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rules to the edge! Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express  Shadows of Flame. the Eye www. This product is a work of fiction. The Shadowed Eye of Halagar is a vast dungeon and wilderness crawl with over 90 pages filled with new villians This material is protected under the copyright laws of the and monsters. Spiders. ‘For Any Edition’ logo. Any similarity to actual people.com/APGgames The 'Alea Publishing Group’ logo. Undead Dragons.facebook.apg-games. places. 'Musketeer’ Copyright by www. a gold shadow dragon covets the great Alea Publishing Group.obsidiandawn. Umbra Warriors. character names. beyond the Valley of likenesses thereof are trademarks owned by Dormant Fire.  Interesting encounters and locales that emphasize the strength of 5th Edition.creativecommons. Humming Death Spiders.org/licenses/by-sa/3. exciting scenarios that takes 5th Edition United States of America. wealth of Halagar and a several hundred year old secret Alea Publishing Group is not affiliated with Wizards of the that led the dwarven people to mine the shadow realm. Made in the U.com www. a prelude adventure for 10th to 11th written permission of Alea Publishing Group. All Alea Publishing Group characters.ancientbeast.S.com www. Shadowaxe Mages.  New 5th Edition monsters: Frost Giant Raiders. level characters. and the distinctive Deep in the Shadkhanim Mountains. .A. Shadowmist or events is purely coincidental. Coast™ and makes no claim or challenge to any trademarks owned by Wizards of the Coast™. used under a Creative Commons Attribution-ShareAlike license:  New magic items.0 of Halagar. All rights reserved. OTHER 5TH EDITION PRODUCTS MARKSMAN DESIGN Joshua Benton Joshua Raynack ART Gabriel Verdon (Cover) Kimagu APG WEBSITES OTHER WEBSITES www. including the fabled artifact. a mega adventure for 13th to 16th level characters. and Wailing Knights. organizations. ’Feudal Lords’ logo and ’Feudal Lords Campaign Setting’ are trademarks of Alea Publishing Group. ©2015 Alea Publishing Group  Shadowed Eye of Halagar.com.

but for the marksman it is a talent with firearms. you are proficient with firearms. arksman MARKSMAN M Everyone has a natural gift. ranger level. as well as many halfling slingers. who find themselves drawn in by the tools of the trade. you cannot cast or concen- while others may enlist with an army or mercenary trate on spells. benefit from cover or concealment. Your focus lasts for 1 minute. these youths are headstrong and boastful. MARKSMAN TACTICS At 3rd level. reasons. though the most common tends to be for the When you make a ranged weapon attack with a firearm. Many of these you gain a bonus to the damage roll indicated by your individuals hire their skills out to bands of adventurers. BACKGROUND Many marksmen come from rural backgrounds. You may CHARACTERISTICS Most marksmen are broken down also end your focus on your turn as a bonus action. they run the gamut from staunch upholders of the law to those who just want to watch the world burn. Both types of personalities look for new ways in which to challenge and increase their skills. spending their younger years using bows and slings in pursuit of game. accumulation of wealth and glory. you can focus as a bonus action. Gnomes sometimes follow this path for the same reason. select one of the following features: Exposed Mark: Unprotected foes falter while within your sights. It ends before that time if you are knocked unconscious or if you move. While focusing. marksmen have no particular disposition toward any specific deity or pantheon. When you hit a creature with a ranged weapon degree. always ready to show off their 3rd 3 +2 prowess. You can deal this extra damage once a turn. 9th 4 +3 The second group is mostly older people. gaining a level of skill that makes even the most attack. to pay close attention to their surroundings. For some people it is a pleasant singing voice or a good memory. and it is not uncommon for a person Once you focus the indicated number of times on the to fall into both groups during the course of her lifetime. The first group tends to be made up of younger Level Focus Focus Damage individuals. FIREARMS EXPERT When you select the marksman archetype. Some marksmen hone this natural talent to a high The marksman is a ranger archetype. the creature takes an extra 1d8 damage if it does not legendary elven archer green with envy. RELIGION As with alignment. followed closely by dwarves. into two types. reserved with a quiet confidence while prone 16th 5 +4 . the children of painters and fine artists sometimes find themselves walking this path as well as engineers and those with a natural head for numbers demonstrate this gift. RACES Humans make up the vast majority of crack shots. organization. She can catch a fly on the wing with a precise shot. ADVENTURERS Marksmen adventure for any number of Focus: On your turn. or shoot an apple off your head at a great distance. ALIGNMENT Marksmen are no more prone than anyone else from their race or region in belonging to one particular alignment. A surprising number of them come from more scholarly families.

