedication to Solaria and her
compassionate nature make her a shining example of
what it means to be a Tempest Cleric.
Mei Lin Xia • 2nd level (3 slots): Lesser Restoration, Prayer of Healing,
Medium humanoid (Xia Celestial), neutral good Spiritual Weapon
Armor Class: 16 (scale mail) • 3rd level (3 slots): Remove Curse, Daylight, Revivify
Hit Points: 60 (9d8 + 18) • 4th level (3 slots): Banishment, Freedom of Movement,
Speed: 30 ft. Guardian of Faith
• 5th level (1 slot): Flame Strike
Actions Special
Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Dragon Zodiac (1/Long Rest): Mei Lin's Dragon's Breath ability
Hit: 4 (1d6 + 1) bludgeoning damage. enables her to breathe a 15-foot cone of radiant energy.
Creatures in the area must make a Dexterity saving throw or
Spellcasting: Mei Lin is a 9th-level spellcaster. Her take 3d6 radiant damage.
spellcasting ability is Wisdom (spell save DC 15,+7 to hit with
spell attacks). Mei Lin has the following cleric spells prepared:
Zhu Pang Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Medium humanoid (were-boar Xia celestial), neutral good 6 (1d6 + 3) bludgeoning damage.
Armor Class: 15 (natural armor)
Hit Points: 58 (9d8 + 18) Hunter's Mark (3/Day): Zhu Pang can cast Hunter's Mark as a
Speed: 30 ft. bonus action, marking a creature he can see within range. Until
the spell ends, he deals an extra 1d6 damage to the target
whenever he hits it with a weapon attack, and he has advantage
on any Wisdom (Perception) or Wisdom (Survival) check he
makes to find it. The spell lasts for 1 hour.
SavingThrows: STR +6, DEX +5, WIS +6 BeastCompanion Actions (Bao the Celestial Boar):
Skills:Animal Handling +9, Nature +4, Perception +6, Stealth Bao the Celestial Boar
+5, Survival +6 Medium celestial, unaligned
Senses:Darkvision 60 ft., passive Perception 16 Armor Class: 14 (natural armor)
Languages:Xia, Common, Tabaxi Hit Points: 40 (8d8 + 8)
Challenge Rating: 5 (1,800 XP) Speed: 40 ft.
Zodiac Power (Pig's Resilience):Zhu Pang can cast False Life
once per day. He gains temporary hit points equal to 1d4 + his
level+ his Constitution modifier.
CelestialGuardian: Zhu Pang has advantage on Animal Charge: If Bao moves at least 20 feet straight toward a target
Handling checks when interacting with creatures of the Pig and then hits it with a tusk attack on the same turn, the target
Zodiac, as well as any other celestial beasts and Zodiac takes an extra 7 (2d6) piercing damage. If the target is a
Chimeras. creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone.
Actions
Multiattack: Zhu Pang makes two attacks: one with his Actions
quarterstaff and one with his fist. Tusk: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
9 (1d10 + 3) piercing damage.
Quarterstaff: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two hands. 101
Aiko (Koko)
Aiko, a striking half-kitsune with vibrant red hair, hails
from the bustling city of Kuraikami in the Kingdom of
Hoshido. When in her fox form, her fur matches the
fiery hue of her hair, making her stand out among her
kind. Recently, Aiko arrived in Kamara City by boat,
accompanying a group of Hoshidan refugees seeking a
new life away from turmoil in their homeland. As they
settle into the Jade Blossom District, Aiko has taken it
upon herself to explore the bustling streets of Kamara
City.
Aiko of both. Her statistics are the same in each form, and she
Medium humanoid (Kitsune), chaotic neutral reverts to her true form if she dies. Any equipment she is
Armor Class: 15 (Leather armor) wearing or carrying is absorbed or borne by the new form
Hit Points: 58 (9d8 + 18) (Aiko's choice). In a new form, Aiko retains all her skill and
Speed: 30 ft. saving throw proficiencies, in addition to gaining those of the
creature if the creature has any.
SavingThrows: STR +6, CON +4 Shield Bash: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills:Athletics +6, Perception +4 target. Hit: 7 (1d4+4) bludgeoning damage. If the target is a
Senses:passive Perception 14 creature, it must succeed on a DC 14 Strength saving throw or
Languages:Common, Leon in be pushed up to 5 feet away from the guard.
Challenge Rating:4 (1,100 XP)
Claw Attack: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4+4) slashing damage.
Brave:The leonin guard has advantage on saving throws
against being frightened.
Reactions
Parry:The leonin guard adds 2 to its AC against one melee
Pounce: If the leonin guard moves at least 20 feet straight
attack that would hit it. To do so, the guard must see the
toward a creature and then hits it with a claw attack on the
attacker and be wielding a melee weapon.
---01111111-.-------...,,.....------tl03or----------------____J
Khajito Khatman
Khajito Khatman, a skilled and cunning Tabaxi rogue,
hails from the small town of Allari, where he was once
the heir of the Starry Moonlight Clan. At the tender age
of three, his father's terrible deeds led to conflict
among the neighboring clans, ultimately resulting in
their banishment. Khajito's father, a once-respected
leader, abandoned him and his mother in the wake of
their exile.
Khajito Khatman • Cantrips (at will): mage hand, minor illusion, prestidigitation
• 1st level (4 slots): disguise self, expeditious retreat, magic
Medium humanoid (tabaxi), chaotic good
missile, shield
Armor Class: 16 (studded leather)
• 2nd level (3 slots): invisibility, misty step, web
Hit Points: 85 (1od8 + 30)
• 3rd level (2 slots): counterspell, lightning bolt
Speed: 30 ft., climb 20 ft.
Actions
Multiattack: Khajito makes two weapon attacks, either with his
Moonshadow Shortsword or his Silvered Daggers.
Evasion: If Khajito is subjected to an effect that allows him to Equipment: studded leather armor, Moonshadow, Moonlight
make a Dexterity saving throw to take only half damage, he Talons (2), thieves' tools, a collection ofCasarus' old notes and
instead takes no damage ifhe succeeds on the saving throw, journals, and a simple pendant given to him by his mother.
and only half damage if he fails.
Bonus Actions
Sneak Attack (1/turn): Khajito deals an extra 24 (7d6) damage
Cunning Action: Khajito can take a bonus action to Dash,
when he hits a target with a weapon attack and has advantage
Disengage, Hide, or use the Shadow Step feature of his
on the attack roll, or when the target is within 5 feet of an ally
Moonshadow Shortsword.
of Khajito that isn't incapacitated and Khajito doesn't have
disadvantage on the attack roll.
Off.Hand Attack: When Khajito takes the Attack action and
attacks with his Moonshadow Shortsword or a Silvered Dagger,
Spellcasting: Khajito is a 10th-level spellcaster. His
he can use a bonus action to make an additional attack with his
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
off-hand Silvered Dagger. The off-hand attack doesn't add his
with spell attacks). He has the following wizard spells
Dexterity modifier to the damage roll unless that modifier is
prepared:
negative.
104
MOONSHADOW SWORD MOONLIGHT TALONS
Magical Shortsword (Very Rare) Magical Daggers (Very Rare)
• Type: Martial Melee Weapon (shortsword) • Type: Martial Melee Weapon (dagger)
• Damage: 1d6 piercing • Damage: 1d4 piercing
• Properties:Finesse, Light • Properties:Finesse, Light, Thrown (range 20/60)
• Weight: 2 lbs. • Weight: 1 lb. each
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the
Moonshadow Sword to access its magical properties. Moonlight Talons to access their magical properties.
• Shadow Step: While wielding the Moonshadow • Silvered:These daggers are coated in silver, making them
Shortsword, the attuned user can use a bonus action to effective against creatures that are resistant or immune to
teleport up to 30 feet to an unoccupied space they can see, nonmagical weapons.
provided that space is in dim light or darkness. This ability • Lunar Blessing:While attuned to the Moonlight Talons,
can be used a number of times equal to the user's the wielder gains a +1 bonus to attack rolls and damage
Dexterity modifier (minimum of1), and all expended uses rolls made with these weapons.
are restored after a long rest. • Crescent Dance: When the wielder makes an attack using
• Silent Strike:Attacks made with the Moons had ow a Moonlight Talon, they can make an additional attack with
Shortsword are imbued with an aura of silence, granting the second Moonlight Talon as a bonus action. This
advantage on Dexterity (Stealth) checks made while additional attack does not add the wielder's ability
wielding this weapon. Additionally, the weapon produces modifier to the damage roll, unless it is negative.
no sound when it strikes an object or creature. • Shadowstep:As a bonus action, the wielder can teleport
• Night Hunter: The Moonshadow Shortsword grants a +1 up to 30 feet to an unoccupied space they can see. This
bonus to attack and damage rolls made with this weapon. ability can be used once per short or long rest.
When you hit a creature with this weapon in dim light or
darkness, the target takes an additional 1d6 necrotic The Moonlight Talons are a pair of sleek, silvered daggers
damage. that shimmer with a faint, silvery-blue glow under the
moonlight. The daggers' blades are curved and sharp,
The Moonshadow Shortsword is a slender, elegant weapon resembling the crescent moon. Their hilts are a shiny silver
that seems to absorb the shadows around it. Its darkened which are designed to fend off attacks from nocturnal
blade goest from solid metal to almost translucent when creatures, reflecting the mysterious beauty of the night.
striking, appearing as if it is made of a mysterious, shadowy These daggers are perfect for a stealthy hunter of the night,
substance. The hilt features a cross-guard shaped like a allowing the wielder to dance through the shadows and
crescent moon, with a silver grip and sharp pommel . As strike with deadly precision.
the wielder moves through the darkness, the sword seems
to become one with the shadows, granting them the ability
to step between realms of light and darkness with ease. The
blade's silent, necrotic strikes are feared by many who lurk
in the darkness.
105
Raito's Requiem: The
Exiled Kitsune Bard
Raito, formerly known as Yami, stood on the outskirts of .
Kamara City, his heart heavy with the weight of his past.
The bright lights and bustling streets before him offered
the promise of a fresh start, but the shadows of his
former life in the Hoshido Kingdom still haunted him.
107
Guardian Abbaros: The
Moonlit Def ender
In the heart of the Jade Blossom District, a fierce and
loyal guardian stood watch, his white fur gleaming
under the moonlight. Abbaros, the Leonin dynasty
guardian of Kamara City, was a warrior of unmatched
prowess. Adorned with a small, black crescent moon
shape cradling his right eye, a birthmark that altered the
color of his fur, Abbaros's gaze was as piercing as it was
striking.
108
The Monkey Kid: Jin's
Journey to Glory and
Enlightenment
Jingwei Zhang, better known as Jin, strode through the, - ,
bustling streets of Kamara City's Jade Blossom District,
her eyes gleaming with excitement and ambition. The
Xia Celestial and youngest member of the prestigious
Zhang family had a fiery spirit, fueled by her belligerent
and prideful nature.
AsJin's fame grew, she maintained her double life, her Through introspection and meditation,
family and the Monks of Sun Wukong unaware of her Jin found a balance between her fiery
nightly escapades. Jin's thirst for glory was matched only spirit and the tranquility of her _:( "
by her generosity, as she secretly donated her winnings newfound wisdom. She began ---.v
/ ,
to the impoverished denizens of the Undercity. She to use her skills to protect the ((i ~
believed this act of charity aligned with the noble deeds innocent and defend the weak, ~-
of Sun Wukong, and it further fueled her ambition to upholding the values that
follow in his footsteps. Sun Wukong himself had
championed.
Jin discovered that the true path to becoming the
Monkey King lay not solely in her physical prowess or In time,Jin hopes to earn the
her elemental mastery, but in her heart. She had to learn title of "The Monkey Kid," her
to temper her belligerent nature and embrace the deeds and accomplishments
wisdom and humility embodied by Sun Wukong. echoing the legendary Monkey
King's own.
109
Creed: The Serpentstride·
Born in the depths of the Serpent's Coil, a hidden Yuan-ti-
enclave deep within the jungles of Etheria, Creed was a,, -·
peculiar specimen from the moment of his hatching.
Standing out from the rest of his kin, he had an
imposing stature, muscular build, and vibrant patterned •
green scales. While his family was proud of his unique
appearance, they could not have anticipated the
incredible destiny that awaited him.
110
Yamato's Journey: A
Tale of Sun and Moon
Yamato, a young adult white-fur Tabaxi, is a unique
Moonwalker domain cleric who devoutly worships both .
the Sun Goddess Solaria and the lesser Moon goddess ': "'
Selenea. Raised within the hallowed halls of the Temple •
of the Luminous Veil, Yamato has known a life of
devotion and sheltered seclusion. As the daughter of two
high-ranking priests and the youngest of three siblings,
she has been lovingly protected by her family.
