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ADVENTURES FOR FIFTH EDITION JULY 2020 ISSUE 7

COVER: The shep-


herd monk Dai Zheng
takes a moment to
reflect near a water-
fall in Aegreya’s Jīn
Forest. Art by Vagelio
Kaliva.

July was insane. Dave Hamrick BEHIND THE SCREEN 4


In addition to releasing this book, we fulfilled a few thou- Dave Hamrick USING THIS BOOK 5
sand shipments, ran a successful Kickstarter, increased our
Patreon to our highest numbers yet, built some amazing Dave Hamrick OMERIA GAZETTEER 6
relationships with other major players in the space, and TITAN’S HEIR
started creating new and more awesome products.
And it wasn’t easy. Of course, COVID-19 is still the hot Dave Hamrick CHAPTER 3: GRIHOO 10
topic in the news. And the United States, where most of the Scott Craig ARTISTS SPOTLIGHT 47
staff lives, has had an interesting period of self-reflection hit
it. Plus, we’ve had growing pains, too.
Regardless, we’ve made it through in one piece. And you ADVENTURES IN OMERIA
made it with us. Thank you for being a patron, backer, sub-
scriber, and customer. There will always be a light so long Dave Hamrick PRIB’S PLOT 50
as you are at the end. Dave Hamrick CHORUS OF TOADS 56
-Dave Hamrick
Tom Cartos KALDRFJELL 64
Dave Hamrick DROWN 72
With the publication of this issue I am become Executive
Editor of BroadSword, in addition to my previous duties as
Art Director et al. What this means for you is that Dave has APPENDICES
more time to write more outstanding adventure content for
5E. As Dave mentions above, these past few months have APPENDIX A CYCLOPÆDIA OMERIA 78
been a busy time for us, and we’ve been working out the APPENDIX B NEW PLAYER OPTIONS 100
kinks of a young, expanding organization. Rest assured we
will continue to provide the excellent content you have come APPENDIX C OMERIAN GRIMOIRE 106
to expect from BroadSword Monthly! APPENDIX D THE BESTIARY 112
-Scott Craig
APPENDIX E PLAYER HANDOUTS 124

VOL. I, NO. 7 OPEN GAMING LICENSE 128


EXEC EDITOR Scott Craig CARTOGRAPHY Cze&Peku,
EDITOR Benjamin Gilyot Maps by Owen, Dyson Logos, Dave
HEAD WRITER Dave Hamrick Hamrick, Watabou.itch.io, Jog
PROOFREADING Benjamin Brogzin, Tom Cartos
Gilyot & select DMDave patrons ART Matias Lazaro, Rick Hershey,
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MARKETING Wayfinder lani, Joyce Maureira, Paper Forge,
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exercise only that makes us so, and we are indeed so no farther than
BroadSword Monthly is Copyright 2019 Hamrick Brands, LLC industry and application has carried us.
BroadSword Template Design by Scott Craig www.vaultofwonders.games - John Locke
BEHIND THE SCREEN
HOW TO WRITE 5E ADVENTURES PART 3 -
CREATING AN ENTICING CALL TO ACTION
BY DAVE HAMRICK
ART BY WILLIAM MCAUSLAND

This is the third part of my “How to lem. The characters and their players noble or a mysterious cloaked figure
Write 5e Adventures” series which must both have a vested interest in can offer a large sum of gold to handle
debuted in BroadSword Monthly the problem’s negative outcome. For the dragon in the hills. You can also
#5. In issue #6 I discussed the outline example, there could be an important introduce the adventure hook through
of an adventure. This time I want to noble who has gone missing. Howev- a scene that shows more than tells.
take a closer look at Calls to Action. er, the noble was thought to be a bit For example, the characters go to
A Call to Action is the part of the of a crude bureaucrat who’s made the meet the noble who has important
story that introduces the adventure lives of those who live in his city hell. information for them, dreading it as
hook. It’s the part of the story that The characters might not be interest- they walk to his estate. When they
ignites the desire in both the players ed in helping such a scad. But if the arrive, they discover a crime scene—
and characters to solve the problem noble also had important information and the noble is missing! Tracks lead
at hand. the characters need to continue their away from the estate into the sewers.
quest, now they have to put their feel- Or while they’re wandering down a
Introduce The Problem ings aside and rescue the noble. forest road, a gang of kobolds attacks
Above all, the Call to Action intro- If you aren’t sure what motivates the the characters. They kobolds wear the
duces a problem to the adventurers. characters, take a look at their char- markings of Red Scale the Dragon. It
Classic examples include: acter sheets. Backgrounds, ideals, won’t take long for the characters to
and bonds are key in the development track the kobolds back to Red Scale’s
• An NPC has been captured. of problems and stakes. That assumes lair.
• The villain stole an important that the player focuses on these nar-
rative features, of course. Even then, Optional: Introduce Addition-
item.
if you have a player who overlooks the al Stakes
• A specific item is rumored to be in
the area. background details of their character, As the scene plays out, make sure
• Someone important has gone miss- you can always appeal to the players’ that the players are invested in
ing in the area. desires. If the player is interested what’s happening. The best way
• A specific monster poses a threat in loot and XP for their character, to tell if they care is if they seem
to the character’s objectives. you might suggest that the deadly genuinely concerned—as players, not
• Recently, a strange phenomenon dragon that lives in the hills has an characters! Even negative emotions
has occurred in the area. impressive treasure hoard. Or if a and cursing—”damn it, I can’t believe
• The characters cannot continue player enjoys exploration, they might we have to save this asshole to learn
their adventures until they receive be intrigued by the hook if it means the location of the Crystal Goblet”—
help/information from someone they get to traipse through ancient lets you know that you’re headed the
important. dungeon ruins. right way (within reason, of course).
If they don’t seem to care, toss in
Set the Scene additional rewards. Maybe the local
Of course, there are multiple vari-
ations on these tropes, but overall, Once you know what the problem constable offers the characters 500
most adventure hooks conform to is and what it will take to get the gp to find the noble? Or perhaps one
these models. characters involved, introduce the of the characters’ romantic interests
hook through a scene. Since this is a promises his hand in marriage if they
Introduce the Stakes roleplaying game, it’s okay to use the can thwart Red Scale?
Problems aren’t always enough to get direct approach. A town crier could
announce the news of the missing Next: How to Create Story
the characters interested in a prob-
Objectives

4 Issue No. 7
USING THIS BOOK
GETTING THE MOST FROM BROADSWORD MONTHLY

BY DAVE HAMRICK
ART BY DYSON LOGOS AND WILLIAM MCAUSLAND

Must-have Tomes LG = Lawful Good CN = Chaotic Neutral


NG = Neutral Good LE = Lawful Neutral
To run this adventure, you will need
CG = Chaotic Good NE = Neutral evil
access to the Fifth Edition rules and
LN = Lawful Neutral CE = Chaotic evil Ω
associated rulebooks.
N = Neutral
Understanding the Format

Text that appears in a box like this


is meant to be read aloud or para-
phrased for the players when their
characters first arrive at a location
or under a specific circumstance, as
described in the text.

In addition to the monsters included


in the core rulebooks, you will also
need to use the content found in the
Appendices of this book.
When a creature’s name appears in
bold type, that’s a visual cue point-
ing you to its stat block in the core
rulebooks. If a stat block appears as
part of this book, the adventure’s text
tells you so.
Spells and equipment mentioned in
the adventure are described in the
core rulebooks. Magic items are also
described in the core rulebooks unless
the adventure’s text directs you to an
exclusive item that comes with this
book.

Abbreviations
The following abbreviations are used
throughout this adventure:
hp = hit points
AC = Armor Class
DC = Difficult Class
XP = experience points
pp = platinum piece(s)
gp = gold piece(s)
ep = electrum piece(s)
sp = silver piece(s)
cp = copper piece(s)
NPC = nonplayer character
PC = player character

BROADSWORD 5
OMERIA GAZETTEER
A CATALOGUE OF INTERESTING LOCALES
BY DAVE HAMRICK
ART BY WILLIAM MCAUSLAND
CARTOGRAPHY BY MAPS BY OWEN

The Continent of Omeria Dar Karnione


and Environs Also known as the Isle of Winds, Dar Believed to be the oldest human
is a trading nexus for all of eastern nation in Omeria, possibly predating
Omeria is a land of mystery and high
Omeria. Presson’s Enclave and The Summer
adventure. Herein you may find an
Land, Karnione’s once-great cities
overview of some of the most interest- Desolation of Ditimaya have been absorbed by The Wither.
ing locations. This colossal desert that reaches
coast to coast in Central Omeria was Majiambayo Hayamalizi
Aegreya
once a fertile savannah. The Tadju Also known as The Sea of Man,
A large island off the coast of The
Confederacy rules the northern end of these waters are heavily patrolled by
Summer Land, Aegreya is home to
the desert. Dinzer warships both on and over the
the Great Chromatics and their dra-
water.
conic descendants. Dorithell
The Exile Nation of Dorithell is ruled Majiambayo Hulumtu
Aspaeth
by the Dinzer lich Fazel Rastkar. Meaning “The Sea of Arms” in the
The first major colony settled by the
Dinzer tongue, this great ocean hugs
Pressonians, Aspaeth fell into ruin Elsath Odonburg’s eastern and southern
following the Transmuter Wars of the Often classified as a “large island”, coasts.
early 7th century. the continent of Elsath is a land of
untamed beauty and danger. Obsidian Plain
Black Swamps of Barkor
Dividing The Wither and Desolation
These vile, lifeless mires surround Fairknot Region of Ditimaya, the Obsidian Plain is
Shred, the home of the danaavrakt. The Kingdoms of Man—Desneorus, recognizable by its jagged mountains,
Contested Lands Knotside, and Murktown—call this angry volcanoes, and merciless inhab-
Once part of the fallen nation of region surrounding the Fairknot itants.
Karnione, the Contested Lands are River home.
locked in a four-way civil dispute Ocean of Warna
between the nation of Dorithell and Hag Peninsula The largest ocean to the east of Ome-
the city-states of Ingum, Nadorith, A haven for pirates, bandits, and as- ria is home to the Marid-ruled nation
and Naqqad. sassins, the Hag Peninsula’s greatest of Qhek.
defense is its position relative to the continued on page 8...
Obsidian Plain and the Wither.

6 Issue No. 7
OMERIA GAZETTEER

BROADSWORD 7
OMERIA GAZETTEER

Odonburg Summer Land Vong


The most magically advanced nation Along with the tribes of Odonburg, Vong, the Black Claw, was once a
in all of Omeria, Odonburg takes up The Summer Land is the only early powerful Pressonian colony a few
roughly one-third of Omeria. human nation that remains. It is miles off the Scorched Coast. Many of
ruled by the Pressonians of Presson’s the horrors borne from the Transmut-
Omerian Ocean Enclave. er Wars now hide in the blackened
The cruel, impassable ocean to Ome- ruins of its fallen cities.
ria’s west bears the continent’s name. The Wither
Those who’ve never traveled to The Weysevain Coast
Portsfil Waves Wither often mistake it as part of the Second only to Odonburg in popula-
The large body of water sandwiched Desolation of Ditimaya. Of course, tion, the Weysevain Coast is home
between the Ocean of Warna and The Wither is far more dangerous to the city-states of Arruquetta,
Majiambayo Hulumtu has long been than Ditimaya or even the Obsidian Cabal, and Castlegrasp. Along with
a battleground between the Marids of Plain. Tadju, these three realms are seen
Qhek and the elves of Ebirai. as the Four Great Powers of Central
Tears of Karnione Omeria.
Rasgax Highlands The body of water which the ruined
Dangerous to most humans, the Nation of Karnione once filled with Xenem Dynasty
unsettled lands north of the Fairknot its sailing vessels is now the site of Xenem is a vampire-controlled island
Region are home to the Rasgax tribes. regular naval battles between the known for its extensive slave trade.
Contested Land’s challengers.
Sea of Chimes Yucraria
The Dinzer tribes built their first Tyrant’s Riddle Sometimes referred to as “The Fierce
villages along this great sea. Tyrant’s Riddle is the large body of Lands”, Yucraria is the home of the
water north of Aegreya and Xenem wanderer halflings. Ω
Smoen Brana
Dynasty.
Once Karniothian slaves, the dogfolk
canids call this rocky island nation
home.

8 Issue No. 7
TITAN’S
HEIR

BROADSWORD 9
This adventure is designed for three
to seven 2nd- to 4th-level characters
and is optimized for five characters
with an average party level (APL) of
3. Characters outside this level range
cannot participate in this adven-
ture. The adventure takes place on
the island of The Skeleton Key, first
featured in the adventure The Flight
of the Predator and then in the
follow-up adventure The Skeleton
Key. Both adventures may be found in
BroadSword Monthly #5.
This adventure can easily be placed
on any remote island in a campaign
setting of your choice.

Adventure Background
The Skeleton Key, a mysterious
island hidden at the center of the

CHAPTER 3:
Ocean of Warna, has just been redis-
covered. The island is home to a tribe
of warrior women named the Serpent
Whisperers. They guard an ancient

GRIHOO
temple called the Temple of Grihoo.
While they have sworn to protect the
temple’s secrets, none of the Whisper-
ers actually know what lies within its
lower levels.
BY DAVE HAMRICK The characters, having crash-landed
on the island, find themselves at the
mercy of these warrior women. In

3rd-Level Adventure for order to learn more about the island’s


secrets and/or find a way to escape

Fifth Edition
Cartography by Jog Brogzin
the island, they will need to gain their
trust.

Art by Matias Lazaro, Maciej Zagorski, and William McAusland Adventure Overview
The adventure’s story is spread over
nine parts. The entire adventure
takes approximately 12 hours to
play and will likely require multiple
sessions. There are also three bonus
sections that can change and/or ex-
tend the structure of the story.
• The Serpent Whisperers. The
characters meet the Serpent Whis-
perers and discover the Temple of
Grihoo and its surrounding village.
• Part 1. Life Among the Serpent
Whisperers. Recognizing that
escape from the island is not an

10 Issue No. 7
TITAN’S HEIR

option, the characters must settle involved in this adventure. Most of find themselves washed up the beach.
down with the Serpent Whisperers the adventure assumes that the char- Right away, they are confronted by
and work to build their trust. acters have played through the first the Serpent Whisperers.
• Part 2. The Dying Light. The two installments of the Titan’s Heir
characters’ motives are called into adventure series, The Flight of the Beginning the Adventure:
question when the two pylons that Predator and The Skeleton Key. The Serpent Whisperers
protect the island cease to function. However, there are options available The characters happen upon (or are
Hopefully the party can convince for those who wish to use this adven- ushered to) the Temple of Grihoo and
the Serpent Whisperers of their ture as the jumping-off point. its surrounding village. For hun-
innocence Titan’s Heir Storyline. The adven- dreds of years, the village has existed
• Part 3. Arrival. A flying vehicle of turers were on board the Dinzer war- outside of the knowledge of even the
some sort lands north of the village. blimp The Predator when it crashed. most learned Omerian sages.
The characters must travel with The details of this event were covered Read or paraphrase the following:
the Serpent Whisperers to the land- in Titan’s Heir Part 1: The Flight
ing zone and confront the visitors. of the Predator. Following the The tree line breaks exposing a
• Part 4. Sabotage! Someone has crash, they worked with the other small village consisting of squat,
damaged the Peregrine flyer, the survivors to live on the island. expertly-built stone buildings. At
characters’ only way off the island. Faction Agent (The Tip of the the northern end of the village
The characters must follow clues Spear). The Tip has discovered the stands a huge stone temple measur-
leading to the saboteur’s identity. location of the island and believe it ing roughly 70 feet by 70 feet and
Part 5. Vuda and Her Cats. The might contain lost treasure. While standing 50 feet tall. The exteri-
characters follow the tracks to a traveling to the island, the characters’ or walls are carved to look like hun-
cave in the woods where they find ship was destroyed in a storm. The dreds of snakes crawling over top
the Serpent Whisperer Vuda. characters find themselves washed up of each other. Two female human
• Part 6. Aegreyan Assault. on the beaches of The Skeleton Key. warriors wearing elaborate head-
The characters discover the true Right away, they are confronted by dresses stand guard at the temple’s
identity of the attackers. Just as the Serpent Whisperers. entrance. Joining them are five
they are about to confront their Faction Agent (Secrets of the muscular, 12-foot tall apes wearing
newfound enemy, the island and Righteous). The Dinzers have re- bronze armor who climb over the
the village come under attack by discovered a lost island in the center sides of the building.
a force of warriors from the drake- of the Ocean of Warna. They believe At either side of the temple are
blood nation of Aegreya. The party that it may be where the infamous two 200-foot tall obelisks made of
must defend the village against the Dinzer mage, Odon, disappeared close steel. Roughly 10 feet from the top
Aegreyans. to 450 years ago. While traveling to of each of these pylons there is a
• Part 7. The Temple of Grihoo. the island, the characters’ ship was small window from which green
The characters must follow a dan- destroyed in a storm. The characters light glows.
gerous villain into the depths of the
forbidden Temple of Grihoo.
• Part 8. Grihoo the Traveler. The
characters confront the villain at
the bottom of the temple. There,
they learn the temple’s greatest
secret and the reason for The Skel-
eton Key.
• Addenda. Further information
concerning variant endings and
possible optional subplots may be
found in the Addenda following the
conclusion of the adventure.

Adventure Hooks
The following plot hooks provide some
possible ways for the characters to get

BROADSWORD 11
TITAN’S HEIR

Area Description Key to the Temple The Serpent Whisperers possess no


While the Serpent Whisperer’s village Viothye has an unusual talisman boats, and thanks to the pylons, there
is detailed further in Appendix A, hanging from her neck. It looks like is no way to send messages off the is-
the village has the following basic a four-inch rectangular bit of twist- land or travel via magic. Finally, the
features. ed-steel with irregular edges and Serpent Whisperers would rather die
Dimensions & Terrain. The village holes cut into it. A thin, glowing red than go against their strong beliefs.
itself consists of 14 buildings with line runs from each short edge to What Does Viothye Know? If the
flat rooves. The buildings are built of the other. characters have made their presence
sandstone bricks. The majority of the The talisman is not only a piece of on the island obvious, she is already
buildings flank a narrow canal lead- jewelry, but it is actually the key aware of their presence. She may
ing from the edge of the forest to the that unlocks the many of the tem- even know their names and abilities
temple’s steps. ple’s doors (see Part 7 for details). (GM’s discretion).
Light. At night, the village is lit Viothye and her warriors have a
with torches. In addition, the pylons Creature Information few issues that they are trying to
emit a dull green glow. There are a few important NPCs for deal with when the characters arrive.
Pylons. The two pylons seemingly you to familiarize yourself with this Some of those issues they will ask
have no way to enter them. Should a adventure. The NPCs and village are the characters to help with. Others,
character climb to the top and peer in detailed in Appendix A. However, she keeps quiet. Refer to Part 2 and
the window, they will find a glowing, if the characters openly enter the Appendix A for potential side quests
green rock similar to the one that village and the Serpent Whisperers and downtime activities that the
powers The Predator. The pylons are aware of their presence, they are characters can participate in during
magically protect the island. Divi- greeted by the village’s leader, Vio- their time with the Grihoo.
nation spells cannot find the island thye (see Appendix A). Viothye is also one of the few living
and teleportation magic does not What Does Viothye Want? Viothye Serpent Whisperers to know what lies
work on the island, nor will it allow is the village’s elder and has held the below the top level of the Temple. She
others outside the island to magically role for close to twenty years. Her top carries one of the keys to the temple
travel there. It also places an illusion priority is keeping the island and the around her neck (see the sidebar).
over the island, making it invisible temple a secret. She fundamentally
to those sailing past it. Those who’ve believes that if the island and the
Live With Us
found the island in the past did so Temple are discovered and fall into Viothye cannot let the characters
only by happenstance. the wrong hands, doom would befall escape. Even if the characters threat-
Serpent Whisperers. The village is Casar. en her and her fellow warriors, she
home to over 30 Serpent Whisperers When Viothye first meets the makes it clear that even if she did
of Grihoo. The warrior women keep characters, she wishes to know their want to help them to escape, there
goats, chickens, and other livestock in intentions. While sympathetic to their was no way for them to do so.
the area. There are also needleblast desire to leave the island, she can’t “Even the Old Gods could not escape
boas (see Appendix D) that freely allow them to do that. Viothye knows this island,” she admonishes.
roam the village, offering additional that warnings and threats will do lit- Once the characters understand that
protection where needed. tle to curb the strong personalities of there is no easy escape from The Skel-
The Temple. The Temple of Grihoo adventurers and instead gives them eton Key, Viothye makes an offer to
is guarded by two Serpent Whisperer the choice. She explains: build the characters (and any surviv-
Serpent Guards and four Heirs of ing NPCs from The Predator) a hut in
Kong (see Appendix D for details). “There are choices that you can which they can live. Furthermore, she
The Serpent Guards are fanatical and make to help us protect the island will provide food, clothing, weapons,
will not turn from their posts, even from those who would use its pow- and anything else they need to help
in the presence of magic. The Temple er for evil. And we could use those them in the beginning. Of course, she
is detailed further in Part 7 of this with your skills and talents to help expects them to start earning their
adventure. us defend it.” keep at some point.

12 Issue No. 7
TITAN’S HEIR

Part 1. Life Among the you and your players how you handle Intelligence Gathering. The Ser-
Serpent Whisperers these. pent Whisperers hide many secrets on
the island. The characters can spend
With no clear way to escape the Downtime and Life on the their downtime trying to uncover
island or send a message to people Island Activities some of those secrets.
away from the island, the characters
In addition to the activities found Time Investment. Uncovering the
will have to learn to adjust to their
in other books, the characters and secrets of the Serpent Whisperers re-
new life among the Serpent Whispers.
their fellow survivors can undertake quires at least one workweek of effort.
Life on the Island the new activities presented in this Resolution. The character declares
section, either as regular activities or the focus of the Intelligence Gather-
Although they are stranded on the ing using one of the following topics:
as “life on the island” tasks. Note that
island, the characters are still free to the Island, Serpent Whisperers, or
many of these activities replace the
explore the island and get into adven- the Temple. Intelligence gathering
ones found in the second part of this
tures (see Appendix A for details on requires three ability checks, reflect-
adventure series, The Skeleton Key.
adventures and areas of exploration ing the ongoing progress of uncover-
The length of time required to
on the island). In addition, they can ing the Serpent Whisperers’ secrets.
perform a task is typically one or
take downtime to keep themselves Any of the characters or their allies
more workweeks (a single workweek
busy. Plus, they will need to earn involved in the intelligence-gather-
is 5 days). All the normal rules for
the trust of the Serpent Whisperers, ing efforts can make a check. The
downtime must be followed by the
which will affect the outcome of the abilities and skills applicable for each
character or NPC survivor including
rest of the story. check are determined by the GM,
spending 8 hours each day engaged in
Each week that the characters re- reflecting the selected scheme and
that activity for the day to count to-
main among the Serpent Whisperers the ongoing narrative. For example,
ward the activity’s completion. Down-
they can perform downtime and “life sneaking into the temple to see what’s
time activities often involve strenuous
on the island” tasks to improve their inside might require a Charisma (Per-
physical or mental activity. Therefore,
way of life. Plus, many of the activi- suasion) check to distract the guards,
a character or NPC cannot both per-
ties will help them ingratiate them- a Dexterity (Stealth) check to sneak
form downtime and adventure on the
selves with the women warriors. into the temple itself, and a Wisdom
same day without suffering the effects
These downtime activities follow the (Perception) check to understand
of exhaustion.
same downtime rules identified in the what is inside.
Some of the downtime activities
PHB and DMG. Just as in The Skele- Because of the risks inherent in
described in this Part affect the
ton Key, the character can undertake such activities, the DC for the check
party’s relationship with the Serpent
these activities on their own or they is determined randomly. The GM
Whisperers of Grihoo. See the “Earn-
can task the other survivors of The rolls 2d10+5 for the DC, generating
ing Trust” section below for details on
Predator to help them. That way, the a separate result for each check. The
how earning the Serpent Whisperers’
characters can focus on exploration total number of successes determines
trust provides benefits (or even draw-
and adventuring while their allies the outcome of the activity, as noted
backs) for the characters.
improve their stance with Viothye in the Intelligence Gathering table.
Help Viothye. There are a few
and the others. Intelligence Gathering.
tasks that Viothye needs help with
Making a Downtime Check but lacks the hands to perform. As Result Outcome
the characters work to build trust 0 successes You learn nothing.
When a “Life on the Island” task with Viothye and the other Serpent
requires an ability check, one of the 1 success You learn one secret.
Whisperers, they can request tasks
characters or one of their survivor from Viothye. Typically, Viothye 2 successes You learn two secrets.
allies can use their own ability check expects a task to be completed in one 3 successes You learn three
modifier to determine success. Three week or less. Each time the charac- secrets.
is the maximum number of NPCs ters succeed in performing a task for
that the players can use to perform Each secret available for the char-
Viothye, they gain a cumulative +5 to
these checks. You can address these acters to learn are on the Secrets
their Earning Trust rolls at the end of
scenes as a “montage” with quick Learned sidebar. As the GM, you are
the month.
descriptions of what transpired, or the final arbiter concerning exactly
The various tasks that the char-
you can go a step further and create what a character learns based on
acters can perform are outlined in
full scenes around the tasks. It’s up to the skills they used to uncover the
Appendix A.
information.

BROADSWORD 13
TITAN’S HEIR

Complications. Achieving 0
Secrets Learned
successes automatically generates a
complication, but the GM may decide The following secrets can be learned following secrets:
by the characters through success- • The original Serpent Whisperers
that a complication arises no matter
ful Intelligence Gathering checks. came from an island across the
what—especially if such a complica-
The Island. If the focus of the char- ocean hundreds of years ago.
tion improves the story. The GM can acter’s Intelligence Gathering check They were the slaves of a dan-
choose a complication or roll on the is the island itself, they can learn gerous race of fiends known as
Intelligence Gathering Complications the following secrets: danaavrakti.
table. • Shortly before the characters • The Serpent Whisperers propa-
Intelligence Gathering Compli- arrived, a pair of males from the gate their kind by breeding with
cations. Temple escaped into the forest. men. All of the men come from
The males are important to the within the temple. Many of the
d6 Complication
survival of the Serpent Whisper- Serpent Whisperers believe that
One of the characters is ers and Viothye is determined the Temple—who some revere as
caught by the Serpent Whis- that they be captured and re- a god—is a gift to them.
perers and severely punished. turned. • Some of the Serpent Whisperers
1
See Appendix A for a list of • A thousand years ago, the island are born with a curse called fire-
Serpent Whisperer punish- was home to a race of birdfolk mind. Those who have firemind
ments. named the Disciples of Ze. It is are prone to angry outbursts.
unknown what happened to the Vuda, Ykyope’s sister, is believed
The characters are caught birdfolk but their temple can still to have firemind.
by a corrupt member of the be found in the mountains. The Temple. If the focus of the
Serpent Whisperers. She • Powerful magic hides the island character’s Intelligence Gathering
2
threatens to turn the charac- from the outside world. The magic check is the Temple, they can learn
ters in unless they meet her is powered by the two 200-foot the following secrets:
demands. pylons that flank the village. • The Serpent Whisperers believe
The characters left a clue • Great serpents emerge from holes that there is a great treasure deep
in the ground all over the island. within the temple.
that could reveal their in-
The serpents have no tails; some • Every few years, a man randomly
tentions. One or more of the
3 of the women believe that they emerges from the temple, disori-
characters must try to cover are all part of one colossal being. ented. Although it’s a new man
up the clue before they are • There is a vicious race of beings each time, the men always look
caught. that haunt the forest to the west. exactly the same. The Serpent
The characters learn a secret; The Serpent Whisperers call them Whisperers enslave these men.
4 unfortunately, the informa- “Monster Men.” • Anyone who enters the door at
tion is false. The Serpent Whisperers. If the the rear of the temple vanishes.
focus of the character’s Intelligence Only Viothye has a key to the
The characters learn that an Gathering check is the Serpent door, which she wears around her
answer to a secret they seek Whisperers, they can learn the neck.
is in a dangerous location.
5
See Appendix A for details
of the relationship with the char- acters and NPCs to the tasks greatly
on possible locations for the
acters, unless the characters make improves their chances for a favorable
secret.
efforts to ingratiate themselves with outcome. This allocation represents
The characters aren’t the the Serpent Whisperers, the benefits assisting the Serpent Whisperers
only ones who learn the provided by the Serpent Whisperers with tasks, building rapport, and
6 secret. An ally, rival, or even will start to fade. other tasks to shed a positive light on
a Serpent Whisperer learned Time Investment. Unless the GM the group.
the secret as well. decides otherwise, this task must be During any given month, the players
Earning Trust. Although Viothye run at the end of each month that the decide how many days their char-
has offered the characters and their characters spend on the island among acters and the other survivors can
fellow survivors a place to stay on the Serpent Whisperers. Unlike other dedicate to this activity. As normal,
the island, the Serpent Whisperers activities, results are determined for characters and NPCs cannot perform
do not immediately trust the char- Earning Trust even if specific charac- other activities while focused on
acters. And although The Serpent ters and survivors are not allocated to Earning Trust, and days spent adven-
Whisperers are helpful at the start the activity. However, allocating char- turing or engaged in other activities

14 Issue No. 7
TITAN’S HEIR

cannot be used for this activity. • Ally Favor. One of the Serpent ing with the Serpent Whisperers
Resolution. Percentile dice are Whisperers owes the characters a are made with advantage.
rolled by a player nominated for this favor which they can use before the • Secret. One of the Serpent Whisper-
task by the group. The number of end of the next month. The GM de- ers shares a secret with the charac-
total days spent by all characters and cides the nature of this favor. If this ters choosing from Secrets Learned
staff members on this activity are is chosen as a permanent benefit, on page 14. If this is a permanent
added to the roll. That total is then the ally only offers one favor per benefit, the Serpent Whisperer only
compared to the Earning Trust table month. shares one secret per month.
to determine what happens for the • Assistance. One of the Serpent • Supplies. The Serpent Whisperers
month. Whisperers helps the characters give the characters and their NPC
Benefits. Earning the Serpent with one of their tasks. The char- allies enough food and water to
Whisperers’ trust grants the charac- acters make one of the Life on the survive until the end of the next
ters certain benefits which can help Island rolls with advantage. The month.
them survive throughout the week. advantage must be used before Escape. Although Viothye warned
Benefits can either be permanent or the end of the next month. If the the characters that it was impossible
temporary. Temporary benefits last characters choose this as a perma- to escape the island, they may still try
until the end of the month following nent benefit, they only receive the to discover a way to do so.
the roll on the Earning Trust table. benefit once per month. Time Investment. Gathering the
It’s possible for characters to lose any • Building Trust. The characters add appropriate information and resourc-
benefits that they receive through +10 to their next Earning Trust es requires at least two workweeks of
misdeeds or complications (GM’s role. The characters can take this effort.
discretion). benefit multiple times and its ef- The characters and their fellow
The characters can earn the follow- fects are cumulative. survivors must also have access to
ing benefits: • Charmed. With this benefit, all resources like building materials in
Charisma checks made when deal- order to accomplish the task.
Earning Trust. Resolution. Characters or survivors
d100 + Days Result in charge of the escape attempt must
make two ability checks with a DC
The Serpent Whisperers lose all faith in the characters. The
of 14. First, a character or survivor
characters can no longer stay in the village and must live
must succeed at either an Intelligence
out in the forests until they can earn their trust. Unless the
check using proficiency in water vehi-
characters do something that proves their value to the Serpent
10 or less cles to select the right vision or identi-
Whisperers, the Serpent Whisperers act hostile towards them
fy the best way to escape the island.
in all future encounters. The characters can surrender a pre-
This check gains a +1 bonus for every
viously earned benefit or inspiration to ignore this result. See
character or NPC that has the sailor
Appendix A for details.
background (use your discretion for
The Serpent Whisperers do not trust the characters, but allow the NPCs).
11-25 them to remain in the village regardless. The characters gain A character or survivor must then
no benefits. make a Charisma (Deception or
The Serpent Whisperers do not fully trust the characters, but Persuasion) check to ensure that the
26-50 offer to help them a little. The characters gain one temporary Serpent Whisperers (at least those
benefit. who aren’t their allies) don’t notice
The Serpent Whisperers start to trust the characters some- their efforts. This check gains a +1
51-75 bonus if the character or NPC has the
what. The characters gain two temporary benefits.
charlatan or criminal background.
The characters gain the trust of the Serpent Whisperers for
All checks gain a +1 bonus for every
76-98 the month. They gain one permanent benefit and two tempo-
two workweeks beyond the initial
rary benefits.
time that is spent undertaking this
The characters earn the full trust of the Serpent Whisperers.
activity. A maximum bonus of +10
They permanently gain all of the benefits of the Serpent Whis-
can be applied to each check.
99+ perers. Unless the characters do something that breaks the
The total number of successes deter-
Serpent Whisperers’ trust, they no longer have to roll to Earn
mines the outcome of the activity, as
Trust.
noted on the Escape table.

BROADSWORD 15
TITAN’S HEIR

Escape Table.
Result Outcome
The characters make
0 successes
no progress.
The characters make
progress on their Explore the Island. The characters Complications. A result of 1-10 on
escape plan. The next can search the island in real time the Explore the Island table is its own
time the characters as described in The Skeleton Key complication, but the GM can add
1 success
take the Escape task, and the Island Exploration section in unexpected side effects to a success-
they make their Appendix A. ful result choosing from or rolling on
checks with advan- Time Investment. Exploring a por- the Explore the Island Complications
tage. tion of The Skeleton Key requires at table.
The characters create least one workweek of effort. Spend- Explore the Island Complica-
a solid plan for escape. ing more time increases the chance tions.
Now, they must put that the expedition finds something d6 Complication
2 successes it into action. See of use.
The same time that
Appendix A for details Resolution. A character or survivor
the characters discover
on potential Escape directing the expedition makes a Wis-
something on the island,
Plans. dom (Survival) check to determine the 1
the Serpent Whisperers or
Complications. A result of 0 outcome. This check gains a +1 bonus
another rival also discover
successes typically indicates that the for each workweek beyond the first
it.
failed escape results in a complica- that is spent exploring. A maximum
bonus of +10 can be applied to this One of the characters’
tion. At the GM’s discretion, even
check. The total of the check deter- NPC allies goes missing
a successful outcome might have
mines the outcome, as shown on the during the exploration
unexpected side effects. The GM can 2
Explore the Island table. activity. Their fate is a
choose a complication or roll on the
Explore the Island. mystery that the charac-
Escape Complications table.
ters must resolve.
Escape Complications. Check Total Discovery
The location that the
d4 Complication 1-5 Major threat
characters discover is
One of the characters is caught 6-10 Minor threat 3
cursed. The party becomes
by the Serpent Whisperers and 11-25 No discovery of note lost for one day.
1 severly punished. See Ap- 26+ Secret location The next time the charac-
pendix A for a list of Serpent ters return to the location
Whisperer punishments. Major Threat. A result on the table
it is missing; either they
indicating a major threat represents
The characters are caught by a 4 cannot find it again or
a discovery, event, or other entity
corrupt member of the Serpent it has simply vanished
that might endanger the characters
2 Whisperers. She threatens to through mysterious cir-
and potentially the entire island. See
turn the characters in unless cumstances.
Appendix A for examples.
they meet her demands. The characters’ discovery
Minor Threat. A minor threat to
The characters left a clue that the charactres involves uncovering a has drawn the attention
could reveal their intentions. danger that can disrupt the charac- of a dangerous creature on
3 One or more of the characters ters’ ability to earn the trust of the the island. Choose or roll
must try to cover up the clue 5
Serpent Whisperers along with their randomly on the major
before they are caught. livelihoods. See Island Exploration in or minor threats tables
The characters experience a Appendix A for examples. in Appendix A, Island
major setback. The next time Secret location. The island is full Exploration.
4 they perform the Escape task, of strange and important locations for Following the discovery,
the time investment is four the characters to uncover. Examples the characters start to
weeks instead of two. 6
of locations are included in the Island experience all sorts of bad
Exploration section of Appendix A. omens.

16 Issue No. 7
TITAN’S HEIR

Part 2. The Dying Light Whoever accused the characters of the group’s current level of trust (see
killing the light is up to you. It can be Earning Trust in Part 1). Don’t forget
As the characters adjust to their new
someone random or an NPC detailed to add in any benefits from successful
life on the island, something happens
in Appendix A’s “Grihoo Village.” Earning Trust checks.
that causes a stir among the Serpent
Determine how many of the group’s
Whisperers. Depending on the trust Proving Innocence checks succeeds—the characters’ and
the characters have built among
Right away, the Serpent Whisperers the NPC’s—then consult the Proving
the Serpent Whisperers, they may
take the dying light as a dreadful Innocence table.
need to defend themselves and their
omen. After all, things were fine • A total success occurs if all checks
actions from the warrior women or
before the characters and the other are successful
suffer severe consequences.
survivors of The Predator showed • A success occurs if half or more
Screams in the Night up—now the light from the pylons are checks are successful
out. • A failure occurs if less than half the
So long as the characters are still checks are successful
The characters must argue their
among the Serpent Whisperers, after • A total failure occurs if all checks
case before the warrior women. Have
2d6 weeks of living with the warrior fail.
the players make their arguments.
women, they are woken to the sound Proving Innocence Table.
Then, have them make a group DC
of screaming in the middle of the
15 Charisma (Persuasion) check. Result Outcome
night.
Additionally, all survivor NPCs make The characters are exiled
Should the characters investigate,
a single check, a d20 roll plus the Total from the village. See Gri-
they discover that the commotion
highest Charisma modifier among Failure hoo Village in Appendix A
comes from all of the Serpent Whis-
the characters. Each character gains for details on Exile.
perers standing outside staring up at
a bonus to his or her check based on
the pylons. One of the characters
must suffer punishment
On any other night, the pylons at the hands of the Ser-
give off a dull green glow. But to- pent Whisperers. Once
night, there’s nothing. Just dark- Failure
they do, they are free of
ness. further consequences. See
From behind you, someone shouts Appendix A for Serpent
in broken Common: “You! You did Whisperer Punishments.
this! You kill the light! Now you
The characters prove
make big trouble for us!”
their innocence but suffer
Success
a -10 penalty to their next
Earning Trust check.
The characters prove
Total
their innocence and suffer
Success
no consquences.

BROADSWORD 17
TITAN’S HEIR

Part 3. Arrival The Peregrine on the season, there may be plenty


of wildflowers, too. The tree-line in
The island is visited by a group from A large, steel vehicle shaped like a
which the characters and the Serpent
the mainland led by a wealthy Pres- bird has landed in a clearing roughly
Whisperers hide is approximately 150
sonian noble named Theo Barbakis. four miles north of the village. When
feet from Three Hands Down. The
As long as the characters are free the characters, Ykyope, and the other
cliff’s name is the Cliff of Eyes.
and still living among the Serpent Serpent Whisperers arrive, already,
Light. The Serpent Whisperers are
Whisperers, they are asked to greet the ship’s crew and passengers are
humans, therefore, they prefer to
the Pressonians and learn as much as unloading equipment.
approach during the day.
they can about the visitors. The flying vehicle is a Dinzer
Supply Crates. The passengers of
peregrine-class flyer (see Appendix
Trouble Three Hands Down have started to
C) named Three Hands Down. It is
unload large crates into the clearing
A few weeks (2d6) after the pylons owned by a Pressonian noble named
in order to set up camp. If combat
stop glowing, the Serpent Whisperers Theofilos Barbakis who is among
breaks out, the passengers can use
spot a flying vehicle of some sort a few the passengers. Joining Barbakis
the crates as cover.
miles north of the village. So long as are a dragonborn Pressonian warrior
Windy. The wind coming off the
the characters have not been impris- named Qiu Xiang, a pair of devilkin
water of the Ocean of Warna blasts
oned by the Serpent Whisperers fol- sorcerer siblings named Rain in the
the clearing. Although it’s not strong
lowing the events of Part 2 and they Moonlight and Vision of the Wa-
enough to affect ranged combat or
have earned at least some modicum ter, and a wanderer halfling named
flyers, it does make hearing difficult.
of trust (they do not suffer a penal- Yarry.
All creatures in the clearing have a -5
ty to their Charisma checks when to Wisdom (Perception) checks that
Area Description
dealing with the Serpent Whisperers), rely on hearing.
The clearing has the following fea-
Viothye tasks the characters to join
tures.
a squad of six amazon warriors Battle!
Dimensions & Terrain. The
lead by Ykyope (LN female human
clearing sits on a cliff overlooking The Serpent Whisperers are easily
amazon warrior with 55 hit points)
the island’s coastline 100-feet below. rattled and the presence of Barbakis
who wields a brutal macuahuitl. See
The grass here is tall, and depending and his crew are enough to put them
Appendix C for details.
on edge. A passive Wisdom (Insight)
check of 15 or better reveals that
Ykyope would rather attack first and
ask questions later. Unless one of the
characters uses their action to try and
calm Ykyope and the other Serpent
Whisperers down with a contested
Charisma (Persuasion) check con-
tested by Ykyope’s Wisdom (Insight)
check, Ykyope shouts a war cry and
charges.
Barbakis stays out of the fight; he
runs onto the ship and hides. Mean-
while, the other four take cover
and prepare to defend themselves
against the Serpent Whisperers. It
should be obvious to the characters
that Barbakis’ crew are much better
armed and equipped than the Serpent
Whisperers.
The statistics for Barbakis and his
crew are included in Appendix A.