The accommodations and assistance becoming a marksman and garner great skill. while Furthermore. you must finish a long rest before you can focus again. The weapon must possess bonus action. you can live a comfortable lifestyle without the required 2 gp a day for it. manufacturing such weapons. On the other hand. your ranged weapon With extensive training along with understanding the attacks score a critical hit on a roll of 19 or 20. The backfire causes 1d12 piercing damage nobles or famous mercenary captains interested in training unless the adventurer makes a successful DC 15 Dexterity their own soldiers to handle firearms. you have free dwarves are the only race that can access the archetype. provided is adequate to equal a modest lifestyle. although dwarves and gnomes can determine how it prevalent or which you are proficient. As an example. The weapon must  You ignore the loading special property of firearms with possess the loading special property. Guild Artisan and Soldier. employ of a patron. you Core Rulebook). You can use this feature once a turn. you can take a bonus action to make one extra attack with the same weapon. VARIANT RESTRICTION: DWARVES ONLY GUILD ARTISAN VARIANT FEATURE: FIREARM Dwarves guard the manufacturing secrets of firearms from MERCHANT OR ARTISAN You belong to a small guild other races with tenacity. it may prove difficult to master between the client and the guild. you can reroll the attack with an advan- tage. master marksmen over other races. Human crossbowmen can benefit from more firearms. the creature takes an extra 2d8 if it is at its hit point FIREARM EXPERT maximum. The damage die for this weapon attack is a the loading special property. Although adventurers might of traders that deal in firearms. assist an instructor able to pass the knowledge to willing If an adventurer fails four or more attempts before first students. Sniper: When you hit an enemy with a ranged weapon attack and the target has yet to take a turn in the combat. your steadfast aim ensures you hit your mark in combat. Introducing this variant into the game does not mean that When in a settlement larger than a town. WIDOWMAKER Beginning at 7th level. expense as normal. If you miss with a ranged attack roll. you are capable of works as if it were a simple item (see Alien Technology in the instructing others in the use of firearms. you gain the following benefits: a ranged weapon. just room and board with clientele seeking to purchase one or the use of firearms. Once you use this feature. d4 and deals bludgeoning damage. Otherwise. you can add the following amendment to the 3rd level Focus feature: Furthermore. you without proper instruction. the harquebus backfires and is destroyed With such knowledge. While under the saving throw. taking a long rest.  When you perform the Attack action and attack with a PRECISE AIM At 11th level. select one of Prerequisite: Proficiency with firearms the following features: Deadeye: Beginning at 7th level. feel free to tweak the archetype to better wealthier patrons can offer a comfortable lifestyle during suit your campaign setting or to emphasize dwarves as negotiations or its manufacture. you can make a on your turn to gain advantage on your next ranged weapon melee attack with the stock end of the weapon as a attack during the same round. It is considered a complex INSTRUCTOR In a campaign where firearms are item. The following feat represents an expertise with firearms. You further are able to have brief . you can find an instructor Stalwart Mobility: Movement does not end the focus for with ease and the process requires half the time and dwarves possessing this feature. DWARVEN HARQUEBUS The harquebus has the same SOLDIER VARIANT FEATURE: FIREARM statistics as a renaissance musket. While too valuable to discover a harquebus in an ancient dwarven haunt or from a transport. should you wish to spend downtime to become proficient in firearms. you can gain an audience with beyond repair. NEW FEAT table above. mechanisms and proper care required to maintain a Quick Shot: Whenever you take the attack action with firearm. MASTER MARKSMAN At 15th level. you can use a bonus action firearm with the two-handed property. However. unlocking its secrets can be an artisan that understands the secret techniques for could set a determined character onto a path of adventure. which you are proficient. you negotiate the details of the purchase vanquished dwarven foe. you must first complete a BACKGROUNDS This section offers alternative background features for short or long rest before you use it again.

