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Sirens Battle of The Bards - Sample Play Test V1.0 - Apotheosis Studios
Sirens Battle of The Bards - Sample Play Test V1.0 - Apotheosis Studios
This is a work of fiction. Names, characters, organizations, plac- This is a Free Sample Play Test of
es, events, and incidents are either products of the authors’
Introduction Material and Chapter
imagination or used fictitiously.
1 of Sirens: Battle of the Bards.
Copyright © 2020 Apotheosis Studios LLC
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Salvata blooms like an exotic flower growing in an inhospitable found in many cultures, and would otherwise have been washed
corner of the world—nestled where only the clever could find. away by the erosion of time if it wasn’t for the nature of this water.
Despite its remote location, the cities fame has spread across the
cosmos. Adventuring to Salvata is sure to earn several tales wor- The water was magical.
thy of a tavern song, no matter the plane of existence the trav-
els began in. Just like the artisans that built the impossible city, A true fountain of arcane energy with the essence of magic in-
Salvata itself has its own story displayed with its statues, tributes fused into its very nature. It allowed the Druids to channel great-
to the trials and tales of legend, each paying homage to its illustri- er works of magic and even learn to sing with the very land itself.
ous past. For stories within Salvata can make any creature richer Moving rock and turning the oasis into a catered grove was a
beyond their wildest dreams, even if they embellish a little. task made trivial thanks to this power. This, as history would say,
only added to their righteousness.
So how did the City of Bards become a perpetual party and trib-
ute to the very heavens? That depends entirely upon whom is During the first century, the founding Druids wove great stat-
asked. The Salvata of today is very different than its origins, and ues to memorialize the great eclipse and called more of their
upon each of its vaulted discs, a different legend holds greater kind to appreciate the beauty of what was created. As the next
weight. It is often found that each of its nine districts values eclipse came, a far larger crowd gathered within Salvata’s oasis
their contribution greater than those below. For the curious to watch the dance. The heavenly rain flowed. Life continued…
or cunning, tracing Salvata’s true origins involves assembling and a seed of inspiration was planted within the Bards in atten-
each piece and viewing the entire canvas. Amidst the galleries dance. Salvata, they sang, could be a place of such beauty, and
and colleges of art culture, interpretation of an architects’ mo- Bards across all planes dreamed of performing for the gods.
tives and the culture at that point in history are often lively (and Convincing the Druids to let them chronicle the sacred grove
sometimes violent) spectacles. was easy for a people born of such charisma.
Yet the serene central garden that sources the very water which And so, construction began for the next Grand Invocation and
gives the city life offers the least embellished tale of Salvata. the City of Salvata was officially born. In unison, the Bards and
This city is an oasis, not just in a harsh desert, but across mul- Druids worked together to create the second district and pre-
tiple elemental planes. A work of art inspired by the divine and serve the natural beauty of the desert. It stood without debate to
given life by mortal hands, and it was the most unlikely group all involved, that the next eclipse performance would have to be
of artisans who began it all. For druids are certainly not famous grander than the last. Surely the gods would reward mortals for
for their artistic craft. their tributes and take great pleasure looking upon the Druids
creations. When fortune favored the second Grand Invocation,
Nearly a millennia ago, long before even the first tent was built, the celebration that followed is still sung in Salvatan taverns to-
the lush desert was a place of natural beauty. Flowers from ele- day. Let’s just say, there was a sudden spike in population growth
mental planes bloomed freely and the night sky was a beautifully and a very large community of half-elves emerged that are still
painted constellation that inspired a circle of Druids who wan- native to Salvata today.
dered into its welcome embrace. How or why those fateful druids
stumbled upon the exact oasis Salvata would be built upon just The construction of the third district was a true union of Bardic
in time for an eclipse that happens once every hundred years is a Inspiration and Druidic stonecraft, and the last of the discs to be
mystery, whose answer is known only by the gods. But once the constructed over the oasis itself. For a century, teams of artisans
eclipse began, the druids were inspired to perform as the rain of worked to build the next stage for the Grand Invocation, and the
the divine water fell from the open night sky—replenishing the magical properties of the water allowed for truly astonishing feats
oasis that gave life to all creatures. of architecture. They still preserved the natural beauty of the des-
ert, even if they drew more heavily upon the oasis to achieve their
When the gods saw the circle of Druids paying homage, they were vision. And for the last time in Salvatan history, the Druids per-
inspired to infuse even more of their divinity into the sacred wa- formed their Grand Invocation on the Eclipse—and nothing came.