One fateful night, as the full moon cast its radiant light
upon Kamara City, a malevolent force stirred within the
shadows. A cabal of dark sorcerers sought to harness
the power of the full moon to unleash a devastating
curse upon the city, plunging it into eternal darkness.
Sensing the gathering darkness, Corvus felt a sudden As the battle raged on, Corvus Silvermane fought with
urgency in his heart, compelling him to defend the the skill and grace of a seasoned warrior. His radiant
temple and the city from the impending doom. moonbeams scorched the shadowy creatures, his spells
cursed the wicked, and his very presence filled the
As the sorcerers began their dark incantations, Corvus, hearts of his allies with courage and resolve. With every
accompanied by a group of Moonwalker acolytes, swing of his sacred mace, he struck down the forces of
ventured forth into the heart of the city. The shadows darkness, never faltering in his devotion to Selenea and
seemed to writhe and twist around them, as the the protection of Kamara City.
sorcerers' spell grew in power. The Moonwalkers used
their innate connection to the lunar energies to trace the Finally, as the last of the dark sorcerers fell, the shadows
source of the dark magic, leading them to the sorcerers' receded, and the moon's light returned to its full
hidden lair. brilliance. The city was saved, and its people rejoiced in
the knowledge that the Temple of the Luminous Veil and
Upon their arrival, the Moonwalkers found themselves its Moonwalker protectors would continue to stand
facing an army of shadowy creatures, conjured forth by vigilant against the darkness.
the dark sorcerers. With a determined gaze, Corvus
raised his holy symbol to the sky, calling upon the power From that day forward, Corvus Silvermane's name
of Selenea to aid them in their battle. A brilliant wave of became a legend throughout Kamara City. His brave
moonlight washed over the battlefield, illuminating the actions earned him the title "The Moon's Champion,"
darkness and empowering the Moonwalkers with and his story served as a shining example of the power
Selenea's celestial strength. and grace of Selenea's Moonwalker clerics.
112
Pig-Snake Zodfac Chimera
The Pig-Snake Zodiac Chimera is an unusual creature Despite its fearsome appearance, the Pig-Snake Zodiac
that combines the traits of a boar and a snake. Its Chimera is generally a solitary creature, preferring to
robust, muscular body is covered in thick snake scales, dwell in marshy or wooded environments where it can
providing it with impressive resilience. Its most striking hide and hunt with ease. Its lair is often concealed in
feature, however, is its large venomous tusks that dense foliage or a hidden burrow, allowing it to remain
protrude from its boar-like snout. undisturbed as it rests or raises its young.
This Chimera is a fearsome opponent, capable of Encounters with the Pig-Snake Zodiac Chimera can be
charging at its prey with incredible speed and force. Its highly dangerous, as its powerful charge and venomous
venomous tusks are highly dangerous, delivering a tusks make it a formidable adversary. The creature's
potent toxin that can incapacitate or even kill its target. unique combination of boar and snake traits has made
The Pig-Snake Zodiac Chimera is an adept swimmer, jt a creature of legend, a testament to the incredible
utilizing its snake-like attributes to swiftly navigate diversity of the Zodiac Celestial Beasts.
through water.
Actions
Tusk: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 10 (3d6) poison
damage on a failed DC 12 Constitution saving throw.
, .
Tiger-Ox-Dragon Zodiac
Chimera
The Tiger-Ox Dragon Chimera is a rare and elusive
creature, combining the ferocity and stealth of a tiger,
the raw strength and resilience of an ox, and the
elemental power of a dragon. Its large, muscular body
is covered in a mixture of striped fur and thick, ox-like
hide, while its tiger-like head sports a pair of curved
horns reminiscent of an ox. The creature's back is
adorned with a row of dragon-like spines that run down
its spine, culminating in a powerful, whip-like tail.
Their lairs are often hidden in secluded caves or deep Adventurers and hunters seeking to capture or defeat a
within the heart of a dense forest, where they can Tiger-Ox Dragon Chimera must be prepared for a
maintain their privacy and protect their territory. When challenging and dangerous encounter. The creature's
confronted, these Chimeras exhibit a level of cunning unique combination of strength, agility, and elemental
and tactical intelligence that belies their bestial power make it a deadly adversary, and its rarity means
appearance, often stalking and ambushing their prey that few who face it will have had any experience
with the patience of a tiger and the raw power of an ox. dealing with such a creature before.
Tiger-Ox-Dragon Zodiac Chimera Goring Charge: If the Chimera moves at least 20 feet straight
LargeMonstrosity(Celestialbeast), Unaligned toward a target and then hits it with a horn attack on the same
Armor Class: 16 (natural armor) turn, the target takes an extra 9 (2d8) piercing damage.
Hit Points: 153 (18d10 + 54)
Speed: 40 ft., climb 30 ft. Actions
Multiattack: The Chimera makes three attacks: one with its bite,
one with its claws, and one with its horns.
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) piercing damage.
Saving Throws: STR +9, CON +6, WIS +5
Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Skills: Athletics +9, Perception +5, Stealth +5
Hit: 13 (2d6 + 6) slashing damage.
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Celestial but can't speak
Horns: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge Rating: 9 (5,000 XP)
Hit: 17 (2d10 + 6) piercing damage.
Pounce: If the Chimera moves at least 20 feet straight toward
a creature and then hits it with a claw attack on the same turn, Breath Weapon (Recharge 5-6): The Chimera exhales a 40-foot
that target must succeed on a DC 17 Strength saving throw or cone of searing flames. Each creature in the area must make a
be knocked prone. If the target is prone, the Chimera can DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a
make one bite attack against it as a bonus action. failed save, or half as much damage on a successful one.
Jiangshi
Jiangshi, also known as Xia hopping vampires, are
reanimated corpses from the Xia Kingdom that have
managed to infiltrate Kamara City. These undead
creatures, with their stiff limbs and pale, deathly visage,
are a terrifying sight to behold. They are known to
move by hopping, giving them an eerie and unsettling
presence. Jiangshi feed on the life essence of living
beings, draining their victims through a chilling kiss.
Possessing supernatural abilities such as regeneration
and spider climbing,Jiangshi are a deadly foe that
should not be underestimated. Their connection to the
Xia Kingdom's dark magic and the consequences of
their arrival in Kamara City are still shrouded in
mystery.
Hopping Movement: The Jiangshi moves by hopping with Charm: One humanoid the Jiangshi can see within 30 feet ofit
both legs. Difficult terrain does not slow its movement, and it must succeed on a DC 11 Wisdom saving throw or be magically
can hop across a 10-foot-wide gap without making an ability charmed for l minute. The charmed target obeys the Jiangshi's
check. commands and can't take reactions. The target can repeat the
saving throw at the end of each of its turns, ending the effect
Regeneration: The Jiangshi regenerates 5 hit points at the start on itself with a success.
of its turn ifit has at least 1 hit point and isn't in sunlight or
116
Oshikoroshi
The Awakened Yoma, Oshikoroshi was once a
respected and feared warrior who fell victim to an
ancient curse. Transformed into a monstrous being,
she has roamed the world for centuries, sating her
insatiable hunger for human flesh and spreading
misery in her wake.
Oshikoroshi Actions
Largemonstrosity (yoma), chaotic evil Multiattack: The Yoma makes two attacks: one with her
Armor Class: 15 (natural armor) bite and one with her constrict.
Hit Points: 180 (19d10+76)
Speed: 40 ft., climb 30 ft. Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 5) piercing damage, and the target
must make a DC 16 Constitution saving throw, taking 18
(4d8) poison damage on a failed save, or half as much
damage on a successful one.
Traits LegendaryActions
The Yoma can take 3 legendary actions, choosing from the
Shapechanger: The Yoma can use its action to polymorph
options below. Only one legendary action can be used at a
into a humanoid or back into her true form. Her statistics
time, and only at the end of another creature's turn. The
are the same in each form. Any equipment she is wearing
Yoma regains spent legendary actions at the start of its
or carrying is absorbed or borne by the new form.
turn.
Innate Spellcasting: The Yoma's innate spellcasting ability
• Detect: The Yoma makes a Wisdom (Perception) check.
is Charisma (spell save DC 15). She can innately cast the
• Bite Attack (Costs 2 Actions): The Yoma makes a bite
following spells, requiring no material components:
attack.
• Unsettling Presence (Costs 3 Actions): Each creature of
• At-will: disguise self, charm person
the Yoma's choice within 60 feet of her that is aware of
• 3/day: suggestion
her must succeed on a DC 15Wisdom saving throw or
• 1/day: dominate person
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
117
Shadowflame Fiend
In the Hoshido Kingdom, a dark and fearsome threat
lurks in the shadows, causing terror and destruction in
towns and villages across the land: the Shadowflame
Fiends. These large, powerful monstrosities bear
devil-like horns and are shrouded in an ominous, dark
aura. They are highly intelligent creatures that thrive
on chaos and despair, making them the perfect
adversaries for the Demon Slayers sworn to protect the
realm.
Actions
Multiattack: The Shadowflame Fiend makes three attacks: one
Saving Throws: DEX +8, CON +10, WIS +6
with its bite and two with its claws.
Skills: Perception +6, Stealth +8
Damage Resistances: Bludgeoning, Piercing, and Slashing
Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
from Nonmagical Attacks
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Damage Immunities: Fire
Condition Immunities: Charmed, Frightened
Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Senses: Darkvision 120 ft., Passive Perception 16
Languages: Abyssal, Common, Infernal
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Challenge: 10 (5,900 XP)
Shadow Stealth: While in dim light or darkness, the
Shadowflame Fiend can take the Hide action as a bonus
action.
118
Yoma Brute: The Yoma Brute is a hulking monstrosity,
Yoma Henchmen considerably larger and more physically imposing than
Yoma Henchmen are the twisted and cursed minions the Yoma Guard. They rely on their brute strength to
who serve the powerful Awakened Yomas that turned dominate the battlefield, grappling and throwing their
them. Once humans who could not fully control their foes with ease. They are skilled in disarming
Yoma curse, they are now stuck in their monstrous themselves with a powerful throw of their greatsword,
forms, tormented and bound to the will of their creating an opening to grapple and pummel their
Awakened Yoma masters. Forced into servitude, they opponents into submission. Their sheer size and force
are armed with samurai-style weapons and armors, make them a terrifying presence on the battlefield.
making them formidable opponents for any who dare
to challenge their masters. Yoma Samurai: The Yoma Samurai is the most
intelligent and deadly of the Yoma Henchmen. Expertly
Yoma Guard: The Yoma Guard is the most common trained in the use of traditional samurai armor and
type ofYoma Henchman, fulfilling the role of sentry katanas, they combine their martial prowess with blood
and protector for their Awakened Yoma overlords. abilities, making them a lethal force to be reckoned
Their natural armor and proficiency in both melee and with. The Yoma Samurai can imbue their katanas with
ranged blood abilities make them well-rounded and blood, transforming them into deadly blood blades
versatile soldiers. They are always on high alert, ready capable of siphoning the life force from their enemies.
to draw blood from nearby wounded creatures to These elite warriors are fiercely loyal to their
replenish their own vitality and continue their Awakened Yoma masters, and they will stop at nothing
relentless defense of their masters. to ensure their masters' dominion remains
unchallenged.
Yoma Guard
Medium.fiend (yoma), lawfulevil
Armor Class:13 (natural armor}
Hit Points:33 (6d8 + 6)
Speed:30 ft.
Actions
Multiattack:The Yoma Guard makes two melee attacks.
, .
YomaBrute Yoma Samurai
Largefiend (yoma), lawfulevil Medium.fiend (yoma), lawful evil
Armor Class: 13 (natural armor) Armor Class: 16 (splint)
Hit Points:82 (11d10+ 22) Hit Points:71 (11d8 + 22)
Speed:40 ft. Speed:30 ft.
120
JADESERPENT'SFANG GOLDEN TIGER'S CLAW
Magical Longsword(Very Rare) Magical Shortsword (Very Rare)
• Type: Martial Melee Weapon (longword) • Type: Martial Melee Weapon (shortsword)
• Damage: 1d8 slashing • Damage: 1d6 slashing
• Properties:Versatile (1d10), Finesse • Properties:Finesse, Light
• Weight: 2 lbs. • Weight: 2 lbs .
