Professional Documents
Culture Documents
Table of Contents
Introduction 4
Adventure Background 4
Adventure Overview 5
Cast List 6
Major Characters: 6
Minor Characters: 7
Antagonist Schedule 7
Adventure Hooks 9
Optional Location - Dunkarth 11
Myethalil Introduction 11
The All-Seeing Chicken 12
The Divine Beast’s Arrival 14
The Blade of Mul 16
2
Inside the Palace 31
Interior - Entrance Hall 31
Interior - Miscellaneous 32
Final Encounter - The Spire 33
Lord Arion’s Traits 33
Rewards/XP 36
Elementals 37
Kel (Slow Storm Variant) 37
Mul 39
Mini Mul 40
Spark 41
Possessed Commoner 42
Nobility 43
Lord Arion 43
Owl Harpy Knight (Owl Harpy Variant) 45
Harpy Knight 46
Swarm of Harpy Knights 47
Illuminator Knight Illia (Liosalfar Variant) 48
Blue Knight Tofska (Knight Variant) 49
Undead 50
Rassana (Ghul) 50
Defiled Knight’s Bones (Cackling Skeleton) 51
Flayed Knight’s Skin (Husk) 52
3
Gargoyle 56
Steam Mephit 57
Smoke Mephit 58
Living Wick 58
Adventure Outline
Introduction
The following adventure is a foray into the Plane of Air with themes of family, loss,
and deception for player characters of 8th to 12th level (access to plane shift might
dramatically change the stakes of the adventure). The player characters are pulled
into a generational conflict started by a character who, although not human, feels
that very human fear of mortality. The sense that someone is always hanging over
your head calling the shots is what drives the story for both the Player Characters
(henceforth PCs) in the present and for the Non-Player Character (henceforth NPCs)
in the past. It’s also something that hopefully your players will feel as they go
through the adventure, with the full picture of what’s happening always just out of
reach. You can run this adventure as a mystery or like a fantasy action movie, or a bit
of both!
Importantly, this adventure needs pace to be effective. While the players can stop to
think about what’s going on and piece it together from the perspectives of the NPCs
they meet, they are on the clock once they enter the Plane of Air.
Some notes on formatting:
● Italicised t ext in a text box is meant to be read aloud by the DM at the
appropriate moment - it’s never mandatory but it can be helpful.
● Bold text on a creature’s name or description indicates its stat block, which
can be found in the appendix.
4
Adventure Background
High above the mortal world, there are godlike beings who live in splendour in the
clouds. In the Plane of Air there are many djinni nobles who gather every century to
hear the prophecies of their Archduchess Sophia, as delivered by her few chosen
prophets at the appropriately named “Crystal Ball”. The djinni Lord Arion inherited his
title from his late mother (mysteriously killed along with her trusted knights in a
freak wyvern accident that he orchestrated) and was excited to attend his first
Crystal Ball, until the moment he heard his personal prophecy: his name would be
forgotten by history, and his inheritance would be thrown to the wind.
For 12 years since that day, Arion has been concocting a scheme to guarantee his
immortality, using knowledge gleaned from his mother’s books and records: he has
created a magnetic spire on the top of his palace and used it to guide his hometown
(the Obelisk Township, the seat of his barony) and the earth mote it sits on into a
lightning storm. There, he made contact with a primordial being who is now guiding
him to developing great power. His first act was to release a swarm of lightning
elementals on his people to allow them to bond to their nervous systems. These
people were granted the power of flight and enhanced mental fortitude, and hailed
the baron as hero for finally solving the issue of there being some denizens of the
barony who couldn’t fly. The baron was excited at these developments. Surely soon
his legacy as a master storm sorcerer would be assured!
Little does he know that his plan will horribly backfire and lead to him releasing a
being of terrible elemental power upon the Plane of Air and mortal world both. This
event has already been foreseen, and will soon be brought to the attention of a
handful of intrepid adventurers...
Adventure Overview
The adventure begins with Myethalil, a high elf prophet, giving the PCs a prophecy
that a great elemental beast will descend from the Plane of Air to ravage the world.
After a battle with a lesser elemental beast that opens a portal to the creature’s
home plane, they learn of an infestation of lightning elementals in Arion’s demesne
and rumours of a great power the baron is to receive upon the night of a ball. PCs
will be motivated by the desire to help the air genasi peasants survive the coming
thunderstorm, to depose the corrupt baron, or to gain the power he is striving for
themselves.
5
The adventure concludes with the PCs witnessing the fruits of the Baron’s efforts, as
a lightning storm engulfs his duchy. The PCs can stop him by force atop a spire of his
palace or sabotage the plan ahead of time and watch it fall apart.
It is impossible to totally save the duchy from destruction, but it is possible to save
some of the people living there or the treasures contained within.
Cast List
The following are all the NPCs included in the adventure. Their stat blocks and
personality traits are written into the text where they first appear.
Major Characters:
6
Kel, Roiling Storm of Chaos (she/her, it/its). A
being that was sealed away by
Baroness Aria centuries ago. She was a lightning elemental of unprecedented power
in those days, one who threatened to throw off the balance of the elemental planes
entirely. In the intervening time, her power has diffused and given rise to a small
army of lightning elementals who share in her powers, but that are nowhere near as
dangerous as the original. Still, if she were released, it would mean disaster for those
who call the skies their home...
Minor Characters:
Myethalil, Travelling Prophet (she/her, they/them). A high elf prophet in her 6th
century of life. Her girlish exterior belies a cynical and uncaring personality. She is a
devoted servant of Archduchess Sophia and travels the world delivering her
prophecies. What the recipients of these prophecies do with the information is none
of her business nor her interest. An equal number of souls have been saved by her
soothsaying as have been doomed; such is Sophia’s design.
Tofska, Blue Knight (she/her). An earth genasi knight of advanced years, so named
for the vibrant blue wyvern she rides. It is the last of its kind and her only family. She
was the only blue knight not present when Arion murdered the rest of the knights,
and has so far avoided the same fate by playing dumb to protect herself and her pet.
Illia, Illuminator Knight (she/her, they/them). T he late baroness’ most trusted knight
and previous lover. She was banished a hundred years ago when the baroness
received a prophecy that her son would kill her and all her knights. She simply
accepted this fate as the will of the gods, but sent Illia away to spare her. After the
baroness’ death, however, Arion called her back and had her help him concoct his
scheme. Ironically, Arion would have been unable to complete his plan had Illia been
there when he had the rest of the knights murdered.
Rassana, Undead Guardian (she/her, it/its). One of the baroness’ knights who wasn’t
so lucky to be banished the day of the betrayal. Arion used a secret necromancy
ritual to turn her from an ooze genasi (a rare but otherwise normal type of humanoid)
into a ghul, an undead geniekin. She now guards Aria’s tomb, too hungry to think
straight most of the time and an eager hound under Arion’s thumb.
Antagonist Schedule
Presented here is a schedule of what will happen if the PCs do not get involved in the
conflict. It is for your use as a DM to know what the antagonists are trying to do and
7
to give you something to work with when the players go off track. Remember, you
want t hem to “ruin” this schedule because if they do then that means they’re making
their own story. If the schedule completes without a hitch start-to-finish, the PCs
have probably failed to have an impact on the story.
Lastly, this schedule is flexible. If your players are totally out of sync with it and you
need to shift it to avoid a boring or confusing session, don’t be afraid to. This is just a
guideline.
Recent history: A number of guests from across the planes have been invited to
witness Lord Arion’s crowning achievement and a fancy party. Blue Knight Tofska has
been dominated by a spark, causing her to fall out with her wyvern who has sensed
that something is awry.
Hour 0: The PCs enter the Plane of Air.
Hour 1: Azura the wyvern retreats inside the prototype spire with an important magic
item after killing two harpy knights. Her rider Tofska, now dominated by a spark, kills
Azura but suffers a grievous wound. After repairing the spire, the spark and the
remaining harpies leave Tofska behind to die.
Hour 3: The Obelisk Township sees a large number of guests from across the planes
arrive at the spire for Baron Arion’s party. More will arrive over the next 3 hours, but
the majority arrive now.
Hour 4: The Obelisk Township drifts into the lightning storm and becomes more
infested with capricious lightning elementals than before, who chatter excitedly
amongst themselves about the “rebirth” that’s coming. The guests “ooo” and “aaa” at
the pretty lights outside the windows as they wine and dine.
Illuminator Knight Illia begins her regular crusade against the lightning elementals.
Hour 6: The last of the guests arrive at the Obelisk Township. A handful of them
struggle to make it through the lightning storm and are either slain by lightning
elementals or give up and go home.
Illuminator Knight Illia is slain by lightning elementals.
Hour 7: As the party winds down, Baron Arion announces the finale of the night from
atop The Spire (he uses major image t o create an electrical image of himself in the
clouds as if he’s some kind of lightning god): he is about to achieve power beyond the
Archduchess and cheat fate. He steers the township into the heart of the lightning
cloud and partakes in communion with the slow storm elemental there. He and all
8
present are consumed by the maelstrom and no one survives to tell of his tale aside
from a demigod named Dionysus, who retains a vague memory of the night as one of
the most disappointing parties he’s ever attended.
Hour 10: Archduchess Sophia smiles in triumph when she hears the news, as her
prophecy successfully led that annoying usurper baron to be erased from history. She
sighs as she knows that disposing of him by tricking him into destroying himself has
led to many innocents dying painful deaths. She knows fate is cruel, and accepts the
result.
Aftermath: The Elemental Beast Kel emerges from the floating rubble that was once
the Obelisk Township, fueled by the electrical impulses of the mortals trapped inside.
It flies around the Plane of Air for a few weeks, slaying hundreds, and then descends
to the material plane after she loses momentum. Its first stop is the coastal city of
Dunkarth, where it does damage simply by causing great storms in the area. It
remains a fixture of the nearby sea, causing high winds and attracting elemental cults
forevermore.
9
Adventure Hooks
Here are some different ways the player characters can get involved, engaged, and
invested in the adventure. While each character only needs one hook, it is
recommended that your players choose more than one between them, as the entire
party going off of just one hook might lead to a party with limited ambitions and
therefore to a truncated adventure.
1. Of course I know the prophet. They’re me. You have been called upon by the
people of the coastal village Dunkarth to perform a prophetic ritual to
determine the future of their home. Along with a somewhat famous travelling
soothsayer, an elf named Myethalil who was once a mentor of yours, you will
elucidate the future.
2. I just want to see the place she called home. 1 2 years ago someone you knew
disappeared. Your memory of her has faded and muddied over time, but you
remember her being an angelic being. She might have been your mentor, your
lover, or even your mother, but regardless of your relationship she always
wanted to return home more than she wanted to be with you. Her name was
Illia, and she claimed to be from a world of elemental air. Now that she’s gone,
you want to follow.
3. I’ve got beef with the gods. In a world where the gods are real and their power
is seen every day by the faithful, you are a committed atheist. You want to
learn the secrets of planar travel, create a base beyond the material plane, and
see the gods in person so you can take their measure. Surely they’re not as
great as everyone says they are? Any evidence that you can find that the gods
are liars or not what they say they are has to be brought to light.