18 Issue No. 7
TITAN’S HEIR

The Peregrine Crew vs The Ser- Peregrine Crew vs The Serpent Whisperers.
pent Whisperers: Simplified Peregrine Serpent
You can run this battle the typical Outcome Crew Whisperers
way, or you can abstract the actions
The NPC attacks and misses its intended
of the NPCs to make combat run 1-8 1-12
target.
smoother with more focus on the
characters’ actions. If you do, instead The NPC wounds its intended target. Roll a
of determining the actions for each of d20 and refer to the Random NPC table below 9-18 13-20
the NPCs involved, refer to the Pere- to determine who was wounded.
grine Crew vs The Serpent Whisper- The NPC incapacitates its intended target.
ers table to determine their actions. Roll a d20 and refer to the Random NPC table 20 —
Each of the crew of the Peregrine below to determine who was incapacitated.
have their own initiative count and Random NPC (d20).
actions, as does Ykyope. The other
Peregrine Serpent
Serpent Whisperers, on the other
NPC Crew Whisperers
hand, act as one.
On an NPC’s initiative count (losing Qiu Xiang — 1-5
initiative ties), instead of choosing Rain in the Moonlight — 6-10
actions and rolling dice for the NPC, Vision on the Water — 11-15
roll a d20 to determine what happens
Yarry — 16-20
during that NPC’s turn. If an NPC is
Ykopye 1-2 —
incapacitated, skip their turn. If an
NPC suffers a wound, it makes its 1 amazon warrior 3-18 —
d20 roll with disadvantage. And if an 2 amazon warriors 19-20 —
NPC is in direct conflict with a char-
effects all over the world. Barbakis, a egrine but pay them 500 gp each for
acter, decide and roll their actions as
historian and museum curator, had their efforts.
normal.
been looking for a Pressonian relic The four members of Barbakis’ crew
Trembling with fear, Barbakis stays
for years but was unable to find it. are only interested in the payment
out of the fight and hides on the ship
The relic was a 400-year old sword they will receive from Barbakis once
until the combat is over.
owned by a Pressonian knight named they help Barbakis find what he is
Resolution Gozwik. (The sword included in The looking for.
At some point, the characters should Skeleton Key.) What Do They Know? Barbakis
intervene. If the characters don’t in- While Gozwik was beloved, the true comes off as aloof, cowardly, and
tervene, one of Barbakis’ crew (likely reason that Barbakis was searching physically weak—he’s incredibly
Qiu Xiang) tries to stop the fight, for Gozwik’s sword was not to find the out of shape. However, his thirst for
especially after one or more of the knight, but the person who the knight knowledge and the glory that would
Serpent Whisperers are injured. was supposed to be traveling with: come with finding the final resting
Once things have calmed down a the Dinzer Odon, founder of Odon- place of the Dinzer Odon is enough to
little, Barbakis reemerges and tries to burg. Gozwik and Odon vanished make him ignore his troubles.
introduce himself. four centuries ago somewhere in the Barbakis’ crew knows very little
Ocean of Warna and no one has been about Barbakis. All four were part of
Creature Information able to find their final resting place. an adventuring party from The Sum-
Barbakis and his crew understand Barbakis believes that the pair found mer Land who were hired by Bar-
why the Serpent Whisperers attack the island and disappeared. But the bakis to travel to the island. Overall,
and don’t blame them. They quickly island’s magic kept them from being they trust Barbakis enough to journey
explain what they are doing on the discovered. Until now. with him to The Skeleton Key but
island. Barbakis promises the characters know nothing beyond what Barbakis
What Do They Want? Barbakis that if they can help him find the shares with the characters.
explains that a few months ago (right location of Gozwik’s sword as well as Even if they are invited back to the
around the time the pylons stopped the final resting place of the Dinzer Serpent Whisperers’ village, Barbakis
glowing) a major event happened on Odon, he will not only give them a and his crew prefer to set up camp
the mainland that caused strange ride back to the mainland in the Per- and remain near Three Hands Down.

BROADSWORD 19
TITAN’S HEIR

Part 4. Sabotage Claws marks! They’re everywhere,


it appears that the stone has been
stolen, too.
Someone has ransacked Barbakis’ too, almost as if some sort of wild
Barbakis implores that the char-
ship and disabled its engine! Dis- cat attacked the engine room. Not
acters discover who did it. If the
traught, Barbakis asks the characters only are the walls and components
characters are reluctant, he offers to
to discover who destroyed their ship scratched, but various cables run-
double the reward, reminding them
while they work to repair it. He offers ning towards a pedestal at the cen-
that without the Odonburgite core,
a healthy gold reward if the charac- ter of the room have been torn
they will all be stuck there.
ters can discover who did it. A set of away. The ends of the cable ooze a
Yarry offers to accompany the
tracks leads from the ship to a cave strange, light green liquid onto the
characters.
near the mountains. floor.
“The entire engine has been sabo- Tracks
“I Can’t Stand It!” taged! Not only that, but
they’ve stolen the emerald odon- Right away, the character with the
After a few weeks (1d4) working
burgite core that powers the ship. highest passive (Wisdom) Perception
alongside Barbakis and his crew, Bar-
Even if we could repair this mess, check notices that there are tracks
bakis sends word to the characters
without the core, we can’t possibly leading away from the ship. The
that he needs their help.
get anywhere!” tracks appear to be one set of human-
If the characters agree and trav-
Barbakis paces back and forth bit- oid prints joined by two sets of large
el back to the clearing, they find
ing his nails. He looks on the edge cat (tiger) prints.
Barbakis distraught. He leads them
of tears. The characters can follow the tracks
inside the flyer and into the engine
“This is sabotage. I can’t stand with a successful DC 15 Wisdom (Sur-
room. The only one of Barbakis’ crew
it—I must know who planned it!” vival) check. If the characters are un-
with him is the halfling, Yarry. The
able to successfully follow the tracks,
other three are scouring the island for
If asked if he has any other methods Yarry can act as tracker instead.
clues leading to Gozwin and Odon’s
of getting off the island, Barbakis The tracks take the characters near-
final resting place.
remembers that there is a sending ly 20 miles into the wilderness to the
Read:
stone in the cockpit. Unfortunately, mouth of a cave.

20 Issue No. 7
TITAN’S HEIR

Part 5. Vuda and Her Cats Confused, she draws her weapon throw. A character takes 14 (4d6) fire
and attacks. damage from the blast on a failed
The characters discover Vuda inside
What Does Vuda Know? If the saving throw or half as much damage
the cave with the emerald odonburg-
characters manage to stop Vuda on a successful one.
ite core. The moment that she notices
without killing her, Vuda shares with To make matters worse, the front of
the characters, she attacks. The
them that the last thing she remem- the cave collapses, trapping the char-
characters must convince her they are
bers was being attacked by some sort acters, Vuda, and Yarry within.
innocent or defeat her in combat.
of creature in the dark that scratched The characters will have to use mag-
The Cave her on her back. Her tigers tried to ical means to escape the cave or they
fight it, but their claws did nothing will have to spend 8 hours digging
When the characters find the cave, against whatever it was. Before she their way out. The time spent moving
read or paraphrase the following: could escape, the thing grabbed her, the boulders is exhausting; treat the
handed her the satchel, and told her effort as if the characters had spent
Before you lies the mouth of a cav-
to “hide this far from here.” No matter the day traveling. If the characters
ern. The tracks you were following
how hard she tried to fight it, she was don’t take a long rest after escaping
vanish into the darkness beyond.
compelled to follow the instructions. the cave, at the end of each hour that
If Yarry is still traveling with the She traveled for eight hours straight they spend traveling or performing
characters he steps forward with his until she discovered the cave. Ex- strenuous activities (including com-
bow drawn. “It’s likely a trap,” he hausted from the march she collapsed bat) they must make a Constitution
warns. right where the characters found her. saving throw. The DC is 10 + 1 for
Eventually, the sound of a tiger She also remembers that no matter each hour past the time it took for
roaring comes from within, signs that how hard she tried to sleep, she was them to escape. On a failed saving
someone might be in there. plagued by nightmares. throw, a character suffers one level of
exhaustion.
Area Description “It was some sort of creature. Like If the characters discovered another
The cave has the following features: a tiger—but different. Red mist es- creative method of escaping the cav-
Dimensions & Terrain. The mouth caped from its mouth, and its fur ern, you can ignore this rule.
of the cave itself is 10-feet wide and moved around it like snakes. No
7-feet high. The ground leading into matter where I ran in my dream, I Clues to the Attackers
the cave starts to descend at a 50-de- could not escape the beast.””
Outside of the cave, the characters
gree angle starting at the mouth. find a two pairs of footprints in ad-
What Happened to Vuda? A
Forest creepers spill into the cave, dition to their own. In addition, they
character who succeeds on a DC 12
creating easy handholds for the char- discover a strong-smelling yellow
Intelligence (Arcana) check immedi-
acters and Yarry to descend. Inside, powder sprinkled on the ground along
ately recognizes that Vuda was placed
the cavern is no larger than 20 feet by with animal pellets. A character who
under the effects of an enchantment
20 feet. Vuda lies on the ground next succeeds on a DC 13 Intelligence
spell, likely suggestion. Furthermore,
to a glowing-green bag. (Arcana) check recognizes that the
a character who succeeds on
Emerald Odonburgite. The emer- powder is sulfur and the pellets are
a DC 17 Intelligence (History or
ald odonburgite (see Appendix C) core bat guano; it’s the components for a
Religion) check may realize that the
of Three Hands Down is stowed in fireball spell.
creature she described was a da-
Vuda’s leather satchel. Any character who succeeds on a DC
naavrakt (rakshasa), a fiend whose
Tigers. Vuda’s two tigers flank her 15 Intelligence (Survival) check can
very touch can bestow a curse that
on either side, guarding her. They draw the conclusion that the foot-
robs its victim of sleep. A remove
snarl at the characters as they enter. prints belong to Rain in the Moon-
curse spell or similar magic cures
Vuda of her ailment. light and Vision of the Water. If Yarry
Creature Description
is with the group, the characters may
When the characters arrive the tigers
stand and growl. Eventually, the
Explosion and Cave-in immediately start throwing blame his
way. However, Yarry is innocent; like
noise is enough to wake Vuda. Vuda Just as the characters are about to
the characters, he hasn’t known the
(CN amazon warrior) (see Appen- leave, an explosion occurs at the
devilkin brother and sister for very
dix D) seems incredibly disoriented mouth of the cave. Each character
long. They were all hired separately.
and exhausted (she has one level of within 10 feet of the cave mouth
exhaustion due to lack of sleep). must make a DC 13 Dexterity saving

BROADSWORD 21
TITAN’S HEIR

Part 6. Aegreyan Assault first to notice something a mile off when the dragon and griffon riders
the coast. There appears to be a large reach the village as they will hear the
After the characters escape the cave-
bird flying toward the island. After sounds of the Serpent Whisperers’
in, they discover that an Aegreyan
watching for a moment, it quickly be- war drums and battle cries in the
battalion is attacking the island. The
comes apparent that it’s not a bird— distance.
characters must team with the Ser-
it’s a dragon. A young red dragon to
pent Whisperers to repel their forces. The Assault
be precise.
Meanwhile, Barbakis steals Viothye’s
Once the characters can make out By the time the characters arrive,
key and enters the Temple.
the size and shape of the dragon, the Aegreyans will have already laid
Back to the Clearing they recognize that the dragon isn’t waste to most of the village.
alone. Joining the dragon are 15
If the characters return to the clear- griffon-mounted Aegreyan elites Area Description
ing, they discover that the flyer has (half-red dragon veterans). They Following the Aegreyan’s assault, the
been abandoned. Barbakis, the dev- carry the winged-serpent banners of village has the following features:
ilkin, and Qiu Xiang are gone. Fresh Aegreya, the Isle of Dragons. Bodies. Bodies from both sides litter
tracks reveal that they headed back As long as the characters don’t draw the battlefield. Sadly, the majority of
towards the village. too much attention to themselves, the the bodies are dead Serpent Whisper-
Anything of value in the flyer has dragon and griffon-riders pass over- ers, killed by the Aegreyans and their
been stripped. Furthermore, it ap- head without attacking them. Their dragon.
pears that there have been no efforts target is the village and the Temple Burning Huts. All of the Serpent
made to repair the engine. It’s almost of Grihoo. Whisperers’ homes lie in ruin, burned
as if they planned to abandon it in the The village is four miles from the to a crisp by the red dragon’s breath.
first place. clearing. At a fast pace, the charac- Notably, the bodies of the Serpent
ters can reach the village in an hour. Guard and the Heirs of Kong lie at
“Look!” the base of the temple’s steps, dead.
Unfortunately, it will take the dragon
The character with the highest pas- and griffon riders only 20 minutes to The Temple. After the characters
sive Wisdom (Perception) check is the get there. The characters will know assess the scene, read the following:

At the top of the temple’s steps


just in front of the entrance, you see
Barbakis—he holds Viothye by her
neck. Desperately,
she attacks him with her staff; the
weapon doesn’t seem to affect him.
Barbakis tears the amulet from
her neck then tosses her aside. Vio-
thye rolls to the bottom of the steps,
landing in the mud below—she’s
not moving.
Barbakis stares back at you. For a
brief moment, his eyes appear yel-
low—almost like a cat’s eyes. He
sneers as he spins on his heel and
enters the temple.

Before the characters can react, the


devilkin siblings Rain in the Moon-
light and Vision of the Water step
in the characters’ path, blocking the
way to the temple. Having already
failed once in stopping the characters,
the pair are determined not to fail a
second time. See Appendix A for their
stats.

22 Issue No. 7
TITAN’S HEIR

Combat with Rain and Vision Combat Complications.


The devilkin siblings Rain and Vision d100 Complication
are focused on fighting the characters.
A large, flaming obstacle such as a cart, burning timber, or collapsing
Their statistics are included in the
wall falls in the character’s way. Make a DC 15 Dexterity saving throw
Dramatis Personae section of this 01-6
to avoid the obstacle. On a failed check, the character takes 7 (2d6) fire
adventure. As the characters fight,
damage.
the Aegreyans and their dragon con-
tinue to battle the surviving Serpent An amazon warrior* battling a half-red dragon veteran steps onto
Whisperers. the battlefield; they both aren’t watching where they’re going. The par-
Instead of rolling for the NPCs who 7-12 ticipant must make a DC 15 Dexterity (Athletics) check to avoid them.
are not in direct conflict with the On a failed check, the character can’t take reactions until the start of
characters, instead, treat the battle their next turn and their movement speed is reduced by 10 feet.
raging around the characters as a The young red dragon flies overhead, breathing its fire onto the bat-
series of hazards and complications tlefield with the participant at the center of the blast. The participant
that they must overcome in addition 13-14 and each creature within 10 feet of the character must succeed on a
to the siblings. DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed
At the end of each of the combat’s saving throw or half as much damage on a successful one.
participant’s turns, roll a d100. Con- Two half-red dragon veterans join the siblings in the combat. They
15-19
sult the Combat Complications table have only have 30 hit points each.
to determine whether a complication 1d4 amazon warriors* join the characters in the combat against the
occurs. If it does, it affects the next 20-26
siblings. They only have 10 hit points remaining each.
battle participant in the combat, not
27-30 An Heir of Kong* appears and attacks the siblings.
the participant who rolled the die.
The participant who rolled the die or One of the pylons loses its structural integrity and collapses directly
the participant affected by the compli- in the path of the participant. Draw a 200-foot line that is 20-feet wide
cation can spend inspiration to negate from the base of the pylon passing through the participant. Each crea-
the complication. ture in the area must succeed on a DC 15 Dexterity saving throw. On
Although Rain and Vision are loyal a successful saving throw, the target moves to the outside of where the
31-32
to Barbakis, they also value their own pylon falls. If the target can’t or won’t move, it suffers the same effects
lives. If either of the devilkin’s hit as if it had failed its saving throw. On a failed saving throw, a crea-
points are reduced by half, the pair ture takes 75 (20d6) bludgeoning damage and is restrained by rubble
break from combat and flee. However, (escape DC 20). While restrained, the creature is prone. This can only
if one or the other is killed in com- happen once. Reroll any repeat results.
bat, the surviving sibling goes into a A random arrow hits the participant. The participant takes 3 (1d8)
33-40
reckless rage that lasts the remain- piercing damage.
der of the combat; while raging, the 41-00 No complication
surviving sibling has advantage on
*see Appendix D for creature statistics
attack rolls.
temple, they are not alone. Aegreyan Warriors
The Dragon
Once the characters defeat the
Just as the characters defeat the Here To Help dragon, more Aegreyans show up.
siblings, they are confronted by the Joining the characters’ sides are a Any surviving Serpent Whisperers
Aegreyan’s dragon. The dragon lands handful of surviving Serpent Whis- encourage the characters to head into
at the steps of the temple, blocking perers—five amazon warriors (see the temple while they hold off the
the entrance. The young red drag- Appendix D). These amazon warriors Aegreyans.
on has already taken considerable can be Ykyope, Vuda, or any other
damage and is down to 99 hit points. important Serpent Whisperers (GM’s Vioythe
It’s also used its fire breath recently, discretion). If the characters are low When the characters reach Viothye,
so it will need to recharge before the on hit points and resources, the Ser- she’s fading fast. Before she dies,
dragon can use it again. pent Whisperers can run interference she whispers to one character: “Find
Although the characters will have while the characters get inside the the flail. It’s the only thing that can
to defeat the dragon to get into the temple. control Grihoo.”

BROADSWORD 23
TITAN’S HEIR

Part 7. The Temple of against a spell that might be used to down, a quick, 6-second ride places
Grihoo damage it (such as disintegrate). the characters in area 2.17 on Level
The ranges of all divination-type 2.
Hot on the heels of Barbakis—what-
spells cast (or similar effects) within Pillars. Eight massive pillars or-
ever he actually is—the characters
the temple are restricted to the room ganized around the well prop up the
enter the Temple of Grihoo.
or corridor in which the spell is cast. ceiling.
Area Description Peering into other planes from within Stairs (East). The eastern staircase
the temple is not possible, except descends 25 feet down to area 1.01.
Unless otherwise stated, the Temple within certain areas as noted. The Stairs (West). The western stair-
of Grihoo has the following features. temple cannot be spied on from any case descends 25 feet down to area
Dimensions & Terrain. The source external to it except where 1.02.
temple is carved out of an unfamil- noted otherwise. Throne. At the northernmost end of
iar smoke-colored stone resembling Sounds. There is a slight hum the room stands a large throne made
polished marble. The floor tiles are heard throughout the temple that from the same smoke-colored stone.
colored differently from room to room, grows louder the deeper the charac- Carved onto the throne is the statue
laid out in twisted mosaics and jagged ters descend. of a multi-headed serpent, a hydra.
patterns. Most of the rooms in the Well (W). The entire complex is Well (W). A huge, 15-foot diameter
temple have 15-foot high ceilings. connected by a large, 15-foot diameter well is at the center of the room. The
Doors. The doors are fashioned from well that starts at Level 0 and ends in lip of the well is only a few inches
unique, green wood unlike any found the ceiling above Level 4. The well’s off the ground. A quick glance down
anywhere else in the world. The doors shaft is not open to Levels 1 through reveals that it goes up to 100-feet into
have AC 15, 5 hp, and immunity to 3. the ground. Creatures that can see
poison and psychic damage. When in the dark can see that it ends in a
locked, the door can be broken open Level 0 - Ground Level pool of water at the very bottom. At
with a successful DC 15 Strength all times, the well gives off a subtle
The surface level of the temple shares
(Athletics) check or the lock can be necrotic exhaust. Whenever a crea-
the same motif as the Serpent Whis-
picked with a successful DC 15 Dex- ture starts its turn in the well it must
perers’ village. Although it’s difficult
terity check using proficiency in make a DC 15 Constitution saving
to tell, the temple looks hundreds of
thieves’ tools. throw. A creature takes 27 (6d8)
years old.
Elevators. There are two elevators necrotic damage on a failed saving
in the complex. The first elevator, E1, 0.01 - Entrance throw or half as much damage on a
connects Level 0 to Level 2 and 3. The There is no door blocking the en- successful one.
second elevator, E2, connects Level 3 trance to the temple. Dried palm
to Level 4. fronds blown in from the confronta- 0.03 - Chamber of Heroes
Light. The first floor has torches tion outside litter the front dais and The walls of this chamber are painted
placed into sconces throughout. The entry. with a centuries-old mural depicting a
remainder of the temple has its own band of heroes. What’s unusual, each
light sources. 0.02 - Main Hall of the heroes roughly looks like one
Magical Defenses. Transportive The bulk of the first floor is dominat- of the characters. Give rough descrip-
spells such as teleport, gate, and di- ed by this main hall. tions of each of the drawings with one
mension door (and items and features Area Description. This area has or two characteristics that match the
which duplicate their effects) do not the following features: characters. Finally, one of the char-
function if used to move individual Elevator E1. Behind the throne is a acters (GM’s discretion) is holding a
objects into or out of the temple. smooth panel of the wall. Carved into multi-headed flail—an item that the
These spells function normally if em- the wall beside this panel there is an character is unlikely to possess when
ployed within the confines of the embossed depiction of a multi-headed this area is first discovered.
temple. Astral and ethereal charac- serpent. Waving Vioythe’s key (or
ters may enter the structure, howev- any other key like it) in front of the 0.04 - Chamber of the Traveler
er, and portable holes and bags of serpent temporarily “melts” the wall The walls of this chamber are painted
holding operate normally. The temple panel away, revealing a 10 x 10 room with a centuries-old mural depicting
is protected against scrying (crystal behind it—an elevator (E1). There are the Heir of Grihoo holding the hydra
balls, clairvoyance spells, and the only two buttons on the control panel: flail (see 0.03). The hero stands before
like) and is magically protected up and down. If the characters press a multi-headed snake—a hydra. On

24 Issue No. 7
TITAN’S HEIR

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TITAN’S HEIR

a mural on the connecting wall, the 0.07 - Chamber of the Serpent Level 1 - First Sub-Level
hero and the hydra are standing in The walls of this chamber are painted
Right away, the characters will notice
front of some sort of portal. with a centuries-old mural depicting
that there is something different
a strange-looking diagram. A play-
0.05 - Chamber of the Destructor about this level. Although the temple
er’s handout copy of the diagram is
The walls of this chamber are painted still looks hundreds of years old, there
included in Appendix E. The diagram
with a centuries-old mural depict- are marks and designs on the wall
actually shows where the stone idol
ing one hundred children. All of the unlike anything the character have
in the Cubby Room (area 1.10) is
children look exactly the same except ever seen.
located.
for one of the children who has blank
Power Grid
eyes. Noticing the difference requires 0.08. - Chamber of the Temple
When the characters first set foot on
a successful DC 15 Wisdom (Percep- The walls of this chamber are painted
this level, the power grid is down.
tion) check. with a centuries-old mural that re-
There are no lights throughout the
Furthermore, the children are ar- veals a map of the complex. A player’s
complex and many of the features and
ranged in such a way that they take handout copy of the map is included
traps will not work unless the power
on the rough shape of the continent in Appendix E.
grid is on. The only way to turn the
of Omeria. The child with blank
0.09 - Chamber of the Da- power grid on is by pushing the boul-
eyes is placed on the eastern edge of
naavrakts der into place in area 1.09.
Omeria. A character who succeeds on
a DC 13 Intelligence (History) check The walls of this chamber are painted
1.01 - East Landing
recognizes that the blank-eyed child with a centuries-old mural depicting
The stairs here lead back up to the
is placed approximately near the city a dozen tiger-headed humanoids. The
eastern staircase in area 0.02.
of Naqqad. thumbs on their hands are reversed.
Beams of Light. When the charac-
They are surrounding what-looks-
ters first come into this level of the
0.06 - Chamber of Titans like a glowing child with blank eyes.
temple, the power grid is off. The way
The walls of this chamber are painted The child looks exactly like the one in
into area 1.09 is open. However, once
with a centuries-old mural depicting area 0.05.
the power grid comes back on, beams
twelve unusual creatures. The twelve
0.10 - Chamber of the Elves of light block passage to area 1.09.
creatures are as follows:
The walls of this chamber painted A creature that touches the beams
• A turtle
with a centuries-old mural depict- takes 7 (2d6) lightning damage. A
• A horned beast
ing what-looks-like elves. There are character can make a DC 13 Intel-
• A multi-headed serpent
twelve different elves. One of the ligence (Arcana) check to determine
• An owl
elves, a female, is holding a weapon how the bars work. Then the same
• A frog with four eyes
that looks like a glaive. Another is character can disable the bars with
• A worm
holding a large, jagged-looking greats- a successful DC 15 Dexterity check
• An elk
word. Elven characters who enter this using proficiency in thieves’ tools.
• A two-headed mantis
room feel a chill go down their spine. Secret Door. When the floor panel
• A spider
in area 1.09 is pressed, it opens up
• A skeleton wearing a crown
0.11 - Healing Pool the secret door in the southern wall.
• An eagle
A massive, shallow pool dominates When the door is closed, a successful
• A squid
this room. The pool has a slight, blue DC 11 Wisdom (Perception) recog-
The creatures are evenly spaced
glow to it. nizes it for what it is. A character
apart and facing forward. Whichever
Healing Pool. The pool heals can use his or her action to pry open
character was depicted in the mural
creature that enter its waters The the door with a successful DC 17
in area 0.03 gets a chill down their
first time a creature enters the pool Strength (Athletics) check.
spine when they see the multi-headed
and at the start of the creature’s turn,
serpent. Whenever they aren’t facing 1.02 - Eastern Passage
it heals 10 hit points. After the pool
the mural, they think they can see The eastern passage connects areas
has restored a total of 100 hit points
the heads turning to look toward 1.01, 1.03, 1.05, and 1.11.
to one or more creatures, it cannot
them out of the corner of their eye. Area Description. The area has
restore any more hit points until 24
When they turn their head, the ser- the following features.
hours have passed. The pool has no
pent returns to normal. No one else Pillars. Three large, 5-foot thick
effect on undead and constructs.
notices this phenomenon. marble pillars hold the ceiling aloft.

26 Issue No. 7
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TITAN’S HEIR

Pots. There are two ceramic pots in x 10 years. The aging effect can be re- When the power grid is turned
the room. Both pots are filled with versed with a remove curse spell, but on, the lid melts away revealing a
dust, the decayed remains of potpour- only within 24 hours of it occurring. stone golem within—Kathoraad.
ri. The healing pool in area 0.11 will Kathoraad regains 20 hit points at
Power Grid. A small channel has also restore an aged humanoid even if the start of its turn so long as it has
been carved into the floor. When the its healing powers have been used up 1 hit point remaining. If damage
power grid is on, it glows blue. A crea- for the day. reduces Kathoraad to 0 hit points,
ture that touches the blue light when it crumbles into rubble and it drops
the power grid is on takes 7 (2d6) 1.04 - West Landing to 1 hit point instead. Kathoraad is
lightning damage. The stairs lead back up to the west- then incapacitated and its movement
Well Shaft (W). The well shaft (see ern side of area 0.02. Part of the is 0 until the end of its next turn.
area 1.02) runs through the center of power grid is visible in the floor (see Only a wish spell cast on Kathoraad
the temple. It cannot be entered via areas 1.02 or 1.05 for details). when it is reduced to rubble will stop
this level. it from reforming. Clever characters
1.05 - Western Passage
might separate Kathoraad’s remains,
1.03 - The Weapons This passage connects areas 1.02,
slowing down its reformation process
When the power grid is on, this area 1.03, 1.04, 1.06, and 1.10.
(GM’s discretion).
reveals an altar covered in various Area Description. The area has
Once revived, Kathoraad will patrol
weapons. the following features.
this level and destroy any creature it
Altar. Noticing the presence of Pillars. Three large, 5-foot thick
finds that does not possess one of the
the altar before the power grid is marble pillars hold the ceiling aloft.
temple keys (see page 12). A creature
turned on requires a DC 15 Wisdom Pots. There are four ceramic pots
with an temple key can use his or her
(Perception) check. A character can in the room. All of the pots are filled
action to issue basic commands to
use an action to pry the altar from with dust, the decayed remains of pot-
Kathoraad such as “stop”, “attack”, or
the floor with a successful DC 22 pourri. In the northeasternmost pot,
“guard this corridor” with Kathoraad
Strength (Athletics) check. The front on top of the dust, there is a key sim-
will do its best to follow. However,
of the altar reads “Choose Wisely” in ilar to the one Viothye carries around
Kathoraad will not leave this level.
Draconic. her neck. It operates the elevators the
If the switch in area 1.12 is turn off,
The altar has six weapons on top of same as Viothye’s.
Kathoraad is disabled.
it, each weapon held in place by leath- Power Grid. A small channel has
er loops pinned to the altar’s surface. been carved into the floor. When the 1.08 - Treasure Vault
The leather loops open without too power grid is on, it glows blue. A crea- This room stored the temple builders’
much trouble. Elves get a strange ture that touches the blue light when coinage.
feeling when in the presence of the the power grid is on takes 7 (2d6) Treasure. In various sacks and
weapons, as if there is something lightning damage. small, wooden chests, the characters
otherworldly about each of them. discover ancient currency unlike any
1.06 - Passageway
The weapons are: they have likely ever seen. The cur-
This passageway connects area 1.05
• A longsword. rency is the equivalent of 322,700 cp.
to 1.07.
• A two-headed flail.
Cubbies. There are eight cubbies in 1.09 - The Boulder
• A greataxe.
the western wall. They function the This smooth chamber is what is used
• A longbow.
exact same as the cubbies detailed in to turn on the temple’s power grid.
• An ornate dagger.
area 1.10. Area Description. This area has
• A mace.
The two-headed flail is a hydra flail the following features:
1.07 - Kathoraad’s Tomb
(see Appendix C for details). An iden- Dimensions & Terrain. The walls
This 20-foot-by-30-foot area hosts a
tify spell reveals the properties of the of this area are unlike the rest in the
large, unusually shaped sarcophagus
flail, but the other five items give no temple. Instead of laid stone bricks,
in the center of the room.
indication of their properties beyond the walls appear to be lined with
Kathoraad’s Tomb. The sarcoph-
being magical; this should be a hint some sort of soft, bluish metal. The
agus is magically sealed. The only
that they are cursed. floor has a gentle slope starting at the
way to open it is by destroying its
A non-elven (full-blooded or half-elf) boulder and ending at the south end
“lid”. The lid has AC 18, 50 hit points
humanoid that touches one of the of the westernmost corridor.
(damage threshold 5), and immunity
cursed weapons immediately ages 1d6 Floor Panel. A four-foot wide metal
to poison and psychic damage.

28 Issue No. 7
TITAN’S HEIR

BROADSWORD 29
TITAN’S HEIR

panel rises out of the floor in the cen- over; the creature takes 7 (2d6) blud- (see the map on page 29) for at least
ter of the easternmost hall. When 100 geoning damage plus (2d6) lightning 1 minute, nearly all of the cubbies
pounds of weight or more is placed on damage and is knocked prone in its are disabled as long as the weight
top of the panel, the two secret doors space. remains. The only cubby that stays in
open and the boulder in the eastern Outrunning the Boulder. The best place is the cubby that holds a small
corridor starts to roll along the path. way to deal with the boulder is to statue of a serpent.
Although the boulder will continue follow this protocol: Each time a creature places their
to roll, the secret doors only remain 1. Press the panel to release the hand into any of the cubbies other
open as long as the panel remains boulder. than the one that holds the serpent
pressed. 2. Run through the passage that statue, roll a d20 and refer to the
Power Grid. A small channel has leads to area 1.01 before the beam Cubby Random Effects table below
been carved into the floor. When the of light turn on. to determine what happens to the
power grid is on, it glows blue. A crea- 3. Failing that, the character can creature.
ture that touches the blue light when rush to the far end of this area Serpent Idol. One of the cubbies
the power grid is on takes 7 (2d6) and escape through the secret door contains a small statue of a serpent
lightning damage. connecting the area’s two corri- that radiates faint transmutation
Secret Doors. When the floor panel dors. magic. The cubby that holds the
is pressed, it opens two secret doors. serpent idol is marked on the map on
The first door is in the eastern side of 1.10 - The Archive page 29. See area 1.12 for details on
the corridor, right next to the boulder. This area looks like an archive. its functionality.
The second secret door connects the Area Description. This area has Cubby Random Effects.
area’s two corridors. Both doors are the following features:
d20 Effect
obvious, requiring only a successful Dimensions & Terrain. The
archive consists of multiple corridors The creature’s arm is grap-
DC 11 Wisdom (Perception) check
with small cubbies pocking the walls. pled by something (escape
to notice. A character can use his or
The entire area radiates strong conju- DC 13). While grappled,
her action to pry open a door with a
ration magic. 1 the creature is restrained
successful DC 17 Strength (Athletics)
Hidden Panel. There is a hidden and takes 2 (1d4) acid
check.
panel in the floor at the junction. damage at the start of each
The Boulder. When the panel is
Noticing the panel requires a success- of its turns.
pressed, the 5-foot diameter, 10 ton
boulder at the east end of the area ful DC 15 Wisdom (Perception) check. Something bites the crea-
begins to roll through passage. The See “Cubbies” below for details on the 2 ture. The creature takes 2
boulder rolls at a rate of 10 feet per panel’s functions. (1d4) piercing damage.
round. As it rolls, arcane symbols Power Grid. A small channel has The creature reaches into
glow all over its surface. As soon as been carved into the floor. When the 3 fire. The creature takes 3
the boulder touches the power grid power grid is on, it glows blue. A crea- (1d6) fire damage.
channel, the power grid turns ture that touches the blue light when
The creature reaches into
on. The boulder stops rolling once it the power grid is on takes 7 (2d6)
a cold enviroment. The
reaches the southern end of the west- lightning damage. 4
creature takes 3 (1d6) cold
ernmost corridor. Cubbies. Decorating the walls are
damage.
If the boulder attempts to enter the dozens of 6-inch-by-6-inch cubbies.
The creature pulls its arm
same space as a creature, the crea- Including the cubbies in area 1.04,
back to discovered that it’s
ture must make a DC 15 Strength there are 86 cubbies in all. It is 5-7
covered in harmless, yellow
saving throw. On a successful saving impossible to see into the cubbies—
slime.
throw, the creature keeps the boulder their contents are masked by magical
darkness. Dispel magic temporarily The creature pulls its arm
from rolling any further. However,
removes the darkness in a single back to discover that it’s
the creature takes 7 (2d6) lightning
cubby for 1 minute. However, it also 8-10 covered in insects. The
damage from the boulder’s symbols.
disables the interdimensional pockets insects are harmless, but
The creature takes an additional 7
within the cubby—once dispelled, it’s pretty icky.
(2d6) lightning damage if it ends its
turn and it is still holding the boulder there is only a 2-foot deep slot in 11-20 Nothing happens.
back. If a creature fails its saving the wall. Similarly, if 100 pounds is
throw, the boulder runs the creature placed on the panel at the junction

30 Issue No. 7
TITAN’S HEIR

1.11 - Path of Blades be opened by placing the two serpent Vestments. A table at the south-
When the power grid is off, the blades idols in the braziers (see below). western end of the room holds the
remain in place. Once the power is Braziers. There are two braziers temple priest’s vestments. The table
back on, these three dangerously spaced 15-feet apart. When the power holds the following items:
sharp, enchanted blades can kill a grid is off, the braziers remain unlit. • Cloth of gold vestments worth 25
creature with a single hit. When the power grids are lit, the gp.
Blade Trap. A creature that enters braziers glow harmless blue flame. • The headdress of the serpent king
this area for the first time or ends When the serpent idols from area (see Appendix C for details). A
their turn in this hallway is attacked 1.10 and 1.14 are placed into the small serpent idol. The idol is used
by the blades. The blades make three braziers (one each), the switches on to reveal the switches in area 1.12.
attacks with a +6 to hit. On a hit, a the wall appear. In addition, the blast
blade deals 12 (2d10 + 1) slashing door opens. 1.15 - Down
damage. A creature hit by a blade Pillars. There are six, 1-foot-diame- So long as the characters are able to
must also make a DC 10 Strength ter pillars holding the ceiling aloft. open the blast door, they can enter
saving throw. On a failed saving Secret Switches. There are two this chamber. The reverse side of the
throw, the creature is knocked prone. hidden switches in the northern blast door is covered in blood stains
A character who investigates the wall. The switches only appear if and there is feces all over the floor.
ceiling from where the blades’ shafts both serpent idols are placed into the The smell of urine is strong.
emerge will understand how the blue-flame braziers in the center of The stairs lead down to area 2.01.
blades operate with a successful DC the room. The easternmost switch
Level 2 - Second Sub-Level
13 Intelligence (Investigation) check. disables Kathoraad (see area 1.07)
Once the character understands and the westernmost switch disables The moment the characters step off
how they function, they can make a the blade trap (see area 1.11). the stairs (or elevator) they notice
successful DC 15 Intelligence check that the place reeks of human filth.
using proficiency in thieves’ tools to 1.13 - Prayer Chamber
This old, dusty room has a decaying Roots
disable a single blade. Each magical
rug at the center of the floor. There Starting on the second sub-level and
blade has AC 19, 25 hp, resistance to
is a ceramic pots in the southern every level below it, strange, throb-
bludgeoning, piercing, and flashing
alcove. The pot is filled with dust, the bing roots grow from the ceilings,
damage made by non-magical attacks
decayed remains of potpourri. walls, and floors. The roots are a side
and immunity to poison and psychic
effect of the ship below the temple’s
damage. A destroyed blade can no
1.14 - Priest’s Vestments core leaking into the soil surrounding
longer attack.
This ancient chamber was used to the temple.
A character holding one of the
store the temple high priests’ vest- The clones on Level 2 gnaw on the
temple keys is immune to the damage
ments. roots for sustenance. In turn, their
the blades do; the blades pass right
physiologies are affected by the raw
through them almost as if the charac-
transmutation energy in the roots
ter wasn’t there.
making them highly unstable. A
1.12 - Path of the Traveler 5-foot area of root has AC 15, 50
This unusual room will lead the char- hit points, and immunity to psychic
acters further into the temple. damage. Unless the root takes fire or
Area Description. This area has necrotic damage, it regains 1 hit point
the following features: at the start of each hour so long as it
Blast Door. A large, 10-foot-wide has 1 hit point remaining. A creature
door leads to area 1.15. The door that eats the root must make a DC
is made of the same soft metal that 12 Constitution saving throw. On a
lines the walls in area 1.09. Like failed saving throw, roll a d10 and
the elevator’s “doors”, the blast door refer to the Root Mutation table to
connects directly with the floor, walls, determine what happens to the crea-
and ceilings, so it can’t be opened ture. All the mutations listed can be
by brute force or through picking cured with a greater restoration spell
locks, and it is immune to all types or similar magic.
of damage. The blast door can only

BROADSWORD 31
TITAN’S HEIR

Root Mutation. base.


d10 Mutation Light. With the power grid on,
blue-glowing arcane symbols on the
The creature starts to decay. The decaying creature can’t regain hit
wall illuminate the complex. Addi-
points, and its hit point maximum decreases by 10 (3d6) for every 24
tionally, the torches on the wall glow
1-5 hours that elapse. If the decaying effect reduces the target’s hit point
with harmless, blue flame which casts
maximum to 0, the target dies, and its body collapses into a pile of quiv-
dim light throughout.
ering, formless flesh.
Sounds. The hum of the power grid
Eyeballs start to form all over the creature’s body. 1d4 eyeballs appear revererates through the complex.
on the creature’s flesh every 24 hours that pass. At first, it is a boon. Grunts and sniffs made by the mis-
The creature gains proficiency with the Perception skill and adds double hapen clones echo through the halls.
its proficiency bonus to all Wisdom (Perception) checks that rely on Creature Information. While the
6
sight. After 10 days, however, the growth spirals out of control. Each characters are exploring this room,
time the creature grows more eyeballs, it must make a DC 10 Constitu- something rushes past the hallway at
tion saving throw. On a failed saving throw, the creature’s body destabi- the south end of this area (area 2.02)
lizes and it collapses into a pile of disembodied eyeballs. going east to west. Characters with
The creature grows an extra arm. It takes 24 hours for the arm to grow successful DC 15 passive Wisdom
large enough to be effective, and even then, it’s weaker than the crea- (Perception) checks think that what
ture’s other arms. The arm has a reach of 5 feet and it can lift a number they saw was a goblin of some sort.
of pounds equal to five times the creature’s Strength score. The crea-
ture can use it to do the following simple tasks: lift, drop, hold, push, or 2.02 - Hallway of Statues
pull an object or a creature, open or close a door or a container; grapple This area has six statues built into
7 alcoves in the northern wall.
someone; or make an unarmed strike. The arm can’t wield weapons or
shields or do anything that requires manual precision, such as using Dulon Statues. Each statue has
tools or magic items or performing the somatic compents of a spell. four triple-jointed arms and eight tri-
There is a 50% chance that the arm has a mind of its own. An arm with ple-jointed legs. Also, each statue has
a mind of its own functions like a sentient magic item. See Chapter 7 of a different head. From west to east:
the DMG for details. • The statue’s neck is two feet long
and ends in a star-shape. Each
The creature develops boney protrusions all over its body. The pro-
point of the star has what-looks-like
trusions grant the creature the benefits of natural armor. When not
an eyeball at the end.
wearing armor, the creature’s AC is 13 + its Dexterity modifier (maxi-
• The statue has a wide, flat head
8 mum of 2). The creature can use its natural armor to determine its AC if
with no eyes, nostrils, or ears—it
the armor it wears would leave it with a lower AC. Unfortunately, The
only has a wide, toothy mouth.
protrusions cause intense pain. The creature makes all ability checks
• The statue splits into two heads,
with disadvantage.
both which looks like the heads of a
The creature’s size doubles in all dimensions and its weight is mul-
praying mantis.
tiplied by eight. This growth functions the same way as the enlarge
9 • The statue’s neck spirals and ends
feature of the enlarge/reduce spell, except it is permanent. Additionally,
with a single fuzzy-ball at the end.
the creature’s Intelligence score decreases by 4.
• The statue has no head. Instead,
The creature’s size is halved in all dimensions and its weight is reduced blue flame radiates from it like the
10 to one-eighth of normal. This reduction functions the same was as the torches.
reduce feature of the enlarge/reduce spell. • The statue lacks a head—instead,
there is a copse of fronds that dan-
2.01 - Entry and split at the well tube that cuts gle from where its head would be.
This level goes even further away through the center of the temple. All six statues are made of the same
from the “ancient temple” look and Hydra Statue. A statue of a strange, soft metal found throughout
more towards some sort of high-tech- multi-headed serpent stands before the rest of the complex.
nology laboratory. those who enter the area from the Creature Information. An unsta-
Area Description. The area has staircase. The statues are made of the ble clone (see Appendix D) lingers in
the following features: curious soft metal found throughout the shadows of this hallway. The mo-
Dimensions & Terrain. The the complex. Bits of root, daggers, and ment the characters get close enough
stairs descend into a large chamber other offerings have been laid at its to get a better look at the creature, it