ters, as if welcoming the Druids to their new home. The Druids Panic, doubt, and civil strife planted their seeds when the divine
had found their purpose, interpreting this gift of water as a re- waters did not descend from the heavens. The Bards whispered
quest and blessing. Every hundred years from that evening for- that the Druids were to blame for following a rote ritual three
ward, they would conduct a grand invocation upon this oasis to times in a row. The Druids, however, blamed their bardic allies
pay tribute to its creators. Such a tale of dancing for water can be for their very presence, claiming the bards had defiled the sacred
The next two centuries reinforced this ideology. The planes’ great-
est architects were sought out, constructing discs off-site, mining
the desert’s riches to bring their vision to life. No expense was
spared in their construction before using magic to move the next
district into place. A generational promise of glory for what the
next century would bring. Meanwhile, the contest of the Grand
Invocation began in full. A competition of the world’s greatest
artists to see who could inspire divinity to smile upon them. The
vessel of creativity comes in many shapes and sizes. Victors were
not just limited to the epic and well-seasoned Bards, but even the
young with a clever idea and a sharp tongue can inspire greatness.
And each time, they were rewarded by the gods with the recharg-
ing of the divine well buried deep below the city’s oasis.
When a young Calrath helped divine the best performance, his re-
ward was to assume the role of Chancellor of Salvata. Elevating the
city each century would be impossible, and despite the dreams of
everyone involved in this massive party, all good things must come
to an end. Calrath and his wizards divined that the gods would
only bestow ten boons upon Salvata, and the tenth age was nigh.
Calrath devised a plan, knowing the end was near he organized
the city’s artisans to architect on the 10th disc a majestic capstone
that would enable Salvata to generate its own magic and recharge
its well source independently. To shepherd this multigenerational
plan to fruition Calrath knew he needed to extend his life.
The Emerald Cabal are ideologues who at one point had truly
noble intentions to allow folk to be long-lived, to balance the
scales. However, their deeds to accomplish this goal have led
them down a dark path—many of them still view themselves
as heroes who will save the world, but always remember they
abandoned morality a long time ago.
Upon the completion of his tutelage, Vajra was tasked with a twofold mis- Still, the elf is not without compassion. Within each being, he can see the spark
sion. The first was to regain the hallowed power of the realm by destroying of the divine. He can even feel this light within the fiends he hunts across the
the fiends responsible for subjugating his home and befouling his people. many realms of existence. For the light shines through all creation, no matter
The second was to locate Anaya Tara Rachana, his betrothed and soul- how deeply it is buried under darkness, filth, and corruption. Being able to
bound. Anaya, the would-be queen of their realm, had been lost at birth, and feel this beauty in all beings, even those who perform atrocities, fills Vajra with
even the greatest seers within the Order could not divine her whereabouts. resolve and purpose despite the horrors to which he has witnessed.
Through the assistance of a powerful Planes Walker known only as The Harkening back to his tutelage with The Order of the Coiled Serpent, Vajra
Mother of Mirrors, the young monarch left his home in self exile to hunt also has an affinity for teaching and mentorship, going out of his way to
the fiends in the realms where they were weakest. After untold battles nourish younger generations toward the light. In this vein, he never allows
with demons and devils, through lands as varied as stars in the sky, the the cries of help of the youthful or families to go unanswered. If there is
would-be king-in-exile had grown from a youthful elf filled with pride someone in genuine need, he will do what is necessary to protect them,
and purpose, into a hardened warrior of cold vengeance. bringing the full might of his power to bear in enacting vengeance against
those who harm women or children. His punishment for such transgres-
Locked away from his homeland as his people suffer, the elf’s heart car- sions is brutal and severe, for the horrors which Vajra has seen in the
ries a heavy burden. Each day that passes, the corruptive power that planes of Hell still haunt his nightmares to this day.