Renaissance muskets or pistols. Keldja does know how to delivering an explosive bullet at great distances. with the tortured remains and pawned the stolen goods. you can use a bonus action to ammunition required to make the weapon lethal. expend 1 to 4 of its charges during an attack against a Adventurers can locate the necessary bullets and powder target within range of the weapon. evidence. robbed the dwarf. believing it then worthless. at dawn. Discovering the strange and curious weapon upon his person. over the course of several adventures is a good vengeance. THE AVENGING GHOST A string of murders cripples a ADVENTURE QUESTS small town with fear. or half as much damage on a one amongst them to become proficient in failed save. she inspects the troops and their progress. Weapon (firearm). can dwarf named Keldja. Katamach is immune to bludgeoning. The remaining bandits seek protection. killing a man at a great distance and with surprising accuracy. chaos will ensue in the ranks of the besieging force leading the band to falter and withdraw. with the firearms proficiency. perhaps first with rumors or the discovery of firearm The murderer is a dwarven revenant upon a path of remnants. The town elders believe that if the savage falls. the bandits tortured the dwarf to FIRE STICK OF THE GODS Adventurers hear of a tribal unlock the secrets of how to use the harquebus. vengeance to them? On the other hand. However. she remains in a drunken stupor most FIRE-RUNE HARQUEBUS days. Uncommon (requires attunement) Adventurers must first calm the dwarf of her sorrows so she might aid the town with the fabled weapon. and slashing from nonmagical attacks not made from a firearm. ancient dwarven ruin. However. though many heard a thunderous Introducing harquebuses and muskets into a medieval sound around the time of each death. Hallthor. she does not have the gunpowder or When firing the weapon. BULLETS Firearms. Small. On a hit. such as Katamach. it regains 1d4 to fire the weapon. While she does not possess the A fire-rune harquebus is a firearm capable of ability to wield the firearm. Each day. there is one individual. No one witnessed the murders. a female bullets and similar to other forms of ammunition. Keldja will teach or suffer 2d6 fire damage. causing adventurers uncover the truth before the revenant turns its creatures to become frightened when he fires the weapon. left the firearm is a weapon nor does he possess any ammunition. charge spent. clap like thunder. piercing. Katamach is a veteran with the following feature: discuss with your Game Master the option of replacing either your proficiency with simple weapons or martial weapons. Katamach loses this feature when hit with an conversations with your patron during those moments he or attack made from a firearm. Dark Protection. The shaman fears he will lose his position if he can no longer make the thunderous sound during important ritual practices. . firearms. the target and any creature within 5 feet of If adventurers return the remains of her the target must succeed on a DC 15 Dexterity saving throw husband for proper burial. who wields a weapon capable of possess enchantments found in the Core Rule Books. expended charges. will The shaman can be a foe for the adventurers. like the harquebus. late husband. he may seek their aid to gather more of MAGIC ITEMS the black powder. lead balls campaign setting is a challenge and can disrupt the lodged in the skulls of the victims provide the only atmosphere of the game. for each within the lair of the beast that killed Hallthor. the primitive priest discovered how to load and The dwarf clawed its way back from oblivion to exact its discharge the gunpowder he found while exploring an revenge. The shaman does not understand that it Afterward. The following magic adventurers visit is under siege from the ruthless warlord. However. This operate it and can help an adventurer learn the proper skill firearm has 4 charges. A slow and deliberate approach. Marksmen discover strange and interesting relics over the THE DRUNKEN DEADEYE The town in which course of their adventuring career. However. fire round lead Within the town. items exist in a campaign that allows firearms. The dwarf shaman in possession of a strange quarterstaff rumored to refused and died. Its victims are a gang of highwaymen that method to present such weapons into your game. Keldja reveals that the harquebus belonged to her this magic weapon. Each victim died from a similar wound: a tiny. round puncture in the forehead. Once You gain a +1 bonus to attack and damage rolls made with sober.FIREARMS PROFICIENCY KATAMACH If you are a fighter and select this background feature.