• Attunement: The wielder must be attuned to the Jade • Attunement: The wielder must be attuned to the Golden
Serpent's Fang to access its magical properties. Tiger's Claw to access its magical properties.
• Serpent'sStrike:The Jade Serpent's Fang grants a +2 • Tiger's Precision:The Golden Tiger's Claw grants a +2
bonus to attack and damage rolls made with this weapon. bonus to attack and damage rolls made with this weapon.
• Serpent's Breath:The wielder can use an action to cast the • Roarof the Golden Tiger: As a bonus action, the wielder
spell Poison Spray (spell save DC 15) from the weapon. can invoke the power of the tiger, causing the blade to
After casting the spell, the wielder can't cast it again until emit a low growl that instills fear in enemies. All hostile
the next dawn. creatures within 30 feet of the wielder must succeed on a
• VenomousTouch:When the wielder deals damage with DC 15Wisdom saving throw or become frightened for 1
the jade Serpent's Fang, they can choose to deal an minute. A creature can repeat the saving throw at the end
additional 2d6 poison damage. Once this property has of each of its turns, ending the effect on itself on a
been used, it cannot be used again until the next dawn. success. Once this property has been used, it cannot be
• Serpent's Resilience:The wielder has advantage on saving used again until the next dawn.
throws against poison, and they have resistance to poison • Tiger's Agility:While wielding the Golden Tiger's Claw, the
damage. user gains a climbing speed equal to their walking speed
and can move through difficult terrain without expending
Jade Serpent's Fang is a beautifully crafted longsword, made extra movement.
entirely of an exquisite green jade. Its hilt is adorned with • Tiger's Stealth:The wielder gains advantage on Dexterity
intricate carvings of serpents, reAecting the inAuence of its (Stealth) checks when attempting to hide or move silently.
Zodiac Guardian, the Serpent. The blade is deceptively
sharp and light, allowing for swift and precise attacks. Golden Tiger's Claw is an exceptional shortsword, with its
hilt made of gleaming gold. The pommel is shaped like a
This jade weapon is one of the 12 rare weapons from the fierce tiger's head, symbolizing the strength and ferocity of
original 12 Zodiac Guardians, each weapon embodying the its namesake. The blade is razor-sharp and incredibly
essence and power of a specific guardian. The Jade lightweight, allowing for swift and deadly strikes.
Serpent's Fang represents the cunning and venomous
nature of the Serpent, one of the most enigmatic and This golden shortsword is said to have once belonged to a
dangerous guardians. legendary female Xia warrior, who used its power to
overcome insurmountable odds and protect her people.
Although it is not one of the Zodiac Guardian weapons, the
Golden Tiger's Claw remains a highly sought-after relic,
embodying the essence of the ferocious and fearless tiger.
121
SOULBOUND KATANA CASARUS' CHAOS REVOLVER
Magical Longsword(Very Rare) Magical Revolver(Very Rare)
• Type: Martial Melee Weapon (longword) • Type: Firearms Ranged Weapon (revolver)
• Damage: 1d8 slashing • Damage: 1d10 piercing
• Properties:Versatile (1d10), Finesse • Properties:Ammunition (Firearms), (Range 80/320)
• Weight: 2 lbs. • Weight: 3 lbs .
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the Chaos
Soul bound Katana to access its magical properties.Upon Revolver to access its magical properties. Upon
attunement, the wielder must roll a 1d8 attunement, the wielder gains the ability to use this revolver
to determine the blade's color and corresponding damage without needing to reload. Each time they fire the revolver,
type. Once determined, the color and damage type they must roll a 1d6 to determine the magical bullet's
become fixed for that wielder. If another character attunes damage type.
to the weapon, they must roll a 1d8 to determine their own • PreciseAim: The Chaos Revolver functions as a +2 magical
unique color and damage type. weapon, granting a +2 bonus to attack and damage rolls
• FocusedStrike:The Soulbound Katana functions as a +2 made with it.
magical weapon, granting a +2 bonus to attack and
damage rolls made with it. Bullet Damage Types
• Fire: The bullet deals an additional 1d6 fire damage on a
Attunement Colors and Damage Types: hit.
• Azure: The blade takes on a deep, azure hue. The katana • Cold: The bullet deals an additional 1d6 cold damage on a
deals an additional 2d6 cold damage on a hit. hit.
• Crimson: The blade takes on a vibrant, crimson color. The • Lightning:The bullet deals an additional 1d6 lightning
katana deals an additional 2d6 fire damage on a hit. damage on a hit.
• Emerald:The blade takes on a brilliant, emerald green • Acid:The bullet deals an additional 1d6 acid damage on a
shade. The katana deals an additional 2d6 poison damage hit.
on a hit. • Poison:The bullet deals an additional 1d6 poison damage
• Amethyst:The blade takes on a rich, amethyst purple hue. on a hit.
The katana deals an additional 2d6 psychic damage on a • Force:The bullet deals an additional 1d6 force damage on
hit. a hit.
• Gold: The blade takes on a dazzling, golden color. The
katana deals an additional 2d6 radiant damage on a hit. This masterfully crafted revolver was designed by the famous
• Obsidian: The blade takes on a dark, obsidian black shade. Arcane Wizard Engineer, Casarus. It is imbued with powerful
The katana deals an additional 2d6 necrotic damage on a magic that allows it to create and fire magical bullets with
hit. unlimited ammunition once attuned. Each time the revolver
• Opal: The blade takes on a shimmering, opalescent hue. is fired, the bullet's damage type is randomly determined
The katana deals an additional 2d6 force damage on a hit. based on a 1d6 roll.
• Silver:The blade takes on a gleaming, silver color. The
katana deals an additional 2d6 lightning damage on a hit.
"My people," King Zane began, his deep voice The people of Kamara City, inspired by their king's
resonating through the air, "I stand before you today to conviction, let out a resounding cheer. They knew that,
speak of the new threats that have surfaced from the under the protection of King Zane Leonheart, their city
depths of the Underdark. The Drow of Umbra'Zul and would remain a beacon of hope, even as they faced the
the Darkforge Dwarves of Shadowhold have shown darkness that threatened to envelop them.
their faces, attacking our nearby villages and towns.
Our northern neighbors in Driftwood are in dire need
of our assistance."
Levels 1-3: In this example, we are using 8 players that 2x Thugs (M M pg. 350)
are Level 3. (adjust enemies as needed). This encounter
The Brawl:
takes place at The Black Dragon's Den tavern located
The fight starts in the Black Dragon's Den tavern.
in the Undercity- Depths of Shadow of Kamara City.
Patrons and staff flee, and furniture is thrown around
as makeshift weapons and cover. The battle can spill
The adventurers are asked to meet at the Black
out into the narrow alleyways of the Depths of Shadow,
Dragon's Den for a meeting by Lord Marcus
providing opportunities for creative tactics and
Goldenclaw. They are to meet with a Tabaxi known as
environmental hazards.
Nox Nightstalker, a member of the Shadowpaw
Syndicate. Nox informs the party that their mission is
Aftermath:
to investigate the Crystal Core Factory for suspicious
After the party successfully defeats the Full Moon Lycans
activities run by the Crystal Consortium. The Crystal
at the Black Dragon's Den, they quickly come to the
Consortium has hired thugs from a local gang, the Full
realization that their non-magical melee weapons have
Moon Pack, which is run by a group of Lycan th ropes,
little effect on the formidable Lycanthropes. Nox
mostly werewolves, and led by Razor Shadowclaw. As
Nightstalker, recognizing their predicament, instructs
the party understands their next mission to investigate
the party to seek out a specialized blacksmith within the
one of the nearby Crystal Core factories, they are
Depths of Shadow who is skilled in silver-coating melee
interrupted by a group of Lycans that overheard their
weapons. He assures them that the Shadowpaw
conversation at the tavern. A fight ensues in the Black
Syndicate will generously cover the expenses for this
Dragon's Den and also leading out into the alleyways.
vital upgrade. Before embarking on their mission to
investigate Crystal Core Factory #3, Nox emphasizes the
Encounter Details importance of enhancing their weaponry to better
The Meeting: combat the Full Moon Pack.
As the adventurers gather in the Black Dragon's Den,
they are approached by Nox Nightstalker, who informs Nox hands the party a unique coin, adorned with the
them about their mission. During the conversation, ask emblem of a cat, and tells them to present it to the
the players for Perception checks (DC 12) to notice any blacksmith as a token of their affiliation with the
suspicious activity. If at least half the party succeeds Shadowpaw Syndicate. With the coin in hand, the party
they'll notice a group of Lycan th ropes eavesdroppin~ sets off to locate the renowned blacksmith's shop,
on their conversation. known as the "Moonlit Forge," hidden away in the
Depths of Shadow.
The Ambush:
As the party realizes they are being watched, the The Moonlit Forge is renowned for its exceptional
Lycanthropes, members of the Full Moon Pack craftsmanship, particularly in the art of silver-coating
confront the party and demand they stay out or'their weapons to combat supernatural threats. Upon arrival,
business. The Lycanthropes are hostile and will the party can confidently entrust their weapons to the
engage in combat if the party does not back down or skilled blacksmith, who will enhance their arsenal and
tries to deceive them. prepare them for the challenges that lie ahead in their
mission against the Full Moon Pack.
129
Experience Points: He wields a pair of magical silvered daggers with
Total experience points for defeating the enemies: deadly precision, striking fear into the hearts of his
2,400 XP. With 8 players, each player should receive enemies.
300 XP for defeating the enemies in the Full Moon
Brawl encounter. As always, feel free to award Backstory: Nox Nightstalker, the enigmatic leader of
additional experience for good role-playing, tactics, the Shadowpaw Syndicate, hails from a long line of
or creative solutions during the encounter. assassins and thieves. His family was well-known
throughout the criminal underworld for their stealth,
Treasure: cunning, and efficiency. After a tragic event left him
The Lycanthropes carry a small amount of treasure: the sole survivor of his family, Nox decided to use his
50 gold pieces and 3 potions of healing. Additionally, skills for a greater purpose. He formed the Shadowpaw
the party may find a note on one of the werewolves, Syndicate to bring justice to those who have escaped
which provides a clue about the Crystal Consortium's the long arm of the law and to protect the innocent
operations, the Full Moon Pack's next meeting location from the darkness that surrounds them.
or Razor Shadowclaw's whereabouts.
Encounter Assistance:
In the Full Moon Brawl encounter, Nox can offer support
Is Your Party Struggling? to the party by using his exceptional stealth and assassin-
Introducing Nox Nightstalker. ation skills. He can move around the battlefield quickly,
striking at the Lycans from the shadows and causing
If the players struggle against the Full Moon Pack at distractions to give the party openings to attack.
the Black Dragon's Den, Nox Nights talker will step in
and assist the party with the fight. Nox Nightstalker is Ally: Nox Nightstalker can become a valuable ally for the
a skilled rogue assassin with an imposing presence. party, providing them with valuable information and
His dark, leather armor is adorned with various resources from the Shadowpaw Syndicate. His connect-
symbols of the Shadowpaw Syndicate, and his piercing ions within the criminal underworld can open doors for
eyes seem to constantly be assessing the situation. the party and assist them in their future endeavors.
Nox Nightstalker
Medium humanoid (tabaxi), chaotic neutral
Armor Class: 16 (studded leather armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.
Actions
Multiattack: Nox makes two attacks with his silvered daggers.
Potential Enemies (adjust as needed for party size • A small crate containing various alchemical components
worth 100 gold pieces
and balance):
•A+ 1 Dagger found in the lab, possibly used for drawing
1xWerewolf(MM pg.211) blood samples from test subjects
2x Wererats (MM pg. 209) • A set of 2 Potions of Invisibility, which could be useful for
2x Thugs (MM pg. 350) future stealth missions
• A Scroll of Protection from Energy (Radiant), found in the
1xGuard Captain (use the Veteran stat block, MM pg. 350)
research notes of one of the scientists
1xSecurity Golem (use the Clay Golem stat block, MM 150 gold pieces in a locked chest in the security office
pg. 168, but without the Berserk ability and with reduced (DC 15 to unlock)
hit points to balance for party level)
The party should be careful when taking any items
from the factory, as doing so may raise suspicion if the
Discovery and Evidence: items are discovered to be missing. Encourage the
The players need to gather evidence of the inhumane players to weigh the risks and rewards of taking the
experiments being conducted in the factory. They will treasure before making a decision.
come across a lab where Kamaran citizens are being 133
' ..... ,,. ..... -- ... , ,
"O' '
~ ~- ~ ~ ,L,_ ..... l!!.. ........... l!!.. ,,,. ...... l!!.. ., , ~ ,.
