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Credits Contents

Designer: Imogen Gingell Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1


Editor: Laura Hirsbrunner Chapter 1: Adventuring in Riedra. . . . . . . . . . 2
Layout Designer: Laura Hirsbrunner
Riedran Culture . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cover Illustrator: Olie Boldador
Interior Illustrators: Imogen Gingell, Bruno Balixa, Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Jesus Blones, Storn Cook, Johannes de Heem, Matt Chapter 2: Escape from Riedra. . . . . . . . . . . . 7
Forsyth, Jack Holliday, Alfons Mucha, Thanh Tran, About the Adventure. . . . . . . . . . . . . . . . . . . . . . 7

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Wizards of the Coast
Cast of Characters . . . . . . . . . . . . . . . . . . . . . . . 8
Dragonmarks Designer: Anne Gregersen
Prologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
An Across Eberron Production Act 1: Dar Ulatesh . . . . . . . . . . . . . . . . . . . . . . 13
Act 2: Borutesh. . . . . . . . . . . . . . . . . . . . . . . . . 23

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Producer: Wayne Chang
Act 3: Desertion . . . . . . . . . . . . . . . . . . . . . . . 36
Playtesters & Consultants:
Arimart, Will Brolley, Patrick
Epilogue: Reunion . . . . . . . . . . . . . . . . . . . . . . 45
Dunning, Rosana Griffin, Appendix A: Friends and Foes. . . . . . . . . . . . 47
Freya Griffiths, Laura Appendix B: Maps and Player Handouts. . . 57
Hirsbrunner, Phil Jensen,
Jess LeTarte, Joseph Meehan,
Assimilation Tokens. . . . . . . . . . . . . . . . . . . . . 57
Charlie Ann Page, ShareDVI, Map: Rhiavhaar. . . . . . . . . . . . . . . . . . . . . . . . 58
Charlix Whipp Map: The Tunnels. . . . . . . . . . . . . . . . . . . . . . . 59
Special Thanks To: The denizens of the Living Eberron Map: Borutesh. . . . . . . . . . . . . . . . . . . . . . . . . 60
community for embracing this adventure and its
characters with such enthusiasm! e
Creature Statistics: Statistics for the eneko and shat-
tered kalashtar first appeared in Codex Siberys:
Map: Shiaali’s Manor. . . . . . . . . . . . . . . . . . . . 61
Map: Serpent Shrine . . . . . . . . . . . . . . . . . . . . 62
Map: Aurora Coast. . . . . . . . . . . . . . . . . . . . . . 63
Appendix C: Sarlonan Player Characters . . 65
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Mourning & Madness. Statistics for the dromites and
the wild incarnate first appeared in Codex Siberys 2: Appendix D: Player Options. . . . . . . . . . . . . . 66
Planes & Prophecy. Riedra’s Chosen . . . . . . . . . . . . . . . . . . . . . . . 66
Spells: Spells marked with XGE appear in Xanathar’s Eneko. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Guide to Everything. Spells marked with GGR appear in
Guildmaster’s Guide to Ravnica.
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ON THE COVER
Her Inspired Grace Lady Shiaaktavi of Borutesh grants an audience
in the throne room, accompanied by her bodyguard Kalah and Fali
of the Thousand Eyes. Illustrated by Olie Boldador.
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Disclaimer: All characters and other entities appearing in this work are fictitious and
not Inspired by anything, at all, whatsoever. Any resemblance to real persons or your
own personal nightmares is purely coincidental. The ambassador from Riedra assures
us that no one has been reading your mind. We promise.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. This work contains material that is copyright Wizards of the Coast
and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. All other original material in this work
is copyright 2020 by Imogen Gingell and published under the Community Content
Agreement for Dungeon Masters Guild.

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Introduction
Escape from Riedra is an adventure showcasing
the unusual cultures, magics, and threats unique
to Eberron’s psionically active continent of
Sarlona. The adventure is optimized for five 7th-
level characters. It is written with the assumption
that the player characters are based in Khorvaire

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and would be considered outsiders in Riedra.
While not intended to be run with a group of
Sarlonan characters, Appendix C provides sug-
gestions on how the adventure could be adapted

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for Adarans and other non-Riedran characters
from Sarlona.
Chapter 1: Adventuring in Riedra gives
an overview of the key cultural and mechan-
ical elements to make Riedra come to life at
your game table.
Chapter 2: Escape from Riedra con-
tinues with the adventure module Escape
from Riedra: a tale of forbidden love and a
quest to save one of Riedra’s Chosen from
the oppressive grip of her home empire.

Content Warning
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Adventurers will spend considerable time in the
isolationist, dystopian empire of Riedra. Expect to
encounter themes such as conformity, insurrec-
tion, mind control, brainwashing, and surveillance.
While not central plot points in this adventure, the
Riedran empire has a race-based caste system
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and practices eugenics-like breeding of its Chosen


vessels; while these two aspects can be omitted
from your gameplay without changing the struc-
ture of the adventure, they are present in the core
Eberron sourcebooks and mentioned in this adven-
ture’s DM instructions.
Before running this adventure, we strongly
encourage using safety tools such as the TTRPG
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Safety Toolkit (by Kienna Shaw and Lauren Bryant-


Monk) or Consent in Gaming (by Sean K. Reynolds
and Shanna Germain) to discuss your group’s
boundaries and comfort level with these and other
challenging topics.

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Chapter 1: Adventuring in Riedra
The official third-edition Eberron sourcebook
Secrets of Sarlona is an excellent compendium of
Inspired by Quori
lore for any game set in Riedra and beyond, even Quori, by their nature, are fiendish embodiments
for newer editions of Dungeons & Dragons. of cruel nightmares from the plane of Dal Quor.
Some of the key elements are discussed here so However, their home is bound by an existential
that you can capture the most important themes cycle: when the Turning of the Age comes, all

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while running Escape from Riedra. quori are destroyed and Dal Quor is reborn for a
new age. The quori of the current age, which has
Riedran Culture lasted for millennia, are attempting to prevent
the Turning by keeping the hearts and minds of
On the surface, Khorvaire knows the empire of Eberron’s population stagnant. Riedra is the ulti-

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Riedra as one of its most valuable allies. Player mate expression of their goal—a pliant, peaceful
characters from Khorvaire are likely to know the populace and a vast network of psionic control.
following three points … and nothing more: Ultimately, everything that happens in Riedra
1. The Riedrans have ambassadors in all the happens because the quori wish it.
major nations of Khorvaire, and the empire
provided humanitarian support to these war- The Path of Inspiration
torn nations. The state religion of Riedra teaches that all people
2. Riedrans follow a caste system, where everyone are born into their rightful caste, and that through
has their place—the Chosen with their psychic

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powers sit at the top, maintaining a special
connection to the extraplanar spirits that guide
and advise their rule. Living well in this life
guarantees you a place in the next higher caste,
service to the nation and the Inspired, they may
attain a higher position in their next life. The
Chosen—specially bred humans—represent the
highest mortal caste, and their purpose is to host
guiding spirits known as il-altas. Chosen who
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meaning few Riedrans ever venture beyond the host these spirits are known as Inspired. Each
borders of their nation. quori spirit has multiple Chosen hosts, which it
3. The common folk of Riedra are diligent and can possess freely whether or not the Chosen is
peaceful people, though Khorvairian visitors to willing. Most Chosen are only Inspired for short
the empire rarely get a chance to interact with periods, as the quori conducts its business in
citizens other than carefully selected diplomats. various regions. When the quori is not presently
However, the truth about Riedra is far more possessing them, the Chosen host has the same
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complex—and in many cases, more sinister—than freedom of mind as any other human—though
Khorvairians suspect. over the years, the regular exposure to the quori
slowly erases the Chosen’s original personality
and they become like-minded with the quori even
when not actively hosting it.
Changelings follow the Chosen in the hierarchy—
their ability to change their shape is said to bring
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them closer to the il-altas spirits. Humans, who


make up the vast majority of Riedra’s inhabitants,
follow changelings down the path. While consid-
ered privileged, humans are not afforded much
freedom in their own right. Finally, other human-
oids and animals follow. Dwarves, shifters, and
ogres are likely to be recognized (and looked down
on) by most Riedrans. Half-elves, halflings, elves,
goblinoids, and orcs are known to the Inspired, but
commoners are unlikely to recognize their race
and would consider them strange and exotic.

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Chapter 1: Adventuring in Riedra | Riedran Culture

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In order to assure that they remain on the path
to inspiration, the people of Riedra are taught to
Isolation
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be vigilant against the altavar—disruptive spirits The world’s largest nation is also its most insular.
that corrupt and destroy. Instead, the Riedran Unauthorized travel to Riedra is strictly forbidden.
people watch carefully to be sure that their peers The Iron Gate oversees the affairs of foreigners in
do not fall to temptations like “freedom” and Riedra and is responsible for policing the empire’s
“self-expression.” The vile kalashtar are known as borders. It wields the greatest power in the port
powerful champions of the altavar, though most cities of Dar Jin and Dar Ulatesh. These cities
Riedrans live far from the kalashtar mountain host the Jhodra, walled districts that are open—at
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sanctuary in Adar. least in part—to hosting Khorvairian organiza-


tions. Lucky foreigners may be able to negotiate
Always Watching visas for entry into Riedra proper, though the
Thousand Eyes are likely to keep a close watch
Riedra is a surveillance state at every level.
on their every move. Credentials issued by the
Psionic artifacts ensure that thoughts and dreams
Iron Gate are necessary for foreigners to navigate
are not above the scrutiny of the Inspired. The
frequent internal checkpoints.
intelligence agency known as the Thousand Eyes
employs both psionic and mundane methods of
inquisition. Each member dedicates their time to
rooting out dissent, questioning potential subver-
sives, and silencing opposition.

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Chapter 1: Adventuring in Riedra | Riedran Culture

Bastions and Villages Riedran Glossary


Riedran settlements fall into one of two broad The following Riedran words are likely to prove
categories. Bastions are wondrous cities lit with useful while running Escape from Riedra. You are
spectacular crystal lighting. The elegant, fluid encouraged to share this glossary with your players
architecture of these cities features exotic mate- to help build immersion.
rials like crysteel (an alloy of psychoactive crystal
Altavar. Corrupt spirits that work to destroy order
and iron) and sentira (a cultivated shell-like
and harmony. They are the enemy of all Riedrans.
mineral that resonates with thoughts and emo-
Kalashtar are the most prominent vessels for

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tions). Bastions are often organized into one or
the altavar.
more spherical districts, and residents typically Dar. Prefix used for a port city.
live their whole lives within one district. Most Dul. Prefix used for an inland city.
bastion names begin with one of three prefixes, Hanbalani altas. Egg-shaped monoliths that are
depending on their size and purpose. “Tol” bas-

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common throughout Riedra. The hanbalani are
tions are small inland cities, “Dul” bastions are the source of Riedra’s dreamshaping and assimi-
larger inland metropolises, and “Dar” bastions lation magic.
are coastal ports. Il-altas. The spirits that guide the Inspired and
Outside of the bastions, the Riedran country- watch over all of Riedrans. (In truth, the il-altas
side is scattered with smaller villages. Villages are quori, nightmare spirits from the realm of
are typically rougher around the edges, and resi- Dal Quor.)
dents have slightly more freedom of movement, Jhodra. Closed districts in Dar Ulatesh and Dar Jin.
being allowed to come and go to tend nearby These are the only places that Khorvairians are
farms and other industries. The Thousand Eyes allowed to travel to and from in Riedra.
nevertheless take security very seriously, and
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villages often operate on strict curfews and time-
tables. The staple crop of Riedran villages is
pomow—a large, spherical fruit with dark purple
Pomow. A large purple fruit, Riedra’s staple crop.
Rendesa. A horned mount with limited telepathic
ability.
Zulaat. A Riedran polearm much like a glaive, but
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flesh. Its fibrous stalks can be used to create a with a blade at both ends.
cotton-like thread.

Language
The Riedran mother tongue shares a linguistic
heritage with Khorvairian Common. Both
languages are derived from Old Common, the lan-
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guage of the Sarlonan nations before the Inspired


remade the continent as Riedra. However, it’s
been more than a thousand years since the
last major migration of Sarlonan humans to
Khorvaire, and the languages have become dis-
tinct. When adventuring in Riedra, bear in mind
that the vast majority of commoners won’t under-
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stand the player characters. Only the Chosen


and certain agents of the Thousand Eyes or the
Dreaming Dark have been given the opportunity
to learn Common. Spells such as tongues and
comprehend languages are thus very valuable to
Khorvairians who make the trip.

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Chapter 1: Adventuring in Riedra | Psionics

Psionics center of many of Riedra’s daily religious rituals,


and they can even be used to transmit telepathic
Psionics is embedded in Riedran culture in much messages to everyone within range.
the same way that arcane magic supports so However, the hanbalani can also influence
many wondrous creations in Khorvaire. However, people’s dreams. This might mean encouraging
the use of psionics is strongly restricted by caste. certain emotions or states of being, but the
Authority figures such as Chosen and changelings Inspired can also use these powers to implant an
are frequently practitioners of the psychic arts, instinctual fear of local or national threats.
though humans and oni are sometimes encour-

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aged in the practice if they serve organizations
such as the Thousand Eyes, the Harmonious
Shield, or the Edgewalkers.

Everyday Psionics

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As the player characters explore Riedra, consider
emphasizing the use of everyday psionics. Here
are some examples:
The Soothing Voice. Every morning, the citi-
zens of Riedra are given propaganda and the
day’s tasks by a telepathic broadcast.
Dreamshaping. The dreams of Riedran citi-
zens are manipulated to promote the ideals

“Hanbalani and Dreamshaping” section).


Crystal Illumination. Much like Khorvaire,
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that the quori need in their subjects (see the

Riedra has introduced artificial lighting even


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in its villages. However, the lighting schedule
is controlled entirely by the authorities to
ensure that people do not break their curfew.
Psychoactive Signage. Education is extremely
limited in Riedra. Most humans are illiterate,
so bastion cities often use psychically imbued
signs to describe the purpose of a structure
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or direct people. With a touch, these signs


convey images or emotions directly into a
person’s mind. These signs are often created
using sentira, a cultivated organic mineral that
resembles shells or horns.
Teleportation Circles. Although the quori can
possess Chosen anywhere in Riedra from Dal
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Quor, their hosts still need to move about the


continent. Bastion cities often have telepor-
tation circles at their center to enable rapid
redeployment of Riedran assets.

Hanbalani and Dreamshaping


The monoliths known as hanbalani altas domi-
nate the skyline of Riedra everywhere outside its
cities. Each supports a vast aura of psionic well-
ness, suffusing the consciousness of every sapient
creature in the area. The hanbalani are at the
Chapter 1: Adventuring in Riedra | Psionics

When the player characters take a long rest, reclaim assimilation tokens from a player char-
roll on the Hanbalani Dreams table to determine acter at any time, immediately imposing an effect
the dream broadcast by the hanbalani. Creatures that reflects the subtle psionic influence of time
that do not sleep or dream, such as elves, war- spent in Riedra. The effect on the player character
forged, and kalashtar, do not receive these is determined by how many assimilation tokens
broadcasts. the Dungeon Master reclaims from them:

Hanbalani Dreams 1 token: The character must reroll one attack roll,
ability check, or saving throw that would other-
d8 Dream
wise succeed.

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1 “You walk through a field of grain with a bucket 2 tokens: The character is under the effects of a
of water. Each time you empty it, the grain grows command or calm emotions spell, and automat-
taller, and you feel pride that your people will be ically fails their saving throw against that spell.
fed.” 3 tokens: The character automatically fails

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2 “You find a small child lost in shadow. He cries one Wisdom, Intelligence, or Charisma
because he misses his friends and the comfort saving throw.
of his creche. You lead him to the monolith, into
the light, and he is welcomed with open arms by The DM spending an assimilation token in
his people.” this way does not require a Riedran or Inspired
character to use an action of any kind. The trigger
3 “A great beast threatens a camp of workers. You
need not even be directly observed by any char-
join hands with your peers and stand against
acters. Instead, assimilation tokens represent
the creature. A kind spirit appears and leads the
beast away.”
the influence of the permeating psionic aura of
control that is supported by the hanbalani altas.
4 “You are a mouse, scurrying through a field to
escape from a circling hawk. You come across
a human worker in the field, and marvel at how
wonderful it must be to never fear the hawk.”
e DMs are advised to reclaim assimilation tokens
during particularly thematic instances, rather
than in the standard course of adventure. For
example, you might impose disadvantage on a
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5 “You are gathered with your kindred at the Charisma (Persuasion) or Charisma (Deception)
water’s edge. A great storm rages on the ocean check if someone is negotiating with dissidents
horizon, but you are safe among your people.” or lying to the Thousand Eyes. Or you could use
6 “A shadow clings to a fellow laborer, encouraging command to force a character to stop, sit down,
her to steal from the community. You invite a and be quiet if they are attempting to incite rebel-
spirit of light to lift the darkness, and you both lion in the laborers.
bask in its warmth.” Alternatively, a player character can return an
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7 “As you stack grain, your hand rests upon assimilation token to the DM by taking an action
another—your heart races as you feel their the DM agrees furthers the cause of Riedra. Good
warmth. You know that if they are right for you, behavior is rewarded, of course, and players
the spirits will guide you together.” should be made aware that they can remove
8 Describe one or all of the player characters in assimilation tokens in this way. Examples include:
allegorical form, as if they were the monsters
y A full day’s labor on behalf of Riedra.
in a dream. “A great spirit stands between your
y Casting a healing or other support spell of
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family and these monsters. You know you are


3rd level or higher on a willing loyal Riedran
safe as long as il-altas is with you.”
human, changeling, Chosen, or Inspired (1/day).
y Donating at least 30 gp in material goods to a
Psionic Assimilation Riedran authority (1/day).
Whenever a player character finishes a long If a player character removes an assimilation
rest, they must make a DC 15 Charisma saving token in this way, they also gain 10 temporary hit
throw. Creatures that do not dream (such as points and regain one spent hit dice.
elves, kalashtar and warforged) have advantage Some sample assimilation tokens for you to
on the saving throw. On a failed save, they gain print and cut out are included in Appendix B.
one assimilation token. The Dungeon Master can

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Chapter 2: Escape from Riedra
About the Adventure Adventure Background
Escape from Riedra is designed for five 7th-level The player characters are members of the Clifftop
characters. The adventure is likely to take several Adventurers’ Guild in Sharn (see the “Group
sessions, depending on the speed of your group, Patrons” section in chapter 1 of Eberron: Rising
their interest in roleplay with Riedran citizens, from the Last War). If they previously played the

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and their ability to make plans. It is split into three Across Eberron: Convergence Manifesto adven-
main acts with a prologue and epilogue to bookend ture path, available on the Dungeon Masters
the story. Expect to spend two to four hours with Guild, adventurers will be familiar with Lhara,
each act. The full adventure is set out as follows: their Guild Handler.

