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Credits

Adventure Designer: Tim Peterson


Writers: Tim Peterson, Jared Troy
Advisor: Shawn McCaffrey
PDF Designer:
Jared Troy - www.jaredtroy.com
Artist:
Big Ban Studio - https://www.deviantart.com/banzz
• Albani Putra Rianto
Cartographer:
Ayu Maharani - https://www.artstation.com/ayumaharani
PDF Designer:
Jared Troy - www.jaredtroy.com

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ON THE COVER
Karina Drake battles a c’thara in the ruins of
Aeteum, delivering a fatal blow the inferus
commander as returning adventurers fight to
reclaim the Mithian city.

The Alìm logo, TIM P. GMING logo, and 5E Compatible logo are protected by copyright laws of the United States of America. All characters and their distinctive likenesses are properties of TIM
P. GMING. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of TIM P. GMING.
Table of Contents
Introduction....................................................5 Windle Glass........................................................68
Aetum Tower.........................................................69
Ignos Fel................................................................70
Preparing for the Assault...........................7 Geath Chainbreaker............................................71
The Mithian Tower.......................................10 Lionel Morgrove..................................................72
The Gilden Embassy....................................14
The Crypt of Heroes.....................................19 Items......................................................................73
The City’s Center...........................................25 Magic Items..........................................................73
Aetum’s Disks................................................73
Shade Creatures..............................................31 Bag of Animated Ball Bearings....................73
Lesser Shade.............................................31 Chainbreaker’s Stone...................................73
Shadeling...............................................32 Blue Focusing Shard...................................73
Wendigo...................................................33 Yellow Focusing Shard................................73
Shade Ravens............................................34 Gilden Ring.....................................................73
Shade Dog..................................................35 Mystic Ward....................................................73
Shade Changelings...................................36 Mage-Smith Ward.........................................73
Gren................................................37 Blessed Water.................................................74
Shade Gren................................................38 Spilless Glass.................................................74
Shade Lurker.............................................39 Potion of Healing...........................................74
Shade...............................................40 Potion of Rapid Recovery.............................74
Inferus................................................41 Potion of Resilience......................................74
Lev’flo.............................................41 Sunstone..................................................74
Li’ard...................................................42 Non-Magic Items..................................................74
B’lit......................................................43 Adamantine Rod............................................74
Yi’ko......................................................44 Mystic Cloak...................................................74
Sel’en Swarm.............................................45 Watch Rod.......................................................74
Eter’pil.............................................46 Artifacts...........................................................75
Ta’cul.............................................46 Agmin, The Divided Blade..........................75
Ke’seth.............................................47 Gifts of the Originals.........................................76
C’thara.............................................48 Blessing of the Ancient One....................76
Mithian Constructs.........................................49 Flight of the Firebrand.................................77
Animated Mithian Armor.........................50 Fury of the Storm Maker.............................77
Unfinished Crystal Golem ......................51 Messenger of the Eternal Dawn..................78
Crystal Golem............................................53 Reaper of the Final Dusk............................78
The Watch.........................................................55 Will of the Landcarver..................................79
Watch Initiate.............................................55 Curse Breaker...................................................80
Watch Member...........................................56 Shards of Creation...........................................81
Mage-Smith...........................................57 Shard of the Gem of Wisdom....................81
Mystic...........................................58 Shard of the Gem of Life...........................81
The Mithian Guard..........................................59 Shard of the Gem of Death.........................82
Mithian Guard............................................59 Shard of the Gem of Power.........................82
Mithian Guard Captain.............................59 Maximilian............................................83
Mithian Servant........................................60
Ordan...................................................61 Appendix A: Learnable Feats.........................84
Ordum..........................................................62
Gilden Embassy Guard..................................63 Appendix B: Maps..............................................85
Karina Drake....................................................64
Jasper Mithos...................................................65
4
Armus Drake...................................................67
Introduction Players may see that the spine of the book reads “The

T he Fall of Mith continues with Aeteum! If you are joining Chronicles of Alìm.”
this adventure for the first time, do note that there is The two books in his bag are “the Chronicles of Eon”
more on Mith and Alìm to be found in our first two stories, and “the Chronicles of Chi’rus.” If the players ask to or try
titled “The Fall of Mith: Mithos Manor” and “The Fall of to look at the books, he will warn them off saying “these
Mith: The Siege” which are both currently available on www. are not books for adventurers to read. They are stories for
DriveThruRPG.com storytellers to tell, and for you to experience.”
Set immediately after the events that of The Siege brings At this point, transition the party’s point of view slowly
adventurers into the next part of the Mithians plan. To march from the dark tavern to the Mithian Camp (the Mithos Manor
and retake their capital of Aeteum. specifically if it survived the first two adventures).
Aeteum is only a few days march from the Mithian camp/
Manor. There is not designed to be any combat on the Alternate Start Options
march, but it does get the party two nice nights of long rest Generic City Assault Framework
so they can be completely ready for the assault on the city. If you’re starting the campaign with your own intent but are
The ideal party size is four characters, though it can be looking to keep the same framework of retaking a city that’s
altered along the way to accommodate a larger or smaller been overrun, keep it mostly the same. View the ‘Mithian
group by adding or subtracting the number of enemies that Force Numbers’ section table for a suggested starting
confront the adventurers. Regarding character leveling for amount. Aim for between 400 (a rather challenging number)
this adventure, it is recommended that the group be 6th
level. This is meant for a milestone leveling format. If you are
using exp, and giving the party the assistance of the NPCs as
is intended an easyish solution is to subtract the NPCs CR
from the encounters for adjusted exp.

Story Hook
I personally love the storyteller hook, as it allows you to use
the adventure without changing it at all to fit the current world
you’re running. However, its style is not for everyone, so if you
wish to craft another way to bring your party to Mith, feel free.
While Aeteum does best in its natural habitat—
immediately following The Siege—it can be introduced using
the storyteller, as utilized previously in the prior adventures.
Additionally, this adventure can be run as a generic city
assault or even taken apart piecemeal. Examples of these
options are outlined in the ‘Alternate Start’ section.

The Story Teller


There is a traveling dwarf named Balthemos who is looking
for brave adventurers to listen to his stories. He offers
a promise of a great reward for any who listen, as great
adventure awaits in any story properly told. Those that
encountered Balthemos in the past may recognize this and
seek him out to understand more of their adventure in Mith.

As you enter the tavern, a sense of déjà vu washes over you.


In the corner of the room, a familiar dwarf is sitting in a
comfortable-looking armchair by the fire, puffing absently
on a pipe as he runs his finger over a book in his lap. Sitting
against his chair is a traveler’s bag with two other books in it.
He looks up and smiles as you approach. “Hello again. Would
you care to hear another story?”

Balthemos feigns a certain amount of surprise to see the


party again, though a shrewd character will likely see that it
must have been his intention to meet them. A most amiable
fellow, he will happily engage in conversation with the party.
When asked about his business in the area, Balthemos will
answer vaguely, “Oh, I am merely waiting for a little while,
resting my feet as it were.”
If the party is interested in finding out more about Mith,
or about the nature of the magic that sent them there,
Balthemos will smile. “Oh, do you wish to hear more about
5 Mith?” he will ask, raising the closed book from his lap.
to about 500 (plenty of points to spare for some failures and Overview
requisition.) Both will allow for some failure throughout the When “the leader” is referred to, it is referring to (in order,
module, but 400 will be quite near the wire where 500 gives go to the first living one. This list includes those that will
a substantial amount of breathing room to the party. be met in the module, if they show up leadership will be
transferred to them if a name below them is currently the
Piecemeal Framework leader): Jasper Mithos, Karina Drake, Armus Drake, Lionel
If you are wanting to cut up the different parts into pieces Morgrove, Ignos Fel, Geath Chainbreaker, Windle Glass,
for scattered throughout your adventure or simply want to Aetum Tower, Ordum, a Mithian noble.
run it without major part interaction with the main forces The Mithians have gathered as many fighting forces
requisition and power balance I will list encounters you as they could over the past week. They have gained two
should remove (unless you want it to be very, very hard on hundred additional combat forces in addition to any of the
your players) as the module is balanced with that assistance assistance the party has given. If Midway was contacted an
in mind. additional one hundred arrived from the outpost, with more
When you get to a room with the encounter removed, dispatched to other areas of Mith to continue the fight. The
simply read the first paragraph. You’ll note that the Mithians are getting ready to assault the capital and retake
description is broken up into two pieces, the first paragraph it. Hoping to not only push back the invading forces, but also
is just the room itself, with the second being the creatures in give any other survivors a major place to rally.
the room. Mithians will presume the assistance of the party in the
If you are running the tower and embassy as two upcoming attack. They will (without protest) promise the
separate encounters between different long rests, don’t party rewards in coinage and valuables if they are requested.
change any (though you may want to add a bit to the tower When pressed on a number the party will be promised 4000
as it will be fairly easy.) If you are running the tower and electrum pieces a day after the capital is retaken (so that
embassy together, remove the encounters from the following the gold can be gathered if the vaults have been looted.)
areas: If the party does not ask for compensation, the will be
Tower: 1 - Tower Door complimented that their devotion to justice and right is “truly
Embassy: 7 - Open Mingling Area Mithian,” one of their greatest possible compliments. The
Crypt of Heroes: 7 - Path of War Mithians will reward the party in the same amount at the
end of the adventure.
For the City Center, you can either split it into two
The Mithians are ready to march, and the living
pieces, separated by a long rest, or remove the following:
important NPCs are very busy, and while they may check-
3 - City Center Mingling Area, 7 - Demonstration Area, up on the party it’s unlikely they will have extended time to
11 - Shadeling Storage, 14 - Meeting Room, spend with the party. But they will have some benefits to give
20 - Art Gallery the party at the camp or during the march. See ‘Important
NPCs Benefits’ at the end of the chapter.
Background Mithian Force Numbers
The Republic of Mith has just completed its recent election,
in which Jasper Mithos was chosen unanimously as the If you are coming over from the Fall of Mith: the Siege
Chamber Head, a role he has served in for the past three this will look familiar. But I’ve taken the logical step of
decades. Celebrations had been in order, not only for another streamlining this into one number, instead of two. We will
the election, but also to commemorate the thousand-year focus on Mithian results, anything good for the shades and
anniversary of the signing of the Palori Armistice, which inferus will take away from the Mithian numbers instead of
brought an end to the Demon War. But peace has been adding to their own.
elusive for the Mithians who serve as the protectors of Alìm, A little insight for anyone who wants to know the
as they are frequently called to from across the realm for numbers. If (using the base adventure) the party got here,
assistance when evil breaks through The Veil. the Mithians weren’t wiped out in the siege. So I took the
In the evening following the celebrations, disaster 200 combatants and added to that a bonus for the start of
struck Mithos Manor as an incursion of otherworldly shade the new campaign with more survivors showing up, then
creatures attacked. The adventurers were tasked with subtracted the base 300 for the shade/inferus to get to the
retrieving an artifact of great power from within the manor starting number of 200. Then the rest is just math.
and surviving the onslaught. After the events of the Mithos For a slightly easier demand on the players add 100 to
Manor adventure, the party is tasked with contacting the the starting amount, for the true/more brutal representation
other major faction headquarters within the immediate of the challenges of the module subtract 100 from the
region, those being the mage-smiths and the mystics. The starting amount.
other duty assigned is to eliminate the potential threat of the Your total abstractly represents how much fighting power
Gren, a race of beasts that susceptible to shade influence. the Mithians can bring to bear in the upcoming module. If
After investigating these locations and requesting aid at the end of any day the Mithian numbers are 0, they are
from any potential parties, the adventurers found themselves overrun. And the Mithians encourage the party to flee while
drawn to the Ordan Grove where an inferus attack was their battered remnants of resistance fight to the last.
taking place. After giving aid and returning to the Mithian
Camp, they discovered the camp had been attacked in the
absence. The success of their outings directly correlated to
the outcome of the battle against the invaders.
Now the party is tasked with assisting the Mithians with
their counterattack as they push into the city of Aeteum to
reclaim it. 6
Mithian Force Numbers Event Values
Event Result Alternate Start Total

Starting number 200 200

Mithians maintain control of Mithos Manor +50 Recommended

Drei killed in Mithos Manor +50 Recommended

Jasper Mithos lives +25

Armus Drake lives +10 Recommended

Windle Glass lives +10 Recommended

Aetum Tower lives +10

Ignos Fel arrived +10 Recommended

Each surviving crystal golem +10 (up to +50) 2

Each surviving incomplete crystal golem +5 (up to +20) 3

Ordum lives +25 Recommended

Ordan saved (C’thara from Ordan Lair killed.) +50 Recommended

The party contacted Midway +100

C’thara from Mystic Compound killed +50

Gren Cavern not cleared -50

C’thara from Ordan Lair lives -50

Total 440

Readying For The Assault


The Mithians will stop an hour out from the city to get The party will be directed to, and encouraged to make
ready for their assault, setting up a staging area where use of, the quartermasters to requisition anything they need.
everything can be organized. They will take upon most of They can requisition the following:
the organization themselves, asking that the party act as • Silvered weapons and ammunition
a more elite strike force, taking on areas of interest rather • Adamantine ammunition, adamantine rods, and watch
than fighting in the streets and battle lines like most of the rods
Mithian forces. They will allow the party to sit on the war • Mystic cloaks, shields, half-plate, and breastplate
council if they so desire, but with the Mithians experience in armor
waging long wars and knowledge of the city, there isn’t much • Magic items*
for the party to contribute. • Recruit one of the Mithians to fight with them*
The first task the party will be given is to take out one of
the defensive “fall back” towers scattered around the cities. *Limits and special rules apply; see the ‘Mithian Requisitioning’
They are large towers meant for civilians to fall back to and
harry any invader. While they’re not meant to stand up to an
extended siege attack the Mithians lack siege equipment so
Mithian Requisitioning
they will need to be invaded rather than taken down from The party can requisition many goods from the Mithians for
afar. The Mithians do say that while they suspect the shades/ help in their upcoming trials, and are encouraged to do so by
inferus to be wise enough to use them at least a little if the the Mithians. But there are only so many to spare, and each
towers are empty the party is requested to join the battle one does reduce the fighting power of the Mithians.
lines where they feel they would serve best.

7
Magic Item Requisition Costs & Limits
Item Cost Limit Received If Windle Glass Lives...

Potion of Healing 1 4 Windle Glass will use one of her spells for the party each day. She
wishes she could do more but she has the entire army to look
after. Though she warns that heal will likely have already been used
Potion of Rapid Recover 2 2
in an emergency situation during the battles.
Before any map, or during it on the Tower of Embassy maps (by
Potion of Resilience 1 2 going outside to the Mithians,) Windle Glass will use any one
of her spells on the party. It could be healing or buffing. She
Blessed Water* 1 4 will maintain concentration through the battle as she’s in the
back lines, and her Mystic Training makes it hard for her to lose
Mystic Ward 1 4 concentration. She will, however, not suggest using stoneskin,
for while she has the materials to cast it, it seems the inferus are
Mage-Smith Ward 1 4 magical creatures.

Aetum’s Disks 5 2

Blue Focusing Shard 2 2 If Jasper Mithos Lives...


Yellow Focusing Shard 2 2 Jasper Mithos can use a bit of time to teach one party member
a few of the finer points of using a shield. While they won’t be
Total able to retain the training for long with only an hour of training
he is sure it will be useful. Jasper can only train one character in
*Only available if the Ordum lives the given time, and at its completion gain the ability to parry with
their shield. They gain the shield parry ability for 24 hours. He is
The party can be assisted by a Mithian NPC for help in
willing to assist in this way every day of the assault.
their upcoming trials, and are encouraged to do so by the Shield Parry. As a reaction, when you are hit by an attack you may
Mithians. However, only one can be spared each day, the first add your proficiency bonus to your AC against that attack.
two days and remain with the party the entire day. On the
third day no unnamed NPC is to be spared (unless the party
has somehow killed all the named NPCs but are still here.)

If Aetum Tower Lives...


NPC Requisition Costs
Aetum Tower has spent much of his efforts in the last few days
NPC Cost quickly crafting and enchanting a weapon for the party. Though
the enchantment is hasty and therefore will not last, it is potent.
Mithian Guard 5 He presents the party with a +3 weapon, that in 24 hours
degrades to +2, then another 24 to degrade into a +1, then takes
Mithian Guard Captain 10 a last 24 hours and become a non-magical silvered weapon of that
type.
Mithian Watch Initiate 5

Mithian Watch Member 10


If Ignos Fel Lives...
Mithian Mystic 15
Ignos Fel will offer to train a party member in his expertise of
Mithian Mage-Smith 15 hunting fiends. While they won’t be able to retain the training
for long with only an hour of training he is sure it will be useful.
Gilden Embassy Guard* 2 Ignos can only train one character in the given time, and at its
completion gain his Demon Hunter trait for 24 hours. He is
*Only after they join the Mithian forces after the tower map willing to do this every day of the assault.
Demon Hunter: Fiends lose their immunities to any damage
Important NPCs Benefits except poison from damage caused by this creature.

The characters that the party have helped survive over the
course of the story offer valuable benefits if they are still
alive. If Ordum Lives...
Ordum extends the protection that he gains from Alìm itself.
If Armus Drake Lives... Granting one of the party members a copy of his Magic Resistance
feature. This effect lasts for only 24 hours, Ordum is happy to
Armus Drake has commissioned an adamantine weapon for one of refresh it (or transfer it to another person) every day.
the party members. Though not as flashy as others it is far longer- Magic Resistance. You have advantage on saving throws against
lasting in its effects. spells and other magical effects.

8
The Assault
Mithian guards and guard captains line up in front of the
walls of Aeteum. Even the guard captains have given up
their normal offhand weapons for shields for the assault for
easier defense and holding of the line. Arrayed behind them
are numerous watch initiates and watch members with their
bows ready when they get into range. Scattered throughout
both groups are mage-smiths to help support their allies. In
the back are the mystics waiting to heal their injured.

(If there are crystal golem among the forces)

In front of the guards equally across the front lines are


(is) the hulking crystal golem(s) that stand tall, ready to
spearhead the assault.

(If there are ordan among the forces)

On the wings there are a number of ordan, standing head


above the nearby mithians with their antlers adorned with
greenery.

The party is strongly encouraged to hang back, among many


other groups that will not be taking place in the main assault.
After the Mithians push into the city the group is directed
to a nearby tower, from which spells are being thrown from
the upper floor, though from only one of the four sections.
The party is encouraged to retreat if they must, rather than
die fighting. This is the standard operating procedure for
the Mithians in a war situation, healing a wounded soldier
is (usually) more beneficial than a dead soldier in a situation
where they would have failed anyway.
The party will not have time to take a short rest during
the tower assault, or the Mithians will send in other troops
to deal with the tower. However, they are also told that if
they need to they can take a quick run outside of the tower
and get some healing from the mystics (and the ordan if
they are there.) The mystics can spare one level 1, and one
level 2 cure wounds and the ordan can spare one use of
their healing aura once. If Windle Glass is alive she is also
available to the party if they have not yet used her spell this
day.

9
Mithian Tower
1. Tower Door Treasure
8 silvered longswords, 8 adamantine rods, 8 heavy
NPCs: 4 Swarm of Shade Ravens crossbows, 8 shields, 8 breastplates, 80 silvered crossbow
bolts, 80 adamantine tipped crossbow bolts.
As you arrive at the guard tower you see where there should
be a door open to the air. The hinges on the inside of where
2a. B’lit Guard Hold
the door should be are shattered and the door itself is NPCs: 2 B’lit
completely missing.

The area is stuffed full of weapons and armor. As well as a


The four swarms of shade ravens are sitting atop the tower small barricade of sandbags. There are no signs of scuffles
waiting for anyone to approach. They wait to spring their or violence in the room.
ambush until at least one party member is inside to hinder
the party from simply fleeing. There are however two creatures in the room. They look like
When the party gets into the hallway any character with humanoid insects examining the weapons and armor in the
a passive Perception of 14 or better can hear the jingling of room. They raise their hands in an attempt to communicate
armor from the right, 2a. B’lit Guard Hold.
peaceful intentions to anyone who enters.
2. Large Office
The area is stuffed full of weapons and armor. As well as a The b’lit are interested to hear what the adventurers have
to say about what is happening outside the tower. If the
small barricade of sandbags. There are no signs of scuffles
adventurers speak of the Mithian efforts to retake the city they
or violence in the room. It looks like it was never fortified will react in surprise. Though they don’t know much about the
during the attack on the city. occupation of the city b’lit have no issue with sharing what
they know.
10
Tower
Directory
1. Tower Door
2. Guard Hold
2a. B’lit Guard Hold
3. Tower Stairs
4. Archer Hold
4a. Yi’ko Archer Hold

11
B’lit knowledge:

• While most of the city is occupied by inferus, many of amount of alchemist’s fire, they take 2d4 fire damage at the
the areas also have shades supporting the inferus forces. start of their turn. It takes an action and a DC 12 Dexterity
However, the shades have personally taken over the old check to extinguish the flames, instead of the normal
Mithian crypts themselves. alchemist’s fire profile. Warn the party that though the fire
• They will tell the party that if they encounter b’lits alone is not much more threatening than a normal alchemist’s fire
they can usually be reasoned with. However, they will not that it is growing extremely quickly and threatens to engulf
cooperate if there are other inferus, or shades around. the players if they remain.
• To their knowledge, there are no Mithian survivors in It takes only 12 seconds for the wooden staircases to
the city except some few prisoners the shades insist on collapse under the fire damage. The fire damage of the
keeping. alchemist’s fire in the room increases by 2d4 every turn until
it reaches 20d4 a turn. The fire rages for ten minutes, and
• The inferus have taken over the city center building to
there is no reasonable way to put it out, though some spells
coordinate their conquest of Mith.
may be able to accomplish such a feat.
• If the group did not clear the gren cavern previously:
Gren shades are amongst the forces supporting the
inferus.
4. Archer Hold
• If the group did not save Ordum/did not slay the c’thara
that consumed his power: Those that occupy the city are The area is almost separated into two rooms. One right
lead by an unusually powerful c’thara. around the stairs with racks full of weapons and armor.
• If the party is willing to let the b’lit leave without a Shields and crossbows hanging on the walls and a lever right
fight, the b’lit will sneak off without engaging any of the
next to the stairway. The other room was empty of any type
Mithian forces; if a Mithian is accompanying the group,
they will be displeased but not protest if the party has of furniture save for a line of sandbags, the walls lined with
decided to let them go. arrowslits.

Treasure The lever just to the side of the stairs releases the fail-safe in
8 silvered longswords, 8 adamantine rods, 8 heavy
3. Tower Stairs and quickly cuts off escape for the party.
crossbows, 8 shields, 8 breastplates, 80 silvered crossbow
Should the party trigger the failsafe they will be stuck in
bolts, 80 adamantine tipped crossbow bolts.
the room for about ten minutes unless they can put out the
fire below, or are immune to fire. As such they cannot face the
3. Tower Stairs yi’ko in 4a. Yi’ko Archer Hold under normal circumstances.

NPCs: 1 Ta’cul, 1 Lev’flo, 1 B’lit. Treasure


8 silvered longswords, 8 adamantine rods, 8 heavy
crossbows, 8 shields, 8 breastplates, 80 silvered crossbow
This large room has four spiral staircases leading up to the bolts, 80 adamantine tipped crossbow bolts, 1 bag of
second floor of the tower. animated ball bearings.