32 Issue No. 7
TITAN’S HEIR

BROADSWORD 33
TITAN’S HEIR

turns, shrieks, and attacks. The crea- Clones Barred Door. The door leading to
ture’s shrieks likely alert the other There are two types of clones area 2.17 is barred from the other
clones in the area. throughout this level. First, there side. Breaking the door open requires
are unstable clones. These clones a successful DC 23 Strength (Athlet-
2.03 - Clone Resting Chamber ics) check. It’s clear that the clones
look like short, dark-skinned gob-
An overgrown clone and five un- have tried breaking the door open,
lins. Most are armed with crude
stable clones use this area to rest. but to no avail.
daggers made of sharpened stone
If the characters make any sounds Pots. There are three ceramic pots
and torn canvas. Second are the
while traveling through areas 2.02 or in the room. What’s unusual is that
overgrown clones. They look like
2.06, the clones rush to find out the none of them have been smashed by
large, dark-skinned ogres. The pain
cause of the disturbance and attack. the clones. At the bottom of each of
caused by their constantly changing
The entire room stinks of urine and the pots is a strange, bluish liquid. A
bodies affects their psyche, driving
feces. creature that drinks the liquid recov-
them to rage.
Both types of clones are detailed ers from any diseases or conditions
2.04 - Empty Chamber
further in Appendix D. affecting it; the conditions can
Other than clone dung smeared on
be blinded, defeaned, paralyzed or
the walls and floor, this chamber is
poisoned. Sixty-six places the pots
empty. 2.08 - Love Shack here to cure his “brothers” of any
Similar to area 2.06, there is a negative ailments caused by their
2.05 - Dead Clone single column in this room holding
A dead overgrown clone, victim of a condition. The liquid will not remove
the ceiling aloft. Two overgrown mutation effects created by consum-
fight with unstable clones, lies face clones sleep in each other’s arms at
down on the floor, rotting. It has ing the roots.
the center of this room. Like most of
bite marks on its body, clear signs of the clones on the level, they attack if 2.12 - Stable Clones
cannibalism. disturbed. This area is a little cleaner than the
2.06 - Small Cylindrical Room rest of the level.
2.10 - The Way is Barred Area Description. This area has
Other than a column at the center This cylindrical room has three doors
of the room and piles of clone dung, the following features:
leading to areas 2.06, 2.09, and 2.17.
there is nothing of interest here. Dimensions & Terrain. This area
Barred Door. The door leading to
is 25-feet wide north-to-south and
area 2.17 is barred from the other
2.07 - Small Cylindrical Room 20-feet wide east-to-west. The ceilings
side. Breaking the door open requires
This cylindrical room has a stone are marginally shorter than those
a successful DC 23 Strength (Athlet-
column at its center. found throughout the rest of the level.
ics) check. It’s clear that the clones
Area Description. This room has Pots. There are three ceramic
have tried breaking the door open,
the following features: pots in this room. Like the pots in
but to no avail.
Column. A five-foot-diameter stone area 2.11, they were placed here by
column is at the center of the room. Sixty-six. The largest pot contains
2.11 - Attack of the Clones
The center of the column has been food rations. The other two pots have
There are six unstable clones and
worn away by the unstable clones the same magical liquid described in
one overgrown clone in this hall-
sharpening their daggers against its way. They attack the characters on
area 2.11.
edges. Creature Description. Three,
sight.
Daggers. There are six crude stone bald-headed, dark-skinned clones are
Area Description. This area has
daggers on the floor. huddled in the room. The three men
the following features:
Floor. The floor tiles have been (whose names are Sixty, Seventy-four,
Dimensions & Terrain. Like many
pried up and shattered. The pieces and Eighty-five) are all common-
of the areas on this level, the floors
are then used to create crude daggers ers armed with daggers. They don’t
are smeared with all manner of filth:
for the unstable clones that inhabit speak, but they are also non-violent.
blood, feces, sweat, and urine. In fact,
this level. Unlike their rambunctious brethren,
it’s so bad here, that a creature that
Creature Information. Two un- they have tried to maintain their in-
takes the Dash action on their turn
stable clones are here sharpening telligence. However, isolation has still
must first make a successful DC 12
daggers. They attack the characters made them skeptical of any intruders
Dexterity (Acrobatics) check or slip
on sight. that enter the area. If a character is
and fall prone in its space.
able to persuade them that they mean

34 Issue No. 7
TITAN’S HEIR

them no harm, they can only give Intelligence (Investigation) check re- Area Description. This area has
enough directions to lead the charac- veals that there was once fresh fruit, the following features:
ters to area 2.14. bread, and preserved meats within— Dimensions & Terrain. This room
rations. Sixty-six removed the rations is a 10-foot wide square with 5-foot
2.13 - Hydra Room and took them back to his lair on the high ceilings.
The door that leads into this room is third level. Steel-Lined Walls. The walls are
hanging off its hinges. A statue of a lined with soft steel.
hydra similar to the one in area 2.01 2.15 - Grid Control Odonburgite Core. A stone box
stands against the western wall. Bits This area controls various elements of with a heavy stone lid rests against
of root, daggers, and other offerings the temple. the western wall. One or more
have been laid at its base as well. Area Description. This area has creatures with combined Strength
There is nothing else of interest here. the following features: scores of 15 or higher can remove
Door. The door leading to area 2.16 the lid. Once they do, intense blue
2.14 - Passage is similar to the elevator doors and light shines out of the box. When this
This area connects areas 2.11, 2.15, the blast door in areas 1.12/1.15. occurs, each creature within 20 feet
and 2.17. The door connects directly with the of the box must succeed on a DC 15
Area Description. This area has floor, walls, and ceilings, so it can’t Constitution saving throw. A creature
the following features. be opened by brute force or through takes 10 (3d6) radiant damage and is
Dimensions & Terrain. This area picking locks, and it is immune to all poisoned on a failed saving throw, or
is a 25-foot-square with 10-foot high types of damage. Only a creature with takes half as much damage and isn’t
ceilings. Notably, the area is devoid of one of the temple keys (see page 12) poisoned on a successful one. Each
the same filth found throughout the can open the door. The door remains creature that ends its turn within 20
rest of the level. open as long as a creature stands feet of the core must repeat its saving
Barred Door. Unless the charac- near it. Otherwise, it closes after one throw with similar consequences.
ters came in through the door from round. Placing the core into a heavy stone or
area 2.12, the door leading to area Switches. There are two switches lead-lined box will protect creatures
2.12 has been barred from inside on the north wall and two switches from its radiation. However, if the
this room. The bars are made of solid on the south wall. Switching all the core is placed into an extradimension-
wood held into place by crude hinges switches into the up position re- al space such as a bag of holding or
attached to the wall. The bars are fur- turns the boulder in area 1.09 to its portable hole, the extradimensional
ther reinforced by steel rods wedged starting position and turns off the space implodes, sending the contents
between the bars and a hole cut into grid. Inversely, switching them all to of the extradimensional space into the
the tiles in the floor. All of this is easy the down position sends the boulder Astral Plane.
to remove from this side. into its final position and turns on the The core itself is a bright blue gem
Crate. There is a large, wooden grid. wired into place—azure odonburgite.
crate at the center of the room. The
If the gem is removed, the power grid
crate looks much newer than the 2.16 - Azure Odonburgite Core
ceases to function.
rest of the temple, and looks like it The azure odonburgite (see Appendix
The gem is worth 5,000 gp to anyone
probably came from outside. Although C) core that powers the entire com-
that can understand its function.
the crate is empty, a successful DC 12 plex is kept in this area.
2.17 - Control Room
Any illusion of this being an “ordinary
temple” should end the moment the
characters set foot in this area.
Area Description. This area has
the following features:
Dimensions & Terrain. The walls
here are made of the same strange
steel found throughout the temple.
When the power is on, there are
blue-glowing symbols built into the
wall.
Barred Door. Unless the characters

BROADSWORD 35
TITAN’S HEIR

came in through the door from area Level 3 - The Laboratory power grid is running. Otherwise, it
2.10, the door leading to that area has is mostly quiet. Everything smells a
The “temple” is obviously no temple
been barred from inside this room. little like burning leather throughout
now, but instead, a disguise for the
The bars are made of solid wood held the level.
technological nightmare that is its
into place by crude hinges attached
lower levels. This entire facility was 3.01 - Entry Chamber
to the walls. The bars are further
once an entire laboratory dedicated to Likely, the characters enter this level
reinforced by steel rods wedged be-
recreation of humanoid clones. via Elevator E1. This is where they
tween the bars and a hole cut into the
tiles in the floor. All of this is easy to first meet Sixty-six (see below).
General Features
remove from this side. Area Description. This area has
Unless stated otherwise, Level 3 has
Elevator E1. A pair of doors similar the following features:
the following features.
to those found in area 0.02 block the Dimensions & Terrain. This
Dimensions & Terrain. The floors,
entrance to the elevator. A creature area looks similar to the other areas
walls, and ceiling are made from curi-
holding one of the temple keys (see on this level except its ceilings are
ously soft steel. The ceilings are high
page 12) can will the doors open by 50-feet high. The blue light doesn’t
here, 30-feet in most areas.
waving they key in front of it. A de- extend to the ceiling, giving the place
Cloning Vats. At regular intervals
tailed description of this elevator can the illusion that its ceiling is endless.
throughout this level are tall, cylin-
be found in area 0.02. The well shaft cuts through the cen-
drical sarcophagi made of thick, semi-
Sounds. The entire room emits a ter of the room.
opaque glass sitting on steel bases.
low hum. Control Console. At the southeast-
Each vat contains a dead clone who
Control Console. The most ern end of the room is another control
has been preserved by the chamber’s
striking feature of this area is the console. The control console functions
fluids. The clones are in varying stag-
massive control console against the the same as the one described in area
es of maturity; some are embryonic,
southern wall. A creature who spends 2.17.
others look like fully-grown adults.
one hour observing the console and Pillars. There are eight cylindrical
There are even a few with mutations:
makes a successful DC 15 Intelligence pillars spread evenly around the well
multiple eyes, tentacles for feet, extra
(Arcana) check can understand its shaft. Each pillar is only 15-feet high.
arms, etc.
functions and everything it can do. Creature Information. The
Doors. All of the doors on this level
Here are all of the things that the clone named Sixty-six is found here
are made of the same soft metal as
console controls: hunched over the control console.
the floors, walls, and ceilings. How-
• Opens or closes all magically sealed Sixty-six does not seem surprised by
ever, they are completely attached to
doors throughout the complex (in- the characters’ appearance. Sixty-six
the frames in which they stand. Only
cluding the elevator doors and the uses the cloned sorcerer stat block
a creature holding one of the temple
blast door in area 1.12). (see Appendix D), except he is armed
keys can open the doors by waving
• Lowers or raises the elevators. with an antimatter rifle (as described
the key in front of it. The doors can be
• Shuts off the necrotic exhaust com- in Chapter 9 of the DMG) with only
destroyed—they have AC 21, 100 hit
ing through the well shaft. 1 shot remaining. He is protected by
points (damage threshold 10), and im-
• Commands and remote controls a shield guardian named Gar. Six-
munity to poison and psychic damage
Kathoraad. ty-six’s alignment is neutral.
as well as damage from bludgeoning,
• Lowers or raises the weapon altar Sixty-six looks like a 70-year-old
piercing, and slashing made with
in area 1.03. human male with kinky, gray hair, a
nonmagical attacks.
• Reveals or masks the cubbies in wild, unkempt beard, and dark skin.
Lights. Unless the power grid is off,
areas 1.04 and 1.10. He is wearing old, tattered blue and
panels placed at regular intervals
• Disables or enables the blade trap red robes. A character who succeeds
emit bright blue light for 20 feet and
in area 1.11. on a DC 15 Intelligence (History)
dim blue light for an additional 20
• Refreshes the embalming fluids in check recognizes the robes as being of
feet.
the clone vats throughout Level 3. Dinzer design, but centuries old.
Roots. Gargantuan, mutated roots
• The self-destruct sequence can be His arm is wounded—he was clawed
push through the walls, floors, and
armed via the panel, but only by a by Barbakis, but Sixty-six managed
ceilings of this area. See page 31 for
creature that knows the sufficient to hit Barbakis with a shot from his
details.
password (such as Sixty-six.) anti-matter rifle, scaring off the fiend.
Sounds & Smells. The entire
What Does He Want? Sixty-six has
level emits a low hum as long as the
lived in the belly of the temple most

36 Issue No. 7
TITAN’S HEIR

BROADSWORD 37
TITAN’S HEIR

of his long life. He has no interest he could create a creature capable 10 Minutes Until The End
in escaping, but he is interested in of reversing the forces that tear at The characters have 1d4 + 10 min-
protecting its secrets from the rest of the fabric of reality. utes to find Barbakis and defeat
the world. Just as the characters were “After a millennia of study and ex- him. Don’t let the characters know
discovering the old clone, Sixty-six perimentation, he created two such exactly how much time there is.
was finishing the protocol to establish creatures who were nearly perfect: Barbakis is in area 4.05. If the
a self-destruct sequence. On the view myself and my brother. We both left characters don’t already have an
screen just above the control console to the mainland and started new temple key, Sixty-six gives the
(and every other screen throughout lives. But I’ve always felt the call of characters’ his and gives them di-
the temple) strange characters rotate this location and the titan below it. rections to Elevator E2.
and diminish—a character who suc- So after some time, I returned. Set a timer to 10 minutes in real
ceeds on a DC 10 Intelligence check “For the next few centuries, Maf time. The players must navigate
realizes that it’s a countdown of sorts. and I worked to create more and their characters down the eleva-
What Does He Know? Although more of my brethren. Most lacked tor rush to area 4.05 and fight Bar-
there isn’t much time, Sixty-six will magical abilities, but they pos- bakis. Because certain in-game ac-
share what he knows without provo- sessed the same long-livedness that tions take more or less time in real
cation: I did. Many of those failed experi- life, be sure to stop the timer and
ments are now on the second level add or subtract time to it when nec-
“Nearly 1,500 years ago, this tem- of this temple. But there were some essary. For example, a single round
ple was founded by six powerful be- who were nearly complete success- of combat only takes 6 seconds of
ings called dulons. The dulons cre- es.” game-time, but can run for 10 min-
ated the humans and the elves. And The old man pauses and stares at utes or more in real time.
they also created two more races the floor; it’s clear his mind is else- If the characters fail to reach and
before those races. First, they cre- where. After a moment, he turns stop Barbakis in time, the portal
ated the titans, twelve legendary back to you and smiles. generator in area 3.05 destabiliz-
creatures whose powers know no “Maf and I also built the pylons es and collapses. Within 6 seconds,
bounds. Most of the titans are gone across the land to hide this temple everything within a 6 mile radius
or resting now, but one such titan— as well as other clues that would sphere of the temple is temple van-
Grihoo the Traveler—lives below lead those back here. Not too long ishes in a bright flash.
this temple. From Grihoo’s blood, ago, something destroyed the tow-
the dulons then created the second er that control the pylons, reveal- 3.03 - Child Clones
race, the danaavrakti. Immediate- ing us to the world. And now there The clones in the clone vats in this
ly, the dulons realized they’d made is a danaavrakt in this temple. The area matured to the age of young
a mistake creating the danaavrakti; creature injured me and fled to the children before perishing.
they were cruel fiends, focused only basement. It believes that if it can
on their own goals. The danaavrak- claim a portion of Grihoo’s pow- 3.04 - Fluid Reprocessor
ti wanted to erase the creatures er, it can amplify its power and po- All of the clone vats’ liquids flow back
spawned by the titans and dulons tentially finish what others of its to the machine at the western wall
from Casar and recreate the Cos- kind started: the destruction of the which magically purifies the liquids
mos in their own image. Like the ti- world. and reuses it throughout the complex.
tans, the danaavrakti were limited “If you can’t stop the danaavrakt, If the machine is turned off or de-
to twelve and they could not propa- I have no choice but to destroy this stroyed, the clones will start to decay
gate their species.” temple and the island. You have in a week.
The old man coughs into his hand. ten minutes.”
Blood. He’s dying. 3.05 - Portal Generator
“Eventually, one of the dulons— Sixty-six has mindblanked himself. The moment the characters enter
the greatest of their kind, a dulon Nothing the character can do will this area, they are bathed in intense
named Maf—took his Cosmoship to force him to turn off the self-destruct black light. At the center of the
this location and built this temple sequence. room is a massive, spherical hunk of
over Grihoo. Maf believed that if he kalapatr (see Appendix C for details).
could combine the best elements of 3.02 - Eastern Corridor Nodes and wires are attached to it
the four progenitor races—titans, This long corridor connects areas at all sides. If a creature touches the
danaavrakti, humans, and elves— 3.01, 3.03, 3.04, and 3.05. kalapatr, they take 7 (2d6) necrotic

38 Issue No. 7
TITAN’S HEIR

damage and they must make a DC 13


Charisma saving throw. On a failed
saving throw, the creature is trans-
ported to a random plane of existence
somewhere in the Cosmos (GM’s dis-
cretion) for 1 minute, as if banished
by the banishment spell. The creature
returns to the exact same spot that it
left.

3.06 - Portal Controls


The control console in this area func-
tions the same as the control consoles
throughout the rest of the temple,
except it also activates the portal
generator. A character who spends 1
hour studying the console can make a
DC 15 Intelligence (Arcana) check to
discover the following:
The console can transport the
entirety of the Temple of Grihoo into
another plane of existence. A char-
acter who understands how to use 3.07 - Overgrown Room and 4—is here. Just like the first
the portal controls (see area 3.06 for This room is overgrown with the elevator, the elevator is protected by a
details) can choose any of the planes mutated roots. The control console featureless door. Only an elevator key
of existence listed below. However, a in the northeastern corner no longer will “melt” the door away, revealing
character who does not understand functions. the elevator behind it.
how the controls work may acciden- Time Considerations. If the
3.08 - Main Corridor characters are doing good with time,
tally shunt the temple to a random
There are 13 clone vats in this long, have them wait 20-30 seconds (in
plane of existence. Furthermore, if
curved hallway, each in varying stag- real-time) while the elevator lowers
the temple self-destructs, roll ran-
es of maturity/mutation. down into the temple. Make sure to
domly to determine to which plane of
existence the temple and the island make a very loud “hmmmmm” sound
3.09 - Embryonic Clones
are transported. to further torture them while they
The clones in the vats in this area are
watch the seconds on the clock drain
in very early stages of development.
d20 Plane of Existence away.

1 The Burn 3.10 - Early Rejections


3.12 - Maf’s Tomb
Similar to area 3.10, the clones in the
2 The Construct There are two full grown clones in the
vats here are in very early stages of
3 The Chaos vats in this area.
development. They are also extreme-
Maf’s Cocoon. On top of a dais at
4 The Cruel ly mutated, hardly recognizable as
the western end of this room, there is
5 The Crumble human embryos.
what-appears-to-be a cocoon made of
6 The Dark hard, pink, ridged glass. Although the
3.11 - Root Experiments
7 The Depth At the northern end of this area, the shell is mostly opaque, if the charac-
8 The Dream top half of a mutated root has been ters succeed on a DC 12 Wisdom (Per-
sliced open and peeled back. Already, ception) check they can make out the
9 The Inevitable
it’s starting to regenerate with small form of a strange, aberrant creature.
10 The Other The creature has four triple-jointed
polyps forming on its exposed flesh.
11 The Void The polyps inhale and exhale like arms and eight triple-jointed legs.
12-20 Random pocket dimension humanoid lungs. Instead of a head, the creature has
Elevator E2. The temple’s second a flat slap—almost like a hairbrush
elevator—which connects Levels 3 with no bristles—from which eight

BROADSWORD 39
TITAN’S HEIR

curved teeth-like protrusions stick Control Console. There is control


Kalapatr
out. console similar to the one found in
The four engines of this level have
When Maf died, his body crystalized. area 2.17, 3.01, and 3.06 here. It still
large, spherical kalapatr stones at
Sixty-six laid him to rest in this area. fucntions.
their centers. Nodes and wires are
If the glass shell is broken, Maf’s body
attached to the spheres at all sides. 4.04 - Exhaust Chamber
crumbles to dust.
If a creature touches the kalapa- The four engines are connected to this
Level 4 - The Cosmoship tr, they take 7 (2d6) necrotic dam- huge chamber.
age and they must make a DC 13 Area Description. This area has
Centuries ago, the dulon Maf landed Charisma saving throw. On a failed the following features:
his ship in the jungles above Grihoo’s saving throw, the creature is trans- Dimensions & Terrain. The
lair. Grihoo, recognizing its creator, ported to a random plane of exis- ceilings are marginally higher here,
felt at ease with Maf’s return. Later, tence somewhere in the Cosmos reaching 15-feet in height.
Maf and Sixty-six constructed the (GM’s discretion) for 1 minute, as if Control Console. A large control
Dinzer pylons to mask the island from banished by the banishment spell. consoles dominates the southern end
the mainland. The creature returns to the exact of the room. It functions exactly like
same spot that it left. the console in area 3.06 (see page
General Features
Unless stated otherwise, the Cosmos- 39).
panels radiate dim blue light. Footprints. A successful DC 15
hip has the following features.
Roots. Gargantuan, mutated roots Wisdom (Perception) check depicts
Dimensions & Terrain. There are
push through the walls, floors, and the presence of footprints. The
hardly any hard angles to be found
ceilings of this area. See page 31 for footprints give hints that a crea-
throughout the ship. The walls,
details. ture—humanoid—stumbled from
ceilings, and floors of the ship blend
Rubble. Years ago, an arcane battle area 4.05 to area 4.06. The creature
seamlessly into one another. The
occurred on this level. Part of the ship then left area 4.06 and returned to
ceilings ascend to 10-feet through-
was damaged in the fray, resulting the center of this area, just before the
out. The entire vehicle is made of the
in rubble strewn throughout the vat of mautka paanee. The footprints
same soft metal found on the levels
complex. stopped there, seemingly disappear-
above it.
Sounds & Smells. The smell of ing into the well-shaft in the ceiling.
Doors. All of the doors on this level
burned leather is much stronger here, Levitation Panel. Just below
are made of the same soft metal as
especially near the large, boiling pool where Elevator E1 would land, there
the floors, walls, and ceilings. How-
at the center of the ship. The hum- is a soft, metallic bulge in the floor.
ever, they are completely attached to
ming sound here is just as loud as it This is the levitation panel that
the frames in which they stand. Only
was in the laboratory. repels or attracts the elevator. (A
a creature holding one of the elevator
keys can open the doors by waving similar one exists just below the floor
4.01 - Engine Room
the key in front of it. The doors can be of Elevator E2.)
This massive, spherical room is one
destroyed—they have AC 21, 100 hit Well Shaft (W). The well shaft
of the ship’s four gate-engines. It is
points (damage threshold 10), and im- that runs through the center of the
powered by kalapatr.
munity to poison and psychic damage temple terminates here in the ceiling
as well as damage from bludgeoning, 4.02 - Passage just above the vat of mautka paanee.
piercing, and slashing made with Before the ship was damaged, this Because the vat extends five feet in
nonmagical attacks. area opened into area 4.04. It is now all directions from the opening, a
False Clone Vats. The roots that cordoned off by a huge pile of rub- creature that descends into this layer
grow through this level have flowered ble that blocks passage to the west. from the shaft will need to succeed on
their own mockery of the clone vats It will take the characters twenty a DC 15 Dexterity (Acrobatics) check
from the level above. The vats look minutes to clear away enough rubble to avoid falling in the caustic fluid.
like flower bulbs with translucent to create an opening large enough to Mautka Paanee. At the center of
film instead of glass. The creatures crawl through to area 4.04. this area is a 25-foot-wide, 5-foot deep
inside the vats look similar to the rest pool of mautka paanee. The first time
of the clones, but have a greenish tint 4.03 - Engine Room a creature steps into the pool, it must
to their skin as if they were plant life- This massive, spherical room is one make a DC 20 Constitution saving
forms. None of them are still alive. of the ship’s four gate-engines. It is throw. On a failed saving throw, the
Lights. Strips of light and multiple powered by kalapatr. creature is instantly destroyed in a

40 Issue No. 7
TITAN’S HEIR

BROADSWORD 41
TITAN’S HEIR

flash of light. On a successful saving Part 8. Grihoo the Traveler table to determine the type of tun-
throw, the creature takes 36 (8d8) nel that the characters must travel
When the characters leave through
radiant damage and is paralyzed. A through. Unless the result of the Nav-
the hole in the wall in area 4.06,
creature that starts its turn in the vat igating the Labyrinth roll was 20 or
they find themselves in a labyrinth
is instantly destroyed. Nonmagical higher, the characters must continue
of crudely-dug tunnels. The tunnels
objects made of any material other to make Wisdom checks and find their
go left, right, up, and down—almost
than the steel from which the ship way through the tunnels.
randomly. The sounds of Barbakis
was built are also instantly destroyed. Time Considerations. When the
shouting, commanding Grihoo can be
characters enter initiative order, you
4.05 - Engine Room heard all throughout.
can stop the timer.
This massive, spherical room is one
of the ship’s four gate-engines. It is
Navigating Grihoo’s Laby- Grihoo’s Den
powered by kalapatr.
rinth
Once the characters get free of the
An Escapee?. Interestingly, the When the characters enter Grihoo’s
labyrinth, they enter Grihoo’s mas-
easternmost vat has been broken labyrinth, they must find their way to
sive den.
open. A successful DC 12 Intelligence Grihoo. The easiest way to do this is
(Investigation) check reveals that to follow the sound of Barbakis’ voice. Area Description
whatever was in there escaped re- Have the players roll initiative, and Grihoo’s Den has the following
cently. Footprints lead away from the roll initiative for Barbakis (a raksha- features:
broken vat to the door. sa) and Grihoo as well (Grihoo gets a Dimensions & Terrain. Grihoo’s
+2 bonus to initiative checks). Each den is huge. The chamber is a 100-
4.06 - Engine Room round, one character can use his or foot wide circle with 100-foot high
This massive, spherical room is one her action to make a Wisdom (Percep- ceilings.
of the ship’s four gate-engines. It is tion) check. Refer to the Navigating Light. There is no light in the den
powered by kalapatr. the Labyrinth table below to deter- and the labyrinth. Both Grihoo and
Area Description. This area has mine the result of the check. Barbakis have darkvision.
the following features: Once you know the result of the Pillars. Six colossal stone pillars
Control Console. There is control check, roll on the Tunnel Direction rise up and attached to beams of
console similar to the ones found in
area 2.17, 3.01, and 3.06 here. It still Navigating the Labyrinth.
functions. Result Outcome
Footprints. The footprints from
9 or The characters get lost in the tunnels. Their next check to navigate
area 4.04 lead enter this area, cross
less the labyrinth is made with disadvantage.
the room, stop at the wardrobe,
10-14 The characters continue through the labyrinth.
then turn around back to the door.
It’s clear that whoever it was that The characters get closer to finding their way out of the labyrinth.
15-19
escaped from area 4.05 grabbed Their next check to navigate the labyrinthe is made with advantage.
something out of the wardrobe then 20+ The characters find a passage that leads direclty to Grihoo’s Den.
returned to area 4.04.
Tunnel Direction.
Hole. A hole has been blasted into
the southeastern corner of this area. d6 Direction
The hole leads to Grihoo’s Den (see 1 The characters must travel left.
Part 8). Standing near the hole, the 2 The characters must travel right.
characters can hear Barbakis shout- The characters must travel up. Climbing up requires a successful
ing “I am your child, your servant! I 3
Strength (Athletics) check with a DC of 2d6 + 5.
am your true heir!” in Infernal.
The characters must travel down. Climbing down without sliding
Wardrobe. Extremely out of place
4 down the passage requires a successful Strength (Athletics) check
on a space ship, there is a wooden
with a DC of 2d6 + 5.
wardrobe resting against the east-
ern wall of this area. Inside the 5-7 The characters must continue forward.
wardrobes are brightly colored with 1d4 Heads of Grihoo (see Appendix D) attack the characters from
strange, high-collars. One of the out- 8 one or more tunnels. The characters cannot go the way they were
fits is missing. supposed to and must find another way.

42 Issue No. 7
TITAN’S HEIR

hewn stone. Beyond the columns Barbakis’ turns, he can use his action of Grihoo’s power fails. Additionally,
and the ceilings above the walls are to make a DC 20 Charisma check. Barbakis cannot command Grihoo’s
pocked with multiple tunnels big On a successful check, he gains a heads on the next initiative count 20.
enough for Grihoo’s many heads to portion of Grihoo’s power. If Barbakis Barbakis then turns his attention to
escape. succeeds on five checks, he completely the character and the flail.
steals Grihoo’s power. At that point, Variant Endings. If the characters
Grihoo Barbakis cannot be defeated. Only are too tired/weak or too rested/strong
The most striking feature of Grihoo’s the destruction of the temple and the going into this final combat, there are
Den is the titan itself. Grihoo is a resulting shunt of the temple into two variants included in the Adden-
superhydra, the progenitor of all ser- another plane of existence will spare dum overleaf.
pents and reptiles on Casar. Grihoo Casar from Barbakis’ wrath—tempo-
has no body. Instead, the titan is rarily. Concluding the Adventure:
nothing more than a mess of tangled Lair Actions. Distracted by his goal The Cataclysm
serpents that seemingly have no to absorb Grihoo’s power, Barbakis Even if the characters stop Barbakis,
beginning or end. Grihoo’s heads can instead uses lair actions to defend they learn a horrifying truth: Six-
magically extend themselves as far as himself. On initiative count 20 (losing ty-six lied. He never intended to stop
Grihoo needs them to, up to hundreds initiative ties), Barbakis takes a lair the self-destruct sequence. The portal
of feet if necessary. See Appendix D action to cause one of the following generator in area 3.05 destabilizes
for details on the heads of Grihoo. effects. and the entirety of the temple and the
• Barbakis commands up to six of island is thrust into a random plane
Creature Information
heads of Grihoo to attack the of existence.
Barbakis, in his true danaavrakt
characters. If the characters saved Grihoo from
form, stands before Grihoo. His face
• Barbakis uses one of his innate at- Barbakis, the superhydra collects
looks like a tiger’s, but the stripes of
will or 3/day spells. all of its heads before its saviors. Its
his fur writhe like a nest of snakes.
Freeing Grihoo. A character many eyes stare at the characters
Glowing red mist seeps out of his
wielding the hydra-flail feels an odd briefly before they all start to glow
mouth when he speaks. Functionally,
surge each time they witness Bar- with black energy. Then, the flash of
Barbakis is a rakshasa.
bakis attempt to steal Grihoo’s power. light from the explosion washes over
What Does He Want? Barbakis
When Barbakis makes a Charisma them and Grihoo disappears.
wants to steal Grihoo’s might and
check to steal Grihoo’s power, the When the light fades, the characters
conjuration abilities. Already, he has
character can make a contested Cha- find themselves in a distant saltwa-
absorbed some of the titan’s energies.
risma check. An elf character wield- ter wetlands. In the distance, they
Fortunately, the wound he suffered at
ing the flail makes this check with see a city—Naqqad. They’re back in
the hands of Sixty-six’s anti-matter
advantage. If the character’s Charis- Omeria.
rifle has slowed him down consid-
ma check is higher than Barbakis’, However, Grihoo, Barbakis, the
erably (he only has 80 hit points re-
Barbakis attempt to steal a portion island, and the temple are gone.
maining). Unless he feels threatened,
he will mostly ignore the characters
and instead focus on absorbing Gri-
hoo’s might. At the start of each of

BROADSWORD 43
TITAN’S HEIR

Addendum: Man & Boy Part 1. Life Among the Ser- Boy are on the run from the Serpent
Optional Subplot pent Whisperers Whisperers of Grihoo. Once Man
recognizes that the characters are
For twenty-five years, Man has lived As the characters work to earn the
not the Serpent Whisperers, he will
on The Skeleton Key as a prisoner of trust of the Serpent Whisperers,
attempt to make a truce with the
the Serpent Whisperers. The warrior Viothye, the Serpent Whisperers’
characters. Read the following:
women used him as a zukterin, or leader, approaches the characters
breeder, to help propagate their race. with a task. She wants them to track The man backs away and lowers
He remembers very little before then, a pair of men who escaped the temple his weapon. You get a good look at
but he does remember the tunnels and fled into the forest. She will not him. His clothing is a hodgepodge
below the temple and the monsters explain why the men were in the of random armor, leather, and an-
that live there. The only other clue to temple or why they are important but imal furs. The exposed parts of his
his history was the large scar on the promises that if the characters can flesh reveal dark, scarred skin. He
back of his neck. find them—alive or dead—they will hides his face behind the cowl of a
One day an explosion erupted from earn the trust of herself and the other bronze helmet. His beard is dark
the temple. When the dust settled, a Serpent Whisperers. and kinky, touching his chest.
boy emerged, his eyes aglow. Flames “I do not wish to fight. Boy and
shot from the boy’s hands and his Abandoned Mine
I only wish to escape the Serpent
flesh swirled like water. The Serpent Man and Boy can be found in the
Whisperers.”
Whisperers, fearful of the supernat- abandoned mine on the western edge
A boy steps out from the darkness
ural, backed away. The boy then fled of the nameless mountain range.
behind the man. No older than 10,
into the forest, and Man, seeing his Area Information. This area has
the boy is thin, exhausted-looking,
opportunity to escape, followed him. the following general features.
and wearing only a tan loincloth.
The two have protected each other Dimensions & Terrain. When the
He has dark eyes, dark skin, and
since. characters find the mine, read:
a mess of kinky, black hair on top
Hundreds of miles from civilization of his head. If you didn’t know any
Pushing past trees, you come upon
with no formal knowledge of the better, you’d guess he was a Dinzer.
what looks like an old mining fort
world beyond the small island, they
in the side of a cliff, probably a few
have very few options. Like Man, Boy Man and Boy want nothing more
decades old, consumed by the ag-
has marks on the back of his neck; than to be left alone. Man won’t risk
gressive flora of the jungle. The
but instead of a large scar, Boy’s the life of Boy but will try to escape
crude, timber portcullis that once
markings are symbols in a language with Boy into the forest (or even the
blocked entry into the mine rests
Man does not recognize. mine if he has to). If the characters
against the stone pillars at either
leave them alone, they promise that
How to Use This Resource side of it. You doubt that it’s still
they will do anything they can to
operational, but it looks like one
This sub-plot contains events and ac- repay them.
can squeeze between the timbers
tions of the NPCs Man and Boy that What Do They Know? Man and
were one so inclined.
coincide with the main plot presented Boy have suffered greatly at the
in the Grihoo adventure module. Lighting. If the characters ap- hands of the Serpent Whisperers and
Although it’s possible that the char- proach in the day time, the entrance the creatures who live in the Temple.
acters discover Man and Boy earlier to the mine itself is well lit by the sun They know that the Serpent Whis-
in the adventure, many of the events above. perers have a poor view towards most
involve the presence of Qiu Xiang, the Creature Information. Hiding in- men in general and neither wishes to
dragonborn knight who is a part of side the mine are Man and Boy (see return. Although they don’t entirely
Theo Barbakis’ crew. Appendix D). Unless the characters understand the powers that Boy pos-
Each section of this resource iden- were particularly stealthy as they sesses, they know it has something
tifies the actions Man, Boy, and Qiu approached the mine, Man is waiting to do with what’s happening in the
Xiang take during select chapters inside the mine, standing just a few Temple.
of Grihoo. Some of the actions are feet to the north of the entrance into Treasure. Among the building sup-
taken “off-screen”, and work as back- the mine. Meanwhile, Boy is hiding plies found in the abandoned mine,
ground information for you, the GM. closer to the northern tower. the characters can discover gloves of
Objectives and Goals. Man and amphibios (see Appendix C).

44 Issue No. 7
TITAN’S HEIR

Part 3. Arrival above. He treats with Man and cave and return to Three Hands
Boy and shows empathy with their Down, they discover Man lying in the
Shortly after Theo Barbakis and
situation. He explains that he can grass near the ship; he’s dead. Look-
his crew arrive, Barbakis and Qiu
help Man and Boy leave the island ing over the coast some 500 feet away
Xiang learn from Dexece that a man
via Three Hands Down and offers to they see Qiu Xiang in a rowboat with
and a young boy escaped the temple.
escort them back to the ship. While Boy, who is unconscious. Another
The pair start covertly interviewing
Boy seems reluctant, Man is anxious 1,500 feet from Qiu Xiang is an Ae-
everyone in the Serpent Whisperers’
to leave the island. greyan battleship. Before the charac-
village, including the characters.
ters can react to Qiu Xiang’s betrayal,
Inevitably, Barbakis tasks Qiu Part 4. Sabotage! they see the dragon and griffon-riders
Xiang (dragonborn knight) with
When the characters, Qiu Xiang, headed for Grihoo Village.
finding Man and Boy. The charac-
ters see the dragonborn knight pack Man, and Boy arrive at Three Hands
Down, they discover Theo Barbakis Stopping Qiu Xiang
a week’s worth of rations and head While it’s possible to stop Qiu Xiang
north. Whether or not the charac- distraught. The events of Part 4
transpire the same way they do in and save Boy, the characters are
ters follow him is up to them. If they better off stopping the dragons and
question Qiu Xiang, he may offer that the Grihoo adventure, except Qiu
Xiang explains that he hopes to stay the Aegreyans. Qiu Xiang and Boy’s
the characters accompany him to find story continues in the The Hand of
the pair. with Man and Boy by the ship to keep
them safe. the Eight: Chapter 7 - The Sum-
mer Land, found in BroadSword
Back to the Mine
Eventually, Qiu Xiang discovers the Part 6. Aegreyan Assault Monthly #6.

same abandoned mine mentioned Once the characters escape Vuda’s

Addendum: Orner’s work as background information for Whisperers on The Skeleton Key,
Revenge Optional Subplot you, the GM. Orner starts spying on the village. He
eventually befriends Vuda, explaining
Orner Wreros is a wildly intelli- The Skeleton Key that he was cast out of The Predator
gent gnomish inventor and wizard.
At some point before the events of after the ship crashed. Recognizing
His actions led to the crash of The
the Grihoo adventure module, Orner Vuda’s firemind condition, he claims
Predator in the adventure Titan’s
escapes into the forests. During his that because he was “different” than
Heir: Chapter 1 - The Flight of the
time in the forest, he discovers the re- the others, they treated him poorly.
Predator, found in BroadSword
mains of a Dinzer science vessel, The Vuda hides Orner in her cave.
Monthly #5.
Hyderabad, that wrecked on the is- Orner warns Vuda that the “greedy”
How to Use This Resource. This
land a century ago. Within the hull of characters might try to sabotage the
sub-plot contains events and actions
the vessel, Orner discovers a remote village and that she must keep an
of the NPC Orner Wreros that coin-
traveler juggernaut suit. As the char- eye on them at all times. Orner gives
cide with the main plot presented in
acters struggle to survive the difficult Vuda his goggles as a gift. Vuda, hav-
the Grihoo adventure module. The
conditions of the island, Orner starts ing never received a gift before, wears
content assumes that Wreros not only
rebuilding the suit. The only thing it’s the goggles proudly.
survived the crash of The Predator
missing is a an emerald odonburgite
but is able to get away from the Chapter 2. The Dying Light
core large enough to power it.
characters at some point during the
When the lights go out, Vuda re-
adventure. Chapter 1. Life Among the members what Orner told her. She
Each section of this resource iden- Serpent Whisperers believes that the characters had
tifies the actions Orner takes during
Shortly after the characters start something to do with the pylons
each chapter of Grihoo. Some of the
their new life with the Serpent failing. She even says that “the small
actions are taken “off-screen”, and

BROADSWORD 45
TITAN’S HEIR

man told me something like this Chapter 3. Arrival his goggles. With the core in hand, he
would happen!” flees back to The Hyderabad.
Orner witnesses the arrival of Three
Defending Orner. At some point,
Hands Down and Barbakis’ crew. Chapter 5. Vuda and Her Cats
the characters may decide to hunt for
Recognizing Dinzer technology, he
Orner. If they do, they can track Vuda The characters discover Vuda in her
knows that the ship carries an emer-
back to her cave and find Orner there. cave. She remembers the creature
ald odonburgite core. If he is in the
Vuda confronts the characters with who cast a spell on her and then
village during the arrival, he asks to
her tigers, explaining that they need Orner attacking her with his weapon.
join the hunting party. Ykyope, not
to leave him alone. Because Vuda is Hurt by Orner’s betrayal, she pledges
wanting to upset her sister, agrees.
a Serpent Whisperer, killing her is a to help the characters defeat Orner.
After the combat with Orner and the
crime punishable by death.
others, Orner introduces himself to
Vuda invokes an ancient Serpent Chapter 6. Aegreyan Assault
Theo Barbakis. Immediately, Orner
Whisperer law—the Gift of Life. A Instead of the characters facing off
recognizes Barbakis for what he is.
Serpent Whisperer can protect an- against Rain in the Moonlight and Vi-
When the others aren’t around, Orner
other person or creature with the law sion in the Dark during the Aegreyan
tells Barbakis that he will help him
that prevents killing Serpent Whis- Assault, they must combat Orner in
secure the village if Barbakis lets
perers. A Serpent Whisperer may his juggernaut suit (see Appendix D
Orner take the emerald odonburgite.
only grant this gift once in their en- for details). Orner, driven mad by his
Barbakis agrees to the deal.
tire life. If the characters kill Orner, hatred for the characters, fights to the
they will be punished just as if they Chapter 4. Sabotage! death this time.
had killed a Serpent Whisperer. Rain and Vision. When running
Once Orner is protected by Vuda’s Following Orner’s plan, Barbakis
the Orner’s Revenge subplot, Rain
Gift of Life, he joins her in the village tricks Vuda into stealing the core
and Vision instead appear in area
and lives with the hunters. The from Three Hands Down. Vuda car-
3.01 of the Temple of Grihoo battling
hunters enjoy Orner’s company and ries it to Orner who waits for her at
Sixty-six and Gar. Sixty-six is critical
uphold Vuda’s Gift of Life. her cave. Orner then attacks her with
injured by the twins before the char-
the stun pistol he discovered in The
acters arrive.
Hyderabad’s wreckage and takes back

Addendum: Grihoo Variant characters come face to face with The fiend, Barbakis, cackles madly
Endings Theo Barbakis in his true, da- and raises his claws into the air.
naavrakt form. Read the following: “Soon, I will take the power of Gri-
Part 8 of the Grihoo adventure
hoo the Traveler and with it, I shall
module plays out with the characters Although Barbakis is still wearing rewrite all of existence!”
battling Barbakis as he tries to steal the Pressonian livery he wore when Barbakis turns to the superhydra.
power from the superhydra, Grihoo you met him, it’s clear that he isn’t “Grihoo! It is I! Your heir! Lend
the Traveler. Depending on how weak human. His face looks like a tiger’s, me your—”
or strong the characters are going but the stripes of his fur writhe like In one swift move, three of the su-
into this final combat, you might a nest of snakes. Glowing red mist perhydra’s heads bite Barbakis. Be-
substitute one of the following variant seeps out of his mouth when he fore the fiend can even shriek, he’s
endings. speaks. torn apart into three uneven piec-
Both endings assume the characters “Fools!” he declares! “You’re too es and tossed in three different di-
find their way through Grihoo’s laby- late!” rections. No blood pours from Bar-
rinth and discover Barbakis standing Ten feet behind Barbakis, a co- bakis. Instead, his sections briefly
before the superhyrda. lossal ball of intertwined ser- glow with a red light and then van-
pents each with a head the size of a ish, leaving behind only the faint
Varant Ending: Grihoo Rises horse’s rises up and stares at you. smell of sulfur.
In this low difficulty variant, the

46 Issue No. 7
TITAN’S HEIR

Concluding the Adventure: New Action: Portal. Barbakis can Legendary Actions. Barbakis can
Well, That Was Easy… use his action to create linked tele- take 3 legendary actions, choosing
Give the characters a chance to react portation portals that remain open from the options below. Only one leg-
to seeing Barbakis easily destroyed by until the start of his next turn, until endary action can be used a time and
Grihoo. Before they can attack or flee, he uses the Portal action again, or only at the end of another creature’s
the temple starts to shake—it’s about until he uses his Redirect Projectile turn. Barbakis regains spent legend-
to explode! reaction. Barbakis chooses two points ary actions at the start of his turn.
The superhydra collects all of its that he can see. Both points must • Attack. Barbakis makes a claw
heads before the characters. Its many be within 100 feet of him. A circular attack.
eyes stare at the characters briefly portal, 15 feet in diameter, opens over • Move. Barbakis moves up to his
before they all start to glow with each point. The portals are two-di- full movement speed.
black energy. Then, the flash of light mensional glowing rings hovering in • Frightening Gaze (Costs 2
from the temple’s explosion washes place and angled in any way Barbakis Actions). Barbakis fixes his gaze
over them and Grihoo disappears. chooses. A ring is visible only from on one creature he can see within
When the light fades, the characters one side (Barbakis’ choice), which is 10 feet of him. The target must
find themselves on a distant beach in the side that functions as a portal. succeed on a DC 18 Wisdom saving
the sun. In the distance, they see a If the portal would open in the space throw against this magic or become
city— Naqqad. They’re back in Ome- occupied by a creature, the creature frightened for 1 minute. The fright-
ria. However, Grihoo, Barbakis, the must make a DC 18 Dexterity saving ened target can repeat the saving
island, and the temple are gone. throw. throw at the end of each of its
On a successful save, the creature turns, ending the effect on itself on
Varant Ending: Barbakis the can choose to move to a space within a success. If a target’s saving throw
Destroyer 5 feet of the portal. A creature that is successful or the effect ends for
In this high difficulty variant, the chooses not to move suffers the conse- it, the target is immune ot Bar-
characters arrive just as Barbakis quences of a failed saving throw. bakis’ gaze for the next 24 hours.
finishes taking Grihoo’s power. Invig- On a failed saving throw, the crea- • Portal (Costs 3 Actions). Bar-
orated by the titan’s energy coursing ture falls through the portal. bakis uses her Portal action.
through his veins, Barbakis is more Any creature or object entering the
portal exits from the other portal Concluding the Adventure:
powerful than ever.
as if the two were adjacent to each Ouch
Read:
other, passing through a portal from Barbakis in his improved form is
Although Barbakis is still wearing the nonportal side has no effect. On not an easy fight. If it seems like he
the Pressonian livery he wore when Barabakis’ turn, he can use his bonus is close to defeating the party, just
you met him, it’s clear that he isn’t action to extend the duration of the before he can destroy them all, Grihoo
human. His face looks like a tiger’s, portal until the end of his next turn, rises and uses the last of its power to
but the stripes of his fur writhe like or move one or both portals up to 30 teleport the characters away. The find
a nest of snakes. Glowing red mist feet and rotate them as he sees fit. themselves on a beach near Naqqad.
seeps out of his mouth when he New Trait: Legendary Resistance Beyond the ocean, the characters wit-
speaks. Black energy pulses around (3/day). If Barbakis fails a saving ness a flash of light—the destruction
his clawed hands. throw, he can choose to succeed of the island, the temple, and possibly
“Yes,” he hisses. “Its power is now instead. Barbakis and Grihoo. Ω
mine.”
Ten feet behind Barbakis, a co-
lossal ball of intertwined ser-
pents each with a head the size of
a horse’s struggles to raise itself.
Clearly, the fiend has done some-
thing to the beast.