Initiative +1 When shot from a firearm. as shown on the following Rune- 12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Forged Bullet table. Hit: 4 (1d6 + 1) piercing damage. without the required hours of practice to master a normal If you do not have a spellcasting ability. The process to enchant a lead ball is characters (NPCs) that feature the marksman archetype. one target. A Medium humanoid (any race). laborious and often requires powdered and molten metal. a target hit by the bullet Senses passive Perception 12 must succeed on a Dexterity saving throw or take force DEFENSES damage. The DC is ARBALESTER CR 1 equal to 10 + the spell level of the rune-forged bullet. you must ARBALESTERS train in the use of crossbows. Kimagu . Speed 30 ft. The crossbow allows great precision determine whether you loaded the ammunition properly. Hit: 6 (1d10 + 1) piercing damage. 2nd 4d6 Uncommon 13 +5 ACTIONS 3rd 6d6 Uncommon 15 +7 Ranged Weapon Attack—Heavy Crossbow +5 to hit.. otherwise make an ability check using your spellcasting ability to known as arbalests. RUNE-FORGED BULLETS Languages Common or any one language Level Damage Rarity DC Attack Bonus TRAITS 1st 2d6 Common 13 +5 Sniper (1/turn) The arbalester deals an extra 9 (2d8) damage when it hits a target that has yet to take a turn in combat. When you shout urlik. reach 5 ft.. any alignment 200 XP failed check results in the rune disappearing from the bullet. one target. your spellcasting bow. it suffers normal damage. large caliber barrel and often decorated with a dragon's head around the muzzle. To load rune-forged bullets into a firearm. range 4th 7d6 Rare 15 +7 100/400 ft. force damage. Uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once expended. Each creature in the area must succeed on a DC 15 Dexterity saving throw or Dwarven take thunder damage equal to the damage normally dealt Widowmaker by the weapon. the draconic word for roar. This harquebus has a short. it sprays multiple bullets in a 10- foot-cube area within normal range. ability modifier is +0 for this process. Afterward. STR DEX CON INT WIS CHA in addition to its rarity. and attack with the weapon. attack bonus. 5th 8d6 Rare 17 +9 Melee Weapon Attack—Shortsword +3 to hit. although you do apply your proficiency bonus to the check. Armor Class 14 (chain shirt) the magic infused within the bullet is spent and it becomes Hit Points 16 (3d8 + 3) a normal piece of ammunition. causing the lead ball to melt into a piece of slag. varies NONPLAYER CHARACTERS A rune-forged bullet bears mystical markings infused with The following contains statistics for humanoid nonplayer arcane power. 6th 11d6 Very Rare 17 +9 7th 12d6 Very Rare 18 +10 8th 13d6 Very Rare 18 +10 9th 14d6 Legendary 19 +11 THUNDEROUS BLUNDERBUSS Weapon (firearm). RUNE-FORGED BULLETS Weapon (bullet). The level of the spell infused in the bullet determines STATISTICS the DC for the saving throw. Otherwise. it regains this feature after a short rest.

Focus The widowmaker deals an extra 3 damage when making a ACTIONS ranged weapon attack with a firearm. any alignment 450 XP Medium humanoid (dwarf).. TRAITS Skills Perception +2. The arbalester captain is often accompanied by a groom. 15 (+2) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Languages Common or any one language Speed 25 ft. Hit: 12 (1d12 + 6) piercing damage. Speed 30 ft. shield) Armor Class 17 (half plate) Hit Points 32 (5d8 + 10) Hit Points 67 (9d8 + 27) STATISTICS Saving Throws Str +4. Ranged Weapon Attack—Heavy Crossbow +7 to hit. one target. shield) Hit Points 11 (2d8 + 2) WIDOWMAKERS often move alone on the battlefield or STATISTICS perched aloft tall parapets. Stealth +5 Languages Common. any alignment 700 XP Initiative +2 Initiative +3 Senses passive Perception 12 Senses darkvision 60 ft. a shield bearer that protects the crossbowman while reloading. Hit: 6 (1d6 + 3) piercing damage. Armor Class 15 (hide. ARBALESTER CAPTAINS lead a contingent of crossbowmen or gather with other like veterans to form an elite mercenary unit. The groom must see the attack and wield a shield.ARBALESTER CAPTAIN CR 2 WIDOWMAKER CR 3 Medium humanoid (any race). ACTIONS GROOM CR 1/4 Medium humanoid (any race). a widowmaker gains an advantage on its next ranged attack roll during its turn.. passive Perception 12 DEFENSES DEFENSES Armor Class 16 (breastplate. one target. Languages Common or any one language ACTIONS Melee Weapon Attack—Shortsword +3 to hit. Initiative +1 Ranged Weapon Attack—Harquebus +7 to hit... range 100/400 ft. any alignment 50 XP Multiattack The widowmaker makes two weapon attacks. The attack profile below includes this extra damage. REACTIONS Shield bearer The groom imposes a disadvantage to an attack against a creature within 5 feet. one target. Hit: 6 (1d6 + 2) slashing damage. Dwarvish Exposed Mark (1/turn) An arbalester captain deals an extra 4 (1d8) damage when it hits a target with a ranged weapon attack TRAITS if the target does not benefit from cover or concealment. targeting unit leaders within STR DEX CON INT WIS CHA precision. range Senses passive Perception 10 40/120 ft. . one target. reach 5 ft. Hit: 8 (1d10 + 3) piercing damage. reach 5 ft. one target. reach 5 ft. Dwarven commanders may call for 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) widowmakers to form a unit to defend narrow positions such as a bridge or canyon pass. Hit: 4 (1d6 + 1) piercing damage. Melee Weapon Attack—Shortsword +5 to hit.. Precise Aim As a bonus action. DEFENSES Melee Weapon Attack—Handaxe +5 to hit. Resilience The widowmaker has advantage on saving throws against poison. Dex +5 Resistances poison STR DEX CON INT WIS CHA STATISTICS 13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0) STR DEX CON INT WIS CHA Speed 30 ft..

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