4. Dunkarth is a second home to me! D unkarth, tiny village hamlet it might be, is
dear to you. It might be the home to your less adventurous family and friends
or you might have been part of the movement to depose the Vasquez family
from the area. You’re anxious to see the place grow and flourish, so naturally
you take an interest in any strange goings-on. A mysterious prophet has been
invited to town? That sounds like it’s worth keeping an eye on.
5. Blue wyverns are very important to the ecosystem, actually. Disaster struck in
the nearby mountains, as the blue wyverns there were practically wiped out
due to an influx of perytons out-competing them. You’re on the hunt for a
young blue wyvern female, also known as a “Hyvern Wyvern” for the region
they were originally discovered in, to bring back to the mountains to help
restore the population. You’ve got a few leads, and an astrologist friend of
10
yours told you apparently there’s a stable population of them in the Plane of
Air somewhere. If you could find a colony of them, you could save the species.
11
Chapter 1 — The Soothsayer and the
Storm
The adventure begins in the port city of Dunkarth, or any other coastal village in your
setting. The only important part is that the players meet Myethalil and hear her
prophecy, thus setting the events of the adventure into motion.
If you are using this adventure as part of a larger campaign, the following chapter is
optional. If your party is already in the Plane of Air and you picked this adventure up
because you were panicking that you don’t have content prepared for the biome, then
good news! You can skip this chapter and start this adventure in Chapter 2 with the
encounter “The Hyvern Wyvern”.
If you are using this adventure as a oneshot, consider using the following flavour text
in your introduction to the area.
Optional Location - Dunkarth
Dunkarth is a small village on the coast that, until recently, was being renovated and
developed by a house of nobles called the Vasquez. The townspeople were excited
for their humble village to expand but in the end they had to run the nobles off; the
whole scheme was a ploy to heavily tax the area, steal its resources, and move on.
Now with the nobles gone, the village is in a half-built state. Expensive aqueducts
stand dry and scaffolding hangs around the houses like skeletons. Yet, the people
don’t mind the dry smell of discarded building materials or the sorrowful quiet of a
village that was meant to become a city: soon, their uncertain future will be revealed
by the local soothsayer.
Myethalil Introduction
The people of Dunkarth have waited for this day. In this small coastal village where it
sometimes feels that the world has forgotten you, it is reassuring to hear the words of
the gods. As you have all stayed here for a few days on your travels, it has been
impossible to avoid talk of the soothsaying ritual coming up. The locals have been
constantly speculating on their own fortunes: will I get married this year? Will I have two
children or twenty? Will my son’s illness ever pass? Will I ever master the blade or will I
be a potter forever? Fortune-telling games have replaced those of drinking in the inn, but
everyone knows that only one person can hear the voice of the gods: that is M yethalil, a
travelling prophet. What luck that she is passing through in these uncertain times- no, it
is destiny that she be here!
12
Now, in front of a tiny chapel devoted to the goddess of fate Sophia, looking almost like a
wooden outhouse sitting in the mud, are about two dozen worshippers all kneeling and
talking excitedly amongst themselves. A wooden palanquin adorned with olive branches
and fitted with black curtains inlaid with silver thread is rested gently on an altar there.
The curtains are pulled back to reveal what looks almost like a beggar who has been
pulled off the street, with wild hair and ragged clothes. It is only once she begins to speak
that you realise her divine authority.
Myethalil (My-eth-a-lil) is a 565 year-old high elf with the following traits:
Personality Traits. I adopt the habit of a beggar to show that despite my gift I am no
better than any ordinary person. I act aloof and cynical.
Ideals. The will of the Gods is greater than all the kingdoms of mortal kind. (Lawful)
Bond. I have been the herald of my god’s plans for centuries and I’m not going to stop
now.
Flaw. Secretly I think myself better than most people due to my special connection
with my god.
The Travelling Diviner. Myethalil has been travelling the world with her four palanquin
bearers (acolytes of various elvish heritages, all with above average Strength and
Constitution from carrying her around) for hundreds of years. Her job is to warn the
people nearby about upcoming moments of great catastrophe or upheaval, allowing
them to get out of the way before the reckoning comes. Generally the people she
warns are incapable of changing these events, but occasionally her words reach
someone who will change their course to her god’s will.
She tailors her method of divination to the places she visits. Today, she will partake
in alectryomancy (al-ect-tree-o-man-see) - that is, divination by way of observing a
chicken pecking grain from the floor. Dunkarth has plenty of chickens who are quite
at ease around humanoids, so Myethalil sees this method as ideal. If asked what her
last prophecy was delivered by, she will say she cut open a sacred cow and observed
the way the entrails fell to the floor. Saying this, she will pull a piece of beef jerky
from her pocket and nibble on it.
The All-Seeing Chicken
The alectryomancy ritual is simple: Myethalil takes a chicken from one of the
townspeople and throws it into the crowd. Somewhat miraculously, it lands perfectly
on someone’s head (you can roll a die to see which of the PCs this is or you can have
it be one of the commoners), who then becomes the centre of a ritual circle and
must hold the chicken still while the ritual is prepared. Wooden cards are handed out
(each of the PCs are handed 5 cards to place in the circle - intentional sabotage at
this stage won’t be prevented by anyone but if it is noticeable the saboteur will get
13
lots of dirty glares) to be arranged in a 15-foot-radius around the person with the
chicken on their head. Grains are then placed on top of each card, each of which has
an elvish symbol on it, pertaining to different concepts. The ritual begins when the
chicken is allowed to flutter down and start pecking at the grains. Pecking at a grain
is essentially the chicken “choosing” a symbol, which adds meaning to a prophecy
which Myethalil spells out.
What follows is an afternoon with the energy of a party. In somewhat controlled
chaos, the townspeople shout out their questions for the prophet about their futures.
At this juncture, you may like to let the PCs ask their own questions (“will I have a
good relationship with my first born child?”) and roll a d20 to divine the answer: 1-5
for a negative answer (“your first born child will be the death of you”), 6-14 for an
answer that is both positive and negative (“your first born child will shun you, but
they will speak well of you after your death”), and 15-20 for a positive answer (“your
first born child will be loyal to you in life and continue your legacy after your death”).
After that is done, Myethalil calls for a halt on any questions of lesser importance.
She is tired after over an hour of divination and interpretation. She announces that
she is going to read the fate of the village and call it a day. Some might grumble that
they still don’t know if they should eat a mango or a papaya for breakfast tomorrow,
but they soon quiet down as she hushes them.
“I shall now read the immediate future of this hamlet,” Myethalil announces, not
taking her eyes off the chicken as it plods around. There is a collective held breath
- some folk still with the sparkle of excitement in their eyes and others clouding
over with worry - as the chicken pecks its first seed: that over the elvish symbol for
“The Gods”: an arrow and circle representing a mountain with a halo. The prophet
dryly announces this fact and there’s a nervous mumble in the crowd - does that
mean weal or woe? The ritual continues, Myethalil announcing each result as it
comes, the chicken pecking the symbols for “beast” “imprisonment”, and “weapon”,
then “gateway”, “air”, “mirror”, and finally, “destruction”. Myethalil isn’t the most
emotive performer, but even she purses her lips in worry.
“It seems…” she begins, “this hamlet will soon see the arrival of a great beast from
the gods. Meanwhile, in the realm of the gods, they will face a monster that mirrors
your own. Calamity will follow calamity until both realms are at peace.” She
pauses. “And yet, this event will bring at least some of you closer to the gods than
ever before.” She tuts a little as she thinks about what that means. “That sounds
like some kind of euphemism for some of you dying and having an afterlife close to
your patron deities to me.” She chuckles. “Well, I believe my work is concluded here.
Good luck with the divine beast, although such assurances are surely worthless now
that you’ve heard your fate.”
14
With that, Myethalil closes the curtains on her palanquin and her followers move to
lift her up and away from Dunkarth. There’s an uproar as the townsfolk protest that
this surely can’t be their fate, but any who try to get close to the palanquin get
(mostly harmlessly) kicked in the chest by the acolytes and knocked into the mud.
Myethalil doesn’t know it, but this prophecy is something of an experiment by
Archduchess Sophia. This prophecy is essentially predicting that someone (probably
the party) will prevent the disaster that Arion is going to cause, thus saving hundreds
of innocent lives. But her prophecy delivered at the Crystal Ball says the opposite,
saying that Arion is doomed to obscurity due to his mistakes. The best case scenario
is that both come true in a way: Arion will die and be forgotten, but his citizens will
be saved. For Sophia, the former is more important than the latter.
The players will probably have questions for her. Some of which might be:
1. Q. What the hell? A . “You’re going to have to be more specific.”
2. Q. Aren’t you going to stay and help these people? A . “What am I going to do to
some godly beast? Read its palm?”
3. Q. What kind of beast is it? A. “If I had to guess, probably some kind of
elemental. The nuance of the reading implied something from the skies -
perhaps the Plane of Air?”
4. Q. What was that bit about imprisonment and weapons? A. “Only the gods
know.”
5. Q. How much time do we have before it arrives? A . “If I were you, I’d assume
it’s already on its way.”
6. Q. Is this really what the gods want for Dunkarth? A . “At least one of them
probably does, yes.”
7. Q. Is there anything we can do to prepare? A. “What will be will be. You all look
like capable warriors… of some sort. I’m sure you’ll figure something out.”
To prepare for the beast’s arrival, the players will have to get creative. They might
want to herd all the farm animals into barns to be safe, create a hiding hole for the
townsfolk, organise an evacuation, or attempt to create a weapon to fend off the
beast. Let your players use their imagination, limiting them only with appropriate DCs
for their rolls. As a rule of thumb, each activity the PCs attempt will cost them at
least 1 hour and they have roughly 4-8 hours before the beast arrives (depending on
how generous you feel and if you want them to be able to have a long rest to switch
their spells around).
The Divine Beast’s Arrival
That night, the divine beast, an elemental being named Mul, arrives in a nearby
farmstead.
15
Cold and cruel winds assail the surrounding farmland. Dirt and bits of vegetation
swirl in place as the sky goes dark from the clouds being drawn in by the small
hurricane that crests a hill by a paddock about 150 feet away. Within, you can see
a floating, orb-like creature, about 5 feet across and covered in bristly black hair. It
has already begun firing lightning into a herd of cows, howling in anticipation of a
meal.
The elemental beast M ul has come. Its skin is barbed and its eyes are pure white.
Beware its deadly static!
Mul sees humanoids, beasts, and other mundane creatures as food that is only
occasionally a threat to it. It has no desire to converse with humanoids aside from to
tell them to move out of the way (if they are standing in the way of its food), stand
still (if they look like good food), or leave it alone (if they look like a threat). It speaks
with a shrill and piercing voice that hurts the ears of any creature that hears it.
It will behave more reasonably once it is full, but it is likely that many dozens of farm
animals (and farmers) will die before it is satiated.
It is quick to anger and will attack anyone trying to interrupt its meal. It will use dirty
tactics of flying high into the sky to rain down lightning, but is easily goaded into
following the PCs into more cramped quarters if they annoy it enough.
Once defeated, it practically ceases to exist (see Chapter 2 for Mul’s potential return).