Functionally, Barbakis is a raksha-


sa, but with the following changes:
Challenge Rating. Barbakis’ has a
CR 15 (13,000 XP).

BROADSWORD 47
ARTISTS SPOTLIGHT
THE ILLUSTRATORS OF BROADSWORD MONTHLY
BY SCOTT CRAIG
ART BY WILLIAM MCAUSLAND

BroadSword Monthly has been Bodie Hartley Dyson Logos


fortunate to have at its disposal
Responsible for those cute monster You know him, you love him, he’s the
some very talented illustrators and
illustration spreads and suchlike. master of daily dungeon mapping.
artists. Some pieces were specially
www.artstation.com/bodieh dysonlogos.blog
commissioned, some purchased in
collections for commercial use, while Matias Lazaro Watabou.itch.u
other works are readily available for
free use thanks to generous patrons New to BroadSword, entrusted with Creator of many interesting games
and artists. creating custom black and white and procedural generators!
In no particular order: scenes for DMDave’s myriad adven- www.patreon.com/watawatabou
tures.
Sine Nomine Publishing matiaslazaro.tumblr.com Maps by Owen
Kevin Crawford has released into the Hand-drawn (with pen and ink!)
The Griffon’s Saddlebag fantasy maps.
public domain select works from the
following artists: Member of Team Superhydra; www.mapsbyowen.com
• David L. Johnson item-crafter extraordinaire!
www.thegriffonssaddlebag.com Shutterstock
dlj.carbonmade.com
• Earl Geier Home of random useful images.
Paper Forge www.shutterstock.com
www.freelanced.com/earlgeier
• Ian MacLean Part of Team Superhydra; provides
www.artstation.com/nvision characterful PC & NPC illustrations. Dean Spencer
• Joyce Maureira www.patreon.com/paperforge “Some artwork © 2015 Dean Spen-
http://www.joycemaureira.com cer, used with permission. All rights
• Luigi Castellani
Cze and Peku reserved.”
www.patreon.com/artikid Members of Team Superhydra; pro-
• Miguel Santos vide highly detailed adventure locale Miska Fredman
• Nate Furman combat maps. Game designer and cartographer.
www.deviantart.com/natefurman www.patreon.com/czepeku www.miskafredman.com

Fat Goblin Games Maciej Zagorski


“Publisher’s Choice Quality Stock Graphic designer and illustrator.
Art is copyright Rick Hershey / Fat www.behance.net/maciejzagorski Ω
Goblin Games”
www.fatgoblingames.com

Outland Arts
“Some artwork copyright William
McAusland, used with permission.”
www.outlandarts.com

Indie Conquest
Art released into the public domain
by illustrator and game designer
Jason Glover.
indieconquest.com

48 Issue No. 7
ADVENTURES
IN OMERIA

BROADSWORD 49
Prib’s Plot is a Fifth Edition-compat-
ible adventure for three to seven 1st to
3rd-level characters. The adventure
is optimized for five characters with
an average party level (APL) of 1.
Characters who complete this adven-
ture should earn enough XP to reach
2nd level.
The adventure takes place in The
Contested Lands in DMDave’s Ome-
ria campaign. However, it can easily
be inserted into any campaign world
where a large town or city sits at the
edge of a large desert.

Adventure Background
The town of Musfarah sits on the
banks of the River Midnight roughly
50 miles south of city-state Naqqad, to
which its people owe their allegiance.
Originally, the town acted as a trade

TALES OF OMERIA:
port along the river and the Tears of
Karnione. In recent years it’s had to
pivot to be a fortress town as the civil
war that rages between Dorithell,

PRIB’S PLOT
Ingum, Nadorith, and Naqqad enters
its twelfth year.
Musfarah is operated by Amir
Aslani, a general known for his kind
BY DAVE HAMRICK demeanor and wisdom. Unusual for
a lifelong soldier, Aslani has helped
Musfarah avoid unnecessary conflicts

1st-Level Adventure for Fifth through diplomacy and negotiation


with the opposition.

Edition
Starting a few weeks ago, Aslani be-
gan acting strange. He showed up to
meetings late, drunk and belligerent.
Art by Matias Lazaro, Luigi Castellani and William McAusland. He turned his attention away from his
Cartography by Meditating Munky duties and toward women and wine.
When new conflicts arose, Aslani
addressed the Musfarahnian concerns
with apathy. “If we die, we die.”
Some believe that Aslani’s sudden
change in attitude is the result of
stress typical for soldiers with his
responsibilities. Others suspect he
came under the spell of some wicked
spellcaster who hopes to weaken Mus-
farah’s defenses.
Whatever is causing Aslani’s break-
down, the town elders want to know
if there is anything they can do to
remedy it. While it’s possible to sup-

50 Issue No. 7
PRIB’S PLOT

plant Aslani with new leadership, the learned that Aslani left the town two The Temple of Jaojian
elders fear that a sudden change in days ago, heading west through the
Long ago, during the times of Karni-
command this late in the game could desert on a camel. This is not the first
one, the desertfolk who claimed the
display weakness. This would hamper time he’s left the town. In fact, the
lands west of Naqqad built a grand
Musfarah’s diplomatic relations with first time he vanished like this was
temple to the efreet, Uve the Harrow.
Naqqad’s enemies and make the town just before he started to act strange.
A cleric named Jaojian oversaw the
a tantalizing target in the eyes of the Rostami requests that the charac-
temple’s operations. Following Uve’s
opposition. ters follow the general and learn his
destruction in the mid-9th century,
whereabouts. She offers the charac-
Adventure Hook Jaojian and the other desertfolk
ters 500 gp for any information they
abandoned the temple and the desert
The characters find themselves in can bring back regarding the General.
reclaimed it.
the Naqqadi town of Musfarah. The She also shares that if there is any-
A year ago, a pesky desert satyr
reasons that they are there are up to thing they can do to help the General
named Prib Purplemouth discovered
you. But they might be winding down and relieve him of his unusual state
the temple and reclaimed it, restoring
from a recent adventure in the area the town of Musfarah will forever be
it to its former glory. Prib then filled
or they might have been invited there in their debt.
it with other creatures that shared
from a close ally. Tracking General Aslani. Aslani’s
the same chaotic bent as he.
At some point, the characters come path is a couple days old when the
Two weeks ago, General Amir Aslani
into contact with Azadeh Rostami, characters start on their mission.
happened upon the temple while on
one of Musfarah’s elders. If the char- A character can pick up his trail by
a sabbatical. Prib, recognizing the
acters aren’t known for their exploits, making a successful DC 15 Wisdom
general, used his panpipes to coax the
Rostami knows of the characters (Survival) check. After 8 hours of
general into the temple. Within, the
through a friend of a friend. Or, the travel, the camel’s prints lead to an
general partook in Prib’s luxurious
characters could hear rumors that old temple in the desert.
parties and celebrations. After two
Rostami seeks assistance with a local If the characters fail to pick up
days, the general emerged enchanted
issue. Aslani’s trail, they can attempt to find
by the satyr’s lifestyle. Addicted to
Rostami explains to the characters the general again the following day.
Prib’s way of life, the general re-
that something unusual is happen- At your discretion, they might pass a
turned to Musfarah a changed man.
ing with the town’s leader, General desert nomad or wanderer who saw
When the characters arrive at the
Amir Aslani. She offers the details the general pass through. The nomad
Temple of Joajian, the general has
explained in the Background section offers directions to the temple where
already decided that he will spend the
of this module. One of Rostami’s spies they saw the general heading.
rest of his days there with Prib and
Prib’s friends.

General Features
The temple’s walls, ceilings, and
floors are made from huge limestone
blocks that were laid by the giants
who once shared the temple with the
desertfolk. The walls are carved with
elaborate arabesque and calligraphic
patterns of the old Karnionic lan-
guage.
The ceilings soar 50-feet over
chambers and 15-feet over corridors.
The temple possesses multiple domes
of varying conditions, the majority
of which are made from baked and
carved brick.
The temple’s impressive wooden
doors are set into 8- to 12-foot stone
arches and set on steel hinges. The

BROADSWORD 51
PRIB’S PLOT

doors all have internal locks. When Keyed Locations rock, quietly watching you. Human-
locked, a creature with proficiency oid footprints lead away from the
The following locations are keyed to
in thieves’ tools can pick the lock camel to a set of 12-foot high wood-
the map of the temple on this page.
with a successful DC 13 Dexterity en double doors at the front of the
check. Alternatively, a door can be 1 - Temple Entrance temple.
broken down with a successful DC 15 When the characters first arrive, read
Strength check. The tracks are the general’s. The
the following:
Torches and large braziers are kept doors are unlocked.
magically lit by continual flame spells This old temple is half buried un-
2 - Entry Hall
throughout the complex. der the desert’s hungry sands. A
Once the doors are opened, read the
camel stands tethered to a nearby
following:

52 Issue No. 7
PRIB’S PLOT

When you open the doors, the first a great brick dome protects this room, the sand starts to swirl through
thing you notice is soft music play- area from the elements. the area. Each character must make
ing somewhere in the distance. A woman lies at the center of this a DC 10 Constitution saving throw, or
There is perfume in the air. earthen courtyard. She laughs hys- fall unconscious for 1 hour as per the
A staircase rises to a higher lev- terically, taking swigs from a bot- sleep spell. The only way to rid the
el. From where you stand you see tle as she does. She raises her emp- area of the hazard is to gather all the
the warm glow of fire light danc- ty hand to you—it’s turned to stone. sand and cast dispel magic upon it, a
ing on the ornate walls of this des- “Look!” she laughs, “It gave me a daunting task to be sure.
ert temple. kiss!”
You watch as she takes another 5 - Makeshift Barracks
At the top of the stairs, the charac- sip from her bottle, her entire body
ters find a long hallway with two rows This large area looks like it was
turning to stone as she does. Just
of columns on either side of the path. once a grand antechamber. Now, it
behind her, a three-foot tall crea-
Braziers cast bright light throughout appears to be the epicenter of he-
ture that resembles a chicken cov-
the entire area. donism and celebration at the cen-
ered in reptilian scales clucks at
Encounter: Revelers. Three revel- ter of the temple. Dozens of human-
you.
ers are dancing in the hallway, while oids wearing little more than sheets
a fourth plays a lyre and sings (treat This area lacks its own light sources. draped over their lithe forms dance,
them as CN nobles). The revelers are Only the dim light cast by the side drink, and sing.
friendly, but only interested in unbri- passages gives the characters a view In the center of the chaos, a crea-
dled hedonism. The four have been of what is in this room. ture covered in fur dances and
tasked to stop anyone who enters Encounter: Cockatrice. The plays a pan flute. The creature has
the temple and learn their inten- creature that “kissed” the woman was the legs and horns of a goat, but the
tions. If they are attacked, they fight a cockatrice. It won’t hesitate to at- face of a man.
back, giggling and laughing as they tack the characters, but flees if it’s hit
Encounter: Prib and His Follow-
do. They are all drunk, which gives points are reduced by half or more.
ers. There are twenty-four common-
them the poisoned condition. Even if Petrified Bodies. Four more
ers dancing with Prib, the satyr.
they are harmed, they jest at their revelers were turned to stone by the
When the characters enter the room,
own wounds. Otherwise, the group is cockatrice, each one frozen in laugh-
Prib is already playing his pipes. If
harmless. ter. Their bodies lie about this area.
the characters are within 60 feet of
The revelers were traders who They all return to their normal forms
Prib and can hear the pipes, they
became enthralled by Prib’s presence. within 24 hours; they are all com-
must succeed on a DC 13 Wisdom
The two men are named Mojtaba and moners.
saving throw or be affected by Prib’s
Sina, and the two women are named
4 - Chapel charming melody. The character is
Atefah and Dorsa. Dorsa is the musi-
charmed by Prib for 1 minute. If Prib
cian.
This grand chapel features a large, or any of its companions harms the
Treasure. Barrels and crates crowd
stone altar near its center. Two character, the effect on them ends
the far, western edge of the room.
rows of stone benches face the al- immediately.
The crates are filled with food and
tar. Two drunken revelers lie on the A character affected in this way can
bottles of wine, and the barrels are
benches, snoring loudly. repeat its saving throw at the end of
filled with ale. These are goods the
Beyond the altar a stone dais upon each of its turns, ending the effect
traders offered Prib. Altogether, there
which six columns stand in a semi- on themselves with a success. If the
is 2,000 pounds worth of trade goods.
circle dominates the north part of character’s saving throw is successful
All of the trade goods are worth 200
the room. or the effect ends for it, the character
gp at the market.
All of the room’s surfaces are light- is immune to Prib’s panpipes for 24
3 - Earthen Room ly dusted with sand. hours.
If the characters avoid being
This large room lacks the same tile The revelers are both commoners. charmed by Prib and act hostile, Prib
floors you’ve encountered so far They were enchanted by the chapel’s hides among his throng of followers.
throughout the rest of this old des- sleeping sands. The revelers are unarmed (they make
ert temple. In its place, is the raw Hazard: Sleeping Sands. The sand attack rolls with a +0 to hit and only
earth. One hundred feet above you, is imbued with residual elemental deal 1 bludgeoning damage on a hit).
magic. When the characters enter this

BROADSWORD 53
PRIB’S PLOT

Most will try to subdue and grapple 6 - Water Chapel or longer talking with Aslani, a
the characters. successful DC 10 Wisdom (Insight)
If Prib is pressed, he puts his pan- The western end of this room fea- check reveals that Aslani might come
pipes away and switches to his short tures a large water basin upon to his senses if the characters remind
bow, using the columns as cover. If which a statue carved to resemble a him that the future of Musfarah and
the characters reduce Prib’s hit points maiden sits at the center. its people are at stake. Once they
by half or fewer, he attempts to sur- suggest just that, have one or more
Prib uses this room to get away from
render, offering them anything he has characters make a Charisma (Per-
the other revelers and to sleep. The
at his disposal, including the sack of suasion) check contested by Aslani’s
water comes from an underground
gold coins he keeps hidden in area 6. Wisdom (Insight) check. On a success,
spring and is safe to drink.
Prib offers that General Amir Aslani Aslani agrees to return to Musfarah
Encounter: General Amir Aslani.
is in the westernmost chamber (area and resume his duties. Otherwise, he
General Aslani (N male human
5). However, he warns the characters rejects his leadership role and contin-
knight) is here and he’s drunk; treat
that he’s drunk and looking for a ues to stay with Prib and the others,
him as being under the effects of the
fight. If the characters accuse Prib of assuming Prib is still alive.
poisoned condition. And just as Prib
enchanting the general, he explains If the characters try to fight with
said, he is not under any sort of en-
that while the General may have been Aslani, he only fights them long
chantment. When Aslani met Prib, he
enchanted by his pipes the first time enough to prove that he can best
was already having a crisis of faith.
they met, no spell forced the General them. If the characters kill Aslani,
Aslani wanted to escape the burdens
to return to the temple this time. that likely creates an interesting
of leadership. Prib and his revelers
If the characters leave Prib be, he predicament for them and the people
offered a window for him to do just
and the other revelers continue their of Musfarah.
that.
celebration into the night (and likely Treasure. A character who makes a
If the characters spend 10 minutes
beyond). successful DC 13 Intelligence (In-

54 Issue No. 7
PRIB’S PLOT

vestigation) near the water finds a they will find a maul covered in dried
coin pouch at the basin’s bottom. The blood. The maul is exquisitely crafted
sack contains 100 gp. Prib stored his and worth 50 gp.
coins here to keep the revelers from
stealing them (sure, the revelers are 10 - Room of Flowers
charmed by him, but that doesn’t
At both the north and south sides of
mean they won’t steal from him).
this room stand two tables dressed
7 - Door to The Other with purple flowers. At the west
The doors leading to this chamber end of the room stands a stone stat-
from area 3 are locked. Written ue of a large humanoid. At the stat-
across the door are the words “Dan- ue’s feet sit a wooden chest, its lid
ger! Do not enter!” in Common. open.
The first time that the characters
The treasure chest is empty, its con-
enter this room, read the following: 8 - Emerald Odonburgite
tents removed years ago. The flowers
There is a strong smell of burning At the center of this large room are magically enchanted to never
leather in this room. At the west there is a large, stone basin within die. If removed from the temple, they
end of the room sits a basin with which a massive green gem sits. instantly wither away.
painted purple edges. No water sits Statue of Uve. A successful DC 13
in the basin, but instead, within Emerald Odonburgite Gem. The Intelligence (Religion) check reveals
swirls dark fog. gem was once an extremely large that the statue depicts Uve, a pow-
Against the western wall of the piece of emerald Odonburgite (see erful efreet, once worshipped by the
room stand two cages from which a Appendix C), a magical gem capable founders of this temple.
pair of skeletons grin back at you. of powering magic items. The gem If a character searches the statue,
lost all its energy years ago. on a successful DC 15 Intelligence
The ceilings in this room are 30-feet If the characters can find a way to (Investigation) check they discover
high. The basin is a one-way portal to remove and transport the ten ton a piece of rolled up parchment. The
The Other, an endless realm of shad- gem, it’s worth 1,000 gp to someone parchment details the blueprints of
ow. Only creatures from The Other who understands its value. a large palace. At the center of the
can use the portal. It activates when Otherwise, there is nothing else of place, hidden behind a statue, is a
a living creature touches it. value in this area. secret staircase that leads downward.
Cages. The two cages are locked. An arrow points to the staircase with
There is nothing of value within 9 - Scrying Pool the words “his ring is here” scrawled
either cage. in the Ignan language.
At the center of this room stands a
Encounter: Shadows. If any of
stone table. Upon the table sit two Concluding the Adventure:
the characters touch the edge of the
masks, four empty potion bottles, Return of the General
basin with their flesh, two shadows
and a bowl in which green liquid
emerge from the fog and attack. If the characters successfully con-
stands. The masks are split down
Treasure. At the north end of vince General Amir Aslani to return
the middle, with black on one side
the room stands an altar, upon it to Musfarah, the general reclaims
and white on the other.
which lies a spellbook. The spellbook his role as leader and within a week
contains the following wizard spells: The bowl of green liquid was once recognizes the importance of his
1st—false life; 2nd—gentle repose; used to scry, but no longer functions. position. However, if the characters
3rd—animate dead. There is also The masks have no function, and the failed, Musfarah descends into chaos
a dagger. The dagger exudes mag- potions are empty. as Musfarah’s lieutenants vie for
ic from the school of necromancy. Treasure. A character who searches the general’s position as the town’s
However, it is cursed, and activates the pedestal and succeeds on a DC leader. Such a collapse in faith brings
when one of the characters attunes to 15 Intelligence (Investigation) check greater trouble as word spreads of the
it. Until the curse is removed, undead finds a long and narrow secret com- general’s departure. The characters
creatures have advantage on attacks partment. Inside the compartment, might find themselves at the middle
made against the character. of a war. Ω

BROADSWORD 55
This side trek is designed for two to
three 5th- to 7th-level characters and
is optimized for two characters with
an average party level (APL) of 5. It
especially works well when half of
your normal campaign group can’t
show up and there are two or three
players who still want to play.
Chorus of Toads is a horror story
that takes liberties with one or more
absent players’ characters. Before
running the adventure, be sure to ask
the players of the absent characters
if you can “borrow” their characters
for the adventure. Feel free to provide
details described within the text.
Unless the participating characters
cause an absolute disaster, the absent
characters should be fine by the end of
this adventure.

Adventure Background
Eighty years ago, the village of

TALES OF OMERIA: Tenellón was founded ten miles north


of Uqamarte. Tenellón is surrounded
on all sides by thick salt marshes
with few trees. The only way into the

CHORUS OF TOADS hamlet of thirty-some inhabitants is


via a narrow path that is known to
flood over during the wet season. Like
many of the towns and villages in
BY DAVE HAMRICK the Lost Dragon pass, Tenellón owes
taxes to Arruquetta. In exchange,
it is awarded a single Cord, one of
5th-Level Adventure for Arruquetta’s not-so-secret police
force, who keeps watch over the area.

Fifth Edition Tenellón hunters trade frogs, alligator


pelts and birds with other local villag-
es. Most Weysevainers who happen
Art by Fat Goblin Games, Maciej Zagorski, and William McAusland upon the quiet village consider the
Cartography by Dyson Logos Tenellónians to be quaint, pleasant
folks, who would never harm a single
hair on another creature’s head.

Adventure Overview
The adventure is spread out over five
parts.
• Introduction: The Gargoyle’s
Smile. The characters discover
that their companions have gone
missing.
• Part 1. The Bald Swamp and

56 Issue No. 7
CHORUS OF TOADS

Toad Chorus Way. Tracking their


allies, the characters arrive at a
tourist destination in the middle of
the swamp. There, they speak to a
strange man named Hedoi.
• Part 2. Tenellón. The characters
learn that their companions went to
the village of Tenellón. They must
travel to Tenellón and speak with
the villagers..
• Part 3. Guidon’s Tower. The
characters travel outside of the
village to Guidon’s Tower. While
there, they are attacked. Soon they
discover that their friends were
captured by dangerous creatures
that live in the swamp.
• Part 4. Return to Tenellón.
Having saved their friends, the
characters return to the village of The next morning, one or more mem- trees. Instead, small shrubs, bushes,
Tenellón. They discover that the bers of the party heard a rumor of a and tall grasses claim the area.
villagers all share a dark secret. strange blue rock a few miles north of Divination Interference. The
the tavern. The tavernkeepers at The presence of vizier’s tourmaline (see
Adventure Hook: Gone Ad-
Smile claim it’s a big tourist attrac- Appendix C) in the area distorts
venturing! Back Later!
tion that draws a lot of outsiders. divination magic. When a creature
At some point between the last ad- “Looks like a big diamond stuck in casts a divination spell in The Bald
venture and now, one or more of the the mud, I hear.” Swamp, it must make an Intelligence
party members have gone missing. To reach the stone, visitors must (Arcana) check with a DC equal to 10
They went to investigate a tourist at- turn west off The Leash onto a trail + the spell’s level. On a failed check,
traction and were supposed to return called Toad Chorus Way. A half-hour the spell fails and has no effect just as
after a few hours. It’s been a whole walk up the trail takes travelers to if it had been the target of a counter-
day and there’s still no sign of them. a shack where the guide can escort spell. Also, creatures with truesight
The remaining adventurers must them to the diamond. have their ranges reduced by half.
follow a series of clues as to where Eight hours pass and the other Insects. Mosquitoes are a plague
their fellow party members vanished. characters still haven’t returned. It’s in the swamp. At the end of each
Eventually, this leads them to the now up to the remaining characters hour that a character spends in and
quiet hamlet of Tenellón. to find out what happened to their around the swamp, they must make a
companions. DC 10 Constitution saving throw. On
Intro: The Gargoyle’s Smile a failed saving throw, the character
The adventure assumes that the Part 1. The Bald Swamp has disadvantage on ability checks
characters are in the northwestern and Toad Chorus Way until the end of the next hour. On a
part of Central Omeria, specifically It only takes a half-hour to find Toad successful saving throw, a character
on the well-traveled road, The Leash. Chorus Way and another half-hour to is immune to the mosquitoes for 24
The Leash connects the four major find the shack that the tavernkeepers hours. Rangers and characters with
cities of the Weysevain Coast. While described. the outlander background automati-
traveling along The Leash, the char- cally pass their saving throws.
acters stay at The Gargoyle’s Smile, Area Description Smells. Thanks to the brown, stag-
a popular tavern and inn. The Smile The Bald Swamp has the following nant water that drowns the floor of
is a two days ride from the town of features: the swamp, The Bald Swamp reeks.
Uqamarte. The characters have had Dimensions & Terrain. The Bald Sounds. The Bald Swamp is alive
a terrific time unwinding and enjoy- Swamp is a 2,200 square mile stretch with insects, birds, and of course,
ing themselves after finishing up an of soggy landscape with little to no frogs and toads. At night, the toads in
adventure in the area.

BROADSWORD 57
CHORUS OF TOADS

The Bald Swamp reach near-deafen- What Does Hedoi Want? Hedoi that but will try to be as helpful as he
ing levels with their croaks. loves to regale folks with tales of the can. As far as directions go, it’s only
diamond as big as a horse in the mud 2 miles (a half-hour walk) from his
The Blue Diamond Shack north of his shack. If he can’t sell you shack to Tenellón.
The Blue Diamond Shack is a lean-to on a tour, he’ll make sure you leave The Great Blue Diamond. If the
on stilts sitting atop a marginally with a basket or two (or three). characters take Hedoi up on his offer
higher dry patch of ground. The front What Does Hedoi Know? If the to see the diamond, he gladly leads
of the shack lacks a wall—there’s only characters ask about their compan- them to its location through the
a five-foot-long counter topped with ions, Hedoi thinks for a moment swamp. The “diamond” in question
wicker baskets. A big sign painted explaining that his memory isn’t what is about 1,000 feet behind his shack.
in blue letters reads “Come See The it used to be. Once he’s given a com- The diamond turns out to not be a di-
Great Blue Diamond!” in the Common plete description of them, however, he amond at all. Instead, it’s just a large
language. It then gives prices: 1 gp for remembers immediately. piece of glass stuck in the mud. Hedoi
a tour, 4 sp for a basket (or buy 3 for isn’t sure where it came from, but a
“Oh yes! Yes yes yes. I do remem- character who succeeds on a success-
10 sp).
ber! They done gone off with Ms ful DC 13 Intelligence (Arcana) check
When the shack’s owner, Hedoi, isn’t
Maria up to Tenellón. She told might recognize that it’s the result
sitting up front weaving reed baskets,
‘em she runned into a whole heap of a fireball spell turning a sandbar
he’s in the back of the shack sleeping,
of trouble down there and needed into glass. Whoever did it likely did it
cooking dinner, or playing his flute.
their help.” 15-20 years ago. Either way, Hedoi is
Creature Information proud of it. The man claims that it’s
Hedoi is telling the truth. Last he
Hedoi is a friendly, older human with the reason some spells don’t work as
saw the other characters, they were
balding hair and a sunburnt nose. well as others in the swamp.
traveling with a woman named Maria
As soon as he sees travelers coming to the village of Tenellón and Maria “Wheeewww-wee! Sure is a beaut,
down the path, he rings a bell that he told them she was in trouble. Hedoi ain’t it?”
keeps hanging above his counter with claims not to know much more than
cries of “Welcome! Welcome!”

58 Issue No. 7
CHORUS OF TOADS

Part 2. Tenellón When asked questions, they’re eager characters the moment they step in
to answer as soon as they are able. town. She warns, “You can’t trust
The village of Tenellón is easy to
What Do The Tenellónians anyone.” When out of earshot of
find. And with very few trees to block
Know? If asked about the missing her fellow villagers, she explains, “I
views of the village, the characters
characters, the Tenellónians immedi- don’t know who’s responsible for it,
can spot it when they’re within a
ately remember. Most can share their but 20 years ago someone got mur-
half-mile.
account of the story: Maria was trav- dered here and some of the folks in
Area Description eling to The Gargoyle’s Smile to find this village are still trying to cover
an adventurer. Apparently, some sort it up. I think your friends got close
The village of Tenellón has the follow- of Toad-like creature was seen north to finding out who it was. They
ing features: of the town. While the Tenellónians went up to the tower and didn’t
Dimensions & Terrain. Tenellón are able hunters, they aren’t cut out come back.”
is a hamlet home to thirty-two for fighting monsters. And the town’s • Andrianos Perras is a Pressonian
swamp-dwelling people. There are Cord, Guy, hasn’t been seen in a few biologist who has been camping in
only seven buildings in Tenellón. Six days. Maria led the characters to Gui- the village. He and his companion,
of the buildings are residential homes mond’s Tower—the dilapidated tower Yorgos, came to The Bald Swamp
and the seventh is an old wizard’s 700-feet north of the hamlet. two months ago to study the fabled
tower roughly 700-feet from the edge “Toad Man” of The Bald Swamp.
of the hamlet. Toad Chorus Way pass- Important Tenellónians Although they keep hearing reports
es through the village and ends at of the creature near Guimond Tow-
The Tenellónians are divided into six
the tower. The six residential homes er, they have yet to see it with their
families: Adunibar, Alonso, Enatar-
are built on stilts to account for rising own eyes.
reaga, Harrizurieta, Marien, and
waters during the wet season.
Urquina.
Animals. The livestock that the
• Maria comes from the Urquina Part 3. Guimond’s Tower
Tenellónians trade for with other
family. She’s one of eight children. Eventually, the characters should go
Weysevanian villages are kept in
• Maria’s father is the hamlet’s may- to investigate the old tower north of
plain view, often tied to stakes on the
or, Laponte Urquina. He often the village.
ground. There are goats, chickens,
rubs those he meets the wrong way,
and pigs. There are also dozens of Area Description
but overall, he’s cooperative.
stacked crates packed with croaking
• Phillipe Harrizurieta is the Guimond’s Tower has the following
toads.
town’s lamplighter and frog-catch- features:
Light. The Tenellónians keep lan-
er. Phillipe is in love with Maria Dimensions & Terrain. The
terns hung in front of each of their
and fears for her life. He laments octagonal tower is made from the
homes. At night, the lamplighter
that he is not as brave as most same thick stone upon which it
Philippe keeps the village illuminat-
heroes, but will offer to accompany stands. The villagers believe that a
ed. And in the morning, Phillippe
the characters if it means he can transmuter wizard named Guimond
wakes early to extinguish the flames
save his true love’s life. built the tower, pulling the stones up
and replenish the oil.
• Old Man Lilo Enatarreaga from the earth itself. Whether or not
Mud. Mud is a way of life for
often barks that the entire village that is true, The Bald Swamp and
Tenellónians, and it’s everywhere,
is doomed. “It’s the old curse!” he the pounding rains of the Weysevain
including inside houses. Most
claims. Enatarreaga believes that Coast haven’t been kind to the build-
Tenellónians wear thigh-high leather
the village is cursed because of ing. Much of the building’s east side is
boots to avoid getting their feet wet.
a murder that happened in the crumbling and the wooden dome roof
Others choose to go the other route,
swamps 20 years ago. has collapsed in multiple places.
forgoing shoes altogether and wearing
• Enatarreaga’s daughter, Oketa, Clues. When the characters ap-
little more than denim pants cut just
stays by her father’s side. She apol- proach the tower, right away they
below the groin.
ogizes for his outbursts. “Sadly, he’s notice something unusual. Roughly
Creature Information just gotten more and more delirious 30 feet from the base of the tower, a
as the years have gone by.” She torn piece of fabric, trinket, or some
The Tenellónians are incredibly doesn’t know anything about the other identifying item of one of their
friendly and welcoming. Right away, curse of the murder. companions lies in the grass by the
they’re interested in trade and any • Mañe Adunibar is a teenage girl tower. A DC 10 Intelligence (Inves-
news that the characters might have. who tries to get the attention of the tigation) check reveals that the item

BROADSWORD 59
CHORUS OF TOADS

was torn away. are harmless. It just takes a little warped it won’t even latch anymore.
Footprints. There are multiple sets effort to walk around the tower and The muddy footprints enter the area
of footprints in the mud that lead to not step on them. and head straight toward area 2.
the tower (area 1). A DC 12 Wisdom
(Survival) check reveals that it is the Keyed Locations 2 - Stairs
footprints of the character’s com- An old, mildew-covered couch sits
panions plus one other set of small, 1 - Entrance against the southern wall. The muddy
humanoid footprints (likely Maria’s). The eastern end of the tower is a footprints continue up the stairs to
Toads. Hundreds of toads litter the lean-to shack built against the stone area 4.
grounds around the tower. The toads base. The old, wooden front door is so

60 Issue No. 7
CHORUS OF TOADS

3 - Dining Room illusion requires a DC 13 Intelligence following features:


An old dining table takes up the (Investigation) check. Unfortunately, Dimensions & Terrain. The cell is
majority of this room. The chairs that a character must get close enough roughly 15-feet by 15-feet. The walls,
once surrounded it are either broken to observe her. Maria’s illusion is floor, and ceiling are made from slick,
and rotting or long-since stolen. The cast over a 5-foot-by 5-foot hidden hewn stone. The only exit is a locked
room reeks of rot. trap door in the ground. A successful cage door in the southern part of the
DC 15 Intelligence (Investigation) cell. The chute’s portal is in the ceil-
4 - Library check is necessary to confirm that ing of the cell.
Dozens of empty, crumbling shelves the trapped section of the ground is Body. The bloated, rotting corpse of
line the walls. There is a massive hole actually the cover of a pit trap. a dead doppelganger sits in the mud
in the western wall exposing this area When a character steps onto the of the cell floor. It is wearing a black,
to the elements. If there were ever cover, it swings open like a trapdoor, dark blue, and fuschia uniform. A
books in this area, they’re long gone. causing the character to spill into a character who makes a successful
The muddy footprints continue up the chute. After 20-feet, the chute buckles DC 10 Intelligence (History) check
stairs to area 5. at a 45-degree angle and spits out the recognizes it as the body of a Cord,
character into area 8. The character one of Arruquetta’s secret police. The
5 - Ruined Area
takes no damage from the fall, but doppelganger has a knife wound in
It’s impossible to tell what this room
lands prone. its ribcage and lacerations around its
once was. Most of the walls have been
Creature Information. If the neck from a bufonem’s tongue.
torn away by years of neglect. The
characters see through the trap, then Cage Door. The cage door is made
muddy footprints continue up the
the creatures who set the trap reveal out of crisscrossing iron bars. Only
stairs to area 6.
themselves. Two toad-humanoid the master bufonem has the key.
6 - Room hybrids attack, rising from the murky The door can be broken down with a
Finally, the footprints reach the top water a few feet from where the successful DC 20 Strength (Athletics)
of the tower. The walls of this circular characters stand. The creatures are check or its lock can be picked with
room are made of wood. There is an bufonems (see Appendix D). a successful DC 15 Dexterity check
old bed covered in mildew and insects What Do They Want? The bu- by a character who has proficiency
against the northern wall. An old, fonems hoped to capture the char- in thieves’ tools. There are marks
crumbling fireplace clings to the east- acters in their trap so they could around the door’s hinges that sug-
ern wall. The footprints continue out deal with them later. When Maria gest that the door has recently been
the door to area 7. is revealed as an illusion, they react replaced.
quickly to cover their tracks by at- Light. Like the rest of the caverns
7 - View tacking the characters. Their goal is under the tower, the cell is dark.
The top of the tower gives a breath- to still get the characters into the cell Chute. The chute which depos-
taking view of The Bald Swamp. The in area 8. Failing that, they try to its creatures into the cell is often
footprints move around the edge of murder the characters. slick with mud. It requires a DC 20
the tower to its northeastern side What Do They Know? The bu- Strength (Athletics) check for a char-
then suddenly end. fonems captured the characters’ acter to climb up. Then, they must get
Maria. If a character looks over the friends and stowed them in the jail the trapdoor open, which requires an
edge of the tower’s balcony (area 7), cell in area 8. Only their master additional DC 15 Strength (Athletics)
they see a body lying in the grass 30 knows what has happened to them check. Failing either check forces a
feet from the north side of the tower. since they were captured. The crea- character to fall back into the cell.
The body appears to be a young tures will try their best to avoid any
woman in her early twenties with other questions asked by the charac- 9 - The Den
long, blonde hair. She matches the ters, but do know enough about the The bufonem gather in this chamber
description of Maria. A character who tower, the characters, and the village to tend to their young and eat the
succeeds on a DC 15 Wisdom (Per- to reveal the heart of Tenellón’s captured prisoners that they don’t
ception) check can see that she is still mystery. sacrifice to Dhucabra.
breathing. Area Description. The den has the
Maria is not actually Maria—she’s 8 - Cell following features:
a silent image illusion cast on the The “Maria Trap” deposits intruders Dimensions & Terrain. The
grass patch. Noticing that Maria is an into this damp cavern. ceilings of this dark stone cavern are
Area Description. The cell has the low, generally no higher than 10-feet.

BROADSWORD 61
CHORUS OF TOADS

Everything is wet to the touch. The 15 Intelligence (Investigation) check


ground, while flat, is just hewn stone. to discover it.
Altar. Just beyond the pool, a crud
altar made of blood-stained humanoid Part 4. Back to Tenellón
bones has been erected. Atop the altar When the characters return to
sits a hunk of dimly glowing red rock. Tenellón it appears that there is no
The rock is ruby blutvekzelnite (see one around. No children playing, no
Appendix C). hunters chatting. There is only the
Pool. A murky, green pool covers the sound of the swamp and the animals.
floor of the majority of this cavern. But slowly as the characters move
Hundreds of translucent bufonem along the Toad Chorus Path they
eggs float on the surface of the water. start to notice creatures moving out of
Tunnels. Multiple tunnels lead in the corner of their eyes.
and out of the den. The bufonems Eventually, they realize that every
use these tunnels to stage surprise single living soul in Tenellón is a
attacks on their prey. bufonem. The mayor, the children,
Creature Information. The char- even the crazy old man—all of them
acters quickly learn they aren’t alone. are horrible toadfolk.
Using the tunnels and their knowl- There are thirty-two of the toad-folk
edge of the layout to their advantage, minus one for each one the characters
four bufonem (see Appendix D) seek killed or otherwise incapacitated at
to subdue the characters. the tower.