/'.:"\
\.5~ ~ ~
tEI·-~..
.,., '<
~;~ ~
IE M- ~= '< ~- ",
'-= ,_._ I
~
1
1111- 1111- 111111
r
"
:'\
'-~
,_
,_._
i:
- ...
=IITI =11111=1
;'\ ::--..
,'!I '
-
~ ,'!I '--~ I
-
1 ■
1111- 1111- II I =1111-111::1 Ill- 1111- 1111
I ~1111-llfII=n
1 I ;1
!. llll!!llll'W .r r
1lJ ,. ~
~
......
a
~
\1
1111- 1111-11 I
II
II
=1111-111=1 ~~= ~
111= 1111=1111
II
II
-
=1111=Ill
I
=I
i =1111-1111 -] 1111~11-11111-
2}
I= 1111- 1111= I 1111- 1111- Ill 1
,- "I
- 'I
''''" 'l/1/T .,, - .,, - ,,,-
.,. " 1
"
@ Werewolf and Thug Guards: The front door is heavily If the players explore the unmarked rooms, feel free to
guarded by a strong werewolf and two thug guards. This describe these rooms how you see fit. Maybe make it so
would be the least recommended path for the party to they are empty lab rooms or offices with items or extra
enter the factory from. intel documents they can provide to Nox.
Security Golem: In the center of the facility is a security Keep in mind the Guard Captain is in one of the rooms, so
0 golem that guards the main crossways in the building. they will need to tread lightly. As always, adjust things as
If this golem is encountered it would set off a sound 134 needed to balance with your party's level and to best fit your
which would alert everyone in the building. campaign.
Enemies (adjustas needed for partysize and balance):
Shadowed Blades of 3x Hobgoblin Samurai {use the Hobgoblin stat block,
Darkfall Dungeon MM pg. 186, with the following adjustments: +2 to AC,
+2 to attack rolls, and +15 hit points)
Levels 2-4: In this example, we are using 8 players that
are Level 4. (adjust enemies as needed). This encounter 4x Hobgoblin Archers {use the Hobgoblin stat block,
takes place in the The Darkfall Dungeon located in the MM pg. 186, with the following adjustments: +1 to AC,
Undercity- Depths of Shadow of Kamara City. +1 to ranged attack rolls, and +10 hit points)
1x Hobgoblin Captain {use the Hobgoblin Captain stat
The adventuring party returns to the Black Dragon's
Den after their successful mission at the Crystal Core block, MM pg. 187, with the following adjustments: +3
Factory #3. Nox Nightstalker informs them about the to AC, +2 to attack rolls, and +20 hit points)
urgency of rescuing the kidnapped citizens, including 2x Hobgoblin War Priests (use the Priest stat block, MM
the teenage children from various races, being held pg. 348, with the following adjustments: +2 to AC,+2
captive in the secret lair of the Full Moon Pack. The
party must venture into the Darkfall Dungeons, a to melee attack rolls, +10 hit points, and Hobgoblin
labyrinth of tunnels and chambers, to confront the Full as their race)
Moon Pack and their leader, Razor Shadowclaw. In the 1x Bugbear Brute (use the Bugbear stat block, MM
beginning area of the dungeon, the party stumbles upon pg. 33, with the following adjustments: +3 to AC,+3 to
a band of Hobgoblins who fight in the way of the
samurai. The party must defeat these enemies to attack rolls, +20 hit points, and the ability to make two
proceed further into the dungeon. attacks per turn)
137
Sisters of Torment
Levels 3-5: In this example, we are using 8 players that disguise herself as a harmless, attractive woman. As a
are Level 5. (adjust enemies as needed). This encounter Yomotsu Yoma, Hikari takes pleasure in deceiving and
takes place in the Darkfall Dungeon located in the manipulating those she encounters, ultimately leading
Undercity- Depths of Shadow of Kamara City. them to their doom.
As the party ventures deeper into the Darkfall Dungeon, Yomotsu Yoma - Sora & Kaze (Green Hag equivalent):
they stumble upon a chamber where they meet a young Sora and Kaze are lesser Yomotsu Yoma, sisters to the
attractive Xia woman dressed in ragged clothes named powerful Hikari. While not as potent in their magical
Lin Lin, who is in fact Hikari, a Yomotsu Yoma in abilities, they too can assume the appearance of
disguise. She offers the weary adventurers a safe place innocent and helpless individuals. They rely on their
to rest, guiding them to a nearby room where her sister's guile and charm to ensnare victims, then reveal
"family," Sora and Kaze, also disguised as harmless their true forms to deliver the final blow.
individuals, await.
To create an encounter with Hikari, Sora, and Kaze, you
Once the party is inside the room and their guard is can use the stat blocks for a Night Hag (MMpg. 178)
lowered, Hikari uses her sleep spell to try to and Green Hags (MM pg. 1 77), but modify their abilities
incapacitate the adventurers. When combat begins, and appearance to match the new description. When
Hikari, Sora, and Kaze can choose to reveal their true the yomotsu yoma are in disguise it is recommended
forms or stay in their human forms and attack the party. that you describe them wearing clothing that fits the
encounter setting. In this case, they are posing as Xia
Enemies (adjust as needed for party size and balance): refugees that have taken residence in the Darkfall
1x Yomotsu Yoma - Hikari (Night Hag equivalent/Custom) Dungeon.
2x Yomotsu Yoma - Sora & Kaze (Green Hag equivalent)
Stat Blocks and Adjustments:
Yomotsu Yoma: • Use Night Hag stat block for Hikari (MM pg. 178) or the
The Yomotsu Yoma is a dark and twisted creature, often custom stat block provided on the following pages and
found in the depths of hidden dungeons or cursed lands. the Green Hag stat block for Sora and Kaze (MMpg. 177).
These creatures resemble a cross between an yoma and • Change the creature type to "Yomotsu Yoma" and the
a hag, with a grotesque, humanoid appearance. In their appearance to match the new descriptions.
true form, it's skin is a sickly, mottled green, and they • Replace the "Innate Spellcasting" with a sleep spell (1/day)
tend to have long, tangled hair. Their eyes burn with an for Hikari and remove the "Illusory Appearance" feature.
eerie, unnatural light that can send shivers down the • Instead, grant her the ability to cast the disguise self spell
spine of even the bravest adventurer. Yomotsu Yoma are at will.
known for their deceptive abilities, often taking on the • For Sora and Kaze, remove the "Illusory Appearance"
appearance of a beautiful, innocent woman to lure their feature and grant them the ability to cast disguise self at will.
victims into a false sense of security. • Optionally, add some Hoshido-themed flavor to their spells
and abilities. Recommendations can be found on the
Yomotsu Yoma - Hikari (Night Hag equivalent): following pages.
Hikari, the Yomotsu Yoma, is a cunning and powerful • If your party needs more support you can introduce an ally
creature. With a mastery of dark magic, she has the to help them fight. The Blood Samurai, Yumi the Scarlet
ability to cast sleep spells on unsuspecting victims. She Slayer, can be found on the following pages.
is also skilled in the art of illusion, using her magic to 139
Experience Points:
Total experience points for defeating the enemies:
10,400 XP. With 8 players, each player should
receive 1,300 XP for defeating the Hikari, Sora and
Kaze in this encounter. As always, consider awarding
additional experience for good role-playing, tactics,
or creative solutions during the encounter.
Treasure:
A small wooden chest hidden under a pile of rags,
containing:
• 230 gold pieces
• 95 silver pieces
• A pearl necklace (worth 150 gold pieces)
• A silver ring with a sapphire (worth 90 gold pieces)
Saving Throws: I NT +6, CHA +6 Nightmare Haunting (1/Day): While on the Ethereal Plane,
Skills: Arcana +6, Deception +6, Insight +5, Perception +5, Hikari can enter the dreams of a creature she can see that is
Stealth +5 also on the Ethereal Plane. The creature must be within 90 feet
Damage Resistances: cold, fire; bludgeoning, piercing, and of her and asleep. The target's dream is haunted by a Baku, a
slashing from nonmagical attacks not made with silvered Hoshidan mythical creature that devours nightmares but
weapons intensifies them in this case. If the target's dream is haunted in
Senses: darkvision 120 ft., passive Perception 15 this manner, the target takes 3d6 psychic damage when it
Languages: Common, Infernal, Hoshidan, Xia awakens, and it must succeed on a DC 15Wisdom saving
Challenge Rating: 5 (1,800 XP) throw or suffer one level of exhaustion.
Innate Spellcasting: Hikari's innate spellcasting ability is Invisible Passage (Kasumi Gumo): Hikari can transform into
Charisma (spell save DC 14). She can innately cast the a Kasumi Gumo (mist spider) and become invisible, moving
following spells, requiring no material components: unseen. This functions as the Invisible Passage ability.
At will: disguise self
1/day: sleep (as Nemuri Neko) Heartstone: Hikari carries a heartstone, a special gem that
allows her to become ethereal. If she drops the heartstone or
Nemuri Neko (Sleep): Hikari can summon a magical misty it is taken from her, she loses the Etherealness action and the
cat that emits a soothing, purring sound to lull the targets Nightmare Haunting ability. The heartstone has AC 15, 10 hit
to sleep. This functions as the sleep spell. points, and immunity to poison and psychic damage.
Saving Throws: Str + 7, Dex +6, Con +6 Saving Throws: Str +8, Con +6
Skills: Perception +4, Stealth +6 Skills: Perception +4, Athletics +8, Intimidation +2
Damage Immunities: bludgeoning, piercing, and slashing Damage Immunities: bludgeoning, piercing, and slashing
from nonmagical attacks not made with silvered weapons from nonmagical attacks not made with silvered weapons
Senses: passive Perception 14 Senses: passive Perception 14
Languages: Common (Can't speak in wolf form) Languages: understands Common but can't speak
Challenge Rating: 6 (2,300 XP) Challenge Rating: 7 (2,900 XP)
Shapechanger: Razor can use his action to polymorph into a Shadow Step: As a bonus action, the Shadowmane Warrior
wolf-humanoid hybrid or into a wolf, or back into his true can magically teleport up to 30 feet to an unoccupied space
form, which is humanoid. His statistics, apart from the it can see that is also in dim light or darkness.
speed, are the same in each form. Any equipment he is Shadow Camouflage: In dim light or darkness, the
wearing or carrying isn't transformed. He reverts to his true Shadowmane Warrior has advantage on Dexterity (Stealth)
form ifhe dies. checks.
Actions Actions
Multiattack: In hybrid form, Razor makes two attacks, only Multiattack: The Shadowmane Warrior makes two claw
one of which can be a bite. attacks.
Bite (Wolf or Hybrid form only): Melee Weapon Attack: +7 to Claw Attack: Melee Weapon Attack: +8 to hit, reach 5 ft., one
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. target. Hit: 14 (2d8 + 5) slashing damage.
If the target is a humanoid, it must succeed on a DC 14 Pounce (Recharge 5-6): If the Shadowmane Warrior moves at
Hit: 11 (2d6 + 4) piercing damage. If the target is a humanoid, least 20 feet straight toward a creature and then hits it with a
it must succeed on a DC 14 Constitution saving throw or be claw attack on the same turn, that target must succeed on a
cursed with werewolf lycanthropy. DC 16 Strength saving throw or be knocked prone. If the
Longsword (Humanoid or Hybrid form only): Melee Weapon target is prone, the Shadowmane Warrior can make one bite
Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) attack against it as a bonus action.
slashing damage, or 10 (1d10 + 4) slashing damage if used Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
with two hands. 5 Hit: 16 (2d10 + 5) piercing damage.
Full Moon Pack's Lair Layout Razor Shadowclaw and Shadowmane Warrior: This
The Full Moon Pack's lair is located in the deepest is the dais with a throne chair which Razor Shadowclaw
part of the main level in the Darkfall Dungeon. is sitting on and next to him is a Shadowmane Warrior
under Razor's control.
(D Startir~gZone: D_epending on the path the party takes, Razor's Room and Treasure Rooms: This area of the lair
they will start the1r encounter from either the east or
west doors to the guard room. The guards will be is Razor's sleeping quarters and where the Full Moon
alerted once the party enters the room unless they Pack keeps their treasures and loot.
attempt to enter stealthily.
Prisoner Cells: This is where the prisoners are being held
@ Guard Room: The room before you enter you enter captive. There is also a stairwell that leads to the dangerous
lower levels of Darkfall Dungeon, an area which can be
the main chamber of the Full Moon Pack is guarded by
strong lycan soldiers. There are two weretigers saved for future encounters.
standing guard to the main doors.