Mul lets out a shrill screeching howl that seems to physically radiate across the
land. Its strange orb body makes several loud crunching sounds as the winds it
was previously generating slow down. Very suddenly it collapses in on itself,
compressing to just a single point in space. This point then bursts into an
almost-blinding flash of light. When you blink your eyes open, you see a levitating,
glowing, white disc where the elemental beast once was. A gentle breeze is
blowing through.
It’s a one-way portal with a 5 foot radius to the Plane of Air. The portal will remain
open for 1d10 minutes and is obviously unstable around the edges. A DC 12 Arcana
check confirms that the portal is probably going to close soon and will probably be
difficult to reopen. When the portal is closed, it looks like a distortion in space: a
“crease” in reality if you will. It is visible to the naked eye by the way it bends light on
the spot it is in.
See below under “Developments” for more on reopening the portal.
16
The Blade of Mul
Mul is an exceptionally challenging foe and can severely cripple an adventuring
party without immediate access to greater restoration. To sweeten the victory, the
spirit of Mul is bound to the PC that landed the final blow and gives them a big
power boost. When Mul drops to 0 hit points, describe how its energy is dissipating
(in the form of crackling lightning with nowhere to go) but trying to re-form. A DC
14 Religion or Arcana check will reveal that Mul can be imprisoned inside a
nonmagical metal object that is held aloft near it. As long as someone does this
within a minute of Mul’s death, it will be imprisoned and fulfil the prophecy.
Attempting to bond an already magical only holds the elemental’s spirit for a
moment before it shoots back out.
A weapon bonded with Mul turns black, is always charged with a little static
electricity, and gains the following trait:
Hunger of Mul. T his weapon has a +2 bonus to attack and damage rolls and hums
when an air elemental is nearby. The bonus damage is force damage.
On a critical hit, the target has disadvantage on Dexterity saving throws and attack
rolls based on Dexterity for 1 minute.
When the PCs jump through the portal, move on to Chapter 2.
Chapter 1 Development
What prompts the next part of the adventure and gives the players a ctions and
choices to continue the narrative?
With the defeat of Mul, a portal to the Plane of Air opens. The PCs can choose to
jump in immediately and get the best chance possible to help avert the disaster set
to happen there, or they can let the portal close and open it later.
If they choose to open the portal later, make sure they already know that it will take
at least a day to reopen it with magic so if they don’t go in right away they will lose
precious time.
The portal must be fed 5 levels’ worth of spell slots to open, which it does for 1d10
minutes at a time. This information can be surmised with an hour of inspection and a
DC 16 Arcana check.
17
Chapter 2 — The Endless Sky
In this chapter, the PCs will learn the fundamental rules of traversing the Plane of Air
and learn of the potential threat that Lord Arion poses.
Falling Into The Sky
When the PCs enter through the portal, they will have a split second where they can
simply take in the view.
Jumping through the portal is like throwing yourself into a pile of metal filings
charged with static electricity. You are briefly blinded as all over your body you are
enveloped and squeezed by thousands of tiny, intangible razors; not a single patch
of your skin is safe. It almost makes you numb with how all-encompassing it is.
Then, as quickly as it came on, it ends, and your skin is caressed by a gentle breeze.
You are surrounded on all sides by clear, blue skies with clouds swirling in the
distance to give perspective. You can feel a distant sun warming you and a calm
wind floating by you.
You look at your travelling companions and realise that there’s nothing beneath you.
You all hang in the air for just a moment, when your innate sense that there should
be gravity kicks in. Then, with a lurch, you begin to fall.
Travelling in the Plane of Air - Notional Gravity
In the Plane of Air, movement and travel are much different to movement in the
material plane. The biggest difference is that gravity doesn’t exist aside from in the
mind of those who traverse it. As soon as a character enters the Plane of Air, context
clues will make them assume which way is “down”; those travelling with them will
typically fall in the same direction, reinforcing the notion that gravity exists.
However, there is no “down” and no ground to land on typically. An adventurer will
fall for as long as it takes for them to eventually collide with something or die of
starvation. Once an adventurer is unconscious, they continue moving as per the
momentum they have accumulated thus far but are no longer affected by notional
gravity, causing them to come to an eventual stop. Players will often try to forcibly
“choose” what their character believes is the correct direction of gravity, which can
be done with a DC 15 Wisdom check. If there is context to suggest gravity “should” be
oriented in the player’s desired direction, the GM can grant advantage on or waive the
Wisdom check all together. A creature native to the Plane of Air can change their
notional gravity at will.
18
To teach the players this fact, you can either tell them explicitly on a successful DC
14 Arcana check or wait until they figure it out. The following encounter should give
them a clue.
19
Jez explains the following after saving the PCs:
1. If the PCs can’t fly: “You don’t look like you’re too acquainted with moving
around in this plane - you from the material world? Yes, I see, well we can
help you get used to this place if you like. Before that though, we have a more
pressing matter.”
2. The matter at hand: “It’s a good thing you’re here! We’re having quite an issue
here: maybe you could help us out? A rather dangerous beastie has taken
residence in this here earth mote and it’s making it impossible for us to
maintain the shrine here. Worse still, it’s somehow gained control of a holy
relic of great power. You’ll notice it right away, it’s a statue of the good baron
in marble.”
3. If the PCs ask what the shrine is: “ The shrine? It’s part of a big project in the
surrounding barony. A shrine to his late mother, Baroness Aria. It’s- well, you’ll
see how it works when this place is cleared out.”
Before the PCs go in, Jez will warn the PCs that the pillar cannot be harmed by
conventional weapons and order Tofska to hand over H ellkite to one of the PCs. A DC
15 Insight check will notice that Tofska clearly doesn’t want to but passively goes
along with it. If the character succeeds by 5 or more (i.e. gets at least a 20 on the
check) they will also notice that Jez gets a lot of satisfaction from ordering Tofska
around (because it’s a new development - even after Aria’s death, blue knights were
the highest ranked knights in the barony).
The owl harpy, Jez, is Tofska’s second-in-command, keeping the three mute harpies
in line. The mute harpy knights resent the baron for cutting out their tongues soon
after they helped him kill his mother, but are patiently waiting for the day Kel
devours him. The owl harpies, of which there are two, are responsible for keeping the
lesser harpies’ loyalty by assuring them that Kel (who they secretly worship) will take
revenge for them. Her sister, Gem, is currently posted at the Obelisk Township.
20
still employed is something that Tofska considers a boon from the gods (although she
doesn’t know that her fellow knights were murdered, she suspects that the official
story that their wyverns went out of control is not true). When not dominated,
Tofksa’s traits are as follows:
Tofska’s Traits
Personality Traits. M y voice booms like I’m trying to shout across a wide chasm to a
friend. I give bone-crushing hugs when I’m happy, even to strangers.
Ideal. People deserve to live in peace (Good)
Bond. M y wyvern companion is the last of its kind, and I must protect it until it lays
its eggs.
Flaw. When put under pressure, I value myself and my loved ones - strangers are
momentarily ignored.
Inside is a donut-shaped hallway and an internal room about 30 feet wide. There, a
possessed pillar is being controlled via an amulet held by Azura, which she stole
from the owl harpy outside. Azura doesn’t fully comprehend the amulet, but since it
got caught on her tooth she understands that it is allowing her to control the pillar.
The pillar is indeed an marble statue in the likeness of the baron (albeit with legs)
that dispassionately follows the orders of whoever holds the amulet. It can also be
used to operate the spire to move the mote or to resonate with the main spire, which
is at the Obelisk Township.
Azura doesn’t understand what’s going on, but she thinks that Tofska has turned
against her - in reality, the spark controlling Tofska used shocking grasp o
n the
dragon in impatience and started the conflict between them. Without her closest
friend, she doesn’t know who to trust. She can be calmed, but it will be difficult.
Azura’s Traits
Personality Traits. I am anxious when I’m alone. I’m trained to trust those who treat
me well and feed me.
Ideal. None - Azura is not mentally capable of grasping abstract concepts (unaligned)
Bond. T ofska raised me but now she’s turned bad. Why?
Flaw. I struggle to make decisions without someone guiding me.
Azura is slightly wounded by Tofska’s spark’s lightning bolts b
ut regardless will put
up a good fight against hostile creatures. She will hide in crevices in the ceiling (i.e.
the floor opposite to the one her prey is standing on) and attempt to sting her prey
before backing off behind the possessed pillar.
She has a remarkably non-threatening appearance, with her frog-like face and gentle
“ribbit” that punctuates her attacks. As a DM, do whatever you can to generate
21
sympathy for the beast to make the players question if killing her is the right thing to
do. After all, getting the spire working again will lead to the furthering of the baron’s
disastrous plan.
Outcomes:
● If the shrine is restored to working order, it will tilt so that the spire is pointing
towards the township - to the main spire. It begins to hum and resonate with
a faint song. Any knight present explains that it is Arion’s song of mourning for
his mother. In reality, it is designed to awaken the elemental Kel from her
slumber inside the lightning storm. There are other shrines out there, nine of
them total - this is the last one to be set up before the main event tonight.
They don’t have possessed pillars in them, as there are only two: the one here
and Lord Arion’s.
● If Tofska is freed from domination, she will do her best to warn the PCs that
the baron is a liar and that it’s his fault that these sparks are taking over
people’s bodies. She knows that these spires are designed to attract more of
them, and the biggest is in the Obelisk Township. She will mention the ball
tonight and say that it is probably the precursor to something terrible.
○ If possible, Tofska will desperately try to repair her relationship with
Azura. It will be difficult, as Azura thinks that Tofska attacked her
willingly. If the party can help Tofska at all, she might lend them Hellkite
as thanks to help them take down Lord Arion.
● If the harpies have reason to believe that sticking around will get them killed,
they will attempt to “fall” towards the Obelisk Township to give warning to
Lord Arion and the rest of the knights.
● If Azura is slain and the spire restored, Tofska will help the party get to the
Obelisk township. If still dominated by a spark, she will attempt to lead the
PCs into an ambush where a handful of sparks will appear to invade their
bodies.
● If the PCs manage to take control of the possessed pillar, add an extra spark
to each of the encounters in Chapter 2.
● If the PCs befriend Azura, she will allow up to 3 PCs to ride her and she will
carry a fourth PC in her claws.
● If the PCs leave the shrine without repairing it, “Hour 9” in the antagonist
schedule occurs an extra hour later.
● If the PCs take control of the possessed pillar, they can order it to move the
earth mote the lesser spire is on as if it were an airship that moves at 3 miles
an hour (roughly as fast as a creature with a flying speed of 30ft.).
The township is 10 miles away. It is visible from the lesser spire, but will not be
noticed until someone points it out or the player characters take 5 minutes to detect
it.
22
Chapter 2 Location - Obelisk Township
The Obelisk Township is essentially a tower perched on an earth mote much smaller
than itself. While the Obelisk is nearly 3000 feet tall, the earth mote it sits on is only
40 feet thick and about 500 feet wide.
The bottom of the township is a slum, only occupied by those who have no means to
fly. Generally this includes humanoid commoners (mostly genasi, with a few who are
closer to simply being human) and elementals not of the air variety (a handful of
gargoyles who help water flow down the Ovelískos to meet the needs of the lower
class, plus the occasional wingless planar traveller). There is a thick atmosphere of
fear and distrust, as well as constant anxiety punctuated by the sounds of
burned-out bodies occasionally falling to the ground or floating adrift as the spark
elementals give up on it.