4a. Yi’ko Archer Hold


Blocking the doorway is a large creature with a wicked-looking
sword for an arm. Behind it are two others, one an insect-
The area is almost separated into two rooms. One right
like feminine figure which holds shards of light, and another
around the stairs with racks full of weapons and armor.
squatter one-eyed creature that holds shards of darkness. Shields and crossbows hanging on the walls and a lever right
next to the stairway. The other room was empty of any type
of furniture save for a line of sandbags, the walls lined with
If there’s no viable vector of attack for the lev’flo it will retreat
up the stairs to 4a. Yi’ko Archer Hold to warn the yi’ko of the arrowslits.
coming enemies. Though they will not descend to assist, they
will ready for the party to enter the upper area. Granting them There are, however, three creatures inside of the sandbagged
one more level 1 spell slot than they would normally have. areas. They seem to be large masks or colored faces without
If the last one left alive the b’lit may try to end hostilities. any proper body. Only two arms sprouting forth from its
But if she doesn’t believe the party can defeat the three yi’ko headbody.
above she will try to finish them off, rather than tip her hand.
This b’lit has the same knowledge as those b’lits in 2a. (Read if the lev’flo escaped to warn the yi’ko)
B’lit Guard Hold.
They are sheltering half behind the sandbags, obviously
There is a fail-safe in the room to stop invaders from
getting to the upper levels for a time, but the inferus do not ready for the new intruders into their area. Only barely visible
know of its existence. There are levers the 4a. Archer Holds hiding mostly under the sandbags imposed sightline is the
to trigger the fail-safe. lev’flo peaking out.
If the fail-safe is triggered the ceiling will open up and
drop large containers of alchemist’s fire into the room.
Everyone in the room, and within 5ft of the entrance
automatically hit with the alchemist fire, and due to the sheer
12
The yi’ko have been using the arrowslits to throw spells at Treasure
nearby Mithians. They combined only have one level one, and 8 silvered longswords, 8 adamantine rods, 8 heavy
one level two spell slot left, each one on two different yi’ko. crossbows, 8 shields, 8 breastplates, 80 silvered crossbow
The lever just to the side of the stairs releases the fail-safe bolts, 80 adamantine tipped crossbow bolts, 1 bag of
in 3. Tower Stairs and quickly cuts off escape for the party. animated ball bearings.
Should the party leave without seriously injuring or
killing the Yi’ko they will eventually be killed by the mithians.
Unfortunately, after the parties attack on their position, the
The Tower Results
Yi’ko will experiment with the lever, activating the fail-safe. The level of success (or failure) of the party while capturing
the tower effect the Mithian Force numbers as follows:

Mithian Force Numbers After The Tower


Event Result Total

Current Total

For each named character and crystal golem (incomplete or complete) +1 (up to +11)

For Ordum, Windle Glass, Jasper Mithos, and each complete crystal golem (in addition to above) +1 (up to +8)

For each hold cut not off/destroyed (This should grant an automatic +20 unless the players somehow +5 (up to +40)
destroyed the holds on the bottom floors. Then another +20 if the failsafe was not triggered.)

For each bag of animated ball bearings given to the Mithians/left in the archer holds if they are accessible. +5 (up to +20)

The total CR of surviving enemies (not counting the b’lit if they left peacefully) #

For each surviving yi’ko (in addition to above) -10 (up to -30)

Mithian casualties (automatic) -200

New Total

After The Tower


No matter the clear status of the tower (short of the party This is Geath Chainbreaker and a group of Gilden embassy
simply entering and leaving or some such) the party will be guards. If the party is hostile towards them the courier will
thanked for their assistance. They will be sent off to take a quickly intervene and tell them that the Gilden are staunch
rest with some of the troops that have been rotated back. allies of the Mithian people. The Gilden will accompany
After their rest and any requisition they have left the party the party up to the battle lines to join in the fight. The
will be taken to the front by a runner (often a Mithian noble leader welcomes the assistance of the Gilden, and may (if
or servant, not suited for front line combat, but still armed in indicated by the list in Set Up) transfer leadership to Geath
case they are cornered.) Their travel is interrupted... Twice. Chainbreaker as he is a well known, though retired, leader of
warriors.
The leader, after conferring with Geath Chainbreaker
As you follow after the courier, nearing the front lines a (or after he is appointed as leader,) will talk to the party.
winged inferus lands right in front of him. Apparently it saw Mentioning that Geath Chainbreaker has brought news that
another party of Mithians is also attacking the city, from
an opportunity it wanted to exploit... Much to its mistake. whom he and his Gilden got separated. As such they are
Because right as it lands, spreading its wings threateningly, changing directions of the front and are moving to secure
a long chain whips out from a nearby alleyway that wraps the embassy square. As such the party is being assigned to
clear out the Gilden embassy. The leader reports that there
around and pulled the inferus into it. are three magic stones called Chainbreaker’s stone that they
believe will be of use in the upcoming battles. They warn that
After a short time punctuated by the sounds of pummeling inferus and shades infest the entire city, including almost all
of the buildings. As such the party should be expecting a fight
and axes, a large number of dwarves emerge from the
Since there aren’t any inferus shooting the Mithians out
alleyway. Most armed with axes, though their leader is of windows it’s perfectly reasonable for the party to retreat
unarmed save for a chain wrapped around his waist. for a short rest should they need to.

13
Gilden Embassy
1. Tower Door
NPCs: 2 Sel’en Swarm, 2 Shade Dog, 1 Lev’flo, 2 Shadeling The lev’flo hiding behind the statue knows of the coming
Mithian army and won’t abandon its post for fear of its
The room a strange dichotomy with comfortable-looking superiors. It still is trying its best to survive the conflict and is
hiding before adventurers arrive.
furniture of chairs, couches, and a fine statue in the center
of the room. However, the walls are completely bare, despite 2. Embassy Barracks
the bars where tapestries should hang, and obvious squares
NPCs: 1 B’lit, 1 Eter’pil
of slightly lighter patches that once had paintings over them.

The area has four racks stuffed full of weapons and armor.
Around the room are numerous enemies, a small swarm
It also has a small number of bunk beds, and a small sparing
of tiny, beaked, insect-like creatures, two hunched dark
square towards the bottom of the room.
humanoid creatures with sharp claws stand next to two
strange dog-like shadow beings. All of these beings look less
A massive creature with wicked looking claws stands near
than happy with their new... Visitors.
the door, blocking the way between the beds and the racks.
Barely seen beyond it is a feminine figured humanoid with a
(If the party has a passive Perception of 13 read.)
vaguely insect carapace standing near the sparing square.

Hiding behind the statue in the middle there is a small


creature with sharp claws, peaking out around the statue
with its single eye, and skull-like mask. Unlike most b’lits this one has a plan she thinks is going to
work and will not surrender or try to seek peace with the
party.
14
Gilden
Embassy
Directory
1. Welcome Area
2. Embassy Barracks
3. Offices Hall
4. Embassy Office
4a. Gilden Guard’s Stand
5. Bathroom
6. Cleaning Closet
7. Open Mingling Area
8. Embassy Bedrooms
9. Master Bedroom
10. Meeting Room
11. Bedroom Storage

15
Treasure 5. Bathroom
8 silvered longsword, 8 adamantine rod, 8 heavy crossbow,8
shield, 8 breastplate, 80 silvered crossbow bolts, 80 This small room has a small shallow pool in the far wall and
adamantine tipped crossbow bolts. a small bucket next to it full of pristine clean water, a small

3. Offices Hall plunger is next to the smaller pool. Next to it there is a large
tub of water across set into the ground.
NPCs: 1 Li’ard, 1 Wendigo
When the lever is plunged the pool will clean itself with magic
to the best of its ability. The spell is not powerful enough to
There are a few benches against the wall to the left and the get rid of solid objects or harm creatures, but waste or even
far wall, with two plants in between them. coins carelessly dropped in will be destroyed.

(Read when they can see around the corner.) 6. Cleaning Closet
Further around the corner, there is a stairway that leads to
the second story, and a hallway to the right.
This sizable cleaning closet is full of the usual cleaning
supplies, mops, brooms, soaps, nothing seems of great
Standing on the stairway is a large lizard looking creature.
Its wide claws look vicious but possibly more concerning interest here.
is the creature’s forearms and tail that glow brightly with
flame. Its wicked-looking mouth glowing with an internal
fire. Next to it, near the foot of the stairs is a gaunt looked 7. Open Mingling Area
humanoid figure. Crouched, its hands ending in wicked
NPCs: 2 Li’ard, 2 Shadeling
claws at it licks its sharp teeth.
This large open room is flooded with natural light from
windows, as well as torches lighting up the middle of the
4. Embassy Office room. It is full of couches, comfortable chairs, and some
NPCs: 1 Ta’cul, 1 Lev’flo, 1 B’lit. benches.

This small office is very bare and not overly comfortable Farther into the room there are two more massive lizard
looking. The chairs are hardwood and not cushioned. The desks looking creatures. Closer are two more of the shadowed
and cabinets are stark and undecorated. hunched shadowed creatures.

There are some correspondences between the embassy


and the Gilden homeland. Nothing of great interest to any
8. Embassy Bedrooms
adventurers, but it does reveal a positive relationship between
the Gilden and Mithians.
The room empty save for the four beds and four footlockers
4a. Gilden Guard’s Stand next to them. The footlockers are simple wooden things
with latches and no locks. The beds look comfortable at first
In this otherwise, unremarkable office there is a slightly glance but there’s something certainly off about them, they
bloated body of a dead Gilden surrounded by bodies of look a bit lumpy.
inferus. Two of those with sword arms, one whose head
seems to be missing, and a large number of the tiny
If the adventurers investigate the beds they find something
insectoid creatures. The Gilden is curled into a small ball and
very strange. There are large planks of wood under the covers
seems to be clasping something to his chest. of the beds.
In addition to two sets of common clothes and traveler’s
clothes in each footlocker. They also have small personal
The Gilden is clutching two round stones to his chest. One
trinkets, interestingly none of them look like they have any
with three bands around it, one of bronze, silver, and gold.
kind of value. The small paintings of what can be assumed
The other simply a round stone. These are a Chainbreaker’s
to be loved ones are obviously not professionally painted,
stone and a completely depleted Chainbreaker’s stone which
bracelets are uneven pieces of cheap metal, and others such
is no longer magical.
cheap things.
The Gilden died fighting in the first attack on Aeteum
trying to protect the Chainbreaker’s stone, before having to
use one to finish off the lev’flo. Treasure
8 sets of common clothes, 8 sets of traveler’s clothes.
Treasure
1 Chainbreaker’s stone, 1 greataxe.
16
9. Master Bedroom each, the other 11 are worth 400 gold each. The paintings are
worth 200 gold each.
NPCs: 1Ke’seth

Treasure
This large bedroom has two large wardrobes and a very fancy 1 Chainbreaker’s stone with its gold band used up, 2
tapestries (1000 gp each), 11 tapestries (400 gp each), 10
four-poster bed. There is a large winged beast with a visible
paintings (200 gp each)
fire in its belly standing in front of the four poster bed.
Arrayed infront of it are propped up bodies of dead Gilden. It
seemed to have be surveying over its small domain, but now After The Embassy
it seems ready to deal with the intruders who barged into it.
After the group exits the embassy, Geath Chainbreaker will
approach them and ask if they found any of the stones. If
The wardrobe on the east wall contains two sets of common they have and turn them over he will be grateful. But if they
clothes and two sets of traveler’s clothes. believe they will be able to make good use of them he will
The wardrobe on the west wall contains four sets of fine allow them to keep them without protest. If they split up the
clothes, a bag of one hundred gold coins, a finely crafted remaining stones he will call it an excellent compromise.
bracelet made of gold and platinum (100g), and a small but If the party tries to return the other treasures they
finely crafted bronze ring (a Gilden ring.) retrieved from 9 - Master Bedroom, Geath Chainbreaker will
ask them where the treasure came from. When told he will
express disgust and insist that the party keep the treasure.
Treasure If pressed on why the Gilden eschue the hoarding of wealth
4 greataxes, 4 sets of fine clothes, 2 sets of common clothes,
because of something known among their people as “The
2 sets of traveler’s clothes, 1 bracelet (100g), bag of 100g, 1
Greed.” The master bedroom was occupied by their youngest
Gilden ring.
member, an overseer, who is meant to watch over the older
10. Meeting Room members while away from Gilden (also the name of their
country.) The young are supposed to be less susceptible to
NPCs: 2 Lesser Shade Embassy Guard, 1 Lev’flo The Greed, though the overseer (who Geath Chainbreaker
refuses to address by name) obviously failed.
The party will find that while they were inside the
This large room has a table dominating its center. The side walls embassy the fighting raged on, predictably. There are a few
are lined with bookcases and the far with windows. Only a few nearby buildings on fire but most are still intact, and the
fighting seems to have moved on elsewhere in the city. Most
places to sit are present. Mithians, at least those not actively standing guard, are
taking the opportunity to rest and tend to the wounded.
The room is occupied by two Gilden and a skull masked inferus. The party is brought to the current leader of the
Mithian forces who is having a quick meeting with their
They were looking over the bodies of two dead Gilden before
commanders. There are reports that the other Mithian force
being interrupted. They turn to face down the rooms new is nearby, and fighting their way towards the force the party
occupants. It’s now visible that the Gilden have black eyes. is currently with. Before the meeting can go much further it
is interrupted by two figures plummeting to the square form
a nearby rooftop.
If the lev’flo and the lesser shade embassy guards will actively
hide if they hear or find out about combat outside the room.
Their job is to teach lesser shades to imitate Gilden.
From a nearby roof plummet two figures. A flash of combat
11. Bedroom Storage between them is hard to follow as they fall but the smaller,
human figure has stabbed the larger, winged inferus in the
chest with her sword and forced both of them off the side.
This room is stuffed full of so many different objects that
It seemed the inferus is either too injured or preoccupied to
you can only assume were taken from around the embassy
take to its wings and the two hit the ground hard.
and stuffed into this back room. Paintings, rolled up
tapestries, pillows, and other decorations and comfortable
Fortunately, it looks like the inferus’ body took more of the
objects are deposited in this bedroom.
impact for the Mithian, for as she stands up she staggers
Sitting on the shelf next to the northern bed there is a slightly but manages to walk away without any obvious
perfectly round stone, bound with a silver and a bronze ring. serious injury.
This is a Chainbreaker’s stone with its gold band consumed
at an earlier date.
The art pieces are valuable but large and hard to move, as
well as belong to the people of Mith. There are 13 tapestries,
and 10 paintings. Two of the tapestries are worth 1000 gold

17
quickly to give medical attention, but otherwise, the meeting
(Read if the party did not kill the c’thara in the ordan lair)
will proceed as without any alterations.
Unfortunately, it seems that the impact wasn’t enough to After the death of the local c’thara, the shades and inferus
kill the inferus either. Its body pulses with green energy as will retreat from their engagements (unless the Mithian
it lunges up from its previous prone position of looking strength has been reduced to 0, in which case they will
press their attack, overwhelming the Mithians.) Allowing
defeated. Despite its grievous injuries, it lashes out, grabbing the Mithians to set up a camp for the night, and continue
the woman’s arm with fire spitting forth from its hands. their planning. The Mithians will plan their push further into
As the woman screams she uses her free arm to stab the the city, talking about working towards the center. However,
Karina Drake will take the party aside and suggest a special
creature again, through the eye. As it falls back, assuredly
assignment for them. But she will cover more of it in the
dead this time, the flash of light caused by the inferus’ fire morning and suggests that the party get some rest.
dims, revealing the woman’s arm has been burned off at the It will no doubt be a little hard for the party to sleep with
shoulder. the bright lights everywhere, but that is far better than letting
the shades sneak up on the camp.

After Karina Drake slays the c’thara, Jasper Mithos (her


The Embassy Results
husband) and/or Armus Drake (her brother) will cry out The level of success (or failure) of the party while capturing
and run to embrace her. Any others will react with similar the embassy effect the Mithian Force numbers as follows:
amazement. If Karina Drake lost her arm, mystics will arrive

Mithian Force Numbers After The Embassy


Event Result Total

Current Total

For each named character and crystal golem (incomplete or complete) +1 (up to +12)

For Ordum, Windle Glass, Jasper Mithos, and each complete crystal golem (in addition to above) +1 (up to +8)

Barracks secured +5

Each charge on a Chainbreaker’s stone returned to Geath. +5 (up to 45)

The total CR of surviving enemies #

Meeting room not cleared -50

Mithian casualties (automatic) -200

Karina’s reinforcements (automatic) +200

New Total

Before the Crypt of Heroes


In the morning, the commanders will gather and start to the currently secured area so the party shouldn’t have any
deploy their troops again. Karina Drake will pull the group to trouble getting there unharassed by the forces in the city. Any
the side. She will explain that she has a special assignment mithian that the party requisitions does not have an issue in
for the group. Mithians are a practical people but are still assisting them.
people. While they’ll never admit it, the fact that the Crypt There is nothing stopping the party from taking a few
of Heroes is occupied bothers them. They would consider short rests, but if they take too long the battle is still raging,
it an insult to be given a side mission while their comrades and the area could be reinforced by shades and inferus,
are fighting and dying on the front lines, so she’s assigning making it too dangerous for the party to stay in the crypt, or
to the party to go and clear the Crypt of Heroes. It is near the shades could finish their ritual in 14. Crypt of Mithos.

18
Crypt of Heroes
1. Entry Area Upon closer examination, though the items on the tables
NPCs: 4 Shadeling, 4 Shade Dog are expertly crafted replicas, they are just that, replicas, and
would not stand up to extended use in battle.
The south door’s plaque reads “Crypt of foreign heroes.”
The stairs lead down into a large room supported by four The secret doors to 2. Bathroom and 3. Cleaning Closet
pillars. Laid out around the room are five stone tables. Each can be found with a simple examination of the area, no
checks required. They open at a push if not locked from the
one with a different item displayed upon them, two with
other side, which neither are at the moment.
two different styled shields, one with a bow, one a sword, The secret door to 4. Armory is disguised unlike the other
and one a mace. There are three doors in the far wall, one at two and requires a DC 14 Intelligence (Investigation) check
to uncover. It cannot be opened without the use of a thin key
the far left and right of the wall, and one in its center. The
or specialized equipment not found in normal thieves tools. A
southernmost door having a plaque upon it. copy of the key can be found on each of the guards. The door
can be opened without such a key from inside the room.
Near the right side of the room, there are the bodies of The guards each have their normal gear as well as keys
to the secret door to 4. Armory. Their bodies look as though
two dead guards. Scattered throughout the room are four they have been partially eaten. With a Wisdom (Nature) check
hunched shadowed creatures. As well as four dog-like of 14, it can be discovered that it looks like the feeding was
creatures that seem to be made of shadow as well. They interrupted.
seemed to have been wandering around aimlessly, until they
saw the living coming into the crypt. Now they are advancing
Treasure
2 breastplates, 2 silvered longswords, 2 shields, 2 adamantine
upon said group of living, obviously intending to “fix” said rods, 2 heavy crossbows, 20 silvered crossbow bolts, 18
state of being. adamantine tipped crossbow bolts, 2 long thin keys (to the
secret door to 4. Armory).

19
If the shade dogs hear the battle in 1. Entry Area they will not
2. Bathroom join it, but they will start to make noise, attempting to lure the
party into the ambush by the shade lurkers.
The room is full of history books of great battles fought
This small room has a small shallow pool in the far wall and throughout the world of Alìm. The majority are focused on
a small bucket next to it full of pristine clean water, a small ones that include the Mithians who always fought bravely and
plunger is next to the smaller pool. Next to it there is a large rarely lost a battle.
The statue has a plaque at its base that’s labeled with
tub of water across set into the ground.
names of the fallen.

When the lever is plunged the pool will clean itself with magic 6. Crypt of Foreign Heroes
to the best of its ability. The spell is not powerful enough to
get rid of solid objects or harm creatures, but waste or even
coins carelessly dropped in will be destroyed. Rows of fairly plane sarcophagi in their own alcoves line this
room. Each one looks to have a small plaque at its base with
3. Cleaning Closet writing upon it.

This sizable cleaning closet is full of the usual cleaning The plaques record the names and dates of birth and death
supplies, mops, brooms, soaps, nothing seems of great for each of those honored there. These are all merely tributes
to the fallen and not the actual resting places, all these
interest here. sarcophagi are empty, and the last two have blank plaques.
The plaques read as follows:
Azigan the Chainbreaker
4. Armory First King of the Gilden. 2A1851-3A25. “Darkness was all he
knew, but he brought his people into Alim’s light.”
Aaron of Mithos
The door opens to a hidden armory. It is still half stocked Fallen Emperor of Halcean. 2A1265-2A1325. “May the sins
with its weapons and armor. With only two missing from of his demon be overcome by his grace.”
Rhinealt Cain
each area. Knight King of Caldera. 3A2-3A101. “An ally in changing
times.”
Basil Ithric
Treasure The Lion of Andrade. Vessel to Ezekiel. 2A270-2A300. “His
2 silvered longswords, 2 adamantine rods, 2 heavy sacrifice continues to this day.”
crossbows, 2 shields, 2 breastplates, 20 silvered crossbow Allea Arken
bolts, 20 adamantine tipped crossbow bolts Archmage of Palor. 3A3-A345. “Through conflict and discord,
she reforged broken bonds thought lost.”
The People of Tessar
5. History Room 2A0-2A1800. “May you find peace beyond the mortal
suffering the Silver Hand inflicted.”
NPCs: 4 Shade Dog, 3 Shade Lurker
8. Path of the Palronin
A large statue of a female archer is the first thing that stands This mostly empty room has two doors, and two tapestries
out in this large room, the top of the statue reaching the in it. The two tapestries to the north and south. And the
fifteen-foot high ceiling. The main part of the floor is taken doors straight ahead and to the south. The tapestries do
up by tables while the walls are lined with bookshelves. not seem to depict battles or wars unlike the ones from the
earlier room. The southern door has a plaque upon it.
Scattered around the area are what seem to be dogs, but
dogs made of shadow stuffs. They instantly turn on the
intruders. The north tapestry depicts a small side of a group of people
on a shore. The majority of the tapestry however is devoted to
(Read is someone with 19 passive Perception enters the room.) a large fleet of ships sailing away from the shores.
On the ceiling are three lurking, shadowy figures, their The south tapestry depicts the same ships landing on
another shore, and groups of people meeting together in a
shapes only vaguely humanoid. Hunched with long black
savage and burnt landscape.
tendrils sinking towards the ground to capture their new
The south door’s plaque reads “Crypt of Palronin heroes.”
prey.

20
9. Path of the Mithians 10. Crypt of Palronin Heroes
NPCs: Lev’flo, Shade
Rows of exquisite sarcophagi in their own alcoves line this
This mostly empty room has two doors, and two tapestries
room. Each one looks to have a small plaque at its base with
in it. The two tapestries to the north and west. And the doors
straight ahead and to the south. One of the tapestries depicts writing upon it.
a battle, while the other seems to depict the construction of a
city. The southern door has a plaque upon it. The plaques record the names and dates of birth and
death for each of those honored there. Under each of the
Two creatures are standing against the far wall. They are inscriptions, you will find a note in parentheses telling you of
staring intently at each other until being interrupted. One a the sarcophagi’s contents. The last sarcophagus lays empty,
humanoid creature made of shadows, and a squat creature the plaque blank. Looking at the sarcophagi with a detect
with one eye in the middle of its bone-colored mask. magic spell or similar effect, some glow with necromancy
magic. The ones that glow with magic are the first, second,
third, fourth, eighth, and ninth.
The shade and the lev’flo are arguing psychically. The shade Joan of Barren
is almost exclusively focused on its argument with the lev’flo. 2A510-2A605. “Sister and writer who chronicled the journey
If party is being stealthy they can ambush the two, despite of Mithos, she who continues to inspire the peoples of Alìm.”
the shade usually being immune to such things through its (Female human in fine robes. Her body is preserved by magic.)
Mind Sight. Isaac of Mantle
The north tapestry depicts a large battle between mortals 2A550-2A725. “Brother and mage who kept the art of the
and demonic-looking beings, though not the same that your Palronin alive, he who taught the next generation.” (Male
party have encountered thus far. human in finely crafted but utilitarian clothes. His body is
The west tapestry looks to be the building of a grand preserved by magic.)
city, with high and secure walls as well as large magnificent Liza of Drake
structures. 2A575-2A755. “Sister and listener who befriended the
The south door’s plaque reads “Crypt of Mithian Heroes.” Originals, she who spread their gifts.” (Empty.)
Pel of Tower
2A1110-2A1200. “Sister and smith who forged crystals
into shape, she who armored the Palronin in light.” (Female

Crypt Directory human in crystalline armor. Her body is preserved by magic.)