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The guild’s client for this mission is the King’s
Prologue. The mission briefing introduces the
Dark Lanterns (see the “Group Patrons” section
player characters to Miira and Shiaali: two
in chapter 1 of Eberron: Rising from the Last
Riedran women separated by class and dis-
War). The Dark Lanterns plan to use the guild as
tance, longing for a trouble-free life together.
a front for plausible deniability—just in case any-
Act 1: Dar Ulatesh. Theadventurers arrive in
thing goes wrong.
the Riedran bastion of Dar Ulatesh. They
The Clifftop Adventurers’ Guild can be easily
have a chance to meet the locals and visiting
replaced by another adventuring guild—such
Khorvairians, follow rumors, and enter Riedra
as the Wayfinder Foundation or the Deathsgate
proper following either official or clandes-
Explorers’ Club—or by any other organization
tine means.
Act 2: Borutesh. The party travels to the town of
Borutesh and meets the Chosen administrator
they are tasked with rescuing. They must make
e that is interested in heroic deeds and/or political
intrigue. These hidden patrons could be substi-
tuted with any other espionage agency, such as the
Royal Eyes of Aundair or the Serpentine Table.
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plans to get her out of the city while under
oppressive surveillance.
Act 3: Desertion. The player characters travel
across the Riedran border into the free nation
of Syrkarn. Can they bring Shiaali to their ship
before the Riedrans can catch up?
Epilogue. The party returns to Khorvaire, where
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Miira and Shiaali are finally reunited.


Four appendixes follow the adventure, con-
taining further resources for DMs:
Appendix A contains creature statistics for all
encounters in this adventure.
Appendix B contains player handouts and
maps referred to throughout this adventure.
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The adventure download also contains


high-resolution versions of these maps in a
zipped folder.
Appendix C contains suggestions for adapting
this adventure for characters from Sarlona,
rather than Khorvaire.
Appendix D contains racial traits for players
that wish to play a Chosen or eneko
character.

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Cast of Characters
Escape from Riedra follows the story of Miira and
Shiaali, star-crossed lovers separated by caste, an
ocean, and otherworldly psionic power. Though
the commoner Miira introduces the story, adven-
turers will spend the most time in Riedra with
Shiaali, trying to escape the clutches of the quori
spirit Aktavi and the agents of the Thousand Eyes.

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Major Characters
The following characters play a significant role in
the story of Escape from Riedra.

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Aktavi
Aktavi (ak-TAH-vee) is a du’ulora quori, nightmare
spirit of rage and hate. It and its Chosen vessels
coordinate military movements along the south of
Rhiavhaar, ensuring the Syrkarn border remains Miira
exactly as porous as the Inspired desire it to be.
Miira (mee-EAR-ah, she/her) is a human laborer
Personality: I treat mortals like children, for how who grew up in a military supply town called
could they seem like anything else to an eternal Borutesh. She fell in love with her Chosen who
spirit? Flawed Riedrans require discipline,
especially the kind that hurts.
Ideal: Power. The Darkness that Dreams must
recognize my greatness. I am the highest
e leads the town, and after a transfer to Dar San in
Sharn, Miira has defected to Breland.
Personality: Among strangers, I speak only when
spoken to—I am often content to just watch
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among the du’ulora.
people. Khorvaire, after all, is so full of wonder
Bond: The will of the quori stands above mortal
and color.
concerns. We are eternal, and Riedra is our tool.
Ideal: Perseverance. I must never stop working
Flaw: Though I try to keep calm and collected
hard to achieve peace and safety for myself and
when addressing my subjects, I am exception-
Shiaali.
ally quick to anger.
Bond: Love. Shiaali opened my eyes to a whole
new world beyond my assigned duties in
Ilir
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Riedra. She is my Inspiration.


Ilir (EE-lur, he/him) is a changeling in service Flaw: Subservience. After decades living in
of the Thousand Eyes, Riedra’s domestic sur- Riedra, I default to letting others take the lead,
veillance agency. He has been tasked with even if I know better.
interviewing the Khorvairians on their arrival at
the Iron Gate in Dar Ulatesh, and is determined Shiaali
to keep a close watch over the foreigners when
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Shiaali (she-AH-ah-lee, she/her) is a Chosen of


they are admitted into the empire’s heart.
the Riedran people, administrator of the town
Personality: I speak softly but with utmost preci- of Borutesh, and unwilling host of the quori
sion. Politeness is a virtue I cannot let falter. spirit Aktavi. She fell in love with one of her
Ideal: Suspicion. No one is beyond my jurisdic- laborers, Miira, and keeps their dalliance secret
tion save for Riedra’s Chosen. My questions from her quori master by carefully modifying
deserve to be answered. her own memories. Shiaali has come up with a
Bond: I offer my service to the il-altas wholly scheme to trick her quori masters into allowing
and unconditionally. Only then can I expect to Khorvairians into Riedra—all with the goal of
return as Chosen in my next life. defecting with her love Miira.
Flaw: My pride in adherence to protocol leaves When Shiaali is possessed by Aktavi, she is
me unable to accept my own mistakes. known as Shiaaktavi (she-AH-ak-TAH-vee).

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Chapter 2: Escape from Riedra | Cast of Characters

Jez Dovetail (JEHZ DUV-tail, he/him) is a


young and wiry half-elf, Captain Kes’ plucky
first mate.
Chandra Thane (CHUN-druh THANE, she/
her) is a human historian interested in the migra-
tion of the ancient hero Lhazaar from Sarlona
to Khorvaire. She recently settled in the city of
Dar Ulatesh, having fled Sharn after manifesting
an aberrant dragonmark in the Across Eberron

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adventure AE01-01: Fired and Forgotten.
Mar’aashta (mar-uh-ASH-tuh, she/her) is the
half-orc leader of the House Tharashk enclave in
Dar Ulatesh. She is secretly tunneling underneath
the enclave.

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Jaanai (jah-AN-eye, he/him) is a Riedran
human, “trustworthy” guard, and leader of the
Dream Merchants in Dar Ulatesh.
Sarun d’Sivis (SAH-roon duh-SIV-iss, he/him)
is a gnome linguist working in the Jhodra. He
hopes to write a traveler’s guide to the Riedran
Personality: I am tired, scared, and traumatized
language.
by the war within my own mind. With all the
Fali (FAHL-ee, she/her) is a changeling rep-
holes I have left in my memory, I sometimes
resentative of the Thousand Eyes in the town of
struggle to speak sense.
Ideal: Autonomy. Despite the power the spirit
holds over me, I choose to resist Aktavi. e
Bond: Miira’s love is the only thing keeping me
from succumbing. I must make sure we can
Borutesh.
Kalah (KAHL-uh, he/him) is an oni bodyguard
to Shiaali in Borutesh. Kalah accepts that his
magical nature makes him altavar, and thus he
pl
must prove his exceptional loyalty to Riedra.
find peace together.
Rhiavet (REE-ah-vet, she/her) is a Riedran
Flaw: My confident ruler’s countenance is a thin
captain known as “The Waterfall” in Borutesh.
veil. I am scared to take the actions necessary
She rides a psychic horse.
to leave Riedra behind.
Setesh (seh-TESH, they/them) is a young
human smith in Borutesh. They are secretly
Minor Characters working for a Riedran dissident group.
m

The following characters may play a significant Iziaka (ih-zee-AH-kuh, she/her) is the eneko
role in an encounter with the player characters, leader of the Torn Veil, a dissident cell in the town
but they do not drive the action in the adven- of Borutesh.
ture. They are listed in approximate order of Niiret (NEE-ih-ret, she/her) is in charge of
appearance. managing the Bountiful Horn in Borutesh. She is
Guild Handler Lhara (LAHR-ah, she/her) is Miira’s mother.
a shifter with white hair and fur streaked with Nivi (NIV-ee, she/ her) is a “shattered” kalashtar
Sa

black. She is the player characters’ handler inside tasked with keeping the Torn Veil dissidents in
the Clifftop Adventurers’ Guild. Borutesh cloaked from the psionic detections of
Friedrich (FREED-rik, he/him) is an agent of the Thousand Eyes. Before the traumatic severing
the King’s Dark Lanterns who has secretly hired of her consciousness from that of her quori spirit,
the Clifftop Adventurers’ Guild to extract Shiaali. Nivi was known as Nivishana.
Captain Kes d’Lyrandar (KESS duh-lye-RAN-
der, he/him) is a middle-aged half-elf, carefree
captain of the Wayward Cuttle, the elemental
galleon that transports the player characters to
and from Sarlona.

9
Prologue Miira struggles with her words, faltering as she
speaks the Riedran name for the spirits.
The adventure begins when the player characters “Shiaali says we cannot pair in Riedra. That the
are invited to a special meeting at the Clifftop Path is not for us. So she sends me to city with
Adventurers’ Guild in Sharn. The letter reveals towers. Here. To get help for her too. To be safe. So
nothing of the mission at hand, except to request you go to Riedra, to Borutesh. You save my Shiaali.
that the player characters should not speak You bring her back here. She tell you everything
with anyone about the upcoming meeting. For about our people.”
a boastful guild handler like Lhara, clandestine

e
notes and secret meetings are most unusual.
When you are ready to start the game, read or The Rescue Mission
paraphrase the following: The man in the burgundy cloak is Friedrich,
who is attending on behalf of the King’s Dark

fil
You arrive as instructed to the Clifftop Adventurers’ Lanterns—Breland’s intelligence agency.
Guild headquarters, and you’re directed toward Friedrich is responsible for Miira’s case, and he
one of the tower’s darkest corners. Awaiting you hopes that Shiaali can be a valuable source of
within a sparse room are three people, one of information for the Crown as they expand their
whom you’ve become familiar with during your diplomatic relations with Riedra. He has hired the
service: Guild Handler Lhara, a shifter with white Clifftop Adventurers’ Guild to maintain plausible
fur streaked with black, one pale blue eye, and deniability for the Dark Lanterns. Only Lhara
one eyepatch.
knows his identity and motives, which he wishes
“Welcome! Welcome! Sorry about the secrecy
to remain a secret from the adventurers for their
here, but we don’t want to draw too much attention.”
(and his) protection.
Lhara exchanges whispers with one of the
strangers: a stern human man wrapped in a
burgundy cloak. He stands quietly in the corner,
watching the scene unfold.
e
Sitting quietly behind the only table in the room
pl
is a plain-looking human woman of perhaps 30
years. She has a shaved head and wears a rough
black shift. Her gaze is downcast, as if she is afraid
to make improper eye contact.
Lhara closes the door behind you, then speaks
in hushed tones.
“May I introduce our guest of honor, Miira. She
m

has come to us with an opportunity quite unlike


any other. As you might recognize from her fashion
or her name, Miira here joins us from Sharn’s
Riedran community, Dar San. Miira is a defector,
and she has offered us intelligence regarding our
isolationist neighbor across the sea.”
She waves a hand at the cloaked man. “According
Sa

to our friends in the government, her story is cred-


ible enough to justify a very unusual expedition.”
Miira looks up and meets Lhara’s gaze for a
moment. The shifter gives her a nod, and she
begins her tale in broken, accented Common.
“Riedra is home but it is like…” She mimics
manacles around her wrists.
“I farmer from Borutesh. Life was hard, but then
I met Shiaali. Shiaali was special, she see through
mind, into heart. Our Spirits, il-altas, watch with
Thousand Eyes but they do not see.”

10
Chapter 2: Escape from Riedra | Prologue

e
fil
e
pl
Who is Shiaali? “Shiaali is a Chosen of the Riedran
people—a vessel for the spirits they worship.
Miira says that the Chosen cannot keep the
spirits out of their minds even if they wanted to.
What Do Lhara and Miira Know? In theory, Shiaali’s the ruler of Miira’s village,
The player characters undoubtedly have many but apparently she’s horrified by the control the
questions for Lhara and Miira. If anyone asks spirits have over her. When the spirits speak
m

the cloaked man questions, he remains silent, through her and she is Inspired, she takes the
expecting Lhara to answer on his behalf. name Shiaaktavi.”
Reveal the map of Rhiavhaar (see appendix Who is the man in the burgundy cloak? “He is
B) and allow your players to study it. Here are our client, and you would do well to forget he
answers to some common questions the adven- was ever in this meeting.” A character who suc-
turers might ask about their mission. ceeds on a DC 16 Wisdom (Insight) check can
tell that the man is watching intently, but satis-
What is Riedra? “Riedra is an empire on the
Sa

fied to remain an observer. His ready posture


distant continent of Sarlona, quite unlike but forgettable front suggest he is a well-trained
any nation on Khorvaire. Their leaders, the intelligence agent. He has no signs of malicious
Inspired, are adept with psionic magic. Their intent toward the party, Miira, or Shiaali.
religion claims the Inspired speak for spirits How do we get into Riedra? “We’ve found a captain
called il-altas, who watch over the Riedran willing to sail you across the Sea of Rage—Kes
people. The Inspired have been cozying up to d’Lyrandar. He’ll take you to the city of Dar
the leaders of the Five Nations during the Last Ulatesh in the Riedran province of Rhiavhaar.
War, but no one’s allowed into Riedra except for Shiaali has arranged for your visas to travel into
a small section of a couple of port towns. Miira the interior of the empire. You’ll be posing as
tells us it’s a surveillance state so intrusive that archaeological consultants who Shiaali needs to
it would make the gnomes in Zilargo blush.” investigate some ruins near town.”

11
Chapter 2: Escape from Riedra | Prologue

How do we get out of Riedra? Lhara pushes the


map of Rhiavhaar across the table. “Getting
Shiaali’s Escape Plan
out with Shiaali is the hard part. There’s no Shiaali is playing a dangerous game with the
way you can escape with her from Dar Ulatesh. Riedran leadership to keep them from suspecting
Instead, we’ll arrange to have you picked her planned desertion. To make contact with
up from a bay in the neighboring country— Khorvairians, she first arranged for Miira to be sent
Syrkarn. You’ll have to cross the Riedran to Dar San, the Riedran neighborhood in Sharn.
border between Tam Mesk and Kintam The rest required careful manipulation of Riedrans
Murath.” on Shiaali’s side of the border.

e
What are the Planar Wild Zones on the map? What Shiaali has told Miira: The “diplomatic”
“Our research suggests that Sarlona suffers reason for the Riedrans offering visas to the
stronger planar magic than Khorvaire. Wild player characters is that Shiaali has uncovered
zones are regions where other worlds bleed some ruins near Borutesh and they need the
into Eberron—and they’re far more dangerous

fil
expertise of the Clifftop Adventurers’ Guild to
than our manifest zones.” properly assess the threat. As far as Miira, Lhara,
What if Shiaali is possessed during the escape? and the Dark Lanterns know, there truly are
“Pack as much magic as you can to keep the ruins that the Inspired are expecting the adven-
spirits away—we’ve provided some scrolls for turers to inspect.
you to learn.” Lhara provides the player char- What Shiaali has told the Inspired: In reality,
acters with a scroll of protection from evil and the ruins near Borutesh have been cleared out
good, magic circle, and dispel evil and good. for decades. As far as Shiaali’s superiors are
What if the Riedrans read our minds with concerned, the archaeology is a ruse, and the
psionic magic? “We have a present for each
of you—a special pearl that can make anyone
e
reading your mind see a lie instead. Be careful,
we only have one each for all of you, and they
only last ten minutes.” Lhara provides each
purpose of the player characters’ visit is to test
the psionic influence of the hanbalani altas on
foreigners. How fast can they be manipulated
into seeing how wonderful Riedra truly is? Is the
assimilation more rapid in the heart of Riedra
pl
character with a pearl of the masquerade. than it is in the Jhodra? The quori can consider
Regardless of whether they ask the specific this a first step in expanding beyond traditional
questions indicated above, Lhara is careful to diplomatic methods in Khorvaire itself.
provide the party with all of the following items:
y Map of Rhiavhaar
y Scroll of protection from evil and good
Pearl of the Masquerade
Wondrous item, rare
m

y Scroll of magic circle


y Scroll of dispel evil and good These consumable stones allow a user to dress their
y One pearl of the masquerade per character thoughts with a carefully selected mask. As an action,
you can consume a pearl to mask your thoughts for
If you want to offer a concrete plan to stream-
10 minutes. For the duration, if a creature attempts to
line the adventure, give the following milestones:
read your thoughts or otherwise magically determine
1. Sail to Dar Ulatesh and obtain a visa by making your emotions, they instead read thoughts or emo-
contact with the Iron Gate. tions that you specify, and can’t determine whether
Sa

2. Travel to Borutesh and make contact with you are lying.


Shiaali. Alternatively, you can keep a pearl in your mouth
3. Find a way to get Shiaali out of Borutesh. without swallowing, as long as you do not eat or drink
4. Cross the border to Syrkarn by traveling during that time. While the pearl is in your mouth,
through the wild zone southeast of Borutesh. you can consume the pearl as a reaction to making
5. Meet the ship at the southern tip of Syrkarn’s an Intelligence, Wisdom, or Charisma saving throw.
northwestern peninsula. You must decide to consume the pearl before you
roll the saving throw and before you know the effect
When the characters are happy with the infor- of a failed save.
mation they have and the preparations they have
made, begin the adventure in earnest by moving
on to the “Act 1: Dar Ulatesh” section.

