Vehicles
Often found in the Dalelands, the following vehicle is used by folk looking to protect their cargo.
Often found in the Dalelands, the following vehicle is used by folk looking to protect their cargo.
Familiarity. Here are the meanings of the terms in the table’s Familiarity column:
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
Multiattack. Keldar makes two attacks using Longsword or Handaxe in any combination. She can replace one of her attacks with a use of Spellcasting. Longsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Thunder damage. Handaxe. Melee or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage plus 5 (2d4) Thunder…
Bright bunting and old posters of the troupe’s previous shows hang from Stiss’s caravan. His groomed mastiff is tied to the door’s golden handle. The Mastiff is named Sleighbell and wears a jester’s hat; it will try to stop the party gaining entry. Stiss often sits at his desk and writes hate mail about Kacarosh under false pen names, before posting it to the troupe.
Assassin Heir to a Sinister Legacy After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless…
Assassin Heir to a Sinister Legacy After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless…
| 1d8 | Contents |
|---|---|
| 1 | A set of Fine Clothes and a gold pocket watch worth 150 GP |
| 2 | 4 cannisters that each contain the following seasonings: salt (5 CP each); ginger (1 GP each); cinnamon (2 GP each); pepper (2 GP each); cloves (3 GP each); saffron (15 GP each) … |
The inner bailey offers the following service: Weapon Upgrade. The keep ordered too many crossbows, which untrained recruits can’t wield effectively. Shannik wants to trade the weapons for simpler ones. In exchange for 25 GP and a Shortbow, he can provide a character with a Hand Crossbow.
The door leading into this room is locked (DC 15). A heavy chain winds around a massive winch and runs out through a port in the wall. A control box with a lever stands next to the machinery. A Small creature can wriggle through the chain port with a successful DC 15 Dexterity (Acrobatics) check, and a Tiny creature can squeeze through the port without a check. Winch. The controls for the winch…
Stramo’s is the shabbiest of the caravans. Its chipped paintwork and split wood stand out amongst the others. Parchment nailed to its door tells visitors to leave him alone if he doesn’t answer. The floor is littered with screwed-up posters, each features Kacarosh’s face crossed out with red ink. A Weasel in the caravan will try to interrupt any investigation taking place. It lives in a mouldy…
A rusted chain extends from a ramshackle building to a scaffold over a square mineshaft, then descends into the darkness. The hole in the earth belches a foul-smelling gas of a greenish hue. The chain runs from the winch mechanism (area S2c) and suspends a lift platform. The shaft is a 15-foot square tunnel cut straight down into the rock. It drops 100 feet from the surface to the rough bottom…
While Ramya is in control of the Sapphire Throne, Kalakeri is altered by Ramya’s presence, creating the following effects: Closing the Borders. While in her domain, Ramya can close or open the borders to Kalakeri at will. While the borders are closed, the Mists surrounding Kalakeri sap the life of those within them. A creature that enters the Mists for the first time on a turn or starts its turn…
“A red rock formation rests in front of you, where the sparse scrub refuses to grow. The dirt shifts beneath you strangely, even though there is no breeze.” The temple’s entrance is in a crack in the rock face marked by a symbol of a flying serpent. It is guarded by two Earth Elementals (hiding within the stone) who will fight the party in a Trial of Courage. Sofia was let through without issue.
| Location | Description |
|---|---|
| 1: Outer Gatehouse | Guards vet entrants and keep watch at this gate. |
| 2: Barn | Livestock and steeds are stabled and groomed here. … |
The door into the Tender is magically sealed and can’t be opened until all six Wayward Haints * aboard the train are either freed, destroyed, or trapped in a Soul Can. Incorporeal or ethereal creatures can’t pass through the Tender’s structure while the door is sealed. When there are no more haints aboard the Ghostlight Express, the door unseals and is unlocked. This car is an ironclad carriage…
The inn offers the following services: Rent a Cot. Cots in the common room are available to rent for 1 GP per night. Roll 1d4 for each character who rents a cot. On a 1, the character finds a dead bug on their pillow. Rent a Room. A private room costs 5 GP per night. Roll 1d4 for each character who rents a room. On a 4, the character finds 1 GP under their mattress.
A giant, diapered baby doll sits in front of a double door made of hinged chocolate bars. Even while seated, the doll is more than seven feet tall. It grasps a menacing-looking lollipop, and a single cyclopic eye peers out of the doll’s face. It gazes in your direction. “Sowwy,” booms the one-eyed doll smugly. “Kitchen’s cwosed.” The doll, Bubba Wugga, is positioned in front of the double door…
The following locations are keyed to map 4.2. Descriptions assume the characters aid the militia during the attacks described. If they don’t, in 10 minutes Omina, Garos, and the demons kill every member of the militia, as well as the locals hiding in the basement, then leave the area.
When you cast this spell you place an invisible mystic mark on the spot where you are standing, tethering yourself to it for the duration. During this time you can perform a 1 minute ritual to teleport yourself and a number of willing creatures equal to 1 plus your spellcasting ability modifier (minimum of 1) that you can see within 10 feet of you back to that spot. If the exact space is…
Ankylier Karls are the lowest members of Ankylier society, fulfilling menial tasks and hard labour. Karls are not generally treated with much respect, but are paid appropriately for their efforts by their Ankylier bosses. This allows for wealth to not necessarily be a reflection of social status within Ankylier society. Through an exceptional work ethic or extensive experience, Karls will be…
The following locations are keyed to the Skitterdeep Mine (Side) map through the Deep Drift map.
The scent of decayed hay, musty water, and old blood fills the air of what looks like a circus car. Rusting cages line the walls amidst the wooden crates painted in garish red and white stripes. The décor inside is a macabre spectacle of twisted whimsy, with faded, tattered banners advertising various carnivals. Each one depicts unsettling clowns and terrifying animals, creating an atmosphere of…
The Random Car table doesn’t include the Passenger Car (area G1), which is always at the back, and the Tender (area G8), which is always at the front and can only be accessed once all six of the Wayward Haints * have been saved or destroyed. Level Up. The characters reach level 2, if they are still at level 1, after they save or destroy three wayward haints.
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Eight chocolate statues are situated throughout this rustic barn. The statues depict humanoids with agonized expressions. Four mangy, cocoa-feathered birds bob about the statues, squawking and pecking at the chocolate figures. A nest made of white, shredded dough sits on the ground behind the northernmost statue. Four chocatrices dwell in this barn and attack intruders on sight. Each one uses the…
A human woman in red robes with tattoos covering her face flies just above the battlements, surveying the chaos beneath her with a wicked smile. A goliath knight with his face similarly tattooed floats beside her, while a six-armed fiend stands on the roof, looking ready to leap through the hole into the areas below. Omina (Medium, Neutral Evil Mage) and Garos (Medium, Neutral Evil Berserker…
"Dust is swirling around the driveway. The skittish horses have kicked up the gravel path that had been so neatly raked when you first arrived." Bolla has driven her carriage, pulled by two horses, right up to the door. She was meant to go to pick someone up first, but forgot. When the horses get loose, they knock over the lanterns that have been placed along the driveway.
Caliddo Haruvex This small, bare room has more vault doors, just as in area I53; Caliddo Haruvex carries these two keys as well. There’s also a remarkably well-hidden secret door here; a character searching this room discovers the hidden latch to open it with a successful DC 22 Intelligence (Investigation) check. Creatures: A Graveknight in archaic armor stands in this room, clutching a…
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