1. Entry Area
2. Bathroom
3. Cleaning Closet
4. Armory
5. History Room
6. Crypt of Foreign Heroes
7. Path of War
8. Path of the Palronin
9. Path of the Mithians
10. Crypt of Palronin Heroes
11. Crypt of Mithian Heroes
12. Hall of Heroes
13. Crypt of Elm
14. Crypt of Mithos
15. Crypt of Thane

21
Joshua of Mithos empty, the plaques blank. Looking at the first two sarcophagi
2A1260-2A1550. “Brother and leader who fought demons upon with a detect magic spell or similar effect, reveal a glow of
the broken bastion, he who lit the beacon of Veritum.” (Empty.) necromancy magic.
Nessa of Grey Gareth of Alwood
2A1255-2A1800. “Sister and mariner who charted unknown 2A1250-3A5. “Brother and seer who built the Gate of Night, he
seas, she who brought the Palronin to guard the seas.” (Empty.) who shaped worlds within Alìm.” (Male human in plain robes.
Denna of Crow His body is preserved by magic.)
2A1400-2A1857. “Sister and blademaster who drove against Nora Grey
the renewed darkness, she who led the charge against 2A1300-3A525. “Sister and speaker who calmed the tides of
Violus.” (Empty.) war, she who brokered the Palori Armistice.” (Female human
Roland of Glass in fine robes. Her body is preserved by magic.)
2A1740-2A1857. “Brother and healer who spared the Elizabeth Knight
Firebrand, he who held back the sword of Mithos.” (Male 3A503-3A1215. “Sister and scholar who traveled beyond
human in fine robes. His body is preserved by magic.) Mith’s shores for knowledge, she who was lost in the Purge of
Erik of Cross Andrade.” (Empty.)
2A1265-2A1857. “Brother and friend who tried to save the Nila Archer
blood of Halcean, he who returned Aaron to his final rest.” (Male 3A1005-3A1217. “Sister and defender who first battled the
human in fine plate armor. His body is preserved by magic.) creature of the Scar, she who fell protecting the survivors of
Andrade.” (Empty.)
Elijah Glass
11. Crypt of Mithian Heroes 3A1108-3A1249. “Brother and hunter who rose to fight the
returned foe, he who fell against the creature Sarapis.” (Empty.)
Corinna Cross
Rows of exquisite sarcophagi in their own alcoves line this 3A1107-3A1249. “Sister and champion who rose to fight
room. Each one looks to have a small plaque at its base with the returned foe, she who fell against the creature Sarapis.”
(Empty.)
writing upon it.
Deckard Alwood
3A503-3A1341. “Brother and altruist who sheltered the
The plaques record the names and dates of birth and Ra’jin of Andrade, he who was lost while helping outcasts
death for each of those honored there. Under each of the build their home.” (Empty.)
inscriptions, you will find a note in parentheses telling you
of the sarcophagi’s contents. The last three sarcophagi lay

22
12. Hall of Heroes
NPCs: 1 Shade, 2 Shade Dog (When the party gets to the end of the tunnel, and cleared
the gren caverns earlier)
This room is extremely large and full of statues. Four A statue of an angelic figure is to the south. Of more
of the six, armed with weapons and ready for battle, a
immediate concern, another shadow man to the north. To
fifth who’s hands are raised looking ready to fight even
without being armed. The northernmost statue of a the south, there is a slumped Mithian in fine, though now
woman who seems to be giving a speech. soiled clothes. Flanked by two of the hunched shadowed
creatures, he is obviously near death. The shadow man
Near the middle far door, there is a shadowed humanoid raises a hand and points it towards the intruder, the candles
figure and two of the shadowed dog creatures. It looks at surrounding the sarcophagus morph into small shadowy
the newcomers to its room, and immediately the shadow
creatures that fly towards you.
dogs started to charge.

The shade will command the shadelings to drag Lionel


Each of the statues is labeled with names that the party will
Morgrove to the open sarcophagus to complete the ritual
find familiar if they went through the crypts. They are labeled
that had been started. If they manage to do such the only
as follows, starting with the north statue and going clockwise:
obvious immediate effect will be that all the lights in the
Joan of Barren, Nora Grey, Deckard Alwood, Erik of Cross,
crypt will flicker and die. All the magical torches on Mith will
Azigan the Chainbreaker, Joshua of Mithos, and Basil Ithric.
fail, giving the creatures of darkness a distinct advantage. If
13. Crypt of Elm the party looks like they will win or prevent the ritual from
being completed the shade will order the shadelings to kill
Lionel Morgrove wherever they are.
This crypt is has two pillars, a sarcophagus, and four small Lionel Morgrove only has 10 Hit Points.
If he survives, Lionel Morgrove will thank the party
daises. The sarcophagus is well decorated and obviously
members and offer them the only treasure he still has claim
has been well looked after over the years. Each of the daises to. He gives them his small judges hammer that is looped to
stand strangely empty, and the sarcophagus has a plaque his belt securely. It’s too small to be used as a weapon. But
he will tell the party to break open its head, and inside there
upon it.
is hidden the Shard of the Gem of Wisdom. The hammer is

The sarcophagus is empty, and the plaque on it reads:


Esskelion Elm
Black Talon of Holy Andrade. Vessel to Verial.
2A1270-2A1300. “His sacrifice continues to this day, and
through his conviction, we hold our oaths eternal.”

14. Crypt of Mithos


NPCs: 1 Shade Gren or 1 Shade, 2 Swarms of Shade

Changelings, 2 Shadelings, Lionel Morgrove

Ahead of the long tunnel is a raised dais with a well-


decorated sarcophagus sitting upon it. Surrounded by lit
candles, no doubt as signs of respect or reverence.

(When the party gets to the end of the tunnel, and did not
clear the gren caverns earlier)
A statue of an angelic figure is to the south. Of more
immediate concern, a massive creature with matted white
fur and black eyes growls from the north. To the south, there
is a slumped Mithian in fine, though now soiled clothes.
Flanked by two of the hunched shadowed creatures, he is
obviously near death. The massive creature raises one of its Shard of the
massive, wicked-looking claws, pointing at the intruders, Gem of Wisdom
the candles surrounding the sarcophagus morph into small
shadowy creatures that fly towards you.

23
thick enough to block detection effects such as detect magic. 15. Crypt of Thane
No other Mithians know of the hiding spot. He is happy to
speak to the adventurers on the events of the overthrow of This crypt is has two pillars, a sarcophagus, and four small
Aeteum but suggests they do so back at whatever base camp daises. The sarcophagus is well decorated and obviously has
the Mithians have established.
If the party is interested the events play out much like been well looked after over the years. Each of the daises, and
that at the Mithos Manor. Ambushed during the night the city the sarcophagus have a plaque upon them.
was overrun by both shades and inferus quickly, and most
who could fled rather than die fighting a lost battle. He, to his
knowledge, is the last survivor of those that the shades took Each of the plaques details the many difficulties of building
prisoner. Aeteum. One talks about the expense and trade deals for the
The crypt itself has two tapestries, one focusing on a materials. One of the strength of the Mith who both fought
man on the bow of a ship, looking at an island in the near to protect Alìm and built the magnificent capital. One details
distance. The other is a man emerging from the sarcophagus Thane’s magnificent leadership and helping to unify the Mith
in this very room, in full armor and obviously whole and with many other nations. The last plaque is scratched up and
hearty. The angelic statue is unlabeled, and if asked Lionel cannot be read.
will say it’s merely a symbolic item, not meant to portray The sarcophagus is empty, and the plaque on it reads:
a specific person or power. There is a plaque on the Thane of Mithos
sarcophagus that reads: Founder of Aeteum and Protector of Alìm. 2A1260-2A1550.
Mithos of Palor “His dedication to Alìm has made our future possible.”
First Bearer of Agmin. 2A470-2A525. 2A530-2A600.
“He who broke from neutrality for the good of Alìm, and was
raised up from death in our darkest hour.”
The Crypt of Heroes Results
The level of success (or failure) of the party while capturing
the crypt effect the Mithian Force numbers as follows:

Mithian Force Numbers After The Crypt of Heroes


Event Result Total

Current Total

For each named character and crystal golem (incomplete or complete) +1 (up to +13)

For Ordum, Windle Glass, Jasper Mithos, and each complete crystal golem (in addition to above) +1 (up to +8)

Armory survived +5

The total CR of surviving enemies #

Ritual completed -100

Failed to clear the crypt -50

Mithian casualties (automatic) -150

New Total

After The Crypt of Heroes


If the party did not manage to stop the ritual there is a lot willing to openly admit that it bothered them, but spirits are
more chaos outside. All the remaining lights in the city that higher than they were before the crypt was secured. That
had survived (about half) have gone out. While the Mithians combined with another successful day of combat poises the
were quick to produce their own light sources a shade and Mithians to be in high spirits. Estimates are that they will
inferus counter-attack well-timed with the completion of the be able to secure most of the city tomorrow, then only a few
ritual took a heavy toll on the Mithian strength. remnants of inferus/shades will remain and only minor mop-
In either event, if the party managed to secure the up operations will need to clear them out.
Crypt passing Mithians will congratulate them on their
accomplishments. Like Karina Drake said, they didn’t seem

24
The City’s Center
Getting Ready to Take the City 2. City Offices
The Mithians are poised to retake their city in a final
assault, including the city center. It is a rather large building,
These offices are mostly clean and tidy. They have a few
presumably filled with inferus and shade forces. To this
end, the party has been asked to lead the assault on the papers that look to have been dropped in haste, but overall
city center building. To assist them in their battle one of seem to be untouched.
the named NPCs will assist them in its retaking. Any of the
named NPC is willing to help with two exceptions.
Whoever the leader is will be busy commanding the
battle outside (so Jasper Mithos will never be a choice.) And
3. City Center Mingling Area
Ordum, for the reason that in a building he will not be nearly NPCs: Eter’pil, Li’ard
as effective as he would be outside on the battlefield. Other
than that the party of their choice of assistance, even with
only one arm Karina Drake is perfectly willing to go into A wonderfully decorated area spreads out in front of you.
battle beside the party (though note having only one arm will Many couches and benches are throughout the area. Many
effectively remove her “Mithian Army Training” feature.) living plants in pots and planters are located throughout.
1. Main Hallway Pillars with torches and low water attractions finish off the
extremely lavish room.

The doors open into a large, wide hallway. It runs the entire Slightly marring the view are two things. One large fire
length of the building and is decorated with a repeating breathing lizard demon over by a slightly protruding wall
pattern all the way down the path. There are a few scattered on the far end of the room. And of closer concern a large
benches and decorations along the way but nothing hulking creature with large claws and a single horn coming
particularly sticks out. out of its forehead.
25
4. Clean Barracks 7. Demonstration Area
NPCs: Lev’flo, Li’ard, 2 Ta’cul
This room has four bunk beds and six sleeping mats. It also
has a few footlockers and a spare table with two benches This large room is obviously designed for combat
nearby. The area looks completely clean and undisturbed. demonstrations. There are six sparring squares to the right,
and four targets left. A small array of longbows hand near the
All except for one of the footlockers is empty. target. The only non-combat related thing in the area is six
benches in the center of the room.
Treasure
2 sets of common clothes, 1 set of traveler’s clothes, 1 set of
Sitting on top of one of the far sparing squares is one of the
fine clothes, 100 electrum pieces in a pouch.
massive lizard looking creatures glowing brightly with fire.
5. Shade Armory Sitting on a nearby bench is one of the skull masked, one-
eyed creatures holding a collection of small stone looking
NPCs: 1 Shade
objects, that it quickly crushes with one hand when it sees the
doors opened. Flanking said doors are two of the abhorrent
This room is full of weapons and armor. A small lit forge with creatures that have massive swords instead of their right arms.
an anvil is in the far corner. A combination of armory and
forge rolled into one. The forge still flows faintly, though the In the northwest part of the room, there is a secret door
keen observer will notice that the fire seems completely self- hidden in the wall. To find it the player must make a DC 14
Intelligence (Investigation) check. Without the key, the lock
contained and likely fueled by magic.
can be picked with thieves’ tools and a DC 16 Dexterity
check.
The strangest part of the room by far is the creature with A copy of the key can be found on one of the Mithian
its back to the door, staring into the forge. It is one of the bodies in 9. Ke’seth Dining Room.
upright, humanoid shadow beings but it has not reacted to
the door being opened. Treasure
4 longbows, 120 arrows, 80 bolts
The shade shows no hostile intent to the party. The shade
will not betray any secrets of their side and will not help the
7a. Hidden Room
party in any way. However, it will be willing to talk about
vague memories of working at a forge. It will speak of how This small hidden room has only two distinctive features. A
many of its ilk seem to be trying to reconstruct some form of
number of small folded cots in the corner, and a large chest
what their lives used to be.
further into the room.
Treasure
24 breastplates, 24 silvered longswords, 24 adamantine The chest is unlocked but resists opening slightly as it has
rods, 24 heavy crossbows, 200 adamantine tipped bolts, 200 been long abandoned in this room. The chest is stuffed full of
silvered bolts odds and ends, though it does have a few valuable treasures
that can be discovered, listed down in treasure.
6. Large Bathroom
Treasure
1 mystic ward, 1 mage-smith ward, 1 adamantine longsword,
This large room has a small shallow pool in the far wall and 2 electrum pieces
a small bucket next to it full of pristine clean water, a small
plunger is next to the smaller pool. Next to it, there is a
8. Yi’ko Mingling Area
large tub of water as well as a privacy screen. As well as a NPCs: 1 Sel’en Swarm, 1 Yi’ko
wardrobe full of towels.

This smaller area is much like the one before though less
When the lever is plunged the pool will clean itself with
magic to the best of its ability. The spell is not powerful decorated. Comfortable couches and chairs along with two
enough to get rid of solid objects or harm creatures, but more utilitarian tables and sets of chairs.
waste or even coins carelessly dropped in will be destroyed.
Behind the far table is a creature that seems to be a massive
mask with two arms it stands on instead of legs. Scattered over
the chairs and tabletop of the near one is a small swarm of the
lesser, carapaced creatures quickly forming up into a swarm.

26
City
Center
Directory
Floor One:
1. Main Hallway
2. City Offices
3. City Center Mingling Area
4. Clean Barracks
5. Shade Armory
6. Large Bathroom
7. Demonstration Area
7a. Hidden Room
8. Yi’ko Mingling Area
9. Ke’seth Dining Room
10. Shade Kitchen
11. Shadeling Storage

Floor Two:
12. Crystal Golem Storage
13. Small Storage
14. Meeting Room
15. Second Floor Mingling Area
16. Treasury
17. City Study
18. Cleaning Closet
19. City Library
20. Art Gallery
21. City Bedrooms
22. City Master Bedroom
23. Entertainment Area

27
The yi’ko doesn’t care about the health or safety of the sel’en None of the food is eaten or nibble on, and further
swarm. It will not try to shoot it with area of effect spells, but investigation it seems that much of the food was made days
it won’t let the swarm get in the way if it believes it has a good ago, and has sat out the entire time.
shot. Amongst the general dishware and such there are two
wine glasses that are inscribed with magical sigils. These two
9. Ke’seth Dining Room are spilless glasses.
If the party takes the time to scavenge non-perishable
NPCs: 1 B’lit, 1 Ke’seth foods they can gather up 12 servings of rations.

This large room is finely decorated, and has many double doors
Treasure
12 rations, 2 spilless glasses, studded leather
for easy entry and exit. There is a massive dining table set
in its center. Around the outside of the room, there are two 11. Shadeling Storage
smaller tables with decorative statues on them, as well as four
NPCs: 3 Swarms of Shade Changelings, 4 Shadelings
decorative suits of armor in the corners of the room.

Set up in a macabre scene of a dinner party are the corpses of This room is full of supplies. Stocked full of what seems to
multiple Mithians in the beginning states of decay propped up be mostly non-perishable foodstuffs in sacks, boxes and
in the chairs around the area. One of them is partially eaten and barrels. Further in there are rows of casks as well as a few
next to it is the body of a gaunt figure with bloody claws, and spare chairs and tables near the door.
its head missing, presumably forcibly removed.

Shuffling around the room with sacks, casks, and other


Standing in the center of the table is a large winged creature,
things in their arms are shadelings. They don’t seem to
with fire in its belly, literally. Over in the corner is one of the
be doing anything useful, simply moving objects around
female inscectoid humanoids, even on her alien face the
randomly. Objects they’ve now dropped upon seeing
look of disgust at the scene before her is obvious. The large
creature loomed over the corpses, but now turns in annoyance intruders.
to those that have interrupted its corpse dinner party.
The four swarms of shade changelings will wait for the group
to engage the shadelings to try and ambush them.
Among the corpses are three watch initiates, two guards, The group can fairly easily ambush the shadelings as
eight nobles, a watch member, a mystic, a guard captain, they’re focused on their attempts to imitate organizing
and the headless corpse is that of a wendigo. Though most the room. The changelings are not susceptible to such an
of their valuable items have been lost there are still a few on ambush.
their bodies, as recorded down in treasures. Any Mithian accompanying the party will point out the
value of these supplies and be unwilling to use damaging area
Treasure of effect abilities except in an emergency.
4 studded leather, 3 breastplates, 1 mystic cloak, 2 silvered Most of the supplies are valuable to the Mithians but likely
longswords, 2 silvered rapiers, 1 longbow, 1 silvered dagger, 1 not overly much to the adventurers. Though there are enough
silvered mace, 24 adamantine tipped arrows, 12 silver-tipped supplies to make 400 rations if the supplies are not damaged.
arrows, 12 adamantine tipped bolts, 3 silver-tipped bolts, 45 The small casks of wine do have value and can be sold
electrum pieces for 50 gold a casket on an open market, but there is no viable
market nearby. The casks weigh 50 lbs.
10. Shade Kitchen
Treasure
NPCs: 1 Shade, 1 Shade Dog, 2 Shadelings 36 wine casks (50 gp each, weight 50 lbs), 400 rations

This room is full of shelves full of food. Tables with meals 12. Crystal Golem Storage
prepared and a warm fire in the hearth. Piles of foodstuffs for
future meals in sacks and boxes are around the room. Though
This large room is empty save for a single circle sitting in its center.
under the smell of good food, is rancid, old food.

The room has four occupants. One of the shadow dogs 13. Small Storage
lying right next to the door. Two of the hunched shadowed
creatures seem to have been working on food being overseen
by one of the upright shadowed beings. But now with new This room has a few spare pieces of furniture in it, and a few
intruders, they seem to have a new plan for the meal. shelves that are stuffed with pillows.

28
14. Meeting Room Treasure
1000 ep, 50 diamonds (20g each), 10 signet rings (500g each)
NPCs: 2 Lesser Shade Watch Member, Lesser Shade Guard
17. City Study
This large room seems to be a meeting room. A large central
table with many chairs, as well as side tables with chairs. This room is full of bookshelves and tables. A smaller table
Bookshelves full of books and ledgers fill out the room. between a few more comfortable chairs and couches also sit
in the center of the room.
The room has three Mithians in it. Two of the elder lightly
armored people and one of the guards. However, as they
This room is full of texts. They are of a vast number of
turn to the newcomers you can see their blackened eyes.
subjects, but most are of a surface interest without any
books going deeply into details on the topics, with only a few
The books are political treatises on the other countries on the exceptions.
world of Alìm. The ledgers are notes of recent interactions
between the races, it seems that while the Mithians have friendly 18. Cleaning Closet
relations with most they only have three active embassies in
their capital. That of the Gilden, Sorens, and Halcyon. This sizable cleaning closet is full of the usual cleaning

15. Second Floor Mingling Area supplies, mops, brooms, soaps, nothing seems of great
interest here.
NPCs: Lev’flo, 2 Li’ard

This open area seems to be another sitting area. With 19. City Library
water decorations, tables, couches, and decorative pillars
NPCs: 1 Shade or 1 Shade Gren
completing the view.
This large room has bookshelves stuffed full of books, as
In the two sitting areas flanking the middle table are the well as a few couches and chairs against the far wall. In the
large lizard-like creatures known for spitting fire long center of the room is an arrangement of tables with far more
distances. They seem to be actively scanning the area for utilitarian chairs at them.
intruders. In the center area is one of the one-eyed being (Read if the party cleared the gren caverns earlier)
keeping a close eye on its surroundings as well. Their Standing next to one of the tables is a large hulking figure.
Its white fur seems oddly well cared for, without any marks
reaction to intruders come off as... Less than polite.
of filth or matted hairs. The creature is having trouble
attempting to manipulate the pages of the book with its
massive claws. As it notices the newcomers it turns quickly,
All three of the inferus here are actively alert and searching letting out a howl of frustration as its sudden turn knocks
for intruders, though they do not leave the area to search the book away from it... And then smashes the table in half
without reason. as it tries to catch the book with one massive claw.
(Read if the party did not clear the Gren Caverns earlier)
16. Treasury A shadowed humanoid stands next to one of the tables.
It’s running its fingers over the rows of text as though it’s
reading. It turns lazily towards the door as it opened. It
An unusually drab room there are only large, impressively seems to have been expecting visitors.
secure looking chests in this room. They are made of bands
of metal, reinforced with larger overlays of steel. There are books here on almost any subject the party could
be interested in investigating.

Every chest is securely locked. They require thieves’ tools 20. Art Gallery
and a DC 20 Dexterity check. If the check is failed by five or
more a small rune inside the lock will trigger and slag the NPCs:1 B’lit, 1 C’thara, 1 Lev’flo, 1 Li’ard
lock completely. Rendering it unable to be opened except with
extended ministrations from an experienced blacksmith or
mage-smith. This massive room is stuffed to the brim with art. Large
• The signet rings are paired, two each, one original and one marble blocks ten feet tall host magnificent paintings. There
copy. They each hold a sigil of one of the council members. are more against further walls, along with tapestries. Nearby
• One chest contains ten satchels, each with 200 electrum there are lower tables with what seems to be old pieces of
pieces. parchment upon them.
• One chest contains ten pouches, each with five small
diamonds, each worth 20g. Just visible beyond the large marble block are two large
• One chest contains ten platinum signet rings, two of each crimson wings. To the north though in plain view there is
paired together with the same sigil, 500g each.
• One chest contains copies of treasury notes regarding a massive lizard creature that seems to be on watch as the
loans, to individuals, nations, and organizations. doors were not in immediate view of any other creature.
• One chest contains copies of diplomatic agreements with
other nations.
29 The Li’ard is keeping an active watch on the doors.
21. City Bedrooms the beds are covered in silk sheets with comfortable down
blankets and pillows.
The room is for visiting dignitaries and other officials so
the wardrobes are empty mostly. The bookshelf has mostly
In this finely appointed bedroom, there’s no end of fine furniture light general interest subjects and a few blank ledgers. The
and decoration. The wardrobe and bookshelf are of the finest desk also has inks, quills, and parchment. Enough to make
craftsmanship. The bed and its sheets seem to shine faintly. up a calligrapher’s supplies.

Treasure
The furniture is obviously crafted by a master’s hands, and 1 calligrapher’s supplies
the beds are covered in silk sheets with comfortable down
blankets and pillows.
The room is for visiting dignitaries and other officials so 23. Entertainment Area
the wardrobes and other furniture are empty.

22. City Master Bedroom This large room is full of comfortable furniture chairs,
benches, and couches. The only thing that sticks out about it
NPCs: 1 Lesser Shade Mage-Smith, Wendigo
are the large arched windows across the side wall. Too high
to be used for looking outside they do let in light and make
This large room is obviously a master bedroom. With a large for attractive decoration.
four-poster bed, multiple wardrobes, writing desk, bookshelf,
chair, side table, couch, and decorative rug. Every single piece of
furniture is well looked after and in pristine condition.
The City Center Results
Except for the unfortunate rug that has large bloodstains on it. The level of success (or failure) of the party while capturing
Presumably from the strips of bleeding flesh scattered atop it. the city center effect the Mithian Force numbers can be
tabulated in the Mithian Force Numbers After The City
Standing in front of the couch is a Mithian mage-smith, but with Center table. If the total is 0 or above, the party and Mithians
his black eyes glaring at the newcomers. A wendigo looks up have succeeded, and have the strength to hold the city. If it is
from gobbling at the flesh scraps, seeming to prefer fresh food. negative, while the Mithians have retaken the city they lack the
resources to hold it, and they know it. They give the party their
treasures and encourage the party to flee. The Mithians will
The furniture is obviously crafted by a master’s hands, and not abandon Mith.