12
Act 1: Dar Ulatesh
After the player characters have wrapped
up any final business before departure, they
board the Wayward Cuttle, the Lyrandar ele-
mental galleon that will ferry them between
Khorvaire and Sarlona. You might wish to
use the long journey by sea to give the players
a chance to do some character-driven scenes,

e
or spend a scene bringing the crew to life—the
final showdown in Syrkarn may have a bit of
extra punch if the players are well acquainted
with Captain Kes d’Lyrandar and his first mate
Jez Dovetail. However, getting to the action in

fil
Riedra as soon as possible is a good way to start
your game with plenty of momentum.
When the player characters arrive in Riedra,
read or paraphrase the following:

It has been four weeks since your ship, the Wayward At the very center of the city, between the five
Cuttle, left Khorvaire for Sarlona. Four weeks of districts, a spiral tower dwarfs the others. A beacon
“acceptable” food, four weeks of unstable footing, draws a glowing beam from the top of the central
and four weeks of the endless expanse of the Sea spire vertically up into the clouds.

e
of Rage. Finally, your lookout spies the glittering
lights of the city of Dar Ulatesh far on the horizon.
An interceptor with a glittering hull sails out
from the Riedran port. Your captain maintains
your course, bringing you into Ulatesh Bay under
As your ship slides into the harbor, most of
the city disappears behind the district walls. Here,
the Khorvairian influence stands in stark contrast
to the Riedran towers that still peak above the
stone perimeter. It is darker, dirtier, and busier.
pl
constant Riedran escort. With one last chance to Humans, halflings, and half-elves bustle about in
rest before arrival in the bastion city of Rhiavhaar, the plaza, trading in goods and secrets. They all
the captain advises some shuteye. walk beneath a metallic egg-shaped monolith at
You dream of a vast field of young grain. It the plaza’s center.
tickles against your legs as you stride through, The captain brings your ship in beside an enor-
hauling a bucket of water. With one great heave, mous clipper with a hull made almost entirely of
you empty your pail into a channel dug between crystal, save for a plating of steel at its prow. With
m

the crops. As the water spreads and seeps into the a thump, the gangplank hits the dock.
soil, your grain grows by foot after foot—towering
above even the tallest of your cohort. You know When the characters arrive, have them all
in your heart that if you keep at it, none of you make a DC 15 Charisma saving throw. On a failed
will go hungry... save, they gain a psionic assimilation token (see
“Prepare for arrival!” the captain roars, jarring the “Psionic Assimilation” section of chapter 1).
you all awake. You might describe a failed saving throw as a
Sa

From the deck, the vast city of Dar Ulatesh character recognizing how beautiful Riedra is
dominates the vista. Five great spherical districts now that they’re actually here.
sit astride the mouth of the wide Rhiavhaar River, At this point, exploration of Dar Ulatesh is up
each with high walls in stone and steel, and at their to the player characters. Give them a chance to
center, towers reaching a hundred feet skyward. explore, meet new people, and decide on a plan
Their height is modest compared to Sharn, but of action. The following sections discuss some of
they easily rival the capitals of the Five Nations. the key locations and organizations in the district.
The walls and towers dance with prismatic lights, The adventurers might wish to...
reflecting across the crystalline surfaces of each Obtain a Visa. The Riedrans are expecting
structure. You are hard-pressed to find a harsh the party to check in at the Iron Gate, obtain
line—each tower presents a curved silhouette, the proper permits after a thorough interview,
accented with glass and steel in fluid patterns.
then move on toward Borutesh in peace. If the

13
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

characters choose this path, read the section The Society is led by Chandra Thane, a gre-
on “The Iron Gate,” then advance to “The garious and friendly Brelish human woman with
Interview” scene. a love of expressing herself with color. In addition
Scope Out the District. The Riedrans in this to her time spent at the Society headquarters,
district of Dar Ulatesh are required to be tight- Chandra can also often be found in the common
lipped, but Khorvairians can gossip all they like. room of the Golden Dragon Inn.
If the characters go in search of friendly faces, When she first meets the player characters,
read the sections on “The Historical Society of Chandra gives each of the newcomers a gift of a
Lhazaar” and “The Golden Dragon Inn.” psychochromatic crystal. Chandra wears a spar-

e
Sneak Out. If the player characters decide to kling statement necklace with a dozen of these
bypass the proper channels of Riedran bureau- crystals and has mastered the ability to concen-
cracy, they can find their way out of Dar Ulatesh trate on many at once.
by investigating rumors of strange creatures Chandra makes a point to expand her social
stealing from House Tharashk. Read the sec- network in the Jhodra. She is the best person to

fil
tions on “The Dream Merchants,” “House introduce player characters to important NPCs
Tharashk,” and “The Golden Dragon Inn.” When in the district. But Chandra has a secret—she
the players discover the way out, advance to “The recently fled from Sharn to Dar Ulatesh after
Tunnels” scene. manifesting an aberrant dragonmark which
allows her to cast color spray. Player characters
The Jhodra may have encountered her before in the Across
The district known as the Jhodra is an island of Eberron adventure AE01-01: Fired & Forgotten.
foreign influence in an otherwise uniform state. Chandra’s deputy, a half-elf man named
Derryck Questor, is paid well by the Thousand
Several dragonmarked houses and a handful of
Khorvaire’s nations maintain outposts within the
e
Jhodra, strictly at the pleasure of the Inspired. By
Riedran terms, it is a pit of corruption, and yet its
continued existence speaks to the desire of the
Eyes to report on the Society and, by extension,
the social politics of the Jhodra.

Psychochromatic Crystal
pl
Inspired to begin engaging in dialogue with the Wondrous item, Common
people of the Five Nations.
While you hold this crystal or wear it close to your
In the Jhodra, the presence of the Inspired is
skin, it can shed dim light in a 10-foot radius in
far from weak. The citadel of the Eidolon of Dar
any color you choose. You must concentrate to
Ulatesh, the Inspired Lord Ulatorn, towers above maintain the effect.
the district—a reminder to carefree Khorvairians
that they are always observed. The Riedran navy,
m

known as the Harmonious Sail, has a significant


presence in the docks, and the Thousand Eyes
are always on the watch for nefarious business.
Notable locations and organizations within the
Jhodra include the following.

The Historical Society of Lhazaar


Sa

How the much-maligned Morgrave University


managed to acquire permits to set up this
overseas department is a mystery to many of
Khorvaire’s scholars. In theory, the Society aims
to study the ancient history of Khorvaire by fol-
lowing the legendary explorer Lhazaar’s journey
in reverse, here to her homeland of Rhiavhaar. In
practice, the Society is little more than a drinking
club playing at mixing the aesthetics of the pirate
clans of the Lhazaar Principalities with the crys-
talline flair of the Inspired.

14
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

The Iron Gate always happy to meet newcomers to the Jhodra. If


If the player characters go to the Iron Gate, read the party comes to the House Tharashk enclave,
or paraphrase the following: she gladly shares a drink with them. However, she
does not reveal the presence of her tunnels unless
At the Jhodra’s enormous perimeter wall, you find prompted by the player characters, who may have
a tower shaped like a hand grasping a sphere. At heard the rumors elsewhere (see “The Golden
the other end, within the Jhodra in its entirety, sits Dragon Inn”). She can be convinced to let the
a building with a huge open archway lined with player characters try their luck underground with
gold. A host of statues sits above the arch, all a successful DC 16 Charisma (Persuasion) check.

e
with welcoming faces and kind eyes, posed as if Although she has no idea if the caves connect
inviting the people on the streets to come inside. outside the city, she strongly suspects they do.
Amongst friends. However, she sees no point in trying—it would risk
too much with the Riedrans, and she expects dan-
Anyone wishing to enter Riedra from the Jhodra
gerous creatures to lurk in the shadows of Khyber.

fil
must be properly vetted by the Iron Gate. The
See “The Tunnels” scene below if the party wishes
player characters are expected to check in at their
to explore this alternate exit out of Dar Ulatesh.
earliest convenience so that they can be interro-
gated by a changeling inquisitor. If you have the The Dream Merchants
time and want to allow the players to explore the
Dar Ulatesh’s black market has a significant pres-
Jhodra, a Riedran attendant can acknowledge the
ence in the Jhodra. Smuggling goods past the
player characters’ arrival and request they return
Harmonious Sail is certainly a challenge, but
at dawn for an interview with the esteemed Ilir.
for the right price, the Dream Merchants can get
See the “The Interview” section if your players
illicit goods to Riedrans and Khorvairians alike,
opt to take the official route into Riedra.

The Steeled Mind


This crysteel ship is permanently moored in
the Jhodra. The Harmonious Sail keeps it
e including forged travel papers. No central hub
exists for the Merchants. Instead, streetwise cus-
tomers will need to navigate the codes and dead
drops left in niches in the public streets.
pl
A savvy player character can catch an agent of
well stocked and crewed in case of emergen-
the Dream Merchants in the act by succeeding
cies. Although the Steeled Mind officially exists
on a DC 18 Intelligence (Investigation) check.
to protect the Jhodra from piracy or renegade
Characters that can speak thieves’ cant have
seafolk, in practice, it’s a deterrent against
a special edge—if they’re on the lookout, they
Khorvairian smugglers. Anyone attempting to flee
can automatically spot and decipher the telltale
Dar Ulatesh from the ports is likely to face pursuit
signs and scrawled symbols of Merchant activity,
by the Steeled Mind.
m

granting them advantage on the Intelligence


House Tharashk (Investigation) check.
The agent that the party is most likely to track
The dragonmarked House of Finding occupies
down is Jaanai, the leader of the Dream Merchants
a sizable portion of one of the Jhodra’s central
in Dar Ulatesh. Jaanai is a human Riedran guard
towers. Their work in Dar Ulatesh is strictly to
who uses his limited authority to move goods
facilitate the negotiation of future prospecting
about with less scrutiny than most laborers, and he
agreements for Riedra’s interior. Of course, while
Sa

often deposits dead drops during his patrols. If the


they wine and dine Riedran officials, they have
player characters catch Jaanai in the act and make
secretly tunneled beneath their enclave into a
peaceful contact, he can offer them forged travel
cave network beneath the city, all in the hopes of
documents in the form of psychoactive crystals for
uncovering Dar Ulatesh’s dragonshard bounty.
30 gp each. He can also arrange for someone to
The leader of House Tharashk’s operations
be smuggled from Dar Ulatesh into Khorvaire for
is Mar’aashta, a half-orc woman in her prime
300 gp. Jaanai is a pragmatist at heart, but he has
with a drive to prove the worth of her operation
little love for Riedra, and a rousing speech along
in Dar Ulatesh. Mar’aashta personally oversees
with a successful DC 20 Charisma (Persuasion)
the mining operations in the tunnels and caves
check convinces him to reduce his prices by a
beneath the enclave, although she is often called
third, to 20 gp or 200 gp respectively.
away to butter up the Riedrans. Mar’aashta is

15
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

The Golden Dragon Inn experience. The Ghallandans joke that no


If the player characters visit the Golden Dragon Phiarlan bard lasts more than three nights before
Inn, read or paraphrase the following: arranging to travel home.
If the player characters listen for or investi-
At the far end of the plaza, past a looming gate rumors among the Khorvairians in the inn,
monolith, you find the familiar crest of House they can make a DC 10 Wisdom (Perception) or
Ghallanda, welcoming travelers to the Golden Charisma (Investigation) check. On a success,
Dragon Inn. With the outdoor signage illuminated reveal a rumor from the Jhodra Rumors table. For
by cool crystal lights rather than the warm fire of every 2 points the check exceeds the DC, reveal

e
everbright lanterns, even this slice of home has a another rumor.
slight alien visage.
The door swings open as a sailor stumbles out Jhodra Rumors
into the plaza, revealing a much more welcoming d6 Rumors
atmosphere inside: the orange glow of a fire, the

fil
smell of hops, and a host of halfling staff scurrying 1 House Tharashk, ever on the hunt for drag-
back and forth between patrons. onshard veins, has secured a route from the
“Well, come on in, then,” a young halfling woman Jhodra into the depths of Khyber.
beckons. “You’ll catch a cold out there, and I bet 2 An insect the size of a halfling has been stealing
you need some bacon and eggs.” food from House Ghallanda.
3 One of the guards at the Aundairian consulate
Sometimes, you need a taste of home. House recently threw himself in the harbor, having
Ghallanda operates a modest branch in ubiq- complained about a nightmare involving a feath-
uitous Golden Dragon style. Some say that the ered serpent.
offices of the inn are where the real business of
the Jhodra is conducted—all manner of folk from
all manner of Khorvairian organizations socialize
within Ghallanda’s walls. The most prominent
organizations represented in the inn’s common
e 4 An elf in the House Phiarlan enclave was sent
back to Sharn after writing a poem all over the
outside walls, with the same line repeated over
and over again.
pl
5 Last night, the Karrnathi ambassador was
rooms include the Historical Society of Lhazaar,
thrown out of his dinner with the Eidolon
House Phiarlan, and House Tharashk.
after being too forward about a trade deal.
Phiarlan entertainers famously have a difficult The Thranish secretary has been making sure
time in the Jhodra. Since the elves don’t sleep, everyone knows.
they don’t share dreams with other people in
6 An enterprising Sivis scribe is trying to compile
Riedra. Even as they slowly succumb to psionic
a pocket guide to the Riedran language, and he
assimilation, many Phiarlans become frus-
m

won’t stop bothering people in the Jhodra.


trated with being unable to share that cultural
Sa
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

If the player characters want an illegitimate Sarun has been compiling a Traveler’s
way into Riedra proper, they may find the first two Guide to the Riedran Tongue for the Intrepid
rumors particularly interesting. The giant insect Khorvairian. He has been bothering the
stealing from Ghallanda’s supplies is a dromite— Riedrans in the Jhodra to extract every bit
an insect-like humanoid that lives underground in of vocabulary he can, but the illiteracy of the
Riedra. The dromite has been using the tunnels common folk and the disapproval of the Riedran
dug by House Tharashk to infiltrate the Jhodra authorities have stalled his project.
and steal supplies for their hive. If the player char- Sarun has heard the buzz about Khorvairian
acters set a trap for the dromite in Ghallanda’s adventurers visiting Dar Ulatesh, and while the

e
stores, they find that it’s no real threat to them. they are exploring the Jhodra, he makes a point
It might even be able to show them the way into to track them down. He presents them with a
the tunnels with a successful DC 14 Charisma draft copy of his book and asks that they fill in
(Persuasion, Deception, or Intimidation) check. any new words that they come across.
In its current form, the Traveler’s Guide can

fil
certainly help the player characters understand
Dromites the Riedran language, albeit in a clumsy and
Beneath the vast territory of the Riedran Empire, impolite manner. Whenever a character speaks
the insect-like humanoids known as dromites build with a Riedran who does not understand the
their secret city-hives. The dromites are usually Common tongue, they can use the guide to help
content to keep to themselves since contact with translate by making an Intelligence (Investigation)
the Riedrans often ends in their death or enslave- check to determine their success:
ment. However, brave or desperate dromites are
sometimes driven to raid the surface civilizations. Less than 5: You choose your wording poorly or
Dromites prefer guerilla tactics, taking advan-

enemies can make preparations.


Dromites who develop their psionic abilities
e
tage of their size and speed to strike before their
stumble over pronunciation, causing offense.
5 to 9: You can’t make yourself understood, or you
can’t understand what is being said.
10 to 15: You can communicate or understand
a basic concept, typically three words or less,
pl
often study the nomadic disciplines, learning to
manipulate time and space to slip around their without nuance or complicated description.
foes at breakneck speeds. These dromites are 16 to 20: You can communicate or understand
called “elocators.” a complex concept, typically encompassing a
full sentence.
20 or more: You make your intent known perfectly,
The Traveler’s Guide or understand everything you are being told.
Sarun d’Sivis is a gnome with an eye on a
m

Sarun can’t promise the player characters any


lucrative business opportunity. As with many drag-
monetary reward for their help with the Traveler’s
onmarked entrepreneurs who find themselves in
Guide. Instead, he offers credit in the foreword, a
the Jhodra, Sarun knows his plans aren’t likely to
free copy of the completed tome, and a favor from
bring in gold for some time—but laying the foun-
his allies in House Sivis.
dations now is likely to pay dividends when the
Riedrans agree to open up their country more fully.
Sa
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

Ilir is a changeling psion whose task is to prop-


erly vet the player characters. This is largely an
exercise in security theater, as the player charac-
ters will be granted leave to enter regardless of
the outcome of the interview. After all, the goal of
the quori in this endeavor is to measure how well
their hanbalani altas can bring outsiders under
their thrall. Nevertheless, knowledge is power,
and Ilir seeks to dig up all the dirt he can just to

e
see how the strange Khorvairians react.
The Riedrans have done their due diligence as
far as research is concerned. Any public knowl-
edge of the characters’ deeds and backstories is
fair game. In order to create a satisfying scene,

fil
Ilir asks difficult or awkward questions about
the player characters’ lives. Make your players
squirm. Consider some of the following questions:
y “Did you fight in the Last War?”
y “Why does your home country command your
allegiance?”
y “Do you believe the current peace between your
nations will last?

The Interview
The surest way to gain access to Riedra proper is
e y “How did you acquire your magical talents?”
y “May I read your spellbook or religious texts?”
y “May I examine your dragonmark?”
y For monstrous or rare character races: “Tell
me about your people and their place in
pl
to go through the proper channels and to submit
to an interview at the pleasure of the Iron Gate, Khorvairian society.”
Riedra’s organization in charge of maintaining y “What do you hope to achieve in Riedra?”
their borders. When Ilir is satisfied with the player characters’
If the party chooses to leave the city through interviews, he provides the party with a psycho-
this official channel, upon entering the Iron Gate, active crystal. Anyone who holds it understands
the player characters are magically split from a psychic imprint stored within—the player
m

their group in order to undertake individual inter- characters, described both by name and a visual
views. Read or paraphrase the following: impression of their appearance, have the leave
of the Iron Gate to travel the interior of Riedra
Upon entering, you find yourself facing a person toward Borutesh.
kneeling in the center of a brightly lit chamber with With a wave of his hand, Ilir then parts the
no other exits. You and he are the only people wall to reveal a new exit from the chamber. The
in the room, despite you stepping through the changeling directs each player character through,
curtain with your companions. The stranger is
Sa

reuniting the party in the city proper. Read or


dressed in an emerald robe with gold trim. His
paraphrase the following:
skin is gray, and his eyes are pure white.
He dabs a small brush into a pot of ink, then On the other side of the Iron Gate, a group of
begins to paint words across a scroll to his right. Riedran soldiers have gathered to escort you out
With a wave of his left hand, the fabric of the of the Jhodra and through the city proper. They
world shatters and coalesces into a translucent, lead you down the wide central avenue, passing
crystalline teapot and a pair of cups. beneath the twisting towers and two more shim-
“Welcome, Honored Guest. My name is Ilir. mering monoliths. It becomes quite clear the
Would you like some tea?” He pours a steaming Riedrans have everything they need in this dis-
liquid from the pot and fills both cups. “Please, sit trict. You pass several public fountains decorated
with me. I do hope we can get to know each other.” with statues depicting Riedran laborers at rest.