Once the players defeat Razor and the Full Moon Pack they
@ L~ir's Main Chamber: This is the main chamber of the will need to decide whether to kill them or let them go.
Same for the Shadowmane Warrior. They can choose to kill
la1r where the Full Mooon Lycans reside. For this
example encounter of 8 players there will be about him or try to break him free from his crystal core collar
4 werewolves and 4 wererats. Adjust these numbers as device. They can also try to gather more intel from Razor
needed to balance with your party's level and to best fit regarding the Crystal Consortium and their plans with the
your scenario. DrowofUmbra'Zul.
146
Withering Blossoms to prevent further violence and uncover the source of the
dark magic plaguing the district. •
Two days have passed since the events of the Full Moon
Arc in the Darkfall Dungeon, and the party finds Thus begins the Jade Blossom Arc, a new mystery for
themselves headed to the Lion's Roar Tavern. Run by the players to unravel, as they delve into the shadowy
Blaze Flametongue, a green dragonborn known for his corners of Kamara City's Jade Blossom District and seek
signature "Dragon's Breath" drinks, the tavern is where to restore peace to the troubled community.
Nox Nightstalker instructed the party to meet with Lord
Marcus Goldenclaw.
Saving Throws: DEX +4, WIS +2 Saving Throws: DEX +5, WIS +3
Skills: Acrobatics +4, Athletics +3 Skills: Acrobatics +5, Athletics +4
Damage Resistances: Bludgeoning, Piercing, and Slashing Damage Resistances: Bludgeoning, Piercing, and Slashing
from nonmagical attacks from nonmagical attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Condition Immunities: Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned Paralyzed, Petrified, Poisoned
Senses: Passive Perception 10 Senses: Passive Perception 11
Challenge: 2 (450 XP) Challenge: 3 (700 XP)
Actions Actions
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Multiattack: The Marionette Puppet makes two attacks: One
Hit: 5 (1d6 + 2) bludgeoning damage. with it's Slam attack and one with it's String Whip.
Puppet Strings (Recharge 5-6): The marionette puppet Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
targets one creature within 20 feet. The target must succeed Hit: 6 (1d6 + 3) bludgeoning damage.
on a DC 12 Wisdom saving throw or be restrained by the
puppet's strings for up to 1 minute. The restrained creature Puppet Strings (Recharge 5-6): The marionette puppet
can use its action to make a DC 12 Strength (Athletics) or targets one creature within 30 feet. The target must succeed
Dexterity (Acrobatics) check, freeing itself on a success. The on a DC 13Wisdom saving throw or be restrained by the
puppet can have only one creature restrained by its strings puppet's strings for up to 1 minute. The restrained creature
can use its action to make a DC 13 Strength (Athletics) or
Dexterity (Acrobatics) check, freeing itself on a success. The
puppet can have only one creature restrained by its strings
at a time.
153
u
~--"'~'
J □
-~
'r
~ @-
u=C
0 C:
rr~
~
rt
cm@~
'r
0
Jade Blossom Main Street Layout middle of the street. You can make any combination of
The Main Street in the Jade Blossom District is where CR2 or CR3 puppets.
the House of Jade and Jade Emperor's Temple is located.
@ Jade Emperor Temple Entrance: This is the front gates to
(D Starting Zone: The party will start at the southern end the temple where the party needs to get to. Once they reach
of the Jade Blossom Main St. at the big main arches. this point they will need to be prepared for what's to come
behind these doors.
@ Kaito and Mei Lin: The Xia siblings, Kaito and Mei Lin,
will head west towards the House of Jade Dynasty You will want to keep the players in the blue highlighted
Warriors and help protect the homes of the royal areas of the map. If the players want to find different paths
families. to the temple they can do so. For example, they can try to
climb over the buildings to avoid fighting the marionette
@ Marionette Puppets: The marionette puppet soldiers puppets. If they try to avoid it completely you can always
will be spread throughout the Main St. Feel fee to create situations where they witness innocent citizens
position them to your liking and maybe make a pathway being attacked by the puppets and hope they will come to
on the east side that is safer than going straight up the 154 their defenses.
The Puppet Master's
Last Stand Enemies(adjust power levelsas needed):
Levels 6-7: In this example, we are using 8 players that 1x Dark Bunraku Puppet Masater (custom stat block)
are Level 6. (adjust enemies power as needed). This
(any number) Marionette Puppets
encounter takes place inside the jade Emperor's Temple
located in the Jade Blossom District of Kamara City. For the Dark Bunraku Puppet Master you can use the
custom monster stat block on the following pages. You can
The party enters the Jade Emperor's Temple and
choose to add any number of Marionette Puppets you see fit
confronts the Dark Bunraku Puppet Master, who is
to balance the difficulty level of this encounter for your
suspended in the air above the Jade Emperor's statue.
players.
Her hair is latched onto eight different columns, using
the temple as a conduit to channel her dark magic and
Experience Points:
control the marionette soldiers. The party must devise
, Successfully cutting the Puppet Master's hair from at least
a strategy to cut her puppet strings (her hair) and bring
four columns: 200 XP
her down, while avoiding her attacks and spells.
, Defeating the Dark Bunraku Puppet Master: 2,900 XP
• Creative strategies or good roleplaying: 100 XP
Encounter Details • Total possible XP: 3,200 XP
• The temple is circular, with a diameter of over 100 ft. , Addional XP for any marionette puppets you add.
• Numerous columns surround the room, to which the
Puppet Master's hair is latched. Aftermath:
• The Puppet Master is suspended in the air above the With the Dark Bunraku Puppet Master defeated, the
Jade Emperor's statue. marionette soldiers are freed from her control, and the
, Cutting at least four strands of the Puppet Master's chaos in the Jade Blossom District comes to an end. The
hair from four individual columns will cause her to fall party's heroic actions will be remembered by the people of
prone and release any controlled players. Kamara City, and they may even receive recognition from
the city's leaders. The mysterious origins of the Dark
Possible Strategies for Boss Fight: Bunraku Puppet Master and her dark magic could lead to
• Divide and Conquer: Party members can split up and further adventures, as the party seeks to uncover the
work simultaneously to cut the Puppet Master's hair secrets of the Hoshido Kingdom and its connection to the
from different columns, while others focus on distract- events in Kamara City.
ing her or defending against her attacks.
Treasure:
• Focused Assault: The party can focus on cutting the Upon defeating the Dark Bunraku Puppet Master, the party
Puppet Master's hair from one column at a time, while will find the following items:
trying to minimize the damage taken from her attacks
and spells. • A scroll case containing several spell scrolls, including one
scroll of Greater Restoration.
• Magical Disruption: Spellcasters in the party can • A finely crafted Hoshidan wakizashi (short sword), with a
attempt to disrupt the Puppet Master's concentration + 1 bonus to attack and damage rolls.
or dispel her magic, making it easier for the party to • A pouch containing 500 gold pieces and assorted gem
cut her hair and bring her down. stones worth 300 gold pieces.
155
Tamiko the Puppet Master
The Dark Bunraku Puppet Master, also known as
Tamiko, was once a powerful yoma from the Hoshido
Kingdom. A master of deception and manipulation, she
wielded her dark magic with the grace of a dancer and
the cunning of a trickster. Consumed by her hatred for
the alliance between the Hoshidan and the Xia people,
Tamiko became determined to sow discord and chaos
in the heart of Kamara City's Jade Blossom District.
Actions
Multiattack: The Puppet Master makes three Hair Whip
Saving Throws: Dex +7, Int +5, Cha +8 attacks.
Skills: Arcana +5, Deception +8, Perception +4
Damage Resistances: bludgeoning, piercing, and slashing Hair Whip: Melee Weapon Attack: +7 to hit, reach 60 ft., one
from nonmagical attacks target. Hit: 10 (zd6 + 3) slashing damage, and the target is
Damage Immunities: poison grappled (escape DC 14). While the target is grappled, it is
Condition Immunities: charmed, exhaustion, grappled, also restrained, and the Puppet Master cannot use the same
paralyzed, petrified, poisoned, prone, restrained hair strand to make Hair Whip attacks.
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Infernal Marionette Control (Recharge 5-6): The Puppet Master targets
Challenge: 7 (2,900 XP) one humanoid she can see within 60 feet of her. The target
must succeed on a DC 16 Wisdom saving throw or be
Innate Spellcasting: The Puppet Master's innate spellcasting charmed by the Puppet Master. While charmed in this way, the
ability is Charisma (spell save DC 16, +8 to hit with spell target is considered to be under the effects of the Dominate
attacks). The Puppet Master can innately cast the following Person spell. The effect lasts for 1 minute, or until the Puppet
spells, requiring no material components: Master is incapacitated or dies. The target can make a new
saving throw at the end of each of its turns, ending the effect
•Atwill: mage hand, minor illusion on a success.
• 3/day each: hold person, suggestion
• 1/day each: dominate person, mass suggestion
156
I
Jade Emperor's Temple Layout
The Jade Emperor's Temple is a large temple that @ Worship Rooms: These worship rooms inside the temple
measures over 100 ft. in diameter. There are two large can be used for addition of more marionette soldiers or used
worship rooms in the back of the building. as a place for coverage if a party member is greatly wounded.
(D Starting Zone: The party will start from the main door © Marionette Puppets: If you want to increase the difficulty
to the south side of the temple. of this encounter even more, you can have more marionette
solders come into the temple from these side entrances.
@ The Puppet Master: The Puppet Master is in the center Keep in mind that these marionettes are still citizens of the
Jade Blossom District and the party should try to hold them
of the room suspended in the air above a large statue
of the Jade Emperor. Her hair is latched onto eight off or incapacitate them.
different columns, using the temple as a conduit to
channel her magic and control the marionettes. The only Once the party defeats The Puppet Master, Tamiko, her dark
way to reach her is to climb the statue or to cut her down. puppet's curse will be lifted from all of the citizens that were
Cutting at least four strands will make her fall and knock turned into marionettes. The city will gain new heroes and
her prone. also concludes the Jade Blossom Arc.
157
strive to bring justice and peace to Kamara Bay and the
The Crimson Cutlass wider world.
After successfully restoring peace and order in the Jade
Blossom District and the Depths of Shadow, our group As the story unfolds, the party will venture into Smug-
of adventurers find themselves enjoying a well-de- gler's Cove and other hidden locations along the King's
served evening of merriment at the Lion's Roar Tavern Coast. Eventually, they may find themselves traveling
in Kamara City. However, their respite is short-lived as across the vast and treacherous Grand Blue ocean,
they are approached by none other than our favorite discovering remote islands, underwater kingdoms, and
Leohuman veteran, Lord Marcus Goldenclaw. ancient sea creatures that inhabit its depths.
The party's first encounter in the Grand Blue Arc takes Traps (adjust trap difficulty as needed):
place in the Whispering Tides Forest, a maritime forest Tripwires connected to crossbow traps: The party must
surrounding Smuggler's Cove. They must navigate make a DC 18 Perception check to spot the tripwires. If
through the forest, disabling traps and dealing with they fail and trigger the trap, they must make a DC 16
pirate scouts, in order to reach the cove undetected and Dexterity saving throw or take 2d10 piercing damage from
gather evidence of the Crimson Cutlass Buccaneers' the crossbow bolt.
illegal activities.
Pit traps covered with leaves and branches: The party
Encounter Details must make a DC 17 Perception check to spot the pit trap. If
The party meets Nox Nightstalker and Tidalus they fail and step on the trap, they must make a DC 14
Waveborne at the Lion's Head Lighthouse in the Dexterity saving throw or fall 15 feet into the pit, taking 2d6
Harborfront District of Kamara City's Lower City bludgeoning damage and potentially encountering a hostile
sector. From the top of the lighthouse, they are shown creature in the pit.
the location of the Smuggler's Cove through telescopes.
With this crucial information, the party is well-prepared Alarm traps with magical bells: The party must make a
for the challenges that lie ahead. DC 19 Arcana check to spot the magical runes on the alarm
trap. If they fail and trigger the trap, a loud bell rings, alert-
Nox emphasizes the importance of obtaining hard ing nearby pirate scouts to the party's presence and poten-
evidence of the Crimson Cutlass Buccaneers' illegal tially summoning reinforcements.
activities and warns the party about the traps and
pirate scouts that fill the maritime forest surrounding Possible Enemies (adjust power levels as needed):
the cove. Tidalus provides each party member with a Pirate Scouts (Veterans MM pg. 350, reskinned as pi-
vial of water breathing potion and entrusts them with rates): These experienced pirates are tasked with patrolling
his family heirloom, a decanter of endless water, to the maritime forest and reporting any intruders. They are
aid them in their mission. He hopes to have it returned quick to raise the alarm if they spot the party. Increase the
once their mission is complete. number of pirate scouts to provide a more challenging en-
counter for the party of you so choose.