Mithian Force Numbers After The Crypt of Heroes


Event Result Total

Current Total

For each named character and crystal golem (incomplete or complete) +1 (up to +11)

For Ordum, Windle Glass, Jasper Mithos, and each complete crystal golem (in addition to above) +1 (up to +8)

For the Shade Armory +5

The total CR of surviving enemies #

Mithian casualties (automatic) -100

New Total

After The City Center


If the Mithians are not overrun they will celebrate their will be buried in 10. Crypt of Palronin Heroes, and Geath
victory and thank the party. They will give the party Chainbreaker or any fallen players (assuming the party is
comfortable bedrooms in the City Center building for their willing) will be buried in 6. Crypt of Foreign Heroes.
efforts, and the following day will pay them. Though any The second purpose is to start planning the Mithians
treasure taken from the Mithians coffers (so not including next moves. After any funerals, the party and important
the treasure found in the 9. Master Bedroom of the Gilden Mithians will gather... At which point the vision will fade,
embassy) will be counted against their 4000 electrum piece and once again the party will be sitting in the inn in front of
reward, if the Mithians know about it. an empty rocking chair, with only the treasures they gained
The party will be summoned by the leader for two from the events to prove that they weren’t simply dreaming.
purposes. Any fallen named character will be laid to rest in (This is also a good time to take away extra requisitioned
an empty sarcophagus in the Crypt of Heroes. Any Mithian items unless you want them to keep those.)
will be buried in 11. Crypt of Mithian Heroes, Ignos Fel
30
Shade Creatures Lesser Shade
Shades are the spirits of the damned who existed in Noxium for These lesser shades have no form of their own, so they take
years on end. The evil who die upon Alìm with no greater power on the form of Mithians, and while other shade creatures can
to claim them are claimed by Noxium, until the great Calamity immediately tell a lesser shade from a Mithian, Mithians do
sealed the gate guarded by the Mithians and the souls of the not have such benefits. Mithians are taught from a young age
damned became trapped at the Door of Night. With the sealing to look for the give away of pure black eyes. As such Mithians
of the gate, the number of shades grow every day as the spirits are always suspicious of someone who’s back is turned. The
of the damned travel to the land of Mith. only ones above such suspicions are The Brightblades. It is
Creatures of Shadow. Lesser shades have no form not known why but there have never been any reports of lesser
of their own, so they take on the form of Mithians, and while shades imitating Brightblades.
other shade creatures can immediately tell a lesser shade from Shade Trickery. To create a disguise such as a shadow
a Mithian, Mithians do not have such benefits. Mithians are construct, a shade must have seen the individual they wish
taught from a young age to look for the give away of pure black to duplicate within that last 24 hours. To build create a lesser
eyes. As such Mithians are always suspicious of someone shade, choose the Mithian they are imitating and build their
who’s back is turned. The only ones above such suspicions are stats according to the Mithian’s stat block. The only alterations
The Brightblades. It is not known why but there have never to their stats are:
been any reports of lesser shades imitating Brightblades.
Undying Nature. Even the least of the shade creatures
are technically immortal, though it’s not an immortality that Lesser Shade
anyone would wish for. When killed the shade creatures return Undead, neutral evil
to the gate through which they can no longer travel, and as such
Senses includes darkvision 60 ft.
they must remain there, their spirits preying on and fighting the
other damned spirits that circle the gate, until it gains enough
power to return in a physical form. Though the powerful shade Shadow Construct. Lesser shades are neither truly creatures
creatures usually retain enough strength to return quickly in of flesh or creatures of shadow. After they die lesser shade’s
their previous form if defeated repeatedly even a drei will lose its bodies start to fade away, disappearing completely in an hour.
power and return as a mere shade, or even less at times. Any gear taken off them only retains viable use for ten minutes.

31
Shadeling
Creatures of little power and intelligence, shadelings are
not considered a threat to any Mithian trained in combat,
however their feral nature can make them dangerous to
those unarmed or unprepared. The exception to this rule is
when they attack in large groups, or when they are under
the control of a shade or a drei, at which point they can be a
serious threat.

Shadeling
Small undead, chaotic evil

Armor Class 10 (natural armor)


Hitpoints 36 (8d6+6)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 4 (-3) 4 (-3) 6 (-2)

Saving Throws Str +2, Dex +0, Con +1, Int -3, Wis -3, Cha -2
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poison
Senses darkvision 60 ft., passive Perception 7
Languages —
Challenge 1 (200 XP)

Instinctive Obedience. While left to their own devices,


shadelings act in a feral way, simply attacking whatever they
think they can eat. However, when they are within 120 feet
of a drei or 60 feet of a shade, they will instinctively follow its
mental commands despite the fact they do not understand any
languages. While under the command of a shade or a drei they
are immune to charm and frightened, and act in a more tactical,
less bestial way (this does not effect their stats or attacks in a
mechanical way.)

Inhabit Body. If a shadeling finds a body that has been dead


for no more than a day it can spend one uninterrupted minute
inhabiting the body, turning it into a wendigo and destroying
the shadeling’s current form.

Shadow Being. When the shadeling dies its body starts to seep
away, disappearing after one minute.

Actions
Multiattack. The shadeling makes two attacks with its claws.
32
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
Wendigo
Medium undead, chaotic evil

Armor Class 14 (natural armor)


Hitpoints 85 (10d8+38)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 6 (-2) 6 (-2) 4 (-3)

Saving Throws Str +4, Dex +2, Con +4, Int -2, Wis -2, Cha -3
Skills Athletics +6, Survival +0
Damage Immunities poison
Condition Immunities exhaustion, poison
Senses darkvision 60ft, passive Perception 8
Languages Understands its language from life (usually common)
but cannot speak, wendigos do communicate to each other like
animals
Challenge 3 (700 XP)

The Hunt. Wendigos are tireless hunters in their quest to fill


their empty bellies. Wendigos can use their bonus action to
Dash towards an enemy.

Endless Hunt. If the wendigo hits with a claw attack it may use
it’s bonus action to attack with bite.

Endless Hunger. When the wendigo dies it uses Call To Hunger


on the creature who killed it. This ability has no range limit,
but cannot travel between planes, and the wendigo does not
need to know who killed it or be able to see them. However
Wendigo the act must be a direct action, traps or other similar methods
will not trigger endless hunger. Call To Hunger cannot be used
When a shadeling kills a humanoid in combat or finds a otherwise.
recently killed one body, it can abandon its constructed body
for the more stable one in front of it. No intelligent shade Consume Flesh. Though nothing can sate the eternal hunger of
would do so, as the trade for the temporary power they gain the wendigo they are always trying. Outside of combat, they will
from the body binds them to a corporeal form, denying the focus on consuming dead creatures. While they eat they gain
ability to easily abandon the body upon defeat. The other 3d6 hit points per turn and can consume a medium creature in
price, however, is the gnawing hunger to fill the mortal belly one minute.
that now serves no purpose.
Blind with Hunger. The endless hunger that consumes Actions
the wendigo makes it vicious, but also predictable. A wendigo Multiattack. The wendigo makes two attacks with its claws.
is easy to trick with bait, particularly if that bait is a recently
dead carcass. Humanoids are preferred, but a wendigo is Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
not picky, scavenging anything from livestock to wildlife or Hit: 7 (1d6+4) slashing damage.
even house pets. Nothing will ever satiate the wendigo, and
as such it will continue to eat until there is nothing left to eat. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Any trap that is set using a carcass of something that has Hit: 6 (1d4+4) piercing damage plus 3 (1d6) healing damage.
died within the past hour will cause the wendigo to ignore When a bite hits, the wendigo gains 1d6 hit points.
any non-immediate threat. While a wendigo is eating it
ignores everything going greater than ten feet away from it. Call To Hunger. The target must succeed on a DC 13 Wisdom
saving throw against this curse or be inflicted with the hunger
of the wendigo. They drop everything they’re carrying and
attacks the nearest target with their bare hands if it hits it may
Infectious Hunger make a bite attack with its bonus action that counts as an
As an option for increasing the difficulty of facing and surviving a unarmed strike but as piercing damage, these attacks gain a +2
wendigo encounter, activate the Call To Hunger ability whenever to their attack and damage rolls. If it cannot reach anything it
the wendigo successfully lands a bite attack. Additionally, those will Dash towards the nearest target. This effect ends at the end
affected by Call To Hunger can be adapted as a permanent curse. of the targets next turn. Creatures who are immune to curses
As such, the infected has a 1 in 4 chance of experiencing a relapse automatically pass this saving throw.
33 every day, at times determined by the DM. Successful attacks will
increase future relapse chances by 25 percent.
Shade Ravens
Even the weakest of shades have the inherent power of
possession. For those entities that do not yet have the
strength to manifest their essence into a corporeal force,
they must make due with dominating the bodies of lesser or
weakened creatures. Wildlife is targeted by shades, beasts
that are weak from hunger or the cold, or creatures that feed
by scavenging. Birds, particularly ravens due to their carrion
nature, are susceptible to this possession as shades are
drawn to death and decay.

Swarm of Shade Ravens


Medium swarm of tiny undead, neutral evil

Armor Class 13 (natural armor)


Hitpoints 31 (7d8+7)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

Saving Throws Str -2, Dex +3, Con +1, Int -4, Wis +1, Cha -2
Skills Perception +3, Stealth +5
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)

Death Hunters. The swarm of shade ravens has advantage on


attack rolls against any creature that has taken necrotic damage
since the beginning of its last turn.

Shadow Flight. The shade raven’s bodies ooze shadow stuff Vulnerable Corruption. Due to the limited strength
making them blend seamlessly with the darkness and sucking of shades that target lesser animals, their hold over a
up any light around it. This renders them completely invisible swarm can at times be disrupted. It is common practice
to dark vision while in darkness and grants them advantage for The Watch to carry pouches of salt that has been
on stealth checks in dim light or darkness. Other shades are purified by the Mithian mystics. When properly deployed
immune to this effect. against a swarm of shade ravens, the purity will weaken
the shade. This practice can be done with any properly
Swarm. The swarm can occupy another creature’s space and purified or blessed substance. On a contested Dexterity
vice versa, and the swarm can move through any opening large
check, a failure on the part of the shade ravens results in
enough for a Tiny raven. The swarm can’t regain hit points or
the shade being trapped in the body of a single raven until
gain temporary hit points.
the end of its next turn. While it is in this state, its hitpoints
Actions are reduced to one and attacks against it are made with
disadvantage.
Pecks (swarm has more than half HP). Melee Weapon Attack:
+5 to hit, reach 0 ft., one target. Hit: 5 (2d4) piercing damage
plus 5 (2d4) necrotic damage.

Pecks (swarm has less than half HP). Melee Weapon Attack: +5
to hit, reach 0 ft., one target. Hit: 2 (1d4) piercing damage plus
2(1d4) necrotic damage.
34
Shade Dog
Small undead, neutral evil

Armor Class 13 (natural armor)


Hitpoints 12 (3d6+3)
Speed 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 2 (-4) 4 (-3) 2 (-4)

Saving Throws Str +0, Dex +3, Con +1, Int -4, Wis -3, Cha -4
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poison
Senses darkvision 60ft, passive Perception 7
Languages —
Challenge 1/2 (100 XP)

Loyal In The End. When the shade dog dies it heals another
shade for half its max Hit Points (6.) This ability cannot be used
on other shade dogs.

Shadow Form. When a shade dog dies it puffs into shadows and
dissipates nearly instantly.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) necrotic damage.

Shade Dog
Shade dogs are not truly dogs, as all shades were once
sentient minds, that could choose between good, and evil.
It is unknown if they take this form as a stop-gap in power
between other forms, or because they are enslaved by the
other shades to take on this lesser form. And even give up
some of themselves upon their “deaths.”
Bound by Shadow. Part of these shades are tied to the
creatures they serve, forcing them to give their essence up to
feed their masters, sacrificing their own ability to return.

35
Swarm of Shade Changelings
Medium swarm of tiny undead, neutral evil

Armor Class 12 (natural armor)


Hitpoints 36 (8d8)
Speed fly 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 10 (+0) 2 (-4) 8 (-1) 6 (-2)

Saving Throws Str -2, Dex +2, Con +0, Int -4, Wis -1, Cha -2
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 1 (200 XP)

Swarm. The swarm can occupy another creature’s space and


vice versa, and the swarm can move through any opening large
enough for a tiny creature. The swarm can’t regain hit points or
gain temporary hit points.

Innocuous Appearance. Swarms of shade changelings take


on forms of different innocuous items. While they remain
motionless they are indistinguishable from other items. The
individual shade changelings can shapeshift into other objects
as a bonus action, or the swarm may band together to make one
larger object no greater than 5 ft. in any dimension. When the
changelings move though they cannot move together as the
single object and break back down into a swarm.

Shifting Form. The swarm of shade changelings make minor


shifts to their form to better combat whatever they face. At the
beginning of their turn, they may choose immunity to acid, cold,
fire, or lightning damage until the beginning of their next turn.
They begin combat with one of these immunities already unless
they are surprised.

Actions
Claws (swarm has more than half HP). Melee Weapon Attack:
Shade Changelings
+4 to hit, reach 0 ft., one target. Hit: 10 (4d4) variable damage. The shade changelings are the more clever of the weakest
The changelings may choose any of the following types to form of shades. They are barely strong enough to take form,
deal its damage with: acid, bludgeoning, cold, fire, lightning, but such weakness does have one advantage. Their shadow
piercing, slashing. forms are almost non-existent, so they have gathered up
physical matter to make up most of their pieces. Allowing
Claws (swarm has less than half HP). Melee Weapon Attack: +4 them to use that physical matter to disguise themselves as
to hit, reach 0 ft., one target. Hit: 5 (2d4) variable damage. The almost any small item they have ever seen. And as a swarm,
changelings may choose any of the following types to deal its they are something of a threat. Though alone they are almost
damage with: acid, bludgeoning, cold, fire, lightning, piercing, nothing, so they are almost never alone.
slashing.

36
Gren
Barbaric and dangerous creatures, the gren are little more
than animals. Though they do have a rudimentary culture, it
hearkens back to before even what is generally regarded as
the first mortal civilization on Alìm. They are led by what the
Mithians have deemed a “shaman”, though it is just another way
of saying “the biggest and strongest.”
Home in the Frost. The gren live in the snowy wastes
and mountain ranges. Since they are kept safe from the cold by
their thick coats they have come to associate fire with outsiders,
and therefore regard anyone with it as a special threat. They
will take extreme risks to rid anyone armed with fire. This
only shows how dumb the gren are, as they possess no actual
weakness to fire or being lit on fire. At least, nothing more than
anyone else would be if lit on fire.

Gren
Large monstrosity, neutral evil

Armor Class 15 (natural armor)


Hitpoints 59 (6d10+26)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 6 (-2) 8 (-1) 6 (-2)

Saving Throws Str +4, Dex +0, Con +4, Int -2, Wis -1, Cha -2
Damage Immunities cold
Senses darkvision 60ft, passive Perception 13
Languages Gren
Challenge 3 (700 XP)

Hatred of Fire. The gren hate fire, and gain advantage on attack
rolls against anyone bearing a torch or that they have seen use
fire-based abilities or spells. It will take extraordinary risks to kill
fire wielders.

Actions
Multiattack. The gren makes two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 11 (2d6+4) slashing damage.

Ice Spit (Recharge 5-6). The gren exhales a blast of ice-cold


saliva from its mouth at a single target within 30 feet of it. The
creature must make a DC 13 Constitution saving throw or take
18 (4d8) cold damage and has its movement speed reduced to
0 until the start of the gren’s next turn on a failed save.

37
Shade Gren
Large undead, neutral evil Shade Gren
Armor Class 15 (natural armor) When shadelings started to inhabit bodies to creature
Hitpoints 138 (12d10+72) wendigos shade’s knew they could do a similar thing, but
Speed 40 ft., climb 40 ft. were smart enough to not do so. However, after the physically
powerful gren were found shades, some willingly, some
STR DEX CON INT WIS CHA compelled to by drei, inhabited the gren bodies. Making
22 (+6) 10 (+0) 22 (+6) 16 (+3) 10 (+0) 14 (+2)
powerful shade gren, with the abilities and intelligence
of shades, but the strength and heartiness of gren, a truly
Saving Throws Str +6, Dex +0, Con +6, Int +3, Wis +0, Cha +2
dangerous foe.
Skills Arcana +6, Perception +4
Damage Immunities cold, psychic, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 60ft, passive Perception 14
Languages Common and any one other, telepathy 60 ft. (can’t
physically speak)
Challenge 9 (5000 XP)

Mind Sight. Shade grens can sense sentient minds, within 30


feet they know the location of any creature with 6 intelligence
or greater that is not under the effects of a mind blank spell.

Turn Resistance. The shade gren has advantage on saving


throws against any effect that turns undead.

Actions
Multiattack. The shade gren may use Call To The Past and make
two of either of its claw or decaying claw attacks. It may replace
one of those attacks with crippling claw.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6+6) slashing damage plus 7 (2d6) psychic damage.

Decaying Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,


one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6)
necrotic damage.

Crippling Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,


one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6)
psychic damage. The target must succeed on a DC 14 Intelli-
gence saving throw, or have it’s movement speed halves and
not be able to take any action besides movement until the end
of its next turn. If a target passes this check it is immune to the
same effect until the beginning of the Shade’s next turn. If the
creature is immune to psychic damage it automatically passes
the saving throw.

Call To The Past (Recharge 5-6). The shade gren targets one
creature that is can sense within 30 feet of it. It must make
a DC 14 Intelligence saving throw, taking 21 (6d6) psychic
damage and being frightened until the end of the shade gren’s
next turn, or taking half as much and not being frightened. If it
fails by more than 5 it must flee and can do nothing else while
in view of the shade gren. While in sight of the shade it must
take the dash action to get further away, if it cannot it may take
the dodge action. If the creature is immune to psychic damage
it automatically passes the saving throw.

38
Shade Lurker
Medium undead, neutral evil

Armor Class 12 (natural armor)


Hitpoints 45 (10d8)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 6 (-2)

Saving Throws Str +2, Dex +2, Con +0, Int +0, Wis +1, Cha -2
Skills Perception +3, Stealth +4
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poison
Senses darkvision 60ft, passive Perception 11
Languages Common
Challenge 2 (450 XP)

Of Shadow. The shade lurker has advantage on Dexterity


(Stealth) checks made in darkness or dim light. They may also
hide while in the open if in darkness or dim light.

Shadow Being. When the shade lurker dies its body starts to
seep away, disappearing after one minute.

Spider Climb. The shade lurker can climb difficult surfaces,


including upside down on ceilings, without needing to make an
ability check.

Actions
Multiattack The shade lurker makes two attacks: one with its
claw and one with its tendril.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.

Tendril. Melee Weapon Attack: +4 to hit, reach 20 ft., one target.


Hit: 6 (1d8+2) necrotic damage. The target is grappled, escape
DC 12. There is no limit to how many tendrils the shade lurker
can produce.

Yank. As a bonus action, the shade lurker may move all creatures
it is grappling that are Medium or smaller 10 feet in a straight
line towards itself.

Shade Lurker
The shade lurkers are a cut above the normal shadelings,
and some are powerful enough to become lesser shades. But
the lurkers are also fundamentally more cowardly than their
other brethren. Lurking in the dark places they seek to feed
upon anything they can ambush alone, but as with all shades,
they will attack in the open when ordered by the drei.

39
Shade
Medium undead, neutral evil
Shade
Armor Class 14 (natural armor)
Shades are the petty lords of the shade creatures. They have Hitpoints 90 (12d8+36)
claimed small swaths of lands within Mith and dominate Speed fly 40 ft.
all the shadelings in their area, though outside of their
immediate influence shadelings will wander off in search STR DEX CON INT WIS CHA
of things to kill. Lesser shades will obey their overlords, 10 (+0) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 14 (+2)
though begrudgingly. Shades commonly need to be ousted of
their roosts as Watch Marshals claim new regions from the Saving Throws Str +0, Dex +2, Con +3, Int +3, Wis +0, Cha +2
spreading darkness. Skills Arcana +6, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks not made with adamantine weapons
Damage Immunities psychic, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, poison, prone, restrained
Senses darkvision 60ft, passive Perception 13
Languages Common and any one other, telepathy 60 ft.
Challenge 5 (1800 XP)

Mind Sight. Shades can sense sentient minds, within 30 feet


they know the location of any creature with 4 Intelligence or
greater that is not under the effects of a mind blank spell.

Shifting Form. The shade can move through a space as narrow


as 1 inch wide without squeezing. Shades do not provoke
opportunity attacks when moving.

Cull The Weak. When the shade reaches 0 hit points, as a free
action it drains the hit points of as many shadelings within 30
feet as it needs to regain max hit points, or as close as it can.

Shadow Form. When a shade dies it puffs into shadows and


dissipates nearly instantly.

Turn Resistance. The shade has advantage on saving throws


against any effect that turns undead.

Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d6+3) slashing damage plus 7 (2d6) psychic damage.

Decaying Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic
damage.

Crippling Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 10 (2d6+3) psychic damage. The target must
succeed on a DC 14 Intelligence saving throw, or have its
movement speed halved and not be able to take any action
besides movement until the end of its next turn. If a target passes
this check it is immune to the same effect until the beginning
of the shade’s next turn. If the creature is immune to psychic
damage it automatically passes the saving throw.

Call To The Past (Recharge 5-6). The shade targets one creature
that is can sense within 30 feet of it. The creature must make
a DC 14 Intelligence saving throw. On a failed save, it takes 21
(6d6) psychic damage and is frightened until the end of the
shade’s next turn. On a successful save, the target takes half as
much damage and is not frightened. If it fails by more than 5 it
must flee and can do nothing else while in view of the shade.
While in sight of the shade it must take the Dash action to get
further away, if it cannot it may take the Dodge action. If the
creature is immune to psychic damage it automatically passes
the saving throw. 40
Inferus
The inferus are fiendish entities that reside beyond the Veil,
the divine barrier that separates all of Alìm from the Conflict.
Unlike the majority of fiends, their planar tie is to Alìm, allowing
them to pass through the Veil. While they are connected to Alìm
in this way, the majority of their lives are spent in the realm of
Infernum, a hellscape adjacent to Alìm just outside the Veil.
Though they are fiendish in nature, the allegiance of inferus can
vary significantly—particularly weaker ones are fickle given their
chaotic tendencies, while stronger inferus will often adhere to a
set of rules or code.
They are Legion. The unpredictable motivations of
the inferus stem from the makeup of their being, or more
accurately, beings. A single inferus possesses only one body,
but within that vessel they have dozens, even hundreds of
consciousnesses. The essence of each are intertwined with
the others, weaving a tapestry of different ideals, passions, and
thoughts. This cacophony of individualities often manifests
as utter madness unless they are dominated by a singular
drive or purpose; two prime drives that commonly unite the
personalities within an inferus are fear and hunger.
Consume. Infernum is a realm of fire and blood, floating
in a void of darkness within the Conflict between Good and Evil.
After killing his father, Ruinous, the Demon Lord Violus used
the body to create this hellscape. What little that grows and lives
in Infernum is twisted beyond belief, but it is filled with demonic
essence. Inferus are able to feed on this corrupted energy, but it
pales in comparison to the rush they experience when tapping
into the power of Alìm. This drive brings the inferus back Lev’flo
through the Veil where they hunt and feed until they are satiated Small fiend (inferus), lawful evil
or stopped.
Born of the Gate. Created by a disaster of artifice and Armor Class 13 (natural armor)
Hitpoints 45 (10d6+10)
magic, inferus possess varying degrees of Gate energy in their
Speed 30 ft.
bodies, allowing them the ability to shift between a corporeal
and incorporeal state. This phasing does not come without its STR DEX CON INT WIS CHA
dangers, as their will must be clear and focused to successfully 6 (-2) 16 (+3) 12 (+1) 12 (+1) 6 (-2) 8 (-1)
make the transition, a task that comes with great difficulty for
most inferus. Saving Throws Str -2, Dex +5, Con +1, Int +1, Wis -2, Cha -1
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Lev’flo Damage Immunities fire
Senses darkvision 120ft, passive Perception 10
The lev’flo are said to have been fortune-tellers and Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)
soothsayers in life. In their new form, they have gained the
powers they pretended to have in life. As lev’flo are actually
sane but not often a threat to their betters they are used See Fate. By locking its unerring gaze upon a target the lev’flo
as messengers and advisors more often than their more can see the fate of its victim. At the beginning of the lev’flo’s
turn it can choose a target it can see. Until the beginning of its
powerful kin. For while they are intelligent, they may also
next turn, so long as lev’flo can see the creature it chose, the
have designs on the seat of their master.
lev’flo has advantage on all attack rolls against that creature.
All attacks made by that creature against the lev’flo are made
at disadvantage, and all saving throws and ability checks that
creature causes the lev’flo to make, the lev’flo makes with
advantage.