18
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

Open dining halls are serving stew to dozens The Tunnels


of commoners quietly and efficiently consuming
their meal. You even spot soldiers performing If the player characters want to skip the inter-
martial drills without their sergeants issuing a view at the Iron Gate and enter Riedra without
single command. proper clearance, they can do so by exploring the
Eventually, you come yet again to a tall city tunnels beneath the House Tharashk enclave,
wall—high enough that there’s no way for anyone which they might discover through trapping a
to see the world beyond. As the soldiers approach, dromite in the Golden Dragon Inn or befriending
the thick iron door of the gatehouse swings out Mar’aashta of House Tharashk. When the party

e
toward the outside world, revealing the carefully is ready to brave the caves, read or paraphrase
sculpted fields and plains of the surrounding the following:
Rhiavhaar territory.
The trap door opens to a narrow rocky shaft drop-
ping a hundred feet to a camp lit by an everbright
As the party exits the city, proceed to the “Open

fil
lantern. A rope ladder is secured to the sides,
Road” section.
allowing for an easy climb. The Tharashk base
camp has two everbright lanterns to stave off what-
Interviewing Kalashtar ever crawls through the dark spaces beneath this
corner of the world, and an open crate is filled with
In Riedra, the kalashtar people are among the minerals and some dirty blue gems that glisten
most demonized enemies of the state. Everyone in the flickering light—they must be tiny Khyber
knows them as altavar—creatures corrupted dragonshards.
by dangerous spirits. Any player character that The walls of the cave glisten with salt, and the
grew up in a kalashtar community would be well smell alone is enough to make you thirsty. Cloudy
aware of the threat Riedra and the Inspired pose
to them, and would certainly know to keep this a
secret—though kalashtar orphans who grew up
without the guidance of others may be unaware
e water collects in pools at the bottom of the cave,
and honeycomb tunnels split off in all directions
from the camp.
pl
of this risk. Fortunately for kalashtar characters,
even a Riedran might have difficulty spotting a
kalashtar that wishes to blend in with the humans.
Their innate psionic powers aren’t uncommon in
Riedra, and their physical features might even
allow them to pass for Chosen if they wish to
adopt that disguise.
If Ilir or any other agent of the Thousand Eyes
m

or Iron Gate discovers that a player character is


secretly a kalashtar, you need not disrupt the
adventure with conflict—at least not at first. During
the interview, Ilir is likely to keep to himself any sus-
picions that a player character is kalashtar, though
his demeanor may become noticeably unfriendly.
As far as Ilir is concerned, the plan is to test the
Sa

influence of the hanbalani altas on outsiders, and


having a kalashtar in the midst of the Khorvairians
simply provides additional data—is only one
kalashtar enough to disrupt their psionic influence?
If and when Ilir is finally able to drop the mask
and attack the party as they escape with Shiaali
(see the “Aurora Coast” section of Act 3), he pri-
oritizes killing any character he suspects of being
kalashtar.
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

A player character who succeeds on a DC 14 outcropping in a Riedran field to the east of the
Wisdom (Survival) check can identify that city of Dar Ulatesh. As the party exits the tunnels,
although the salt caves are a natural part of Dar proceed to the “Open Road” section.
Ulatesh’s coastal landscape, the honeycomb
tunnels have likely been dug out by bipedal crea- Failed Survival Check
tures the size of an ogre, but with claws made for On a failed survival check, the party becomes
digging. In truth, these tunnels have been created lost in the maze of tunnels beneath Dar Ulatesh.
by umber hulks—large insectoid aberrations that Traveling for hours through tight caverns and air
have developed a taste for the dromites that use thick with salt causes all the player characters to

e
the caves to steal from Riedrans. gain one level of exhaustion. They then stumble
Navigating the tunnels to an opening outside into the hunting grounds of a fierce family of mon-
the walls of Dar Ulatesh with minimum trouble sters. Read or paraphrase the following:
requires a successful DC 18 group Wisdom
(Survival) check. Depending on whether they The tunnels open again into a wider, salt-encrusted

fil
chamber filled with stalactites and stalagmites.
succeed or fail on this check, run the appropriate
The 60-foot-tall chamber is silent save for the
encounter below. The map of the tunnels in
rhythmic drip of water into the puddles at the
Appendix B is designed to be used with either
cavern floor. Leaning against a stalagmite in the
encounter. center of the chamber is the half-devoured body
Successful Survival Check of a small humanoid with white chitin protruding
from their head.
On a successful survival check, the characters
make good progress and maintain a good sense This cavern is a hunting ground for a roper
of their location relative to the city. They find two and four piercers. These creatures use their
umber hulks blocking a key tunnel to the east,
but the aberrations aren’t expecting the PCs.
Read or paraphrase the following:
e false appearance to set traps for wandering
dromites, but they always try to hide away from
umber hulks. The dromite in the chamber has
been stripped bare and contains no useful food or
pl
The tunnels open again into a wider, salt-encrusted
items for the party to loot.
chamber. Two hulking creatures occupy the cavern,
Once the player characters have fought for their
looking like a cross between an ogre and an
lives in the tunnels, they travel on for another half
insect, with mandibles the size of longswords.
They are rummaging through the corpse of a hour before emerging from a rocky outcropping
smaller humanoid with white chitin protruding in a Riedran field to the east of the city of Dar
from their head. Ulatesh. As the party exits the tunnels, proceed to
the “Open Road” section.
m

The umber hulks have a passive Wisdom


(Perception) score of 10, but their trem-
orsense allows them to detect creatures
within 60 feet. They notice anyone who
ventures within that radius, but stealthy
characters are likely to gain the advantage
of surprise if they start a battle at range. The
Sa

corpse that the umber hulks are devouring is a


dromite—a small insect-like humanoid found in
hives far beneath Sarlona’s surface. The PCs can
find stolen Riedran rations, bread rolls from the
Golden Dragon Inn, and 100 gp worth of Khyber
dragonshards on the dromite’s body.
Once the player characters have dispatched
(or avoided) the umber hulks, they travel on for
another half hour before emerging from a rocky

20
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

Open Road Bandits in the Night


Unlike Khorvaire, the road network in Riedra
Whether the adventurers reach the fields outside
is not intended to accommodate lone travelers—
Dar Ulatesh, whether via official channels or the
most commoners never leave their home regions.
tunnels, read or paraphrase the following:
Those Riedrans that do use the roads to transport
A crowd of Riedran workers farm the land outside goods often camp beneath a hanbalani monolith.
the city, and several smaller housing blocks are As such, the player characters find no inns or
built just outside the city walls. Two roads stretch taverns to provide them with a bed and a warm
out from the gatehouse, one turning due east and meal. They will have to brave the elements or take

e
the other turning southeast toward Borutesh. It shelter at one of the monoliths. If they choose the
is easy to follow their path into the distance—a latter option, the player characters have disadvan-
familiar monolith stands beside the roads at least tage on their Charisma saving throws to resist
every few miles. psionic assimilation that night.

fil
When the player characters attempt to take their
The journey to Borutesh will take the player
first long rest during the journey to Borutesh, they
characters two days along the road. To make the
are set upon by a gang of dromites hoping to steal
travel interesting, consider rolling one or more
supplies from traveling Riedrans. The dromites
times on the Encounters on the Road table that
are insect-like humanoids common in the deep
follows, or choose an option that you think will
caverns beneath Riedra, and if the player charac-
interest and engage your players. Each result is
ters took the route out of Dar Ulatesh through the
intended to provide some insight into Riedran
caves, they may have already come into contact.
culture, and may not lead to a significant social or
The dromite squad consists of two dromite
combat encounter—that will come with the drom-
ites during the first night of the journey.
Remember to call for Charisma saving throws toe
resist psionic assimilation every morning, and visit
the player characters with a shared dream shaped
elocators and four dromites. If the players set
up a rest rotation, roll randomly to see whose
watch they interrupt. The bandits have a Dexterity
(Stealth) bonus of +6, rolled with disadvantage
if the party chose to shelter at a monolith. If the
pl
by the Inspired (as discussed in the “Hanbalani
stealth check beats the watcher’s passive Wisdom
and Dreamshaping” section in chapter 1).
(Perception) score, they get the jump on the
player characters, who begin the ensuing battle
surprised. When the dromites spring their attack,
read or paraphrase the following:
m
Sa

21
Chapter 2: Escape from Riedra | Act 1: Dar Ulatesh

A figure leaps out from the tall grass with blade


drawn, and skates toward you while levitating a
few inches above the ground. It is humanoid—or
near enough—and similar in height and build to a
halfling, but with insect-like features. Its eyes are
segmented, and instead of hair, its head crests
in armored chitin. Long antennae are swept back
from its forehead.

e
Defusing the conflict is possible with either a
successful DC 18 Charisma (Persuasion) check
(rolled with advantage if the party has communi-
cated with dromites before, such as trapping the
dromite at the Golden Dragon Inn) or a successful

fil
charm person spell on the leader—though if no
one can speak Riedran, nonverbal communica-
tion will be key. Even if the player characters
refuse violence, the dromites need supplies to
feed their people. They won’t leave peacefully
without some deal or exchange of food, weapons,
or magical services.

Encounters on the Road


d8
1
Encounters
e
A patrol of four Riedran guards marches down the road toward Dar Ulatesh. Their captain is wary of the
strange travelers and demands to see their identification. However, the captain can only speak Riedran, and
pl
has to mime asking for their visa. Once they present it, he lets them proceed on their journey without trouble.
2 A great hanbalani monolith is being repaired at the side of the road, following a powerful storm. Sheets of
shining crysteel are being worked by a dwarf bound in chains. He refuses to even look at the player characters
for fear of straying further from his path. The other Riedran laborers, all human, shun him as they haul the
sheets into place.
3 A changeling is chastising a dozen humans in a field of ruined grain. She tells them they have failed in their
duty to the Inspired, and she warns the worst performers that they might have to live their lives as dirty
m

shifters or ogres next. All the farmers make a point of ignoring the player characters.
4 A pair of young humans are setting a trap for an “insect monster” (a dromite) they know is nearby. The trap
is little more than a snare and a falling cage, but they are carefully baiting it with a strange purple honey. They
aren’t interested in hearing about the world beyond Riedra, but they’ll gladly take trapping advice.
5 At a crossroads, a human woman dressed in silk robes sits among a collection of brightly colored crystal
shards. She is a psionic artificer creating psychoactive signage from crystal and sentira powder (see the
“Everyday Psionics” section in chapter 1) to help people find their way. She is curious about the travelers, and
Sa

happy to let them see how she implants thoughts and words into the pictures she draws.
6 A pair of human teenagers are walking down the road with baskets of fresh pomow. One keeps asking friendly
questions of the player characters (with mime if necessary), while the other threatens to report her counter-
part to the Thousand Eyes for speaking with the strange foreigners.
7 A tree is home to a dozen strange owl-like birds with eyes the size of a human fist, shining in purple and
gold. All dozen owls watch the same random player character, never breaking eye contact even if they’re
interfered with. They are quorbred owls—wild cast-offs that the Inspired once bred in hopes they could be
used to watch the Riedran people.
8 A herd of horselike animals, with silver coats and a crest of horns, gallop around an open field. They move in
perfect unison under the direction of a single handler. These are rendesa, a prized telepathic mount.

22
e
fil
Act 2: Borutesh
e crates, barrels, and quarried rocks between the
pl
humans’ workstations and through the village gates.
It takes the player characters two days to travel Although the ogres go about their work diligently,
from Dar Ulatesh to Borutesh. When you have their grunts and roars of effort are audible even
spent enough time on the road in Riedra, intro- with the village distant.
duce the village of Borutesh by reading or
paraphrasing the following: Borutesh’s primary local industries are farming
pomow and quarrying stone. Its extensive fields
m

As the sun begins to set once more, and your feet provide for more than just the village’s inhabit-
tire from the march, the signs of greater civiliza- ants—Borutesh also serves as a billet for Riedran
tion begin to show. A plume of smoke and dust soldiers moving between Kintam Murath and
rises from the horizon, preluding the adventurers’ Tam Mesk, the major forts along the Syrkarn
arrival at the village of Borutesh.
border. Much like the neighboring Riedran region
The village itself is the first true settlement since
of Borunan, the village has an unusually large
Dar Ulatesh that seems to require protection—
population of ogres. As lesser creatures on the
stone walls some 20 feet tall circle a cluster of
Sa

stone buildings and towers behind. Two structures rigid Path of Inspiration, the ogres are not per-
dominate the skyline: the hanbalani monolith at mitted within the walls of Borutesh. Instead, they
the village’s core, and a manor framed with crystal camp in pens just outside.
and steel just inside the wall’s western edge. There are two structured events for the player
The Borutesh gatehouse is busy with activity, characters to experience in Borutesh:
quite unlike the smooth and quiet labor you Arrival: When the PCs arrive in Borutesh, they
witnessed while escorted through Dar Ulatesh. have the (somewhat forced) opportunity to
Half a dozen human guards stand at the open witness a traditional end-of-day religious service.
gate, surveying the host of Riedran commoners Audience: Her Inspired Grace Shiaaktavi wishes
bringing carts of goods in from the fields. Besides
to meet with the explorers from Khorvaire.
the humans, at least ten towering ogres haul

23
Chapter 2: Escape from Riedra | Act 2: Borutesh

Outside these events, the player characters The guards escort you in through the gatehouse,
are permitted to explore the village of Borutesh. opening into Borutesh proper. From the north
However, they are always kept under armed entrance to the town, you first fall in between
guard, and are only allowed outside of their quar- rows of great communal blocks, built in stone, lined
ters during daylight hours. The party can, should, close to the road. Dozens of soldiers are placing
and probably will find a way to scout the town weapons on sheltered racks, carefully storing armor,
without their guards. Indeed, finding a way to and joining the throngs headed down the central
extract Shiaali almost depends on it. road. All are walking toward the hanbalani mono-
lith, visible even from the gatehouse, with pride
Potential Goals

e
of place in the center of town.
The monolith is surrounded by a ring of carefully
Ultimately, you should allow your players the
managed gardens with bright flowers in all colors
freedom to find their own plan to extract Shiaali of the rainbow. With the sunlight reflected off the
from Borutesh. There’s no one right answer— petals, the metallic surfaces of the monolith burst

fil
follow the instincts of your players and help into color themselves.
them fulfill their best ideas. For a full description The Riedran workers arrange themselves into
of Borutesh and its major attractions, see the rings, kneeling as they surround the monolith, and
“Exploring Borutesh” section later in this act, but the guards lead you to the edge of the gardens
here are some examples to get you going: and encircle you. Though they drop their weapons
Find and befriend dissidents in Borutesh. Read and kneel before the monolith, they do not force
about the Mess Hall, the Industrious Forge, the the same of you.
All fall silent as a trio of figures stride down
Ogre Pens, and the Torn Veil.
the western promenade. At the center, walking
Sow discord between factions. Read about the
Healing Hand Hospital, the Shield Barracks,
the Ogre Pens, and the Tower of Eyes.
Create chaos. Read about the hanbalani monolith,
the Ogre Pens, and the Torn Veil dissidents.
e ahead of the other two, is a human woman wearing
indigo robes and a horned headdress. To her right
is a changeling woman with a round gray face,
dressed in a green and gold cloak. To her left is
a 10-foot-tall giant with blue-tinted skin and black
pl
Seek information. Read about the Tower of Eyes horns curving from his forehead.
and the Bountiful Horn. When the leader reaches the monolith, she
Enjoy local customs. Read about the Living gently rests a hand on its surface and begins a
Quarters, the Shield Barracks, and the chant that carries across all the central gardens.
Mess Hall.
Work for the good of Riedra. Players with an The three figures are Her Inspired Grace Lady
abundance of assimilation tokens may wish for Shiaaktavi of Borutesh, Fali of the Thousand Eyes,
m

their character to trade in one token for a day and Shiaali’s oni bodyguard Kalah. Shiaaktavi’s
of labor. Consider allowing such a character ceremony—usually performed while Shiaali is
to overhear rumors from the table given in the under the control of the quori Aktavi, as she is
“Mess Hall” section. now—is the traditional end of the day in Borutesh,
and typically only lasts five minutes. Although
Arrival the start and end of the ceremony are given in
the Riedran language, the core sermon is usually
Sa

When the player characters approach the delivered in Quori, the language of the spirits,
entrance to Borutesh, the guards check their il-altas, though few commoners know this tongue.
credentials. Once the party has identified them Player characters who can understand Quori
as Shiaali’s guests, they are escorted under discover the sermon is a dry but functional lesson
close watch into the village. The following scene about trust and duty toward the guiding spirits.
assumes the party arrive shortly before nightfall, The ceremony is a chance for the players to
just before the daily evening ceremony. Read or see the main characters they might interact with
paraphrase the following: in Borutesh and gain a bit more insight into the
culture of Rhiavhaar outside the bastion cities.
However, the Riedran commoners and soldiers

24
Chapter 2: Escape from Riedra | Act 2: Borutesh

refuse to talk to the player characters at the cer-


emony—it is far too solemn an event, and being Detecting Quori Possession
seen as eager to talk to outsiders could earn them Determining whether Shiaali is currently under the
a visit from the Thousand Eyes. control of the quori Aktavi can be a key component
Player characters that wish to look for weak- of many parties’ plans. Dungeon Masters are there-
nesses to exploit can make a Wisdom (Insight) fore encouraged to use a variant rule typing quori
check to scan the mood of the crowd and identify as fiends rather than aberrations (see chapter 8 of
any potential malcontents. Reveal the following Exploring Eberron). Under that variant, spells and
information based on their result: abilities that can detect the presence of fiends, such

e
as detect evil and good and a paladin’s Divine Sense,
DC 12: The Riedran people, commoners and reveal Aktavi’s fiendish aura on Shiaali whenever
soldiers alike, are utterly captivated by their she is possessed. If Shiaali is not currently under
Inspired lady’s sermon, even though they prob- Aktavi’s control, these abilities detect nothing.
ably don’t understand what she’s saying any

fil
more than you do.
DC 16: A scattered handful of the laborers seem
less enthusiastic about the address than others.
Audience
You see a pair whisper to each other, paying no On the morning after their arrival, begin the day
attention to their leader. One is a stocky young (and all days in Borutesh) with the following:
human commoner with their long hair tied describe the dream they shared the previous night,
back, and the other is a woman with her head make Charisma saving throws against psionic
wrapped. assimilation, and read a brief telepathic broadcast
DC 20: You see the stocky human receive some- about the day’s news and plans. An example of
this broadcast, known as the Soothing Voice, is
thing shiny from their co-conspirator. The
receiver slips the crystalline object under
their shirt. e
The stocky young human is Setesh, a smith at
given in the “Exploring Borutesh” section below.
Afterward, the player characters are visited by
Fali, the Thousand Eyes agent. She introduces
herself and her role in the town as the master of
pl
the Industrial Forge. They are a member of the supervision, then escorts the player characters to
Torn Veil, the dissident organization in Borutesh, an audience with Her Inspired Grace Shiaaktavi.
and were just given a deactivated clairaudience When the players are ready to meet the Inspired
crystal that the Veil have removed from one of in her manor, read or paraphrase the following:
the living quarters without the Thousand Eyes
realizing. In an effort to reduce the burden of With a single guard at her side, Fali walks slowly
tracking characters, the veiled woman who has down the central road, out west toward the mono-
m

given Setesh the crystal is not discussed further lith and Shiaali’s manor. As she passes groups of
in this adventure. If the player characters aim to Riedran commoners, they stop their work for a
track her down later, steer the encounter toward moment and bow their heads.
a meeting with Setesh. For example, the player The manor house’s architecture is much like Dar
characters could catch up to her while she is Ulatesh, with curves in shining steel and crystal.
meeting Setesh at the Forge. The foremost building twists up from its square
When the ceremony is over, the guards base toward a single point, appearing in silhouette
Sa

escort the player characters to their quarters, like a dancing spirit. You can see the rear building
rising above its rooftop in complementing curves.
where they’re given time to rest their feet, drop
In front of the arched entryway is a statue
their belongings, and settle in. See the “Living
shaped from opal: a featureless human figure
Quarters” section below. The guards tell them
shrouded in mists. Four wings emerge, framing
that Her Inspired Grace Shiaaktavi will expect an the piece in feathers and claws.
audience in the morning. For now, they are free to Fali pauses briefly at the statue to bow her head,
do as they wish—under permanent guard. then heads beneath the archway into the manor.
Past the antechamber, atop a dais in the throne

25
Chapter 2: Escape from Riedra | Act 2: Borutesh

room, stands the Inspired leader of the ceremony tearoom. Once everyone is settled, Shiaali mani-
the previous night. She is dressed in silks, indigo fests a psionic power to paralyze Kalah.
and purple armor, and a horned headpiece. Her This is the first (and perhaps only) opportunity
features are flawless, symmetrical, and sharp, and for the player characters to have a safe conversa-
a soft glow emanates from her pupil-less eyes. tion with Shiaali before they put any escape plan
The oni giant from the ceremony is standing to into action. She only has around ten minutes
attention behind her, braced against an 8-foot-long before Kalah breaks free of her psychic hold.
studded iron club. He barks a command, “Kneel.” During the conversation, Shiaali asks the player
The Inspired Shiaaktavi doesn’t wait for you characters three important questions:

e
to comply. She takes a couple of steps forward,
y Is Miira well?
looking down her nose at you from her raised
y Do they have any plans for how to get Shiaali
dais, and scowls. After a moment, she speaks in
out of Borutesh in a minimally disruptive way?
fluent Common:
“I trust you have found your stay in Riedra y How might they defend her against possession

fil
comfortable?” by Aktavi?