As the party ventures into the maritime forest, they
quickly find themselves faced with the traps set up by Giant Constrictor Snakes (MM pg. 320): The forest is
the pirates. They must carefully disable these traps to home to these dangerous creatures, which may attack the
avoid setting off any alarms. If they are spotted by party if they venture too close to their lair. Increase the
pirate scouts, they will need to eliminate or subdue number of giant constrictor snakes to 3-4 to challenge a
them to ensure that they do not alert the rest of the larger party. Alternatively, consider using a more dangerous
pirates at Smuggler's Cove. creature, such as a Giant Ape (MM pg. 323), to make the
encounter more challenging.
160
Aftermath:
If the party successfully navigates the traps and deals
with any enemies, they make their way closer to the
Smuggler's Cove. They gain valuable experience in
stealth and disabling traps, and they are now better
prepared for the challenges that await them at the cove.
Experience:
Award the party 200 XP for each trap they successfully
disable and 150 XP for each enemy they defeat or
subdue. Award additional XP based on any additional or
modified enemies in this encounter.
Treasure:
If the party searches the bodies of any defeated pirate
scouts, they may find the following:
Levels 7-8: In this example, we are using 8 players that Hauling Pirates (use Veterans MM pg. 350, reskinned as
are Level 7. (adjust encounter as needed). This encounter pirates) Pirates stationed in the cargo hold, responsible
takes place inside the Cargo Hold aboard the Crimson for organizing and mainting the ship's inventory.
Cutlass' Cargo Ship in the Grand Blue ocean.
Experience:
After successfully infiltrating the main pirate ship, the Award the party 100 XP for each successful skill
party must lay low in the cargo hold and take turns check or obstacle they overcome during their time in
keeping watch. During their time in the hold, they have the cargo hold. Additionally, award 200 XP for any evi-
the opportunity to explore and uncover evidence of the dence of illegal activities they uncover, and 300 XP for
pirates' illegal activities, including stolen goods, exotic freeing any slaves they find. Award XP for any enemies
animals, and even captive slaves. The party must navi- they encounter.
gate the hidden dangers and challenges of the cargo
hold while staying undetected. Treasure:
During their exploration of the cargo hold, the party
Encounter Details may discover the following:
The party, hidden within the cargo hold, needs to
, A collection of stolen artwork, including paintings
remain stealthy and vigilant while they take turns
and sculptures, worth a total of 1,000 gold pieces.
keeping watch. They have the chance to explore the
• A cache of rare gemstones, worth a total of 500 gold
hold for evidence of the pirates' illicit activities. The
pieces.
cargo hold is a labyrinth of crates, barrels, and cages
, A beautifully crafted weapon, such as a+ 1 rapier
containing various items, creatures, and individuals.
with an intricate hilt design, worth 300 gold pieces.
The party must use their wits and skills to avoid
, A bag of holding, which could prove useful for storing
triggering any traps or alerting the pirates.
their findings and additional loot.
, A mysterious map of the ocean depths, hinting at the
Obstacles:
location of a hidden treasure or lost city deep within
• Perception checks (DC 15) to spot hidden traps or
the Grand Blue.
compartments within the cargo hold.
• Stealth checks (DC 14) to avoid making noise or
drawing attention to themselves while exploring .
• Investigation checks (DC 15) to uncover evidence of
illegal activities or hidden treasures .
• Animal Handling checks (DC 16) to calm any
frightened or hostile exotic animals they encounter .
• Persuasion checks (DC 14) to gain the trust of any
slaves they find, ensuring they stay quiet and cooperate
with the party's plans.
Assault of the Abyssal Tide Enemies (adjust power levels as needed):
Levels 7-8: In this example, we are using 8 players that 3 to 4 Abyssal Merrow (use Merrow MM pg. 219)
are Level 7. (adjust encounter as needed). This encounter
Adjust based on the party's size and capabilities.
takes place on the Crimson Cutlass Buccaneers' Pirate
Island in the Grand Blue ocean. 1 to 2 Abyssal Sea Seprents (use custom monster stat on
the following pages.)
The party manages to sneak off the docked pirate ship ix Chitinmaw Crusher (use custom monster stat on the
onto the secret pirate island, home to Captain
following pages.)
Blackhand and the Crimson Cutlass Buccaneers. As
they investigate the island, a surprise attack from
Abyssal Merrow and massive sea creatures, the huge Experience:
Chitinmaw Crusher, throws everything into chaos. The Award the party 150 XP for each successful skill
party must choose between joining the fight against the check or obstacle they overcome during their time on
invaders or finding a way to escape. Regardless of their the island. Award XP for defeating the group of
choice, they will face a group of 3-4 Abyssal Merrow Abyssal Merrow, Abyssal Sea Serpents and the
and 1 Chitinmaw Crusher. Chitinmaw Crusher.
Treasure:
Encounter Details During their exploration of the island or in the heat of
The party sneaks off the pirate ship and onto the island. the battle, the party may discover the following:
They quickly realize that this is the secret base for the
Crimson Cutlass Buccaneers, where they store their • A chest containing 1,500 gold pieces worth of
ill-gotten goods. While exploring, the island comes assorted coins, jewelry, and trinkets.
under attack from Abyssal Merrow and a massive sea • A scroll containing a powerful spell, such as Cone of
creature known as the Chitinmaw Crusher. The party Cold or Teleportation Circle.
overhears that the merrow are searching for an item in , A magical amulet that grants resistance to a specific
the pirates' possession called the Eye of the Abyss. The damage type (determined by the DM).
party must decide whether to help fight off the • The Eye of the Abyss, if the party decides to search
attackers or look for a way to escape the island. for it during the battle. /
Obstacles:
• Stealth checks (DC 14) to avoid detection while
disembarking from the ship. I
• Investigation checks (DC 15) to gather information /"
J ' ••
/·~--- -
/-
Monsters of the Deep
Deep beneath the ocean's surface, where sunlight fades
into eternal darkness, dwell the nightmarish creatures
of the abyss. The Abyssal Merrow, Abyssal Sea
Serpents, Chitinmaw Crushers, and other unspeakable
horrors lurk in these uncharted depths, each
possessing unique and terrifying abilities that set them
apart from their surface-dwelling counterparts.
Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage plus 4 (1d8) cold
damage.
Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage, and the
target is grappled (escape DC 13). Until this grapple ends,
the target is restrained, and the serpent can't constrict
another target.
Lunge (Recharge5-6): The Abyssal Sea Serpent moves up
to 20 feet in a straight line toward a target and makes a
bite attack. If the attack hits, the target takes an additional
4 (1d8) cold damage and must succeed on a DC 13
Strength saving throw or be knocked prone.
Chitinmaw Crusher
The Chitinmaw Crushers were created by the Abyssal
Merrow, evil and twisted sea-dwelling cousins of the
Merfolk race. The Abyssal Merrow, corrupted by their
association with the vile demon lords, performed dark
experiments on various crustaceans to create the
ultimate underwater guardian.
Chitinmaw Crusher
Huge monstrosity (crustacean), neutral evil Claw: Melee Weapon Attack: +9 to hit, reach 10 ft., one
Armor Class: 18 (natural armor) target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
Hit Points: 126 (12d12 + 48) target is grappled (escape DC 17). The Chitin maw Crusher
Speed: 30 ft., swim 40 ft. has two claws, each of which can grapple only one target.
167
Crimson Cutlass Island Layout
The Crimson Cutlass Island is a secluded island in the Captain Blackhand's Tent: If the party searches Captain
Grand Blue ocean and home to the Crimson Cutlass Blackhand's tent they can possibly find the Eye of the Abyss
Buccaneers. artifact that the Merrow are searching for. There can also be
a slave or a rare exotic animal caged up.
(D S_tarting_Zone:The ?arty will disembark the larger
Escape Boats: Make it so there are a few boats still intact
pirate ship here. While they are getting off the ship
they arrived in. It is currently under attack by two and not damaged by the Chitinmaw Crushers. These boats
large chitinmaw crushers smashing it's hull. will be the only means of escape off of the island.
@ Abyssal Merrow and Pirates: These are points where The party has a few options to end this encounter:
1. They can choose to either fight off all of the enemies,
the pirates are fighting with the Abyssal Merrow. The
party can try to avoid fighting or engage in these battles. which is not the recommended choice due to the high number
As the DM you can decide how many enemies the party of Abyssal Merrow and Chitinmaw crushers on the island.
will face off against in these areas. 2. If they manage to find the Eye of the Abyss in the Captain's
tent, they can choose to give it to the Merrow and hope it stops
@ Tents and Buildings: If the party decides to investigate the attack.
3. They can find a boat that is not under attack by Chitinmaw
the buildings or tents on the island, they will find more
evidence of the illegal goods the pirates have been Crushers and use it as a means of escape.
hoarding and any possible treasure they may find. 168
Escape from the Shattered -y '·'
Island
Levels 7-8: In this example, we are using 8 players that • Investigation checks (DC 14) to discover any captive
are Level 7. (adjust encounter as needed). This encounter slaves and their location.
takes place on the Crimson Cutlass Buccaneers' Pirate • Persuasion or Intimidation checks (DC 15) to
Island in the Grand Blue ocean. negotiate with Blackhand and his crew.
• Combat encounter against any remaining pirates if
After defeating the first wave of Abyssal Merrow and the party chooses not to take Blackhand as a prisoner.
Chitinmaw Crushers, the party finds themselves facing an • Endurance checks (DC 12) to withstand the harsh
even larger force of these monstrous creatures. With the conditions of the Grand Blue while waiting for rescue.
island's defenses crumbling, the party must use a boat to
escape, potentially rescuing captive slaves in the process. Enemies (adjust power levels as needed):
As they attempt to leave, they are confronted by Captain 4 to 6 Pirate Crew (use Thugs MM pg. 350, reskinned as
Caelan Blackhand and some of his Crimson Cutlass
pirates) Adjust based on the party's size and capabilities.
Buccaneers, who beg the party for help escaping the
island. The party must decide whether to take Blackhand 1x Captain Caelan Blackhand (use custom monster stat
as a prisoner or to leave him behind, potentially fighting on the following pages.
off more pirates in the process. Once they set sail back to
the Grand Blue, they are discovered and rescued by Experience:
Kamara City's Azure Armada, who take the party back to Award the party 200 XP for each successful skill check or
Kamara City, where they can tum in Captain Blackhand obstacle they overcome during their escape. Award an
and his pirates to Lord Marcus Goldenclaw. additional 500 XP if they successfully rescue any captive
slaves, and 300 XP if they successfully negotiate with
Encounter Details Captain Caelan Blackhand. If they end up fighting
Blackhand and his crew award the XP based on their
• The party must quickly find a suitable boat to escape
challenge rating. Award 250 XP for their endurance and
the island as more Merrow and Crushers invade the
resourcefulness during their journey back to Kamara City.
shoreline.
• During their search, they may encounter captive
slaves who they can choose to free and take with them
Treasure:
During their exploration of the island or in the heat of the
on the boat.
battle, the party may discover the following:
• As they prepare to leave, Captain Caelan Blackhand
and his crew confront the party, begging for help in
• A chest containing 1,500 gold pieces worth of assorted
escaping the island.
coins, jewelry, and trinkets.
• The party must decide whether to take Blackhand as
a prisoner or to leave him behind, which may result in • A rare magical item, such as a Wand of the War Mage
+2 or a Cloak of Protection +2.
a battle against the remaining pirates.
• A map leading to a hidden treasure trove, which could
• After setting sail, the party is discovered by Kamara
be explored in a future adventure.
City's Azure Armada and brought back to Kamara City.
• Any additional loot recovered from the island,
including the Eye of the Abyss if they have not already
Obstacles:
found it.
• Perception checks (DC 16) to locate a suitable boat
amidst the chaos. 169
Captain Caelan Blackhand
Captain Caelan Blackhand, a notorious and cunning
pirate, leads the Crimson Cutlass Buccaneers, a band of
ruthless and skilled sailors known throughout the seas
for their illegal smuggling operations. With his flaming
sword and trusty pistol, Blackhand has struck fear into
the hearts of merchants and law enforcement alike,
leaving a trail of plundered ships and plundered coastal
towns in his wake. His charisma and tactical prowess
have earned him the unwavering loyalty of his crew, who
follow him into battle with a fierce determination that
rivals any naval force.