Magic Weapons. The lev’flo’s weapon attacks are magical.

Actions
Multiattack. The lev’flo makes three attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


41 Hit: 5 (1d4+3) slashing damage.

Dark Shard. Ranged Weapon Attack: +5 to hit, reach 30/90 ft.,


one target. Hit: 6 (1d6+3) necrotic damage.
Li’ard
The li’ard creatures are one of the more bestial inferus seen.
Though only on a surface level, few beasts belch lava and
fire from their gullets. Often deployed as ranged and siege
weapons among the inferus, especially as any errant blasts
would do little to other inferus. It is completely unknown
what poor damned souls might make up this creature.

Li’ard
Large fiend (inferus), neutral evil

Armor Class 13 (natural armor)


Hitpoints 68 (8d10+24)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 8 (-1)

Saving Throws Str +3, Dex +1, Con +3, Int -2, Wis -2, Cha -1
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Senses darkvision 120 ft, passive Perception 8
Languages Infernal
Challenge 3 (700 XP)

Magic Weapons. The li’ard’s weapon attacks are magical.

Actions
Multiattack. The li’ard’s makes two attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 7 (1d8+3) slashing damage.

Spit Fire. Ranged Weapon Attack: +3, range 150/600, one


target. Hit: 12 (2d10+1) fire damage.

Vomit Lava (Recharge 5-6). The li’ard vomits out a line of lava
in a 20-foot line that is 5 feet wide. Each creature in that line
must make a DC 13 Dexterity saving throw taking 7 (2d6)
fire damage, 7 (2d6) bludgeoning damage, and is grappled,
escape DC 11, or half as much damage and is not grappled on a
successful one.
42
B’lit
Medium fiend (inferus), lawful evil

Armor Class 16 (natural armor)


Hitpoints 44 (8d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +0
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
Damage Immunities fire
Senses darkvision 60ft, passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)

Keen Sight. The b’lit has advantage on Wisdom (Perception)


checks that rely on sight.

Magic Weapons. The b’let’s weapon attacks are magical.

Brittle Carapace. When the b’lit is reduced to half their Hit Points
(22,) their Armor Class is reduced to 14.

Actions
Multiattack. The b’lit makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6+2) slashing damage.

Light Shard. Ranged Weapon Attack: +5 to hit, range 90 ft., one


target. Hit: 7 (1d8+3) radiant damage.

Light Surge (Recharge 5-6). The b’lit releases an explosion of


light around herself. Each creature within 5 feet of the b’lit must
make a DC 13 Constitution saving throw, taking 14 (4d6) radiant
damage on a failed save and be blinded until the end of the
b’lit’s next turn, or half as much damage and is not blinded on a
successful one.

B’lit
The b’lit are known for being the opposite of the lev’flo. They
use the last remnants of their holy powers from life to wield
shards of light. However they are known for their scheming
and their masters never trust them further than they must.
Their goals come from a twisted desire to purify the realm of
Infernum. However in their new, twisted state they can only
imagine working their way up in power and killing Serapus.
As such they will play their roles in his plans until they can
get close enough, and powerful enough to strike.
43
Yi’ko
Medium fiend (inferus), lawful evil

Armor Class 13 (natural armor)


Hitpoints 65 (10d8+10)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 12 (+1) 10 (+0) 6 (-2) 16 (+3)

Saving Throws Str -1, Dex +1, Con +1, Int +0, Wis -2, Cha +3
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Senses darkvision 120 ft, passive Perception 8
Languages Infernal
Challenge 6 (2,300 XP)

Spellcasting. The yi’ko is a 9th-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). The transmuter has the following spells prepared:

Cantrips (at will): eldritch blast, mage hand, poison spray,


shocking grasp
1st level (4 slots): hellish rebuke, magic missile, inflict wounds
2nd level (3 slots): heat metal, shatter, web
3rd level (3 slots): call lightning, fireball, wind wall
4th level (3 slots): black tentacles, blight, greater invisibility Yi’ko
5th level (2 slots): arcane hand, cone of cold, telekinesis
The yi’ko are one of the few true casters among the inferus.
Though the obvious answer is that they are likely made up
Actions of those who were magic users in life. However, the massive
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: mask looking face that makes up the most of their body
2 (1d6-1) slashing damage. seems to lend itself to the theory that these were magic users
who either were undiscovered. And now that they know of
Eldritch Blast. Ranged Weapon Attack: +6, range 120, one target. their magical powers it is more of a facade than a true self.
Hit: 5 (1d10) force damage. When the yi’ko casts this spell, it
creates two beams. It can direct the beams at the same target or
at different ones. It makes a separate attack roll for each beam.

44
Sel’en Swarm Sel’en Swarm
Medium swarm of Tiny fiends (inferus), neutral evil
The sel’en can be credited with the reason there’s not one
giant, and utterly insane inferus in the middle of Infernum. Armor Class 13 (natural armor)
The sel’en are not powerful enough to consume the souls on Hitpoints 27 (5d8+5)
their own. Though they will slowly gain power by nibbling Speed 20 ft.
on souls they will only gain a tiny amount. The rest of the
soul reforms as another sel’en and joins the swarm. Only the STR DEX CON INT WIS CHA
sel’en that sneak off and prey on other single sel’en have the 4 (-3) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 8 (-1)
hope of growing stronger and progressing past this stage.
Saving Throws Str -3, Dex +2, Con +1, Int -1, Wis -2, Cha -1
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 120ft, passive Perception 8
Languages Infernal, telepathy 5 ft.
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’s space and


vice versa, and the swarm can move through any opening large
enough for a Tiny creature. The swarm can’t regain hit points or
gain temporary hit points except by its ability One Of Us.

One Of Us. If the sel’en swarm shares a space with another


creature when it dies the sel’en swarm gains 1 HP as the soul
of the creature is consumed and transformed into a sel’en. The
creature cannot be returned to life until that sel’en is killed.
If that creature was an inferus, the sel’en swarm gains HP equal
to twice the inferus’ challenge rating.

Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage plus
5 (2d4) psychic damage.

Bites (swarm has less than half HP). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus
2(1d4) psychic damage.

Eter’pil
Lumbering brutes the eter’pil at first seems more
intimidating than dangerous. Due to their slow and absent-
minded nature, they tend to be only mildly dangerous until
riled. It is believed that the eter’pil may be made up of the
souls of both humans and animals, explaining their odd
nature. However, once they have become significantly injured
they fly into a rage and attempt to rip apart anything in front
of them. There have been times when c’thara have had to put
their own eter’pil down due to their mindless rage.

Ta’cul
Especially wicked even among the inferus, ta’cul are believed
to have been made from the basest of criminals. The ta’cul
take absolute delight in skewering lesser creatures on their
barbed upper arms and letting them suffer and bleed out.
45 Some without even the intent of consuming the remains
and simply let them rot and fester there until they fall off.
Which due to the nature of the spikes takes a fairly long time
naturally.
Eter’pil
Large fiend (inferus), chaotic evil

Armor Class 11 (natural armor)


Hitpoints 85 (10d10+30)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 8 (-1) 16 (+3) 8 (-1) 6 (-2) 8 (-1)

Saving Throws Str +8, Dex -1, Con +5, Int -1, Wis -2, Cha -1
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Senses darkvision 120ft, passive Perception 8
Languages Infernal
Challenge 4 (1,150 XP)

Fury. The eter’pil cannot use its multiattack while above half its
Hit Points.

Magic Weapons. The eter’pil’s weapon attacks are magical.

Actions
Multiattack. The eter’pil makes three attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 15 (2d8+6) slashing damage.

Ta’cul
Medium fiend (inferus), chaotic evil

Armor Class 16 (natural armor)


Hitpoints 55 (10d8+20)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 14 (+2) 8 (-1) 6 (-2) 8 (-1)

Saving Throws Str +6, Dex -1, Con +2, Int -1, Wis -2, Cha -1
Skills Athletics +6
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Senses darkvision 120ft, passive Perception 8
Languages Infernal
Challenge 2 (450 XP)

Magic Weapons. The ta’cul’s weapon attacks are magical.

Actions
Sword Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10+4) slashing damage. If sword arm hits
a target that is a medium or a small creature, the creature is
grappled, escape DC 16. Only one creature can be grappled in
this way at a time. Any creature grappled this way takes 7 (3d4)
piercing damage at the beginning of their turn.
46
Ke’seth
Large fiend (inferus), chaotic evil

Armor Class 14 (natural armor)


Hitpoints 95 (10d10+40)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 8 (-1) 6 (-2) 8 (-1)

Saving Throws Str +7, Dex +1, Con +7, Int -1, Wis -2, Cha -1
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities cold, fire
Senses darkvision 120 ft, passive Perception 8
Languages Infernal
Challenge 5 (1,800 XP)

Steal Flame. Whenever the ke’seth takes interacts with fire it


steals the fire and adds that fire to its own inner fire. Whenever
the ke’seth would take fire damage it adds 2d6 fire damage to
its next use of pillar of flames.

Magic Weapons. The ke’seth’s weapon attacks are magical.

Actions
Multiattack. The ke’seth makes two attacks, one with its claws
Ke’seth and one with its wings.

The ke’seth are known for their strange behaviors. They Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
seem to try and fashion themselves as rulers wherever they Hit: 11 (2d6+4) slashing damage.
are. They will boss around lesser inferus, build themselves
Wings. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
thrones, and even prop corpses up like servants. It is believed
Hit: 9 (2d4+4) slashing damage.
that the ke’seth were formed mainly from the souls of those
who lusted after power and rulership in life. And now they Pillar of Flames (Recharge 5-6). The ke’seth forms a pillar of
make a mockery of their own ambitions. flame around itself. All creatures within 5 feet of the ke’seth
must make a DC 13 Dexterity saving throw, taking 14 (4d6)
47 fire damage on a failed save, or half as much on a successful
one. While inside of this pillar of flames the ke’seth is heavily
obscured. This pillar dissipates at the beginning of the ke’seth’s
next turn..
C’thara
Large fiend (inferus), lawful evil

Armor Class 16 (natural armor)


Hitpoints 105 (14d10+28)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 18 (+4)

Saving Throws Str +3, Dex +0, Con +2, Int +4, Wis +3, Cha +7
Skills Deception +7, Intimidation +7
Damage Resistances bludgeoning, piercing, and slashing from
nonmagial attacks not made with silvered weapons
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 120 ft, passive Perception 9
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP)

Command Through Fear. Any inferus with a lower challenge


than the c’thara within 60 feet of the c’thara have advantage on
their Intelligence, Wisdom, and Charisma saving throws, and are
immune to the frightened condition.

Magic Weapons. The c’thara’s weapon attacks are magical.

Innate Spellcasting. The c’thara’s innate spellcasting ability is


Charisma (spell save DC 15). The c’thara can innately cast the
following spell, requiring no material components:

1/day: fear

Actions C’thara
Multiattack. The c’thara makes three attacks, either two with its C’thara are the field commanders of Serapis’ inferus legions.
claws and one with its tail, or three with throw fire. They command through fear and threat, causing even the
chaotic lesser inferus to obey their commands. They are
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. rare among the inferus as they are sane and made up of
Hit: 10 (2d6+3) slashing damage plus 3 (1d6) fire damage. many. It is said they are made of the souls of those who were
commanders in life, used to order and regiment. Whatever
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. the c’thara are, they are dangerous enemies, though ironically
Hit: 14 (2d10+3) bludgeoning damage. less so to their fellow inferus. Their authority from Serapis is 48
unchallenged and as such, they are obeyed.
Throw Fire. Ranged Weapon Attack: +7, range 30/90, one
target. Hit: 11 (2d6+4) fire damage.
The Mithians
Some say Mithians are the absolute pinnacle of mortal Contention. A short trip by boat and the landing was
races. Long lives, supreme mental and physical abilities, made, an act that the drei who now ruled Mith had not
as well as their unconquerable spirit, lends itself to the fact expected: a counter-attack. Marius Mithos, son of the great
that those that say it are absolutely correct. It is unknown Jasper Mithos who led the Mithians against the tide of
the true reason that Mithians are so powerful, supreme darkness, had returned, wielding powers not seen on Mith
genetic luck, the design of a deity, or the active interference since his father. That day Marius drove back the forces
of a higher being are all possibilities thrown about. Though of darkness, and refounded the great Mithian port city of
they cannot at a glance be told apart from a human, some Tolerum and renamed it Contention. The Mithians would
say that Mithians will always be a breed apart, and can reclaim their island, the reclamation had begun.
even on their death bed be spotted as one. The Watch. The Watch was refounded after the
Agents Of Balance. Mithians are lawful creatures reclamation of Mith began. They are the brave souls who
through and through. While some outliers do exist, their go outside of the protected lands and seek to drive back the
society and their nature imprint upon them the notion denizens of the island to reclaim it for the Mithians once
that order is the pinnacle of all good in the world. Their more. Excelling in every aspect of their training is required
numbers are heavily weighted towards law and goodness. to become a Watch Marshal, who has their own ward for
Though even though who have abandoned the ways of their which they are responsible and which they have reclaimed
society and seek self-gain usually follow their own code of for Mith. It is their duty to take on other Watch members as
conduct. their deputies and keep the area clear of shades and the like.
Downright Arrogant. While most Mithians are too The Brightblades. Legends tell of Jasper Mithos and
polite to let on, almost without exception they believe his supernatural abilities granted to him by Alìm itself.
themselves to be superior to all other mortal beings. And Though none others manifested those abilities as well until
though any fair-minded person would admit that they are, Marius Mithos returned to the isle of Mith in the daring
most other races would be humble enough to admit that plan to retake it. Since then Marius Mithos has headed
they have their faults. Not so with the Mithians; they only up The Brightblades, they can be drawn from any walk
admit defeat in such a way that it was an impossible battle of Mithian society, usually from the Guard or the Watch,
to win in the first place, and that any other people would but even a Mystic, or a farmer who shows Alìm’s powers
have fared far worse than the Mithians in their place. manifested will be inducted into The Brightblades. They
Society. Mithian society is rigid and unchanging. are said to be the only people who can go toe to toe with a
While good things can be said about it, the emphasis on drei and live to tell the tale.
justice, and fairness, so too can poor things, such as lack
of social and economic mobility. By comparison, dwarven
culture is a veritable garden of new ideas and departure Mithian Constructs
from tradition. One does not reach beyond their station in Constructs were originally imagined as a counter to the
Mithian society; this is not decided by hereditary as much growing power of war weapons being created by the forces
as ability, though heritage does play a part. Those who of Bebelum. The artificers of Din’Galu built machines that
show great aptitude for numbers will be going into such transformed the battlefield, and so Mith had to adapt. Seen
a profession to better serve Mith, no matter if they would as extensions of their forces, Mith’s constructs were never
prefer to be a farmer or a Watch member. intended to have consciousness or emotion. That ethical
The Fall. During the terrible events of The Calamity slope would be ventured upon after centuries of continued
the Mithian race was decimated. As all numbers of fiends conflict, though it was not a line first crossed by Mith.
and cruel spirits poured forth from the Great Fissure at Transference. Once the magic had been
Acerbus and threatened to trample over and consume experimented with, the early mage-smiths of Mith began
not only the Isle of Mith but the entire world the Mithians to realize that they could imbue an imprint of their
stood strong in the face of such a wave of death. Not intentions onto inanimate objects. In the early years, the
even their prowess in battle, their powerful magics, and mage-smiths would actually have to travel to the front-
great heroes could do more than slow the advance of the lines of battle in order to perform the magics necessary.
darkness. But it was enough, as the last of the Mithian Limitations on distance and duration remained a concern
warriors and mystics fell in the defense of their ancestral for many decades, resulting in the deaths of many. But
home a few boats full of Mithian children away from the upon perfecting the techniques required, the armies of
doomed island. Saved not by Mithians, but by strangers Mith were able to augment their forces to overcome the
visiting the island. artificers of Din’Galu. From that point on, the mage-smiths
Respite. Though the land of Mith was destroyed, the of Mith made it their solemn vow to create a world in
Mithian line lived on. In a small corner of the Halcean which lives were not lost of the fields of battle, but rather
Empire a new village appeared, run by only a few adults, saved there.
no one took note of the small village full of children. Years
later so too did no one note the hoard of metal they bought
up with valuable and old drakes, nor did it go noted save
by the odd traveling merchant that the village had been
deserted, willingly, only a few shells of buildings left,
everything that was of value, taken.
49
Mithian Animated Armor
Medium construct, unaligned

Armor Class 20 (full plate, shield)


Hitpoints 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Saving Throws Str +3, Dex +0, Con +2, Int -5, Wis -2, Cha -5
Skills Athletics +5
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 2 (450 XP)

Antimagic Susceptibility. The armor is incapacitated while in


the area of an antimagic field. If targeted by dispel magic, the
armor must succeed on a Constitution saving throw against the
caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is


indistinguishable from a normal suit of armor.

Actions
Multiattack. The armor makes two attacks with its longsword or
its adamantine rod.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing
damage if used with two hands.

Adamantine Rod. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6+3) bludgeoning damage. This weapon
automatically criticals when it hits inanimate objects.

Mithian Animated Armor


The animated armors that were designed by the early
mage-smiths were rudimentary and would shamble across
the battlefield. Considerable advancements have been
made over the centuries, to where an animated armor is
externally identical to a flesh and blood Mithian in full plate
A Frozen Mind. With every suit of armor there is
a weak point, and the animated armor of the Mithian
mage-smiths is no exception. By their very nature they
are limited by the mind that created them, and as such
they are can never learn from their mistakes or from the
results of a situation.

50
Unfinished Crystal Golem
The legendary mage-smiths of Mith designed and created
the crystal golems to be fearsome warrior constructs on
the battlefield. After centuries of philosophical debate over
the ethics of creating new life through magical means, the
Chamber of Mith approved the crystal
golem project under the veil of secrecy.
Neither their allies nor enemies were to
know about the creation of these new
crystal constructs.
Inspired by Treachery. The idea of
creating a new life form was not a notion
that was unique to the Mithians. It was
a response to the experimentation
and ultimate genesis of the Tessari
people by Lumiol, Living Saint of the
Triune. Her mystical modification
of mortals in an attempt to create
the “perfect race” sparked the
Firebrand Rebellion and planted the
seeds for crystal golem project in the
minds of Mithians, though they found
her methods abhorrent. One other
group whose actions helped inform the
creation of the golems were the mages
of Palor, distant cousins of the Mithian
people. Rumors had spread across Alìm
that the Palori were infusing consciousness
into elemental forces, creating creatures
of pure fire, water, earth, and air. While
never confirmed to exist, the notion of
such a thing was enough to push the
Mithians over the edge and begin
their experimentations with magic
and consciousness.
A Weapons in Pieces.
Decades of experimentation with
harnessing and embedding raw
magical essence into a crystalline
form passed, eventually leading to
the creation of the current crystal
golem prototypes. Given the time
of peace that Mithians currently live it,
there existed no pressing need to fully weaponize
the crystal golem project, leaving the mage-smiths
to tinker with their new creations. With the surprise
attack of Inferus forces on Mith while simultaneous
attacks occurred at Emmu’een and The Clutch,
the crystal golems were left incomplete. A tragic
oversight, as their assistance in the battle at the Door
of Night may have turned the tides. Instead, the various
golems are spread across Mith in various stages of
completion, all asleep waiting to be woken by their
creators.

51
Imperfect Image. Designed and constructed by the An Unfinished Mind
mage-smiths of Mith, crystal golems were made with a dual As an option, an awakened unfinished golem can be given the
purpose. On a purely practical level, their form was a perfect ability to speak a single word. Reflective of its incomplete mental
weapon, one with the strength to take on the mightiest of state, the word it repeats can range from mysterious to saddening
demons and the resistance to absorb the most powerful as it attempts to understand its situation, a symptom of the
magics. Their second, and more surprising purpose, was nascent personality embedded in the construct.
to fulfill a latent need of the Mithians to produce offspring. If the golem is not given commands by the individual that
awoke it after it comes to consciousness, it will proceed to
As a cultural side-effect of their immortality, traditional
search about the area for various crystals and arcane tools in an
reproduction became something unseemly in parts of
attempt to finish its construction. Given the construct’s lack of
society. For Mithian mage-smiths, the development of the
intelligence, it is unable to progress beyond its current state.
crystal golems was in some ways a quest to produce the However, it can provide clues to anyone attempting to complete
children their society would accept. Sadly, golems that the golem’s ultimate creation.
remain unfinished accomplish neither of these goals the
mage-smiths had in mind. Neither physically or mentally
complete, the unfinished crystal golem possesses just
enough self-awareness to feel that it is missing something. Magic in its Bones. Given the overall magical
Creature of Light. Born of the mage-smiths and their construction of the golem, any blow or attack the golem
desire to bring beings of light into the world of Alìm, they makes is packed full of magic, overcoming many different
focused their energies not on any specific element, but the kinds of magical defenses. This magical nature benefits
pure power of light. As such, crystal golems are beings the golem in both offense and defense, as the construct
powered by radiant energy, the culmination of hundreds can absorb spells directed at it, storing them inside its
of hours of pure magic and essence stored in crystalline crystalline matrix until it deems it necessary to release
form, assembled to give life to a construct of noble design it. By controlling the flow of the magic from its body, the
and intention. Even while in its unfinished form, the crystal golem is able to redirect the magic, albeit at a weaker level,
golem can absorb radiant energy to heal and power itself. as it absorbs much of the magic into its entity.

Unfinished Crystal Golem Magic Weapons. The golem’s weapon attacks are magical.
Large construct, true neutral
Spell Absorption. The golem can absorb a spell cast upon it if it
is immune to the all the spell’s effects or if it succeeds on the
Armor Class 17 (natural armor)
saving throw (if applicable).
Hitpoints 105 (10d10+50)
Speed 30 ft.
The golem may cast this spell as a bonus action if it is normally
an action, with no required components, but rolling only half the
STR DEX CON INT WIS CHA
damage die.
24 (+7) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 1 (-5)

Saving Throws Str +7, Dex +0, Con +5, Int -2, Wis +2, Cha -5 The golem automatically passes any concentration checks but
Skills Perception +8 cannot absorb another spell while concentrating on a spell.
Damage Immunities radiant, poison, psychic, bludgeoning,
piercing, and slashing from nonmagical attacks not made with The golem cannot store more than one spell at a time; any new
adamantine weapons spell it chooses to store overwrites the previously stored spell.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned Actions
Senses darkvision 60 ft., passive Perception 18
Multiattack. The golem makes one attack with its right fist and
Languages understands the languages of its creator but can’t speak
one attack with its left fist.
Challenge 6 (2,300 XP)
Right Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Radiant Absorption. Whenever the golem is subjected to radiant target. Hit: 10 (1d6+7) bludgeoning damage.
damage, it takes no damage and instead regains a number of hit
points equal to the radiant damage dealt. Left Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (2d8+7) bludgeoning damage.
Immutable Form. The golem is immune to any spell or effect that
would alter its form.