courses through his realm infects more of the world with a sickness of
body and soul—a sickness to which the monarch is not immune. When Vajra speaks, it is always for a reason. His voice comes from a place
of wisdom gained through experience and pain. Due to this, he often cuts
With each fiend's soul he consumes, Vajra grows closer to saving his peo- to the heart of an issue wasting little time for idle chatter. Like any mon-
ple—but also closer to the very corruption he detests. Separated from the arch, Vajra is accepting of advice and will take counsel with those he re-
former purity of his realm, Vajra finds himself at times consumed by sor- spects, but will ultimately make his own decisions free of persuasion.
row and rage. His people have been enslaved by fiends and he is unable And once Vajra has made his choice, he is resolute and unwavering.
to ease their suffering or bring light back into his realm. While these dark
and destructive moods can plague his mind and throw him into a violent Clad in a sleeveless, magical trench coat, with chest bare and adorned in Runic
fury as he pursues his goals, the memories of his people have thus far been tattoos, the muscular blue-haired elf cuts a striking figure. His features are
able to pull him back from the brink of despair and soul-consuming ha- well-chiseled, his eyes a rich azure, and along the shaved sides of his head,
tred. However, each time, it becomes a little harder. mystical tattoos are etched into his flesh, creating the appearance of an invert-
ed crown. The battlemage is never without his Oblivion Rune Blade. Vajra car-
In Vajra’s realm, the act of destruction brings about the possibility for cre- ries himself with the undeniable presence of a hardened Demon Hunter, filled
ation and purification. However, should he fall into darkness, Vajra feels with the regal bearing of an heir to a once great and now forsaken kingdom.
as though he would become worse than the demons he hunts. Instead of
a noble king, he would become a powerful tyrant of cruelty—a being of Because of this, the exiled king moves confidently, both in battle and in
pure entropy and corruption, defiling instead of purifying, craving only to social situations, never showing fear or hesitation. His trust, however, is
consume the souls of the living with no purpose other than to fill an end- a thing not easily earned, for he has felt the sting of betrayal many times
less hunger. Because of this, the elf clings to his quest, painfully cognizant during his long and harrowing journey—and those who cross him never
of the risks he takes with each life he ends. Though his quest is noble, his make the mistake a second time.
And so, The Herald has come to Salvata to sing a song of de- The Herald serves as an emanation of his Master.
struction. He works with the Emerald Cabal—not for them, al-
though they may believe otherwise—to see the Ritual reach a The Sirens campaign will be written with the latter idea in mind:
much darker climax than originally intended. He has come to The Herald is The Fiend’s agent, working tirelessly to see his
herald the arrival of Salvata’s glorious end, to orchestrate a sin- master’s manifestation in Salvata, and ultimately the city’s an-
ister symphony of manipulation and sublime destruction. He nihilation. However, savvy storytellers may find creative ways to
sees The Emerald Cabal as a tool that will enable his master to deviate from this template and allow The Herald to embody the
devour Salvata and consume its holy Ke’sava. The Herald plays aspects of The Fiend in order to provide additional hints about
along with The Emerald Cabal’s trite schemes, plots for scraps its nature, and thus, perhaps its true name.
of power, and their visions of so-called “order” only for as long
as he needs to. The Herald and The Emerald Cabal have reached
a mutually beneficial understanding: they prepare the materi-
als needed to rip open the fabric of reality, and The Herald sup-
plies them with mere slivers of his Master’s power in the form of
deadly fiends, mighty artifacts, and arcane, eldritch knowledge.
To strike this bargain, however, The Herald relinquished one
piece of The Codex, a tome of immense power and the only re-
pository of his Master’s True Name.
The Emerald Cabal has precisely one-fifth of the Name, more than
enough demonic power to influence Salvata and corrupt the rul-
ing class to dance to their song of control and manipulation. The
Emerald Cabal has infiltrated all parts of the city using the mag-
ical life-extending properties of The Elixir of the Gods, rallying
Salvata’s powerful to their cause. This is all part of The Herald’s
plan, and when the prattling nobles of The Emerald Cabal no lon-
ger prove useful, they too will be consumed by his Master. Fearing
this, The Emerald Cabal will do all they can to gain access to ad-
ditional pieces of The Codex, all in order to gain control over the
Herald’s Master and solidify their grip on Salvata.