The quori spirit Aktavi has taken control of What Shiaali Knows
Shiaali to get a measure of the player characters. While the player characters and Shiaali discuss
If it has seen the interview reports from Ilir of the the rescue plan, she can offer the following
Iron Gate, Aktavi merely wants a chance to see answers to common questions:
who it’s working against. If the player characters
How have you been able to evade detection?
entered Riedra without the Iron Gate’s authoriza-
“I’ve been using psionic magic to selectively
tion, Shiaaktavi is much more curt with them, and
erase my memory, so Aktavi doesn’t see what

Once Shiaaktavi satisfies her superiority


complex, Aktavi leaves Shiaali’s mind and her
eyes lose their glow. Shiaali then invites the
e
asks the intimate questions that Ilir didn’t get a
chance to (see the “The Interview” section in Act 1).
I’ve been doing when it possesses me. Besides,
Aktavi is too arrogant to assume the plan isn’t
going to work in its favor. I’ll erase my memory
of this meeting too, once we’re finished.”
pl
Why would the Inspired allow us here? “The
player characters to have tea with her in the
other Inspired are under the impression that
chamber adjoining the throne room. Fali is asked
I wanted to test our psychic assimilation tech-
to wait outside, but Kalah stands guard inside the
niques on foreigners.”
When does Aktavi possess you? “Every morning
for the broadcasts, every evening for the cere-
mony. I hold court at midday, but Aktavi usually
m

leaves that to me. But in theory, the spirit can


take control at any time it desires.”
Can’t you just walk out? “I have a responsibility to
the people here. If I gave a command to prepare
for or allow my departure, Fali would probably
report that to the Thousand Eyes immediately.
They could teleport a significant force to the
Sa

monolith. I’d rather use the element of surprise.”


Why can’t you fight your way out? “If the people
of Borutesh lift a blade against a Chosen, even
a deserter, they will be considered too dan-
gerous to reintegrate into Riedran society. They
will disappear. I care too much for them to let
them be punished on my behalf.”
After ten minutes, Shiaali erases both Kalah’s
memory of the meeting and her own. Then she
calls Fali back in the room, asking her to return
the player characters to their quarters.

26
Chapter 2: Escape from Riedra | Act 2: Borutesh

Exploring Borutesh Every workday ends with the same ceremony


that the player characters witnessed upon
Every day in Borutesh, the morning begins arriving in Borutesh. After the ceremony is com-
with a telepathic broadcast by Shiaaktavi plete, the Riedrans are fed in several shifts at
known as the Soothing Voice. The Inspired the Mess Hall, and are allowed time to socialize
performs this broadcast from her medita- among themselves (always under the gaze of the
tion chamber in the foremost building of her ever-vigilant Thousand Eyes).
manor. Each broadcast starts with a spiritual Every aspect of the Unity of Riedra is rep-
blessing, delivers any relevant news for the resented in Borutesh, giving its inhabitants

e
day, and assigns each work group their task. direction and purpose along their Path. The
All creatures can understand the broadcast map of Borutesh shows all the major landmarks
regardless of the languages they speak. A and organizations the players might wish to
typical broadcast might consist of the fol- explore, each of which is discussed in its own
lowing message: section below.

fil
The spirits welcome a new dawn. Our
Harmonious Shield prepares to depart soon.
Direct yourselves to seeing their blades sharp-
ened and their bellies full. Harvest four fields
and prepare for them a cache of rations. Steel
yourselves against the altavar that walk among
us today, and follow the Path.

e 2. 5.
pl
2. 10.
1. Inspired Manor
2. Shield Barracks 8. 11.
m

3. Hanbalani Monolith
4. Ogre Pens
5. Living Quarters 1.
6. Guest Quarters 3.
7. Healing Hand Hospital 6.
Sa

8. Tower of Eyes 9.
9. Guiding Path Nursery 5.
7. 5.
10. Bountiful Horn Office
11. Mess Hall
12. Industrial Forge 12. 5.

THE VILLAGE OF 4.
BORUTESH 27
Chapter 2: Escape from Riedra | Act 2: Borutesh

1. Inspired Manor Floorplan. The manor is divided into two build-


Shiaali’s manor house reflects the importance ings separated by a quadrangle courtyard, as
of the Chosen caste in Riedra. Although other seen in the “Shiaali’s Manor” map. The foremost
buildings representing the Unity are marked by building, set at the end of a boulevard from the
intricate statues, only the manor house is built hanbalani altas, is intended for official use. There
with true beauty in mind. After all, the Inspired Shiaali administers the affairs of Borutesh, meets
are the pinnacle of Riedran society. The spirits, with representatives of the Unity, and entertains
il-altas, have chosen them as their representatives, other Inspired that pass through. The main
and so the luxury enjoyed by the Inspired reflects entrance leads to an antechamber, and then to a

e
the reverence of the quori. Read or paraphrase throne room (A) where Shiaaktavi can properly
the following: greet visitors. Attached to the throne room are
two further rooms. To the left is a meditation
Shiaaktavi’s manor is visible across the city and chamber (B) intended for visitors who wish to
reflect on the Path of Inspiration (or hold a confer-

fil
stands at the end of a cleared boulevard con-
necting it to the central monolith. Although most of ence with a quori spirit). To the right of the throne
Borutesh is built with local stone, the manor is in room is a tearoom (C), where Shiaali can provide
the style of the city of Dar Ulatesh, its curved and more mundane entertainment or work on her
fluid form shaped in metal and crystal. Its twinned administration duties.
buildings follow each other’s twists, evoking a pair
of young lovers dancing together in a garden of
colorful flowers. No matter the time of day, the
crystal globes surrounding the manor remain bright.

B.
e G.
pl
E. F. I. J.
A.
D.
m
Sa

H. K. L.
C.

28
The rearmost building, whose only
entrance is from the garden courtyard, is
Shiaali’s home. The lower floor is largely
intended for her personal servants and her
guard. Off a large entrance hall (D) are an
armory and living quarters for Shiaali’s
personal oni guard Kalah (E), a kitchen
(F), and living quarters for two human ser-
vants who have the honor that week (G). An

e
office and bedchamber are also provided for
any Chosen visitors to Borutesh (H). The
grand staircase leads upstairs to a balcony,
and beyond that, Shiaali’s bedchamber (I),
bathing room ( J), library (K), and personal

fil
meditation chamber (L).
Traps. Among the most significant
hazards in the manor are the traps and
defenses designed to shield Shiaali in the
event of a dissident attack or to warn the
Thousand Eyes if something is amiss.
External windows and balconies are each
fitted with a hidden psionic crystal used as a
focus for an alarm spell. Fali of the Thousand
Eyes sets these spells such that the only
people that may pass without setting off the
alarm are herself, Shiaali, Shiaali’s body-
guard Kalah, and the two commoners chosen
e
pl
as Shiaali’s personal servants that week.
The alarm crystals can be found with a
successful DC 15 Wisdom (Perception) or
Intelligence (Investigation) check. Unlike
Khorvairian alarm spells, these crystals can be
destroyed or deactivated with a successful DC 18
Intelligence (Arcana) check. If an Intelligence
m

(Arcana) check made to disarm the crystal fails by


5 or more, the alarm is immediately triggered.
Triggering a psionic alarm alerts Shiaali,
Fali, and Kalah, and also forces the triggering
creature to make a DC 13 Wisdom saving throw. spirit, an altavar, much like the kalashtar. Every
On a failed save, the creature takes 11 (2d10) oni must therefore work exceptionally hard for
psychic damage as a pain stabs at their mind—an Riedra to clear themselves of that evil. Kalah
Sa

automated (and for a commoner, usually deadly) thus sees his protection of Shiaali as his ultimate
punishment for stepping outside of one’s Path. purpose in life, and he would gladly give his life
Shiaali’s Bodyguard. The second most signifi- for the cause. If the player characters or Shiaali
cant hazard in Shiaali’s manor is Kalah, her oni try to convince Kalah that she is right to leave
bodyguard. He stands with Shiaali even in her Borutesh, Kalah believes that this is simply the
personal quarters, only leaving her side when she altavar trying to test his resolve in walking the
enters her bathing room, one of the meditation Path, and he attacks the party. Shiaali won’t
chambers, or the tea room (if either protocol or actively fight Kalah herself, for the oni has gener-
Shiaali demands it). As an oni, Kalah has been ally been good to her. If the player characters kill
taught from birth that he is tainted by an evil him, she mourns him as a dutiful servant.

29
Chapter 2: Escape from Riedra | Act 2: Borutesh

2. Shield Barracks 3. Hanbalani Monolith


Riedran troops currently stationed in—or passing The hanbalani altas is built with an egglike
through—Borutesh are housed in the Shield metallic exterior surrounding a thin crystalline
Barracks. Read or paraphrase the following. core. The gentle green glow of the monolith’s
center is a calming beacon for the people of
Rows of canvas tents, squat stone buildings, and Borutesh. Indeed, the primary purpose of the
racks of weapons and armor mark this district as monolith is as a spiritual hub for the villagers’
the barracks. Although most of the living space religious ceremonies and quiet meditation. The
seems empty, ranks of soldiers practice drills in
monolith’s core also acts as a teleportation circle,

e
the road, performing complex martial patterns with
enabling Inspired to visit at a moment’s notice.
their polearms and swords. Many of the soldiers are
A garden surrounds the monolith, its verdant
packing up carts of supplies for a journey onwards.
green grasses and gentle streams a powerful
The Harmonious Shield coordinates troop contrast to the dusty roads that surround it. A bed

fil
movements across Riedra. The southern border of lilies is planted in the monolith gardens—these
with Syrkarn isn’t of particular concern—Syrk are spirit lilies, used to make an opiate known
aggressors aren’t considered a serious threat, as as dreamlily. Although dreamlily is used as a
the nomads can’t match the might of the Unity. painkiller by the Healing Hand, it is sometimes
Nevertheless, the crossing is policed to prevent abused by addicts in Khorvaire. A character can
Adarans and kalashtar from entering Riedra, and use the spirit lilies here to prepare one dose of
to prevent Riedran deserters from escaping. distilled spirit lily, an ingested knockout poison,
There is no permanent command of the Shield by succeeding on a DC 13 Intelligence check
in Borutesh. In theory, Shiaaktavi is the ultimate using a poisoner’s kit or herbalism kit.
authority—after all, the quori spirit Aktavi is

region. However, each company has its leader, e


responsible for troop movements across the local

and the soldiers currently in Borutesh are led by


a human woman named Rhiavet, whose fluid skill
Destroying the hanbalani prevents the Inspired
from directing the dreams of the people of
Borutesh, and Shiaaktavi will be unable to deliver
telepathic broadcasts every day. The crystal core
has an Armor Class of 17, a damage threshold
pl
with the zulaat has earned her a near-heroic repu- of 10, and 65 (10d12) hit points. It is immune to
tation, and some like to call her “the Waterfall.” poison and psychic damage, and vulnerable to
Rhiavet rides a peculiar horselike silver steed bludgeoning damage. Destroying the hanbalani
called a rendesa, which can telepathically coordi- altas is perhaps the most severe crime possible
nate with its rider. in Borutesh, and doing so immediately turns the
The day after the player characters arrive in populace of Borutesh against the perpetrators.
m

Borutesh, Rhiavet, a Riedran captain, leads her


troops out of the village toward Kintam Murath. Distilled Spirit Lily
If the party tries to take Shiaali past a border fort Adventuring gear, poison (ingested)
rather than through the Tangled Verge, Rhiavet
A creature subjected to this poison must succeed
rides out to intercept them. on a DC 15 Constitution saving throw or be poi-
Player characters may wish to disrupt the soned for 1 hour. If the saving throw fails by 5
operations of the Harmonious Shield to escape or more, the creature is also unconscious while
Sa

Borutesh more easily. Evading the watch requires poisoned in this way. The creature wakes up if it
a successful DC 16 Dexterity (Stealth) check. takes damage or if another creature takes an action
Once the characters have infiltrated the barracks, to shake it awake.
they might try the following:
y Sabotage Riedran weaponry with a successful
DC 14 Intelligence check using any relevant tool.
y Spook Rhiavet’s rendesa with a successful DC
18 Wisdom (Animal Handling) check.
y Find Rhiavet’s secret stash of homebrewed
pomow wine with a successful DC 15
Intelligence (Investigation) check.
Chapter 2: Escape from Riedra | Act 2: Borutesh

4. Ogre Pens units—children are kept at the Guiding Path


Along much of the southeastern wall stand tents nursery and raised communally. Although the
and ramshackle shelters. Ogres of many shapes Riedrans are generally quiet and hardworking
and sizes—young and old, men and women— during the day, once their work assignments are
huddle together for warmth. Some sleep in a finished, they enjoy the company of their peers
grove of pure white lilies, while others enjoy as much as any other people. Riedrans in their
buckets of pomow fruit. quarters share stories, sing, and work at art that
The ogres of Borutesh are every bit as indoc- honors the Inspired.
trinated as the humans. They are more or less Surveillance. The Thousand Eyes have a clai-

e
content in their oppression, and accept that by raudience crystal embedded proudly in the ceiling
working for the Unity of Riedra, they can hope of all the quarters, including the one that will be
to advance along their Path and be reborn as assigned to the party, and the people know that
humans in the next life. The ogres aren’t allowed Fali listens to them. As such, the living quarters
are not the hotbed of gossip that the unmonitored

fil
to maintain their own family units or hierarchies,
but certain individuals inevitably command more Mess Hall can be. However, if the player charac-
respect. If the player characters find a way to ters can deactivate a clairaudience crystal without
observe or interact with the ogres without guards the inhabitants of a given block noticing or caring,
present, they might notice Yana or Talakh. they will find that block a useful sanctuary against
Yana is a young female ogre with impressive surveillance. Deactivating a clairaudience crystal
tusks and hair so long her plaits trail several requires a DC 15 Intelligence (Arcana) check to
feet along the ground. She is as strong as she is discover the correct mental triggers. A casual
fervent in her pursuit of the Path, and eager to observer can see no indication whether a clairau-
dience crystal is activated or in current operation,
please Shiaaktavi. She dreams of one day being
allowed to meet Her Inspired Grace. Although
some humans in Borutesh consider it a disgrace e
that a crop of wild spirit lilies is allowed to grow in
the ogre pens, Yana is careful to keep the flowers
so the player characters need not find a way to
hide that a crystal is deactivated in this way. A
clairaudience crystal can also be destroyed by
less subtle (and more visible) means—each has an
pl
healthy in case Shiaaktavi ever pays a visit. As with Armor Class of 14 and 10 hit points.
the spirit lilies at the hanbalani monolith, the lilies 6. Guest Quarters
here can be used to prepare one dose of distilled
The player characters have been given an empty
spirit lily with a successful DC 13 Intelligence
single-story block on the outskirts of the living
check using a poisoner’s kit or herbalism kit.
quarters all to themselves. The Inspired want
Talakh is a tired, graying male ogre who has
to limit the unsupervised intermingling of the
labored a lifetime in Borutesh. As his strength
m

Khorvairians with the Riedran commoners until


fades, he has become less certain of the virtue of
they demonstrate that they have fallen more
the Path of Inspiration. He tells stories and fables
deeply under the nation’s psychic influence. The
to young ogres in hopes of inspiring them to do
guest house has enough cots for all the player
better, but it won’t be long before he is reported to
characters, is stocked with vegetables and grains
the Thousand Eyes and vanished.
for them to eat (as they are not to eat with the
5. Living Quarters Riedrans in the Mess Hall), and running water is
Sa

The living quarters are a series of flat-roofed stone available for hygiene purposes.
block structures without adornment or decoration. Surveillance. A clairaudience crystal is posi-
Riedrans come and go in mixed groups, heading tioned prominently in the guest quarters, as in
out to and in from the Mess Hall and the fields. the living quarters of Riedrans, which Fali can
From between the shuttered windows, you can use to hear activity in the quarters at any time she
see the gentle warmth of fires and the jovial con- wishes. It can be deactivated as described in the
versation of a population at ease. previous “Living Quarters” section.
Each living block houses approximately thirty Two Riedran guards stand vigilant at the guest
people, usually kept together by work units. quarters’ entrance at all times, positioned so that
Farmers lodge with farmers, cooks with cooks, they can keep an eye on the door and windows.
and so on. The Riedrans are not housed in family The guards escort the player characters around