Magic Resistance. The golem has advantage on saving throws


against spells and other magical effects.

52
53
Completed Crystal Golem
When the ethical debates raged within the Chamber of
Mith, the approval of the crystal golem project had a specific
criteria. The success of the program was contingent upon
the ability to instill moral character into the creation. Only
then would such a weapon be allowed to see life within
Mith. Previous attempts to imbue constructs with any sort
of compassion or true virtue had failed time and time again.
Other constructs had their purpose, but they were also
designed to be limited in their power, as anything else was
deemed irresponsible.
Completed Design. With the completion of the golem,
a spark that could only be glimpsed in its unfinished
form takes fire. Whether by the perfection of essence
transference or by the will of Alìm, this construct is, in fact,
its own, sentient lifeform. A completed crystal golem will
at times seem like a child with its curiosity for the world
Construct of War
The crystal golem’s form was designed for war under the harshest
around it, a sight altogether more curious when juxtaposed conditions. Due to its crystalline structure, it is a living, walking
against its incredible strength. Unlike a child, a golem siege engine. As such, it has advantage on any attacks made
will learn about the world around it quickly, and as such against inanimate objects as well as advantage on strength checks
its personality can be constantly changing with each new made against gates, doors, walls, or any other kind of structure it
experience attempts to break, move, or topple.
Darkness, My Enemy. With its Mithian heritage, the
golem will always be hostile to any shade creature it encounters.

Crystal Golem Magic Weapons. The golem’s weapon attacks are magical.
Large construct, neutral good
Spell Absorption. The golem can absorb a spell cast upon it if it
Armor Class 20 (natural armor) is immune to the all the spell’s effects or if it succeeds on the
Hitpoints 210 (20d10+100) saving throw (if applicable).
Speed 30 ft.
The golem may cast this spell as a bonus action if it is normally
STR DEX CON INT WIS CHA an action, with no required components, but rolling only half the
24 (+7) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 1 (-5) damage die.
Saving Throws Str +7, Dex +0, Con +5, Int -1, Wis +2, Cha -5 The golem automatically passes any concentration checks but
Skills Perception +8 cannot absorb another spell while concentrating on a spell.
Damage Immunities radiant, acid, poison, psychic, bludgeoning,
piercing, and slashing from nonmagical attacks not made with The golem cannot store more than one spell at a time; any new
adamantine weapons spell it chooses to store overwrites the previously stored spell.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses darkvision 60 ft., passive Perception 18 Actions
Languages understands the languages of its creator but can’t speak Multiattack. The golem makes two attack with its fists.
Challenge 16 (15,000 XP)
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
Radiant Absorption. Whenever the golem is subjected to radiant 20 (3d8+7) bludgeoning damage.
damage, it takes no damage and instead regains a number of hit
points equal to the radiant damage dealt.

Immutable Form. The golem is immune to any spell or effect that


would alter its form.

Magic Resistance. The golem has advantage on saving throws


against spells and other magical effects.

54
The Watch
The Watch originally existed as Mith’s guardians, a force of
troops that protected the nation’s borders. Recreated after
the reclamation of Mith and the founding of Contention, they
now serve as the brave souls who protect against the shade
epidemic, both within the protected lands—where they guard
their fellow Mithians—and outside them—where they seek to
drive back the denizens of darkness in an attempt to reclaim
Mith for the living once more.
Watch Initiate
Medium humanoid (human), lawful good

Armor Class 15 (studded leather)


Hitpoints 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Str +1, Dex +5, Con +2, Int +4, Wis +1, Cha +1
Skills Acrobatics +5, Perception +3
Senses passive Perception 13
Languages Common, any one other
Challenge 2 (450 XP)

Watch Training. Being within 5 feet of a hostile creature doesn’t


impose disadvantage on the watch initiate’s ranged attack rolls
so long as they are attacking a creature within 5 feet of them.

The watch initiate may use a ranged weapon to take an opportunity


attack as though it was a melee weapon with a 5 foot reach.

If the watch initiate hits a creature within 5 feet of it with a


ranged weapon, it does not provoke opportunity attacks from
that creature until the end of its turn.

Specialized Arrows. Watch Initiates always carry forty arrows,


twenty silver tipped and twenty adamantine tipped. They have
ten of each in their quiver at any given time.

Actions
Multiattack. The watch initiate makes two attacks with its long
bow or one attack with its rapier and one with its watch rod.
They may use Spell Breaker as a bonus action.

Longbow. Melee Weapon Attack: +5 to hit, reach 150/600 ft.,


one target. Hit: 7 (1d8+3) piercing damage.

Watch Initiate Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage.
In order to become a watch initiate, a Mithian child must
Watch Rod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
show an innate aptitude for combat. Those that exhibit such
one target. Hit: 3 (1d4) bludgeoning damage. This weapon
abilities are enrolled in a decade long training and schooling automatically criticals when it hits inanimate objects.
regimen. Spanning subjects from traditional scholastics to
combat, the study of the natural order, the supernatural order, Spell Breaker (Recharge 6). Until the end of this turn, the next
and the history of Mith are also of import. Upon completion of attack that hits forces the target to roll concentration checks
their studies, a trainee graduates to the rank of Initiate at disadvantage for this attack. If the target has a spell on
Initiate of the Watch. An initiate of the Watch is often them that requires concentration the creature concentrating
tasked with the duties of patrolling and guarding the interiors must make a concentration check at disadvantage as though
of the reclaimed cities and camps of Mith. Though they are they had taken the damage. If the effect has normally requires
less experienced than older members of the Watch, initiates concentration but has no source (e.g. potion of speed)
are still regarded with dignity and respect, especially by the effect is dispelled. Magical effects that do not require
55 Mithians not a part of the Watch. concentration are unaffected.
Watch Member
To join the Watch is an honor that nearly every Mithian
dreams of being worthy of, and yet those that do become
full-fledged members of the Watch are often humble
amongst their peers. Being a member of the watch means
you have to see the worst there is on Mith. Those that
choose this life do so for one reason: to be of service.
Member of the Watch. There are many dark things
that travel across the land of Mith. A true Watch member
has seen and fought most of them. They are part warrior,
part tracker, part detective. Their experience among the
shadowy corners of Mith, from the edges of Alchemy Lake
to the borders of the Mistlands, and even the banks of the
River Crim have put them in harm’s way time and time
again. Nevertheless, a member of the Watch continues to
stalk the creatures that hunt their fellow Mithians.

Watch Member
Medium humanoid (human), lawful good

Armor Class 16 (studded leather, 18 with watch rod)


Hitpoints 78 (12d8+24)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Str +1, Dex +7, Con +2, Int +5, Wis +2, Cha +1
Skills Acrobatics +7, Perception +5
Condition Immunities curse, frightened Actions
Senses passive Perception 15
Languages Common, any one other Multiattack. The watch member makes three attacks with its
Challenge 5 (1800 XP) longbow, or two with its rapier and one with its watch rod. It
may use Spell Breaker or Repelling Strike as a bonus action.
Watch Training. Being within 5 feet of a hostile creature doesn’t Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft.,
impose disadvantage on the watch member’s ranged attack rolls so one target. Hit: 8 (1d8+4) piercing damage.
long as they are attacking a creature within 5 feet of them.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
The watch member may use a ranged weapon to take an opportunity Hit: 8 (1d8+4) piercing damage.
attack as though it was a melee weapon with a 5 foot reach.
Watch Rod. Melee Weapon Attack: +7 to hit, reach 5 ft., one
If the watch member hits a creature within 5 feet of it with a ranged target. Hit: 6 (1d4+4) bludgeoning damage. This weapon
weapon, it does not provoke opportunity attacks from that creature automatically criticals when it hits inanimate objects.
until the end of its turn.
Spell Breaker (Recharge 5-6). Until the end of this turn, the
Mithian Combat Training. The watch member gains a +2 armor next attack that hits forces the target to roll concentration
class while wielding an adamantine rod or a watch rod in their checks at disadvantage for this attack. If the target has a spell
offhand, as though it was a shield. on them that requires concentration the creature concentrating
must make a concentration check at disadvantage as though
The watch member may wield the adamantine rod or watch rod in they had taken the damage. If the effect has normally requires
the offhand even if the main hand is not a light weapon. concentration but has no source (e.g. potion of speed)
the effect is dispelled. Magical effects that do not require
The watch member may draw or stow an adamantine rod, or watch concentration are unaffected.
rod when drawing or stowing another weapon.
Repelling Strike (Recharge 6). The next attack this turn that
The watch member has advantage on checks and saving throws hits expends Repelling Strike. If no attacks hit it expires at the
against being grappled, restrained, knocked prone, or disarmed. end of the turn. The target must make a DC 13 Wisdom saving
They also have advantage on all attribute checks and saving throws throw or be frightened until the end of the watch member’s
to escape grapples and restraints. next turn. This frightened can affect even creatures normally
immune to being frightened. While frightened by this ability, it
Specialized Arrows. Watch Members always carry forty arrows, must flee and can do nothing else while in view of the watch 56
twenty silver tipped and twenty adamantine tipped. They have ten member. While in sight of the watch member it must take the
of each in their quiver at any given time. Dash action to get further away, if it cannot it may take the
Dodge action.
Mithian Mage-Smith
Medium humanoid (human), lawful good

Armor Class 16 (half plate), 18 when concentrating on a spell


Hitpoints 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Str +2, Dex +1, Con +2, Int +6, Wis +4, Cha +1
Skills Arcana +6, History +6
Condition Immunities cursed, frightened
Senses passive Perception 11
Languages Common, any two others
Challenge 5 (1,800 XP)

Spellcasting. The mage-smith is an 8th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The mage-smith has the following wizard
spells prepared:

Cantrips (at will): acid splash, mage hand, mending, shocking


grasp
1st level (4 slots): magic missile, shield
2nd level (3 slots): arcane lock, blur, knock, mirror image
3rd level (3 slots): counterspell, dispel magic, magic circle
4th level (2 slots): resilient sphere, secret chest

Known ritual spells:


1st level (4 slots): detect magic, identify

Mage-Smith Training. The mage-smith treats any construct


with False Appearance as though they did not have False
Appearance.

While the mage-smith is concentrating on a spell, they gains a


+2 to their AC as though they were wielding a shield. They must
have a free hand to gain this bonus.

The mage-smith’s weapon attacks are magical.

Actions
Shocking Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Mithian Mage-Smith one target. Hit: 9 (2d8) lightning damage. On a hit, the target
can’t take reactions until the start of its next turn.
Mithian mage-smiths are the architects of the Mithians
magical armaments. Not only the animated armor and the Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2)
upcoming crystal golems, but the magical wards, defensive
bludgeoning damage if used with two hands.
and offensive, that protect the Isle of Mith. Unfortunately for
them, and all of Mith, on the night of the fall Serapis’ mere
passing was enough to overload/trigger the wards, barely
slowing down the great inferus.
Crystal Knowledge. The mage-smiths of Mith learn
about the intricate nature of the crystals native to Alìm,
however the best of them are able to feel the delicate
vibrations that emanate from every different crystal type.
57
Mithian Mystic
Medium humanoid (human), lawful good

Armor Class 14 (mystic cloak)


Hitpoints 44 (8d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 12 (+1)

Saving Throws Str +1, Dex +2, Con +1, Int +4, Wis +6, Cha +1
Skills Medicine +6, Nature +6
Senses passive Perception 13
Languages Common, any two other
Challenge 5 (1,800 XP)

Mithian Mystic Training. The mystic does not need to take


concentration checks unless the damage taken is greater than
eight.

The mystic has advantage on saving throws from their own


spells.

Whenever the mystic casts a leveled spell they gain four plus
the spell level in temporary hit points.

Spellcasting. The mystic is an 8th-level spellcaster. Its spell-


casting ability is Wisdom (spell save DC 14, +6 to hit with spell
Mithian Mystic attacks). It has the following druid spells prepared:

Cantrips (at will): produce flame, resistance, shillelagh


Mithians by their very nature are inclined to be proficient in 1st level (4 slots): cure wounds, healing word, thunderwave
the mystic arts. For some that never becomes more than being 2nd level (3 slots): bark skin, flameblade, lesser restoration,
able to activate magical runes. For some, that talent leads moonbeam
them on a path to a greater connection to the world around 3rd level (3 slots): daylight, dispel magic
them, and a greater connection to Alìm. 4th level (2 slots): ice storm, stoneskin
Connection to the Elements. Mystics are tied to the
land around them, but often connect to it through arcane Actions
means. Fire is a formidable element that many mystics
will display proficiency with, but there are those that show Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
a connection to the air, water, and earth as well. Mystics target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1)
bludgeoning damage if used with two hands.
understand that the flow of their essence allows them to
tap into the greater magic of Alìm, and as such they treat
Flame Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
their body as an extension of Alìm. They avoid indulgences, target. Hit: 10 (3d6) fire damage.
particularly alcohol, as it impairs their ability to sense the flow
of their energy.

58
Mithian Guard Captain Mithian Guard
When a Mithian lives long enough, their experience To protect those in need, to serve those weaker than
becomes an example to those around them. Mithian yourself, that notion encapsulates what it means to be a
captains have decades of combat experience under their Mithian. A Mithian guard has dedicated their life to train
belt. Guard captains are comfortable with a variety of and grow stronger so that when the time comes, they
weapons in their hand, a result of dedicating their life to will be ready to save someone’s life, even if it comes at
perfect their craft. This has led them to become paragons the cost of their own.
of protection among the Mithian people. Guardian and Protector. Trained by those
Captain of Mith. To other Mithians, seeing a that are older and stronger than they, Mithian guards
captain fight alongside them will give them a renewed go through countless hours of physical and mental
sense of purpose and confidence. Their tactical preparation before they are assigned a post, so that
knowledge provides those around them with exceptional when they are, they will be able to do whatever it takes
battle prowess. to save the lives of those around them.

59
Mithian Servant
Medium humanoid (human), lawful good

Armor Class 11 (natural armor)


Hitpoints 13 (2d8+4)
Speed 30 ft. Mithian Guard Captain
Medium humanoid (human), lawful good
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1) Armor Class 19 (half plate, adamantine rod)
Hitpoints 102 (12d8+48)
Saving Throws Str +1, Dex +1, Con +2, Int +1, Wis +1, Cha +1 Speed 30 ft.
Senses passive Perception 11
Languages Common, any one other STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Str +6, Dex +2, Con +7, Int +2, Wis +1, Cha +1
Actions Skills Athletics +6, Perception +4
Condition Immunities curse, frightened
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Senses passive Perception 14
or range 20/60 ft, one target. Hit: 3 (1d4+1) piercing damage. Languages Common, any one other
Challenge 5 (1800 XP)

Mithian Combat Training. The guard captain gains a +2 armor


class while wielding an adamantine rod or a watch rod in their
offhand, as though it was a shield.

The guard captain may wield the adamantine rod or watch rod in
Mithian Guard the offhand even if the main hand is not a light weapon.
Medium humanoid (human), lawful good
The guard captain may draw or stow an adamantine rod, or
Armor Class 18 (half plate, shield) watch rod when drawing or stowing another weapon.
Hitpoints 60 (8d8+24)
Speed 30 ft. The guard captain has advantage on checks and saving throws
against being grappled, restrained, knocked prone, or disarmed.
STR DEX CON INT WIS CHA They also have advantage on all attribute checks and saving
14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) throws to escape grapples and restraints.

Saving Throws Str +4, Dex +1, Con +5, Int +2, Wis +1, Cha +1 Crossbow Experience. The guard captain ignores the loading
Skills Athletics +4, Perception +3 aspect of crossbows.
Senses passive Perception 13
Languages Common, any one other Specialized Bolts. The guard captain carries 20 bolts, 10
Challenge 2 (450 XP) adamantine tipped, and 10 silver tipped. Ignores the loading
aspect of crossbows.

Guard Training. The guard has advantage on checks and saving


throws against being grappled, restrained, knocked prone, or Actions
disarmed. They also have advantage on all attribute checks and
saving throws to escape grapples and restraints. Multiattack. The guard captain makes three attacks with its
longsword and one with its adamantine rod, or three attacks
with its heavy crossbow.
Actions
Multiattack. The guard makes two attacks with its longsword or Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
its adamantine rod, or one attacks with its heavy crossbow. target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing
damage if used with two hands.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing Adamantine Rod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
damage if used with two hands. one target. Hit: 6 (1d6+3) bludgeoning damage. This weapon
automatically criticals when it hits inanimate objects.
Adamantine Rod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) bludgeoning damage. This weapon Heavy Crossbow. Ranged Weapon Attack: +5 to hit, reach
automatically criticals when it hits inanimate objects. 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, reach


100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.
60
Ordan
The ordan are a strange race. Though they are
regarded favorably by the Mithians, they do not seem
to be much more intelligent than the gren. However,
whenever a matter of importance comes to the fore,
such as fire threatening their home, they seem to
demonstrate extreme intelligence, such as creating fire
breaks and even diverting rivers. Some mystics theorize
that it is Alìm itself that guides the ordan to do such
things. The mystics are the first to admit that they don’t
actually know how it happens.

Ordan Cantrips (at will): druidcraft, resistance


1st level (at will): detect evil and good
Large celestial, lawful good
2nd level (1/day): enhance ability
3rd level (1/day): plant growth
Armor Class 15 (natural armor)
5th level (1/day): dispel evil and good
Hitpoints 85 (10d10+30)
Speed 50 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The ordan makes two attacks: one with its hooves
14 (+2) 18 (+4) 16 (+3) 6 (-2) 16 (+3) 18 (+4) and one with its antlers.

Saving Throws Str +2, Dex +4, Con +3, Int -2, Wis +3, Cha +4 Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Skills Stealth +7 Hit: 11 (2d6+4) slashing damage.
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 13 Hit: 9 (2d6+2) bludgeoning damage.
Languages Druidic, Ordan
Challenge 5 (1,800 XP) Healing Aura (3/Day). The ordan’s antlers glow and spread
restoration magic around itself. Up to six creatures within 15
feet of it magically regain 9 (2d4 + 4) hit points.
Charge. If the ordan moves at least 20 ft. straight toward a target
and then hits it with an antlers attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a Medium or L egendary A ctions
smaller creature, it must succeed on a DC 13 Strength saving throw The ordan can take 3 legendary actions, choosing from the options
or be carried to the end of the ordan’s movement. below. Only one legendary option can be used at a time and only
at the end of another creature’s turn. The ordan regains spent
Magic Resistance. The ordan has advantage on saving throws legendary actions a the start of its turn.
against spells and other magical effects.
Hooves. The ordan makes one attack with its hooves.
Magic Weapons. The ordan’s weapon attacks are magical.
Antler Flare. The ordan’s antlers flash brightly. One target within 30
Innate Spellcasting. The ordan’s innate spellcasting ability is feet of the ordan must make a DC 15 Constitution saving throw or
Charisma (spell save DC 15). The creature can innately cast the until the end of its next turn it has disadvantage on its next attack.
61 following, requiring no components:
Heal Self (costs 2 (actions). The ordan magically regains 9 (2d4 +
4) hit points.
Ordum
The leader of the Ordan, this creature rules his people
from a golden throne deep within the ordan grove.

Lair Notes
The following rules apply to the ordan grove while
Ordum lives:
• Any good-aligned creature who spends a Hit Die to
regain Hit Points they regain the maximum possible
hit points.
• All living plants regrow all but the harshest damage
dealt to them. Any piece of the plant that could
be regrown in a year is regrown in only a minute.
Living plants are also extremely resistant to fire and
any fire on living plants except self-sustaining fire is
immediately extinguished.
• Any good-aligned druids may expend a second
level spell slot to use Healing Aura as it appears on
Ordum’s sheet.

Ordum 1st level (at will): detect evil and good


2nd level (1/day): enhance ability
Large celestial, lawful good
3rd level (1/day): plant growth
5th level (1/day): dispel evil and good
Armor Class 15 (natural armor)
6th level (1/day): sunbeam
Hitpoints 119 (14d10+42)
Speed 50 ft. Actions
STR DEX CON INT WIS CHA Multiattack. Ordum makes two attacks: one with its hooves and
14 (+2) 18 (+4) 16 (+3) 12(+1) 16 (+3) 20 (+5) one with its antlers.

Saving Throws Str +2, Dex +4, Con +3, Int +1, Wis +6, Cha +8 Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Skills Stealth +7 Hit: 11 (2d6+4) slashing damage.
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 13 Hit: 9 (2d6+2) bludgeoning damage.
Languages Common, Druidic, Ordan
Challenge 6 (2,300 XP) Healing Aura (5/Day). Ordum’s antlers glow and spread
restoration magic around itself. Up to six creatures within 15
feet of it magically regain 10 (2d4+5) hit points.
Charge. If Ordum moves at least 20 ft. straight toward a target
and then hits it with an antlers attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a Medium or L egendary A ctions
smaller creature, it must succeed on a DC 13 Strength saving throw Ordum can take 3 legendary actions, choosing from the options
or be carried to the end of Ordum’s movement. below. Only one legendary option can be used at a time and only
at the end of another creature’s turn. The ordan regains spent
Magic Resistance. Ordum has advantage on saving throws against legendary actions a the start of its turn.
spells and other magical effects.
Hooves. Ordum makes one attack with its hooves.
Magic Weapons. Ordum’s weapon attacks are magical.
Antler Flare. Ordum’s antlers flash brightly. One target within 30
Innate Spellcasting. Ordum’s innate spellcasting ability is Charisma feet of Ordum must make a DC 16 Constitution saving throw or
(spell save DC 16). The creature can innately cast the following, until the end of its next turn it has disadvantage on its next attack.
requiring no components: 62
Heal Self (costs 2 (actions). Ordum magically regains 10 (2d4+5)
Cantrips (at will): druidcraft, resistance hit points.
Gilden Embassy Guard
The Gilden embassy guards are often a strange sight in
comparison to their fellows from the other races. They stand
without armor and only a crude ax as their weaponry. Embassy
guards are regarded as one of the highest positions outside of
the diplomatic staff for a gilden. Proven by the trust placed in
them to be away from Gilden despite their age.

Gilden Embassy Guard


Medium humanoid (dwarf), lawful good

Armor Class 15 (natural armor)


Hitpoints 75 (10d8+30)
Speed 35 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha -1
Skills Athletics +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish
Challenge 3 (700 XP)

Reckless. At the start of its turn, the gilden embassy guard can
gain advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
next turn.

Actions
Multiattack The gilden embassy guard makes two melee attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (1d12+4) slashing damage.

63
Karina Drake
The head of the Mithian military, Karina has served her
fellow Mithians for centuries.
Daughter of Mith. Karina has devoted her life wholly to
the preservation of Mith and its people. It is often believed, due
to her having greater natural skill in combat than her husband,
that she would have been chosen as Aìm’s champion, if not for
the fact that she was more concerned with the people of Mith
specifically than all of Alìm. With those facts it surprised many
that Karina took the fall of Mith with calm acceptance. But she
has seen more than enough people and kingdoms rise and fall
to know that no people or government lasts forever. That isn’t
to say she didn’t plan on making the perpetrators of the fall pay
for it, dearly.

Karina Drake
Medium humanoid (human), lawful good

Armor Class 19 (half plate (and Mithian army training))


Hitpoints 170 (20d8+80)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Str +8, Dex +2, Con +7, Int +2, Wis +1, Cha +2
Skills Acrobatics +5, Athletics +8, Insight +4, Persuasion +5
Condition Immunities charmed, cursed, frightened, paralyzed
Senses passive Perception 11
Languages Common, Draconic, Dwarven, Elven
Challenge 8 (3,900 XP)

Command Through Respect. Any Mithian with a lower challenge


than the Karina Drake within 60 feet of her has advantage on
their Intelligence, Wisdom, and Charisma saving throws, and are
immune to the frightened condition.

Crossbow Experience. Karina Drake ignores the loading aspect of


crossbows.

Mithian Army Training. While Karina Drake is wielding a versatile


weapon in two hands upgrade the damage dice one step. (A d8
becomes d10, d10 becomes d12.)