The majority of the middle section was once a place of constant movement and
activity, with winged and levitating folk (aarakocra and air elementals, respectively)
busily moving from place to place enjoying high art and public performance. Still
standing are 20-foot-tall plinths where locals would stand to sing if inspiration struck
them. Now the place is a ghost town, inhabited only by possessed people who gave
up their free will for the ability to fly and those who have managed to keep their
individuality at the cost of safety.
23
there was a time of great positive change for some folks who couldn’t fly innately.
They were given the power to fly, putting their previous issues of being prisoners in
their own homes behind them. Some townsfolk, even after months of seeing people
drop dead from their nervous systems failing due to the sparks’ inherent charge, still
line up for the chance to be possessed and explore beyond the Obelisk Township
under their own “wings”. The prevalent attitude (essentially a “bond” for their NPC
traits) is “May the others rest in peace, but I am different - I won’t let this spark stay
longer than I want it nor will I surrender control of my body once it starts doing my
mind damage.” Thus far, only a handful have been successful in expelling their sparks
for good with the others either hiding in fear of them or already having succumbed to
nervous system damage. A large number of citizens have left the township using the
sparks’ flying abilities to see new places. None have returned, having run out of hit
points to burn.
The Arrival of the Heroes at the Township
Before you is a huge, broken tower. It looms out from the clouds, a vast and
empty thing, appearing to you now as a ruin. It is essentially built of a vast
number of homes, streets, even art and statues; dark-tinted stone wrought over
centuries to create a grand monument of civilisation. All ruined now.
Just beyond the tower is a patch of dark clouds that is getting bigger and bigger.
At first it looks like a blip on the horizon, but as it grows you realise how huge it
really is. Big enough to totally swallow the town in its entirety. And as it does, it is
as if night falls in this realm that usually has perpetual sunshine.
This section is designed to be fairly open for your players to explore. It is
more-or-less up to them to decide how they want to proceed: they can attempt to
infiltrate the party via stealth, deception, or brute force, or they can attempt to save
as many innocents as they can before the maelstrom consumes the township.
Whatever they do, it is unlikely that they will be able to save everyone or prevent the
township from being at least partially destroyed, but it’s here that they have to
choose where to focus their efforts.
Some parties will wish to fly directly to the top in order to face the baron
immediately. This is fine if the pacing of the session thus far would suit that
outcome, but you can entice them to investigate the other encounters in this chapter
by having them notice things happening in the township.
● The Last Good Knight. The PCs either hear the sound of the genasi commoner
struggling or Illia’s declaration.
● Mul the Minimal. T he PC with the highest Passive Perception notices Mini Mul
spying on the party from afar.
24
● Crypt of the Baroness. The PCs hear mysterious singing coming from near the
top of the obelisk.
If these hooks don’t work or are inappropriate, some groups may wish to investigate
the township after the final battle has concluded (if the township still exists after the
conclusion).
Illia’s Traits
Personality Traits. M y voice sounds like it is echoing from beyond a boundary. I try to
keep myself busy at all times.
Ideals. Beauty and justice are the same thing (Lawful)
Bonds. I loved Baroness Aria, and pledged to serve her family forever so I might
glimpse her again in her descendents.
Flaws. L ord Arion’s inherited beauty blinds me to his evil actions.
As a liosalfar, she is an extremely rare being with innate magical powers and has a
long past. In short, she was once a planar traveller who travelled the multiverse in
search of beauty. Centuries ago she witnessed Baroness Aria and her knights
defeating an incursion of mindless storm elementals and was instantly infatuated.
Illia believed then that the baroness’ voice shouting orders was the most beautiful
thing she had ever found, a belief confirmed when she later heard Aria sing. As a
liosalfar, she had become obsessed with the specific frequency and harmony of the
djinni’s voice. Thus, she pledged herself to the family forever.
112 years ago, at the Crystal Ball before last, Duchess Aria was given a prophecy that
she and her closest knights would be murdered by someone she loved. Not wanting
Illia to be caught up in the inevitable violence, she banished her knight to the
material plane for 100 years. Thus, a century later when Arion murdered his mother
to claim her title and her place at the Crystal Ball, Illia was safe in the material plane
mothering a family of her own. Shortly, Arion summoned Illia back from the mortal
world to help him build the spire “in memory of Aria”, which she eagerly did for just
the chance to experience Aria’s song once again (being so near her son, who inherited
his mother’s skill, she gets to hear him sing when he’s in the mood).
25
The Hunt. W hen the PCs find Illia, she is in the middle of her nightly hunt. She knows
the sparks are dangerous and that they’ll abduct anyone they want to use their
bodies as vessels - this fusion between humanoid and elemental is profane and ugly
to her, and therefore must be stopped. To save those who have been possessed, she
casts colour spray t o annoy the sparks and goad them into attacking her with their
innate spellcasting, which will hopefully give their victims a chance to throw off the
mind control and expel the lightning elementals from their bodies. Once the sparks
are exposed, she moves in for the kill.
You come out from an alleyway to a road that has been split down the middle,
creating a chasm below you. You can hear the sounds of a struggle and see down
and to the left of you four humanoids are holding another person down despite their
protests.
“Let me go, you monsters!”
“Be quiet, and be grateful that you have been chosen to be a host for one of our
kind!”
At that moment, a rainbow-hued light emerges from the opposite end of the chasm.
A humanoid figure can be seen within that commands in a booming voice, “spawn of
the lightning god, get thee gone! Thine kind are not welcome here.” Saying this, it
hovers forth just a few feet off the ground and comes into clear view: it is an 8-foot
tall humanoid warrior with prismatic lights rippling across her skin. She carries no
weapon and wears only minimal armor, but she has a commanding and powerful
presence.
Sneering and jeering, the ‘spawn of the lightning god’ slowly begin to rise off the
ground and draw their weapons menacingly.
Regardless of what the PCs do, Illia will attack the sparks possessing the four
humanoids and attempt to save the one who is being held down. After 1 round,
another spark will enter the fray without a body possessed. If the PCs do nothing but
watch or walk away, Illia will probably die here or end up having to kill at least some
of the possessed commoners. Characters who help Illia will be welcomed, but killing
the commoners will draw her disapproval and eventually rage.
The sparks defend themselves to the best of their ability. While they know Illia
doesn’t want to kill their hosts, they know that any damage she does do will shorten
the amount of time they get to enjoy their physical forms. Thus, they will soon resort
to using their innate spellcasting just to try and get rid of the irritating knight once
and for all. If the PCs get involved and resist all attempts at possession, they are
quick to flee.
26
If all the commoners are saved, Illia is so overjoyed by the beauty of justice prevailing
(so far, most of her hunts have led to failure) that she cries tears that, when they
land on the ground, instantly cause a pair of fruit bearing plants to sprout. Each
bears a pinkish-red fruit that functions as a potion of greater healing ( 4d4 + 4); she
seems somewhat surprised by this. I f any of the commoners die, she will be bitterly
disappointed but still thank the part for helping her. She can be convinced to help
take down Arion, but it will be difficult as he is the only remnant of Aria’s unique
pattern. Leveraging her guilt and personal responsibility is the key to making her
come along willingly. If anyone in the party has the “I just want to see the place she
called home” adventure hook in their backstory, they have advantage on social
checks against her.
27
“Mmmmm yea I can tell she’s close. My big sister, you might call her,” Mul explains.
“The djinni in charge of this place started beckoning us elementals from inside the
maelstrom a while ago.” Mul has no concept of “days” or “years”, but it means to say
about 12 years ago. “Some kinda song drew us in. I wasn’t a big fan of all them little
sparks running around-” Mul wasn’t getting fed because the sparks were possessing
all of the people it wanted to eat “-so I left to enter your world. You taught me a
lesson, I tell ya. Things’ll be a lot more peaceful when we all go back to where we
belong.”
“My sister? Her name’s Kel. I used to be a little bud on the side of her head before I
broke off. She’s bigger’n me by a little bit, a lot bigger now. I’ve never seen her fight a
human before but I reckon it would go poorly. For the human, I mean. She could suck
the life right out of your bones.”
If Mini Mul is adopted by the party, any character who does not carry the b lade of
Mul can serve as Mul’s new master (it would bond with the character with the
weapon, but it doesn’t want to be too obvious with its intent - when the blade of
Mul’s owner dies, Mul will request the blade be turned over to it). It will have a
symbiotic relationship with the party by sucking moisture and vitality from the
creatures they kill. Mini Mul’s stat block in the appendix describes the mechanics of
this familiar bond.
Rassana’s Traits
Personality Traits. I constantly drool when I look at food, such as fresh humanoids. I
am a master of imitation.
Ideal. Everyone must do what makes them satisfied (Neutral)
28
Bond. I have forgotten most of who I once was thanks to my transformation into a
ghul.
Flaw. I am usually too hungry to think straight.
He has commanded her to sing a sweet lullaby to the remains of his mother so that
her spirit may rest in peace. As it is now, Aria’s remains are a soft wind that whispers
with a strained voice the words “murder… murder.... murderer....” contained within an
urn that Rassana clutches. While Rassana sings, the remains simply hum along with
the song. Rassana has forgotten most of her former identity, as the hunger of being
locked in the crypt with only meagre religious offerings to dine on (the locals were
instructed to make offerings of food into a small slot in the side of the crypt) has
prevented her from thinking clearly.
Signs that something is wrong:
● The crypt has an unholy aura detectable with a paladin’s Divine Sense, the
detect evil and good spell, the detect magic s
pell or other similar magical
senses.
● The sound of Aria’s real voice humming along can be heard faintly by those
standing within 10 feet of the tomb (requires Passive Perception 13 or more)
● Characters with the Entertainer background or proficiency with any wind
instruments notice that the singer isn’t pausing to breathe during the song
(requires Passive Perception 14 or more)
● After making a food offering, quiet slurping and chewing can be heard while
the song briefly ceases (requires Passive Perception 11 or more)
● If Illia is present, she will comment on how death has clearly ruined Aria’s
voice and that it hurts too much to listen to her so distorted (although regular
townsfolk will insist she sounds almost totally the same as before)
Along with Rassana the crypt contains 5 husks (Tome of Beasts II) and 5 cackling
skeletons (Tome of Beasts II) created from the skin and bones (respectively) of the
knights who were slain alongside Rassana.. The lesser undead are fairly mindless and
will attack any living being that steps inside the tomb until they are destroyed.
While Rassana is a thrall of Lord Arion, she can be reasoned with. Breaking into the
tomb will prompt her to attack with the intent of dragging the trespasser’s paralysed
bodies into the crypt to be devoured, but her old self is still in there somewhere. If
she realises the monster she has become, she will be understandably distraught.
29
temper” was blamed as if the knights were dead by their own mounts’ stingers. While
the rare blue wyverns were slaughtered in the wake of Aria’s funeral, her uneasy
spirit cried out against her usurper son. “Murder… murder.... murderer…!” but Lord
Arion created a pack of undead headed by Rassana to guard her tomb and keep his
mother quiet. He even went as far to order most of the harpies to be silenced, which
he got away with by pretending to be mad with grief and ordering the harpies to be
silenced so that his mother’s song “would remain the most beautiful in all the skies”.