31
Chapter 2: Escape from Riedra | Act 2: Borutesh

Borutesh if they wish to leave their quarters, A tower stands tall above the other buildings in
though they have been instructed not to speak Borutesh, its spire adorned with a crysteel eye
with the foreigners and to keep a distance of at held in outstretched arms. It is surpassed in its
least 15 feet unless they suspect foul play. The splendor only by the manor of the Inspired and
guards have a passive Wisdom (Perception) score the town’s central monolith.
of 14 and a +2 bonus to Insight checks.
Of all the organizations that make up the Unity
7. Healing Hand Hospital of Riedra, the Thousand Eyes are recognized as
If the player characters approach the hospital, crucial to the proper stewardship of the Riedran

e
read or paraphrase the following. people along their Path. The need for surveillance
is accepted even by the people of Borutesh, for
You find the hospital is closed up tightly—all they have lived every year of their lives without
windows and doors are shuttered and closed, any expectation of privacy.
with yellow light emanating from between their Fali, who serves the Thousand Eyes in Borutesh,

fil
wooden slats. The only indication of the purpose has been informed of the plan as far as the
of this place is a rough-hewn statue of a kneeling
Inspired are concerned—that the player characters
man holding his palms above a reclined patient.
are here to test the efficacy of the nation’s psychic
The Healing Hand in Borutesh is not large indoctrination magic on foreigners. As such, she
enough to justify a doctor with access to reli- is happy to show the player characters around
able psionic healing. In Riedra, these talents are Borutesh to demonstrate how beautiful and
often within the purview of a Chosen apprentice. orderly life in Riedra can be. Fali considers Shiaali
However, the village is too small and insignificant a friend, though Shiaali has never trusted her
to justify a larger population of Riedra’s noble enough to reveal her plans to abandon Borutesh.

e
class. Fali can provide some psionic healing if an
urgent need arises, but the simple laborers and
soldiers in Borutesh are expected to make do
with more mundane medical practices.
Breaking and Entering. Infiltrating the Tower
of Eyes is a matter of keeping out of sight of any
villagers and bypassing Fali’s psionic locks. There
are no guards—no sane Riedran would dare put a
pl
As Borutesh’s mismanagement continues, foot wrong with the Thousand Eyes. A successful
chief medic Rathan has been struggling to cope. DC 15 Dexterity (Stealth) check enables char-
Deliveries are being missed, and (unbeknownst acters to approach the tower without detection
to Rathan) the dissidents of the Torn Veil have by any passersby. Fali has cast a psionic arcane
been skimming off the top. As Rathan has been lock on the main entrance. Alternatively, player
doing his best to contain an infection he believes characters can gain entry via an open observation
is a curse from a snake-like altavar rumored to balcony near the top of the spire. A character can
m

stalk the Verge, he has become dissatisfied with climb it with a DC 16 Strength (Athletics) check,
Shiaali’s rule. Although he will be willing to but any climbing creature is easily spotted by
help player characters dethrone Shiaaktavi and the town guards—a successful DC 19 Dexterity
abscond with the Chosen host, he remains a firm (Stealth) check is required to avoid notice.
believer in the Path of Inspiration. If he believes Inside Fali’s sanctum, the player characters can
that any method of removing Shiaali would find notes written in Riedran that reveal the fol-
prevent a stronger Inspired from taking control, lowing information:
Sa

he resists the player characters and reports their y Fali has recognized that Shiaali is becoming lax
plans to Fali of the Thousand Eyes. in her duties while Aktavi is not possessing her.
y Fali is aware that food, medicine, and weapons
8. Tower of Eyes are going missing, but she has yet to discover
The Tower of Eyes serves as an office for the culprits despite reading many of the com-
Borutesh’s spymaster, a changeling known as Fali. moners’ minds.
From the Tower, she keeps records on all of the y Fali wonders if the current captain of the
people of Borutesh, conducts interviews under the Harmonious Shield in Borutesh, Rhiavet, can
guise of pastoral care, and listens in on clairaudi- be considered reliable when she’s been saving
ence crystals scattered throughout the town’s pomow rations to make wine.
living quarters. Read or paraphrase the following:

32
Chapter 2: Escape from Riedra | Act 2: Borutesh

If Fali discovers the player characters any- psychoactive signage to help coordinate and
where within the Tower of Eyes, she does not communicate with the farmers and cooks how
hesitate to put them down. If the tide of battle the town’s food supply is managed. If the players
turns against her, she attempts to flee to warn want to sneak a look anyway, they may need
Shiaali and her bodyguard Kalah. to sneak past Niiret with a successful DC 12
Dexterity (Stealth) check, or convince her they
9. Guiding Path Nursery should be able to read them with a successful
Riedran children are raised communally by the DC 18 Charisma (Persuasion, Deception, or
Guiding Path. The institution serves as a creche Intimidation) check. The records reveal that

e
for its youngest charges and as an establishment Riedra’s staple crop, pomow, has been consis-
of education for the older children. Riedrans are tently underperforming, likely because it’s being
never taught to read and write, and rely on psycho- stolen before harvest.
active signage to find their way (see the “Everyday Niiret is Miira’s mother. Since Riedran children
Psionics” section in chapter 1). Instead, Riedran are raised entirely by the Guiding Path, they do

fil
children are taught a combination of vocational not have anything like the usual Khorvairian
skills and religious doctrine to ensure they follow relationship between parent and child. However,
their prescribed journey on the Path of Inspiration. Niiret is very proud that her progeny was so
The Inspired are willing to allow the player favored by the Inspired that Miira was chosen to
characters to wander about Borutesh, but giving be sent to Dar San.
them the chance to influence children is beyond
what they’re willing to risk. Two Riedran guards 11. Mess Hall
block the entrance to the school. The human Riedrans in Borutesh share a com-
munal eating space, and meals are served in
10. Bountiful Horn Office
Riedra’s food supply is managed by the Bountiful
Horn. As Borutesh’s chief purpose is to supply
e
troops moving between nearby fortifications, it is
a rigid rotation of servings throughout the day.
Read or paraphrase the following:

Dozens of simple wooden benches are arrayed


pl
among the most important offices of the Unity in beneath a canvas awning. Human guards, laborers,
the town. Read or paraphrase the following: and soldiers sit in their cliques eating bowls of
vegetable stew. The hum of conversation fills the
Among the stone buildings overlooking the place, but most of the Riedrans make an effort to
monolith in the central plaza, the Bountiful Horn quiet themselves whenever you draw near.
stands tall and proud. Above the entrance, a stone
engraving depicts a winged spirit gifting a cornu- The Mess Hall is a prime spot for picking up
copia to a grateful crowd. Dozens of crates and local gossip. If the player characters understand
m

carts of grains and vegetables are arrayed beneath Riedran, they might overhear one of the fol-
an awning out front, while a middle-aged woman lowing rumors with a successful DC 11 Wisdom
with shaved hair busily counts them up. (Perception) check, learning an additional rumor
for every 2 points in excess of the DC.
The head of the Bountiful Horn in Borutesh is
a human commoner named Niiret. She has a long d4 Mess Hall Rumors
and distinguished career serving the Inspired in 1 “The crop count came back below expectations
Sa

the town, and is confident that if she continues to again. Is someone stealing from us?”
keep her path, she may be blessed to be a change- 2 “I bet Lady Shiaaktavi brought the foreigners
ling in her next life. As a testament to the trust the here to show us how far they’ve fallen. They’ve
Thousand Eyes have in her, she is one of the few strayed far too far from their Path.”
commoners that has been allowed to learn the 3 “A giant boar came out of the Verge last week. I
basic literacy and numeracy required to track the think they’re still treating the wounded.”
incoming and outgoing food supplies. She could
4 “We’ve got troops from Tam Mesk coming in
not be prouder to bear that burden. only three days. There’s no way the Forge can
Niiret is very protective of her records, not keep up with the smithing they need, especially
allowing anyone but the Thousand Eyes or the when we’ve got the walls to repair.”
Inspired to read them. Instead, Niiret creates

33
Chapter 2: Escape from Riedra | Act 2: Borutesh

If the party looks in the Mess Hall for the people


who were whispering at the ceremony and they
Dissidents: The Torn Veil
haven’t already met Setesh at the Industrious Riedra is far from the perfect society it claims to
Forge, they can be spotted on a meal break with be. Its extreme racial prejudices, supernatural
a successful DC 12 Wisdom (Perception) check. surveillance, and refusal to educate its populace
Alternatively, if the party didn’t spot the whis- all contribute to Riedran commoners’ dissatisfac-
perers during the ceremony, they can make a DC tion. Although the Inspired and the Thousand
16 Wisdom (Insight) check to discover potential Eyes have become experts at eradicating dis-
dissidents, including Setesh, by their whispering sidents, some still fall through the cracks. The

e
and furtive discussions. If the party tries to make Torn Veil is a loose organization of subversive
contact, see the “Dissidents: The Torn Veil” section. Riedrans that has grown as Shiaaktavi’s grip
on Borutesh has weakened. The Veil has yet to
12. Industrious Forge make a move against the Inspired leadership,
The Forge in Borutesh hosts two organizations and it knows it can’t win a fight if the might of

fil
within the Unity of Riedra: the Industrious Forge Riedra is brought to the town. Instead, it bides
and the Sturdy Wall. The Forge is tasked with its time stockpiling food, tools, and weapons for
all manner of artifice to support the laborers and dissidents. One day, some of the dissidents hope
soldiers in Borutesh, while the Sturdy Wall is to escape the city and join the relative safety of
responsible for maintaining the town’s perimeter. the underground dromite community, but the
Read or paraphrase the following: Thousand Eyes are always watching.
The entrance to the Torn Veil’s hideout is a trap
As you approach the Forge, you find an open-air door hidden beneath some crates stacked behind
smithy stacked with rows of farming tools including the Industrious Forge. The young smith Setesh
scythes, sickles, and bridles for mounts. Some
common folk wearing black are packing up and
e
sorting tools. One is a stocky young man with his
long hair tied back. The other is an older woman
with skin like leather. Several soldiers sit outside
can show the way if the player characters earn
their trust. Otherwise, if the player characters
have reason to search around the Forge, they
can find the entrance with a successful DC 16
pl
Intelligence (Investigation) check.
the building, chatting and maintaining their blades.
When the player characters arrive at the Torn
Characters who understand Riedran can Veil’s hideout, read or paraphrase the following:
overhear that the soldiers are moving out the day
Within the confines of this neglected basement, it’s
after the player characters arrive. They’re due to
quite difficult to move around, but nevertheless you
be replaced by a battalion from Kintam Murath a find a motley crew of dissidents. A pair of human
few days after. men in farmers’ garb are counting up bladed
m

The pair in charge of the Forge are Setesh, a tools and weapons in one corner.
stocky young human who wears their long hair In the other, a woman with simple
tied back, and Pazaar, an older woman tough- robes and a horned headdress is
ened by decades in the smithy. Setesh may be meditating with her eyes closed.
recognized by the player characters as one of the Between them, a seven-foot-
people whispering during the evening ceremony. tall giant of a woman is rooting
They are a member of the Torn Veil and have been through a crate of food. She
Sa

passing tools and weapons from the Forge to the turns, revealing her blue-
Veil’s hideout. Access to the Torn Veil hideout tinted skin, small horns, and
is by a trap door hidden beneath crates stacked modest tusks.
up behind the Industrious Forge. Even without “Now then,” she says, taking
Setesh’s help, a player character might discover a bite from an exotic, fleshy
the entrance to the hideout with a successful fruit. “Why don’t you
DC 16 Intelligence (Investigation) check. share who you are and
Although the Forge is in near-constant opera- why you’re really here,
tion, the Sturdy Wall is technically unstaffed. As a and then we’ll decide if
result, despite all the quarrying work done by the you get to leave.”
town’s ogres, the walls are falling into disrepair.

34
Chapter 2: Escape from Riedra | Act 2: Borutesh

The Torn Veil is led by an eneko called Iziaka, One of the easiest ways to aid the Torn Veil is to
who coordinates the resistance without taking part arrange a joint operation. Any distraction caused
in the daily life of Borutesh. After all, as a “mongrel by the party’s mission may give the dissidents the
ogre,” Iziaka is considered less than human by opening they need to act. If she is satisfied their
most Riedrans. Nevertheless, she strives to do goals align and that there is worth to their alle-
what is right, and she will worry about fixing the giance, Iziaka gifts the party with a catapsi crystal.
inherent prejudices of the Path of Inspiration once
the dust has settled. For more information about Catapsi Crystal
the eneko, see Appendix D and Secrets of Sarlona. Wondrous item, rare

e
Iziaka cares for a young dromite called
As an action, you can destroy this crystal, releasing
Tx’saku. He is curious but skittish, and he strictly
the energy within it to generate an area of psionic
keeps to the Torn Veil’s underground hideout
static with a 20-foot radius centered on you.
except for pre-arranged meetings with dromites
Whenever a creature manifests a psionic power
far out in the countryside. If the player characters

fil
within the area, it must succeed on a DC 15
made peace with any dromites on the road to Intelligence saving throw or take 3d10 psychic
Borutesh, Tx’saku vouches for their trustworthi- damage. The area remains for one minute.
ness. News travels fast in the underworld.
Aside from Iziaka, the kalashtar Nivi is perhaps
the most important member of the crew. As a
powerful psion, Nivi has been shielding the Torn
Escaping Borutesh
Veil from detection. However, her constant vigi- When the player characters enact their plan—
lance has broken her mind. Nivi is a shattered whatever it may be—and Shiaali has been
kalashtar—the bond she has with her quori spirit escorted out of Borutesh, she is excited that

e
has been split, and though she still shares her body
with a portion of the quori spirit called Shana, she
struggles to think and speak coherently.
Iziaka, Tx’saku, and Nivi all speak Common,
years of plans are coming to fruition, but scared
for herself and for her people. Shiaali takes a
moment to mourn any Riedran that died during
the escape, especially if her bodyguard Kalah
pl
having been exposed to it in Syrkarn and Adar. was killed, then steels herself for the battle ahead.
The Torn Veil’s leadership isn’t interested in Read or paraphrase the following:
helping Shiaali—although the Chosen’s resis-
Shiaali stares back at the walls of Borutesh and
tance to Aktavi is contributing to the gradual fall
reaches out as if to touch them one last time, but
of Borutesh and the rise of the Torn Veil, Iziaka pulls her hand back.
believes Shiaali has unfairly benefited from “We must travel for as long as we can. The
oppressing her people. At the same time, if Iziaka Thousand Eyes or the Harmonious Shield will
m

can be convinced that Shiaali is no longer aligned come for me as soon as they discover I’m gone.
with the Inspired, she won’t stand in the way of I hope you are prepared to repel the spirit if it
the mission. She expects clear, direct benefit for takes control of me.”
the Veil in any plan for cooperation.
If the player characters gain her trust and want If the player characters rescue Shiaali without
to cooperate with the Torn Veil, the dissidents’ alerting anyone, Aktavi discovers Shiaali isn’t
immediate goals include: where she is supposed to be when she misses the
Sa

morning broadcasts (the Soothing Voice) or the


y Disrupt surveillance by the Thousand Eyes.
evening religious ceremony. Fali discovers Shiaali
y Stockpile weapons, food, and medicine for
is missing when she next comes to meet Shiaali
future resistance efforts.
for midday court or the ceremony. This is likely
y Undermine the Path of Inspiration as a
to give the player characters several hours head
belief system.
start. If Shiaali’s absence is discovered before
y Extract Riedran workers that they worry might
she escapes the city, Kalah, Fali, or Rhiavet (a
be ‘disappeared’ by the Thousand Eyes.
Riedran captain and her rendesa mount) con-
y Aid their most vulnerable members in escaping
front the group just outside the walls.
to the underground dromite hives belonging to
Once the immediate danger around Borutesh
Tx’saku’s kin.
is passed, move on to Act 3.

35
Act 3: Desertion Whenever the player characters take a short or
long rest, and at the start of any combat, roll a d6.
When the player characters have extracted
On a 4 or higher, Aktavi attempts to take control
Shiaali from Borutesh, the expedition is far from
of Shiaali. The Chosen feels it coming moments
over. Now the adventurers must find a way to get
before Aktavi completely overwhelms her mind,
Shiaali out of Riedra and into Syrkarn. The least
giving the party one turn to react before Aktavi’s
risky way is to brave a wild zone known as the
control begins. Signal to the players that posses-
Tangled Verge, but they might also wish to run a
sion is coming by describing Shiaali holding her
more guarded portion of the Riedran border. Both
head and trying to stifle a scream, giving them a

e
options are presented here.
chance to cast protection from evil and good or
Ever-Present Danger take similar actions to prevent Aktavi from taking
control. If Aktavi successfully possesses her,
Until they reach Syrkarn, the player characters will Shiaali becomes Shiaaktavi and gains significant

fil
still experience dreamshaping and must all con- power and abilities (denoted in her stat block). If
tinue to make saves to resist psionic assimilation. this happens, read or paraphrase the following:
Traveling with Shiaali poses an additional risk:
the du’ulora quori spirit Aktavi can, in theory, Shiaali’s back straightens as she adopts the impe-
possess her at any time. However, Aktavi knows rious demeanor of the Inspired. Her eyes light
that possessing Shiaali risks her life, for the player with psionic power, and Shiaaktavi roars in anger.
characters are likely to harm her to break the spir- “How dare you try to steal my vessel?!”
it’s control. Aktavi is therefore careful with how it While possessing its vessel, the quori Aktavi
occupies its tool, which it hopes to retrieve alive. tries to kill the player characters while preserving

e Shiaali’s life as best it can. It also tries to figure


out where the player characters have taken
Shiaali, though its power over Shiaali’s mind is
not so absolute that it can sift through her memo-
pl
ries in the midst of combat to learn all that she
knows. Player characters can cause Aktavi to lose
control of Shiaali by casting the dispel evil and
good spell, forcing Shiaali into a magic circle, or
by knocking her unconscious.
To mitigate the risk of Aktavi seeing into her
psyche in her dreams, Shiaali refuses to sleep
m

until the group has left Riedra. She gains one


level of exhaustion every night she misses sleep.
Exhaustion levels affect her even when she is pos-
sessed, potentially hampering Aktavi.
Sa

36
Chapter 2: Escape from Riedra | Act 3: Desertion

The Tangled Verge When the player characters start their journey
through the wild zone, read or paraphrase the
The easiest place to cross the border from Riedra following:
to Syrkarn without being detected by Riedran
border defenses is to pass through the extreme Throughout the journey, you find yourselves
wilderness known as the Tangled Verge. The climbing across gargantuan tree roots and slicing
Verge is a wild zone that draws on the power of through dangling vines. As you travel deeper into
Lamannia, the Twilight Forest. Sarlona’s wild the wild zone, the sun is all but covered by a thick
zones are a stage beyond the subtle extraplanar blanket of leaves and branches, leaving the forest
floor lit by precious few sunbeams and the gentle

e
influence of Khorvaire’s manifest zones. Like
Lamannia itself, the Verge is a land of nature glow of otherworldly fungi.
unbound and a wellspring of primal magic. To safely navigate the Verge to the other side,
Riedrans and Syrks alike know that to brave the the player characters must succeed on a DC 16
Verge is to invite attack by Lamannian beasts

fil
group Wisdom (Survival) check. Consider the
and elementals. If asked, Shiaali recounts a check a success if at least half the player charac-
time during her childhood when rumors spread ters succeed. On a failure, the group’s bumbling
between the common folk in Borutesh of a totem through the undergrowth attracts attention from
snake hundreds of feet long hunting at the edge of the wild zone’s powerful denizens. Although the
the Verge and swallowing an ogre worker whole. predators they attract don’t attack immediately,
As the player characters approach the Tangled they gain an advantage later in the “Elemental
Verge, read or paraphrase the following: Predator” section. For now, the player characters
As the travelers head southeast of Borutesh, the can advance to the Serpent Shrine toward the
center of the Tangled Verge.
land gets ever dustier and drier as the efforts

e
of Riedra to tame the Syrk desert gradually fail.
But as the day draws on, the horizon turns green
again, revealing a verdant island within a sea of
parched earth.
pl
As you near the Verge, its impossible scale
becomes clear. Trees rise hundreds of feet above
the otherwise-flat grasslands, dominating the sky
much like the towers of Sharn. Roots and vines
tangle through the forest floor, some as small as
needles, others dwarfing even the walls of Borutesh.
The thick canopy blocks much of the light, and
m

along with the damp and rotting vegetation, you


smell smoke, ash, petrichor, and winter pine.