While Karina Drake is wielding a versatile weapon in two hands she


gains a +1 bonus to her AC (already included in AC calculation).

Before Karina takes a melee attack with a versatile weapon being


wielded in two hands, she may choose to take a +3 bonus to that
roll. If the attack hits, she subtracts 1 from that attack’s damage.

A ctions
Multiattack. Karina Drake makes three attacks.

Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 10 (1d8+6) slashing damage, or 12 (1d12+6) slashing
damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400


ft., one target. Hit: 7 (1d10+2) piercing damage.
64
65
Jasper Mithos War Stories
For those that speak with Jasper at length, he will at first seem
The elected leader of Mith, Jasper has served his fellow like a pseudo-genuine politician. It is after talking with him for a
Mithians for centuries. extended period that a different side will emerge. Once he has
Son of Mithos. A descendant of the legendary Mithos, begun to trust someone a little more, he will tell them tales of the
Jasper is revered for both this lineage as well as his effort to wars he has fought in, of the inferus and demons he’s killed, and
embody the ideals that spawned the Mithian people; service to of the innocent lives he was too late to save. One story will haunt
others, the protection of the weak, and the destruction of evil. him in particular, of an excursion to the land of Andrade, and the
Servant of Alìm. Nearly all Mithians hold a special complete decimation those people suffered. Half of the island was
reverence for Alìm, but Jasper is a step above all others. This devastated and turned to ash when a Gate explosion occurred, and
could be due to his family’s history of service, or perhaps his the resulting corruption gave birth to the first inferus. He’ll wipe
possession of Agmin, the Divided Blade. Jasper will silently sit his lip absentmindedly, eyes distant for the moment. Then the
in Agmin’s presence, meditating with the blade as a form of moment passes, and he’ll ask for one of their stories.
regular communion with Alìm.

Jasper Mithos A ctions


Medium humanoid (human), lawful good
Multiattack. Jasper Mithos makes three attacks in any combination
Armor Class 20 (half plate, shield) of his longsword and heavy crossbow.
Hitpoints 247 (26d8+130)
Speed 30 ft. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d8+5) slashing damage plus 9 (2d8) radiant damage, or
STR DEX CON INT WIS CHA 10 (1d10+5) slashing damage plus 9 (2d8) radiant damage if used
20 (+5) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 14 (+2) with two hands.

Saving Throws Str +10, Dex +2, Con +10, Int +8, Wis +7, Cha +2 Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400
Skills Acrobatics +7, Arcana +8, Athletics +10, Perception +7 ft., one target. Hit: 7 (1d10+2) piercing damage plus 9 (2d8)
Condition Immunities charmed, cursed, frightened, paralyzed radiant damage.
Senses passive Perception 17
Languages Common, Draconic, Dwarven, Elven Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Challenge 16 (15,000 XP) target. Hit: 7 (1d4+5) bludgeoning damage plus 9 (2d8) radiant
damage.

Alìm’s Blessing. Jasper Mithos carries the blessings of Alìm and R eactions
deals an additional 2d8 radiant damage. (Already worked into the
attacks.) This also causes any weapon Jasper Mithos wields to Shield Parry. Jasper Mithos adds 6 to his AC against one attack that
count as magical. would hit him. If the attacker is within 5ft. Jasper Mithos may also
make a single shield bash attack against that target.
Crossbow Experience. Jasper Mithos ignores the loading aspect of
crossbows. To do this Jasper Mithos must see the attacker and be wielding a
shield.
Legendary Resistance (3/Day). If Jasper Mithos fails a saving throw,
he can choose to succeed instead.. L egendary A ctions
Jasper Mithos can take 3 legendary actions, choosing from the
Final Hour. When Jasper Mithos takes fatal damage he immediately
options below. Only one legendary option can be used at a time
takes his turn, despite having 0 HP, and immediately dies at the
and only at the end of another creature’s turn. Jasper Mithos regains
end of it. He has advantage on all attack rolls, ability checks and
spent legendary actions a the start of its turn.
saving throws this turn, and can use his three legendary actions on
his turn.
Weapon Attack. Jasper Mithos makes an attack with one of his
weapons..
Mithian Combat Training. Jasper Mithos gains a +2 armor class
while wielding an adamantine rod or a watch rod in their offhand,
Preparation. Jasper Mithos regains his reaction..
as though it was a shield.
Blade Flash (costs 2 actions). A great flash emanates from Jasper
Jasper Mithos may wield the adamantine rod or watch rod in the
Mithos’ sword. All enemies within 30 feet must make a DC 16
offhand even if the main hand is not a light weapon.
Constitution saving throw or take 14 (4d6) radiant damage and have
disadvantage on their next attack until the end of their next turn.
Jasper Mithos may draw or stow an adamantine rod, or watch rod
when drawing or stowing another weapon.

Jasper Mithos has advantage on checks and saving throws against


being grappled, restrained, knocked prone, or disarmed. He also
has advantage on all checks and saving throws to escape grapples
and restraints.
66
Armus Drake
Medium humanoid (human), lawful good

Armor Class 19 (half plate, adamantine rod)


Hitpoints 136 (16d8+64)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Str +7, Dex +2, Con +7, Int +2, Wis +1, Cha +1
Skills Acrobatics +6, Athletics +7, Insight +4, Perception +4
Condition Immunities charmed, cursed, frightened
Senses passive Perception 14
Languages Common, Draconic, Dwarven
Challenge 7 (2900 XP)

Mithian Combat Training. Armus Drake gains a +2 armor class


while wielding an adamantine rod or a watch rod in his offhand,
as though it was a shield.

Armus Drake may wield the adamantine rod or watch rod in the
offhand even if the main hand is not a light weapon.

Armus Drake may draw or stow an adamantine rod, or watch rod


when drawing or stowing another weapon.

Armus Drake has advantage on checks and saving throws against


being grappled, restrained, knocked prone, or disarmed. He
also has advantage on all attribute checks and saving throws to
escape grapples and restraints.

Crossbow Experience. Armus Drake ignores the loading aspect of


crossbows.

Iron Band of Fleeting Protection. The first time Armus Drake is


struck in combat he gains immunity to the damage dealt to him.

Actions
Multiattack. Armus Drake makes four attacks: three with his
longsword and one with his offhand (adamantine rod), or two
ranged attacks with his heavy crossbow.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing
damage if used with two hands.

Adamantine Rod. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 7 (1d6+4) bludgeoning damage. This weapon
automatically criticals when it hits inanimate objects.

Armus Drake Heavy Crossbow. Ranged Weapon Attack: +5 to hit, reach


100/400 ft., one target. Hit: 7 (1d10+2) piercing damage.
Armus Drake is friend, brother-in-law, and bodyguard to
Jasper Mithos, making him responsible for Mith’s most Reactions
important figure. Expert Defense. Armus Drake makes a creature within 5 feet
Shield of Mith. The title of Shield comes to those to make all its attacks against him at disadvantage until the
trusted with the safety of the Chamber Head. It is a duty and beginning of his next turn.
honor given only to those that have proven themselves more
able than any other. Armus’ dedication to Jasper borders
on the extreme at times. He is particularly suspicious of
Blood of the Drake. Armus is the youngest of the Drake
outsiders, doubly so for anyone that does not seem to show
siblings and the only one that is unmarried. His sisters are
Jasper Mithos the utmost respect.
often caught trying to set him up, however he instead focuses
his attention on perfecting his combat expertise. He will often
67 say that there is dragon blood in his veins that keep him from
settling down.
Windle Glass
The most accomplished mystic of her generation, Windle is
the chief mystic for Mith. Her insight into the magical realm is
unmatched, save for a few of the archmages cloistered on the
Isle of Palor.
Daughter of a Drake. Sister to Armus Drake and Karina
Mithos, she is the middle child of the siblings and often
looks out for her younger brother Armus. Her brother-in-law,
Jasper Mithos, often seeks her counsel in matters of magic,
particularly as he works to finish construction his crystal
golem.

Windle Glass
Medium humanoid (human), neutral good

Armor Class 14 (mystic cloak)


Hitpoints 65 (10d8+20)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

Saving Throws Str +1, Dex +2, Con +2, Int +4, Wis +7, Cha +1
Skills Arcana +4, Medicine +7, Nature +7, Religion +4
Condition Immunities charmed, cursed, frightened
Senses passive Perception 11
Languages Common, Draconic, Druidic, Elven
Challenge 7 (2,900 XP)

Amulet of Drake. Windle Glass wears the Amulet of Drake, a


magic item that allows its attuned bearer to cast heal once a
day at fifth level. However, it requires attunement by one of the
Drake bloodline, currently allowing for her, her brother Armus
Drake, her sister Karina Mithos, or her son to attune to it.

Mithian Mystic Training. Windle Glass does not need to take


concentration checks unless the damage taken is greater than 10.
Windle Glass has advantage on saving throws from her own spells.
Whenever Windle Glass casts a leveled spell she gains five plus
the spell level temporary hit points.

Spellcasting. Windle Glass is an 10th-level spellcaster. Its spell-


casting ability is Wisdom (spell save DC 15, +7 to hit with spell
attacks). It has the following druid spells prepared:

Cantrips (at will): guidance, produce flame, resistance, shillelagh


1st level (4 slots): cure wounds, healing word, thunderwave
2nd level (3 slots): bark skin, flameblade, lesser restoration,
moonbeam
3rd level (3 slots): daylight, dispel magic
4th level (3 slots): conjure minor elementals, ice storm,
stoneskin
5th level (2 slots): greater restoration, mass cure wounds

Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1)
bludgeoning damage if used with two hands.

Flame Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 10 (3d6) fire damage.
68
Aetum Tower
Medium humanoid (human), lawful good

Armor Class 16 (half plate)


Hitpoints 90 (12d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Str +2, Dex +1, Con +3, Int +7, Wis +4, Cha +1
Skills Arcana +7, History +7, Invenstigation +7, Perception +4
Condition Immunities charmed, cursed, frightened
Senses passive Perception 14
Languages Common, Draconic, Dwarven, Elven
Challenge 8 (3,900 XP)

Spellcasting. Autum Tower is a 12th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
spell attacks). The archmage can cast disguise self and invisibility
at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, mage hand, mending,
shocking grasp
1st level (4 slots): magic missile
2nd level (3 slots): arcane lock, blur, knock, mirror image
3rd level (3 slots): counterspell, dispel magic, magic circle
4th level (3 slots): fabricate, resilient sphere, private sanctum,
secret chest
5th level (2 slots): arcane hand, creation, telekinesis
6th level (1 slot): contingency, sunbeam

Known Ritual Spells:


1st level: detect magic, identify

Mage-Smith Training. Aetum Tower treats any construct with False


Appearance as though they did not have False Appearance.

While Aetum Tower is concentrating on a spell, he gains a +2 to

Aetum Tower his AC as though he was wielding a shield. He must have a free
hand to gain this bonus.

Aetum Tower is most responsible for the creation of the Aetum Tower’s weapon attacks are magical.
crystal golems. Though his personal friend Jasper Mithos
wanted to develop them more quickly, he was resistant to the A ctions
idea. That quickly changed when Mith came under attack,
he immediately set about preparing all the crystal golems he Fire Bolt. Ranged Weapon Attack: +7 to hit, range 120 ft., one
could for immediate deployment to the front lines. target. Hit: 16 (3d10) fire damage.
Mage-Smith Master. A great artificer, Aetum Tower
Shocking Grasp. Melee Weapon Attack: +7 to hit, reach touch, one
also had his hand in almost all of the mage-smith’s advances
target. Hit: 13 (3d8) lightning damage. On a hit, target can’t take
of his era. From the heating fork to the magical trebuchets, reactions until the start of its next turn.
there was rarely an invention he didn’t influence. His personal
69 achievements with the crystal golems and the giving the Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
animated armors the ability to wield weapons and shields target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2)
were among his most important achievements. bludgeoning damage if used with two hands.
Ignos Fel
Medium humanoid (human), lawful neutral

Armor Class 13 (unarmored), 16 (mage armor)


Hitpoints 66 (12d8+12)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+2) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 10 (+0)

Saving Throws Str +0, Dex +3, Con +1, Int +7, Wis +3, Cha +0
Skills Arcana +8, Insight +8, Invenstigation +8, Perception +3
Senses passive Perception 13
Languages Common, Draconic, Elven, Infernal
Challenge 7 (2,900 XP)

Spellcasting. Ignos Fel is a 12th-level spellcaster. His spellcasting


ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). The Ignos Fel has the following wizard spells prepared:

Cantrips (at will): acid splash, chill touch, fire bolt, light, shocking
grasp
1st level (4 slots): burning hands, expeditious retreat, shield
2nd level (3 slots): see invisibility
3rd level (3 slots): counterspell, dispel magic, phantom steed
4th level (3 slots): banishment, wall of fire, phantasmal killer
5th level (2 slots): cone of cold, hold monster
6th level (1 slot): contingency, mass suggestion

Demon Hunter. Fiends lose their immunities to any damage


except poison from damage caused by Ignos Fel.

Inquisitor Training. Ignos Fel may use Intelligence instead of


Wisdom for his Insight checks.

Ignore Fel received a +1 to all his Intelligence checks. (Already


included in skills.).

A ctions
Multiattack. Ignos Fel makes two attacks with his Fire Whip.

Fire Whip. Melee Weapon Attack: +7 to hit, range 10 ft., one target.
Hit: 9 (2d4+4) fire damage.

Fire Bolt. Ranged Weapon Attack: +7 to hit, range 120 ft., one
target. Hit: 16 (3d10) fire damage.

Shocking Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft, one


target. Hit: 13 (3d8) lightning damage. On a hit, target can’t take
reactions until the start of its next turn.

Ignos Fel
An inquisitor serving in the Seeker Order of Palor, Ignos Fel
was inducted into the mageocracy at a young age, taken in as
a child by an inquisitor—as many so often are—from an island
in the Cosades. Trained to master the innate magical gifts he
possessed, he quickly proved himself as a critical thinker, able
to navigate hurdles that others could not overcome.
Rogue Inquisitor. Upon being alerted that an incursion
was occurring in Mith, Ignos defied the orders of his 70
superiors and set sail from the Isle of Palor for Mith. Skilled
in seamanship from his childhood days, Ignos was able to
make the journey alone, but still at great peril to himself.
Geath Chainbreaker
Gilden diplomats are in a strange position. They must be
older to be respected by other races, but as they grow old
they are ever more under the sway of The Greed. As such,
overseers are assigned to all extraterritorial embassies of the
Gilden to make sure that its inhabitants don’t succumb to The
Greed, or can be relieved of duty if they do.
Geath The Incorruptable Geath Chainbreaker,
descendant of the first Gilden king, King Azigan the
Chainbreaker. Geath is the oldest Gilden that is regularly
allowed leave Gilden. He has so far never succumbed to
The Greed. He has a reputation for fighting with the Gilden
overseer assigned to him as they are ever suspicious that
he can’t be the one exception, he has to just be an expert at
hiding his fall.

Geath Chainbreaker
Medium humanoid (dwarf), lawful good

Armor Class 17 (natural armor)


Hitpoints 110 (16d8+48)
Speed 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +8, Dex +5, Con +3, Int +0, Wis +2, Cha +0
Skills Athletics +8, Insight +5, Intimidation +3, Persuasion +3
Condition Immunities charmed, cursed, frightened
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Dwarven, Elven, Infernal
Challenge 7 (2,900 XP)

Breaker of Chains. Geath Chainbreaker’s attacks automatically


count as critical hits against inanimate objects.

Geath Chainbreaker may use his action to free himself from non-
magical objects restraining or grappling him.

Geath Chainbreaker has advantage on melee attacks against


creatures with 0 speed.

Magic Weapons. Geath Chainbreaker’s weapon attacks are magical.

R eactions
Tighten The Chains. The creature grappled by Geath’s chain must
reroll a successful attempt to escape the grapple. This ability may
not be used more than once on the same instance of grapple.

A ctions
Multiattack. Geath makes three attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 9 (1d8+5) bludgeoning damage.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.


Hit: 9 (1d8+5) bludgeoning damage. If the target a large or smaller
71 creature, Geath may choose to grapple it, escape DC 16. If it is
grappled it may be pulled 5 ft. closer to Geath. Only one target
may be grappled this way.
Lionel Morgrove
Lionel Morgrove has long been the speaker for the council.
Known for his oration skills and leadership. Not known for
his combat prowess he isn’t afraid of battle, just bad at it.
Bravery on the Front. It is easy for one to be brave
when trained in the sword, armored, and shielded. It is those
who are not trained in combat but stay the course that are
the bravest of all. At least, that’s the Mithian beliefs. Lionel
Morgrove is well respected for his willingness to put himself
in harms to encourage and motivate his allies, while carrying
only a dagger to defend himself.

Lionel Morgrove
Medium humanoid (human), lawful good

Armor Class 13 (mystic cloak)


Hitpoints 78 (12d8+24)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Str +1, Dex +1, Con +2, Int +5, Wis +1, Cha +7
Skills Arcana +5, History +8, Insight +7, Investigation +8, Medicine
+4, Nature +4, Persuasion +10, Religion +5
Condition Immunities charmed, cursed, frightened
Senses passive Perception 13
Languages Common, Abyssal, Celestial, Dwarven, Draconic, Elven, Infernal
Challenge 6 (2,300 XP)

Inspirational Death. When Lionel Morgrove, dies he may use


Inspire Resistance, Inspire Resilience, and Inspire War on any
amount of creatures he wishes. These effects last until when Lionel
Morgrove’s next turn would have been. He may also use Inspire
Action if it’s available.

A ctions
Multiattack. Lionel Morgrove makes two attacks, or use two inspire
abilities on different targets.

Dagger. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit:
3 (1d4+1) piercing damage.

Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one


target. Hit: 3 (1d4+1) piercing damage.

Inspire Resistance. A creature within 60 feet of Lionel Morgrove


that can see or hear him gain a +2 bonus to their AC. Also, they have
advantage on all Strength, Dexterity, Constitution saving throws.
This effect lasts until the beginning of Lionel Morgrove’s next turn.

Inspire Resilience. A creature within 60 feet of Lionel Morgrove


that can see or hear him become immune to charmed, frightened,
paralyzed, and stunned conditions. Also, they have advantage on all
Intelligence, Wisdom, and Charisma saving throws. This effect lasts
until the beginning of Lionel Morgrove’s next turn.

Inspire War. A creature within 60 feet of Lionel Morgrove that can


see or hear him has advantage on all attack rolls until the beginning
of Lionel Morgrove’s next turn.

Inspire Action (1/Day). A creature within 60 feet of Lionel Morgrove


that can see or hear him may use an action, bonus action, and move
as though it was their turn.
72
Magic Items
Aetum’s Disks Gilden Ring
Wondrous item, rare Wondrous item, rare (requires attunement)
Aetum’s Disks are a pair of small silver disks that are six This ring has 3 Charges, and it regains 1d3 expended
inches in diameter. They are usually painted to blend in Charges daily at dawn.
with their surroundings, and labeled to indicate the properly When you are moved by a source other than natural
paired version. gravity you can use your Reaction to prevent yourself from
Aetum’s Disks have 1 shared Charge between the two being moved, and that source cannot move you until the end
pieces. of the turn.
When you cast a spell you may spend a Charge from
Aetum’s Disks if you are holding one of its disks. When you
do so you may cast your spell from the location of the other
disk. Normal sight and cover restrictions apply.

Bag of Animated Ball Bearings


Wondrous item, uncommon
As an action, you can spill these tiny metal balls from their Gilden Ring
pouch to cover a level, square area that is 10 feet on a side.
For one minute after being unleashed from their bag the ball
bearings act as slightly animated objects, after which they
turn into normal ball bearings. Mystic Ward
While animated the ball bearings will actively try to hinder
Wondrous item, uncommon
any creature that pass over them. A creature moving across
the covered area must succeed on a DC 12 Dexterity saving This small bundle of leaves and berries are twisted into a
throw or fall prone. The person who spread the ball bearings bracelet and seems completely innocuous to most casual
and any designated number of creatures they can see are observers. The only obviously magical part of it is that the
unaffected by the ball bearings as long as they are animate. leaves and berries are still alive no matter how long they sit.
When the ward is used, the plants that make up the ward
shrivel and die.
Chainbreaker’s Stone You may use the ward to pass a non-spell saving throw
Wondrous item, rare caused by an undead or fiend. This ability must be used before
This stone is wrapped by three metal bands, one of gold, one the dice are rolled.
of silver, and one of bronze.
The band of bronze holds one Charge, the silver two
Charges, and the gold three Charges. Multiple bands can be
consumed for Charges at a time, but any excess Charges will Mage-Smith Ward
be lost. Wondrous item, uncommon
While holding the Chainbreaker’s Stone, you can use an This small copper bracelet holds three facets filled with small
action you may use some of its Charges to cast one of the glowing crystals. They pulse with dimly.
following spells: stone shape (3 charges,) or meld into stone The mage-smith ward has 3 Charges, when each charge is
(2 charges.) used one of the crystals goes dim, and when all are used the
As an action, the stone may be wielded as a weapon with ward reverts to a simple magicless bracelet..
the thrown property of 20/60, and with which you count You may expend 1 charge from the ward whenever you hit
as proficient. It deals 1d10 force damage per charge, and an undead or fiend with a weapon attack. When you do so you
all remaining charges are consumed. The Chainbreaker’s deal an additional 2d6 radiant damage.
Stone deals double damage to objects and automatically hits
objects when wielded in melee.

Blue Focusing Shard


Wondrous item, uncommon
When casting a spell you may choose to consume a blue
focusing shard on your person for the following effects: add
one of the same type of damage die to the spell’s damage.

Yellow Focusing Shard


Wondrous item, uncommon
When casting a spell you may choose to consume a yellow
focusing shard on your person for the following effects: +1to
the spell’s DC save.
73 Chainbreaker’s Stone
Blessed Water
Potion, uncommon
This water glows faintly with a dim blue light..
Potion of Rapid Recovery
Potion, rare
When you drink this potion, you gain advantage on
Wisdom saving throws and attribute checks for one The potion consists of a clear liquid inside of which a
minute. small vine grows around the inside of the bottle before
disappearing and starting to grow again.
When you drink this potion, so long as you have at least 1
hit point, you gain 1d6 hit points every six seconds for one
Spilless Glass minute.
Wondrous item, common
The glass is obviously magical with sigils inscribed around its
rim. While most often a wine glass, the magical sigils can be
inscribed on any cup with a diameter of three inches or less.
This glass cannot spill its liquid by accident but can be
Potion of Resilience
poured out or drunk from freely. Due to the complexity of Potion, rare
the enchantments and relative lack of practical the cost of The potion consists of a clear liquid with six little dollops of
its creation not even the Mithians have mass-produced this color. One red, blue, green, white, purple and yellow.
object. When you drink this potion, and you take are forced to
make a saving throw you may choose to count the roll as a 15
instead of rolling. When this ability is used the potions effects
Potion of Healing end, otherwise the effect ends after an hour.
Potion, common
A ruby red liquid shimmers in a crystal vial.
You regain 2d4+2 hit points when you drink this
potion.

Additional Non-Magic Items


Adamantine Rod
Weapon (mace)
A hefty rod made of adamantine.
This weapon deals 1d6 bludgeoning damage, counts as
a magical weapon for the purpose of magical resistance,
and automatically deals counts as scoring a critical on any
inanimate object it hits.
This weapon weighs four pounds.

Mystic Cloak
Armor (light) Adamantine Rod

AC 12 +dex modifier.
A light cloak made of a thick mesh of leather and well spun
silk to create a thick and resistant cloak worn by the mystics
of the Mithians.
This armor weighs 10 pounds.