Synopsis
“The art of performance is the art of creating a moment. The storyteller the most room to expand or contract time based on the
catch is that you should make every moment fabulous.” – Vlahnya length of their session. After some truly epic bard acts, the play-
ers are expected to bring their best performance—one worthy of
In act 1, the party will meet Alice, Vlahnya’s Tiefling assistant, in the gods. Hopefully, they recruited some good help in the first act.
The Silken Veil Tavern in Salvata’s first district. The party is here The skill challenge presented here is meant to warm the party up
just long enough to get fed, focused, and marked with the entry for the Grand Invocations later in the campaign. It is important to
sigil for the Grand Invocation before they are whisked off for an note, however, the party will not get to finish their performance.
on-the-road debriefing. Nobody expects the party to win the con-
test; they just need to enter so the Emerald Cabal doesn’t steal yet In act 3, the party’s performance will be cut short as castings
another spot in the contest. Alice has been hard at work uncover- of meteor swarm and dimensional gateways open upon the
ing support networks that might be willing to help the party put on audience members unlucky enough to be in attendance. While
a convincing show. Plus, it’s a stellar opportunity for Vlahnya and backstage, the party members see assassins killing other band
Alice to cross a few names off their list of Emerald Cabal plants. members. The party is faced with a difficult choice: lend their
The party will learn information about the Grand Invocation by efforts to saving the mass of innocent citizens in attendance or
talking to these support groups and recruiting who they can in the chase the assassins as they flee. No matter which choice they
Amphitheater. Whom the party picks to speak with and pass over pick, Vlahnya and teams of Sirens bring reinforcements to help
will be important later, so taking notes might be helpful. the party after their encounter and then escape
to her Conspiracy Room where she informs the
In act 2, the Grand Invocation’s first bracket officially begins, party that, “this is just the beginning...”
and the party will have to perform in front of an audience. Of the
three acts in this adventure, this one is the shortest but gives the SCAN THIS QR CODE TO LIST TO THIS SECTION'S SOUNDTRACK
Social: Alice is the featured NPC early on in the Exploration: Salvata is an affluent city. For players Combat: The chapter will naturally end with a
adventure. If your party wants more social role- that wish to explore a bit more, allow the group large action scene detailed at length. However,
play, focusing on her backstory and personality to wander around the first district prior to meeting there are other opportunities to build tension by
early on can help create impact for events later Alice in The Silken Veil. The setting of Salvata offers playing up hostility with other bands being angry
in this chapter. many off-beat locations and interesting NPC’s they at their entrance to the games.
could meet before this adventure begins.
Timeline
Throughout this campaign, you’ll find this timeline section be- has been focused exclusively on these tasks, and he has not had
fore every adventure. Its purpose is to make your job running the a moment to foresee the events that are to come.
campaign easier by letting you know each major cast member’s
location and actions during each adventure. Players often wan- Meanwhile, the Emerald Cabal is in their secret Elixir of the Gods
der, deviate, go shopping, or just plainly walk around in ways we manufacturing facility on District Three, readying the creatures
can’t predict. This section allows us to have some reference on and fiends that will be used for the attacks. Many others in their
what everyone is up to so we can improvise when needed. network are watching the broadcast—readying themselves to
sow seeds of discontent against the rebellion in preparation to
During the first mission, Vlahnya is located on District One try- blame them for the attacks and cause a lockdown within the city.
ing to check in with her rebellion contacts and has discovered The Herald, overseeing the attacks, is perched on District Two
that a few of them are acting strangely. While she intended to with a clear view of the Belladonna Amphitheater. From this tac-
meet with the party initially, she has been waylaid due to her tical vantage point, he proudly watches his orchestra of violence
allies being in jeopardy. Vlahnya’s worst fears are being con- unfold and curiously studies Vajra, investigating the central pil-
firmed. Somehow, her contacts have fallen under the control of lar below—when all other eyes are on the games.
others, and she needs to save them and find out why they have
been corrupted before it’s too late.