10 - The Bleeding Chamber “For eighty years,” croaks one of


This area is directly below the tower the townsfolk, their features dis-
above. torting and changing before your
Area Description. The Bleeding very eyes. They transform into
Chamber has the following features: a seven-foot-tall toad-humanoid
Dimensions & Terrain. At the with three, bulbous yellow eyes.
center of the room is a solid, stone Their wide mouths reveal sharp,
octagon that supports the weight of red teeth “We have hidden. And
Guidon’s Tower. The ceilings are low we have lived. But with the blood
here, too, only 10-feet. The gems are small pieces of vizier’s of the dulon’s final creation we will
Alcoves. There are five narrow cub- tourmaline (see Appendix C). The find a path to the lost titan.”
bies dug into the northern wall. The ambient energy of the gems have kept All of the toad-creatures—former-
alcoves contain: the Tenellón hidden from those who ly the villagers—chant in unison,
• The missing characters; each char- would persecute them. “Dhucabra… Dhucabra… Dhuca-
acter is unconscious and his/her hit The identities of the other dead bra…”
points are reduced to 1. humans are up to you, but likely, they They start to close in on you.
• A dead human. were travelers who wandered into
Each of the captive’s arms are bound Tenellón and were attacked by the If the characters are wise, they
above his or her head. All of their toadfolk. will run from the village. This may
belongings have been removed, and involve a chase (see the rules for
if any of them are a spellcaster, their 11 - Storage Wilderness Chases in Chapter 8 of
mouth has been sewn shut as well. All of the missing characters’ posses- the DMG). However, if they lack the
Finally, dozens of small cuts have sions are stored in this 5-foot by 5-foot common sense to flee from such a
been made all over their bodies. chamber. difficult encounter, the toadfolk have
Blood. Blood drains from the no interest in killing them. Instead,
12 - Exit
alcoves’ victims to the octagon at the they plan to knock the characters un-
A flight of steps leads out of the
center of the room. conscious. If all of the characters are
tower’s secret basement to the rear
Blue Gems. At regular intervals, knocked unconscious, they awaken to
of the tower. From the outside, the
small, blue gems have been placed the sound of battle.
trapdoor is hidden. It requires a DC
into alcoves dug into the octagon. Read:

62 Issue No. 7
CHORUS OF TOADS

You wake to the smell of smoke They Were Toads! All they remember is that the bufo-
and the warmth of fire on your Astute readers may have noticed nem’s master—Maria—told them that
skin. All around you, stand soldiers that the stat references for the vil- their blood would lead the toadfolk
in black, navy blue, and fuschia lagers were largely absent during to the lost titan, Dhucabra. And
uniforms. The village of Tenellón the adventure. This was intention- Dhucabra would eventually guide all
is in flames. Among the soldiers is al. The story is designed to surprise aberrations back into the light.
a Southern Omerian warrior wear- GMs reading it for the first time so When the Cords appeared, Maria
ing a lion’s pelt over her shoulders. they can share the shock with their escaped into the swamp.
Four of the soldiers hold one of the players.
toadfolk by its arms and allow the Yes, all of the villagers in Tenellón Rewards
Southern Omerian to run the beast were bufonems disguised as hu- The ruby blutvekzelnite is extremely
through with her spear. The crea- mans. valuable, even in its weakened state.
ture shrieks and dies. A buyer who knows what it is may be
Concluding the Adventure: willing to pay up to 2,000 gp for it. Of
Little did the characters know, the
Dhucabra course, ruby blutvekzelnite turns a lot
Arruquettans had been watching
of heads in Omeria.
Tenellón for some time. Their South- The captured characters remember There are 20 bits of vizier’s tourma-
ern Omerian comrade, a witchhunter very little of the encounter. Maria line in all. Each bit is worth 50 gp.
from the land of Aspaeth named escorted the characters back to the Like the blutvekzelnite, the characters
Noma, believed the village might be village and then to the tower to han- will need to find the right buyer to
a hideout for the fiendish toads of As- dle the “toad creature” she’d seen in unload them, as the gems are be-
paeth. Turns out her premonition was the forest. From there, the characters lieved to be exceptionally dangerous
correct. Shortly after the characters were jumped by multiple bufonem’s in the wrong hands. Ω
left Hedoi’s shack, the Arruquettans and interred in the cell. Later, they
captured Hedoi and discovered that were strung up and bled.
he, too, was a bufonem (see Ap-
pendix D). Although Hedoi wouldn’t
reveal the true nature of Tenellón
to the Cords, Noma put two and two
together. She killed Hedoi then imme-
diately marched to the village with an
elite unit of Cords.

“We killed seven of them. The rest


vanished into the swamp. They
won’t get far.”
The Southern Omerian warrior
holds up a blue gem.
“Smart. They were using vizier’s
tourmaline to hide their presence.
But they could have lived here in
peace forever had they just kept to
themselves. Why risk it all?”

BROADSWORD 63
Kaldrfjell is a Fifth Edition adventure
designed for three to seven players of
8th to 10th level. It is optimized for a
party of five characters with an aver-
age party level (APL) of 9. Parties with
a cleric or paladin as well as those
equipped with magic items will have
an easier time than those without.
This campaign is set in the DMDave
campaign world of Omeria, but you’re
free to set it anywhere that you like.

Adventure Background
Nestled among the snowy peaks of
Kaldrfjell, a northwestern section of
the Basilisk’s Spine Mountains, sleeps
the temple that takes the mountain
range’s name. It may once have had
a title of its own, but if so, it is long
forgotten. For centuries it was a place
of pilgrimage and sanctuary for many.
It was home to an entire monastic

TALES OF OMERIA: school, but now, it is occupied by a


lone monk, Elder Maxim. Maxim
barred shut the entire lower section of
the temple due to neglect as well as a

KALDRFJELL
slow incursion of monstrosities from
below.
One hundred years ago, when the
temple still received pilgrims daily,
BY DAVE HAMRICK AND TOM CARTOS a horde of barbarian raiders tore
through the local townships. The

9th-Level Adventure for Fifth


people fled to the temple in hopes of
finding safety, but were pursued by
the bloodthirsty savages. Most made

Edition it inside and the gates were barred.


However, this did not deter their at-
tackers who threw themselves against
Art by Matias Lazaro, Earl Geier, William McAusland, Maciej Zigorski, and Shutterstock
the walls. All hope seemed lost until
Cartography by Tom Cartos
three heroes appeared from within
the temple, their weapons drawn. For
four days and four nights, this trio
bravely fought off the barbarians until
they each finally succumbed to their
wounds. Their heroic sacrifice was
not in vain. They decimated the horde
and the few barbarians who remained
fled into the mountains, never to be
seen again.
The three heroes were buried within
the grounds of the temple, their
legendary weapons alongside them,

64 Issue No. 7
KALDRFJELL

and their names added to the stone the area have asked the characters to The tracks are boot prints made by
tablets that tell the temple’s history. free the region of the vampires’ reign a gang of bandits who’ve taken refuge
No one now remembers exactly where of tyranny. If the characters accept, within the main temple. Once the
the burial site was, but it is said that the clerics offer the treasures within characters reach the wall, read:
if another group of heroes should find as reward for the characters’ services.
themselves in need, they could seek it Beyond the ruined wall stands
out and discover new strength there. Kaldrfjell multiple buildings of Khuzhuk ar-
chitecture. Three pavilions hug the
Kaldrfjell is a snowy mountain temple
Adventure Hooks hidden in the Kaldrfjell Range of the
west and south walls of the valley.
A massive building sitting atop a
The following plot hooks provide some Basilisk’s Spine Mountains. Reaching
10-foot high landing dominates the
possible ways for the characters to get the temple takes two days of travel
east side of the valley.
involved in this adventure. through circuitous switchbacks blan-
Although the footprints you saw
Find the Tombs of the Heroes. keted in snow and beset by harsh,
on the trail visit each of the build-
Rumors throughout The Summer freezing winds. The mountain is full
ings, most of the footprints lead up
Land, the region directly east of of dangerous mountain and arctic
the main temple’s landing and to
Kaldrfjell, point toward the existence creatures such as blood hawks,
its front door.
of three tombs that hold the bodies of bulettes, orcs, and saber-toothed
the heroes of Kaldrfjell. Supposedly, tigers.
each hero wielded a magic weapon of Temple Grounds
great power. The characters follow Arrival
When the characters arrive at the
the rumors to Kaldrfjell. When the characters finally reach the temple, it’s snowing. The snow lightly
Seek Refuge. While traveling temple, read the following: obscures everything and Wisdom
through the Kaldrfjell mountain
(Perception) checks made to hear are
range, the characters find themselves Just ahead you see a narrow
made at disadvantage thanks to the
caught in a fierce snowstorm. Nestled pass that slips into a snow-cov-
wind that howls through the valley.
in a valley between the peaks the ered valley. An ancient wall that
The temple’s landing, stairs, and
characters discover the temple. As the once barred entry into the valley
the other stone surfaces through-
storm rages, they might dip into the now lies in ruin, its gate torn away
out the grounds are covered in slick
temple’s undercroft and discover its long ago by villainous barbarians.
ice. Noticing the ice requires a DC
secrets. Tracks in the snow lead up to the
10 Wisdom (Perception) check. A
Clear Out the Vampires. A group collapsed wall, hinting that you
creature moving across an icy surface
of vampires are using Kaldrfjell may not be the only ones seeking
must succeed on a DC 10 Dexterity
temple as staging grounds for their the temple.
check or fall prone. A creature moving
attacks on local villages. Clerics in

BROADSWORD 65
KALDRFJELL

through the area at half speed doesn’t The boot prints belonged to a group Trap. On the southernmost altar
need to make the save. of bandits who used the temple as sits a simple wooden and steel chest.
The following locations described temporary reprieve from the winter Fresh blood, frozen by the cold, coats
below are keyed to the map of the conditions. its edges and the surface of the altar
temple’s grounds on page 68. around it. A detect magic spell cast
3 - Pavilions on the altar reveals the presence of
1 - Entry In addition to the main temple, the illusory magic. The chest is unlocked.
The collapsed gate is the easiest way grounds are occupied by three pavil- If a character opens the chest, they
into the temple. Otherwise, creatures ions in varying stages of ruin. discover a golden amulet beset with
will have to climb along the treach- 3a - Passage Below. Partially bur- jewels inside. If a humanoid places
erously steep walls surrounding the ied under snow, a stone grate blocks their hand into the chest, the creature
grounds. passage to a staircase that descends must make a DC 15 Dexterity saving
1a - Gate Ruins. One hundred into the temple’s undercroft. Lifting throw. On a failed saving throw, the
years ago, a gate stood here, protect- the grate requires a DC 15 Strength creature takes 1d6 slashing damage
ing Kaldrfjell from intruders. The check. The stairs are dusted with and their hand is cut off at the wrist.
barbarians who laid siege to the tem- snow and frozen with ice, making the A creature who loses a hand can no
ple used hill giants to pull away the descent treacherous. The stairs lead longer hold anything with two hands,
gate and the arch that supported it. to area 16a. and can hold only a single object at a
Locals carted away the stone, wood, 3b - Flower Pavilion. time. The regenerate spell can restore
and iron decades ago. the lost limb.
1b - Ramparts. A broken staircase Snow has crept into this open air
grants access to anyone who wishes pavilion. Interestingly, it appears
to stand on the entry’s old wall. Like that the locals still use this area
most of the stone surfaces of the for worship. Dried flowers rest on a
complex, the stairs and ramparts are pair of stone altars at the west end
slick with ice. If a character fails their of the building. Two bronze gongs,
Dexterity check to cross the ice by 5 encased in ice, dominate the north-
or more, they tumble off the ramparts ern wall.
or stairs, taking 1d6 damage per 10
feet fallen.

2 - Main Grounds
When the characters first reach this
section of the temple’s grounds, read
the following:

Dozens of boot tracks mar the


snow at the center of this broad
courtyard. All of the tracks lead up
the stairs to the huge temple at the
east side of the niche.

66 Issue No. 7
KALDRFJELL

Any character who succeeds on a DC and surrounds the temple. Two stone believed that Qilan was secretly an
15 Intelligence (Investigation) check lions rest at the western side of the aspect of Vapul, a dark god of death
recognizes that the amulet and the in- front landing. The secondary landing and winter. These claims were never
side of the chest are illusions. Seeing lifts the building an additional 6 feet substantiated.
through the illusion, the character above the courtyard. 4e - Rear Stairwell. Behind the
notices that the chest is connected A character who succeeds on a DC statue of Qilan, a stairway leads
directly to the altar and that the 15 Intelligence (Investigation) or down to area 6, within the temple’s
inside of the chest is actually a chute. Wisdom (Survival) check here notices undercroft. The trail of blood from
The trap itself can be disabled with blood on the snow leading to the areas 4a and 4d continues down the
a successful DC 10 Dexterity check doors. stairwell.
using proficiency in thieves’ tools. 4b and 4c - Stairs. The doors at the 4f- Shrine to Fubem.
Treasure. If a character makes a north and south sides of the building
successful DC 15 Intelligence (Inves- that lead into the temple’s undercroft This small room holds a statue
tigation) check around the base of the are both barred shut from this side. of a bald-headed man whose arms
altar, they find a secret compartment. Removing the bars is easy, but the are folded in front of him. A simple
The compartment contains eight sev- ice keeps the doors stuck in place. stone arch rests against the east-
ered hands, one of which is relatively A character must make a successful ern wall.
fresh. The hands were cut off by the DC 13 Strength check to break the
The shrine is dedicated to Fubem,
treasure trap. Two of the hands wear ice away and open a door. Beyond
the temple’s founder.
gold rings studded with precious the doors, stairs descend to areas 7b
Treasure. The bandits stored their
gems, valued at 100 gp and 250 gp (north) and 7c (south).
gear here. The characters will find six
respectively. If either door is opened from this
explorer’s packs. Each pack only has
3c - Fubem’s Altar. This stone side, the ghasts from area 7a emerge.
half its rations remaining.
altar is dedicated to the temple’s 4d - Temple.
4g - Maxim’s Cubicle.
founder, Elder Fubem. Fubem died
nearly 300 years ago. The interior of the temple boasts
This small room contains a small
3d - Open Air Pavilion. Unlike the 30-foot high ceilings supported by
bed, a desk, and a simple stone
other two pavilions, this pavilion has two rows of three columns each.
bench. A wooden chest sits at the
no walls. Instead, six columns hold up Four stone benches face a large
foot of the bed.
its domed roof. Snow coats the edges statue of a smiling man that sits
of the pavilion and the stone tiles against the easternmost wall. Encounter: Elder Maxim. Elder
within are slick with ice. Maxim, the temple’s caretaker, lives
Characters who discovered the trail
There is nothing of value here. in this room. Unless the characters
of blood outside see that the trail con-
3e - Temple of Magda the Abol- already encountered him, they find
tinues into the temple and to the rear
isher. Maxim (NE male human priest)
stairwell (area 4e). The bandits who
working at his desk. Maxim serves
The front portion of this pavilion stayed at the temple were attacked
the three vampires who live below
is open to the elements. At the cen- during the night by the vampires that
the temple. Maxim pretends to be a
ter of the temple stands a woman live below. The vampires dragged
frail old man. He asks the charac-
wearing robes, her fists in the air— them into the temple’s undercroft.
ters to help him with the dangerous
ready for combat. If the characters make a lot of noise
creatures who live below the temple.
when they enter this area, Elder
If the characters see through his de-
The statue represents Magda the Maxim enters the temple to see what
ception, he drinks a potion of invisi-
Abolisher, one of the temple’s greatest all the commotion is about.
bility and flees to one of the side doors
teachers of martial arts. Statue. A character who succeeds on
(areas 4b and 4c).
a DC 15 Intelligence (History or Reli-
4 - Main Temple Treasure. The chest at the foot of
gion) check recognizes that the statue
The main temple, commonly referred Maxim’s bed is locked, requiring a
represents the Khuzhuk god, Qilan,
to as Kaldrfjell, and its landing take DC 15 Dexterity check using pro-
a winter deity. Worship of Qilan
up the majority of the snow-covered ficiency in thieves’ tools to unlock.
ceased a little over one hundred years
valley. Inside, Maxim keeps gold and silver
ago when the monks of Presson’s
4a - Temple Landing. The landing vestments worth 300 gp. Unless he
Enclave banned worship of any gods
stands 10-feet above the courtyard drank it, Maxim also carries a potion
who weren’t The Four Generals. It’s
of invisibility on his person.

BROADSWORD 67
KALDRFJELL

Temple Undercroft caverns’ ceilings are much shorter. The door at the west end of the cor-
Unless stated otherwise, a cavern’s ridor is barred from this side. Remov-
The temple’s undercroft is filled with
ceiling is no higher than 7 feet. ing the bars is easy, but characters
undead whose presence is affected by
Although it’s cold throughout the who aren’t careful might attract the
the vampires that live within. Local
entire undercroft, the ice found on the ghasts that stand beyond the door.
villagers know of the temple’s nature.
stone surfaces outside are absent here
They purposedly direct adventurers 7 - Ghast Corridor
except on the staircase that connects
to the temple to sate the vampires’ The corridor is filled with 6 ravenous
areas 3a and 16.
hunger, a fact the characters might ghasts. The ghasts wear the robes of
The following locations described
discover after (and if) they survive. the temple’s elders. They attack on
below are keyed to the map of the
The undercroft consists of chambers sight and fight until destroyed.
temple’s undercroft on page 69.
and corridors that were once a part 7a - Barred Door. If the charac-
of the temple’s basement and natural 6 - Rear Stairwell ters approach the door that leads to
caverns created by the creatures who The joint staircases behind the statue area 6 from this side first, the door
live below the temple. The manmade of Qilan descend 10-feet to a landing, is barred. Breaking the door open
chambers possess dressed stone walls reconnect, and descend an additional requires a successful DC 20 Strength
with 10-foot high ceilings support- 10 feet into a 10-foot corridor. (Athletics) check.
ed by stone pillars. Meanwhile, the

68 Issue No. 7
KALDRFJELL

7b and 7c - Doors to Outside. The or either of its closets. The rooms a platinum signet ring between the
two sets of doors that lead outside appear to have been picked clean by cracked tiles. The ring has three cir-
are both barred from that side. If the looters. cles arranged in a triangle carved into
characters did not originally enter it. The ring is worth 100 gp.
through a given set of doors, a char- 9 - Commons 9b - Kitchen.
acter will need to succeed on a DC 20 The temple’s workers prepared meals
Strength (Athletics) check to break and ate together here. This old kitchen hasn’t seen use in
the doors open. The doors lead to 9a - Dining Hall. years.
areas 4b (north) and 4c (south).
Two stone tables flanked by bench- Encounter: Specters. Three spec-
8 - Priest Quarters es crowd the top-half of this old din- ters hide in this small kitchen. They
ing room. Everything is covered in attack immediately and fight until
Seven unmade beds covered in dust cobwebs and dust. destroyed.
fill the room. An old chest rests 9c - Stores. This was once where
against the western wall. Treasure. A character who search- the temple’s foodstuffs were stored.
es this area and succeeds on a DC Anything of value has long since been
There is nothing of value in the room 15 Wisdom (Perception) check finds removed, eaten, or destroyed.

BROADSWORD 69
KALDRFJELL

10 - Study succeeds on their saving throw is ters won’t spot them unless they suc-
immune to the stench of this cavern ceed on a DC 18 Wisdom (Perception)
Four stone tables beset with stone for 24 hours. check. As soon as a character comes
seats crowd this room. The walls Encounter: Otyughs. Two otyughs within reach of the otyughs’ tentacles,
are lined with bookshelves that sleep under the garbage. The garbage they attack.
hold dusty tomes covered in cob- grants both camouflage—the charac- Treasure. Among the otyugh’s filth,
webs. the characters will find all sorts of
treasures. Characters who spend
A skeleton lies on the floor, dead for
10 minutes searching through the
decades. The skeleton was a human
otyugh’s filth will find 100 gp, three
adventurer who entered the temple’s
golden idols carved to resemble Qilan
undercroft and found himself trapped
each worth 250 gp, and a +1
within; eventually, the zombies cor-
dagger.
nered him and ate him. The contents
of his old pack are unsalvageable. 14 - Stagnant Pool
Treasure. A character who searches A 2-foot-deep pool of
the bookshelves finds a small, ornate stagnant water consumes
box covered in dust. Inside the box this intersection.
are three moonstones arranged in a Hazard: Slippery
triangular pattern, each one worth Slides. Climbing out of
500 gp. the pool proves difficult,
as the paths that lead into
11 - Privy
it slope at a 45 degree angle
There is nothing of value in this old
and are covered in slick mud. A
restroom.
creature must succeed on a DC 15
12 - Storage Strength (Athletics) check to pull
themselves out of the pool. If the
Broken crates and barrels litter the character fails their check by 5
floor of this old room. A gaping hole or more, they slide back into
in the stonework reveals a tunnel the pool and fall prone in the
that descends into the darkness be- water.
yond. Encounter: Black Pud-
dings. Two black pud-
The otyughs that live in the caverns dings wait in the water for
below the temple burst through the creatures to pass through.
storage rooms decades ago. Hunting The oozes are invisible while
for food, the creatures destroyed in the foul water.
anything of value that the room once
held. 15 - Grick Cavern
The stench of the otyugh cave (area This large cavern is home to a nest of
13) can be smelled from this area. gricks who lair in its southern end.
15a - Bones.
13 - Otyugh Cave
The floors of this large cavern are
Mounds of rotten, stiff rodents, littered with animal bones.
dead birds, and other garbage fills
this cavern. After the gricks kill and eat their
prey, they purge the creatures’ bones
Hazard: Stench. A creature who in this chamber. When a creature
starts their turn in this area must moves through this room, it must
make a DC 10 Constitution saving succeed on a DC 10 Dexterity saving
throw. On a failed saving throw, the throw or step on the bones, causing
creature is poisoned until the start them to crack. A creature that moves
of their next turn. A creature who at half speed automatically passes its

70 Issue No. 7
KALDRFJELL

saving throw. deep and leads to further sections of vampires emerge from the sarcophagi
15b - Grick Lair. Six gricks sleep The Low (your discretion). It is from and attack. Treat each as a vampire
against the walls of this area, cam- within this pit that the creatures spawn.
ouflaged by the stone. If the charac- that inhabit the temple’s undercroft The three weapons are fakes, used
ters weren’t careful moving through emerge. A narrow ledge connects the to lure adventurers to the vampires’
area 15a, the gricks are awake and western edge of the pit to area 19. A lair where they attempt to trap the
prepared to attack. Otherwise, the character can make a DC 16 Dexteri- adventurers within the pit. Each one
creatures remain motionless. ty check. On a success, the character is a mundane item painted to look as
successfully crawls along the ledge. if it possesses magical properties. A
16 - East Entrance If the character fails the check, they detect magic spell sees through the
If the characters found the stone make no progress. And if the charac- ruse, as does a successful DC 13 Intel-
grate in area 3a and went down the ter fails the check by 5 or more, they ligence (Investigation) check made on
stairs, they can enter the undercroft fall into the pit, taking 1d6 damage an item.
in this area. The stairs near the top for every 10 feet they fall (15d6 in
of the steps are slick from the ice (see all). 20 - Cavern
page 65 for details). Hazard: Bats. Bats line the sides of The body of one of the missing
the pit’s walls. The bats can be spot- bandits lies in this cavern, her blood
This room appears to have been a drained.
ted with a successful DC 15 Wisdom
store room. The southwest wall has
(Perception) check. If the characters
been destroyed, revealing a dark 21 - Mushroom Cavern
make too much noise, the bats stir
cavern beyond.
and erupt from the pit. This small cavern is filled with
Any character standing within 5 feet fluffy, green mushrooms.
17 - Lost Altar of the pit must make a DC 10 Dexter-
ity saving throw to avoid falling into There is nothing of value here.
This natural cavern is complete- the pit. A character climbing along
ly empty except for a stone altar the ledge of the pit makes this check 22 - Dark Pool
resting against the northern wall. at disadvantage. Other than the dan-
Carved into the front of the altar A pool of black, still water domi-
ger the bats present characters who
are three circles arranged in a tri- nates the eastern end of this natu-
are near the pit’s edge, the bats are
angular pattern. ral cavern.
harmless.

Encounter: Wraith and Specters. The pool is 5 feet deep at its deepest
19 - The Tomb of the Three
If a character touches the altar, a part.
wraith appears. The wraith looks Three stone sarcophagi rest against Treasure. The remains of a dead
like one of the temple’s elders, but his the walls of this small cham- dwarven adventurer lie at the bottom
robes bear the same pattern of circles ber. Each sarcophagus is decorat- of the pool. The dwarf wore a helmet
on the front of the altar. The wraith ed with an ornate object: the west- that it believed to be a helmet of water
bellows, “Whom do you serve?” If the ernmost sarcophagus bears a large, breathing. Identify spells cast on
characters respond with any name bronze tower shield; the northern- the helmet offer similar misleading
other than “Vapul” it summons four most sarcophagus features a glim- information. The helmet is actually
specters and attacks. mering longsword; and the eastern- cursed. Any creature wearing the
Treasure. A character who succeeds most sarcophagus presents a silver helmet when the helmet enters water
on a DC 15 Wisdom (Perception) longbow. immediately falls unconscious, as per
check discovers a secret compartment the sleep spell. Ω
on the side of the altar. Inside the This is the final resting place of the
compartment they find a wand of the three “heroes” who repelled the bar-
war mage (+2). barian forces from the temple thirty
years ago. However, the story was a
18 - Pit sham. The heroes were actually vam-
pires and the barbarians were slayers
A twenty-foot-wide pit cuts off ac- who came to rid the mountain of their
cess to the far side of the corridor. presence. When the characters try
to take the vampires’ weapons, the
Hazard: Pit. The pit is 150-feet

BROADSWORD 71
This side trek is designed for three to
seven 11th to 16th level characters and
is optimized for five characters with
an average party level (APL) of 11.
Likely, the characters will have
tracked the vampire to its lair after
following clues that point to its exis-
tence.

Adventure Background
An often overlooked feature of
vampires is their ability to exist in
environments that do not require air.
As such, some crafty vampires move
their lairs to underwater caverns.
These remote locations offer vampires
several advantages such as a lack of
air for creatures who’d hunt it and an
overall absence of sunlight. Because
of the vampire’s weakness against
running water, these submerged
lairs must be at the bottom of dismal
swamps or murky lakes.

TALES OF OMERIA: Adventure Hooks


If you don’t already have a hook
in mind, roll a d10 and refer to the

DROWN Aquatic Vampire Adventure Hooks


table, or choose a hook that best fits
your current campaign.

BY DAVE HAMRICK The Aquatic Vampire


Both the aquatic vampire and its

11th-Level Adventure for


vampire spawn have a swim speed
of 30 ft.
For its Shapechanger feature, the

Fifth Edition aquatic vampire can change into a


quipper. While in this form, it can’t
speak, and it has a walking speed of 0
Art by William McAusland and Rick Hershey
ft. but it gains a swim speed of 40 ft.
Cartography by Dave Hamrick
Its statistics, other than its size and
speed, are unchanged.
Anything it is wearing transforms
with it, but nothing it is carrying
does. It reverts to its true form if it
dies. It can use its bite in its quipper
form.
Also, instead of transforming into
mist, the vampire can become a cloud
of sentient blood. This blood form
works the same as its mist form,
except it has a swim speed of 40 ft.

72 Issue No. 7
DROWN

Aquatic Vampire Adventure Hooks. Dimensions & Terrain. The lair


d10 Adventure Hook has short ceilings throughout, with
tunnels and passages no higher than
1 Entire fields of crops wither and die in the area surrounding the haunt-
they are wide. The walls are made of
ed pond.
solid rock. Most of the floors are made
2 Foul undead have been attacking passersby traveling on a popular road of rock, too, except areas where silt
that cuts through a swamp. has collected.
3 A noble’s daughter disappeared near the lake. Villagers believe that it is Underwater. All areas of the
the work of a vampire who appears every twenty years. aquatic vampire’s lair are completely
4 The headless remains of bodies are found floating in the nearby swamp. submerged except for the pocket of air
Local medical examiners believe that it might be the work of an undead in area 5. Refer to the rules on char-
creature covering its tracks. acters holding their breath (Chapter
5 Two children return to a village claiming that they saw evil faces in the 8) and underwater combat (Chapter
water of an old pond. 9) in the PHB as well as the rules for
underwater environments in Chapter
6 The vampire came into a village demanding a sacrifice of six children
5 of the DMG.
by the full moon. It threatens to kill everyone in the village unless this
Light. There is no light within the
tribute is paid.
vampire’s underwater lair.
7 The vampire seeks revenge against the local priest who, in his/her Sound. Not only is it difficult to see
younger days, eradicated the vampire’s old nest. in the aquatic vampire’s lair, but it’s
8 While parked next to a murky pond, an armed wagon loaded with trea- hard to hear as well. A creature with-
sure, relief funds for the war, is torn apart. All of the guards are killed out a swim speed has disadvantage
except for one who claims that horrible creatures rose from the water on Wisdom (Perception) checks that
and drank the blood of the victims. rely on hearing while underwater.
9 One of the characters dreams of the aquatic vampire and its lair. Visibility. The vampire’s fiendish
presence turns the water cloudy. The
10 The fiancé of one of the character’s allies has been turned into a vam-
vampire, its spawn, and the vampire’s
pire spawn. To save him/her, the characters must track the vampire
minions can see through the water as
who turned him/her.
if it was clear, up to 60 ft. However,
all other creatures can only see up to
10 ft in front of themselves.
instead of a flying speed. And if water • The surfaces of water within 500
1 - Entrance
can pass through a space, the blood feet of the lair reflect perversions of
The entrance into the aquatic vam-
can do so without squeezing; unlike the original image, making living
pire’s lair is a steep descent from the
its mist form, the blood can pass creatures seem gaunt or undead.
hole at the bottom of the lake, lagoon,
through water. • A creeping fog clings to the surface
or other pool of water in which the
For its Children of the Night feature, of the water within 500 feet of the
lair is found. The narrow tunnel is no
the aquatic vampire can choose to call vampire’s lair. The fog occasionally
more than 10 feet between the floor
2d4 swarms of quippers as well as takes eerie forms, such as grasping
and the ceiling.
bats or rats, or 2d4 reef sharks. claws and writhing serpents.
Trap. The walls, ceiling, and floors
• The entirety of the vampire’s lair is
The Vampire’s Lair of the entrance are covered in thick,
considered desecrated. All undead
black seaweed. On initiative count
The region surrounding the aquatic creatures in the aquatic vampire’s
10 (losing initiative ties) the seaweed
vampire’s cave is warped by the crea- lair have advantage on saving
makes an attack against each crea-
ture’s unnatural presence, creating throws.
ture within this area with a +9 to hit.
any of the following effects: If the aquatic vampire is destroyed,
A creature hit by the seaweed takes
• There’s a noticeable increase in the these effects end after 2d6 days.
10 (3d6) bludgeoning damage and
population of quippers and sharks is restrained. A creature that starts
in the region. Aquatic plants within Area Description
its turn in the area and is already
500 feet of the lair become black Unless otherwise stated, the aquat- restrained by the seaweed takes 10
and tangled and sometimes look ic vampire’s lair has the following (3d6) bludgeoning damage. A creature
like outstretched claws. features. restrained by the seaweed can use

BROADSWORD 73
DROWN

its action to make a DC 17 Strength damage. A destroyed patch of sea- Creature Description. A rusted
or Dexterity check (the creature’s weed reforms on initiative count 20. iron golem stands here looking for
choice), freeing itself on a success. The seaweed withers away after the intruders. The rusted iron golem has
A creature can also make an attack aquatic vampire is killed. the same statistics as an iron golem
against the seaweed to free itself. A 5 except with the following changes:
x 5 patch of seaweed has AC 13, 3 hp, 2 - Guardian • Its movement speed is 20 ft.
and is immune to psychic damage and This large, open area has 30-foot high • Its Dexterity score is 5 (-3).
resistant to bludgeoning and piercing ceilings. • In addition to its other immunities,

74 Issue No. 7
DROWN

the golem is immune to lightning 3 - Cave of Spawn Treasure. The aquatic vampire’s
damage. The aquatic vampire’s spawn rest in treasure hoard includes 123,000 cp,
• Instead of Fire Absorption, the this portion of the cavern. 29,700 sp, 9,500 GP, and 2,100 pp.
golem has Lightning Absorption (as Creature Information. There are There are also 120 gems worth an
the flesh golem). four vampire spawn who rest in this average of 10 gp each, and a golden
• New Trait: Rust. Any nonmagical cavern. scepter worth 1,000 gp (see below).
weapon made of metal that hits Tactics. The vampire spawn enjoy Although there are a few rusted
the golem corrodes. After dealing feigning innocence to lure unsus- chests available to carry away the
damage, the weapon takes a perma- pecting prey. They leave one or more treasure, for the most part, it is
nent and cumulative -1 penalty to of their kindred at the center of the strewn about the cavern floor and
damage rolls. If its penalty drops to cavern in plain view, usually the one should take hours to collect.
-5 the weapon is destroyed. Non- among them most recently turned. It Trap. There is a golden scepter
magical ammunition made of metal may even be wearing rusted mana- sitting upon the pile of treasure in
that hits the golem is destroyed cles. While the creature weeps and the cavern. Removing the scepter
after dealing damage. begs to be saved, the others use the triggers a controlled collapse of the
• If the golem hits a creature wearing murky water, their spider climb, and ceiling. Each creature in the cavern
metal armor or carrying a metal their Stealth to get the drop on the when the ceiling collapses must make
shield with its Slam attack, the ar- others. The vampires employ hit-and- a DC 15 Dexterity saving throw. A
mor or shield (creature’s choice if it run tactics: they attack, grapple, pull creature that fails on its saving throw
has both equipped) takes a perma- the creature into the murk, and drink takes 35 (10d6) bludgeoning damage
nent and cumulative -1 penalty to its blood. Understanding that most and is pinned under the collapsed
the AC it offers. Armor reduced to creatures can’t see more than 10 ft. rock. While pinned, the creature is
an AC of 10 or a shield that drops into the water, they try to divide and restrained and takes 7 (2d6) blud-
to a +0 bonus is destroyed. conquer whenever possible. geoning damage at the start of each of
The iron golem attacks intruders its turns.
relentlessly until it is told otherwise 4 - Treasure Vault A creature can use its action to
by the aquatic vampire or one of its The aquatic vampire keeps its ill-got- free the pinned target (including the
spawn. ten gains in the northernmost section target itself) with a successful DC 18
of its lair. Strength (Athletics) check.

BROADSWORD 75
DROWN

On a successful saving throw, a crea- and it can only hold a single object a Concluding the Adventure:
ture takes half as much damage and time. A regenerate spell restores both Horror in the Water
isn’t restrained. However, its passage the lost appendage and its hit point
If the aquatic vampire’s lair is dis-
out of this area might be permanently maximum.
rupted, it will flee to find a new lair.
blocked. Plus, all of the treasure is Recognizing the trap for what it is
The new lair may be in another body
buried under the rubble and cannot requires a successful DC 17 Intelli-
of water or it might even be above
be easily recovered. gence (Arcana) check. A dispel magic
ground. While it will want vengeance
Spotting the trap requires a DC 15 spell cast against a 5th-level spell dis-
against those that harmed it and its
Wisdom (Perception) check. A char- ables the hungering darkness within
children, ultimately, it will turn its
acter with proficiency in thieves’ tools the coffin for 10 minutes. Once the
attention back to its dark goals. Thus,
can disarm the check with a success- darkness is removed, there is nothing
it is up to the characters to seek the
ful DC 15 Dexterity or Intelligence else in the coffin.
vampire and trap it once more. Ω
check (character’s choice).
7 - The Vampire’s True Cavern
5 - Air Pocket The vampire’s true resting place is in
The vampire keeps its prisoners in the empty cavern to the south.
this air pocket. There is a 50% chance
that the vampire’s next victim (a
commoner) is here. The commoner
has one level of exhaustion and is
frightened of all vampires.

6 - False Coffin
A rusted iron coffin dominates the
center of this cavern.
Antipathy. The front of the cavern
is enchanted with the antipathy/sym-
pathy spell (DC 17) with the antipa-
thy feature targeting humanoids. The
spell is intended to make intruders
believe the coffin has more value than Dimensions & Terrain. This cav-
it actually does. ern descends at a steep angle termi-
Coffin Trap. The iron lid is eas- nating in a pit of collected silt. The
ily removed by any creature with vampire is careful to cover its tracks
a Strength score of 15 or better. when entering the cavern, making it
The inside of the coffin is magically seem as if the entire area is neglected
darkened and cannot be seen into, by it and its spawn.
not even with a trait like a warlock’s Creature Information. The
Devil’s Sight. A creature that reaches aquatic vampire hides under 1 foot
inside the coffin immediately finds of silt along with two of its vampire
itself grappled (escape DC 17). On spawn. Noticing the disturbed silt
initiative count 10 (losing initiative requires a DC 17 Wisdom (Percep-
ties), a creature grappled by the coffin tion) check.
takes 9 (2d8) necrotic damage and Tactics. If the vampire is aware of
its hit point maximum is reduced the intruders in advance, it has al-
by an amount equal to the necrotic ready called reef sharks or swarms
damage taken. If the creature’s hit of quippers to further protect itself.
point maximum is reduced by 1/4th of Its spawn aren’t afraid to die for their
its hit point total, its arm completely master, and the aquatic vampire has
withers to nothing and the grapple no objections otherwise. The vampire
ends. won’t allow itself to be captured and
A creature without its arm can no will revert to its blood form the mo-
longer hold anything with two hands, ment it feels that it is at risk.

76 Issue No. 7
APPENDICES

BROADSWORD 77
APPENDIX A
CYCLOPÆDIA OMERIA
BY DAVE HAMRICK
ART BY ANDREW KRAHNKE, RICK HERSHEY, WILLIAM MCAUSLAND, AND MACIEJ ZAGORSKI
CARTOGRAPHY BY DAVE HAMRICK, DYSON LOGOS, AND TOM CARTOS

The Village of Grihoo the adventure series Titan’s Heir. As the years passed, the women—
However, rules for making your own or phusaphusaana as the strange
The tree line breaks, exposing a small
custom village are included as well. creature dubbed them—forgot their
village consisting of squat, expert-
origins and knew only the temple and
ly-built stone buildings, 14 in all. History its serpents.
The buildings are built of sandstone
Approximately 500 years ago, the Pa-
bricks. The majority of the buildings Serpent Whisperers of Note
naakebaag, a danaavrakti slave ship
flank a narrow canal leading from the
sailing from the island of Elsath, was When the Ivorian Guild first dis-
edge of the forest to the temple at the
caught in a ferocious storm. Unable to covered the phusaphusaana in the
far northern end of the village.
successfully navigate the waters, the middle of the Ocean of Warna, they
The temple measures roughly 70
spellcasters onboard the ship evacu- dubbed them “Amazon warriors. “
feet by 70 feet and stands 50 feet tall.
ated with teleportation magic, leaving This name came from the popular
The exterior walls are carved to look
all 101 slave women in its cargo to legend of the all-female warrior
like hundreds of snakes crawling
perish. Whether it was the will of tribes who hailed from the mythical
over top of each other. Two female
Suen or simply good luck, the ship in- Jungles of Amazonia. Since then, the
human warriors wearing elaborate
stead ran aground near a small group term has stuck. Armed with thick,
headdresses stand guard at the tem-
of islands in the Ocean of Warna. obsidian-lined clubs, these warriors of
ple’s entrance. Joining them are five
Nearly half their ranks died that Grihoo race through the dense jungles
muscular, 12-foot tall apes wearing
first hard year on the island. But of the Skeleton Key, eager to combat
bronze armor who climb over the
those who did survive hardened them- any who should seek to uncover the
sides of the building.
selves to this new reality. And even secrets of their island protectorate.
At either side of the temple are two
though the island was a cruel moth- Important Serpent Whisperers in-
200-foot tall obelisks made of steel.
er, it granted the women something clude the following NPCs. See Appen-
Roughly 10 feet from the top of each
they’d never had before: freedom. dix D for statistics.
of these pylons there is a small win-
Eventually, the women discovered • Viothye is the village elder and
dow from which green light glows.
that they weren’t the only ones on leader of the Serpent Whisperers.
Plenty of sunlight illuminates the
the island. At the southern end of She is a LN amazon warrior with
village during the day. And at night,
the island stood a mysterious temple 55 hp.
the village is lit with torches. The
carved to look like hundreds of snakes • Ykyope is the village’s greatest
pylons emit a dull green glow as well.
crawling over top of each other. Fear- warrior and tracker. She is a LN
The village is home to over 30 Ser-
ing the temple, the women stayed amazon warrior with 55 hp.
pent Whisperers of Grihoo. The war-
away. But eventually, a strange crea- • Vuda is Ykyope’s sister and a
rior women keep goats, chickens, and
ture came out. The creature looked tracker for the Serpent Whisperers.
other livestock in the area. There are
nothing like them. It had more arms, She is joined by two tigers named
also needleblast boas that freely roam
more legs, and its head was misshap- Ekda and Xotnoe. She is a CN am-
the village, offering additional protec-
en and alien. But it spoke in a soft, azon warrior.
tion where needed.
soothing voice they could feel at the • Toumida (is the village’s barter
How to Use This Resource back of their minds and promised the arbiter. No major trades happen
Grihoo Village can be used as part of women that it would only help them. unless she grants permission. She
any campaign that takes place in a The creature gave the women food. It is a LG amazon warrior.
jungle, deserted island, or anywhere helped them build a village around • Dexece is the head of security for
else a small Aztec- or Mayan-in- its temple. In time, it also gave them the temple and the leader of the
spired village would be appropriate. men with whom they could propa- Serpent Guard. She is a LN ser-
The default descriptions included gate their kind. In return, it asked pent guard.
in this document are specifically for that they never allow another living • Motewno is the alpha of the Heirs
The Serpent Whisperers of Grihoo, creature to enter the temple which it of Kong. Often, he is found scout-
an amazon warrior tribe featured in called Grihoo. ing the outside of the village.

78 Issue No. 7
APPENDIX A

Serpent Whisperer Names. If strange effect on the flora and fauna ers live in sandstone buildings built
you need a quick name for a Serpent indigenous to the island. Animals along the canal that runs through the
Whisperer, choose an option or roll grow larger and are generally more center of the village.
for a result on the Serpent Whisperer intelligent. Plus, they seemingly Area Description. While the lay-
Names table below. possess a greater sense of self. Case outs may vary, Serpent Whisperer
Serpent Whisperers Names. in point: the Heirs of Kong. These homes have the following features:
d12 Name 12-foot-tall apes inhabit the jungles Dimensions & Terrain. All of the
and forests of the key. And until the buildings have 10-foot high ceilings.
1 Alliesia
Serpent Whisperers of Grihoo arrived, The floors are paved with stone tiles.
2 Beiitane Because the “creature of the temple”
the heirs were the dominant guard-
3 Blumyope ians of the island. (see the section on History) taught
4 Eiyne Intelligent and psionically active, the early Serpent Whisperers archi-
the heirs do not consider themselves tecture, the buildings are expert-
5 Kedgone
servants of the Serpent Whisperers, ly-constructed. Most of the buildings
6 Moktane
rather joint custodians of the island. are built onto a foundation that lifts
7 Nyestra The heirs even have their own com- them from the ground to protect the
8 Phodora munity separate from the Serpent interiors from flooding. Hand-woven
9 Pouthysose Whisperers. In this community, they rugs are common throughout the
decide on matters important to both village.
10 Thulasca
the island and the heirs. Regardless, Doors. The doors are built from
11 Uyadia solid wood. Although the doors can
when the island is challenged, they
12 Valiliope almost always join forces with the be barred from the inside, everyone
Amazons. Individually, the apes and in the village leaves their doors open,
The Hunters the warrior women are powerful. But including Viothye.
The Serpent Whisperers who leave together, they are an unstoppable Beds. The Serpent Whisperers sleep
the village to hunt for creatures in force of nature. in linen hammocks or on cots covered
the forest and scout for other dangers The original Kong was rumored to in animal furs. On the map of the
to the island are collectively known as be a 30-foot tall ape that lived in the Grihoo village, the number of beds
“the hunters.” Ykyope is the leader of nameless mountain range at the cen- present in the building is usually the
the hunters. Ykyope’s sister, Vuda, is ter of the island. However, no proof number of inhabitants that live in a
also a hunter and considered by many has emerged that such a creature given building.
to be the village’s best tracker. ever existed. Regardless, the apes still Roof Access. Many of the Serpent
happily carry the moniker. Whisperers’ homes have staircases
The Serpent Guard There are ten Heirs of Kong who that grant access to the rooves of the
The temple is protected by the leg- operate in and around the village. buildings.
endary Serpent Guard, the fiercest Supplies. All Serpent Whisperer
warriors among the Serpent Whis- Locations in the Village homes contain 1d4 + 1 days worth of
perers. Each member of the Serpent food and water per inhabitant.
Refer to the map overleaf for the fol-
Guard wields the powerful tepozto- Treasure. Consummate barterers,
lowing locations in the village.
pilli, a polearm topped with a broad the Serpent Whisperers have no need
wooden head capable of crushing A - Canal for currency. However, a few have
enemy spines with a single blow. The A stone canal runs the length of the collected trinkets, gems, and other
tepoztopilli gives the serpent guards village. The water pours magically items of interest. There is a 50%
the advantage of reach while allow- from the Temple of Grihoo 300-feet chance that a character who succeeds
ing them to use their massive tower north of the village. No matter the on a DC 13 Intelligence (Investiga-
shields for added defense. There are season, the water is cool and refresh- tion) check finds a treasure stash in
six total Serpent Guards who live and ing. The canals are two feet deep and each building. Roll 1d4 times on the
operate in the village. able to support all of the villager’s Serpent Whisperer Treasure table
canoes. below to determine what the charac-
The Heirs of Kong
ter finds. Refer to Chapter 7 of the
The magic that courses through the B - Serpent Whisperer Home DMG for gems, art objects, and magic
veins of The Skeleton Key has had a The majority of the Serpent Whisper- item tables.