Chapter 2 Development
Once the PCs have a way into the palace, perhaps making some friends along the
way, they can enter and confront the baron. Depending on their actions along the
way, they may have secured a few allies who can help them in the final battle.
Tofska, Illia, and Rassana can all be persuaded to help, although they will all initially
refuse to fight the baron directly. They can either help the PCs get into the party or
will only show up the round after when the baron calls his harpy knights.
30
Chapter 3 — Pact of the Lightning God
At the top of the obelisk is the baron’s palace, a white, marble, box-like building with
a large spire on the top (the spire, described further below) and a glass orb coming
out of the left side (an aviary, described further below). The front-facing side has had
a 100ft-radius glass half-dome attached to it, within which are all the baron’s guests.
The baron is currently standing on the spire of his palace with his notional gravity
facing directly onto the spire, allowing him to comfortably walk along and around it.
With him is a possessed pillar n amed Obstacles (Ob-sta-klees) whose magnetic
powers allow the baron to control the trajectory of the township and broadcast his
beckoning song into the storm cloud.
Open-Air Party
To enter, one must be holding an invitation slip which allows one to pass harmlessly
through the glass (both the invitation slip and the glass radiate transmutation magic
when viewed with d etect magic).
Inside the dome are over a hundred guests, filling a lot of the space in the dome.
They are doing this either by levitating of their own power (being elementals capable
of such things) or sitting at a levitating table. There are invisible air elemental waiters
ferrying drinks and food to guests, and rambunctious m ephits dancing for the delight
of onlookers. Almost everyone is having a good time, despite the absence of the
night’s host.
Inside the Palace
Interior - Entrance Hall
The room is quiet, and most sounds are muffled by the long tapestries hanging on the
walls showing Lord Arion’s ancestors’ glorious reigns. Smoke hangs in the air and the
only light comes from what looks like oversized candle wicks coming from the heads of
strange humanoid servants who are dressed only in togas. They move with the grace of
dancers to and from various guests who are lounging on piles of cushions in the dimly lit
room. The sound of the party outside, too, is muffled.
Lounge. I nside the palace is a simple 30-by-40-foot hall with a 40-foot-high ceiling.
It is furnished as a huge lounge for guests who have become wearied by the revelries
outside, with cushions and a wide selection of narcotics and herbs to smoke from
ivory pipes. 12 living wicks f ashioned into the shapes of various beautiful humanoids
act as servants, while a s moke mephit named Bavi commands them as the one who
lit their wicks when the first guests started to arrive. Bavi and the living wicks are
31
non-aggressive, although if the PCs cause trouble she will call upon the harpy knights
in the room adjoining to escort them out.
Barracks. The adjoining room is through a door to the right: a barracks with one open
wall leading out into the open air on the right side of the palace. Inside is a swarm of
harpy knights led by a single owl harpy knight named Gem. Aside from Gem, the
other harpies have been mute ever since the death of Duchess Aria. Gem is
boisterous, but doesn’t resort to violence quickly. She is more likely to assume the
PCs are drunk if they cause trouble than that they have serious ill intent but if the
PCs escalate the situation, she will try to knock them out and throw them down into
the township for the sparks to fight over. Hidden in this room is a shrine to elemental
beasts, with Kel as their idol of worship. It is hidden behind a weapon rack that can
be revealed with a DC 14 Investigation check.
Interior - Miscellaneous
The palace has other rooms which the PCs may want to explore after they are done
with the immediate threat the baron’s plan is posing. To summarise:
● A kitchen, 20 by 20 feet in area and 50 feet tall. Full of steam mephits cooking
for the party outside.
● A library, 40 by 30 feet wooden room. Bookshelves line the walls and a statue
of a merfolk in obsidian (a ward against house fires) is in the centre of the
room. The books are nearly all in Primordial and are constructed to be water,
mud, fire, and electricity-proof. Their subjects range from poetry to exquisite
maps of foreign lands and skies. Among them may be a wizard’s spellbook
containing up to 4th level spells, or a s
pell scroll of up to 4th level.
○ There is a single copy of a book called The Art of Dyeing w ritten by a
dwarf necromancer t hat contains the secrets of life and death (and of
adding colour to skin-based leather), all written in Dwarvish. A creature
who reads the book over the course of 13 hours learns one part of a
ritual to create undead abominations. From that point forth, the
creature can choose to create a husk when they cast animate dead on a
dead humanoid’s flayed skin, if they already know the spell. This book
was part of the series Arion read to create the pack of undead guarding
his mother’s tomb; the other books were burned.
● A chapel containing a large loom, the holy symbol of the Archduchess Sophia.
It is dusty from lack of use but can be used to create clothes of mending. The
clothes created will only mend if their user is still alive.
● A glass aviary in the shape of a 50ft. radius orb that hangs off the palace, with
a balcony to observe the creatures inside through bars. Vines and olive trees
twist and turn throughout the aviary to give the birds perches, and the smell of
flowers covers up the scene of bird faeces. The birds here are generally placid
songbirds and colourful birds of paradise.
● A chimney leading up to the roof.
32
33
The moment I called you all here for is coming: behold! I shall do what my mother
could not. I shall bend this storm to my will!”
There is applause and, as a particularly huge lightning bolt strikes a nearby pillar
and shatters it, a few screams. Arion turns to face you all, an expression of triumph
and fear on his face. “There! It’s started now. Soon you’ll see something
unforgettable.”
When Lord Arion takes a Lair Action, Kel comes closer and closer to awakening.
● With the first Lair Action, a whirlwind starts to form around the spire.
● With the second Lair Action, electricity creates a ring of electricity around
where her nucleus will be - that is, at the top point of the spire.
● With the third Lair Action, her body comes into physical reality but is still
intangible
● With the fourth Lair action, her eyes open wide and she enters initiative in the
space just after Lord Arion. On Arion’s turn, he will use all his movement to
move towards her nucleus and, as a bonus action, cast out what looks like a
whip made of lightning (using a s pell scroll he created specifically for this
occasion) and make a Charisma contest. On a successful saving throw, nothing
happens, although he thinks he is bending her to his will. If he fails, Kel
instantly sucks him up like a noodle (leaving the contents of his inventory
behind). Arion will continue to use his bonus action each turn to use his action
on this spell until Kel devours him. If his concentration (as concentrating on a
spell) is broken, Kel devours him. If he allows it, another character can spend a
spell slot to give him advantage on the contest if they touch him as an action.
If Arion is defeated before Kel awakens, she will slowly disappear.
Chapter 3 Development
Depending on how things go down with Arion, things will be drastically different in
the end. If Arion is still committed to his goal of awakening Kel, it is likely that
Sophia’s prophecy will be fulfilled and he will be destroyed.
34
Conclusion
Below are some suggested story points, designed to suggest a few outcomes of the
adventure depending on how the characters engaged with the challenge in Chapter 3.
The conclusion to your version of this adventure probably won’t look like any of these
100% because your players’ actions cannot (and should not) be fully accounted for
here.
35
Rewards/XP
PCs earn XP from each discrete encounter as per the normal rules plus the following:
● 25XP x the characters’ level if:
○ The players use the time they have to execute an excellent plan for
dealing with Mul (your discretion)
○ Tofska and her wyvern are able to repair their bond
○ Illia is made to confront her guilt
○ Rassana’s memories are restored
○ The undead knights are put to rest
○ Aria’s spirit is successfully contacted via magic
○ Lord Arion is persuaded to see the error of his ways
○ The players figure out that Archduchess Sophia masterminded all of this
as a way to make sure that Arion’s only legacy was that of a pathetic
“villain” who was rightfully defeated by the heroes of the story
● The following magic items:
○ One mundane weapon of theirs which is transformed into t he blade of
Mul i f they use the clue in Myethalil’s prophecy to trap Mul’s essence
○ An amulet that controls the possessed pillar in the lesser spire
○ A +1 halberd called H ellkite that deals fire damage as the bonus damage,
if they take it from Tofska’s dead body or if she wants to lend it to them
in return for helping her repair her bond with Azura
○ 2p otions of greater healing (in the form of magic fruits) if all of the
commoners are saved in The Last Good Knight encounter
○ An amulet that controls Obstacles
If you are using milestone levelling, the end of this adventure might be a good time to
level up if any of the PCs have completed a big personal goal.
Further Adventures
This foray into the Plane of Air might be your party’s last, but it doesn’t have to be.
Below are a few suggestions on further quests that might split off from this one. As
always, keep your players’ suggestions in mind for what the next beat of their story
could be.
● Simply returning from the Plane of Air back to the normal world might be a
challenge. I subscribe to the “long walk” method of planar travel, in that if you
ever go on a sufficiently long walk you’ll probably end up in another plane of
existence (long walk in the forest leads to the Feywild, long walk in an
underwater trench leads to the Plane of Water, etc) but that might not be
sufficient to get your party home in an expedient manner.
36
● This adventure works as an introduction to Archduchess Sophia as a
mastermind-type BBEG (Big Bad Evil Guy/Gal/Git). This will be the first time
they have witnessed one of her prophecies go into effect to ruin someone’s life
and while they may disapprove there is no immediate call to action to confront
her. Once she imparts another prophecy to ruin the life of one of the PCs, or of
an NPC they care about, then it’s time for vengeance. Bear in mind that if you
wish to use Sophia as a villain, it might be best to not make her a literal
goddess, just a very powerful djinni with access to high-level divination magic
and all the allies being the top of a feudal hierarchy entails. The whole
“goddess of fate” stuff was clearly a load of gas to keep the nobility in line.
● If the party befriends one of the knights, they will have things they wish to do
if they no longer serve the baron (once the township is back on its feet after
the chaos of the Pact of the Lightning God).
○ Tofska’s wyvern Azura is revealed to not be the last of its kind after all
as it lays a clutch of eggs in its nest! However, the eggs are sought after
by smugglers as incredibly valuable pets for wealthy buyers - will the
party defend this dying species or give in to greed as well?
○ Illia has a human family on the material plane who she left behind.
When she returns to them, bringing the party with her as guests of
honour, she may find they have suffered without her at the hands of
bandits, cultists, or inquisitors.
○ Rassana, if she is found and freed by the party, is finding her undead
nature difficult to live with. Despite her best efforts, she can’t help
seeking out living beings to slay and devour. The party may have to hunt
her down after a series of murders, attempt to bring her back to life, or
even fend off other undead beings who want to add her to their cabal.
● If nothing else, the Plane of Air is an interesting biome that your players
probably won’t get to explore again for a while (as most adventures are set in
their setting’s “normal world”). It could be the perfect place to set up a
stronghold or headquarters, given that someone in the party is capable of
casting p lane shift to go to and from this plane and the material.