Watch Rod
Weapon (dagger)
It is a slender rod made of adamantine with silver etching
inlaid into the grip.
This weapon deals 1d4 bludgeoning damage, counts as
Watch Rod
a magical weapon for the purpose of damage resistance,
and automatically deals counts as scoring a critical on any
inanimate object it hits.
This weapon has the light and finesse properties, and
weighs one pound.
74
Agmin, The Divided Blade
Weapon (longsword), artifact (requires attunement)

In the earliest days of the Old War, as the battle between Living Saints and
Demon Lords raged on, a mortal rose up to lead his people in the fight against
chaos. Mithos of Palor rallied those that would not sit idly by as destruction
covered half of Alìm, breaking their oath of neutrality.
Legends tell different stories of the origin of Agmin. One tells of how
Mithos ventured into the caverns beneath Palor and knelt before an Original,
one of the remaining dragons in Alìm, and how it blessed his quest with a piece
of its heart. Another tale claims in his rage at the continued neutrality of the
Palori elders that Mithos slammed his fist into council table and shattered it.
When the dust cleared, the sword sat waiting. Some say that Mithos climbed
to the highest mountain in Palor and prayed to Alìm for guidance, and the
blade rose up out of the soil beneath his hands. Regardless of its origins, the
appearance of Agmin divided the Palori.
Sword of the Palronin. As the nation of Palor split, those that sided
with Mithos accepted exile from their home as they ventured out to the regions
stricken by war. They became known as the Palronin. Led by Mithos, they
carved a path of victories against the Demon Lords of Bebelum. The power of
Mithos wielding Agmin could not be matched, and it was said that Alìm itself
protected him. Agmin is one of a select set of weapons made from alimite, the
substance from which all of Alìm was first crafted. Impossibly durable, it is
impervious to all forms of damage.
Animus. An additional property of alimite is its ability to harness and
conduct magic and the essence of its wielder. As your power grows, so does
Agmin’s powers grow. Upon reaching the specified level in the ability table
below, your affinity with the blade will unlock features after taking a short rest
to re-attune to Agmin. Each feature persists unless it is an improved version of
a previous one. With the passage of time, Agmin will morph in some regards to
symbolize the character that wields it. In times of extreme stress, the blade and
pommel will glow with energy that reflects the essence of its wielder.
Voice of Alìm. Attunement to Agmin is necessary to receive any of its
benefits. Chaotic alignment creatures attempting to attune to Agmin must
succeed on a DC 18 Wisdom Saving throw or take 1d4 psychic damage equal
to their hit dice. On a failed save they are also knocked prone. Successful
attunement results in visions from Alìm—at the DM’s preference, these can
be used to guide you to where Alìm wishes your character to go, usually in an
attempt to restore order or prevent the spread of chaos.

Level Features

1 Magic longsword
Agmin, the Divided Blade counts as your arcane focus or holy symbol.

5 +1 Magic longsword
While you are concentrating on a spell Agmin, the Divided Blade does
bonus damage equal to its spell level.

11 +2 Magic longsword
This weapon deals an additional 1d4 force damage.

17 +3 Magic longsword
If you fail a concentration check, you may choose to pass it instead.
This ability can be used a number of times equal to your casting
modifier (minimum 1) before you must finish a long rest to use it again.

20 This weapon deals an additional 2d4 force damage.


As a free action you may grant yourself advantage on attack rolls,
ability checks, and saving throws, and all attacks against you have
disadvantage until the end of your next turn. This ability cannot be
used again until you finish a short rest or long rest.
Agmin, the Divided Blade
75
Gifts of the Originals
In recent times, the forces of Order and Evil have laid claim An additional property of alimite is its ability to
to most of the mortals in Alìm. While in the public sphere harness and conduct magic and the essence of its wielder.
Order dominates in most places, there are still hold outs of As your power grows, so does the powers of the gifts of the
those who serve Alìm directly, and pockets, usually hidden, originals. Upon reaching the specified level in the ability
of those who serve Evil. But in older times the servants of table below, your affinity with the weapon will unlock
Alìm were everywhere, and indirectly the servants of the features after taking a short rest to re-attune to the weapon.
dragons, the leaders of the dragons, the Originals, each Each feature persists unless it is an improved version of a
chose champions through the years, granting them their previous one.
great weapons which granted them great power.
Weapons of Alìm. The weapons of the Originals
were crafted for the service of Alìm. Though they all reflect
aspects of the Originals who crafted them they all drew their
energy from Alìm itself upon their creation, and should they
be destroyed to Alìm that power, and all the power they have
collected when being wielded by their champions to Alìm it
will return.

Blessing of the Ancient One


Weapon (quarterstaff), artifact (requires attunement)

The Ancient One is said to be the first and oldest of the Originals, though it could only be by a few moments if true. Known by
many names through the years the Ancient One is most known for his fondness for those who delve into the pursuits of magic,
his might staff a testament to his great favor upon his most trusted servants. Though there have been exceptions through the
ages, it is usually held by a Palori archmage.

Blessing of the Ancient One

Level Features

Magic quarterstaff
1
While you are holding Blessing of the Ancient One you gain a +1 bonus to spell attack rolls.

+1 Magic quarterstaff
5
As an action, you can regain one expended spell slot of 3rd level or lower. This ability cannot be used again until you finish a long rest.

+2 Magic quarterstaff
While you are holding Blessing of the Ancient One you gain a +2 bonus to spell attack rolls.
11
As an action, you can regain one expended spell slot of 4th level or lower. This ability cannot be used again until you finish a long rest.
Your cantrips gain one additional dice of the same type to their damage. Your cantrips may only gain this bonus once per turn.

+3 Magic quarterstaff
While you are holding Blessing of the Ancient One you gain a +3 bonus to spell attack rolls.
17
As an action, you can regain one expended spell slot of 5th level or lower. This ability cannot be used again until you finish a long rest.
Your spells count as being cast at one level higher than the spell slot they consume for the purpose of damage dice rolled.

As an action, you can regain one expended spell slot of 6th level or lower. This ability cannot be used again until you finish a long rest.
Your cantrips gain two additional dice of the same type to their damage. Your cantrips may only gain this bonus once per turn.
20
As an action you may cast freezing sphere as a 9th level spell without its material components, this spell has a DC of 26. This ability
cannot be used again until you finish a long rest.

76
Flight of the Firebrand
Weapon (longbow), artifact (requires attunement)

The Firebrand is known for her fiery temper and for being the spearhead of the
great war between Alìm and the forces of Order, now known as the Firebrand
Rebellion. The Firebrand has always had a fondness for the nomads of the Red
Sands, and often chose her champions from their people, known for fierceness
in battle and dangerous hit and run tactics, they made fine champions for her.

Level Features

Magic longbow
1
Gain +1 to initiative rolls.

+1 Magic longbow
Gain +2 to initiative rolls. Flight of the
5 Firebrand
If you are hit by a ranged attack you may use your reaction to make a single
weapon attack against your attacker, normal sight and range restrictions apply.

+2 Magic longbow
11 Gain +3 to initiative rolls.
This weapon deals an additional 1d4 fire damage.

+3 Magic longbow
17 Gain +4 to initiative rolls.
While wielding this weapon you have a flight speed equal to your movement speed.

Gain +5 to initiative rolls.


This weapon deals an additional 2d4 fire damage.
20 As an action, you may cast disintegrate as a 9th level spell without its
material components, and within the range of Flight of the Firebrand
that you can fire without disadvantage, this spell has a DC of 26. This
ability cannot be used again until you finish a long rest.

Fury of the Storm Maker


Weapon (dagger), artifact (requires attunement)

The Storm Maker is a contradiction in natures to most observers, though she is the loudest of her brethren she also is the
most cunning. She has learned to use her storms to distract from her true intent when she wishes to accomplish something
below the notice of others. In keeping with this tradition, some of the names of her champions are splashed across the pages
of Alìm’s history, but there are stretches of years where she has no known champion.
Level Features

Magic dagger
1
This weapon also counts as a ranged weapon that deals 1d4 lightning damage with a range of 20/60.
+1 Magic dagger
5 As an action, you may teleport 30 feet and make ranged attacks with this weapon at advantage against any target between where you
were and where you teleported to. This ability cannot be used again until you finish a short or a long rest.
+2 Magic dagger
11
This weapon deals an additional 1d4 lightning damage.
+3 Magic dagger
As an action, you may teleport 60 feet and make ranged attacks with this weapon at advantage against any target between where you
17
were and where you teleported to. This ability cannot be used again until you finish a short or a long rest.
You may use your bonus action to make a single attack with this weapon.
This weapon deals an additional 2d4 lightning damage.
20 As an action you may cast chain lightning as a 9th level spell without its material components; this spell has a DC of 26. This ability
cannot be used again until you finish a long rest.
77
Messenger of the Eternal Dawn
Weapon (rapier), artifact (requires attunement)

The Eternal Dawn is often seen as the least threatening of her kind, a mistake few make twice. Though she does not often
enact violence on her enemies with the same viciousness of her sister Firebrand that makes her no less deadly. More often
than not she has chosen her champions, not from the ranks of the healers who avoid the battle but the ranks of those who
wage battle from the front to better look after those who are most likely to need their direct assistance.

Level Features

Magic rapier
1 At the end of a short rest, you and up to six allies within 100 feet may regain one expended Hit Die. You may not use this ability again until you
complete a long rest.

+1 Magic rapier
At the end of a short rest, you and up to six allies within 100 feet may regain two expended Hit Die. You may not use this ability again
5
until you complete a long rest.
If you are reduced to zero hit points (but not killed,) you may immediately spend all your remaining Hit Die and regain that many hit points.

+2 Magic rapier
At the end of a short rest, you and up to six allies within 100 feet may regain three expended Hit Die. You may not use this ability again
11 until you complete a long rest.
If you are reduced to zero hit points (but not killed,) you may immediately spend all your remaining Hit Die and regain that many hit points.
This weapon deals an additional 1d4 radiant damage.

+3 Magic rapier
At the end of a short rest, you and up to six allies within 100 feet may regain four expended Hit Die. You may not use this ability again until
17 you complete a long rest.
When a creature within 100 feet that you can see would be reduced them to zero hit points you may use your reaction to prevent all damage
dealt by the source that would reduce them to zero hit points. This ability cannot be used again until you finish a short rest or long rest.

At the end of a short rest, you and up to six allies within 100 feet may regain five expended Hit Die. You may not use this ability again until
you complete a long rest.
20
This weapon deals an additional 2d4 radiant damage.
As an action, you may cast heal as a 9th level spell. This ability cannot be used again until you finish a long rest.

Messenger of the Eternal Dawn

78
Reaper of the Final Dusk
Weapon (greatsword), artifact (requires attunement)

Though many fear the Final Dusk he is often regarded as the gentlest of his brethren. The thing
that the Final Dusk truly abhors is the fear of death that many mortals have and the lengths they
will go to avoid it. His special annoyance is for mages who seek to artificially inflate their own
life spans, often through reckless or hazardous practices. His champions were often known
for hunting down and dealing with rogue mages, especially servants of Evil, but any who
seemed to be a threat to the status quo.

Reaper of the Final


Dawn

Level Features

Magic greatsword
1
Any concentration check made because of damage from Reaper of the Final Dusk is made at disadvantage.

+1 Magic greatsword
5
Attacks made with this weapon ignore AC granted by spells such as shield, or mage armor (this does not negate bonuses to magical armor.)

+2 Magic geatsword
11
This weapon deals an additional 1d4 necrotic damage.

+3 Magic geatsword
17
At the end of its wielders turn Reaper Of The Final Dusk forces all hostile casters within 5 feet to make a DC 16 concentration check.

This weapon deals an additional 2d4 necrotic damage.


20 As an action you may cast circle of death as a 9th level spell without its material components, this spell has a DC of 26. This
ability cannot be used again until you finish a long rest.

Will of the Landcarver


Weapon (battleaxe), artifact (requires attunement)

The Landcarver is often viewed as the stalwart core of the Originals. Slow to act and reserved, he is often depended upon to
keep the other more agitable Originals in check. The only one to counsel against the Firebrand Rebellion, he was overruled
and of course did his duty to assist the other Originals. His greatest champion was lost during the early days of the Demon
Wars, and his axe fell from the annals of history, though none record its destruction.

Level Features
Magic battleaxe
1
This weapon ignores resistance and immunity to slashing damage.

+1 Magic battleaxe
5
If you take 15 or more damage, you may make a single weapon attack as a free action. This ability cannot be used again until the beginning of your next turn.

+2 Magic battleaxe
11 If you take 20 or more damage, you may make a single weapon attack as a free action. This ability cannot be used again until the beginning of your next turn.
This weapon deals an additional 1d4 slashing.
+3 Magic battleaxe
17 If you take 25 or more damage, you may make a single weapon attack as a free action. This ability cannot be used again until the beginning of your next turn.
You are constantly under the effects of the stoneskin spell.

If you take 30 or more damage, you may make a single weapon attack as a free action. This ability cannot be used again until the beginning of your next turn.
This weapon deals an additional 2d4 slashing.
20
As an action, you may cast globe of invulnerability as a 9th level spell without its material components.This ability cannot be
used again until you finish a long rest.

79
Curse Breaker
Weapon (spear), artifact (requires attunement)

An ancient weapon, even its magical enchantments cannot protect it completely from the wear of
the ages stretching into the distant past, not to mention the destruction of its world. When Eon
was destroyed Curse Breaker was born away from the destruction with its wielder Zaruff. Hurtling
through the void between worlds Zaruff could only hold onto one object and so he abandoned his
weapon in favor of clasping the gem that had granted him so much power over his life and indeed
was the reason he was able to live through the destruction of his home world.
Breaker of Curses. Since its ancient origins as a weapon to fight against otherworldly forces
Curse Breaker has been used in combat for years beyond ken. Though the ages it has slowly
accumulated power to itself, gaining a sliver of power each time it slew an enemy with magical
powers or dispelled a magical aura, it slowly gained power over the years uncounted. To this day
it continues to slay its enemies and dispel foul magics, taking slivers of power where it can to
increase its own.
While Curse Breaker is not outright sentient it does have an echo of its creator’s will in it,
urging its wielder to feats of great strength and heroism, against all odds. It also reserves its great
powers for only those who are worthy of it. To reflect this it grants its wielder more powers as they
grow in strength, only unlocking its true strength when its wielder reaches the specified level in the
ability table below, your affinity with the weapon will unlock features after taking a short rest to Curse
re-attune to the weapon. Each feature persists unless it is an improved version of a previous one. Breaker
Level Features

Magic spear
1
While attuned to Curse Breaker you cannot be affected by any type of curse.

+1 Magic spear
5 When you roll a saving throw against a spell, add your proficiency to your roll in addition to
any other modifiers.

+2 Magic spear
11
This weapon deals an additional 1d4 piercing damage.

+3 Magic spear
17 As a bonus action, you can cast dispel magic on yourself with Constitution as your casting
ability.

This weapon deals an additional 2d4 piercing damage.


20 As an action, you may cast a dispel magic as a 9th level spell without any components. This
ability cannot be used again until you finish a short rest or long rest.

Will of the Landcarver

80
Shards of Creation
Shards of larger gems broken off they still resonate deeply with the very base powers of creation. Deeply magical to even those unfamiliar
with the arcane arts they glow from within with energy. They feed off the power around them, slowly growing to try and reform their full
crystal, but there is little chance that such a shard can gain enough power to form a full crystal even after millions of years.
Pieces of the Cosmos. Each shards power lies dormant within themselves, slowly awakening as those around it gain power and
feed it from their stores of internal energy. The shards slowly awaken and gain more strength, benefiting their bearers as the shards
attempt to gather enough energy to once again become whole and form a full gem. Though it would take millions of lifetimes to do so
since the shards act only on the laws of the cosmos and not on consciousness of their own they are infinitely patient, like any other gem.
When a player reaches the specified level in the ability table below, your affinity with the shard will unlock features after
taking a short rest to re-attune to the shard. Each feature persists unless it is an improved version of a previous one.

Shard of the Gem of Wisdom


Wonderous item, artifact (requires attunement)

Level Features

1 While attuned to Shard of the Gem Of Wisdom, choose one skill, gain proficiency in that skill.

+1 to all ability checks and saving throws.


5 While attuned to Shard of the Gem of Wisdom, choose one skill, gain proficiency in that skill. Then choose one skill you already
have proficiency in, gain expertise in that skill.

While attuned to Shard of the Gem of Wisdom, choose two skills, gain proficiency in those skills. Then choose one skill you already
have proficiency in, gain expertise in that skill.
11 +2 to all ability checks and saving throws.
When making an ability check you may give yourself advantage. This ability can be used three times before you must finish a long
rest to use it again.

While attuned to Shard of the Gem of Wisdom, choose two skills, gain proficiency in those skills. Then choose two skills you
already have proficiency in, gain expertise in those skills.
17 +3 to all ability checks and saving throws.
When making an ability check instead of rolling you can take twenty plus your skill modifier. This ability can be used three times
before you must finish a long rest to use it again.

While attuned to Shard of the Gem of Wisdom, choose three skills, gain proficiency in those skills. Then choose three skills you
already have proficiency in, gain expertise in those skills.
20
+4 to all ability checks and saving throws.
Your ability checks and saving throws are never made at disadvantage.

Shard of the Gem of Life


Wonderous item, artifact (requires attunement)

Level Features

1 You do not have to sleep.

You do not have to sleep, eat, or drink.


5
Increase your max hit points by one per Hit Die. When you spend a Hit Die to regain life regain one additional hit point.

You do not have to sleep, eat, drink, or breathe.


11 You hold additional Hit Die equal to your Constitution modifier (minimum 1). With ten minutes of rest, you may spend Hit Die as
though you had completed a short rest (this does not count as completing a short rest.)

You do not have to sleep, eat, drink, or breathe, and are immune to all disease
17 Increase your max hit points by two per Hit Die. When you spend a Hit Die to regain life regain two additional hit points.
Whenever you are healed by a source other than Hit Die you heal an additional two plus your Constitution modifier.

You do not have to sleep, eat, drink, or breathe, and are immune to all disease and poisons. Also, you no longer age and do not die
of natural causes.
20 Whenever you are healed by a source other than Hit Die you heal an additional five plus your Constitution modifier.
As a reaction when you take damage you may instead prevent all that damage, and regain health equal to the damage prevented
this way. This ability cannot be used again until you finish a long rest.
81
Shard of the Shard of the
Gem of Wisdom Gem of Death

Shard of the Shard of the


Gem of Life Gem of Power

Shard of the Gem of Death


Wonderous item, artifact (requires attunement)

Level Features

While dead you remain attuned to Shard of the Gem of Death and are permanently under the effect of the gentle repose spell
1 so long as it is within 100 feet of you, and so long as no one else attunes to Shard of the Gem of Death. During this time your
corpse is also immune to all damage.

As an action, you may cast create undead as a 6th level without material components or corpses, instead, the undead come forth
5 from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at
which point any remaining undead from this spell return to the shard.

Whenever a creature dies within 30 feet of you, you may gain temporary hit points equal to half your level.
11 As an action, you may cast create undead as a 7th level without material components or corpses, instead, the undead come
forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long
rest, at which point any remaining undead from this spell return to the shard.
You gain immunity to necrotic damage.
17 As an action, you may cast create undead as an 8th level without material components or corpses, instead, the undead come
forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long
rest, at which point any remaining undead from this spell return to the shard.
As an action, you may cast create undead as a 9th level without material components or corpses, instead, the undead come
forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long
20 rest, at which point any remaining undead from this spell return to the shard.
As a free action make all damage dealt by you this turn necrotic. You gain hit points equal to half the necrotic damage you deal.
This ability cannot be used again until you finish a long rest.

Shard of the Gem of Power


Wonderous item, artifact (requires attunement)
Level Features

1 +1 to all your attack rolls


5 +1 to your Armor Class

+2 to all your attack rolls


11
+2 damage to all your attacks
+2 to your Armor Class
17 +4 damage to all your attacks
As a bonus action, you may gain 50 temporary hit points. You may not use this ability again until you finish a long rest.
+3 to all your attack rolls
+6 damage to all your attacks
20
As a bonus action, you may gain 75 temporary hit points. You may not use this ability again until you finish a long rest.
+2 to the attribute of your choice. 82
Maximilian

Maximilian
Armor (breastplate), artifact (requires attunement)

Said to have been crafted by the greatest smiths in Halceon


for the first emperor, Aaron of Mithos, its fate became much
darker than planned. After the Sundering, when the demon
lord Violus was ripped from his body, his spirit took refuge in
this radatium breastplate.
Thought lost in the war it resurfaced long afterward
and was just thought to be a fine piece of armor, but it drove
Aaron into a suspect those around him as treacherous,
causing him to persecute his people and create a secret
police. Aaron eventually became so paranoid that he stopped
removing his armor when he slept. It was halted only when
the Living Saint Verial cracked the armor, driving off the
demonic taint inside of it and freeing the emperor from its
corrupting influence. Unfortunately, since it was the first
time he’d been out of the armor his personal guard took that
opportunity to assassinate him.
Armor of the Emperor. After the death of the
Emperor his son ordered that the armor be melted down
and the valuable radatium that made it up be sold off in an
attempt to make reparations for his father’s ruthless acts.
They were the only coins ever minted with Aaron’s face, to
remind all that wealth and power are not protection from
ultimate justice.
Though no rumors are confirmed, it is said that an
interested party has recently bought up all the coins, paying
a premium for each. None now are known to exist, but it is
all one would need to forge the legendary armor again, this
time without its demonic taint.
The radatium that Maximilian is crafted from holds
an echo of Violus’ power, and while it is not sentient it does
grow slowly in power to match its wearer. Whenever its
wearer reaches the specified level in the ability table below,
your affinity with the armor will unlock features after taking
a short rest to re-attune to the armor. Each feature persists
unless it is an improved version of a previous one.

Level Features

Magic breastplate
1 Maximilian cannot be directly affected by magic. Spells such as heat metal and shocking grasp cannot conduct its magic
through Maximilian so it does not convey advantage.
+1 Magic breastplate
5 As a reaction, you can gain resistance to all damage until the beginning of your next turn. You cannot use this ability again
until you finish a short rest or long rest.
+2 Magic breastplate
11 As a bonus action, gain a +2 to AC. This ability lasts for one minute. While active, you cannot move and you count as weighing 5 tons
and cannot be moved except by extraordinary means (this weight is magical so it does not crush things beneath you). You can end this
ability early as a bonus action. This ability cannot be used again until you finish a short rest or long rest.
+3 Magic breastplate
As a bonus action, gain a +3 to AC. This ability lasts for one minute. While active, you cannot move and you count as weighing 10 tons
17 and cannot be moved except by extraordinary means (this weight is magical so it does not crush things beneath you). You can end this
ability early as a bonus action. This ability cannot be used again until you finish a short rest or long rest.
As a free action, you may make all your weapon attacks this turn deal full damage. You cannot use this ability again until you finish a short or long rest.
As a bonus action, gain a +4 to AC. This ability lasts for one minute. While active, you cannot move and you count as weighing
15 tons and cannot be moved except by extraordinary means (this weight is magical so it does not crush things beneath you).
You can end this ability early as a bonus action. This ability cannot be used again until you finish a short rest or long rest.
20
As an action, you may magically redirect all attacks against a target that you can see within 60 feet to you (even if you are out
of range of those attacks) they resolve against your armor class and you take all damage from hits. This effect lasts until the
beginning of your next turn or you die. You cannot use this ability again until you finish a short or long rest.
83
Appendix A: Learnable Feats
To learn Breaker Of Chains, the adventurers must
learn it directly from Geath Chainbreaker. To learn
Mithian Army Training, they must study it from a
Mithian leader that possesses the feat, such as Karina
Mithos. Even if she is injured and posses only one arm
she can still train players in the proper forms, though
she can’t use them herself anymore. They may then
select the feats whenever they would normally be able
to select a feat.

Breaker of Chains
• Your attacks automatically count as critical hits against
inanimate objects.
• You may use your action to free yourself from non-magical
objects restraining or grappling you.
• You have advantage on melee attacks against creatures
with 0 speed.

Mithian Army Training


• While you are wielding a versatile weapon in two hands
upgrade the damage dice one step (a d8 becomes d10, d10
becomes d12).
• While you are wielding a versatile weapon in two hands
you gain a +1 bonus to your AC.
• Before you takes a melee attack with a versatile weapon
being wielded in two hands, you may choose to take a
bonus to that roll equal to your proficiency bonus. If the
attack hits, you subtract damage from that attack equal to
half your proficiency bonus.

84

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