For the party, however, backstage is filled with chaos. Thirty The second act is something different entirely. A College of
bands are making the final preparations for their acts. Even the Illusion bard puts on a seemingly solo show with an epic tale of
most experienced bards are shaking their hands in anticipation. a gold dragon hunting red dragons until he has killed so many
The best among them appear stoic, while the worst are taking his scales are stained red with blood—and is hunted in turn. The
full advantage of custom devouring bags. show is accompanied by amazing feats of practical magic, a fair
bit of comedy, and illusionary terrain that brings the entire au-
Alice checks the party in and takes care of all the logistics, and dience into the story. Yet backstage is a different matter entirely.
after a short rest, she returns with a long cylinder of radiating, The party can see this solo act bard has a full party of support.
gold-infused water. As she pours the glowing liquid into glasses Some work rope-pullies, others are racing to get familiars in
on a platter, she explains that this Pure Ke’Sava Tonic is the sa- place at the right time, and some even change outfits to slip into
cred magic that runs through Salvata, and this special dose is of the audience when required. The performance is truly a team
the most powerful form. Gifted from Calrath himself to all bards effort, even if only one quirky human bard is on stage.
who seek to compete in the Grand Invocation, drinking is cus-
tomary, and those who refuse are unable to keep the liquid. Then… it’s the party’s turn. Alice has practically chewed off her fin-
gernails at this point, and the party’s allies are nervous but excited
for this chance. Taking their cue from the stagehands, the party is
“As you place the cup to your lips, you see the glowing, gold ushered near the stage curtain regardless of if they are ready or not
speckled amethyst swirl around within the crystal glass. The and are forced to begin the encounter by rolling initiative.
tonic seeps into you, rejuvenating your very essence and tastes
of a divine sweet ambrosia that would leave anyone breathless.”
GM Note
The skill challenge DC’s below are for a Tier 2 party. If you wish to
Behind the scenes, the benefit for this particular brew of Ke’Sava
increase the scale (and scope) of this skill challenge for a higher party,
Tonic is a buffer for the upcoming encounters. The Pure Ke’Sava you simply need to increase the stakes. In Round 1 - The First Shock
Tonic given before this event provides the effects of a long rest below, stage fright relates to the Belladonna Amphitheater audience,
while also granting one of four possible additional effects at ran- however, a higher Tier party might realize their performance is being
dom by rolling 1d4, or at the GM’s discretion: broadcast across all planes, or they may seek to impress and gain the
attention of Calrath himself with their incredible stage show—thus
• Spell Attack & Save DC increase by 1d4 for 24 hours. raising the DC for The First Shock.
• Round 3 - Getting Started: Let each player, in turn, describe The party faces a critical choice: Chase after the backstage assas-
their part of the show. Treat this as an encounter and allow sins or race to save the audience before they all are slaughtered.
your party members to take actions, bonus actions, and Head to act three.
movement. The base DC to woo this audience is a DC 15. If
someone scores a critical success, describe the crystal orbs
centering upon them. Calrath will ignore any botches, but the
live audience will certainly react to rolls above 25 or below
10. Record the highest number from any individual.
GM Note
Lean into the “Rule of Cool” and allow the players to think of unique
ways to spin their features. A rogue might use their bonus dash actions
to slide across the stage to help their friend for example. Thaumaturgy
can be used to enhance your singer’s voice or Mold Earth could raise up
a party member during their solo.
Encounter - The Belladonna Additionally, as the crowd loses hit points, many of its partici-
Amphitheater Continued: pants die. The consequences of this are felt throughout the dis-
trict—the details of which can be found in the Life of the Party
“Save the Audience” table detailed in this section.
• Round 1: A number of summoned fiends equal to the num- • A swarm of people race to the nearest creature that doesn’t
ber of players +1 appear at the outskirts and all exits of the look hostile for their own safety but ends up causing Difficult
Belladonna and begin their assault. Terrain in a 30-foot radius around the creature.
• Round 2: A number of the emerald cabal assassins group to- • The very district under the Belladonna trembles from meteor
gether equal to the number of PCs, either appearing backstage swarm impacts elsewhere in the city. All creatures within the
STR DEX CON INT WIS CHA Enemies: IMPOSTER SALVATA SALVATION REBELS, HIRED
21(+5) 14(+2) 19(+4) 6(-2) 17(+3) 14(+2) ARCANE MERCENARY, NAYA THE CHOSEN.
Potential Favor Gained: -0/+0 Fame, -0/+0 Calrath, -0/+0
Saving Throws Str +9, Dex +6, Wis +7, Cha +6 Rebels, -0/+3 Emerald Cabal
Skills Intimidation +6, Perception +7 Terrain: Great Siphon inner wall entrance, 30ft by 15ft. 3-tiered
Damage Resistances cold, fire, lightning; bludgeoning, scaffolding ladders (15ft high) to 3 platforms (5ft x 20ft). Refer
piercing, and slashing from nonmagical weapons to map on Appendix X.
