Weapon (greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
N (they/them) human The mysterious and discreet Onaivu is a member of the Thieves’ Guild. They hide in the shadows and ply their trade in the most unexpected places, even those right under your nose. Who they are and what they are aren’t important at all, unless they know something about you that you don’t want the rest of the world to know. They keep their face covered beneath a cowl; no one…
When the fight starts, if there’s a character in the party who either wields a two-handed weapon or is capable of doing so effectively, Aeldwyn tosses Breath-Taker to them. Breath-Taker is a Vicious Greatsword that deals 4d6 Slashing damage on a hit. Otherwise, she’ll hang onto it, but she isn’t able to wield it. If you’re using a map and minis, place Aeldwyn somewhere in the midst of the…
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
Short On Time? If you’re running this adventure in a shorter time slot, you can skip either this encounter or the encounter in Part 3. Both of them communicate that Aeldwyn’s bloody past is catching up with her (and the characters). Yllani the aquatic elf has pestered Captain Gizor about investigating a shipwreck along the route, and judging by the stream of profanities he’s muttering, it seems…
Jeholrak Infiltrators are specialist members of Jeholrak society, hired by Jeholrak Politicians to eliminate other politicians. They are, in essence, master assassins whose primary purpose is to act as a wedge in the complex interplay of Jeholrak politics. The assassination of a particular politician is usually requested by another who has less influence, intending to clear space for their…
Weapon (greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Lurkers in the dark are wicked Fey creatures who prey upon the fearful, vulnerable, and alone. They resemble nightmarishly distorted people with gray skin, lank hair, and three-fingered, clawed hands. Their limbs move in impossible ways, allowing them to slip through and hide within spaces that seem far too small. They delight in stoking their victim’s fears by whispering from spaces a person…
| Skill | Ability | Example Uses |
|---|---|---|
| Acrobatics | Dexterity | Stay on your feet in a tricky situation, or perform an acrobatic stunt. |
| Animal Handling | Wisdom | Calm or train an animal, or get an animal to behave in a certain way. … |
Weapon (rapier), very rare (requires attunement) This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can take a Bonus Action and use a command word to cause it to magically form a thin blade of sand. The…
CN male (he/him) human (Oeridian/Flan) Chase is broad-shouldered for a teen, with a streak of stubbornness that sometimes borders on recklessness. His skin is a warm, medium-brown, and his dark hair is cropped short. His clothes are ragged but well-mended, and he carries a battered shortsword as if for comfort as much as protection. Quick to pick a fight when cornered, he’s fiercely loyal to…
Origin Feat You gain the following benefits. Cantrip. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). Cunning Diversion. You can take the Dodge action as a Bonus Action. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long…
Weapon (greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push…
The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.
Rooms are scarce across the city as travelers flood in for the start of Fortnight’s Feast. A recent contest at Castle Greyhawk has drawn even more visitors, and most inns have long since filled. The Black Dragon Inn is one of the few establishments still offering accommodations. The characters are lodging at the inn or visiting for a meal or a performance when they are approached by Chase…
You hail from Lorwyn, a land of eternal sunshine, or you have studied the place with great intensity. You consider the majestic creature Eirdu the living embodiment of the sun, and you love embarking on whimsical adventures. You hold your loved ones close, even if only emotionally, for you’ve seen some venture into Shadowmoor or beyond and become faded versions of themselves. You’re nevertheless…
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
↓ Use Minimum Hit Points and Damage Rolls for this creature.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
Weapon (club), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Weapon (club), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you until…
Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the Rules Glossary).
Large Beast (Thyreophoran), Unaligned AC 20 (Extensive Osteoderms) Initiative -3 (7) HP 72 (10d10 + 22) Speed 20 ft.
| Name | AC | HP | Initiative | Key Ability |
|---|---|---|---|---|
| Commoner | 10 | 4 | +0 | Unarmed and panicked |
| Goat | 10 | 4 | +0 | Headbutts when scared … |
Weapon (club), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.…
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