37
Appendix : Monster and NPC Stat Blocks
Elementals
Kel, Elemental Beast (Slow Storm Variant)
Gargantuan elemental
Armor Class 19 (natural armor)
Hit Points 297 (18d20 + 108)
Speed 0 ft., fly 60 ft. (hover)
STR 20 (+5) DEX 19 (+4) CON 22 (+6) INT 11 (+0) WIS 16 (+3) CHA 11 (+0)
Saving Throws Dex +10, Con +12
Damage Resistances acid, cold, fire
Damage Immunities l ightning
Condition Immunities paralyzed, petrified, poisoned, prone, unconscious
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Primordial
Challenge 17 (18,000 XP)
Appearance A huge, spiny orb with baleful white eyes suspended in a violent storm
Inventory E mpty
Traits
Bone Wrack. When hit by Kel's slam or breath weapon attack, she absorbs moisture
from the living creatures' joints, causing stiffness and pain. In addition to 1d4
Dexterity drain, any creature caught within the slow storm's breath weapon that fails
another DC 18 Constitution save suffers crushing pain in bones and joints. Any round
in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved.
Bone wracking pain lasts until the affected creature regains at least 1 point of lost
Dexterity.
Innate Spellcasting. Kel's innate spellcasting ability is Wisdom (spell save DC 17). She
can innately cast the following spells, requiring no material components:
At will: l ightning bolt
3/day: chain lightning
Storm Form. Kel is a smaller creature than the space she occupies, and her
vulnerable physical body is protected by a cyclonic wind surrounding it. She occupies
a space 20 feet square, but her physical body occupies just the center 10-foot square
space. The nucleus of a slow storm is a six-foot radius sphere weighing 175 lb. The
rest of the space is “occupied” by protective, high-speed wind.
Actions
Slam. M
elee Weapon Attack: +11 to hit, reach 15 ft., one target. H
it: 31 (4d12 + 5)
bludgeoning damage plus 9 (2d8) piercing damage.
Static Shock (Recharge 5-6). K el exhales its electrical power in a 30-foot cone.
Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and
38
suffer bone wrack. A successful DC 19 Constitution saving throw halves the Dexterity
loss and prevents the bone wrack.
Legendary Actions
Kel can take 3 Legendary Actions, choosing from the options below. Only one
legendary action can be used at a time, and only at the end of another creature's
turn. Spent Legendary Actions are regained at the start of each turn.
● Move. Kel moves up to her speed without provoking opportunity attacks.
● Slam. K el makes one slam attack against a creature within range.
● Static Shock (costs 3 actions). K
el uses Static Shock, or recharges it if it is not
recharged already.
Tactics
Destroy. Do as much damage as possible with Static Shock and chain lightning before
moving on to the next big target.
39
space. The nucleus is a two-foot radius sphere weighing 75 lb. The rest of the space
is “occupied” by protective, high-speed wind.
Only the central, physical body is susceptible to damage; the wind is just wind.
Enemies using melee weapons with less than 10-foot reach must step into the
whirlwind to attack the slow storm.
Actions
Multiattack. M ul makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. H
it: 16 (3d8 + 5)
bludgeoning damage.
Whirlwind (Recharge 4-6). Each creature in Mull's space must make a DC 13 Strength
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is
flung up 20 feet away from it in a random direction and knocked prone. If a thrown
target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is thrown at another creature,
that creature must succeed on a DC 13 Dexterity saving throw or take the same
damage and be knocked prone. If the saving throw is successful, the target takes half
the bludgeoning damage and isn't flung away or knocked prone.
Legendary Actions
Mul can take 3 Legendary Actions, choosing from the options below. Only one
legendary action can be used at a time, and only at the end of another creature's
turn. Spent Legendary Actions are regained at the start of each turn.
● Move. Mul moves up to its speed without provoking opportunity attacks.
● Slam. M ul makes one slam attack against a creature within range.
● Static Shock (costs 3 actions). M ul lets out a static shock in a 15ft. cone.
Creatures caught in the cone must succeed on a DC 13 Constitution saving
throw or take 8d6 force damage and have disadvantage on Dexterity saving
throws and attack rolls based on Dexterity for 1 minute. On a successful saving
throw, the force damage is halved and no disadvantage is applied.
Tactics
Move into other creatures’ spaces, fling them with Whirlwind, then fire lightning bolts
at them while they’re down. Fly into the sky and come back to flank your enemies
when they outgun you.
Mini Mul
Tiny elemental, chaotic neutral
Armor Class 15
Hit Points 6 (1d4 + 2)
Speed 5 ft., fly 40 ft.
STR 3 (-4) DEX 20 (+5) CON 14 (+2) INT 6 (-2) WIS 10 (+0) CHA 6 (-2)|
Skills Perception +2, Stealth +9
40
Senses darkvision 60 ft., passive Perception 12
Damage Resistances acid, cold, fire
Damage Immunities l ightning
Condition Immunities. grappled, paralyzed, petrified, poisoned, prone, unconscious
Languages Auran
Challenge 1/8 (25 XP)
Appearance A spiny orb about the size of an apple with white dots for eyes
Inventory E
mpty
Traits
Amorphous. Mul can move through a space as narrow as 1 inch wide without
squeezing.
Innate Spellcasting. Mul's innate spellcasting ability is Wisdom (+2 to hit with spell
attacks). It can innately cast the following spells, requiring no material components:
At will: s
hocking grasp
Familiar. Mul can serve another creature as a familiar, forming a telepathic bond with
its willing master. While the two are bonded, the master can sense what Mul senses
as long as they are within 1 mile of each other. While Mul is within 10 feet of its
master, the master shares Mul’s Innate Spellcasting trait. At any time and for any
reason, the Mul can end its service as a familiar, ending the telepathic bond.
Survivor. M ul is very good at surviving when depleted of energy. If Mul is killed, it can
regenerate either in the Plane of Air or in a space adjacent to the blade of Mul ( Mul’s
choice). The regeneration process takes 1d10 hours, at which point Mul returns with
all its hit points.
Actions
Invisibility. Mul magically turns invisible until it attacks or casts a spell, or until its
concentration ends (as if concentrating on a spell). Any equipment Mul wears or
carries is invisible with it.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage
plus 1d4 lightning damage.
Static Shock. R anged Weapon Attack: +6 to hit, range 40/160 ft., one target. H it: 1
force damage, and the target must succeed on a DC 5 Constitution saving throw or
fall unconscious for one minute, or until it takes damage or another creature takes an
action to shake it awake.
Tactics
Obey your master. Otherwise, hit-and-run with shocking grasp and use Static Shock
sparingly, where you think you have a chance to knock a creature unconscious.
41
Spark
Tiny elemental, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 84 (13d4 + 52)
Speed 10 ft., fly 60 ft. (hover)
STR 4 (-3) DEX 20 (+5) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)
Saving Throws Dex +8
Damage Immunities lightning
Damage Resistances acid, fire, force, thunder; bludgeoning, piercing, and slashing
from nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Common, Primordial
Challenge 7 (2,900 XP)
Appearance A mote of blue-purple electrical energy with a trailing, comet-like tail
Inventory E mpty
Traits
Innate Spellcasting. The spark’s innate casting ability is Charisma (spell save DC 14,
+6 to hit with spell attacks). It can innately cast the following spells, requiring no
material components:
At will: s
hocking grasp (3d6)
3/day: lightning bolt
1/day: call lightning
Levitator (Variant). A creature inhabited by the spark shares its flying speed.
Actions
Inhabit. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must
succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the
dominate person spell. An elemental succeeds on the saving throw automatically. The
spark instantly enters the target’s space and merges into the target’s physical form.
While inhabiting a creature, a spark takes no damage from physical attacks. The
target creature receives a +4 bonus to its Dexterity and Charisma scores while it’s
inhabited. The speech and actions of an inhabited creature are noticeably jerky and
erratic to any creature with passive Perception 14 or higher. Each time the spark uses
innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A
successful save expels the spark, which appears in an unoccupied space within 5 feet
of the former host. The inhabiting spark slowly burns out its host’s nervous system.
The inhabited creature must make a successful DC 15 Constitution saving throw at
the end of each 24 hour-period or take 2d6 lightning damage and have its maximum
hit points reduced by the same amount. The creature dies if this damage reduces its
42
hit point maximum to 0. The reduction lasts until the inhabited creature completes a
long rest after the spark is expelled.
Tactics
Get inside someone as soon as you can, and then pilot that person to fire ranged
attacks at your enemies. Keep your distance so that your host is as safe as possible.
Possessed Commoner
Medium humanoid (genasi)
Armor Class 10/12
Hit Points 32 (5d8+10)
Speed 30 ft., fly 60ft. (hover)
STR 15 (+2) DEX 11 (+0)/15 (+2) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 11 (+0)/15 (+2)
Skills Intimidation +2/+4
Senses passive Perception 10
Languages Auran
Challenge 1/2 (100 XP)
Appearance A humanoid with blue, red, green, or grey skin with glowing blue-purple
eyes
Inventory A toga, a bronze shortsword, a birch shortbow, 1d20 arrows, 1d10 electrum
pieces
Traits
Pack Tactics. T
he commoner has advantage on an attack roll against a creature if at
least one of the commoner's allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Possessed. W hile inhabited by a spark, the commoner is dominated as per the
dominate person s pell, has a +4 bonus to Dexterity and Charisma, and has a flying
speed of 40 feet.
Actions
Multiattack. T he commoner makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2)
slashing damage.
Shortbow. R anged Weapon Attack: +2/+4 to hit, reach 100/400 ft., one target. H it: 5
(1d10)/7 (1d10 + 2) piercing damage.
Tactics
Attack from long range as best you can. Protect your body, for it is the only thing
protecting your host.
43
Nobility
Lord Arion
Large elemental
Armor Class 15 (studded leather armor)
Hit Points 161 (14d10+84)
Speed 30 ft., fly 90 ft.
STR 21 (+5) DEX 15 (+2) CON 22 (+6) INT 15 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Dex +6, Wis +7, Cha +9
Skills Performance +8 (+12 when singing)
Damage Immunities l ightning, thunder
Senses darkvision 120 Ft., passive Perception 13
Languages Auran, Common, Dwarvish
Challenge 11 (7,200 XP)
Appearance A tall, handsome, blue-skinned humanoid with white hair and legs that
fade into mist
Inventory Brigandine armor studded with iron spikes, a bronze amulet inscribed with
scenes of warriors’ glory, a scimitar with a gold hilt, a half-eaten pomegranate fruit
Traits
Elemental Demise. If Arion dies, his body disintegrates into a warm breeze, leaving
behind only equipment he was wearing or carrying.
Innate Spellcasting. Arion’s innate spellcasting ability is Charisma (spell save DC 17,
+9 to hit with spell attacks). He can innately cast the following spells, requiring no
material components:
At will: chill touch, detect magic, thunderwave
3/day each: c reate food and water (can create wine instead of water), r ay of
enfeeblement, t ongues, wind walk
1/day each: c onjure elemental (air elemental only), gaseous form, invisibility, major
image (does not require concentration)
Legendary Resistance (1/day). When Arion fails a saving throw, he can choose to
succeed instead.
Lightning Rod. When Arion takes lightning damage, he instead restores hit points
equal to half the damage dealt.
Actions
Multiattack. Arion makes three scimitar attacks.
Scimitar. M
elee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5)
slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice)
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically
forms on a point Arion can see within 120 feet of it. The whirlwind lasts as long as
Arion maintains concentration (as if concentrating on a spell). Any creature but Arion
that enters the whirlwind must succeed on a DC 18 Strength saving throw or be
44
restrained by it. Arion can move the whirlwind up to 60 feet as an action, and
creatures restrained by the whirlwind move with it. The whirlwind ends if Arion loses
sight of it. A creature can use its action to free a creature restrained by the
whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check
succeeds, the creature is no longer restrained and moves to the nearest space
outside the whirlwind.