BROADSWORD 79
APPENDIX A

Serpent Whisperer Treasure. Pheice (non-combatant commoner). barterer of the item’s value. Have the
d20 Treasure The Serpent Whisperers aren’t in- character make a DC 10 Charisma
terested in gold. Instead, they value (Persuasion) check. On a failed check,
1-15 A random trinket
trade. the item is worthless. On a successful
16 A gemstone worth 10 gp The Bartering Center trade table check, the item has a trade value of
17 2d4 cp gives a list of common items traded 1d4.
18 An art object worth 25 gp for in the Bartering Center as well as
the “trade values” for the items. For D - Fishing Supplies
A random martial weapon
19 example, a character who wishes to The large hut at the eastern end of
(GM’s descretion).
trade for a spear which has a trade the village contains a stockpile of
A magic item from Magic fishing supplies. Many of the women
20 value of 2 must trade another item
Item Table A who live in the village who do not fill
with a trade value of 2 such as two
days worth of rations. See Appendix A the roles of hunters or guards act as
C - Bartering Center for common trade values. gatherers and fishers.
All major trade is to be performed at For items that aren’t listed on the
the bartering center. There, Toumida E - Food Stores
trade table, a character can attempt
presides with her young daughter In the winter and during times of
to persuade Toumida or another
drought, Toumida keeps a stockpile of

80 Issue No. 7
APPENDIX A

BROADSWORD 81
APPENDIX A

preserved foodstuffs and water so the Here, they can spar, exercise, and cause this end of the village is slightly
village perseveres. practice archery. higher than the lower portion, the
There are enough food and water effects of flooding aren’t as severe
supplies in this area to keep all of the J - Tower here. When the flooding does get bad,
Serpent Whisperers fed and hydrated A 35-foot-high tower overlooks the however, the hunters retreat further
for 1 month. The door to this area is village. At all times, there is one into the forest or into the tower (area
kept locked. All three council mem- member of the Serpent Guard who J).
bers have a key to the stores. Break- keeps watch. The tower is also one of Beds. The Serpent Whisperers sleep
ing down a door requires a DC 15 the sturdiest buildings in the entire on cots covered in animal furs. On the
Strength (Athletics) check or a suc- village. During times of flooding or se- map of the Grihoo village, the number
cessful DC 15 Dexterity check using vere storms, it can be used as a shel- of beds present in a hunt is usually
proficiency in thieves’ tools. ter. The base of the tower contains the number of inhabitants that live in
dried foodstuffs and water. a given building.
F - Serpent Statue Supplies. All of the hunters’ huts
At the center of the village is a ser- K - Village Elder’s Home
contain 1d4 + 1 days worth of food
pent statue carved to look like a head Viothye lives at the northside of town
and water per inhabitant.
of Grihoo. Viothye gives announce- in a simple stone building. She is
Treasure. There is a 50% chance
ments from this area. Also, when joined by her lover, Cleothye (KLEE-
that a character who succeeds on a
lashes are given out as punishment, oh-thyay). Her home is the same as
DC 13 Intelligence (Investigation)
the lashes are performed at the stat- the ones described in area B.
check finds a treasure stash in each
ue (see Law and Order). hut. Use the Serpent Whisperer
L - Hunters Circle
Ykyope and the other hunters live in treasure table in area B to determine
G - Elder’s Hall
thatch and mud huts at the north- what the character finds.
Although Viothye, Toumida, and
Dexece make up the ruling body of western edge of the village. They
N - Ykyope’s Hut
the Serpent Whisperers, the council consider themselves “creatures of the
Ykyope, leader of the hunters, lives in
permits the other adults of the village forest” and prefer the rugged setting.
the largest hut with her sister, Vuda.
to meet to discuss important matters Late nights, the hunters sit around
The hut has the same features de-
democratically. the fire, roasting the day’s hunt.
scribed in area M.
Vuda’s two tigers sleep by the fire,
H - Armory guarding the hunters. O - The Serpents’ Path
The armory consists not only of Ser- Serpent Pipe. While the hunters The path and canals lead 300-feet
pent Whisperer weapons (see Trade celebrate the rewards of their hunt, north to the Temple of Grihoo. See
Goods), but weapons collected from they pass a wooden pipe carved in the the adventure module Grihoo for
outsiders to the island, including likeness of a serpent to one another. details.
polearms, swords, maces, morning- The pipe contains dried and ground
stars, and rapiers. There are also two ubaco root, a hallucinogenic drug. A Side Quests
suits of leather armor and six shields creature who smokes from the pipe
There are plenty of tasks that Viothye
of varying makes. The door to this must make a DC 10 Constitution
and other members of the Serpent
area is kept locked. All three council saving throw. On a failed saving
Whisperers need doing in and around
members have a key to the armory. throw, the creature is poisoned for 10
the village. Not only will these tasks
Breaking down a door requires a DC minutes.
help the character earn trust with
15 Strength (Athletics) check or a suc-
the Serpent Whisperers (see Earning
cessful DC 15 Dexterity check using M - Hunter Hut
Trust in the Grihoo adventure mod-
proficiency in thieves’ tools. The five huts at the northwestern
ule), but it may lead to unexpected
edge of the camp are homes to the
rewards and discoveries.
I - Training Room hunters.
Introduce as many or as few of these
The hunters and trackers of the Area Description. Each of the
side quests as you like. Suggestions
Serpent Whisperers utilize their hunter’s huts (Ykyope’s included)
for NPCs who trigger them are in the
fighting skills every day in the forests have the following features:
description, but if a different NPC fits
surrounding the village. However, Dimensions & Terrain. All of the
your story better, feel free to change
the Serpent Guard’s members rarely huts are round, doorless, bamboo and
it. If you can’t decide which side quest
leave the village. Thus, this use this mud huts with seven-foot-high thatch
to choose, roll a d8.
area to improve their fighting skills. ceilings. The floors are bare earth. Be-

82 Issue No. 7
APPENDIX A

Creatures that appear in bold type of the village. Vuda suffers from a 6. Find Boy and Man. Viothye
refer to monsters stat blocks that condition known as firemind which approaches the characters and asks
appear in either the MM or Appendix makes her act paranoid and irratio- them to track a pair of men who es-
D. See the Grihoo adventure in this nal. When the characters find her, caped the temple and fled into the
book for details. she’s babbling incoherently. If the forest. She will not explain why the
1. Collect Zujadilla for Toumida. characters subdue Vuda and return men were in the temple or why they
Toumida, the village’s trade arbiter, the key to Viothye, they get a +20 are important but promises that if
is running low on zujadilla (zoo-ha- bonus to their next Earning Trust the characters can find them—alive
dee-ya), a strange, yellow-and-pur- check. However, if they kill Vuda or or dead—they will earn the trust
ple striped fruit that grows on the fail to return the key, they get a -10 of herself and the other Serpent
southern end of the island. To find penalty to their next Earning Trust Whisperers. Man and Boy can be
the zujadilla, the characters must check. found in the abandoned mine on
spend a day exploring the hexes 4. Find the Monster Men Camp. the western edge of the nameless
south of the village. Have each Viothye asks the characters to mountain range. See The Skeleton
character who participated make help her find a dangerous group Key adventure module or the Man
a DC 10 Wisdom (Survival) check. of creatures who live north of the and Boy Addendum in Grihoo for
On a successful check, roll 1d6 + nameless mountains. She refers to details. If the characters find the
the character’s Wisdom modifier to them as “monster men” and warns two, they earn a +20 bonus on their
determine how many zujadillas the the characters that they are cruel next Earning Trust check.
character finds. For each zujadil- cannibals and killers. The Monster 7. Kill Xeopesia. In a series of ruins
la found, the characters add that Men’s camp is detailed further in at the north end of the island, a
amount to their next Earning Trust the Island Exploration section. dangerous medusa named Xeope-
check (maximum of +10). This task When the characters enter the hex sia (ZEE-oh-PAY-sha) hides from
is only available once per month. with the Monster Man camp, a the amazon warriors. Xeopesia
2. Hunt with Ykyope. Ykyope asks successful DC 15 Wisdom (Surviv- also knows many of the island’s
the characters to join her on a hunt al) check reveals the path back to secrets—she may even use her
for a creature that poses a major the camp itself. Once the characters knowledge as a bargaining tool.
threat to the village: a tyran- find the camp and report its loca- Xeopesia’s lair is detailed in the
nosaurus rex. If the characters tion back to Viothye, they earn +10 Island Exploration section. If the
agree, the characters are joined by to their next Earning Trust check. characters find and kill Xeopesia,
Ykyope (LN amazon warrior with 5. Rescue Pheice. Toumida’s they gain a +10 bonus to their next
55 hp) and six amazon warriors. daughter, Pheice (FEE-shay) has Earning Trust check.
After a day of hunting, the charac- vanished into the forest. Toumi- 8. The Chamber of Titans. Vuda,
ters and Ykyope eventually track da suspects that Pheice was out during one of her manic episodes,
the beast to its lair. The tyranno- picking zujadilla and isn’t par- begrudgingly approaches the char-
saurus is aggressive and cruel, and ticularly worried. If one or more acters with a request: tell her what
will attack a creature until it is characters spend an hour searching is on the wall of the Chamber of
truly and totally dead. If the char- the forest, they find Pheice in an Titans. In return, she will give the
acters succeed on this mission with empty clearing surrounded by holes characters “a great treasure.” She
Ykyope, they add +5 to their next in the ground (see the Grihoo Holes explains that the chamber is in the
Earning Trust check. location in the Island Exploration temple, first corridor on the right,
3. Retrieve Viothye’s Key. In the section for details). She’s sitting first room on the left. If they can re-
night, Vuda stole Viothye’s key on a rock, frightened. The Heads turn with a description of what they
to the temple (see Grihoo) from of Grihoo are trying to eat Pheice. saw, they discover that she has no
around her neck and vanished into When the characters try to save rewards to give them. In fact, she
the forest. Viothye asks the charac- her, 1d6 + 1 Heads of Grihoo doesn’t even remember asking them
ters to track down Vuda and return attack. If one or more of the heads to perform the task and curses at
the key. However, she does not is destroyed, all of the heads retract them for suggesting such. More-
wish Vuda to be killed. The Serpent back into their holes. Once Toumi- over, if the characters are caught by
Whisperers will handle the punish- da learns that the characters saved the Serpent Whisperers, they will
ment of Vuda. Vuda (CN amazon her daughter, the characters earn need to prove their innocence to the
warrior) and her two tigers can +15 on their next Earning Trust other Serpent Whisperers (see Law
be found in a cave 20 miles north check. and Order below).

BROADSWORD 83
APPENDIX A

Law and Order Serpent Whisperer Laws.

The Serpent Whisperers adhere to a Law Modifier


strict set of rules that they all mostly No one shall own a Serpent Whisperer as property. -5
know and follow. Anyone who violates No one shall kill a Serpent Whisperer. -5
the rules must prove their innocence
None shall enter the temple except for the village elder (Viothye) -5
before a council of three: Viothye,
and the head of security (Dexece).
Toumida, and Dexece.
Their laws are as follows, listed from All Serpent Whisperers are equal and must treat each other as +0
least severe to most severe. The right equals. Furthermore, non-Serpent Whisperers must treat all Ser-
column has penalties or modifiers pent Whisperers as their superior.
added to a violator’s ability checks All Serpent Whisperers must do their part to help the community. +5
when making Proving Innocence rolls. All Serpent Whisperers are required to bear a minimum of two chil- +0
dren. Daughters remain in the village and sons are given to the sea
Enforcement at the Cliff of Eyes (see the Island Exploration section).
Dexece and the Serpent Guard main-
No one shall steal from a Serpent Whisperer. +0
tains order in the village. If the vio-
lator is particularly dangerous, they No one shall lie to a Serpent Whisperer. +10
employ the help of the Heirs of Kong. Council DCs.
The Serpent Guard only wishes to 3 miles or suffer the pain of death
Council Member DC
apprehend the violator but will kill at the hands of the Serpent Guard.
them in order to protect the village. Dexece 18
Furthermore, the violator is given a
Toumida 10 brand on their forehead to remind
Proving Innocence Viothye 13 those of his/her crimes. A creature
Someone charged with a crime must with the brand has disadvantage on
argue their case before Viothye, Tou- Proving Innocence.
Charisma (Persuasion) checks when
mida, and Dexece. The creature has Result Outcome dealing with creatures who under-
one hour to make their case. At the The violator is given a stand the meaning of the brand.
end of the hour, have the creature 0 successes
severe punishment. Magical healing of 6th level or higher,
make three Charisma (Deception or such as heal and regenerate, removes
The violator is given a
Persuasion) checks. The DCs for each 1 success the brand.
minor punishment.
of the checks are determined using Minor Punishments. Those whose
the council DCs check table below. The violator is found
not guilty. The next crimes are not as severe suffer the
Certain laws are less severe than following punishments at the hands
others; add or subtract the modifiers time they commit a
2 successes crime, their Proving of the Serpent Whisperers:
shown on the Serpent Whisperers’ The Hole. The creature is placed
laws table to the requisite Charisma Innocence checks are
made with disadvan- into a six-foot-deep muddy hole in
checks. After the checks are made, the ground. The top of the hole is
consult the Proving Innocence table to tage.
covered by a 6-inch-thick cylindrical
see how the character did. The violator is found
stone, with 1-inch wide holes dug into
Note: All of the laws strictly apply 3 successes not guilty with no fur-
it. Removing the stone requires one
to Serpent Whisperers. For example: ther consequences.
or more creatures with a combined
While no creature may kill a Serpent Strength scores of 15 to move it. The
Whisperer, the Serpent Whisperers choose the actual punishment given. creature must remain in the hole for
are free to kill other creatures, and The punishments are as follows: 2d6 days. They are given no food or
so forth. They do not care (or under- Severe Punishments. The worst water while in the hole. If the crea-
stand) the hypocrisy inherent in their punishments that the Serpent Whis- ture escapes the hole before its time
one-sided laws. perers offer are as follows: is served, the Serpent Whisperers
Death. The violator is beheaded add an additional 4d6 days to the
Punishments before the temple’s steps. Their body time that the creature must spend in
There are two types of punishments is given to the Heirs of Kong to tear the hole. If another creature is found
granted by the Serpent Whisperers: apart. giving the creature food or water or
severe and minor. A humanoid found Exile. The violator is exiled from assisting the creature in escape, that
guilty and given a punishment may the village and cannot come within

84 Issue No. 7
APPENDIX A

Random Village Encounters.


d12 + d8 Encounter
2 A pair of needleblast boas* start fighting each other in the
streets. The villagers have trouble calming the beasts.
3 A celebration occurs in the village, marking a special occasion cele-
brated by the Serpent Whisperers.
4 1d4 + 1 Serpent Whisperers (amazon warriors*) start brawling
in the street.
5 The characters witness 1d4 + 1 amazon warriors* harassing
Vuda and her tigers chanting “firemind” in Draconic.
6 A Serpent Whisperer (amazon warrior*) challenges one or more
of the characters to a fist fight.
7 One of the Serpent Whisperer children takes an interest in one or
more of the characters. The child follows them everywhere they go.
8 The adventurers find the corpse of a Serpent Whisperer.
creature is charged by the council as
if it had committed the same exact 9-11 One of the Serpent Whisperers approaches the characters with a
crime as the creature in the hole, no specific task. Roll or choose one of the tasks detailed in the Side
matter how severe. If a creature dies Quests section on page 82.
from starvation or thirst while in the 12 A drunk Serpent Whisperer (amazon warrior*) start lobbing
hole, the Serpent Whisperers belive insults the characters way.
that is the will of Grihoo. 13 A fire breaks out, and the characters have a chance to help put out
Lashes. The creature is tied to the the flames before the fire spreads.
Serpents Statue at the center of the
14 The characters find a random trinket. See Chapter 5 of the PHB
village and all of its armor is re-
for random trinkets.
moved. The creature is then given 1d4
x 5 lashes carried out by Dexece using 15 One of the serpent guard* or Heirs of Kong* harasses one or
a barbed whip. Each lash deals 1d4 + more of the characters.
4 slashing damage. A creature whose 16 A thief (spy) tries to steal from a random character. Compare the
hit points are reduced to 0 from the character’s passive Wisdom (Perception) score to the thief’s Dex-
lashes must make a DC 5 Constitu- terity (Sleight of Hand) check to determine if the character catches
tion saving throw. On a failed saving the thief in the act.
throw, the creature dies from its 17 One of the older Serpent Whisperers has died. The others prepare
wounds. This is the will of Grihoo. A a funeral pyre for her.
creature who succeeds on their saving 18 A barrel of supplies slips from a Serpent Whisperer’s hands and
throw drops to 1 hit point instead rolls toward the character. If the characters stop the barrel before
but suffers two levels of exhaustion. it breaks, the owner is grateful.
Dexece may use a different weapon
19 The characters witness another Serpent Whisperer (amazon
to carry out the lashes against Large
warrior*) doing something shady such as stealing from another
or larger creatures, creatures with
Serpent Whisperer or breaking one of the laws.
natural armor, or those who commit
particularly severe violations. 20 One of the Serpent Whisperers (amazon warrior) breaks into
song, an old tune from Elsath. Others stop to listen.
Random Encounters *See Appendix D for details.
The Random Village Encounters table
at least once per day, and once at Whisperers’ attitude towards them.
in the right column is useful for ad-
night if the characters are out and For example, putting out a fire might
ventures based around Grihoo village.
about. Reroll the result if it doesn’t earn the characters a +5 bonus to
These encounters help breathe life
make sense given the time of day. their Earning Trust rolls. Meanwhile,
into the village as well as generate
At your discretion, how the charac- finding a body or accusing a Serpent
hooks for the GM and the players to
ters handle (or don’t handle) these Whisperer of a crime might end up
follow. Check for a random encounter
encounters may improve the Serpent harming the characters’ reputation.

BROADSWORD 85
APPENDIX A

Grihoo Village Trade Goods New Weapons Ammunition.


Two new optional weapons are of- Item Trade Value
Armor.
fered below. Both are consider mar-
Item Trade Value Arrows (20) 2
tial weapons.
Breastplate 400 A machuahuitl is a 3-foot long Blowgun needles
2
club lined with obsidian glass that (50)
Hide 10
weighs approximately 5 pounds. Sling bullets (100) 100
Leather 20
The weapon deals 1d6 bludgeon-
Padded 10 ing or slashing damage (attacker’s
Shield 10 choice) on a hit and has the versa-
Studded Leather 45 tile property (1d8). It costs 25 gp in
most markets.
Weapons.
A tepoztopilli is a polearm with
Item Trade Value a thick, blunt head at its top. It
Blowgun 10 weighs approximately 5 pounds.
Club 1 The weapon deals 1d8 bludgeoning
damage on a hit and has the reach
Dagger 4
and versatile (1d10) properties. It
Greatclub 2
costs 50 gp in most markets.
Handaxe 10
Javelin 2
Net 2 Adventuring Gear.
Light hammer 4 Item Trade Value
Longbow 50 Backpack 4
Macuahuitl 15 Basket 1
Quarterstaff 1 Bed Furs 2
Shortbow 25 Blanket 1
Sling 2 Bucket 1
Spear 2 Candle 1
Tepoztopilli 25 Chest 10
Whip 4 Clothes 1
Tools. Flask 1
Item Trade Value Hammer 2
Carpenter’s tools 20 Hunting Trap 10
Herbalism kit 5 Jug 1
Jeweler’s tools 25 Ladder 2
Leatherworker’s Pole (10-foot) 1
10
tools Pouch 1
Musical instru- Quiver 2
ment (drum, flute, 5 Rations (1 day) 1
or shawm)
Rope, hempen (50 2
Smith’s Tools 5 feet)
Weaver’s tools 2 Sack 1
Woodcarver’s tools 2 Shovel 4
Tent, two-person 4
Waterskin 1
Whestone 1

86 Issue No. 7
APPENDIX A

Grihoo Variant: Creating Population Disposition


Your Own Village The village is home to 5d8 common- Finally, choose or roll on the Village
ers. They are protected by 3d6 tribal Disposition table to determine what
If you wish to create your own vari-
warriors led by a berserker. Ad- events are happening in the village
ation of the village presented in this
ditional NPCs may be present based when the characters arrive. Each dis-
adventure, use the following rules
on the results of the Village Notable position is described after the table.
listed below.
Traits table on the next page. If you roll no special disposition, the
Village Attitude village, Additionally, it gives sugges- village is under no unusual stress and
First, roll or choose an attitude on tions for the village’s leader. After you reacts based on its attitude.
the Village Attitude table, then roll determine the village’s leader, roll for Vilage Disposition.
on the appropriate table to determine the ruler’s status on the table below. d10 Disposition
the nature of the village’s inhabi- Ruler’s Status.
1 Diseased
tants. d20 Ruler
2 Civil unrest
Village Attitude. 1-5 Respected, fair, and just
3 Emergency
d6 Attitude 6-8 Feared tyrant
4 Help with a threat
1 Friendly 9 Weakling manipulated
5-10 No special disposition
2-3 Neutral by the village’s strongest
4-6 Hostile warriors Diseased. Roll percentile dice The
result reveals the percentage of the
Friendly Village. 10 Weakling mainpulated by
villagers infected with a disease of
the village’s wealthiest
d8 Race your choice from Chapter 8 of the
members
1-5 Humans DMG. When the characters arrive in
11 Under the influence of a the village, the villagers beg or de-
6 Halflings powerful monster or other mand help with the infection.
7 Lizardfolk fiend Civil unrest. Multiple factions vie
8 Wood Elves 12 Contested leadership; open for control of the village. The village
fighting leaders approach the characters,
Neutral Village.
13 Given leadership by a asking or demanding help quelling
d6 Race
prophecy the uprising, or the leaders of the
1-2 Humans uprising request aid with their coup
14 Despises the role of leader
3 Halflings or attempt to trick the characters into
15 Physically weak or ill
4-5 Lizardfolk killing the village leaders.
16 Outsider of the village who
6 Wood Elves seized the position by force
Hostile Village. 17-18 Rules by might but respect-
d10 Race ed
1 Humans 19-20 Religious leader
2 Gnolls
3 Halflings
4 Kobolds
5-8 Lizardfolk
9 Orcs
10 Wood Elves

BROADSWORD 87
APPENDIX A

Village Notable Traits. Emergency. The village is experi-


d20 Trait encing a crisis. The villagers beg or
demand the characters’ help in the
The village is built on stilts in a swamp. The swamp’s waters are protect-
1 matter. Choose or roll for an emer-
ed by 1d10 alligators. The village leader is a druid.
gency on the Village emergency table
The center of the village hosts a massive monument of the village’s pa- below:
2
tron god. The village leader is a druid.
Village Emergency.
A grand, stone temple is at the center of the village. The village leader is
3 d4 Emergency
a priest.
All of the villagers are miss-
The village is highly militaristic. They possess twice as many tribal 1
4 ing.
warriors and are led by a gladiator.
Orchards and vegetable gardens surround the village. 1d6 + 1 treants 2 The village is on fire.
5
and 1d4 dryads protect the village. The village leader is a druid. The village has no food or
3
A rushing stream divides the town. The village’s leader, a mage, can call water.
6
forth 1d4 water elementals to protect the village. 4 The village is under attack.
The village acts as a trade center for many of the island’s inhabitants. Help with a Threat. A deadly force
7 There are many different factions at work within the village, each with from outside the village threatens the
their own leader all of whom are commoners.
villagers’ way of life. The villagers
A scientific expedition calls the village their home and are respected (or demand or beg the characters to help
8
even worshipped) by the locals. The expedition consists of 1d6 nobles. them with the matter. Choose or roll
The village’s inhabitants wear lavish costumes decorated with gold and for the type of threat the villager’s
9
precious stones. The village leader is a commoner. face below:
The villagers are poor, diseased, and hungry. They seemingly have no Village Threat.
10
leader. d6 Threat
The bodies of the dead decorate the village; it is clear that the villagers 1-3 A deadly monster
11 eat the flesh of humanoids. Instead of the normal protectors, the village
4-5 A rival village
is protected by 1d10 berserkers. The village leader is a gladiator.
6 A strong military force Ω
The village is built around a vast source of wealth such as a mithril
12 mine, healing crystals that sprout from the ground, or even a great trea-
sure vault. The village leader is a commoner.
The village is recovering from a recent battle. Their leader was slain in
13 battle and their most powerful warriors are fighting over who should
lead the village next.
Magic acts strangely within the village. Any time a spell is cast near the
village, roll a d20. On a result of 1, a wild magic surge occurs (as detailed
14
in the section on sorcerers in the PHB). The village leader is a common-
er.
The villagers protect a source of powerful knowledge. The village’s lead-
15
er, a druid, refuses to let it fall into the wrong hands.
Any creature that practices a religion other than that of the village is
16
marked for death. The leader of the village is a berserker.
The chief of the village was killed by a demon some time ago. The demon
17
has since assumed the form of the chief. The villagers live in fear.
The villagers coexist with a large human military force. The leader of the
18
humans is a knight who leads 1d6 veterans and 5d6 guards.
The tomb of a powerful ancient being is hidden below the village. The
19 villagers fiercely guard the tomb’s secrets. The village leader is a tribal
warrior.
The village was built atop ruins. It may even be the entrance to an an-
20
cient dungeon. The village leader is a commoner.

88 Issue No. 7
APPENDIX A

The Skeleton Key: 4. Also, roll for random encoun- • DC 15 for forests and mountains
Island Exploration ters throughout the day and check • Apply a +5 bonus to the check if the
for food consumption. group sets a slow pace for the day
The Skeleton Key is an island of
5. Optional: The forest is relatively • Apply a -5 penalty if the group is
mystery that boasts all manner of
easy to forage in, requiring a DC moving at a fast pace.
adventure, intrigue, and of course,
10 Wisdom (Survival) check to Success. If the check succeeds, the
danger. While many of the encounters
secure food and water (see chapter navigator knows exactly where the
are tailored to characters of 3rd lev-
5 of the PHB for details). explorers are on the player’s map of
el, there are a few that may be more
The Skeleton Key throughout the day.
dangerous than others. Choosing to Travel Distances Failure. If the check fails, the party
fight or flee can make the difference On the map of the Skeleton Key becomes lost.
between life or death for the party. overleaf, each hex measures 3 miles • Each hex on the map is surround-
You can play the encounters as hard- across and is considered difficult ed by six other hexes; whenever a
core as you like, pulling no punches, terrain. lost party moves 1 hex, roll a d6 to
or you can withdraw where needed. Normal Pace. Characters moving randomly determine which neigh-
For each day that the party explores at a normal pace can travel 4 hexes boring hex the party enters, and do
the island, follow the rules detailed in per day. not divulge the party’s location to
this supplement. Fast Pace. If the characters move at the players.
a fast pace, you can increase the num- • While the party is lost, players
How to Use This Resource
ber of hexes they are able to move can’t pinpoint the group’s location
Island Exploration is used in con-
by 1 per day. Characters moving at on their map of The Skeleton Key.
junction with the Grihoo adventure
a fast pace take a -5 penalty to their • The next time a navigator succeeds
module. Some of the elements in the
passive Wisdom (Perception) scores, on a Wisdom (Survival) check made
adventure can also be used in your
making them more likely to miss to navigate, reveal the party’s actu-
own adventures, including the points
clues and walk into ambushes. al location to the players.
of interest, methods of escape, and
Slow Pace. If characters set a slow
random encounter tables.
pace, they can only travel 3 hexes Random Encounters
Exploring The Skeleton Key per day. Characters moving at a slow Outside of a few major locations noted
pace can move stealthily. As long as on the GM’s map overleaf, The Skel-
Follow these steps to explore the they’re in the open, they can try to eton Key is an open sandbox for the
island. surprise or sneak by other creatures characters to discover monsters, hid-
1. Using the player’s map of The they encounter. den locations, and other interesting
Skeleton Key included in Appen- Tracking Miles. If you prefer to hooks during their time on the island.
dix E, identify the hex in which track miles, you may do so. Travel Check for a random encounter in the
the party is currently located (like- times are then 18 miles per day at morning, afternoon, and evenings.
ly, they all start at the crash site a normal pace, 24 miles per day at Roll 1d20; an encounter occurs on a
or Grihoo village). Don’t share this a fast pace, or 12 miles per day at a 16 or higher. Place the encounter at a
information with the players if slow pace. range that makes sense. The majority
the party is lost. Otherwise, show Flying Speeds. A character with of the encounters described are fierce
the players the party’s location by a flying speed of 30 feet can travel 4 monsters and creatures who have
pointing to the appropriate hex on miles per hour. evolved to become hunters. Encoun-
their map of The Skeleton Key. ters marked with an asterisk are
2. Let the players determine which Navigation described below.
direction the exploration party At the start of the task, the GM Heads of Grihoo. See the section on
wants to go and whether the party makes a Wisdom (Survival) check on Grihoo Holes below.
plans to move at a normal pace, behalf of the navigator. The result of The Serpent Whisperers. The
a fast pace, or a slow pace. One the check determines whether or not characters run into a hunting party
of the characters must be the the explorers become lost over the of the Serpent Whisperers of Grihoo.
navigator. course of the day. There is a 50% chance that Ykyope is
3. Each day, make a Wisdom (Sur- Difficulty. The DC of the check leading the party. The outcome of the
vival) check on the navigator’s is based on the day’s most common encounter depends on the character’s
behalf to determine if the party terrain: current relationship with the Serpent
becomes lost. • DC 10 for fields and coasts Whisperers.

BROADSWORD 89
APPENDIX A

90 Issue No. 7
APPENDIX A

Locations on the Skeleton crude, timber portcullis that once


What Do They Know? Man and
Key blocked entry into the mine rests
Boy both know the location of the
Temple of Grihoo. While they will not
The map depicts The Skeleton Key against the stone pillars at either
travel with the characters to that end
and its surrounding islands with key side of it. You doubt that it’s still
of the island, they can provide direc-
locations marked. The key locations operational, but it looks like one
tions. They warn that there are near-
are described below, presented in al- can squeeze between the timbers
ly one hundred warriors that live at
phabetical order for ease of reference. were one so inclined.
the Temple of Grihoo. In addition to
Random Encounters.
Lighting. If the characters ap- the warriors, the Temple is guarded
100 Encounter by massive, intelligent apes known as
proach in the day time, the entrance
01-05 1d6 + 2 giant bats to the mine itself is well lit by the sun the Heirs of Kong.
06-09 1d2 panthers above. Treasure. Among the building sup-
Creature Information. Hiding plies found in the abandoned mine,
10-15 1d4 poison snakes
inside the mine are Man and Boy. the characters can discover gloves of
16-19 2d8 baboons amphibios. See Appendix C for de-
Unless the characters were partic-
20-28 1d6 + 3 hyenas ularly stealthy as they approached tails.
29-34 1 hawk the mine, Man is waiting inside the
mine, standing just a few feet to the
Cliff of Eyes
35-39 1d4 + 1 giant lizards
Roughly four miles north of Grihoo
40-49 Heads of Grihoo* north of the entrance into the mine.
Village is a clearing that overlooks
Meanwhile, Boy is hiding closer to
50-54 1d6 + 2 boars the sea. This cliff is featured in the
the northern tower. The stats for Man
55-59 1 ape adventure Grihoo, as the landing site
and Boy are detailed at in Appendix
for Theo Barbakis’ crew.
60-63 1 tiger D.
Area Description. The cliff has the
64-65 3d6 flying snakes Objectives and Goals. Man and
following features.
Boy are on the run from the Serpent
66-70 4d4 kobolds Dimensions & Terrain. The cliff
Whisperers of Grihoo. Once Man
71-74 1d3 constrictor snakes sits overlooking the island’s eastern
recognizes that the characters are not
75-80 1d10 + 5 giant rats coastline 100-feet below. The grass
the Serpent Whisperers, he will at-
here is tall, and depending on the
81-85 1d8 + 1 giant frogs tempt to make a truce with the char-
season, there may be plenty of wild-
86-87 3d6 stirges acters. Read the following:
flowers, too. The tree-line is approxi-
88-00 Serpent Whisperers of The man backs away and lowers mately 150 feet from the cliff’s edge.
Grihoo* his weapon. You get a good look at Light. Thanks to the lack of trees
him. His clothing is a hodgepodge by the cliff, this is one of the bright-
Abandoned Mine of random armor, leather, and an- est (and most beautiful spots) on the
While the characters are exploring imal furs. The exposed parts of his entire island.
the island near the nameless moun- flesh reveal dark, scarred skin. He Skulls. Despite its beauty, the Cliff
tain range, they discover a mine, hides his face behind the cowl of a of Eyes harbors a dark secret. When-
abandoned for a century or longer. bronze helmet. His beard is dark ever male infants are born of Serpent
Hiding inside the mine are two mys- and kinky, touching his chest. Whisperer mothers, the Serpent
terious people. “I do not wish to fight. Boy and Whisperers carry the unwanted chil-
Area Information. This area has I only wish to escape the Serpent dren to this cliff and cast them into
the following general features. Whisperers.” the waters far below. There are hints
Dimensions & Terrain. The aban- A boy steps out from the darkness at this gruesome ritual at the rocks
doned mine player handout map is behind the man. No older than 10, far below.
included in Appendix E. When the the boy is thin, exhausted-looking Windy. The wind coming off the
characters find the mine, read: and wearing only a tan loincloth. water of the Ocean of Warna blasts
He has dark eyes, dark skin, and the clearing. Although it’s not strong
Pushing past trees, you come upon a mess of kinky, black hair on top enough to affect ranged combat or
what looks like an old mining fort of his head. If you didn’t know any flyers, it does make hearing difficult.
in the side of a cliff, probably a few better, you’d guess he was a Dinzer. All creatures in the clearing have a -5
decades old, consumed by the ag- to Wisdom (Perception) checks that
gressive flora of the jungle. The rely on hearing.

BROADSWORD 91
APPENDIX A

The Distant Cay ture that can cast druid or sorcerer 1d4 + 2 Heads of Grihoo emerge from
Roughly 36 miles south of The Skele- spells can sense the presence of the the holes and attack. The Heads of
ton Key is a small pair of islands col- portal when they enter the hex. The Grihoo are detailed in Chapter 8 of
lectively known as The Distant Cay. creature can make a DC 13 Wisdom the Grihoo adventure module.
Because it is not easily seen from The (Arcana) check to track the portal’s In the Rescue Pheice side quest in
Skeleton Key, the Serpent Whisperers location. On a successful check, the the Grihoo Village section, the char-
of Grihoo hardly know it exists. No discover the portal. The portal leads acters will find Pheice here standing
humanoids live on The Distant Cay. to a random plane of existence. Use on a rock.
The island is home to shipwrecks, the Portals table below to determine
cackling gulls, and turtles. where the portal takes someone who Grihoo Village
enters it. The portal’s destination Grihoo Village is detailed earlier in
Goliath changes every 6 seconds. this Appendix.
Of the nameless mountain range’s There is no way of telling what is
three volcanoes, Goliath is the larg- Monster Men Camp
on the other side of a portal. What
est; hence the name. Fortunately, Man and Boy (see Abandoned Mine)
happens to the characters after they
it’s been over 200 years since the weren’t the first men to escape the
set through the portal is ultimately
monstrous mountain blew its top and Temple of Grihoo. Over the years,
up to you.
spilled lava into the valley. The Ser- escaped men have fled into the south-
Portals.
pent Whisperers’ ancestors recall the ern edge of the nameless mountain
d20 Plane of Existence range. Adding to their ranks are the
last explosion, nicknaming the event
“The Fire Time.” To add to the omi- 1 The Burn few rescued male infants of which the
nous event, the first Serpent Whis- 2 The Construct Serpent Whisperers dispose of after
perer with firemind was born shortly they are born.
3 The Chaos
after the eruption. The men get the “Monster Men”
4 The Cruel moniker from the paint they wear to
Despite its dormant state, Goliath is
5 The Crumble camouflage themselves while hunting.
still home to creatures from the Burn
who escaped their plane. Serpent 6 The Dark Further protecting the men from the
Whisperers have come across fire ele- 7 The Depth notice of the Serpent Whisperers is
mentals, magmin, and even salaman- the presence of Claw, the tyrannosau-
8 The Dream
ders in the area. While the characters rus rex that plagues the region to the
9 The Inevitable southwest. Viothye knows that once
are in goliath’s hex, Random Encoun-
ters occur on a result of 15-20. Use 10 The Other Claw is killed, the women will be able
the Goliath Random Encounters table 11 The Void to reclaim the men.
below to determine the nature of the Area Description. A map of the
A random pocket dimen-
12-19 camp is on the next page. The Mon-
encounter. Creatures marked with an sion.
asterisk are detailed in Appendix D. ster Men camp has the following
20 The Real features:
Goliath Random Encounters.
Dimensions & Terrain. The camp
1d8 Encounter Grihoo Holes is well hidden in a copse of lush jun-
1 1 basilisk When the characters find this area, gle trees. There are six thatch-roofed
2 1 earth elemental read or paraphrase the following: bamboo huts, each with seven-foot-
3 1 fire elemental high ceilings and dirt floors. The men
The trees break, revealing a small
keep a small fire at the center of the
4 1 chimera clearing. All over the jungle floor,
village but work hard to ensure that
5 2d4 magma mephits you see a dozen or more strange,
the smoke isn’t noticeable by the
1-foot diameter holes spaced rough-
6 1d4 lava cobras* Serpent Whisperers. A narrow path
ly 5 feet apart.
7 1d6 magmin at the northeastern end of the village
8 1 salamander The holes are deep; potentially leads to a cave in the mountains if the
hundreds of feet or more. Unless the camp comes under attack.
The Portal. One of the ways to Hen House. The men were fortu-
characters somehow reduce their size
escape the island is through the small nate enough to secure a few wild
to Tiny, they won’t be able to go into
portal in the area. A creature profi- hens and a rooster on a hunt. They’ve
the holes. When the characters find
cient in Arcana as well as any crea- preserved the animals in a cage at the
the holes, there is a 20% chance that

92 Issue No. 7
APPENDIX A

western side of the village. What Do They Want? Ultimately, safety, a masked figure in all white
Huts. Each of the huts contains one the men want to be left alone. While who gave him food, monsters scream-
or more beds and crates, barrels, or they are bitter toward the Serpent ing in the dark. Eighty-two believes
other containers to store food. The Whisperers for their treatment and that the temple hides many secrets,
men have very few possessions, but enslavement, they recognize that they secrets that are important to the
each hut has 2d4 random trinkets are in no position to combat the wom- entire world. And he knows that Vio-
inside. The trinkets are crafted by the en directly. If confronted, however, thye and the others will kill to protect
men or found in the jungle. Eighty-two and half of the men will those secrets.
Creature Information. The camp protect the other men while they flee
is led by Eighty-two (NG male human further into the mountains with the The Nameless Cay
tribal warrior), an escaped male boys. Eighty-two and his men aren’t West of The Skeleton is The Name-
slave. With him are seven other men trained fighters, but they are passion- less Cay, a 16-mile long island visible
(all N male human tribal warriors) ate and will fight to until the death. only from Silence Point. The exile
and three boys (human non-com- What Do They Know? The men Scodia makes her camp here.
batants). All eight of the adults look have limited memories of their time
Ocean of Warna
exactly the same, except they vary in before they were slaves to the Gri-
Known for its calm waves and mes-
age (they’re clones). The boys are the hoo. Eighty-two recalls a few details
merizing sunrises, the Ocean of War-
sons of Man (see the Abandoned Mine of that time: a room where he and
na completely surrounds The Skele-
section). others like him huddled together for

BROADSWORD 93
APPENDIX A

ton Keys and its neighboring islands. Scodia’s Traps.