Damage Immunities poison
Condition Immunities poisoned This encounter is for the party that wants information. Assassins
Senses truesight 120 ft., passive Perception 17 have eliminated other bands from the competition and are clearly
Languages Abyssal, Common on the run. It’s entirely possible that the players might assume the
Challenge 9 (5,000 XP) Salvatan guard can help save the audience and chase after the as-
TRAITS sassins. Sadly, this is not the case. The guardsmen are able to help
save the entire district from being destroyed, but there are con-
Conjured Creation. The fiend is bound to the mortal realm
sequences for abandoning those caught in the opening massacre.
by a tenuous thread of magic. At the end of each of its turns,
roll a d6. On a roll of 5 or higher, the fiend vanishes as it is
If the party chooses this encounter, they will have a chance to un-
pulled back to its home plane.
cover the first hints of the Herald, witness Vajra in action, and gain
Easily Distracted. The fiend cannot attack a target more more access to Ke’Sava throughout the rest of the adventure. If the
than once in a single turn. party does not choose the Grand Siphon Encounter, however, they
Magic Resistance. The fiend has advantage on saving will not gain this critical information. Because of this, the city of
throws against spells or magical effects. Salvata will blame the rebellion for the attack and begin locking
down the city under martial law.
ACTIONS
Multiattack. The fiend can make either two Devouring Bite The Grand Siphon runs vertically through the very center of
attacks or one Hellfire Blast. District One. It houses an anti-gravity controlled geyser of Oasis
water running through all Salvatan districts and contains the
Devouring Bite. Melee Weapon Attack +9 to hit, reach 10 ft., purest source of Ke’Sava. The central gardens are construct-
one unfortunate creature. Hit: 16 (2d10 + 5) piercing damage ed vertically along the interior wall of this warded construct.
plus 10 (3d6) acid damage. If the target is a flesh and blood Altered-gravity enchantments have been woven into the very
creature, it must succeed on a DC 17 Constitution saving fabric of the chamber and surrounding gardens which allow
throw or have its flesh torn off by the attack and consumed visitors to easily ascend or descend between the different dis-
by the fiend. When this occurs, the fiend gains advantage on tricts—and even view aspects of Salvata’s history.
attack rolls until the start of its next turn.
Hellfire Blast. Ranged Spell Attack: +7 to hit, range 60 ft., This encounter, however, takes place in the very bowels of Salvata’s
three different creatures. Hit: 12 (2d8 +3) necrotic damage infrastructure. Below the glitter and glamour of the central gardens,
and 7 (2d6) fire damage. closer to the base of District One, itself. Water is surging upwards
at a deadly pace, sprinkling those who walk on the sandstone and
metal maintenance staircases. In the very core of the Grand Siphon,
arcane wards hug a stream of pure Ke’Sava, guarding against any
who would dare steal Salvata’s precious resource.
GM Note • Any round in which Naya is not targeted, she will use dispel
magic on the arcane wards protecting the aqueducts related to
When the party either searches corpses or begins interrogating their District One only. After 5 rounds, she will have dispelled all pro-
potential captives, they should find this letter or information: “When tections temporarily.A swarm of people race to the nearest crea-
the chaos begins, meet at the central gardens to direct the worthless help ture that doesn’t look hostile for their own safety but ends up
we’ve hired. They’ll follow your commands, and you will gain your first taste causing Difficult Terrain in a 30-foot radius around the creature.
of becoming a noble. Just make sure you disrupt the Ke’Sava flow and direct
the unworthy. If successful, we will see you at the masquerade later. Burn this
• On the 6th round, if she has been left alone long enough, a
letter when you are finished reading.” Only the characters’ targets were
well-timed shatter will deal enough damage to explode the
foolish enough to carry their letter with them rather than burn it.
section of the aqueduct which leads to District One.