Villain Actions
Arion can take one Villain Action per round immediately after another creature’s turn.
He takes these actions in the following order:
Round 1: “To Me!” A swarm of harpy knights appears to aid Arion in a space within 60
feet of him.
Round 2: “Surround The Trespassers!” A ll of Arion’s allies move up to half their speed
without provoking opportunity attacks.
Round 3: “Execute Them!” Arion’s allies all make one attack.
Lair Actions
On initiative count 20 (losing all initiative ties), Arion can use one of its lair action
options. He can’t do so while incapacitated or otherwise unable to take actions. If
surprised, he can’t use one until after its first turn in the combat.
● Arion calls out to the storm to drive a wedge between his enemies. Two
creatures in his line of sight must make a DC 17 Strength saving throw or be
forced to move 20 feet further away from each other.
● Arion creates a ring of lightning 1 foot wide that encircles the spire at a space
of his choosing on its length. A creature that starts its turn touching the ring or
touches it for the first time on its turn must make a DC 15 Dexterity saving
throw or take 3d10 lightning damage. The ring lasts until initiative count 20 on
the following round.
● Arion dissolves into mist and teleports up to 30 feet to a spot in his lair where
he returns to his solid form.
Tactics
Use r ay of enfeeblement t o harry characters fighting Obstacles. Otherwise, use your
flight to avoid melee characters and use Create Whirlwind to lift characters into the
air to slash at with your scimitar.
45
Owl Harpy Knight
Medium monstrosity
Armor Class 14 (leather armor)
Hit Points 112 (15d8 + 45)
Speed 20 ft., fly 80 ft. (hover).
STR 12 (+1) DEX 17 (+3) CON 16 (+3) INT 11 (+0) WIS 14 (+2) CHA 18 (+4)
Skills Performance +7, Stealth +6 (+9 while flying)
Damage Vulnerabilities thunder
Senses blindsight 60 ft., passive Perception 12
Languages Auran, Common
Challenge 5 (1,800 XP)
Appearance A half-owl half-elf with tawny feathers almost like a headdress around
their feral face and bird-like talons,
Inventory l eather armor painted red and white with the symbol of the Obelisk, a
glavie with an opposing spike, a holy symbol (ring inscribed with an ancient dialect of
Primordial - requires a DC 16 History check by a character who knows Primordial to
translate to “patiently we await your oblivion”)
Traits
Dissonance. T he owl harpy can’t use its blindsight while deafened.
Innate Spellcasting. The owl harpy’s innate spellcasting ability is Charisma. The owl
harpy can innately cast the following spells, requiring no material components:
3/day: darkness
Actions
Multiattack. T he owl harpy makes two talons attacks and two greatsword attacks.
Talons. M elee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3)
slashing damage.
Glaive. M
elee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
slashing damage.
Hovering Darkness. An owl harpy that hovers in flight can shake a fine, magical
dander from her wings over a creature within 20 feet and directly below her. The
creature must succeed on a DC 15 Constitution saving throw or fall unconscious and
be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an
action to shake it awake, but waking up doesn’t end the poisoning.
Luring Song. The owl harpy sings a magical melody. Every humanoid and giant within
300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving
throw or be charmed until the song ends. The harpy must use a bonus action on its
subsequent turns to continue singing. It can stop singing at any time. The song ends
if the harpy becomes incapacitated. While charmed by the harpy, a target is
incapacitated and ignores the songs of other harpies. A charmed target that is more
than 5 feet away from the harpy must move at its highest rate (including dashing, if
necessary) along the most direct route to get within 5 feet of the harpy. The charmed
46
creature doesn’t maneuver to avoid opportunity attacks, but it can repeat the saving
throw every time it takes damage from anything other than the harpy. It also repeats
the saving throw before entering damaging terrain (lava or a pit, for example), if the
most direct route includes a dangerous space. A creature also repeats the saving
throw at the end of each of its turns. A successful saving throw ends the effect on
that creature and makes the creature immune to this harpy’s song for 24 hours.
Tactics
Use Luring Song to split up your enemies and disrupt their tactics. Use d
arkness to
single out characters for you to pounce on.
Harpy Knight
Medium monstrosity
Armor Class 11
Hit Points 38 (7d8+7)
Speed 20 ft., fly 40 ft.
STR 12 (+1) DEX 13 (+1) CON 12 (+1) INT 7 (-2) WIS 10 (+0) CHA 13 (+1)
Senses passive Perception 10
Languages understands Auran and Common but can’t speak
Challenge 1 (200 XP)
Appearance A half-vulture half-elf knight
Inventory L ight brigandine armor, painted red and white with the symbol of the
Obelisk; a bronze sickle, a birch shortbow, 1d20 arrows, 2d10 electrum, a small bag of
seeds
Actions
Multiattack. T he harpy makes two attacks: one with its claws and one with its sickle.
Alternatively, it makes two attacks with its shortbow.
Claws. M elee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 1) slashing
damage.
Sickle. M
elee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing
damage.
Shortbow. R anged Weapon Attack: +3 to hit, range 80/320ft., one target. H it: 4 (1d6 +
1) piercing damage.
Tactics
Attack from a distance with your shortbow. In concert with an owl harpy, try to fend
off characters attempting to save their charmed companions.
47
Swarm of Harpy Knights
Huge swarm of Medium monstrosities, lawful neutral
Armor Class 13 (studded leather)
Hit Points 112 (15d12 + 15)
Speed 20 ft., fly 40 ft.
STR 15 (+2) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS12 (+1) CHA 14 (+2)
Saving Throws Con +4
Skills Acrobatics +4, Intimidation +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, stunned
Senses passive Perception 11
Languages understands Auran and Common but can’t speak
Challenge 6 (2,300 XP)
Appearance A swarm of half-vulture, half-elf knights dressed in light brigandine
armor, painted red and white with the symbol of the Obelisk
Inventory A s harpy knight, times 2d20
Traits
Ambusher. T he harpies have advantage on attack rolls against any creature it has
surprised.
Assassinate. During its first turn, the harpies have advantage on attack rolls against
any creature that hasn't taken a turn. Any hit the harpies score against a surprised
creature is a critical hit.
Swarm. The swarm can occupy another creature's space and vice versa, and the
swarm can move through any opening large enough for a Medium harpy. The swarm
can't regain hit points or gain temporary hit points.
Actions
Claws. M elee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space.
Hit: 18 (8d4 + 2) piercing damage, or 12 (4d4 + 4) piercing damage if the swarm has
half of its hit points or fewer.
Scream (recharge 6). The harpies scream a mournful, wordless howl. Every creature
within 15 feet of the swarm must make a DC 13 Constitution saving throw or take
4d10 thunder damage, or half as much on a successful save. The creatures have
advantage on the saving throw if the swarm has half its hit points or less.
Tactics
Swarm over one character at a time; go for those who are already bleeding.
48
Illuminator Knight Illia
Large elemental
Armor Class 1 7
Hit Points 121 (20d10)
Speed 0ft., fly 60 ft. (hover)
STR 10 (+0) DEX 25 (+7) CON 10 (+0) INT 18 (+4) WIS 18 (+4) CHA 12 (+1)
Saving Throws Dex +10, Con +3, Int +7, Wis +7, Cha +4
Skills Arcana +7, Insight +7, Perception +7
Damage Immunities poison, psychic, radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities blinded, charmed, exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses blindsight 120 ft., truesight 60 ft., passive Perception 17
Languages Common, Celestial, Deep Speech, Elvish, Primordial, Orcish, Undercommon
Challenge 8 (3,900 XP)
Appearance A tall, humanoid warrior composed of ever-shifting colours
Inventory L ight clothing, a pouch containing 23 electrum pieces, a half-full waterskin
Traits
Alien Mentality. Illia’s exotic consciousness renders her immune to psychic effects,
and any attempt to read her thoughts leaves the reader confused (as the confusion
spell) for 1 round.
Darkness Vulnerability. M agical darkness is harmful to liosalfar: Illia takes 2d10
radiant damage, or half damage with a successful DC 14 Constitution saving throw,
each time she starts her turn inside magical darkness. Natural darkness is unpleasant
to her but not harmful.
Incorporeal Movement. Illia can move through other creatures and objects as difficult
terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Innate Spellcasting. Illia’s innate spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). She can innately cast the following spells, requiring no
material components:
At will: a
ugury, color spray, dancing lights, detect magic, light, silent image, spare the
dying
2/day each: a lter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray
1/day each: h allucinatory terrain, plane shift, sunbeam
Lightform. Liosalfar are composed entirely of light. Illia is not subject to ability
damage or effects that alter her form.
Music-Lover. I llia has disadvantage on saving throws against musical effects, such as
a harpy’s song.
Prismatic Glow. Liosalfar shed rainbow illumination equal to a daylight spell. Illia
cannot extinguish this glow without perishing but can reduce it to the level of
49
torchlight at will. Even when using a lter self to change her appearance she has a
faint, diffused glow that’s visible in dim light or darkness.
Actions
Multiattack. Illia makes two Disrupting Touch attacks.
Disrupting Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26
(4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw
or become stunned for 1 round.
Tactics
Use c
olour spray t o harass enemies with low hit points and save sunbeam f or a
moment where you are not surrounded by enemies, to maximise the time you can
use it before your concentration ends. Disrupting Touch is an attack to be saved for
knocking out possessed commoners.
50
roll provided it can hear and understand Tofska’s orders. A creature can benefit from
only one Leadership die at a time. This effect ends if Tofska is incapacitated.
Reactions
Parry. Tofska adds 2 to her AC against one melee attack that would hit her. To do so,
she must see the attacker and be wielding a melee weapon.
Tactics
If you can’t mount Azura, get into the thick of combat with your allies so they can
benefit from your Leadership feature. Otherwise, reserve it for Azura and attack in
fly-by attacks with her.
Undead
Rassana
Medium undead
Armor Class 1 5 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 30 ft.
STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 15 (+2)
Damage Resistances cold, fire, lightning, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Primordial
Challenge 5 (1,800 XP)
Appearance A green-skinned undead with the kind of chiseled musculature that
comes from dehydration and starvation, a mouth full of sharp teeth, and a long
tongue that drips with drool
Inventory A
purple tunic
Traits
Paralyzing Throes. W hen Rassana dies, she explodes in a puff of noxious smoke. Each
creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be
paralyzed until the end of its next turn.
Turn Resistance. Rassana has advantage on saving throws against any effect that
turns undead.
Variable Immunity. As a bonus action, Rassana changes one of her damage
resistances to immunity to that type of damage until the start of its next turn.
Innate Spellcasting. Rassana’s innate spellcasting ability is Charisma (spell save DC
13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no
material components:
At will: c
hill touch, fire bolt, ray of frost, shocking grasp
51
3/day each: fog cloud, levitate, misty step, shatter
1/day each: blur, fireball, gaseous form, sleet storm, stinking cloud
Actions
Multiattack. Rassana makes two attacks with her claws.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. H
it: 10 (2d6 + 3)
slashing damage. If the target is a creature other than an elf or undead, it must
succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
Tactics
Open the fight with a f ireball from inside the crypt. Once the other undead are in
position, cast stinking cloud over them. After that, when a creature gets too close to
the crypt use your claws to paralyze them and drag them into the darkness.