From The Skeleton Key, the eastern d4 Trap
coast of Omeria rests 500 miles across
1 Falling Logs. A character triggers a tripwire that releases logs. Each of
Warna’s waves.
the characters must succeed on a DC 13 Dexterity saving throw, or take
The Predator Crash Site 2d6 bludgeoning damage from the falling logs.
The Predator was a converted Dinzer 2 Poison Dart. A character triggers a tripwire that fires a dart. The dart
warblimp carrying rare animals makes a +6 attack against the character. On a hit, the dart deals 1 pierc-
from the ruins of Qola to Knotside. ing damage plus 2d7 damage. The character must succeed on a DC 15
Sabotaged by a terrorist hellbent on Constitution saving throw, or become poisoned for 24 hours.
destroying the Omerian nation of 3 Snare. A character steps on a snare. The character is grappled and
Odonburg, the ship crash-landed on restrained and lifted 30 feet into the air. The character can cut the rope
the western edge of the island. grappling their foot by dealing 2 slashing damage to the rope.
The Predator is featured in the first
4 Spike Pit. A character steps onto a covered pit trap. The character falls
two parts of this adventure series,
10 feet down into the pit and takes 1d6 damage from the fall and 2d4
The Flight of the Predator and The
piercing damage from the spikes. This trap cannot be disabled, only avoid-
Skeleton Key.
ed.
Ruined Monastery
At the southern edge of the nameless the stones had once made up a tablet tory or smith’s tools) check recognizes
mountains, an ancient monastery cre- and the tablet once bore a symbol that the sword is probably at least
ated by the Disciples of Ze (an extinct that looked like a star made of tan- 400 years old.
race of birdfolk) stands ominously at gled serpents. If a character spends Treasure. The discarded sword
the center of a misty chasm. 10 minutes trying to reassemble the found in the sand is a +1 longsword.
Area Information. The ruined tablet and succeed on a DC 12 Intelli- The sword was originally the sword of
monastery is built onto a pillar that gence check to do so, they also recog- Sir Gozwik and is the very item Theo
stands at the center of a chasm that nize that there had once been a secret Barbakis claims to be searching for.
is 60-feet wide and 100-feet deep. compartment hidden in the center of See the Grihoo adventure for details.
Dimensions & Terrain. Atop the tablet. Whatever was there is now
the pillar is an ancient monastery gone. Scodia’s Camp
flanked by two, 120-foot tall statues of Dead Knight. Ancient, rusted Six years ago, Viothye’s sister, Sco-
bird-humanoids. An ancient bridge of breastplate armor bearing the sigil dia, murdered another of the Serpent
thick vines once connected the monas- of the god Ilwyn (a helmet with a Whisperers. She avoided death by
tery to the southern end of the chasm. sunrise behind it) can be found in the choosing exile as her punishment.
The bridge is now broken. If the sand in front of the pagodas. Just a Carrying the brand of exile, she fled
characters make it to the other side of few feet from the armor is a sword of north to Silent Cove and sailed on a
the bridge, they find three abandoned Pressonian make. A character who canoe over the small channel connect-
pagodas. succeeds on a DC 15 Intelligence (His- ing The Skeleton Key and The Name-
Light. Mist obscures the majority
of the temple itself. Otherwise, the
amount of light in the area depends
on the time of day and weather
Right & Left Pagodas. Both the
leftmost and rightmost pagodas are
empty. Anything of value that was
once within the buildings have long
since been removed.
Central Pagoda. The center build-
ing is empty as well, except large,
broken stones litter the floor.
Broken Tablet. A character who
succeeds on a DC 10 Intelligence
(Investigation) check identifies that

94 Issue No. 7
APPENDIX A

less Cay. There she’s lived in peace tage. across the water at night, they might
ever since. What Does She Want? Scodia just even see a light from Scodia’s fire (see
Area Description. Scodia’s Camp wants to live in peace. Years ago, she Scodia’s Camp).
has the following features. disagreed with her sister Viothye on
Dimensions & Terrain. Scodia’s their treatment of the men who came Tyrannosaurus Lair
camp is a bamboo lean-to built among from the temple. This led to her exile. A vicious tyrannosaurus rex named
the trees on the western end of the is- She harbors no ill-will towards the Claw makes its home in a jagged,
land. There is a small table and a few other Serpent Whisperers but be- overgrown canyon littered with ani-
crates to hold Scodia’s possessions, lieves that they are foolish, stubborn, mal bones. More intelligent than most
mostly items she gathers along the and too conservative for their own of its kind (Claw’s Intelligence score
coastline. Scodia sleeps in a hammock good. She hopes to escape the island is 4), Claw is an expert at setting up
between two trees. If the weather someday and has even begun produc- ambushes for hunters and other crea-
turns poor (which it frequently does, tion on a sea-faring vessel. However, tures who hope to bring the tyranno-
thanks to Warna), Scodia has a small she injured herself during production saurus down.
cave a mile from her camp to which and needs help completing it.
Vuda’s Cave
she can retreat. What Does She Know? Scodia
When the fireminded Serpent Whis-
Canoe. Scodia keeps a canoe in her knows many of the Serpent Whis-
perer Vuda needs to hide or collect
camp. She uses it whenever she needs perers’ darkest secrets. A former
her thoughts, she flees to a small cave
to return to The Skeleton Key. There key-holder herself, she knows that
north of the village in the mountains.
is only enough room in the canoe for the key that Viothye holds grants
Vuda’s Cave is featured in the Grihoo
her and Nup-up. access to the lower layers of the tem-
adventure module. A map of the cave
Nup-nup. Nup-nup, a boar, acts ple. Although she’s never gone further
is featured above.
as Scodia’s “guard” and friend. Nup- than the second sub-level, she shares
nup is aggressive and as friendly as a that there was all manner of terrible Xeopesia’s Lair
housecat. Scodia’s relationship with monstrosities who lived there. She Xeopesia is a dangerous medusa
Nup-nup turned her away from meat also knows that the Serpent Whisper- who lives north of Grihoo Village in a
and toward vegetarianism years ago. ers kill all non-female infants, casting small cavern overlooking the ocean.
Traps. The hex surrounding Sco- them into the sea at the Cliff of Eyes. When Goliath’s top last blew, Xeope-
dia’s camp is littered with traps She suspects, however, that there is a sia crawled from The Crumble into
to prevent the invasion of Serpent contingent of men whom the Serpent The Real. She has been a constant
Whisperers, pirates, or anyone else Whisperers have dubbed “the Mon- thorn in the Serpent Whisperers’ side
who would hope to challenge her. ster Men” who have rescued a few of ever since.
Every hour the characters spend on the infants. Area Description. A map of Xeo-
The Nameless Cay, roll a d20. On a Scodia’s Raft. Scodia has built half pesia’s lair is overleaf. Xeopesia’s lair
result of 15 or higher, they stumble of a raft with a sail capable of holding has the following features:
into one of her traps. Choose a trap three to four people. Unfortunately, Dimensions & Terrain. Xeopesia’s
or role randomly on Scodia’s Traps she injured her arm and hasn’t been cavern is a high-ceilinged, smooth-
table below. Noticing the traps re- able to complete it. If the characters walled cavern eroded by Warna’s
quires a successful DC 15 passive assist Scodia, she offers to take two waves.
Wisdom (Perception) check. A trap of them from the island with her and Light. The interior of Xeopesia’s
can be disabled with a successful DC Nup-nup. cavern is usually dark. She uses the
13 Dexterity check using proficiency Helping Scodia requires two work- shadows to hide. However, in the
with thieves’ tools. weeks worth of effort (no rolls re- morning and early afternoon, the sun
Creature Information. Scodia (CG quired). Since they are off the main over the ocean illuminates the inside
amazon warrior) is a gray-haired island, it’s unlikely The Serpent of the cavern.
woman in her mid-60s. She bears a Whisperers will catch them in the act. Stone Heads. Xeopesia decorates
scar in the shape of a hydra over her her cavern with the petrified severed
forehead—the mark of an exile— Silence Point
heads of all of the Serpent Whisper-
which she uses a bandana to conceal. Silence Point is a long, gravel-ridden
ers’ who’ve challenged her in the past.
When the characters find Scodia, her sandbar that stretches points toward
All of the women’s faces are locked in
arm is in a sling. She injured herself The Nameless Cay. On a clear day,
expressions of eternal horror.
while building her raft. As such, all The Nameless Cay is visible from Si-
Wet Sand. The sandy floors of the
of her attacks are made at disadvan- lence Point. And if the characters look
cavern are soft and act as difficult

BROADSWORD 95
APPENDIX A

terrain for any creature who does not


possess proficiency in Acrobatics or
Athletics. Xeopesia is unaffected.
1 - Beach. Xeopesia keeps the sands
of her beach littered with brittle
shells. A creature moving across the
area the shells must succeed on a DC
15 Dexterity saving throw or break
shells. The sound is loud enough to
alert Xeopesia to the presence of in-
truders and give her time to prepare.
Half-buried in the sand are four
headless statues. The statues were
Serpent Whisperers who were hunt-
ing the medusa.
2 - Headless Statue Gallery.
Three headless Serpent Whisperer
statues stand in this chamber, still
holding their weapons and shields.
Xeopesia removed the warriors’ heads
and added them to her collection. If
Xeopesia has time to prepare, she
alerts the gargoyle Golcan. Then,
Golcan pretends to be a statue and
stands among the Serpent Whisper-
ers with a surprised look on his face.
Golcan waits for characters to pass
him and head towards Xeopesia be-
fore he makes an attack. His favorite
technique is to grab weak-looking
creatures, fly them 100 feet out to the
oyster shells and the occasional pearl a ship full of scientists ran aground
ocean and drop them in the water.
he finds. near her cavern. She killed all the
3 - Hiding Nook. If Xeopesia has Treasure. If a character searches scientists and stole the ship’s cargo.
time to prepare (see area 1), she grabs the sand in this area and succeeds on Many of those items remain in this
her weapons and hides in this cavern. a successful DC 13 Intelligence (In- area.
Years earlier, she found a piece of vestigation) check, they can find 1d4 Treasure. Xeopesia’s chamber has
mirrored glass on the beach and hung pearls. Each pearl is worth 100 gp in four crates each with 50 books; a
it on the wall (see the map) at the a mainland market. small, wooden treasure chest contain-
apex. She’s trained herself to avoid ing 2,002 gp; a spyglass which is still
5 - Wall of Heads. Acting as a
looking at the glass directly but uses in excellent condition; a bronze horn
partition between the lower section of
it to see into area 2. Creatures who of Valhalla; and no-stones (see Appen-
Xeopesia’s cavern and her chambers
see the glass only recognize that it’s dix C for details).
is a wall made of heads. In addition to
a reflection with a successful DC 13
the Serpent Whisperer heads, there
Wisdom (Perception) check. Her pet- Zujadilla Grove
are the heads of men, many of which
rifying gaze still works in the mirror’s While the sweet-tasting pur-
she collected from a scientific explora-
reflection. ple-and-yellow striped fruit known
tion ship unlucky enough to discover
as zujadilla grows all over most of
4 - Golcan’s Nook. Xeopesia doesn’t the medusa a century ago.
The Skeleton Key and its neighboring
live alone. Golcan (gargoyle), another
6 - Xeopesia’s Chamber. If the islands, this area, in particular, has
creature who escaped the Crumble
characters manage to catch Xeopesia plenty of zujadilla. If the characters
after Goliath’s last eruption, lives in
off guard, she is found reading in discover this grove while hunting
this chamber. Here the gargoyle eats
her chambers. A hundred years ago, for zujadilla for Toumida (see Side

96 Issue No. 7
APPENDIX A

Quests in the Grihoo Village section),


they can collect as many zujadilla as
they can carry (10 is all that Toumida
wants, however, 10 zujadillas have a
trade value of 1).

Escaping the Skeleton Key


One of the downtime activity options
offered the characters in the Grihoo
adventure module involves finding a
method to escape the island. There
are three main ways to escape the
island, each one described in detail
below: building a raft, signaling a
ship, and finding a portal.

Building a Raft Breaking Waves.


The character can build their own raft
Outcome Loot
or they can assist Scodia with com-
pleting hers. Once a raft is built, the The ship is capsized and crushed against the waves. The char-
Total Failure
characters must sail from the island. acters must swim back to shore which is 1d4 x 100 feet away.
To sail away from the island, use the A setback occurs and there’s still work to be done. The char-
following rules. Failure acters must make another group check, but this time with
Getting Past the Breaking Waves. disadvantage on all of their checks.
The first challenge the characters face The characters make progress, but they still have some work
is getting over the waves that break Success to do. The characters must make another group check, but this
near the islands’ coastline. Each char- time, with advantage on their checks.
acter must make a group Strength
Total Success The characters successful get past the waves.
(Athletics) check. Refer to the Break-
ing Waves table below to determine as the navigator. The navigator might its neighboring islands for someone
how successful the characters are in be an NPC, such as Scodia. The party to signal them, it does occasionally
getting past the waves. Once past the can switch its navigator day-to-day. happen.
waves, the characters are free to sail At the start of each new travel day, The easiest way to signal a ship is by
over the Ocean of Warna. the GM makes a Wisdom (Survival) creating a large bonfire. Maintaining
Set Course. The raft travels at a check on behalf of the navigator. a bonfire requires 8 continuous hours
speed of 1 1/2 miles per hour, or 36 The result of the check determines of work from at least one character.
miles per day. There are three direc- whether or not the party becomes lost Smoke from a bonfire can be seen
tions the characters can travel from over the course of the day. The DC at a distance of 20 miles at sea. For
the island to reach land. for the check is 10 for clear weather, every eight hours that the characters
• The Dragonborn island of Aegreya 15 if there is light rain, or 20 if there maintain a bonfire, roll a d20. On a
is approximately 700 miles north of is heavy rain. See Chapter 5 of the result of 20, a ship notices the char-
The Skeleton Key. It will take the DMG for details on weather. acters’ bonfire. The nature of the ship
characters 20 days to reach Ae- If the check succeeds, the Navigator is up to the GM, it can be a passing
greya’s coast. maintains the ship’s course. If the pirate ship, Aegreyan slaver ship, or
• Omeria’s eastern shorline is 600 check fails, it will take the raft an even a Dinzer aircraft.
miles west of The Skeleton Key. It additional 1d10 days to reach its des-
will take the characters 17 days to tination. Do not let the players know Finding the Portal
reach Omeria. that time has been added to their When Goliath erupted two hundred
• The large island of Elsath is ap- travel time. years ago, it tore a hole in reality.
proximately 850 miles south of The While the hole has mostly healed it-
Skeleton Key, 24 days away. Signaling a Ship self, a small sliver remains. See Goli-
Navigating the Ocean. Have the Although it’s rare that ships pass ath earlier for details on the Portal. Ω
players designate one party member close enough to The Skeleton Key and

BROADSWORD 97
APPENDIX A

Dramatis Personae: Grihoo


The notable NPCs that appear in Gri-
hoo are listed below in alphabetical
order for your convenience. Included
on the table are their stat block refer-
ences and where you can find them.
MM stands for the Fifth Edition core
manual of monster stat blocks and
Appendix D is included in this book.
Character Reference Table.
Character Description Stat Block (Reference)
Theo Barbakis A danaavrakt in disguise as a Pressonian noble rakshasa (MM)
Gar Sixty-six’s shield guardian shield guardian (MM)
Gozwik A deceased Pressonian knight —
Grihoo The superhydra upon which the temple was built See Part 8
Kathoraad One of the temple’s guardians stone golem (MM)
Maf A dulon, one of the progenitors of all life on Casar —
Odon The founder of the magocratic nation of Odonburg —
Qiu Xiang An Aegreyan/Pressonian paladin employed by Barbakis LE dragonborn knight (MM)
Rain in the Moonlight A sorcerer employed by Barbakis NE devilkin sorcerer (Appendix D)
Sixty-six A centuries-old clone N cloned sorcerer (Appendix D)
Vision of the Water A sorcerer employed by Barbakis NE devilkin sorcerer (Appendix D)
Yarry A rogue employed by Barbakis CG halfling spy (MM)
Ykyope A Serpent Whisperer of Grihoo LN amazon warrior (Appendix D)
Viothye Chief of The Serpent Whisperers LN amazon warrior (Appendix D)
Vuda A Serpent Whisperer of Grihoo with two tiger companions CN amazon warrior (Appendix D) Ω

98 Issue No. 7
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GO TO: DMDAVE.COM/BROADSWORD-MONTHLY-SUBSCRIPTIONS
APPENDIX B
NEW PLAYER OPTIONS
BY DAVE HAMRICK
ART BY WILLIAM MCAUSLAND AND LUIGI CASTELLANI

New Character Option: barbarian, fighter, ranger, and rogue. your class. Instead you start with
Serpent Whisperer Serpent Whisperers have a natural trade value equal to 2d4 x 10. See the
fear of the supernatural and magic in Trade Table in Appendix A for details
To play a Serpent Whisperer of Gri-
particular. They do not practice reli- on the goods you can purchase using
hoo, follow the normal process for
gion (with the exception of worship your trade value.
character creation except with the
of Grihoo and the temple itself) nor
following changes. You can work with New Player Options
are they anywhere near a wizard’s
your GM to make exceptions to any of
academy or bardic college. As such, The two new player options are avail-
these rules.
the bard, cleric, and wizard classes able to Serpent Whisperer players:
1 - Race are forbidden to Serpent Whisper- the Serpent Guard Martial Archetype
As a race of warrior women, all ers. Also, Serpent Whisperers do not and the Serpent Whisperer back-
Serpent Whisperers are female follow the tenets of special oaths or ground.
humans. You’re free to use either the monastic traditions. Therefore, they
cannot be paladins or monks. Serpent Guard Archetype
standard human or variant human
While rare, there are Serpent Whis- At 3rd level, a Serpent Whisperer
from the PHB. Serpent Whisperers
perers who have shown sorcerous gains the Martial Archetype feature.
usually speak only Draconic, so you
powers. There are also a few serpent The following Serpent Guard option
can speak Draconic and one other
whisperers who could draw power is available to a Serpent Whisperer
language or Common and Draconic.
directly from the titan Grihoo and character, in addition to those offered
Optional Rule: Capitalize. Ser-
became warlocks. Druidism is not in the PHB.
pent Whisperers are excellent at
totally unheard of. In a society where strength and
creating combination strikes against
combat prowess is a part of life, the
their opponents. If you take the
3 - Description Serpent Guard rise above their peers
Variant Human option and your GM
Most Serpent Whisperers are lawful as the greatest and most respected (or
permits, you can choose to substitute
in alignment and tend toward ethical feared) Serpent Whisperer warriors.
your starting skill proficiency for the
neutrality. Weapon Crafting. When you
following feature:
While it’s possible to have variations choose this Martial Archetype at
Capitalize. Once per round, if you
on any of the backgrounds offered in 3rd level, you gain proficiency with
hit a creature that you can see with
the PHB, Serpent Whisperers often smith’s tools.
a melee weapon attack, you can use
have the hermit, outlander, or the Weapon Expertise. At 3rd level,
your bonus action to immediately
Serpent Whisperer background de- you have trained extensively with
make another melee weapon attack
tailed in the right column. a variety of weapons. Choose three
against the same creature. This extra
weapons with which you are profi-
attack has disadvantage. 4 - Starting Equipment cient. Once on your turn, when you
When you create your character, you make an attack using one of the
2 - Class
receive equipment based on your weapons with which you are profi-
The majority of Serpent Whisperers
background. However, you do not cient, you can roll a d4 before you
are made up of the following classes:
start with the normal equipment for make the attack roll. You can then
add the d4 either to the attack roll or
Serpent Guard Martial Archetype to the damage of the attack roll (but
not both).
Fighter Level Features
The bonus damage’s die size increas-
3rd Weapon Crafting, Weapon Expertise (1d4) es to 1d6 at 7th level and 1d8 at 18th
7th Weapon Personalization, Weapon Mysticism level.
10th Additional Fighting Style, Weapon Expertise (1d6) Weapon Personalization. At 7th
level, you can personalize a weapon so
15th Combat Maneuvers
that only you are able to use it effec-
18th Blitz, Weapon Expertise (1d8) tively.

100 Issue No. 7


APPENDIX B

Using smith’s tools, you spend an Serpent Whisperer Background Role. Each Serpent Whisperer is
hour tweaking a weapon that you are You are a Serpent Whisperer, a given a specific role in their society.
proficient with. This weapon may be warrior woman from the village of Choose one of the following role op-
magical or mundane. Once the per- Grihoo, and have dedicated your life tions that best fits your character, or
sonalization process is complete, if a to the protection of The Skeleton Key roll randomly on the table below:
creature other than you attempts to and its secrets. d8 Role
make an attack using the weapon, it Skill Proficiencies: Athletics,
1 Hunter
does so at disadvantage. In addition, Survival Tool Proficiencies: Herbal-
you have advantage on Strength (Ath- ism Kit Equipment: A staff, trophies 2 Tracker
letics) checks or Dexterity (Acrobat- from an animal you killed, a set of 3 Serpent Guard
ics) checks to avoid being disarmed. traveler’s clothes, and a pouch con- 4 Caretaker
You may spend another hour using taining a gem worth 10 gp (or trade 5 Gardener
smith’s tools to undo the personaliza- value of 5).
6 Groundskeeper
tion benefits. Another creature may Feature: Serpent Whisperer.
undo the personalization benefits of Through sounds and gestures, you 7 Trader
the weapon. However, the creature can communicate simple ideas with 8 Childbearer
must spend 8 working hours using snakes and other serpents. In addi-
smith’s tools returning the weapon to tion, you have advantage on Animal
its previous state; at the end of the Handling checks made against snakes
8 hours, the creature must make a and serpents.
Dexterity check using smith’s tools
against a DC of 8 + your proficiency
bonus + your Intelligence modifier.
On a successful check, the weapon’s
personalization benefits are removed.
Weapon Mysticism. Also at 7th
level, when you hit a creature with
one of the weapons you chose for your
Weapon Expertise feature, the weap-
on counts as magical for the purpose
of overcoming resistance and immuni-
ty to nonmagical attacks and damage.
Additional Fighting Style. Start-
ing at 10th level, you can choose a
second option from the Fighting Style
class feature.
Combat Maneuvers. At 15th level,
on each of your turns in combat, you
can take a bonus action so long as you
don’t attack more than once during
your turn. The action can be used
only to take the Dash, Disengage, or
Dodge action.
Blitz. At 18th level, when you make
an attack, you can make up to three
additional attacks, provided that each
attack targets a different creature
this turn. Once you use this feature,
you can’t use it again until you com-
plete a short or long rest.

BROADSWORD 101
APPENDIX B

Suggested Characteristics. A Ser-


pent Whisperer is raised a powerful
warrior whose mission is to protect
the interests of the village, the tem-
ple, and the island.
d8 Personality Trait
1 I am extremely literal and don’t often joke.
2 I am slow to trust, and hate outsiders.
3 I enjoy bragging about my victories.
4 No time to think; time for action!
5 I am curious and want to understand how everything works.
6 I prefer to be alone and don’t enjoy the company of others.
7 I sometimes wonder about what the world is like away from the island.
8 I prefer to communicate only with grunts and gestures.

d6 Ideal
1 Duty. I am bound by the laws of my community and the people in it.
(Lawful)
2 Beauty. The world is a wonderful place, one which should be preserved.
(Neutral)
3 Might. Only the strongest should rule. (Evil)
4 Change. The old ways are growing stagnant and have held back the
community for far too long. (Chaotic)
5 Glory. I am the greatest warrior in the village and I will always try to
prove it. (Any)
6 Equality. All creatures—even Serpent Whisperers—are created equal.
(Good)

d6 Bond
1 The only thing that matters to me are my home and my family, The
Serpent Whisperers.
2 The secrets in the temple art worth protecting at all costs; even if that
means my own death.
3 I am madly in love with someone who does not feel the same away about
me.
4 I’ve had dreams about a life off the island. I wish to find out what those
dreams mean.
5 I have not yet found anyone who is worthy of combat.
6 I disappointed my tribe in the past. I will spend the rest of my life mak-
ing up for that mistake.

d6 Flaw
1 I have strong body odor.
2 Conversations bore me to the point of tears.
3 I am quick to turn to violence.
4 My curiosity often gets me into trouble.
5 I believe that mercy is for the weak.
6 I am as stubborn as a rooster. Ω

102 Issue No. 7


APPENDIX B

Optional Arcane Traditions


This reference is a re-issue of an Wizard School Dropout Arcane Tradition
article from the out of print Broad- Wizard Level Features
Sword Monthly #1. Newer readers
2nd Improvised Spell, Supplementary Abilities
may enjoy this addendum to Pexia
Academy for the Arcane Arts from 5th Ability Score Increase
the BroadSword Compendium 10th Combat Magic Tactics
Volume 1. These experimental rules 14th Reflexive Magic
have not been playtested.

Teacher Wizard School Dropout


There’s an old saying, “Those who Wizarding schools are tough. After
can, do; and those who can’t, teach.” all, the average graduation rate for
Of course, that saying is complete- most is below 85%. Of course, just
ly erroneous when applied to those because someone fails at a wizarding
who practice the mystic arts. Wizard school, doesn’t mean that they still
teachers are often considered to be Master and Student. Starting at can’t try to wield arcane power, even
some of the most powerful practi- 6th level, your coaching bolsters your if they do so poorly.
tioners around. Typically, they are allies’ spellcasting abilities. When a If you are partaking in a Pexia Acad-
feared by those who recognize their friendly creature that you see within emy of the Arcane Arts campaign, at
relationship with magic. Wizard 30 feet of you casts a spell, and the your GM’s discretion, you can take
teachers use their coaching powers to creature can hear you, you can use this option even if you flunk out of the
boost other spellcasters and improve your reaction to give the creature school.
the abilities of those around them. advantage on its ranged spell attack Improvised Spell. Starting when
Magical Expertise. Starting when roll or to give the target of the caster’s you choose this arcane tradition at
you choose this tradition at 2nd level, spell disadvantage on its saving 2nd level, you’ve learned creative
you learn two languages of your throw against the spell. ways to cast spells that most arcane
choice. You also become proficient in Once you use this feature, you can’t scholars consider “sloppy.” Once
the Arcana and History skills. use it again until you finish a short or per turn, you can use your action to
Your proficiency bonus is doubled for long rest. expend one spell slot to create an
any ability check you make that uses Aura of Concentration. At 10th improvised magic spell. The spell is
either of those skills. level, while you or friendly creatures a ranged spell attack with a range of
Advanced Studies. At 2nd level, within 10 feet of you are concentrat- 30 ft and deals 2d10 force damage on
your knowledge of magic extends be- ing on a spell, you and the creatures a hit. For each spell slot you expend
yond the arcane. Choose two 1st-level have advantage on Constitution above 1st, you can add one of the
spells to learn from any spell list. You saving throws to avoid breaking your following features:
can cast each of these spells once at concentration. • The spell’s range increases by 30
its lowest level, and you must finish a feet, to a maximum of 150 feet.
Aura of Magical Resistance. At
long rest before you can cast it in this • The spell’s damage increases by
14th level, you and friendly creatures
way again. Your spellcasting ability 1d10, to a maximum of 5d10.
within 10 feet of you have advantage
for these spells is Intelligence. • The spell can target one additional
on saving throws against spells.
target within range, to a maximum
of 5 targets. You must make a
Teacher Arcane Tradition separate ranged spell attack roll for
each target.
Wizard Level Features You may not cast another spell,
2nd Magical Expertise, Advanced Studies including cantrips, on the same turn
5th Master and Student that you use this feature.

10th Aura of Concentration Supplementary Abilities. Also at


2nd level, you’ve learned to supple-
14th Aura of Magical Resistance
ment your magic with abilities that

BROADSWORD 103
APPENDIX B

rely on your physical tenacity more Self-Preservation. You can your


than your intellect. You gain one of action to end one spell on yourself.
the following features of your choice:
Danger Sense. You have advantage New Cantrips from the Pexia
on Dexterity saving throws against Academy of the Arcane Arts Keyhole
effects that you can see, such as traps The following cantrips are available Divination cantrip
and spells. To gain this benefit, you on the spell lists for sorcerers, war- Casting Time: 1 action
can’t be blinded, deafened, or incapac- locks, and wizards in addition to Range: Touch
itated. those normally offered. Components: V, S, M (a copper
Jack of All Trades. You can add key)
half your proficiency bonus, rounded Blades Duration: Concentration, up to 1
down, to any ability check you make Conjuration cantrip minute
that doesn’t already include your Casting Time: 1 action You touch a non-magical door. An
proficiency bonus. Range: 60 feet invisible, magical keyhole that only
Mobility. On each of your turns, you Components: V, S you can perceive appears some-
can a bonus action on each of your Duration: Instantaneous where on the door. For the dura-
turns in combat. This action can be Two daggers appear in front of you. tion, you can look through the key-
used only take the Dash or Disengage You can direct the daggers at the hole to see what is on the other side
action. same target or at different ones. of the door. Because of the relative-
Make a separate ranged spell at- ly small size of the keyhole, you
Ability Score Increase. At 6th
tack for each dagger. On a hit, the have disadvantage on Wisdom (Per-
level, you can increase one ability
target takes 1d4 piercing damage. ception) and Intelligence (Investiga-
score of your choice by 2, or you can
The daggers then disappear. tion) checks to perceive anything on
increase two ability scores of your
The spell creates more than two the other side of the door.
choice by 1. As normal, you can’t in-
daggers when you reach higher lev- A spell that magically locks or
crease an ability score above 20 using
els: four daggers at 5th level, six wards the door (such as the knock
this feature.
daggers at 11th level, and eight and guards and wards spell, etc.)
Combat Magic Tactics. At 10th daggers at 17th level. prevents this spell from working.
level, you gain one of the following
features of your choice.
Rapid Fire. When you cast a
ranged spell attack of 1st level or Distraction Magesword
higher that targets only one creature, Enchantment cantrip Transmutation cantrip
you can have it target a second crea- Casting Time: 1 action Casting Time: 1 action
ture. You must roll a separate ranged Range: 15 feet Range: Touch
spell attack roll for each target. Components: V, S Components: V, S, M (a drop of
Spell Tag. When you hit a creature Duration: Instantaneous steel polish, a piece of cloth cut
with a spell attack, you have advan- You create a distracting sound or from a wizard’s robe, and a steel
tage on ranged spell attacks against image, causing a creature of your tool such as a fork or butter knife)
that creature and the creature has choice that you see within range Duration: 1 minute
disadvantage on saving throws and that can perceive the dis- The steel tool you are holding
against your spells until the end of traction to make a Wisdom sav- transforms into a longsword. You
your next turn. ing throw. A creature that can’t are proficient with this sword, even
be charmed succeeds on this sav- if you aren’t normally proficient
Reflexive Magic. At 14th level, you ing throw automatically, and if you with longswords. For the duration,
gain one of the following features of or your companions are fighting you can use your spellcasting abili-
your choice. the creature, it has advantage on ty instead of Strength for the attack
Retaliatory Spell. When you take the save. On a failed save, the tar- and damage rolls of melee attacks
damage from a creature that you can get has disadvantage on its Wisdom using the sword. The sword is mag-
see within 30 feet of you, you can use (Perception) checks until the start ical. The spell ends if you cast it
your reaction to expend a 1st-level or of its next turn. again or if you let go of the sword.
higher spell slot. The creature imme-
diately takes 2d10 force damage.

104 Issue No. 7


APPENDIX B

Odd Mutation
Transmutation cantrip
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a toad’s
eye, a mushroom, and a pinch of pa-
prika)
Duration: Concentration, up to 1
Skull Bomb
minute
Necromancy cantrip
One target that you can see within
Casting Time: 1 bonus action
range must make a Charisma sav-
Range: Touch
ing throw. On a failed saving throw, Scream
Components: V, S, M (a Small
you create one of the following mag- Evocation cantrip
or Medium humanoid skull is con-
ical effects: Casting Time: 1 action
sumed)
The target’s skin changes to a col- Range: Self
Duration: Concentration, up to 1
or of your choice for the duration. Components: V, M (a tuning fork)
minute
You alter the appearance of the tar- Duration: Instantaneous
You touch a non-magical, non-sen-
get’s eyes for the duration. You emit a high-pitched scream,
tient humanoid skull, imbuing it
A mushroom, patch of grass, or causing damage to creatures and
with necromantic energy. You can
rough tuft of hair appears on the objects in a 15-foot cone. Each crea-
throw the skull as a ranged spell
target’s skin and remains for the ture in that area must make a Con-
attack with a range up to 60 feet.
duration. stitution saving throw, taking 1d6
On a hit, the target takes 1d6 ne-
The target’s voice deepens or soft- thunder damage on a failed save. A
crotic damage and the necrotic en-
ens for the duration. creature made of inorganic material
ergy leaps from the target to a dif-
The target appears ten years old- such as stone, crystal, or metal has
ferent creature of your choice that
er or ten years younger for the du- disadvantage on this saving throw.
you can see within 5 feet of it. The
ration. A nonmagical object that isn’t be-
second creature takes necrotic dam-
None of the changes have an ad- ing worn or carried also takes the
age equal to your spellcasting abil-
verse effect on the creature, al- damage if it’s in the spell’s area.
ity modifier. If someone else at-
though, another creature that wit- The spell’s damage increases by
tacks with the skull, that attacker
nesses the transformation may see 1d6 when you reach 5th level (2d6),
adds your spellcasting ability modi-
the sudden change as odd. 11th level (3d6), and 17th level
fier, not the attacker’s to the attack
(4d6).
and damage rolls. Whether the at-
tack hits or misses, the spell ends
Repel Projectile on the skull.
Abjuration cantrip Sluggish If you cast this spell again, the
Casting Time: 1 action Transutation cantrip spell ends on any skulls still affect-
Range: Self Casting Time: 1 action ed by your previous casting.
Components: S Range: 60 feet This spell’s damage increas-
Duration: Concentration, up to 1 Components: V, S, M (a living es when you reach higher levels.
round slug and a pinch of salt) At 5th level, the skull deals an ex-
You raise your palm in the air. The Duration: Concentration, up to 1 tra 1d6 necrotic damage to the tar-
next time you are hit by a ranged round get and the necrotic damage to the
weapon attack before the start of You target one creature that you second creature increases to 1d6 +
your next turn, the damage that can within range. For the duration, your spellcasting ability modifier.
you take from the attack is reduced the creature’s speed is reduced by Both damage rolls increase by 1d6
by 1d10 + your spellcasting ability. 5 feet. at 11th level and 17th level. Ω

BROADSWORD 105
APPENDIX C
OMERIAN GRIMOIRE
BY DAVE HAMRICK
ART BY WHATABOU.ITCH.IO AND GRIFFONS SADDLEBAG

Dinzer Peregrine-Class lage and cabins are 8 feet high with powered by the flyer’s emerald reac-
Flyer 6-foot-high doorways. tor. The flyer also has exterior lights
Doors. The flyer’s doors are made of that can create a beam of bright light
The Peregrine-class flyer is a sin-
wood and have AC 15, 18 hit points, in a 120-foot cone and dim light for
gle-engine high-speed multirole tac-
and immunity to poison and psychic another
tical aircraft originally developed by
damage. A lock can be picked with 120-feet.
the Shadow Honour artificer guild
a successful DC 15 Dexterity check
of Charidge for the Imperial Navy of 1 - Cockpit
made using thieves’ tools, or the door
Odonburg. Designed as a quick-re-
can be forced open with a successful The pilot of the flyer sits in the cock-
sponse, air superiority day fighter, it
DC 20 Strength (Athletics) check. The pit in the captain’s chair. While seat-
evolved into a successful all-weather
controls at the front of the flyer can ed in the captain’s chair, the pilot can
multirole tactical aircraft.
raise or lower the doors. cast the following spells:
A Peregrine-class flyer has the fol-
Lights. The interior of the flyer is At will: comprehend languages,
lowing features:
illuminated by permanent light spells scrying (the sensor is always located
Ceilings. The ceilings in the fuse-

106 Issue No. 7


APPENDIX C

in the fuselage and cannot move), true


PEREGRINE-CLASS FLYER
strike Gargantuan vehicle (70 ft. by 30 ft., 135 ft. wingspan)
1/day: find the path Creature Capacity 1 crew, 6 passengers
Cargo Capacity 4 tons
2 - Passenger Cabin Travel Pace 220 miles per hour (5,280 miles per day)
The cabin holds six chairs which can STR DEX CON INT WIS CHA
recline, allowing a passenger to rest
20 (+5) 15 (+2) 18 (+4) 0 0 0
comfortably in the chair. Each chair
has a cubby of nourishment set into Saving Throws Dex +6
the right armrest. The cubby gener- Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated,
ates a soft, flavorless food tablet that paralyzed, petrified, poisoned, prone, stunned, unconscious
dissolves on your tongue and provides
as much nourishment as 1 day of ACTIONS
rations and one pint of cold drinking On its turn, the flyer can take 2 actions, choosing from the options below. It can’t take ac-
water. Once the cubby generates a tions if it has no crew.
food tablet, it can’t do so again for 8
Fire Eldritch Cannons. The flyer can fire its eldritch cannons.
hours.
Move. The flyer can use its helm to move with its wings.
APE Move (Costs 2 Actions). The flyer can use its helm to move with its arc-propulsion
3 - Access Doors. engine.
At both the east and west sides of the
HULL
flyer’s entry, two access doors lower
allowing creatures to enter the flyer. Armor Class 17
Hit Points 300 (damage threshold 15)
4 - Lavatory
CONTROL: HELM
A soft, padded bench with a hole Armor Class 18
carved in the center fills this room. Hit Points 50
Below the bench is a chamber pot
with a portable hole in its bottom. As Move up to the speed of one of the flyer’s movement components. If the helm is destroyed,
the flyer can’t fire its eldritch cannons.
soon as waste passes into the cham-
berpot, and a creature exits through MOVEMENT: WINGS
the lavatory door, a prestidigitation Armor Class 15
spell is cast on the creature to clean Hit Points100; -5 ft. speed per 25 damage taken
and disinfect it and remove any un- Speed (air) 120 ft. (hover)
pleasant odors.
MOVEMENT: ARC-PROPULSION ENGINE
5 - Storage Armor Class 15
Hit Points 200; -25 ft. speed per 50 damage taken
The storage locker is protected by an Speed (air) 500 ft. (on the same turn the flyer uses it action to move 250 ft. or more in one
iron door and has AC 19, 18 points, round, attacks made against it are made with disadvantage)
and immunity to poison and psychic
damage. Often, weapons and magic WEAPON: ELDRITCH CANNONS (2)
items are stored here. Armor Class 15
Hit Points 30 each
6 - Engine Room Ranged Weapon Attack: +8 to hit, range 300 ft., one target. Hit: 11 (2d10) force damage.

The engine room has the following


features:
powered by a Quickshroud 1.87 dl only irreplaceable object is the ship’s
Arc Propulsion Engine. The force
emerald reactor. Emerald Odonburgite crystal.
energy drawn from the emerald
Tool Chests. The room includes two Minimum Crew. It only takes one
Odonburgite within its emerald re-
tool chests. Both chests act as bags of crewperson to fly a Peregrine-class
actor powers the flyer’s Shadow Hon-
holding, containing enough tools and flyer, a pilot. Often the pilot is a
our Levi-tech arc-propulsion engine
spare parts to completely rebuild the mage with proficiencies in Arcana
(APE).
ship almost from the ground up. The and Vehicles (air).
Emerald Reactor. The flyer is

BROADSWORD 107
APPENDIX C

New Magic Items

Gloves of Amphibios No-Stones can use an action to make a DC 15


Wondrous item, uncommon (re- Wondrous item, uncommon Strength check, moving the geode
quires attunement) This engraved geode has been split and causing the map to vanish.
These gloves come in many dif- apart into two equal halves. A Once a half has been used in this
ferent colors and meld seamless- labyrinth is carved into the rock’s way, that half can’t be used again
ly into your hands when you don rough exterior and glows with a until the next dawn.
them. While wearing these gloves, faint light.
climbing doesn’t cost you extra While holding one of the halves, “We’ve been walking in circles for an
movement, you gain a +1 bonus to you can use an action to speak the hour, Gorrin.”
Strength (Athletics) checks made to geode’s command word, “unturned,” The half-orc looked perplexed. “I’m
grapple a creature, and any crea- and turn it over so the flat, gem-en- sure that this was the right way,
ture grappled by you that is not crusted side is pressed against a sol- though....”
wearing armor takes 1d4 poison id stone, natural metal (such as iron The dwarf, having had enough,
damage at the end of each of your or silver), or earthen surface such took out a gemstone from his pack.
turns. as a floor or wall. When you do, the Meliandra looked over to him.
geode becomes magically fixed in “Oh? Looking at your rocks, again,
place against the surface and proj- Dres?”
ects a 3-foot-spherical map above it, The dwarf ignored her, placing the
showing the area within 120 feet of gem against the cave floor and mut-
it. The map shows all walls, floors, tering a word under his breath.
and other surfaces made of either A spectral map illuminated the
stone, natural metal, or earth with- dark cave passageway. The corri-
in range as translucent outlines and dors and the walls around them ap-
shapes. The map is entirely mono- peared, revealing a hidden passage
Hydra Flail chromatic, but shows the general behind a false wall nearby.
Weapon (flail), rare location of any trap or gemstone “Wow.” Muttered Meliandra.
This flail’s spiked head is held in within its range with a shapeless Gorrin stood and contemplated the
the jaws of a metal hydra figure- red glow. map, silently. “What are those red
head. Whenever you score a criti- The geode remains fixed in place lights, Dres?”
cal hit with this weapon against a until you speak its command word Drs picked the stone back up,
hostile creature, the weapon mag- again using a bonus action, its dismissing the map and stowing it
ically grows another spiked head. surface moves, or it’s forced to hold back in his bag. “Either our death or
You gain a +2 bonus to damage more than 100 pounds. A creature our fortune. Care to find out?”
rolls made with this magic weapon
for each head the flail has, up to +6
bludgeoning damage. After 1 hour,
any head the flail grows in this way
falls off and disappears.