Naya is a believer in the Emerald Cabal’s propaganda. Specifically, “I never expected an attack like today…” Vlahnya stresses as she
that Salvata has been wasting Ke’Sava on the many rather than observes her wall and moves pins around. “You each performed
the deserving few. Her objective is to destroy the lower portion of so wonderfully, and everyone in the city is bound to thank you. I
the Grand Siphon, framing the rebellion and cutting off the minus- thank you. Unfortunately for us, this is just the beginning. We’ve
cule supply of Ke’Sava that District One receives. Naya is not yet got a tangled web to unweave in order to stop those who are
an Emerald Cabal elite. This mission is her way to gain entrance to stealing destiny for their own gain—and little time to do it in.”
the inner circle of The Emerald Cabal, and she will stop at nothing
to accomplish this goal. Naya is an eighty-year-old human female;
however, she has become newly addicted to the Elixir of the Gods, End Chapter 1.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 13(+1) 18(+4) 15(+2) 15(+2) 20(+5) 20(+5) 13(+1) 20(+5) 15(+2) 15(+2) 20(+5)
Saving Throws Dex +5, Con +8, Wis +6, Cha +9 Saving Throws Dex +6, Con +9, Wis +7, Cha +10
Skills Arcana +6, Intimidation +9, Persuasion +9, Religion Skills Arcana +7, Intimidation +10, Persuasion +10, Religion
+6, Perception +6 +7, Perception +7
Damage Immunities necrotic, radiant Damage Immunities necrotic, radiant
Senses truesight 60 ft., passive Perception 16 Senses truesight 60 ft., passive Perception 16
Languages Abyssal, Celestial, Common, Elven Languages Abyssal, Celestial, Common, Elven
Challenge 10 (5,900 XP) Challenge 13 (10,000 XP)
TRAITS TRAITS
Favored by the Gods. When Naya rolls initiative, she is sur- Favored by the Gods. When Naya rolls initiative, she is sur-
rounded by a nimbus of holy energy. This effect grants Naya rounded by a nimbus of holy energy. This effect grants Naya
75 temporary hit points, and while she has temporary hit 100 temporary hit points, and while she has temporary hit
points from this effect, she has advantage on attack rolls, points from this effect, she has advantage on attack rolls,
saving throws, and ability checks. saving throws, and ability checks.
Elixir of the Gods. Naya consumes Elixir of the Gods on a Spellcasting. Naya is a 13th-level spellcaster. Her chosen
regular basis, and as such, is immune to any attacks or ef- spellcasting ability is Charisma (+10 to hit with spell at-
fects that affect her age. tacks, spell save DC 17). Naya has the following spells pre-
pared, which she can cast without material components.
Spellcasting. Naya is a 9th-level spellcaster. Her chosen
spellcasting ability is Charisma (+9 to hit with spell attacks, At will: light, mending, sacred flame, thunderclap
spell save DC 17). Naya has the following spells prepared, 1st level (4 slots): charm person, comprehend languages, in-
which she can cast without material components. flict wounds, magic missile
2nd level (3 slots): detect thoughts, shatter, levitate, spiritual
At will: light, mending, sacred flame, thunderclap weapon (a scepter)
1st level (4 slots): charm person, comprehend languages, in- 3rd level (3 slots): crusader’s mantle, counterspell, fireball
flict wounds, magic missile 4th level (3 slots): banishment, polymorph
2nd level (3 slots): detect thoughts, shatter, levitate, spiritual 5th level (2 slots): commune, wall of force
weapon (a scepter) 6th level (1 slot): harm, sunbeam
3rd level (3 slots): crusader’s mantle, counterspell, fireball 7th level (1 slot): divine word, plane shift
4th level (3 slots): banishment, polymorph
5th level (2 slots): commune, wall of force ACTIONS
ACTIONS Multispell. Naya casts three spells, two of which must be
a cantrip. Naya can forgo cast a spell in this manner to in-
Multispell. Naya casts two spells, one of which must be a
stead use her Wand of Dispelling action.
cantrip. Naya can forgo cast a spell in this manner to instead
use her Wand of Dispelling action. Royal Scepter. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d6+3) bludgeoning damage plus 9
Royal Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(2d8) necrotic damage.
one target. Hit: 8 (1d6+3) bludgeoning damage plus 9 (2d8)
necrotic damage. Wand of Dispelling (7/day). Naya casts dispel magic as a
3rd level spell.
Wand of Dispelling (7/day). Naya casts dispel magic as a
3rd level spell.