170
and their investigations pointed towards a connection
The Eclipse of Light with the Crystal Consortium, the Shadowmane project,
In the bustling city of Kamara, the sun had just risen, and the dark dealings with the Drow ofUmbra'Zul. The
casting its warm golden glow over the cobblestone Drow, it seemed, may be planning to harness the power
streets. The adventurers, having spent weeks at their of the Heart of the Sun to create super soldiers or
favorite establishment, the Lion's Roar Tavern, were enchanted armor, which would make them a
starting to feel a sense of belonging in this great city. formidable force against the surface world.
They had been generously accommodated by the city,
as gratitude for their previous heroic deeds. Time was of the essence, and Lord Marcus implored the
party to embark on a mission to retrieve the stolen
As the party members awoke early that day, they felt a crystal. He believed the thieves would have to stop by
sense of anticipation in the air. Each of them, still the city of Driftwood to the north in order to make their
rubbing the sleep from their eyes, dressed quickly and way back to the Underdark. The region is heavily
made their way to the dining area of the tavern. The guarded right now by the Kamaran military so they will
aroma of freshly baked bread and sizzling bacon most likely rendezvous with a larger group along the
greeted them as they took their seats around the worn, way. The adventurers were asked to meet Captain
wooden table. They shared tales of their dreams and Remy Steelclaw, a captain of the Leon in Military, at a
bantered playfully, awaiting the day's adventures. Little nearby encampment, and work with him to reclaim the
did they know that their lives were about to change artifact.
dramatically.
The weight of this mission was evident, as Lord Marcus
As they finished their breakfast, the doors to the tavern promised a handsome reward for the return of the
swung open, revealing a worried Lord Marcus Heart of the Sun. The party understood the gravity of
Goldenclaw. His usual warm, welcoming smile was the situation and the importance of the crystal as a
replaced by a troubled expression. The adventurers symbol of the Goddess Solaria.
could sense that something was amiss, and their light-
hearted chatter quickly turned to concerned whispers. As the adventurers prepared to leave the Lion's Roar
Tavern and embark on their new quest, they knew that
Lord Marcus approached the table and greeted the this was the beginning of an epic journey, one that
adventurers with the respect and admiration they had would test their skills, their courage, and their very_
earned through their prior deeds. He ushered them into hearts. This was the dawn of the Lionheart Arc,. ~ ~
a private room, his voice heavy with urgency. As the
door closed behind them, Lord Marcus revealed the
dreadful news: the "Heart of the Sun" crystal, a sacred
artifact that held the powers of the Goddess Solaria,
had been stolen last night from the Temple of the Sun.
The Pursuit of the Stolen Captain Remy tasked the adventurers with uncovering
the secret meeting location in Driftwood. To do so, the
Heart party would need to gather information from the locals
without arousing suspicion. They decided to split up
The morning sun cast its warm glow upon the
and visit various establishments around the city, such
adventurers as they gathered at the renowned
as taverns, inns, and marketplaces, to discreetly gather
Moonshadow Stables, located in the Outer City sector
information.
of Kamara. The stable owner, a jovial man named Orin
Silvermane, had been expecting them and greeted
As the adventurers made their inquiries, they began to
them with a smile, knowing that they were on an urgent
hear rumors of strange activity near an abandoned
mission. As the party entered the stables, they were
lumber mill. Locals reported seeing cloaked figures
greeted by the sounds of horses neighing and the scent
entering and leaving the mill late at night, and unusual
of fresh hay.
sounds emanating from within. Piecing together the
information they had gathered, the party deduced that
Orin proudly presented an array of magnificent steeds
this mill was likely the secret meeting place between
for the adventurers to choose from. There were nimble
the thieves and the Darkforge Dwarves.
Elven horses, sturdy Dwarven mountain ponies, and a
few exotic mounts with unique abilities. The
With their destination finally revealed, the adventurers
adventurers were given the opportunity to test their
prepared themselves for the inevitable confrontation,
animal handling skills and bond with their chosen
knowing that the stakes had never been higher. They
mounts, discovering the individual personalities and
would need all their cunning, strength, and skill to
quirks of each creature.
recover the Heart of the Sun and protect the people of
Driftwood from the sinister forces gathering in the
Once the adventurers had chosen their steeds, they set
shadows.
off at a brisk pace, riding hard towards the city of
Driftwood, situated 100 miles to the northeast. They
knew that time was of the essence, as they were to
meet with Captain Remy Steelclaw at the Kamaran
Army encampment just outside the city.
•.
Captain Remy's
Encampment
Captain Remy's encampment, situated just outside the
bustling town of Driftwood, is a testament to the strate-
gic foresight and military prowess of the Leon in forces.
The camp is meticulously organized, with a keen eye
for efficiency and order, as it has been established to
serve as the first line of defense against any threats that
might emerge from the Underdark.
Actions
Multiattack: The Silvermoon Assassin makes two attacks: one
with its shortsword and one with its silvered shortbow.
Ice Troll Keen Smell: The Ice Troll has advantage on Wisdom
Large Giant, Chaotic Evil (Perception) checks that rely on smell.
Armor Class: 15 (Natural Armor)
Hit Points: 84 (8d10 + 40) Actions
Speed: 30 ft. Multiattack: The Ice Troll makes three attacks: one with its
bite and two with its claws.
Skills: Perception +2 Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities: Cold Hit: 12 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.
Damage Vulnerabilities: Fire
Senses: Darkvision 60 ft., passive Perception 12 Frosty Roar (Recharge 5-6): The Ice Troll lets out a powerful
Languages: Giant roar that channels its icy affinity. Each creature within a
Challenge Rating: 5 {1,800 XP) 15-foot cone must make a DC 15 Constitution saving throw,
taking 18 (4d8) cold damage on a failed save, or half as much
Traits damage on a successful one.
Regeneration: The Ice Troll regains 10 hit points at the start of
its turn. If the Ice Troll takes fire damage, this trait doesn't
function at the start of its next turn. The Ice Troll dies if it
starts its turn with o hit points and doesn't Regenerate.
181
Grimfrost Clan
The Grimfrost Clan is a stoic and resilient group of
dwarves who have carved out their existence in the
frigid and unforgiving landscape of the Edge of the
World Mountains. Known for their hardiness and
unbreakable spirit, the Grimfrost Clan has adapted to
the harsh conditions of their snowy domain, forging a
society that is as tough as the ice and stone that
surrounds them.
The Grimfrost Clan is a proud people, fiercely loyal to his chest, while his piercing blue eyes radiate an air of
their kin and allies. They have long-standing alliances authority and wisdom. His battle-scarred armor and
with the Kingdom of Kamara and the Leonin military, ancient warhammer, Frostbite, are a testament to his
providing them with valuable resources and aid in prowess in combat and his long years spent defending his
times of need. Their word is as unbreakable as the ice clan from countless threats.
that covers their homeland, and they are known to hold
grudges as cold and unforgiving as the winter winds. Thane Borin is a charismatic and seasoned leader,
commanding the respect and loyalty of his people with his
The Grimfrost Clan has faced many challenges in their strategic acumen and genuine concern for their
long history, including an ancient feud with the well-being. He is fair and just in his judgments, always
Darkforge Dwarves. This bitter rivalry has Jed to striving to make decisions that benefit the entire clan.
countless battles and skirmishes, the echoes of which Borin is known for his steadfast commitment to the
can still be heard in the abandoned mines beneath the preservation of the Grimfrost way of life, and he works
mountains. In the face of adversity, the Grimfrost Clan tirelessly to ensure that their traditions and values are
remains steadfast, their resolve hardened by the upheld. Despite his stern exterior, he has a warm heart
endless trials of their frozen world. and a keen sense of humor, often regaling his people with
tales of his past exploits and sharing a hearty laugh over a
Adventurers who seek the aid of the Grimfrost Clan tankard of ale.
must be prepared to face the harsh realities of their icy
domain, but those who prove their worth will find As the leader of the Grimfrost Clan, Thane Borin
steadfast allies in these indomitable dwarves. Frostbeard's primary responsibility is to ensure the safety
and prosperity of his people. He oversees the clan's
defenses, organizes their mining and forging operations,
Thane Borin Frostbeard and maintains strong diplomatic ties with their allies,
Thane Borin Frostbeard is the venerable and wise including the Kingdom of Kamara. Borin is also a mentor
leader of the Grimfrost Clan. As the head of his clan, to the younger generation of Grimfrost dwarves,
Borin embodies the spirit of the Grimfrost dwarves, imparting his extensive knowledge and experience to help
who have long been known for their resilience, mold them into the defenders of tomorrow. Above all,
strength, and unwavering dedication to their people. He Thane Borin is a symbol of the enduring spirit of the
stands taller than most dwarves, with a stout, muscular Grimfrost dwarves, inspiring his people to face any
frame that belies his age. Borin's long white challenge with courage and determination.
beard, braided and tied off at the end, reaches down to 182
Jhe Lost Mines of
Enemiescontinued:
Grimfrost 3x Darkforge Dwarf Scouts (stealthy enemies skilled in
Levels 9-10: In this example, we are using 8 players that tracking and ambush tactics, use custom stat block on
are Level 9. (adjust encounter as needed). This encounter
takes place in the Abandoned Frost Mines in the Edge the following pages)
of the World Mountains. 2x Drow of Umbra'Zul (skilled spellcasters using shadow
The adventurers have arrived at the Grimfrost Clan's magic, use custom stat block on the following pages)
settlement and met Thane Borin Frostbeard, seeking his
The party can also solve a series of riddles and puzzles to
help in reaching the Darkforge Dwarf stronghold via the
unlock hidden chambers within the mines, which may
abandoned frost mines. Borin, impressed by the party's
contain valuable treasures or shortcuts through the
determination, agrees to guide them through the
maze-like tunnels.
treacherous mines filled with dangerous creatures and
traps. Additionally, the party receives a powerful
Experience:
explosive device to create a distraction within the
Successfully navigating the Lost Mines of Grimfrost and
Darkforge stronghold, allowing the forces of Kamara to
defeating the enemies within: 9,600 XP (1,200 XP per
strike at the enemy.
player)
Encounter Details Treasures:
As the party prepares to delve into the Lost Mines of • Frost Iron weapons and armor (magical, providing
Grimfrost, Thane Borin Frostbeard gathers his most resistance to cold damage and dealing additional cold
skilled Dwarven engineers to provide the adventurers damage on successful attacks)
with a deadly tool for their mission. The engineers , A cache of valuable gemstones, worth 1,000 gold pieces
present the party with a highly explosive device, capable • A scroll containing a rare spell related to ice or cold magic
of causing a significant disturbance when activated. The
Thane instructs the party to place the device at the heart Outcome:
of the Darkforge stronghold, Shadowhold, to create a Having braved the dangers of the Lost Mines of Grimfrost
diversion that will allow Kamara's forces to strike back. and acquired the explosive device, the adventurers continue
their journey towards the Darkforge stronghold,
Before entering the mines, the adventurers must gather Shadowhold. They now possess a powerful tool to create
supplies, torches, and any necessary gear to navigate the the necessary distraction for Kamara's forces to strike back,
dark and treacherous tunnels. As the party journeys and they understand the importance of using it at the right
deeper into the mines, they will face numerous moment.
challenges, including navigating narrow passages,
avoiding unstable sections of the tunnels, and disabling As they prepare to infiltrate Shadowhold, the party must use
or avoiding ancient traps left behind by the Grimfrost their wits, skills, and teamwork to ensure the success of
Clan. their mission, all while remaining one step ahead of the
Darkforge Dwarves and the Drow of Umbra'Zul. With the
Enemies(adjust power levelsas needed):
fate of Kamara and the surface world hanging in the
2x Frostshard Umberhulks (large, heavily armored insects balance, the adventurers must rise to the challenge and put
with powerful claws and a chilling aura, use custom stat an end to the nefarious plans of their enemies.
block on the following pages)
4x Ice Trolls (agile, regenerating creatures vulnerable to
fire damage, with strong melee attacks, use custom stat
block from the previous encounter) 183
Frostshard Umber Hulk
In the Edge of the World Mountains to the north, where The Frostshard Umber Hulk is a hulking, insect-like
the chilling winds howl and the cold bites deep, a monstrosity with a chitinous exoskeleton coated in a
unique breed of Umber Hulk adapted to the frigid layer of frost. Its mandibles, once the typical dark brown
environment. These fearsome creatures, known as of an Umber Hulk, have now taken on a bluish hue, with
Frostshard Umber Hulks, were once regular Umber jagged icicles jutting out from the edges. The creature's
Hulks that had been exposed to the mystical energies of eyes are a piercing, icy blue, contrasting with the cold,
a rare and powerful frost iron ore. Over generations, dark depths of its cavernous home. Frostshard Umber
these creatures evolved to not only withstand the harsh Hulks emit a chilling mist from their bodies, making the
cold but also harness it in devastating ways. air around them freeze and crackle.