108 Issue No. 7


APPENDIX C

Headdress of the Serpent King Jaduee-Patr: The Eight ning, and thunder damage.
Wondrous item, uncommon (re- Elements of Creation The first time you attune to the
quires attunement) ruby blutvekzelnite and every day
When Casar was formed, the rogue
This gold and emerald green head- at dawn, roll a d100 and refer to the
elemental energies of the Cosmos
dress channels old and twisting Ruby Blutvekzelnite Changes table
crashed together and became trapped
serpentine magic to your bidding. on the next page to determine what
in a pocket dimension known as the
If you take poison damage while happens. The changes continue even
Void. From the void, the unstable en-
wearing this headdress, that dam- after you become unattuned to the
ergies erupted forming Casar, mortal
age is reduced by your Constitution ruby blutvekzelnite. Only a greater
life, and the Loop.
modifier. restoration spell or similar magic will
In time, the energies destroyed
While wearing the headdress, or- end the change.
each other until only eight forces
dinary snakes and snakes with a Before rolling on the change table,
remained: the foundations of the
challenge rating of 1/4 or lower are you can attempt to suppress the
paths of magic and the elements of
indifferent toward you and will changes. Make a DC 15 Charisma
creation. These elements became the
not attack you unless you threat- saving throw. On a success, you do
Jaduee-Patr (Danaavi for “Magic
en or harm them. In addition, you not change.
Stones.”)
can use an action to cast the animal Aura of Radiance. The blutvekzel-
messenger spell from it, but can Emerald Odonburgite nite emits an aura of radiant energy
only target snakes with it. Wondrous item, uncommon in a 10-foot radius. Each creature
Curse. This headdress is cursed, in that area must succeed on a DC
The most plentiful of the Jaduee- 15 Constitution saving throw. On
and becoming attuned to it extends Patr, emerald odonburgite is the
that curse to you until you are tar- a failed saving throw, the creature
element of evocation. It appears as a becomes poisoned. A creature attuned
geted by the remove curse spell. Re- glowing-green stone.
moving the headdress fails to end to the object automatically fails its
A 2-inch diameter piece of emerald saving throw. While poisoned, the
the curse on you. While cursed, odonburgite has 50 charges. While
your speech is slightly changed: you creature can not regain hit points ex-
you are holding the emerald odon- cept through magical means until the
hiss slightly when pronouncing “s” burgite next to a magic item that
sounds. poison is cured. A creature attuned
has charges, you can use an action to to the blutvekzelnite cannot be cured
speak a command word to transfer of its poison until it unattunes itself
Ah, yessss, I can tell that with any number of remaining charges
thisss, we will make hissstory. from the gem.
from the emerald odonburgite up to
the maximum number of charges the Silingfashi Shi
magic item can hold. Wondrous item, rare (requires
The emerald odonburgite regains attunement)
5d10 charges at dawn.
The white gem known as siling-
Ruby Blutvekzelnite fashi shi, or “necromancer stone” is
Wondrous item, legendary (requires predominantly found on the ashen
attunement) covered slopes of the volcanic Xenem
Dynasty. They are the Jaduee-Patr
Of all the Jaduee-Patr, ruby blutzvek- gems of necromancy.
zlnite is the most unstable and there- While attuned to a 2-inch diameter
fore the rarest. It is the Jaduee-Patr piece of silingfashi shi you gain im-
element of transmutation. munity to necrotic damage and you
While you are attuned to a 2-inch no longer require food, drink, or sleep.
diameter piece of ruby blutzvekzlnite In addition, you become invisible to
you gain the following benefits: all undead creatures of CR 2 or lower.
• Darkvision out to a range of 60 feet. You can choose to reveal yourself to
• An increase to speed of 10 feet any number of undead of your choice
while unencumbered. without using an action.
• Proficiency in Constitution saving
throws.
• Resistance to acid, cold, fire, light-

BROADSWORD 109
APPENDIX C

Ruby Blutzvekzite Changes.


d100 Change
01-04 You can see invisible creatures.
You gain the Fire Form trait. Your type becomes elemental and you no longer require air, food, water or drink. You gain immuni-
ty to fire damage and vulnerability to cold damage, which replace any other resistances or immunities you already have including
those offered by attunement to the ruby blutzvekzite. You can move through spaces as narrow as 1 inch wide without squeezing.
A creature that touches or hits you with a melee attack while within 5 of you takes 4 (1d8) fire damage. In addition, you can
05-08
enter a hostile creature’s space and stop there. The first time you enter a creature’s space on a turn, that creature takes 4 (1d8)
fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start
of each of its turns. You also shed bright light in a 20-foot radius and dim light in an additional 20 feet. For every 5 feet of water
you move into, or for every gallon of water splashed on you, you take 1 cold damage.
09-10 You can cast magic missile as a 1st-level spell at will.
11-16 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
17-26 You gain a form of indefinite madness (as described in chapter 8 of the DMG).
You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the body part
27-29
regrows and returns to full funcitonality after 1d6+1 days if you have at least 1 hit point the whole time.
You grow feathers which cover your entire body and you gain vulnerability to bludgeoning damage which replaces any other
30-31
resistances or immunities to bludgeoning damage you may already possess.
You body constantly oozes a greasy puss. Your Charisma score is reduced by 1. You have advantage on Dexterity (Athletics)
32-35
checks made to escape grapples.
36-39 Roll a d6. Your shade turns a vibrant shade of the rolled color: 1—red, 2—green, 3—blue, 4—orange, 5—yellow, 6—purple.
40-44 You grow an extra eye. You have advantage on Wisdom (Perception) checks that rely on sight.
Roll a d6. On a result of 1-3, your size increases by one size category and on a result of 4-6 your size decreases by one size catego-
45-48
ry (as the enlarge/reduce spell).
49-50 You hit point maximum increases by 2d10 hit points.
You turn into a tree. You are incapcitated, can’t move or speak, but you are aware of your surroundings; you gain a blindsight
out to 10 ft. (blind beyond this radius). Your statistics remain the same, but you gain vulnerability to fire damage and resistance
51-55
to piercing and bludgeoning damage. These vulnerabilities and resistances replace any similar vulnerabilities, immunities, or
resistances you may currently have.
56-60 You can cast misty step at will.
61-67 You can cast levitate at will, targeting only yourself.
You grow horns from your head which you can use to make unarmed attacks against creatures within 5 feet of you. On a hit, you
68-72
deal piercing damage equal to 1d6 + your Strength modifier.
73-74 You lose your mouth and can no longer speak.
Your skin becomes tough and scaly. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use this
75-81 natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal
while you use your natural armor.
Your voice pains those that hear it. Each creature within 30 feet of you that hears you speak must succeed on a DC Constitution
82-85 saving throw or take 1 thunder damage. The DC is equal to 10 + your Constitution modifier. A creature that succeeds on its sav-
ing throw is immune to this effect for 24 hours
86 All humanoids frighten you.
You become permanently ethereal, as the etherealness spell, and cannot return to the Material Plane until a greater restoration or
87-88
similar magic is cast upon you.
89-92 You gain resistance to all damage.
You glow bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that ends its turn within 5 feet of
93-98
you is blinded until the end of its next turn.
99 Your form destabilizes and you collapse into a puddle of lifeless goo. You are dead.
You explode; you die instantly and leave no remains behind. Each creature within 30 feet of you when you explode must make a
100
DC 15 Dexterity saving throw or take 4d8 radiant damage on a failed saving throw, or half as much damage on a successful one.

110 Issue No. 7


APPENDIX C

Summer Diamond Kalapatr higher using a spell slot, you regain


Wondrous item, very rare (requires Wondrous item, very rare (requires one expended spell slot. The slot you
attunement) attunement) regain must be of a level lower than
the spell you cat and can’t be higher
Summer diamonds are found in the The black summoner’s stone of the
than 5th level. A wizard diviner of 6th
Summer Land and used by the Abjur- danaavrakt is what helped the fear-
level or higher attuned to the stone
ers and Eldritch Knights of Presson’s some fiends build their early empire.
regains two slots instead of one.
Enclave. They are tied to the element It is the Jaduee-Patr of conjuration.
In addition, the vizier has advantage
of abjuration. While attuned to a 2-inch diameter
on Intelligence saving throws to avoid
While attuned to a 2-inch diame- piece of of kalapatr, whenever you
the effects of the Strain of Divination
ter summer diamond, you gain a +2 cast a conjuration spell that summons
(detailed above).
bonus to AC and immunity to magic creatures, you cast the spell as if it
missile. was cast by a slot two levels higher Phantom Pearl
than the one you used (up to 9th Wondrous item, legendary (requires
Sjelestein level). attunement)
Wondrous item, legendary (requires For example, if you cast conjure
attunement) animals using a 3rd-level spell slot, Phantom pearls are the pale yellow
you would cast the spell as a 5th-level stones of the illusionists. Like vizier’s
The extremely rare purple crystal sje-
spell, creating twice the number of tourmaline and ruby blutvekzelnite,
lestein is found mostly in the north-
creatures you normally would with a phantom pearls are exceedingly rare
ern reaches in Rasgax Highlands.
3rd-level spell slot. and believed to no longer exist in
However, the Rasgax are always
Omeria.
reluctant to use the material, and in-
Vizier’s Tourmaline While attuned to a phantom pearl,
stead, choose to guard it within their
Wondrous item, legendary (requires the duration for any illusion spell
holds. Sjelestein is the Jaduee-Patr of
attunement) that you cast increases from 1 minute
enchantments.
to 10 minutes, from 10 minutes to 1
While attuned to a 2-inch diame- Believed by many to not exist at all,
hour, from 1 hour to 8 hours, from 8
ter piece of sjelestein, you gain a +2 vizier’s tourmaline is the Jaduee-Patr
hours to 24 hours, and from 24 hours
bonus to your Charisma score and of divination.
to until dispelled. Ω
all creatures have disadvantage on While attuned to a 2-inch diameter
saving throws made against your piece of vizier’s tourmaline, when you
enchantment spells. cast a divination spell of 2nd level or

BROADSWORD 111
APPENDIX D
THE BESTIARY
BY DAVE HAMRICK AND ITSADNDMONSTERNOW
ART BY WILLIAM MCAUSLAND, RICK HERSHEY, TITAN FORGE, MIGUEL SANTOS, LUIGI CASTELLANI, AND BODIE HARTLEY

Monster Reference: Grihoo Get the Miniatures AMAZON WARRIOR


Whether you’re a traditional table- Med humanoid (human), lawful neutral
To run Grihoo, you need the Fifth
Edition core rulebooks (PHB, DMG, top roleplayer or take the digital/ Armor Class 18 (breastplate, shield)
Hit Points 37 (5d8 + 15)
and MM). The Fifth Edition manual VTT route, this adventure comes Speed 30 ft.
of monsters, in particular, will be with options for both.
frequently referenced throughout the Paper Forge (www.patreon.com/ STR 16 (+3) INT 9 (-1)
adventure. When a creature’s name paperforge) creates both print-and- DEX 15 (+2) WIS 12 (+1)
appears in bold type, that’s a visual play miniatures as well as digital CON 16 (+3) CHA 11 (+0)
cue pointing to that particular rule- tokens (or “pogs” as the cool kids
Saving Throws Str +5, Con +5
book or Appendix D (yer lookin at it!). call ‘em) for you to use.
Skills Athletics +5, Perception +3,
The adjoining table offers an index of Titan-Forge (www.patreon.com/ti- Survival +3
all the monsters that appear in Gri- tanforgeminis) creates 3d-print de- Damage Resistances poison
Senses passive Perception 13
hoo and what location to find them. signs for you to create the amazons
Languages Draconic
Monster Reference Index. featured in this adventure. Challenge 2 (450 XP)
Monster Reference Capitalize (Once per Turn). If the
Amazon hits a creature that she can see
amazon warrior Appendix D with a melee weapon attack, she can
use her bonus action to immediately
cloned sorcerer Appendix D make another melee weapon attack
against the same creature. This extra
half red-dragon attack has disadvantage.
MM
veteran Fear of Magic. If a creature casts
Amazon Warrior a spell or uses another magical effect
Heir of Kong Appendix D within 30 feet of the Amazon and the
When the Ivorian Guild first dis- Amazon can see it, the Amazon must
knight MM succeed on a Wisdom saving throw with
covered the Serpent Whisperers of a DC equal to the spellcaster’s spell
overgrown clone Appendix D Grihoo in the middle of the Ocean of save DC. On a failed saving throw, the
rakshasa MM Amazon is frightened of the spellcaster
Warna, they dubbed them “Amazon for 1 minute. The Amazon can repeat
serpent guard Appendix D warriors.” This name came from the her saving throw at the end of each of
her turns, ending the frightened effect
shield guardian MM popular legend of the all-female war- on a success. If the Amazon succeeds
rior tribes who hailed from the myth- on her initial saving throw or the effect
sorcerer Appendix D ends for her, this trait does not function
ical Jungles of Amazonia. Since then, for 1 hour.
spy MM the term has stuck. Armed with thick, Serpent Whisperer. Through sounds
and gestures, the Amazon can commu-
stone golem MM obsidian-lined clubs, these warriors of nicate simple ideas with snakes and
tiger MM Grihoo race through the dense jungles other serpents.
of the Skeleton Key, eager to combat
unstable clone Appendix D ACTIONS
any who should seek to uncover the
young red dragon MM secrets of their island protectorate. Multiattack. The Amazon makes two
attacks with her macuahuitl.
Macuahuitl. Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) bludgeoning or slashing damage
(Amazon’s choice), or 8 (1d10 + 3) blud-
geoning or slashing damage (Amazon’s
choice) when wielded with two hands.
Javelin. Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft., or range
30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Shield Bash. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) bludgeoning damage. If the
target is a Medium or smaller creature,
it must succeed on a DC 13 Strength
saving throw or be knocked prone.

112 Issue No. 7


APPENDIX D

Boy and Man his history was the large scar on the
back of his neck.
MAN
Medium humanoid (human), neutral
For twenty-five years, Man has lived One day an explosion erupted from good
on The Skeleton Key as a prisoner of the temple. When the dust settled, a Armor Class 15 (piecemeal armor)
the Serpent Whisperers. The warrior boy emerged, his eyes aglow. Flames Hit Points 16 (3d8 + 3)
women used him as a zukterin, or shot from the boy’s hands and his Speed 30 ft.
breeder, to help propagate their race. flesh swirled like water. The Serpent STR 14 (+2) INT 16 (+3)
He remembers very little before then, Whisperers, fearful of the supernat-
but he does remember the tunnels DEX 14 (+2) WIS 13 (+1)
ural, backed away. The boy then fled
below the temple and the monsters CON 13 (+1) CHA 11 (+0)
into the forest, and Man, seeing his
that live there. The only other clue to opportunity to escape, followed him. Skills Arcana +5, Insight +3, Percep-
The two have protected each other tion +3
Senses passive Perception 13
BOY since. Hundreds of miles from civili- Languages Common, Draconic
Small humanoid (unknown), neutral zation with no formal knowledge of Challenge ½ (100 XP)
Armor Class 12 (15 with mage armor) the world beyond the small island, 
Hit Points 5 (2d6 – 2) they have very few options. ACTIONS
Speed 30 ft.
Like Man, Boy has marks on the Macuahuitl. Melee Weapon Attack: +5
STR 7 (-2) INT 12 (+1) back of his neck; but instead of a to hit, reach 5 ft., one target. Hit: 6 (1d8
+ 2) bludgeoning or slashing damage
DEX 14 (+2) WIS 10 (+0) large scar, Boy’s markings are sym- (Man’s choice), or 7 (1d10 + 2) bludgeon-
CON 9 (-1) CHA 18 (+4) bols (pictured above) in a language ing or slashing damage (Man’s choice)
Man does not recognize. when wielded with two hands.
Saving Throws Con +1, Cha +6
Skills Arcana +5
Senses darkvision 30 ft., passive Per-
ception 10
Languages Draconic
Challenge ½ (100 XP)
Destructive Magic. Boy can add his
proficiency bonus to one damage roll of
any sorcerer evocation spell of 1st level
or higher that he casts.
Limited Magic Immunity. Boy can’t
be affected or detected by spells of 3rd
level or lower unless he wishes to be. He
has advantage on saving throws against
all other spells and magical effects.
Innate Spellcasting. Boy’s innate
spellcasting ability is Charisma (spell
save DC 14). Boy can innately cast the
following spells, requiring no material
components:
At will: detect thoughts, minor illusion
Spellcasting.Boy is a 2nd-level spell-
caster. His spellcasting ability is Charis-
ma (spell save DC 14, +6 to hit with
spell attacks). He knows the following
sorcerer spells:
Cantrips (at will):fire bolt, light, mage
hand, prestidigitation
1st Level (3 slots):burning hands,
magic missile, mage armor

ACTIONS
Dagger. Melee or Ranged Weapon At-
tack: +4 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing
damage.

BROADSWORD 113
APPENDIX D

Heirs of Kong
The magic that courses through the
veins of The Skeleton Key has had a
strange effect on the flora and fauna
indigenous to the island. Animals
grow larger and are generally more
intelligent. Plus, they seemingly
possess a greater sense of self. Case
in point: the Heirs of Kong. These
12-foot-tall apes inhabit the jungles
and forests of the key. And until the
Serpent Whisperers of Grihoo arrived,
the heirs were the dominant guard-
ians of the island.
Intelligent and psionically active,
the heirs do not consider themselves
servants of the Serpent Whisperers,
rather joint custodians of the is-
land. The heirs even have their own
community separate of the Serpent
Whisperers. In this community, they

HEIR OF KONG
Large beast, neutral
Armor Class 12
Hit Points 47 (5d10 + 20)
Speed 40 ft., climb 40 ft.

STR 18 (+4) INT 9 (-1)


DEX 14 (+2) WIS 14 (+2)
CON 18 (+4) CHA 12 (+1)
decide on matters important to both steel. Within its walls live terrible
Skills Athletics +7, Perception +4 the island and the heirs. Regardless, things that ought not exist. And all of
Senses passive Perception 14
Languages understands Draconic but when the island is challenged, they this stands in tribute to an evil entity
can’t speak almost always join forces with the of tremendous power.
Challenge 3 (700 XP) Amazons. Individually, the apes and
Cunning of Kong. The heir has the warrior women are powerful. But Cloned Sorcerer
advantage on saving throws against together, they are an unstoppable Where all the other clones were con-
illusions and enchantments.
force of nature. sidered failures, a sorcerer known

ACTIONS The original Kong was rumored to only as Sixty-Six is the only one to be
Multiattack. The heir makes two fist
be a 30-foot tall ape that lived in the considered a success.
attacks. nameless mountain range at the cen- Every other clone cursed to live out
Fist. Melee Weapon Attack: +7 to hit, ter of the island. However, no proof its miserable existence within the
reach 5 ft., one target. Hit: 12 (2d6 + 5) has emerged that such a creature walls of the temple of Grihoo is but
bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to
ever existed. Regardless, the apes still a shadow of this individual’s poten-
hit, range 30/60 ft., one target. Hit: 12 happily carry the moniker. tial. This cloned sorceror is a capable
(2d6 + 5) bludgeoning damage. fighter and adept spellcaster, able to
Psychic Blast (Recharge 6). The
heir emits a violent wave of psychic
Clones of Grihoo weave and sustain spells in a way not
energy in a 30-foot cone. Each creature possible for any other mage in exis-
Deep beneath a remote island hidden
in the area must succeed on a DC 12 tence.
from the world is a temple, dark and
Intelligence saving throw or take 7 (2d6) In the Grihoo adventure, the clone
psychic damage and become stunned terrible. In its construction inter-
Sixty-six is a cloned sorcerer.
until the end of the heir’s next turn. twines terrestrial stone and unknown

114 Issue No. 7


APPENDIX D

Overgrown Clone growth then continue to mature to nearly all of the clones that reach this
their full intended size. It is at this phase simply don’t stop growing. If an
Those clones which successfully test overgrown clone doesn’t shatter its
point that they face the second major
through the initial phases of their own development chamber due to its
failing point along their growth cycle:
sheer size, it is ejected and discarded,
CLONED SORCERER the same as with the earlier rejects.
Medium monstrosity, neutral
While these clones may be larger
Armor Class 13 (16 with mage armor) and more physically developed than
Hit Points 66 (12d8 + 12)
Speed 40 ft. their unstable siblings, they are no
more advanced mentally. Overgrown
STR DEX CON INT WIS CHA clones are similarly violent and prone
12 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 19 (+4) to fits of rage. With these larger indi-
viduals though, their excitable inter-
Saving Throws Dex +6, Con +4, Cha +7
Skills Deception +10, Insight +8, Perception +5
nal magic activates to enhance their
Senses Darkvision 60 ft., passive Perception 8 growth one hundredfold.
Languages Common, Draconic, Infernal An angered or excited clone such
Challenge 6 (2,300 XP)
as this will grow uncontrollably, at a
Sorcery Points. The clone has 10 sorcery points. It can spend 1 or more sorcery points rate clearly visible to any observer.
as a bonus action to gain one of the following benefits:
Heightened Spell. When the clone casts a spell that forces a creature to make a saving
While this growth makes the clone
throw to resist its effects, the clone can spend 3 sorcery points to give one target of the undeniably more dangerous, the
spell disadvantage on its first saving throw made against the spell.
Quickened Spell. When the clone casts a spell that has a casting time of 1 action, OVERGROWN CLONE
they can spend 2 sorcery points to cast the spell as part of the same bonus action used to Large monstrosity, chaotic evil
spend those sorcery points.
Twinned Spell. When the clone casts a spell that targets only one creature and doesn’t Armor Class 10 (natural armor)
have a range of self, they can spend a number of sorcery points equal to the spell’s level Hit Points 45 (6d8 + 18)
to target a second creature in range with the same spell (1 sorcery point if the spell is a Speed 30 ft.
cantrip). Only a spell incapable of targeting more than one creature at the spell’s current
STR 17 (+3) INT 3 (-4)
level is eligible.
Spellcasting.The clone is a 10th-level spellcaster. Its spellcasting ability is Charisma DEX 8 (-1) WIS 7 (-2)
(spell save DC 15, +7 to hit with spell attacks). The clone has the following sorcerer spells
CON 16 (+3) CHA 9 (-1)
prepared:
Cantrips (at will):acid splash, fire bolt, mage hand, poison spray, ray of frost, shocking Saving Throws Str +5, Con +5
grasp Senses darkvision 60 ft., passive Per-
1st Level (4 slots):burning hands, mage armor(†), magic missile, shield, thunderwave ception 8
2nd Level (3 slots):invisibility, misty step, scorching ray Languages understands Common but
3rd Level (3 slots):blink, counterspell, fireball can’t speak
4th Level (3 slots):greater invisibility, wall of fire Challenge 2 (450 XP)
5th Level (2 slots):dominate person
Runaway Growth. The clone grows
each round that it’s in combat. Each
ACTIONS
round at initiative count 0, roll a die.
Multiattack. The sorcerer makes two weapon attacks. On an even result, the the clone’s size
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one increases by one category. Each time
target. Hit: 5 (1d4 + 3) piercing damage. the clone grows this way, it regains 20
Spell Node (Recharge 4–6). The clone conjures a pulsing node of magic and uses it to hit points, and it gains a cumulative
sustain a spell. The node appears as a pulsating gray sphere floating in an unoccupied +1 bonus to all ability checks, saving
space within 10 feet of the clone. The node has an AC of 12, 20 hit points, and immunity throws, as well as attack and damage
to all nonmagical damage. The clone can have up to 3 spell nodes active at once. As part rolls. When the clone is Gargantuan and
of this action, the clone spends one of its spell slots to cast a spell that normally requires would increase its size again, its organs
concentration. The spell is cast as normal, except that the node becomes the spell’s origin, and musculoskeletal structure can no
the spell doesn’t require concentration, and it lasts for its full duration, or until the node longer support the growth, causing the
is destroyed. Effects of a spell originating from a node end for a target if at any point an clone to collapse and die.
uninterrupted 60-foot path can’t be traced from the node to that target. A node dissipates 
if it has no more targets. Spells cast into a node can be augmented by the clone’s sorcery ACTIONS
points.
Slam. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3)
REACTIONS
bludgeoning damage.
Bend Luck. When another creature the clone can see makes an attack roll, an ability Hurl Debris. Ranged Weapon Attack:
check, or a saving throw, the clone can spend 2 sorcery points to roll 1d4 and apply the +5 to hit, range 30/90 ft., one target.
number rolled as a bonus or penalty (clone’s choice) to the creature’s roll. Hit: 8 (1d10 + 3) bludgeoning damage.

BROADSWORD 115
APPENDIX D

transformation is inherently unsus- Most of these stunted and misshap-


UNSTABLE CLONE
tainable. Eventually, the growth Small monstrosity, chaotic evil en beings die within hours. Those
exceeds the capacity of the clone’s Armor Class 14 (natural armor)
which do not grow to be feral, mad,
own organs, causing it to collapse Hit Points 7 (3d6 -3) and violently unpredictable. Their
and expire as suddenly as the process Speed 30 ft. underdeveloped minds and traumatic
began. emergence are a volatile mix, as near-
STR 9 (-1) INT 10 (+0)
ly all of these clones are creatures of
Unstable Clone DEX 16 (+3) WIS 8 (-1)
frustrated rage which lash out at the
CON 8 (-1) CHA 13 (+1) slightest provocation.
Unstable clones are those which fail
the earlier checks along their devel- Skills Acrobatics +5 Unfortunately (for themselves, as
opment. Once it is clear that a clone Senses darkvision 60 ft., passive Per- well as those around them), these
ception 9 clones’ proclivity for rage and violence
isn’t going to mature properly, the Languages understands Common but
process is halted, and the clone is re- can’t speak quickly excites the magical forces
moved from its development chamber Challenge ½ (100 XP) inherent in their bodies, resulting
and discarded. Unstable Magic. As a bonus action, in potent and highly random bursts
the clone can attempt to channel its of magic.
chaotic inner magic. Roll a d8. The clone
produces the corresponding effect from
the following table:
1. The clone explodes in a burst of
flame. The clone is killed, and each
creature within 10 feet of it must
make a DC 13 Dexterity saving throw,
taking 7 (2d6) fire damage on a failed
save, or half as much on a successful
one.
2–3. Nothing happens. The clone can’t
use its Unstable Magic again until it
completes a short or long rest.
4. A random creature within 30 feet
of the clone ceases to exist, vanishing
in a puff of smoke. At the start of that
creature’s next turn, it reappears in
the closest unoccupied space to a point
2d10 feet in a random direction from
where it vanished.
5. Until the end of the clone’s next
turn, its speed increases by 15 feet,
it can move through the spaces of
creatures larger than it, and it doesn’t
provoke opportunity attacks for leav-
ing an enemy’s reach.
6. The clone teleports up to 30 feet to
an unoccupied space it can see.
7. The clone makes an elemental surge
attack.
8. The clone rolls on this table at the
end of each of its turns, even if it had
already used its unstable magic that
turn. This continues until the clone
rolls a result of 1–3 for this ability at
any point.

ACTIONS
Dagger. Melee or Ranged Weapon At-
tack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Elemental Surge. Melee or Ranged
Spell Attack: +3 to hit, reach 5 ft. or
range 60 ft., one target. Hit: 4 (1d6 +
1) acid, cold, fire, or lightning damage
(clone’s choice or determined randomly).

116 Issue No. 7


APPENDIX D

Bufonem BUFONEM
Medium monstrosity (shapechanger),
Resembling large, distorted toads neutral evil
with a third eye in the center of the
Armor Class 13 (natural armor)
bulbous foreheads, the bufonems Hit Points 33 (6d8 + 6)
were the dreaded servants of Loikiel. Speed 30 ft., swim 40 ft.
In the late 6th century, after Loikiel
STR 16 (+3) INT 10 (+0)
was defeated by the danaavrakts, the
bufonem fled Aspaeth. Using their DEX 14 (+2) WIS 10 (+0)
humanoid disguises, they took to ru- CON 13 (+1) CHA 9 (-1)
ral areas where many still hide. Even
Skills Perception +4
today the witchhunters of Aspaeth Damage Immunities bludgeoning,
travel Omeria seeking the toadfolk piercing, and slashing from nonmagical
attacks not made with redstone
of Aspaeth. On more than one occa-
Senses Darkvision 60 ft., passive Per-
sion, the witchhunters have set fire ception 14
to entire villages caught hosting the Languages Common, Infernal
Challenge 2 (450 XP)
depraved creatures.
Doppelganger Foes. Although they Shapechanger. The bufonem can use Heads of Grihoo
its action to polymorph into a Medium
share a common origin, doppelgang- Each one merely an aspect of the im-
humanoid, or back into its true form
ers despise bufonems. To make mat- which is a toad-humanoid hybrid. The mortal titan Grihoo, its innumerable
ters worse, the two can see each other bufonem’s humanoid form is always the heads are always active, and always
for what they truly are. As such, the same, and its statistics are the same in hungry.
each form. Any equipment it is wearing
Aspaethan witchhunters frequently Grihoo’s individual heads defy the
or carrying isn’t transformed. It reverts
employ doppelgangers in their ranks to its true form if it dies. laws of reality, able to reach nearly
to spot the toadsfolk in their human- Amphibious. The bufonem can any distance, as they are seemingly
oid disguises. breathe air and water. of infinite length. It’s impossible to
Keen Sight. The bufonem has advan-
The Cult of Dhucabra. It’s been identify where one head’s long neck
tage on Wisdom (Perception) checks
over 400 years since the bufonems that rely on sight. begins, as Grihoo’s swirling mass is
worshipped the Transmuter Loikiel. Standing Leap. The bufonem’s long constantly writihing and shifting: the
The sages among the toadfolk have jump is up to 30 feet and its high jump very embodiment of Grihoo is that of
is up to 15 feet, with or without a run-
since turned their attention to the an infinite tangle of serpents.
ning start.
myth of Dhucabra, a titan believed to Grihoo will extend these heads to ex-
be the Father of Transmutation. They ACTIONS ecute its will as quickly and as effort-
have yet to find the titan. Multiattack. The bufonem makes two lessly as one would extend an arm to
attacks, only one of which can be its bite retrieve an object from a nearby table.
or its tongue. The heads each appear to be fully au-
Bite (Hybrid Form Only). Melee
tonomous, as if they were individual
Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. creatures, yet completely aware of the
Claws (Hybrid Form Only). Melee surroundings of every other, like an
Weapon Attack: +5 to hit, reach 5 ft., one inseperable hive mind.
target. Hit: 5 (1d4 + 3) slashing damage.
And while any individual head can
Mace (Humanoid Form Only). Melee
Weapon Attack: +5 to hit, reach 5 ft., be slain, do not mistake this for vul-
one target. Hit: 6 (1d6 + 3) bludgeoning nerability. After all, what use is it
damage. when each can be replaced a hundred-
Tongue. Ranged Weapon Attack: +5 to
fold, out to infinity?
hit, range 15 ft., one target. Hit: 6 (1d6
+ 3) piercing damage. If the target is Legion. Though each of Grihoo’s
Medium or smaller, it is grappled (es- individual heads can be become a
cape DC 13), pulled up to 15 feet toward discrete snake-like organism, they
the bufonem, and restrained until the
all share a single consciousness. As
grapple ends. The bufonem can grapple
one target at a time with its tongue. such, each Head of Grihoo shares its
knowledge and perception with the
greater entity (and therefore all of its
other heads) at all times.

BROADSWORD 117
APPENDIX D

HEAD OF GRIHOO Orner Wreros traveler juggernaut suit. As the char-


Large fiend, neutral evil acters struggle to survive the difficult
Orner Wreros is a wildly intelligent
Armor Class 14 (natural armor)
conditions of the island, Orner starts
gnomish inventor and wizard. His
Hit Points 45 (7d10 + 7) rebuilding the suit...
Speed 30 ft., swim 30 ft., climb 5 ft. actions led to the crash of The Pred-
ator in the adventure The Flight of JUGGERNAUT ORNER
STR 18 (+4) INT 11 (+0) the Predator. Huge humanoid (gnome), neutral evil
DEX 15 (+2) WIS 14 (+2) At some point before the events of Armor Class 18 (juggernaut suit)
CON 13 (+1) CHA 14 (+2) the Grihoo adventure, Orner escapes Hit Points 114 (12d12 + 36)
Speed 30 ft., fly 60 ft.
into the forests. During his time in
the forest, he discovers the remains STR 19 (+4) INT 18 (+4)
Skills Stealth +4, Perception +4
Damage Vulnerabilities slashing of a Dinzer science vessel, The Hy- DEX 5 (-3) WIS 9 (-1)
from magic weapons derabad, that wrecked on the island
Damage Resistances acid, poison; CON 17 (+3) CHA 14 (+2)
a century ago. Within the hull of
bludgeoning, piercing, and slashing
from nonmagical attacks the vessel, Orner discovers a remote Saving Throws Int +6, Wis +1
Condition Immunities charmed, Skills Arcana +6, Deception +4, Percep-
poisoned, unconscious tion +1
Senses blindsight 15 ft., darkvision 60 ORNER WREROS Damage Resistances fire; bludgeon-
ft., passive Perception 14 Small humanoid (gnome), neutral evil ing, piercing, and slashing from non-
Languages Draconic, understands all magical attacks that aren’t made from
Armor Class 13
other languages, telepathy 120 ft. adamantine weapons
Hit Points 54 (12d6 + 12)
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Per-
Speed 25 ft.
ception 11
Acid Blood. Whenever the Head of Languages Common
Grihoo suffers piercing or slashing dam- STR 7 (-2) INT 18 (+4)
Challenge 6 (2,300 XP)
age, each other creature within 5 feet of DEX 16 (+3) WIS 9 (-1)
Magic Resistance. Orner has advan-
it takes 1 acid damage.
CON 11 (+0) CHA 14 (+2) tage on saving throws against spells and
Hydra Rejuvenation. If the Head of
magical effects.
Grihoo dies from slashing damage, it Saving Throws Int +6, Wis +1 Siege Monster. Orner deals double
splits and returns to life as two Heads Skills Arcana +6, Deception+4, Percep- damage to objects and structures.
of Grihoo at the start of its next turn tion+1 
unless fire is applied to the remains. Senses darkvision 60 ft., passive Per- ACTIONS
Each of these Heads of Grihoo return ception 11
with half their hit points. Languages Common Multiattack. Orner makes two slam
Pack Tactics. The Head of Grihoo Challenge 1 (200 XP) attacks.
has advantage on an attack roll against Slam. Melee Weapon Attack: +7 to hit,
Gnome Cunning. Orner has advan-
a creature if at least one of the Head reach 10 ft., one target. Hit: 14 (3d6 + 4)
tage on all Intelligence, Wisdom, and
of Grihoo’s allies is within 5 feet of the bludgeoning damage.
Charisma saving throws against magic.
creature and the ally isn’t incapacitated. Chest Cannon (Recharge 6). Ranged

 Weapon Attack: +6 to hit, range 40/120
ACTIONS
ACTIONS ft., one target. Hit: 10 (3d6) bludgeoning
Multiattack. Orner makes two weap- damage. Hit or miss, the target and
Bite. Melee Weapon Attack: +6 to hit,
on attacks. each creature within 20 feet of it must
reach 10 ft., one target. Hit: 9 (2d4 + 4)
Dagger. Melee or Ranged Weapon At- make a DC 14 Dexterity saving throw,
piercing damage.
tack: +5 to hit, reach 5 ft. or range 20/60 taking 10 (3d6) fire damage on a failed
Constrict. Melee Weapon Attack: +6 to
ft., one target. Hit: 5 (1d4 + 3) piercing save, or half as much on a successful
hit, reach 5 ft., one target. Hit: 11 (2d6 +
damage. one.
4) bludgeoning damage, and the target
is grappled (escape DC 14). Until this
grapple ends, the creature is restrained,
and the Head of Grihoo can’t constrict
another target.

118 Issue No. 7


APPENDIX D

Serpent Whisperer Snakes Lava Cobra Needleblast Boa


The Serpent Whisperers of Grihoo Although the nameless mountain’s Named for the dense copse of spikes
have a natural kinship with serpents. three volcanoes haven’t erupted that jut from just below their jaw
Through simple gestures and hissing in centuries, magma still courses lines, needleblast boas are a common
sounds, they can communicate with through The Skeleton Key’s veins. sight in Grihoo Village. Combining
snakes and direct them to perform Slithering out of the Key’s magma some of the most dangerous elements
simple tasks. tubes are lava cobras, 12-foot-long of the island’s most poisonous snakes
In addition to the anacondas, cobras, serpents that can breathe fire as well as well as its largest constrictors, a
and other snake varieties that exist as any Aegreyan half-blood. needleblast boa’s bite is capable of
on The Skeleton Key, the island is blinding and incapacitating most
also home to two unique serpents: LAVA COBRA humanoids.
lava cobras and needleblast boas. Large monstrosity, unaligned The boas who live among the Ser-
Armor Class 15 (natural armor) pent Whisperers subsist on a steady
Hit Points 37 (5d10 + 10) diet of goats, chickens, and the occa-
Speed 30 ft.
sional violator of the Serpent Whis-
STR 17 (+3) INT 1 (-5) perers’ code of law.
DEX 15 (+2) WIS 10 (+0)
CON 14 (+2) CHA 3 (-4) NEEDLEBLAST BOA
Large beast, unaligned
Damage Immunities fire Armor Class 15 (natural armor)
Senses blindsight 10 ft., darkvision 60 Hit Points 30 (4d10 + 8)
ft., passive Perception 10 Speed 30 ft., swim 30 ft.
Languages —
Challenge 3 (700 XP) STR 15 (+2) INT 1 (-5)
Multiattack. The lava cobra makes DEX 14 (+2) WIS 10 (+0)
two bite attacks.
Bite. Melee Weapon Attack: +5, reach CON 14 (+2) CHA 3 (-4)
5 ft., one creature. Hit: 6 (1d6 + 3) pierc-
Senses blindsight 10 ft., passive Per-
ing damage plus 3 (1d6) fire damage.
ception 10
Fire Breath (Recharge 5-6). The co-
Languages —
bra exhales fire in a 30-foot line that is Challenge 2 (450 XP)
5-feet wide. Each creature in that area 
must make a DC 12 Dexterity saving ACTIONS
throw, taking 21 (6d6) fire damage on a
failed save, or half as much damage on Bite. Melee Weapon Attack: +4, reach
a successful one. 5 ft., one creature. Hit: 5 (1d6 + 2) pierc-
ing damage plus 9 (2d8) poison damage
and the target must succeed on a DC
12 Constitution saving throw or become
poisoned. While poisoned, the creature
is blinded. The creature can repeat its
saving throw at the end of a long rest,
ending the poisoned and blinded effects
on a success.
Constrict. Melee Weapon Attack: +4 to
hit, reach 5 ft., one creature. Hit: 6 (1d8
+ 2) bludgeoning plus 9 (2d8) piercing
damage and the target is grappled
(escape DC 14). Until this grapple ends,
the creature is restrained, and the boa
can’t constrict another target.

BROADSWORD 119
APPENDIX D

Serpent Guard Serpent Guard wields the power-


SERPENT GUARD
ful tepoztopilli, a polearm topped Med humanoid (human), lawful neutral
The Serpent Whisperers of Grihoo
with a broad wooden head capable
(or “Amazons” as they’re commonly Armor Class 18 (breastplate, shield)
of crushing enemy spines with a Hit Points 76 (9d8 + 36)
known) protect the Shrine of Grihoo
single blow. The tepoztopilli gives Speed 30 ft.
and its ancient secrets long lost to
the serpent guards the advantage
the world. The actual entrance to the STR 18 (+4) INT 9 (-1)
of reach while allowing them to
shrine is protected by the legendary DEX 14 (+2) WIS 14 (+2)
use their massive tower shields for
Serpent Guard, the fiercest warriors CON 18 (+4) CHA 12 (+1)
added defense.
of their kind. Each member of the
Saving Throws Str +7, Dex 5, Con +7,
Wis +5
Skills Athletics +7, Perception +5,
Survival +7
Damage Resistances poison
Senses passive Perception 15
Languages Draconic
Challenge 5 (1,800 XP)
Capitalize (Once per Turn). If the
Amazon hits a creature that she can see
with a melee weapon attack, she can
use her bonus action to immediately
make another melee weapon attack
against the same creature. This extra
attack has disadvantage.
Fear of Magic. If a creature casts
a spell or uses another magical effect
within 30 feet of the Amazon and the
Amazon can see it, the Amazon must
succeed on a Wisdom saving throw with
a DC equal to the spellcaster’s spell
save DC. On a failed saving throw, the
Amazon is frightened of the spellcaster
for 1 minute. The Amazon can repeat
her saving throw at the end of each of
her turns, ending the frightened effect
on a success. If the Amazon succeeds
on her initial saving throw or the effect
ends for her, this trait does not function
for 1 hour.
Serpent Whisperer. Through sounds
and gestures, the Amazon can commu-
nicate simple ideas with snakes and
other serpents.
Shield Guardian. When the Ama-
zon takes the Dodge action and she is
wielding a shield, she gains a +3 bonus
to her AC.

ACTIONS
Multiattack. The Amazon makes
three attacks with her tepoztopilli.
Tepoztopilli. Melee Weapon Attack:
+7 to hit, reach 10 ft., one target. Hit:
8 (1d8 + 4) bludgeoning damage, or 9
(1d10 + 4) bludgeoning when wielded
with two hands.
Sling. Ranged Weapon Attack: +5 to
hit, range 30/120 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Shield Bash. Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage. If the
target is a Medium or smaller creature,
it must succeed on a DC 15 Strength
saving throw or be knocked prone.

120 Issue No. 7


APPENDIX D

Sorcerer SORCERER
Medium humanoid (any), any alignment
As descendants of the dragonkin of
Aegraya and the Great Chromatics Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
of The Summer Land, sorcerers are Speed 30 ft.
creatures born with innate magical
powers. Anthroposcopic features such STR DEX CON INT WIS CHA
as yellow eyes, scales, and sharp 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
features often betray the sorcerer’s
Saving Throws Con +5, Cha +7
origins. As such, those who are with- Skills Deception +7, Intimidation +7
out an innate ability to obscure such Senses passive Perception 11
features are often viewed as outcasts, Languages Draconic plus any two languages
Challenge 5 (1,800 XP)
just as if they were half-dragons or
dragonborn. Draconic Bloodline. The sorcerer’s draconic bloodline increases its maximum hit
points by 10 (included in its hit points). In addition, whenever the sorcerer makes a Cha-
Children of Tostrasz. Of all the
risma check when interacting with dragons, its proficiency bonus is doubled.
Chromatic breeds who mixed with Elemental Affinity. When the sorcerer cats a spell that deals fire damage, it can add
humanoids, reds were by far most its Charisma modifier to one damage roll of that spell. At the same time, it can spend 1
prolific. Tostrasz the Enormous sorcery point to gain resistance to that damage type for 1 hour.
Metamagic. The sorcerer has 10 sorcery points. it regains all its spent sorcery points
alone was rumored to have over 100
when it finishes a long rest. It can spend its sorcery points on the following options:
half-humanoid progeny. Careful Spell. When the sorcerer casts a spell that forces other creatures to make a
The Drakeblood Colony. Maer is a saving throw, the sorcerer can spend 1 sorcery point and choose up to three creatures. A
cliff-side, coastal colony found east of chosen creature automatically succeeds on its saving throw against the spell.
Empowered Spell. When the sorcerer rolls damage for a spell, it can spend 1 sorcery
Vaskil on the other side of the Spine.
point to reroll a number of the damage dice up to its Charisma modifier (minimum of
There, the drakebloods live free from one). It must use the new rolls. The sorcerer can use Empowered Spell even if it has al-
persecution of the Pressonians who ready used a different Metamagic option during the casting of the spell. Quickened Spell.
remember all too well the War of the When the sorcerer casts a spell that has a casting time of 1 action, the sorcerer can spend
2 sorcery points to change the casting time to 1 bonus action for this casting.
Burning Plains.
Spellcasting.The sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charis-
ma (spell save DC 15, +7 to hit with spell attacks). It knows the following sorcerer spells:
Drakebloods in Omeria Cantrips (at will):fire bolt, light, mage hand, message, minor illusion, prestidigitation
Humanoids who possess draconic 1st Level (4 slots):burning hands, magic missile, shield
blood come in three variants. The ac- 2nd Level (3 slots):darkness, invisibility, scorching ray
3rd Level (3 slots):counterspell, fireball
tual children of dragons and human-
4th Level (3 slots):dimension door, wall of fire
oids are half-dragons. Second genera- 5th Level (2 slots):cone of cold
tion drakebloods are dragonborn. And
third-generation drakebloods ACTIONS
are humanoids who have Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
a proclivity to sorcery (for target. Hit: 4 (1d4 + 2) piercing damage.
example, a human with the
draconic bloodline sorcerous
origin). Although, it’s rare for
fourth-generation drakebloods
to possess sorcerous power,
it’s not impossible. Beyond
fourth-generation, the draconic
blood runs too
thin to grant mag-
ical abilities.

BROADSWORD 121
APPENDIX E
PLAYER HANDOUTS
Grihoo Player Map

124 Issue No. 7


APPENDIX E

Grihoo Strange Diagram

BROADSWORD 125
APPENDIX E

Grihoo Temple Map

126 Issue No. 7


APPENDIX E

Grihoo Abandoned Mine

BROADSWORD 127
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