This cavern slopes upward to a flat area on the far side. A metal box about three feet across sits against the northern wall, its lid pressed against the wall to prevent it from opening. A bloody circle surrounded by runes is painted on the floor to the north. Urdefhan Blood Mage Dedicated to bringing more daemons into their midst, urdefhans use this chamber for vile summoning rituals. They…
Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
Domain of the Ancient Dead Darklord: Ankhtepot Genre: Dark fantasy Hallmarks: Ancient tombs, desert perils, lost gods, mummies Mist Talismans: Canopic jar, lapis lazuli scarab, scroll of hieroglyphics Aligned Tarokka Card: Monk Opposed Tarokka Card: Raven Untold generations of tombs and monuments choke on the obsidian sands of the desert domain of Har’Akir. Here, past splendors lie forgotten, and…
Other urdefhans scorn the death scouts’ stealthy methods, but none can argue with their results. Urdefhans Translucent-skinned scourges of the Darklands, urdefhans are born with certainty that they are the true foot soldiers of the world’s end. Their enclaves are terrifying abattoirs filled with gruesome trophies, training grounds, and blood sports.
Type: Equipment Pack Cost: 50 GP Weight: 18 1/2 lbs Sometimes called a “vampire hunting kit,” the Hunter’s Kit contains the following items: 6 Candles, Crowbar, Holy Symbol, 2 vials of Holy Water, Backpack, Mirror, 4 Torches, and 2 Wooden Stakes.
Most Common Classes. Bard, Cleric, Rogue, Wizard Bards of all genders make up most of the membership of the Skaldic Brotherhood. Anyone who has studied at one of the skaldic schools in the Northlands is automatically considered a member, while bards from colleges from farther flung lands who wish to join the faction must first become affiliated with a skaldic school. This involves demonstrating…
Occasionally, player characters may have the opportunity to purchase a Schematic. The Schematic Pricing table below details suggested prices based on the rarity of the finished item:
While the characters braved dangers in the Abomination Vaults, Carman crept into the Dawnflower Library and started a small fire in the book restoration room. While the fire distracted the staff, he broke the Cooperative Blade ’s display case and fled with the sword. After an hour, the staff had extinguished the fire without any serious injuries and only a few lost books—a miracle the acolytes…
| Service | Cost |
|---|---|
| Black coach ride in Baldur’s Gate | 1 GP/trip |
| Sled services | 4 GP/day |
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the…
Creature Type: Monstrosity Size: Medium (about 4–5 feet tall) Speed: 40 feet As a Worg, you have the following special traits. Darkvision. You have Darkvision with a range of 60 feet. Keen Senses. You have proficiency in the Perception skill, and you have Advantage on Wisdom (Perception) checks that rely on hearing or smell. Bite. Your formidable jaws are a natural weapon, which you can use to…
Type: Martial Melee Weapon Cost: 350 GP Weight: 3 lbs Damage: 1d8 Slashing Properties: Versatile (1d10) Proficiency with an Ulfberht Blade allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery properties. To use these properties, you must have a feature that lets you use it. Graze. If your attack roll with this weapon…
Ability: Intelligence Weight: 1 lb. This item allows you to capture the details of a fingerprint that has been left on an object and match them against another creature. It consists of an inkpad, parchment, and talcum powder. Utilize: Reveal the fingerprint left behind on an object and sketch a copy (DC 20), or match a copied fingerprint against a humanoid creature’s (DC 15).
Wondrous Item, common This iron token is inlaid with a sliver of a Siberys dragonshard. Most are worn as brooches, but others take the form of coins or keys. While an Uul’kur is a Common magic item, the secret of their creation is known only to the chot’uul monks of the Heirs of Dhakaan, and they are largely unknown in the Five Nations. When you sleep with an Uul’kur on your person, you remain…
Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat. Urdefhans Translucent-skinned scourges of the Darklands, urdefhans are born with certainty that they are the true foot soldiers of the world’s end. Their enclaves are terrifying abattoirs filled with gruesome trophies, training grounds, and blood sports.
Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat.
This three-story, slightly run-down inn is situated in the heart of the city. A sign carved to resemble the grinning visage of a black dragon hangs over the front door. A stable is located behind the inn. The Black Dragon Inn in Clerkburg has good food and affordable rooms. The inn’s stable can hold up to a dozen steeds. The inn’s proprietor is Miklos Dare, a human Warrior Veteran (Chaotic Good)…
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…
You have delved into the forces that animate all life— even those that counterfeit life, such as Constructs and Undead. Many of these studies concentrate on the nature of blood and its power to sustain life and transmit vital essence, binding the soul to the flesh. You might have apprenticed under a sly-hearted mentor or a secret cabal focused on understanding or even manipulating life and death.…
Type: Tool Cost: 25 GP Weight: 1 lb Ability: Intelligence Utilize: Reveal the fingerprint left behind on an object and sketch a copy (DC 20), or match a copied fingerprint against a humanoid creature’s (DC 15) This item allows you to capture the details of a fingerprint that has been left on an object and match them against another creature. It consists of an inkpad, parchment, and talcum powder.
Burne offers the party 100 GP to find the spy, with a promise to double it if they capture the spy. Payment is made upon completion. A character can take the Influence action to negotiate and make a DC 12 Charisma (Persuasion) check. On a success, he’s willing to pay 25 GP now and the rest upon completion.
Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons. Urdefhans Translucent-skinned scourges of the Darklands, urdefhans are born with certainty that they are the true foot soldiers of the world’s end. Their…
Sacred Services Handout May all who act with kindness and virtue Always stand upright. May neither claw nor steel nor darkness hurt you; Be shielded by the light.
Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn’t been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Type: Poison Cost: 1,000 GP Weight: -- Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
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