Frostshard Umber Hulk Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Large monstrosity, chaotic evil Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) cold damage.
Armor Class: 16 (Natural Armor)
Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points: 93 (11d8 + 44)
Speed: 30 ft., burrow 20 ft.
target. Hit: 14 (2d8 + 5) slashing damage.
Actions
Multiattack: The Frostshard Umber Hulk makes three attacks:
two with its claws and one with its mandibles.
184
Drow of Umbra'Zul Shadow
Warlock
The Drow of Umbra'Zul Shadow Warlock is a sinister
spellcaster who has delved deep into the secrets of
shadow magic. Hailing from the dark realm of
Umbra'Zul, these drow have forsaken the traditional
worship of Lolth and instead serve enigmatic powers
that lurk in the darkness. Clad in robes that shimmer
with the darkness of the void, they specialize in
manipulating the shadows to their advantage. Their
mastery over shadow magic allows them to summon
eldritch forces to assail their enemies, cloak
themselves in darkness, and step through the shadows
with ease. Cunning and elusive, the Drow of Umbra'Zul
Shadow Warlock is a formidable adversary, feared and
respected by those who dwell in the darkness.
Drow Shadow Warlock • Armor of Shadows:The draw can cast mage armor on itself
Medium humanoid (elf), neutral evil at will, without expending a spell slot or material
Armor Class: 13 (studded leather) components.
Hit Points:27 (6d8)
Speed:30 ft. Spellcasting:The draw is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The draw knows the following warlock
spells:
Traits
FeyAncestry:The draw has advantage on saving throws Actions
against being charmed, and magic can't put the draw to Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
sleep. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Innate Spellcasting:The drow's innate spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following Eldritch Blast: Ranged Spell Attack: +6 to hit, range 120 ft.,
spells, requiring no material components: one target. Hit: 6 (1d10 + 1) force damage.
185
Darkforge Dwarf Scout
The Darkforge Dwarf Scout is a swift and stealthy
skirmisher, adept at reconnaissance and gathering
valuable information on enemy movements. These
scouts are skilled in the art of infiltration and can move
unseen through the shadows, making them invaluable
assets to the Darkforge Clan.
186
Lost Mines of Grimfrost Layout the mines to deter intruders. As the DM you can create
(D Starting Zone: The party will starthere after Borin traps such as pressure plates, or trip wires that will trap
Frostbeard and the Grimfrost dwarves lead them as the players and alert the enemies. Adjust as needed to fit
far as they can into the mines. your party's current situation and play style.
@ Abandoned Mine Carts: There are abandoned mine Chamber of Shadows and Stone: This cavernous room,
carts here that still seem to work. The party must be located deep within the Jost mines, serves as a hidden
careful if they choose to use the carts since there outpost for the Darkforge Dwarf Scouts and Drow of
are many unstable parts inside these abandoned mines. Umbra'Zul Shadow Warlocks. If intruders enter the
chamber, the Dwarf Scouts will quickly take up defensive
@ Ice Trolls: These two zones have been inhabited by positions, while the Drow Shadow Warlocks will step back
some Ice Trolls. The party will have to fight their way and prepare to unleash their shadow magic upon their
through these parts. enemies.
© Frostshard Umberhulk Lair: The party must be very Ci)Secret Entrance to Shadowhold: As the Lionheart Arc
careful when entering this area. A couple of Frostshard comes to a close, the party successfully navigates the
Umberhulks have made this area into their lair. You can treacherous depths of the lost mines, ultimately discovering
make the Frostshard Umberhulks separated from each a secret entrance into the heart of the Darkforge Dwarves'
other and maybe one is asleep. Adjust the difficulty as subterranean city, Shadowhold. With the knowledge and
needed. tools acquired during their journey, they stand on the
precipice of a new adventure, prepared to delve deeper into
@ Traps: The Darkforge dwarves, known for their cunning the darkness that awaits them in the next arc, where the
and resourcefulness, have set up a dangerous trap within 187 mysteries and challenges of Shadowhold will be unveiled.
Chapter 7: Bonus Content
Dive deeper into the world of Kamara: Heart of the Sun
with this exclusive Bonus Content chapter, featuring new
Lore, Locations, NPCs, Monsters, and Encounters to
enrich your campaign. Discover hidden secrets within the
city of Kamara and explore the breathtaking landscapes
_)
that surround it. Unravel mysteries, confront new
challenges, and meet unforgettable characters as you /. p
venture into previously uncharted territories. L "¢"I
This bonus chapter also provides a glimpse into the
expanded world of Etheria, shedding light on the
enigmatic Thanatos City and it's citizens.Journey beyond
the borders of Kamara to the neighboring Kingdom of
Mythrall, a land steeped in ancient magic and wondrous
marvels. Delve into the rich tapestry of Etheria and
uncover the secrets that bind together the fates of these
distinct realms, igniting new possibilities for adventure
and intrigue in your campaign.
BO
Warforged Hoshido Samurai
In the heart of the Hoshido Kingdom, a secretive sect
of skilled alchemists embarked on a daring experiment:
to meld ancient Hoshidan samurai techniques with the
near-indestructible nature of the Warforged. Under the
watchful gaze of the emperor, the alchemists toiled,
fusing magical energies and the very essence of samu-
rai spirits into cold, unyielding metal. Their aim was to
create an elite military unit that would serve the emper-
or unquestioningly, a force that would protect the king-
dom from the ever-present threat of demonic beings
and other sinister foes.
Actions
Multiattack: The Warforged Hoshido Samurai makes two
katana attacks.
Saving Throws: STR+6, DEX+4, CON +5
Skills: Athletics +6, Perception +3, Survival +3 Katana: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities: Poison target. Hit: 8 (1d8 + 4) slashing damage.
Condition Immunities: Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned Longbow: Ranged Weapon Attack: +4 to hit, range 150/600
Senses: Darkvision 60 ft., passive Perception 13 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Languages: Common, Hoshidan
Challenge Rating: 5 (1,800 XP)
Reactions
Parry: The Warforged Hoshido Samurai adds 2 to its AC
Traits
Immutable Form: The Warforged Hoshido Samurai is against one melee attack that would hit it. To do so, the
immune to any spell or effect that would alter its form. Warforged Hoshido Samurai must see the attacker and be
wielding a melee weapon.
Constructed Resilience: The Warforged Hoshido Samurai
has advantage on saving throws against being charmed or Weakness:
paralyzed. Vulnerable to Lightning: The Warforged Hoshido Samurai is
vulnerable to lightning damage, taking double damage from
Samurai Focus: As a bonus action, the Warforged Hoshido lightning-based attacks or spells.
Samurai can focus its mind, gaining advantage on its next
attack roll before the end of its next turn.
Bl
Wuxing Warrior: Metal
In the ancient and secretive Wuxing Monasteries,
where the wisdom of the elements has been passed
down through generations, the Wuxing Warriors of the
Metal Element stand as a shining example of unwaver-
ing discipline and strength. Their unwavering dedica-
tion to the principles of the Metal Element has granted
them mastery over the forces of metal and lightning,
making them formidable opponents in battle.
In battle, the Wuxing Warriors of the Metal Element As guardians of the Wuxing Monasteries and protec-
are a sight to behold. Their lightning-quick reflexes and tors of the elemental balance, the Wuxing Warriors of
deft swordplay make them formidable opponents, while the Metal Element stand as a shining example of
their ability to command metal and unleash devastating strength, discipline, and order. Those who would seek
bursts of lightning can turn the tide of any skirmish. to challenge their authority or disrupt the balance of
Their unwavering resolve and adherence to order make the elements would do well to tread carefully, lest they
them natural leaders in the heat of battle, as they in- face the wrath of these formidable warriors.
spire those around them with their indomitable spirit.
Wuxing Warrior - Metal Element Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Medium Humanoid (Human), Lawful Neutral
slashing damage if used with two hands.
Armor Class: 18 (plate armor)
Hit Points: 60 (8d8 + 24)
Metal Burst (Recharge 5-6): The Wuxing Warrior can channel
Speed: 30 ft.
the power of metal to unleash a burst of lightning damage.
Each creature within a 15-foot cone must make a DC 13
Dexterity saving throw, taking 21 (6d6) lightning damage on
a failed save, or half as much damage on a successful one.
Ignatius "Flamefist" Rage (3/day): As a bonus action, Ignatius can enter a rage
for 1 minute. While raging, it gains the following benefits:
Medium humanoid (genasi, ore), neutral
Armor Class: 15 (natural armor) • Advantage on Strength checks and saving throws
Hit Points:75 (1od8 + 30) • +2 melee damage
Speed:40 ft. • Resistance to bludgeoning, piercing, and slashing damage
Cultists of Shadows
These cultists serve the ancient god of shadows and
have taken residence in the abandoned temple, seeking
to harness the dark energies that emanate from the
Skills: Deception +4, Stealth +4 depths. They view Ryota's presence as a sign of their
Senses:Passive Perception 11 god's favor and have been attempting to control and
Languages:Common, Abyssal manipulate him to further their own dark agenda. The
Challenge:1/2 (100 XP) players may encounter these cultists as they make their
way through the abandoned temple, and they may have
Dark Devotion:The cultist has advantage on saving throws
to fight or negotiate with them to reach Ryota.
against being charmed or frightened.
Actions
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 Shadow Caller
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing Medium humanoid (any race),chaotic evil
damage. Armor Class: 13 (leather armor)
Hit Points:33 (6d8 + 6)
Shadow Acolyte Speed: 30 ft.
Medium humanoid (any race), chaotic evil
Armor Class:12 (leather armor)
Hit Points:18 (4d8)
Speed: 30 ft.
Ryota the Bloodbath • Blood Siphon:When Ryota deals damage with his Blood Magic
Medium humanoid (Yoma), Large monstrosity (Awakened or Bloodthirsty Weaponry, he heals for half the damage dealt.
Yoma), chaotic neutral
Armor Class: 18 (natural armor) Actions
Hit Points:210 (20d10 + 100) Multiattack: Ryota makes three attacks: two with his
Speed:40 ft. Bloodthirsty Samurai Katana and one with his Blood Magic.
SavingThrows: Str +10, Dex +8, Con +9 Blood Magic: RangedSpell Attack: +7 to hit, range 30 ft., one
Skills:Athletics +10, Acrobatics +8, Perception +7, Survival +7 target. Hit: 8 (1d6 + 5) magical piercing damage.
Damage Resistances:Bludgeoning, Piercing, and Slashing
from nonmagical attacks LegendaryActions
Senses:Darkvision 60 ft., passive Perception 17 Ryota can take 3 legendary actions, choosing from the options
Languages:Common, Yoma below. Only one legendary action can be used at a time, and
Challenge:12 (8,400 XP) only at the end of another creature's turn. Ryota regains spent
legendary actions at the start of his turn.
Blood Frenzy:Ryota has advantage on melee attack rolls
against any creature that doesn't have all its hit points. • Blood Slash: Ryota makes an attack with his Bloodthirsty
Samurai Katana.
BloodthirstyWeaponry: Ryota's katana has the "Bloodthirsty" • Blood Burst (Costs2 Actions): Ryota uses his Blood Magic
property. When he reduces a creature too hit points with the ability in a 15-foot cone. Each creature in the area must make a
weapon, he heals a number of hit points equal to his DC 17 Dexterity saving throw, taking 8 (1d6 + s) magical
proficiency bonus. piercing damage on a failed save, or half as much damage on a
successful one.
Awakened Form:When Ryota is reduced to half of his • Awakened Frenzy (Costs3 Actions,Awakened Form only):
maximum hit points, he transforms into his powerful Ryota makes a Bloodthirsty Samurai Katana attack against
Awakened Yoma form. His size increases to Large, his reach each creature within his reach.
increases to 10 feet, and he gains the following abilities:
Ryota the Bloodbath is a powerful and deadly Yoma Blood
• Blood Magic (Awakened):Ryota can now use Blood Magic Samurai in his awakened form. His unique abilities, coupled
as a bonus action, with a 60-foot range, and deals 2d6 + 4 with his bloodthirsty nature, make him a fearsome foe for any
magical piercing damage. adventuring party.
B8