Daask Raider
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
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…
The shadow-ichor Black Puddings are drawn to sources of arcane power and prioritize attacks on spellcasters, including Caset. Two Nothics per round use their Weird Insight to determine which party members have a means to escape the Pinnacle, such as a Wand of Magic Detection, a Potion of See Invisibility, or the Detect Magic spell. Adjusting the Scene Here are suggestions for adjusting this…
Fighting Style Feat (Prerequisite: Fighting Style Feature) When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction. Notes: Intercept an attack hit to another creature
The Musical Instruments described here are used by musicians across Faerûn.
The gems are held in locking clasps, keeping them in place for “careful” observation and study. There is no obvious release mechanism, as the clasps were installed magically. A character can remove gems in one of the following ways: cast the Knock spell, succeed on a DC 15 Intelligence (Arcana) check, or take the Utilize action to break the locks with a successful DC 15 Strength (Athletics)…
| 1d6 | Number | Event |
|---|---|---|
| 1 | Ace | Ace – Successful Advance! |
| 2 | 2 | Myconid Sovereign / Yellow Mold Trap … |
| 1d4 | Card Suit | Danger or Event Card |
|---|---|---|
| 1 | Hearts | Event |
| 2 | Diamonds | Danger … |
Map 3.3: Zulkir Thrul's Demiplane View Player Version When the characters walk through the shadowy door, read or paraphrase the following: Sconces shed soft, yellow light over this beautifully furnished office, which boasts oak furniture upholstered in maroon velvet. A gleaming desk sits to the south, along with nearby seats and a plush armchair. A wraparound sofa and a table bearing crystal…
After dealing with the consequences of failed checks, move to the next challenge.
It’s easy to spot the fishmonger Yesk amongst those on the docks as they are already haggling with the fishers who are unloading their catch. The party can wait for Yesk to finish their dealings with the fishers or interrupt, potentially posing as rival fishmongers. If the characters try to intimidate or attack Yesk, they call for their security agent with a loud whistle, and a Spy who has been…
You twist your fingers and fate seems to follow suit. Until the end of your next turn, you can reroll any ability check you make to play nonmagical games of skill and must use the new roll. Therefore, this spell could influence a game of poker, but not the result of a Deck of Many Things. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Sorcerer, Warlock,…
A Scout saw the Purple Worm crest out of the sand a few miles away, heading towards the town at speed. The townsfolk know the legend of the ‘Great Consumer’ and know they cannot confront it directly. As the citizens evacuate to a nearby city, a team of Scouts climb a rocky hill to prepare flaming arrows. The creatures in the infirmary have been driven out of the soil by the tremors from the…
Bookcases filled with weathered tomes surround a reading table here. Two bulky serpentine figures peruse the volumes on the shelves. Two Arisen Sarrukhs (see appendix B) search through these books about necromancy, seeking to better understand Szass Tam’s ritual. The sarrukhs fight the characters on noticing them. Treasure. The books contain all the Necromancy spells in the Player’s Handbook. A…
Type: Tool Cost: 25 GP Weight: 1 lb Ability: Dexterity Utilize: Pick a lock (DC 15), or disarm a trap (DC 15) If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Darkon is altered by Azalin’s presence, creating the following effects: Closing the Borders. While in his domain, Azalin can close or open the borders to Darkon at will. While the borders are closed, undead terrors fill the Mists surrounding Darkon. Whenever a creature enters the Mists, one Hostile Zombie Clot (see chapter 5) appears in a random unoccupied space within 30 feet of that creature.…
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…
Once the undisputed regent of Thay, Szass Tam is an old and powerful lich who plots to regain control over the nation. Although he still wields great power as the zulkir of necromancy and the tharchion of Thaymount (see chapter 1), Szass Tam believes it’s his destiny to rule Thay and use its living people as fodder for his undead armies. History An eloquent and inventive wizard, Szass Tam rose…
Wondrous Item, uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet…
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
Adventurers interact with doors often in a D&D; campaign. This section gives rules for most of the doors the adventurers encounter.
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…
Benedict is in love with Cilanthé. He hopes that if he can win her heart, she will make him immortal. Cilanthé sees Benedict as a useful scapegoat who she can abandon if and when she needs to flee. Cilanthé’s previous lair was purged by paladins, she escaped with Benedict and regenerated in the tower. Isalladir’s crew were all devoured, but her keen mind made her a good choice to become a new…
This monster is part of the Eberron: Forge of the Artificer. You can unlock it by purchasing the book in our marketplace.