Navigating the Verge


Within the Verge, the following planar effects are
continuously active:
Sa

Extended Primal Magic: When you cast a ranger


or druid spell that has a duration of 1 minute or
longer, the duration is doubled (to a maximum
duration of 24 hours).
Nature’s Gift: All living creatures that spend
more than one hour within the Tangled Verge
know the druidcraft cantrip. They gain an
innate understanding of how to cast this
cantrip. Creatures lose this ability immediately
on leaving the Verge.

37
Chapter 2: Escape from Riedra | Act 3: Desertion

The Serpent Shrine Anyone with a check of 20 or higher finds


Once the player characters have spent some time that one of the inscriptions contains verses of a
navigating the Verge, read or paraphrase the divine spell. Once discovered by a party member,
following: any divine spellcaster (such as a cleric, paladin,
warlock with the Celestial otherworldly patron,
After hours of struggling against the terrain, the or sorcerer with the Divine Soul origin) who
group finds itself in something like a clearing. reads these inscriptions can use the following lair
Though the ground is still carpeted with tangled action while within 100 feet of the statue:
roots, the canopy gives way to unhindered sun-
Channel Divinity: Serpent’s Flame. As an action,

e
light. At the center, a stone statue emerges from
the vines: a coiled serpent with feathered wings you channel a burst of divine flame in a line
towers forty feet, its head bowed in prayer. 100 feet long and 5 feet wide. Each creature of
your choice within the line must make a DC 15
If Shiaali is asked about the statue, she Dexterity saving throw. A creature takes 4d6

fil
observes with concern: radiant damage on a failed save, or half as
much damage on a successful one. Any friendly
“This is one of the many forms of the altavar. It creature within the line regains 1d6 hit points
is a dangerous, evil creature. The Harmonious and can remove one level of exhaustion. Once
Shield works to remove their corruption wherever you use this lair action, you can’t do so again
they can.” until the next dawn.
In truth, the statue is what remains of a temple Once the player characters have had a chance
dedicated to a couatl. It was once overseen by to investigate the ruins and begin to leave the
shulassakar, feathered yuan-ti that serve the clearing, the elementals that have been stalking
Silver Flame. Their version of the faith dates
back to eons before the Church was established
in Thrane. The shulassakar have long died out
e
in this part of the world, and their temple has
them spring their attack—see the “Elemental
Predator” section that follows.
pl
since been swallowed by the shifting of the
wild zone over many millennia.
Player characters can make an Intelligence
(Religion) check to recall information
about this sort of shrine, learning the
following depending on their result:
DC 16: The statue appears to be a
m

celestial serpent known as a couatl.


In some Flamic legends, couatls
appear as powerful mentors to heroes
of the Silver Flame.
DC 20: There are inscriptions in the
stone at the base of the statue
written in Celestial. What’s
Sa

strange is that many of the


verses bear striking resemblance
to hymns sung in Silver Flame temples
across Khorvaire. This shrine must be
related to the Silver Flame.
DC 24: There are stories and rumors of a
cult of feathered serpent people deep in
the Blade Desert in the Talenta Plains. The
iconography here matches those reports. The
creatures in the Blade Desert must be a sur-
viving sect.

38
they were making in the forest, it’s brought
its lesser kin. The wild incarnate attacks
along with two saber-toothed tigers. The trio
makes Dexterity (Stealth) checks with advan-
tage against each player characters’ passive
Wisdom (Perception) scores. If they succeed,
the player character is surprised.
When the wild incarnate appears, read or para-
phrase the following:

e
You see a shadow move in the forest just outside
the clearing. It stalks like some enormous cat,
slinking over and under tree roots, though it must
be the size of a swordtooth titan. As it peers into

fil
the light, you see a vulpine face and deep eyes that
glow like embers. Every surface of the creature is
formed of bark and root. It regards you thoughtfully
for a moment then lets loose a piercing scream,
all the while baring its thorn-like teeth.

At initiative count 0 on the first round of


combat, the wild incarnate’s presence causes two
violet fungi to spontaneously grow at the base of

e the couatl statue. They roll initiative and act from


the second round onwards as normal, flailing at
any non-elemental living creature.
Shiaali aids the player characters in defeating
the creatures as best she can, though she is
pl
nervous and hesitant to release her full power so
soon in the escape.
Once the player characters defeat the wild
Elemental Predator incarnate, the other beasts of the Tangled Verge
Ranging through the Tangled Verge has attracted know to keep clear. The adventurers can head
the attention of a primal Lamannian elemental. into Syrkarn without further attack.
A creature known as a wild incarnate has been
m

stalking them through the wild zone. This ele- Riedran Border
mental is the embodiment of nature’s most harsh
If the player characters do not wish to brave the
expressions of the elements, and it shifts through
Tangled Verge, they may opt to cross over into
different shapes to reflect landslides, harsh
Syrkarn to the east or west. Doing so is faster
winters, and unstoppable forest fires.
than traveling through the overgrown jungles in
If the party succeeded in their earlier group the Verge but the crossing leaves the group much
Sa

Survival check: Seasoned outdoorsfolk know more exposed.


the telltale signs that an attack is imminent. The Riedran province of Rhiavhaar borders
The birds and other fauna go quiet, and they the Syrk province of Mae-Khree. The hills in this
get the feeling they’re being watched. The region are far from impassable, and certainly
wild incarnate attacks alone and makes a not as easy to defend as the mountain sanctu-
Dexterity (Stealth) check against the player aries in Adar. However, the hills grant Riedra’s
characters’ passive Wisdom (Perception) watchtowers good visibility, and the river rapids
scores to surprise them. along the border prevent most casual crossing
If the party failed their earlier group Survival attempts. Every part of the border is guarded—
check: The wild incarnate gets the drop on wherever the characters try to cross, they find a
the player characters, and given all the noise watchtower within sight.

39
Chapter 2: Escape from Riedra | Act 3: Desertion

The Watchtower Fording the Rapids


When the party reaches the river border running The river forms a clear geographical boundary
through the hills, read or paraphrase the following: between Riedra and Syrkarn, and the difficulty of
crossing it alive works well in Riedra’s favor.
The passage through the hills at the Syrkarn border Bank to bank, the rapids stretch for approxi-
eventually part to reveal a river flowing west toward mately 60 feet, and while swimming through the
the sea. The water churns with white rapids, leaving rough waters, each foot of movement costs 1 extra
no easy place to cross. A Riedran watchtower stands
foot. In addition, at the start of each swimming
vigil from a rise overlooking the hills and the stream.
creature’s turn, they must make a DC 12 Strength

e
Four guards are watching from the top of the tower,
(Athletics) check. A player character can use their
and a pair of silver horselike animals with crested
horns are grazing outside. action to Help another with this ability check. On
a failure, the creature’s speed is reduced to zero
At all times, four Riedran guards stand watch until the end of their next turn, and they must roll

fil
over the river, bows at the ready. Inside the watch- on the River Hazards table for an extra effect. All
tower, four more Riedran guards are ready to be effects are cumulative, and characters can be
called on at a moment’s notice, along with two affected by the same hazard multiple times.
Riedran captains and their two rendesa mounts.
Inside the watchtower is a large crystal that acts River Hazards
as a telepathic beacon. The captains can broadcast d6 River Hazards
a psychic signal as an action, which alerts nearby 1 You are pulled underwater by the rapids. If you
watchtowers and any telepathic creatures within are already underwater, reduce the time until you
ten miles. The psychic beacon can only be used suffocate by 1 minute.

characters did not kill Shiaali’s oni bodyguard


Kalah, he finally catches up to the group if the
beacon is triggered, arriving 2d4 rounds into any
e
once per day, but the captains won’t hesitate to use
it if they spot the player characters. If the player
2
3

4
You are carried 15 feet downstream by the current.
Your eyes get covered by the spray. You are
blinded until the start of your next turn.
While struggling to keep swimming, you gain 1
pl
battle with the Riedran border watch. After the level of exhaustion.
exertion of the chase, Kalah has 1 level of exhaus- 5 Roll a d4 twice on this table and suffer both effects.
tion (disadvantage on ability checks) and loses 6 Roll a d4 three times on this table and suffer all
his regeneration trait. Shiaali is reluctant to turn three effects.
her power against Riedrans, and instead priori-
tizes crossing the river. However, she defends the The river is relatively easy to cross if players
adventurers if the situation is looking dire. She have access to spells like fly that can bypass any
m

only turns her power on Kalah if a player charac- ground-based hazard. Spells like water walk are
ter’s life is in imminent danger. also useful—characters affected by that spell
The Riedran guards do not pursue the player do not risk drowning, and they can substitute
characters into the river—they are likely to be Dexterity (Acrobatics) checks instead of Strength
swept away. Instead, they fire on the party with (Athletics) checks to maintain balance on top of
their bows, while the captains mount their the churning river rapids.
After the player characters have crossed the
Sa

rendesa and charge in after them.


river into Syrkarn and dispatched any attackers,
move to the next scene, “The Dream Peddler.”

40
Chapter 2: Escape from Riedra | Act 3: Desertion

e
fil
e
pl
The Dream Peddler Syrkarn
Once the party braves the Tangled Verge or sur-
The southwest corner of Sarlona has remained
vives the rapids, they enter Syrkarn and continue independent despite the expansion of Riedra across
their journey. With the Riedran border ever more much of the rest of the continent. The people of
m

distant, the player characters must rendezvous Syrkarn value their freedom and have built a loose
with their ship’s captain to get themselves and community that favors honesty and hard work.
Shiaali back to Khorvaire. But even with the influ- Eneko, otherwise known as “mongrel ogres,” are
ence of the Inspired diminished, they must still common in Syrkarn, and many live a nomadic life-
cross the Syrkarn desert. style in the nation’s northern deserts. The city of
When the player characters take their first long Ardhmen is Syrkarn’s largest hub, but ships leave
rest since leaving the Tangled Verge, allow them from Ardhmen to the Lhazaar Principalities only
Sa

an undisturbed rest. When they wake, for the first twice a month at most.
time since reaching Sarlona, do not ask them to In truth, Syrkarn’s independence is precar-
roll a save against psionic assimilation. Instead, ious. The Riedran military should be able to take
read or paraphrase the following: Syrkarn at a whim, but something holds them back.
Perhaps the dark magical secrets buried in the
As the sun rises in Syrkarn, you smell something region’s ruins are enough to dissuade an attempt
new drifting in from the south, fragrant and spicy. at conquest? For more information about Syrkarn,
There is a figure hiking across the desert—tall, see Secrets of Sarlona, pages 83-94.
wrapped up from head to toe, and carrying a huge
pack on their back. The mysterious stranger is
coming your way.

41
Chapter 2: Escape from Riedra | Act 3: Desertion

The lone traveler poses no visible threat. He Waking Dreams


heads directly for the party at a casual, unhurried If the player characters become suspicious
pace, even if they attempt to hide. If they let him enough of Chantxu to attack him, Shiaali does
reach them unmolested, continue by reading the not engage in this battle, instead pleading for
following: everyone to lay down their weapons. If any player
The stranger soon closes the distance, and some is reduced to 0 hit points during the dream, they
20 feet from your camp, he pulls the wrapping are instantly killed (or so the other characters
from his head to reveal wizened blue-tinted skin, perceive), and can’t be revived during the battle
tiny stubs for horns, and thick tusks worn with through any means. Once Chantxu is dead—or all

e
age. He slings his pack down next to him. the player characters are—the dreamscape shat-
“Hello, friends. I see you found my camping spot.” ters and the sleeping player characters wake up.
Regardless of the battle’s outcome, every player
The traveler is the eneko Chantxu, who pleas- character wakes alive and with full hit points,

fil
antly explains that he’s a spice peddler traveling having just finished a long rest—however, any
across the desert to harvest exotic goods in the characters that died during the battle regain no
Tangled Verge and trade them in Riedra. His hit dice from the rest.
incursions into the quori empire are completely If the player characters do not attack Chantxu,
harmless, and the border patrols are suppos- they wake up none the worse for wear once he
edly quite happy to let him pass for a small moves on with his wares—potentially with vital
bribe. If the player characters show any sign secrets about their destination. On waking, the
of hostility to Chantxu, he raises his arms as a player characters understand that they were
gesture of peace, surrenders, and tries to talk merely dreaming of the encounter with Chantxu.
his way into friendship.

What Chantxu Knows


The truth of this scene is not as it seems. The
player characters are caught in a shared dream
e If Shiaali is conscious and still avoiding sleep
(as she has planned), she can confirm for the
adventurers that the dream was likely a ruse con-
structed by Aktavi.
Depending on watch rotations, one or more of
pl
sequence constructed by the quori Aktavi as a the player characters may not be taking part in
last-ditch effort to keep track of Shiaali and the the dream sequence. In addition, characters that
player characters. Aktavi’s goal, via Chantxu, is are immune to magical sleep or dreams (such
to learn how and where the player characters are as warforged, elves, and kalashtar) can’t experi-
trying to leave Sarlona. ence this vision themselves. However, the quori
Chantxu tries to steer the conversation with are sensible enough to have these characters
questions such as: appear in the shared dream regardless, piloted
m

y Where have you come from? of course by Aktavi. If you trust these players,
y Where are you going? consider secretly communicating that they are
y How will you survive crossing the Syrk desert? not themselves, and reveal to them the goal of
y Have you ever been to Ardhmen? the quori for this vision, then allow them to play
A successful DC 15 Wisdom (Insight) check Aktavi’s dream-version of themselves for the
against Chantxu reveals that he seems unusually other characters. Otherwise, once the sleeping
characters wake, clarify for the players of non-
Sa

eager with his questions about the player char-


acters and evasive with questions about his own sleeping characters that they have no idea what
background. A character that rolls 18 or more the others are talking about.
on any Wisdom, Intelligence, or Charisma ability From this point on, the player characters are
check during the encounter with Chantxu real- too distant from Riedra to experience further
izes that they have very little memory of waking dreamshaping, and they no longer have to roll
up or breaking their fast—almost as if it never Charisma saves for psionic assimilation. However,
happened at all. players and the DM can still remove or spend
psionic assimilation tokens as normal.

42
Chapter 2: Escape from Riedra | Act 3: Desertion

The Aurora Coast The Aurora Coast is a wild zone aligned with
the plane of Syrania, the Azure Sky. The following
After the encounter with Chantxu, the player char- planar effects are active within its borders:
acters can continue on to Syrkarn’s west coast.
Read or paraphrase the following: Call to the Skies: Whenever a creature jumps
or whenever an object is thrown, double the
A full day passes without meeting another soul in distance that the creature or object moves. The
the desert wilderness. Either the locals are excep- range of physical ranged weapons is doubled.
tional at hiding their tracks, or northern Syrkarn Permanent Aurora: The aurora shines brightly
really is that empty. in the skies, night and day, bathing the region

e
Night falls, and though the largest moons are in gentle radiance. Whether day or night, the
beneath the horizon tonight, the skies are still lit by Aurora Coast is lit with only dim light. Creatures
the glittering Ring of Siberys. To complement the without darkvision have disadvantage on
glittering ring, great curtains of green and purple Wisdom (Perception) checks that rely on sight.

fil
light twist and bend high in the cloudless sky.

Characters that succeed on a DC 14 Intelligence Showdown


(Nature) check recognize the green and purple Once you’re ready for the players to reach the
lights as aurora. The aurora aren’t uncommon coast and their final confrontation on Sarlonan
in the northernmost regions of Khorvaire, and soil, read or paraphrase the following:
Boroman ir’Dayne, the renowned explorer and
Finally, as you crest a small rise, you find yourself
founder of the Wayfinder Foundation, reported
staring down at a sandy beach with the scattered
that he saw the aurora almost nightly during
remains of some stone ruin. A little way down,
his famous expedition to the Frostfell. However,
aurora as far south as Syrkarn are unheard of.
e swaying in the waves, the captain’s ship awaits its
last passengers. The aurora still bathes the coast
in a green and purple glow.
“My friends!” Captain Kes d’Lyrandar appears
at the top of the gangplank, then hops down onto
pl
the beach. “Am I glad to see you all, I was starting
to get bored.”
His first mate Jez, a younger, wiry Khoravar
man, joins him on the beach. “Captain, should
we prepare to set sail?”
m
Sa

43
Chapter 2: Escape from Riedra | Act 3: Desertion

When Shiaali’s disappearance was discovered,


the news soon reached the Thousand Eyes in
Dar Ulatesh. The changeling agent Ilir, known to
players as the inquisitor with the Iron Gate, then
infiltrated the captain’s crew. Ilir has killed and
replaced the ship’s first mate, Jez Dovetail, and is
waiting to confirm the safety of Shiaali before he
attacks. As far as he knows, Shiaali is an unwilling
captive, and he’d ideally like to both rescue her

e
and take his revenge against the player characters
for making a mockery of their experiment.
Ilir is proficient in Deception and has a +7
bonus to Charisma (Deception) checks. Once
he spies his opportunity to strike, he confidently

fil
returns to his natural changeling form, a mocking
grin on his face, and manifests a psionic energy
blade. Ilir makes full use of the Aurora Coast’s
regional effects to hop effortlessly around the
ruins on the beach, and he takes every opportu-
nity to declare how the might of Riedra has finally
caught up to them. If the player characters were
fooled by the dream sequence with Chantxu the
peddler, Ilir derides their gullibility and praises
Aktavi’s ingenuity. If a player character is main-
taining concentration on a spell preventing Aktavie
from possessing Shiaali, Ilir focuses his attention
on attacking them.
pl
Meanwhile, Captain Kes and the Lyrandar
crew know they are in grave danger if they are
caught in battle, and they flee to safety aboard
their ship. If any player has assimilation tokens
remaining, this is the moment to cash them in!
When Ilir is defeated, Captain Kes’ crew can
leave Syrkarn and navigate the Sea of Rage Untraceable
m

to return Shiaali and the player characters to If the player characters were exceptionally diligent
Khorvaire. While Aktavi can still possess Shiaali upon their arrival in Riedra, they may have found
if she’s left conscious and unprotected, the other a way to ensure that Captain Kes’ crew could never
danger has finally passed. Allow characters a be infiltrated, or they might have covered their
chance to rest and recuperate on board their ship, tracks in such a way that Ilir could not trace them.
giving any time desired to share in-character Although it’s important to reward creative thinking,
moments with Shiaali or other characters. When ending an adventure without a final showdown is
Sa

the players are ready, move on to the Epilogue disappointingly anticlimactic.


and enjoy Shiaali and Miira’s tearful reunion! Instead of having Ilir attack on the beach, con-
sider having Ilir pursue their ship on the return
journey home. Ilir commandeers the Riedran inter-
Long-Term Consequences ceptor called the Steeled Mind (discussed in Act
Leaving one or more of your players with a single 1), meeting the player characters in battle on the
assimilation token at the end of the adventure can Sea of Rage. The adventurers’ reward for their dili-
be a fun way to dangle long-term consequences in gence is that they have plenty of time to prepare
front of your players. Will the Riedrans twist the for the attack—the Steeled Mind is easily seen
player characters into helping the Inspired spread pursuing them, and Ilir won’t be able to teleport
their influence in Khorvaire itself? It can be fun to aboard the player characters’ ship until he closes
leave your players paranoid. within 500 feet.