52
Actions
Slam. M
elee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage. The cackling skeleton has advantage on this attack roll if the
target is demoralized.
Mock (Recharge 5–6). The cackling skeleton mocks the futile efforts of up to three
creatures it can see within 30 feet of it that aren’t undead or constructs. Each target
must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed
save, or half as much damage on a successful one. A demoralized target has
disadvantage on this saving throw.
Tactics
Use Mock and then pummel the demoralized characters with Slams.
53
Tactics
Smother the closest target and then attempt to drag the target into the crypt.
Miscellaneous Monsters
Acolyte of the Prophet
Medium humanoid (elf)
Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR 15 (+2) DEX 10 (+0) CON 15 (+2) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Skills Athletics +4, Medicine +4, Religion +2
Senses darkvision 60ft., Passive Perception 12
Languages Common, Elvish, Undercommon
Challenge 1/4 (50 XP)
Appearance A n elf with a stern expression
Inventory A hooded brown tunic, a palanquin with a prophet inside
Traits
Spellcasting. T he acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells
prepared:
Cantrips (at will): g uidance, light, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
2) bludgeoning damage. Alternatively, the target takes 1 bludgeoning damage and
must make a DC 12 Strength saving throw or be knocked prone. Targets that are
Large or bigger have advantage on the saving throw.
Tactics
Incapacitate, don’t kill.
54
Myethalil
Medium humanoid (elf)
Armor Class 13 (chain shirt)
Hit Points 30 (7d8 + 7)
Speed 25 ft.
STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Performance +4, Religion +4
Senses darkvision 60ft., passive Perception 13
Languages Common, Elvish, Primordial, Undercommon
Challenge 2 (450 XP)
Appearance A n elf with white-blonde hair, ragged clothes, and tattoos of triangle
patterns under her eyes
Inventory A chain shirt worn under rags, simple dagger, a white ash staff, 34 gold
pieces, mess kit, beef jerky, a holy symbol (a necklace with a glass eye worth 100gp)
Traits
Spellcasting. Myethalil is a 7th-level spellcaster. Her spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells
prepared:
Cantrips (at will): g uidance, light, sacred flame
1st level (4 slots): detect magic, detect evil and good, detect poison and disease
2nd level (3 slots): a ugury, locate object
3rd level (2 slots): c lairvoyance, tongues
4th level (1 slot): divination, p
olymorph
Actions
Dagger. M elee Weapon Attack: +4 to hit, reach 5ft., one target. H it: 3 (1d4 +1) piercing
damage.
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning
damage or 4 (1d8) bludgeoning damage if used with both hands.
Tactics
Use p
olymorph to turn into a bird and fly away. Failing that, run. Failing that, accept
your fate.
55
Hyvern Wyvern (Wyvern Variant)
Large dragon, unaligned
Armor Class 13 (Natural Armor)
Hit Points 110 (13d10+39)
Speed 20 ft., fly 80 ft., swim 60ft.
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 5 (-3) WIS 12 (+1) CHA 6 (-2)
Skills Perception +4
Senses darkvision 60 Ft., passive Perception 14
Challenge 6 (2,300 XP)
Appearance. A large blue wyvern with three pairs of wings (the front pair are the
largest, with the back two being more for control than power) and a frog-like face
Inventory A bronze amulet depicting workers building a temple
Traits.
Amphibious. The wyvern can breathe in both air and water.
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its
stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. H
it: 10 (2d6 + 4)
piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4)
slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 4)
piercing damage plus 28 (7d6) poison damage. The target must make a DC 15
Constitution saving throw, taking the poison damage on a failed save, or half as much
damage on a successful one.
Tactics
Hide in dark corners, lash out with your Stinger, and then retreat somewhere else.
Make full use of notional gravity to escape your hunters.
Possessed Pillar
Large construct
Armor Class 1 4 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 20 ft.
STR 20 (+5) DEX 8 (-1) CON 19 (+4) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Auran but can’t speak
56
Challenge 7 (2,900 XP)
Appearance A tall, marble statue made partially of magnetic metal, sculpted in the
shape of a handsome man with impressive physique and “heroic” proportions
Inventory E
mpty
Traits
False Appearance. While the pillar remains motionless, it is indistinguishable from a
statue or a carved column.
Immutable Form. The pillar is immune to any spell or effect that would alter its form.
Magic Resistance. The pillar has advantage on saving throws against spells and other
magical effects.
Magic Weapons. The pillar’s weapon attacks are magical.
Steal Weapons. T he eldritch magic that powers the pillar produces a magnetic power
that seizes metal objects that touch it, including metal weapons. When a creature
successfully strikes the pillar with a metal melee weapon, the attacker must make a
successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to
the pillar until the pillar releases it or is destroyed. The saving throw uses the same
ability as the attack used. The pillar can release all metal weapons stuck to it
whenever it wants. A pillar always drops all weapons stuck to it when it believes it’s
no longer threatened. This ability affects armor only during a grapple.
Variant: Bound. The pillar is magically bound to an amulet. As long as the pillar and
its amulet are on the same plane of existence, the amulet's wearer can telepathically
call the pillar to travel to it, and the pillar knows the distance and direction to the
amulet. If the pillar is within 60 feet of the amulet's wearer, half of any damage the
wearer takes (rounded up) is transferred to the pillar.
Actions
Multiattack. T
he pillar makes two slam attacks.
Slam. M
elee Weapon Attack: +8 to hit, reach 5 ft., one target. H
it: 18 (3d8 + 5)
bludgeoning damage.
Tactics
Relentlessly pummel any target your master chooses.
57
Gargoyle
Medium elemental
Armor Class 15 (natural armor)
Hit Points 52 (7d8+21)
Speed 30 ft., fly 60 ft.
ST 15 (+2) DEX 11 (+0) CON 16 (+3) INT 6 (-2) WI 11 (+0) CHA 7 (-2)
Damage Resistance bludgeoning, piercing, and slashing From nonmagical attacks that
aren't adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 Ft., passive Perception 10
Languages Terran
Challenge 2 (450 XP)
Appearance A statue shaped like a winged monster with water drooling from its
mouth
Inventory E nough water in its mouth to fill a waterskin.
Traits
False Appearance. While the gargoyle remains motionless, it is indistinguishable from
an inanimate statue.
Actions
Multiattack. T he gargoyle makes two attacks: one with its bite and one with its
claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. H
it: 5 (1d6 + 2) piercing
damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. H it: 5 (1d6 + 2) slashing
damage.
Tactics
Hide as a statue. Failing that, spit water at your attacker with the hopes that it will
go away. Failing that, fly away and gather some allies to have safety in numbers.
Steam Mephit
Small elemental
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR 5 (-3) DEX 11 (+0) CON 10 (+0) INT 11 (+0) WIS 10 (+0) CHA 12 (+1)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 Ft., passive Perception 10
Languages Aquan, Ignan
58
Challenge 1/4 (50 XP)
Appearance A floating imp made of steam
Inventory E
mpty
Traits
Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature
within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4
(1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material
components. Its innate spellcasting ability is Charisma.
Actions
Claws. M elee Weapon Attack: +2 to hit, reach 5 ft., one creature. H
it: 2 (1d4) slashing
damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam.
Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4
(1d8) fire damage on a failed save, or half as much damage on a successful one.
Tactics
Cast blur a
nd gang up on the squishiest-looking enemy.
Smoke Mephit
Small elemental
Armor Class 12
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft.
STR 6 (-2) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 11 (+0)
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Ignan
Challenge 1/4 (50 XP)
Appearance A floating imp composed of smoke
Inventory E mpty
Traits
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a
5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind
disperses the cloud, which otherwise lasts for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no
material components. Its innate spellcasting ability is Charisma.
59
Actions
Claws. M
elee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash.
Each creature in that area must succeed on a DC 10 Dexterity saving throw or be
blinded until the end of the mephit's next turn.
Tactics
Use Cinder Breath to blind your enemies, then gang up on anyone who got blinded. If
no one got blinded, flee and wait for your Cinder breath to recharge. You can mislead
and delay your enemies by casting d ancing lights s
omewhere you’re not.
Living Wick
Small construct
Armor Class 1 3 (natural armor)
Hit Points 28 (8d6)
Speed 20 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 5 (-3) WIS 5 (-3) CHA 5 (-3)
Damage Vulnerabilities fire
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed,
petrified, poisoned, unconscious
Senses sight 20 ft. (blind beyond the radius of its own light), passive Perception 10
Languages shares a telepathic link with the individual that lit its wick
Challenge 1/4 (50 XP)
Appearance A handsome yet dead-eyed individual made of wax with a large, burning
wick coming from its head (when low on hit points, its features melt)
Inventory E mpty
Traits
Controlled. Living wicks cannot move, attack, or perform actions when they are not
lit. Living wicks only respond to the telepathic commands of the individual that lit
them.
Light. Activated living wicks produce light as a torch.
Melting. A living wick loses one hit point for every 24 hours it remains lit.
Actions
Slam. M elee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning
damage.
Consume Self. A living wick can be commanded to rapidly burn through the remains
of its wick, creating a devastating fireball. All creatures within 20 feet of the living
wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity
saving throw. The fire spreads around corners and ignites flammable objects in the
60
area that aren’t being worn or carried. The wick is reduced to a lifeless puddle of
wax.
Tactics
As your master instructs. You will use Consume Self without a second thought.
Author’s Notes/Acknowledgments:
I want to take a moment to thank RPG Writer Workshop for running the workshop
that led to this adventure’s creation. I’m the sort of person who needs a little
prompting to get anything done, so as soon as I started their course I was away. It
was very comprehensive and full of all the information a novice like me needs to
start out. It’s deliberately designed to not be overwhelming, which I’m thankful for.
I’d also like to thank Dan Bates, Bailey Harmon, Jack Gray, Lozz Higginson, and Olivia
Netzley for creating the characters who inspired this adventure and for being patient
while I wrote it. Y’all are awesome.
Also thanks to my family for putting up with me.
Author Bio:
I’m not a particularly online person, but this adventure’s publication is part of the
start of me monetising my hobbies. Yes, I too have given into capitalism! I’m trying to
make the best of it.
You can find me on Twitter @ooccttoo and you can buy me a coffee at
https://ko-fi.com/gabrielwood. I also regularly create free homebrew on my Tumblr
blog at https://the-ashen-gm.tumblr.com/.
Art Credits & Legalese:
This product is compatible for use with the 5th edition ruleset.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild. All other original material in this work is
copyright 2020 by Gabriel Wood and published under the Community Content
Agreement for Dungeon Master's Guild.
“Villain Actions” design used with permission of MCDM Productions.
61
“Slow Storm”, “Spark”, “Liosalfar”, “Ghul”, “Cackling Bones”, “Husk”, “Possessed
Pillar”, and “Living Wick” content are property of Kobold Press and are used here
under the Open Game License agreement.
Cover art by FelixMittermeier on Pixabay
62