44
Epilogue: Reunion Rewards
When the player characters arrive in Khorvaire Guild Handler Lhara awards each of the player
and are ready to return Shiaali to the Clifftop characters with a Kundarak letter of credit worth
Adventurers’ Guild, the adventure comes to its 1,500 gp. In addition, she promises them she will
final scene. Read or paraphrase the following: pass on some of the earliest fruits of Shiaali’s
shared intelligence. After two weeks, a package
You’ve been back in Sharn for a mere hour, and
all Shiaali can do is alternate between looking up arrives at the player characters’ address with
and looking down. For all the marvels of the cities three psionic magic items: a third eye, a sentira

e
of her homeland, this is something beyond her torc, and a dorje of time hopping.
imagination. Otherwise, Shiaali is quiet and visibly
nervous. If you didn’t know better, you might never Third Eye
guess her origin—having shed her Riedran garb Wondrous item, uncommon (requires attunement)

fil
in favor of Brelish styles lent by the crew, she’d
When affixed to your forehead, this wide, flat-
fit in as well as any other young human woman...
tened crystal grants you exceptional awareness
save for her quori-engineered beauty and a hidden
of your surroundings. The third eye has 3 charges.
psionic potential.
When you make a Wisdom (Insight), Wisdom
Guild Handler Lhara meets the group at the
(Perception), or Intelligence (Investigation)
entrance of the Clifftop guildhall. The shifter’s pro-
check, you can expend one or more charges to
fessional demeanor inevitably drops within seconds,
improve the result. You can wait until after you
replaced by a delighted grin. “Congratulations. I
roll the d20 before deciding to expend one or
am in awe. I admit I never thought it was possible.”
more charges, but must decide before the DM
She leads you down the corridor toward the
interview room where you first met Miira. The
mysterious cloaked human awaits by the door. He
nods in respect as you arrive, though you get the
impression his gesture is for Shiaali’s sake more
e says whether the roll succeeds or fails. For each
charge you expend, roll 1d4 and add it to your
ability check.
The third eye regains 1d3 expended charges
daily at dawn. If you expend the eye’s last
pl
than your own, then he opens the door.
charge, roll a d20. On a 1, the eye shatters and
Inside, you see Miira waiting patiently behind
is destroyed.
the interview desk. She stands, and it dawns on
both women that, for the first time, no barrier or
social protocol stands between them.
Shiaali breaks out into a sprint, Miira climbs
over the desk, and halfway down the corridor the
two women embrace. They stutter over words—a
m

jumbled mixture of Riedran and Common. Then


Miira takes Shiaali’s face in her hands, wipes the
tears from her partner’s eyes with a thumb, and
silences her with a kiss.
Sa

45
Chapter 2: Escape from Riedra | Epilogue: Reunion

Sentira Torc What’s Next?


Wondrous item, uncommon (requires attunement) Although Shiaali and Miira have reunited on
The sentira in this torc is designed to absorb a safer side of the world and can finally enjoy
hostile intent directed toward its wearer. As an their time together in relative freedom, there are
action, you can reach out to the torc with your aspects to their struggle that have yet to be fully
mind to determine whether or not at least one resolved. If you would like the player characters to
creature within 30 feet of you wishes you harm. be involved in their story going forward, consider
If more than one hostile creature is within range, how they might help them with the following:

e
you can’t detect how many, only that at least one y Aktavi can still possess Shiaali whenever she
exists. If you detect hostile feelings with this item, leaves the magical protections written into her
you can use another action within the next minute safehouse. How might Shiaali prevent posses-
to determine the current distance to the nearest sion more permanently? Perhaps the player
hostile creature.

fil
characters must seek dangerous magic, mys-
terious patrons, or ancient artifacts to defend
Shiaali’s mind for good.
Dorje of Time Hopping y Aktavi is likely to plan to recover Shiaali by
Wand, rare (requires attunement) sending its agents to Khorvaire. What happens
This dorje has 5 charges. While holding it, you if the Thousand Eyes agent from Borutesh,
can use an action to expend 1 or more of its Fali, is sent to Sharn to track down Shiaali
charges to hop forwards in time, and you imme- and Miira?
diately disappear from your space for a number y As a du’ulora quori, Aktavi is vengeful dreams
incarnate—but it is far from the most powerful
of rounds equal to the number of charges you
expend. During that time, other creatures can’t
e
perceive, interact with, or affect you in any way,
you are unaware of your surroundings, and you
can’t act, move, or speak. After that time, you
quori spirit. How might Aktavi conceal its
failures from superior quori? How many other
quori must it disrupt or destroy to maintain its
standing with the Darkness that Dreams?
pl
return to the space you previously occupied, or
the nearest unoccupied space, and from your
point of view, no time has passed at all. You return
at the start of your turn and can act normally.
The dorje regains 1d4+1 expended charges daily
at dawn. If you expend the dorje’s last charge, roll
a d20. On a 1, the dorje shatters and is destroyed.
m
Sa

46
Appendix A: Friends and Foes
Stat Blocks Dromite
The following creature statistics are found in Small humanoid (dromite), any alignment
this appendix: Armor Class 14 (natural armor)
Hit Points 17 (5d6)
Chantxu, Eneko Pathfinder Riedran Captain Speed 25 ft.

e
Dromite Riedran Guard
Dromite Elocator Roper STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 9 (-1)
Fali, Changeling Observer Saber-Toothed Tiger
Ilir, Gate Inquisitor Shiaali, Chosen Psion Skills Perception +2, Stealth +6, Survival +2
Iziaka, Eneko Dissident Umber Hulk Damage Resistances see Elemental Attunement trait

fil
Kalah, Oni Bodyguard Violet Fungus Senses passive Perception 12
Nivi, Shattered Kalashtar Wild Incarnate & Languages Dromite, Riedran
Challenge 1/2 (100 XP)
Piercer Nature Mote
Rendesa Heightened Senses. A dromite’s compound eyes and
antennae grant it advantage on Wisdom (Perception)
checks relying on sight or scent.
Chantxu, Eneko Pathfinder Elemental Attunement. Each dromite is attuned to either
Medium humanoid (eneko), neutral fire, cold, lightning, or thunder. It has resistance to that
damage type, and its energy ray attack deals damage of
Armor Class 14 (hide armor) that type.
Hit Points 30 (4d8+12)
Speed 30 ft.
STR DEX
15 (+2) 12 (+1)
CON INT WIS
17 (+3) 10 (+0) 13 (+1)
CHA
9 (-1)
e Actions
Multiattack. The dromite makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
pl
one target. Hit: 5 (1d6+2) piercing damage.
Skills Perception +3, Stealth +3, Survival +3
Senses darkvision 60 ft., passive Perception 13 Energy Ray. Ranged Spell Attack: +4 to hit, range 30 ft,
Languages Common, Giant, Riedran one target. Hit: 5 (1d10) damage of its Elemental
Challenge 1/2 (100 XP) Attunement type.

Untraceable. Chantxu can’t be tracked except by


magical means.
Actions
m

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


target. Hit: 6 (1d8+2) slashing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.
Reactions
Nomad’s Arrow. When a hostile creature moves within
Sa

5 feet of Chantxu, he can immediately move up to his


speed and make a longbow attack. The movement does
not provoke an attack of opportunity from the triggering
creature.

47
Appendix A: Friends and Foes | Stat Blocks

Dromite Elocator Fali, Changeling Observer


Small humanoid (dromite), any alignment Medium humanoid (changeling, shapechanger),
lawful neutral
Armor Class 16 (natural armor)
Hit Points 76 (17d6+17) Armor Class 12 (15 with mage armor)
Speed 40 ft. Hit Points 99 (18d8+18)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 15 (+2) 12 (+1) 9 (-1) STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+1) 16 (+3) 14 (+2) 13 (+1)
Skills Perception +3, Sleight of Hand +8, Stealth +8

e
Damage Resistances see Elemental Attunement trait Saving Throws Wis +5, Cha +6
Senses passive Perception 13 Skills Arcana +6, Perception +5, Persuasion +4,
Languages Dromite, Riedran Religion +6
Challenge 4 (1,100 XP) Senses passive Perception 15
Languages Common, Riedran, Quori

fil
Heightened Senses. The dromite’s compound eyes and Challenge 5 (1,800 XP)
antennae grant it advantage on Wisdom (Perception)
checks relying on sight or scent. Change Appearance. Fali can use her action to polymorph
Elemental Attunement. Each dromite is attuned to either into a Medium humanoid she has seen, or back into her
fire, cold, lightning, or thunder. It has resistance to that true form. Her statistics, other than her size, are the same
damage type, and its energy ray attack deals damage of in each form. Any equipment she is wearing or carrying
that type. isn’t transformed. She reverts to her true form if she dies.

Scorn Earth. The dromite can float 1 foot above a solid or Cunning Action. On each of her turns, Fali can use a bonus
liquid surface, gliding with every step. It is immune to the action to take the Dash, Disengage, or Hide action.
effects of difficult terrain and damaging terrain, and does Psicrystal Artifice. Once per turn, Fali can cause a creature
not sink into liquid surfaces against its will.
Actions
Multiattack. The dromite makes two melee attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
e that she has hit with an attack to become overwhelmed
with an emotion that Fali had stored in her psicrystal. That
creature must make a DC 14 Intelligence saving throw. On
a failed save, it takes 17 (5d6) psychic damage and suffers
one of the following effects (roll a d6 or choose one). On
pl
a successful save, the target takes half as much damage
one target. Hit: 7 (1d6+4) piercing damage.
and suffers no other effects.
Energy Ray. Ranged Spell Attack: +6 to hit, range 30 ft., 1. Joy. The target is charmed for 1 minute or until it
one target. Hit: 16 (3d10) damage of its Elemental takes damage.
Attunement type. 2. Fear. The target is frightened for 1 minute or until it
Dimensional Hopping (Recharge 5-6). The dromite takes damage.
chooses up to six creatures or objects within 60 feet of it. 3. Disgust. The target is poisoned until the end of its
The dromite teleports adjacent to each target in an order next turn.
4. Sadness. The target suffers one level of exhaustion.
m

of its choosing, and between each teleport, it can either


make a melee weapon attack, make a Dexterity (Sleight of 5. Anger. Attack rolls against the target have advantage
Hand) check, or take the Use an Object action. Finally, it until the end of its next turn.
teleports up to 30 feet to a space of its choosing. 6. Surprise. The target has disadvantage on Dexterity
saving throws and can’t use its reaction until the end
Reactions of its next turn.
Temporal Acceleration. As a reaction at the end of another Psionics. Fali is a 4th-level spellcaster. Her spellcasting
creature’s turn, the dromite takes an extra turn. It does not ability is Intelligence (spell save DC 14, +6 to hit with spell
regain its reaction during that extra turn.
Sa

attacks). She can cast the following spells, requiring no


components:
At will: eldritch blast, encode thoughts GGR , guidance, friends
1st level (4 slots): charm person, command, cure wounds,
dissonant whispers, mage armor
2nd level (3 slots): blur, detect thoughts, hold person

Actions
Multiattack. Fali makes two melee weapon attacks.
Shortsword. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.

48
Appendix A: Friends and Foes | Stat Blocks

Ilir, Gate Inquisitor Psychic Observer. Ilir gains a bonus to his Armor Class equal
to his Wisdom modifier.
Medium humanoid (changeling, shapechanger), lawful evil
Armor Class 17 (psychic observer)
Actions
Hit Points 214 (33d8 + 66) Multiattack. Ilir makes two attacks with his soulknife and uses
Speed 30 ft. Psychic Daze.
Soulknife. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA
target. Hit: 14 (2d10+3) force damage and Ilir teleports 15 ft
10 (+0) 16 (+3) 14 (+2) 15 (+2) 18 (+4) 13 (+1)
to a space he can see.
Saving Throws Wis +7, Cha +5 Psychic Daze. Ranged Spell Attack: +8 to hit, range 30 ft., one

e
Skills Deception +5, Insight, +7, Perception +7 target. Hit: 11 (2d10) psychic damage and the target can’t use
Senses passive Perception 17 bonus actions until the end of its next turn.
Languages Common, Riedran, Quori Gaze of the Thousand Eyes (1/Day). Ilir conjures ten Tiny crys-
Challenge 10 (5,900 XP) talline eyes, each in a separate space within 100 feet of him. A
creature that starts its turn within 10 feet of one or more of the

fil
Change Appearance. Ilir can use his action to polymorph into
spectral eyes takes 4 (1d8) psychic damage, and must succeed
a Medium humanoid he has seen, or back into his true form.
on a DC 16 Wisdom saving throw or become frightened of Ilir
His statistics are the same in each form. Any equipment Ilir is
until the start of its next turn. A crystal eye has AC 12 and 4
wearing or carrying isn’t transformed. Ilir reverts to his true
hp. Ilir gains a +1 bonus to Perception checks for each active
form if he dies.
crystal eye. The eyes remain for 1 minute or until destroyed.
Indoctrinated. Ilir gains advantage on saving throws against
spells and other magical effects that would cause him to Legendary Actions
become charmed or frightened. Ilir can take 3 legendary actions, choosing from the options
Psionics. Ilir is a 10th-level spellcaster. His spellcasting ability below. Only one legendary action can be used at a time and
is Wisdom (spell save DC 16; +8 to hit with spell attacks). He only at the end of another creature’s turn. Ilir regains spent
can cast the following spells, requiring no components:
At will: guidance, mage hand, vicious mockery, true strike
1st level (4 slots): charm person, command, comprehend lan-
guages, dissonant whispers
2nd level (3 slots): detect thoughts, phantasmal force, see
e legendary actions at the start of his turn.
Fight for Riedra. Ilir makes a Soulknife attack.
Unwavering Path (Costs 2 Actions). Ilir makes a DC 16 Wisdom
saving throw. On a successful save, he ends one spell or
condition affecting him. Ilir can use this legendary action
pl
invisibility even while incapacitated, but not while unconscious.
3rd level (3 slots): clairvoyance, fear, counterspell Manifest Psionics (Costs 2 Actions). Ilir casts a spell using
4th level (3 slots): compulsion, dimension door his Psionics trait. The spell must have a casting time of
5th level (2 slots): dominate person, telekinesis one action or one bonus action. Ilir expends a spell slot
as normal.

Iziaka, Eneko Dissident


m

Medium humanoid (eneko), chaotic good


Armor Class 13 (leather armor)
Hit Points 32 (5d8+10)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+1) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 15 (+2)
Skills Acrobatics +4, Perception +2, Stealth +4, Survival +3
Sa

Senses darkvision 60 ft., passive Perception 12


Languages Common, Giant, Riedran
Challenge 1/2 (100 XP)

Nighthaunter. Iziaka has advantage on saving throws against


being charmed, and magic can’t put her to sleep.
Oni’s Tricks. Once per turn, Iziaka can deal an extra 7 (2d6)
necrotic damage to a creature she hits with a weapon attack.
She can then teleport up to 15 feet and make a Dexterity
(Stealth) check to hide.
Actions
Kukri. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) slashing damage.

49
Appendix A: Friends and Foes | Stat Blocks

e
fil
Nivi, Shattered Kalashtar
Medium humanoid (kalashtar), chaotic neutral
Armor Class 15 (chain shirt)
Kalah, Oni Bodyguard Hit Points 82 (15d8+15)
Speed 30 ft.
Large giant, lawful neutral
Armor Class 17 (half plate) STR DEX CON INT WIS CHA
Hit Points 127 (15d10+45) 11 (+0) 14 (+2) 13 (+1) 15 (+2) 7 (-2) 17 (+3)
Speed 30 ft., fly 30 ft.
STR DEX
19 (+4) 14 (+2)
CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 16 (+3)
Saving Throws Dex +5, Con +6, Wis +5, Cha +6
e Damage Resistances psychic
Condition Immunities charmed, frightened
Senses passive Perception 8
Languages Common, Quori, Riedran
Challenge 4 (1,100 XP)
pl
Skills Arcana +5, Intimidation +9, Perception +4
Senses darkvision 60 ft., passive Perception 14 Sheltered Psyche. Nivi has advantage on saving throws
Languages Riedran, Giant against illusions and can’t be possessed.
Challenge 8 (3,900 XP) Captivating Eyes. When a creature that can see Nivi makes
an attack roll against her, that creature must succeed on a
Innate Spellcasting (Psionics). Kalah’s innate spellcasting DC 15 Charisma saving throw or be charmed by Nivi until
ability is Charisma (spell save DC 14). He can innately cast the start of its next turn.
the following spells, requiring no material components:
Actions
m

At will: darkness, invisibility


1/day each: charm person, cone of cold, gaseous form, sleep Multiattack. Nivi makes two kukri attacks and one psionic
blast attack.
Magic Weapons. Kalah’s weapon attacks are magical.
Kukri. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Regeneration. Kalah regains 10 hit points at the start of target. Hit: 5 (1d6+2) slashing damage.
his turn if he has at least 1 hit point.
Psionic Blast. Ranged Spell Attack: +5 to hit, range 60 ft.,
Actions one target. Hit: 16 (3d10) psychic damage.
Sa

Multiattack. Kalah makes two attacks, either with his Dream Rend (Recharge 5-6). The kalashtar releases a
claws or his maul. psionic burst which tears a creature from its connection
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, to the Region of Dreams, damaging its ability to imagine
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. and coordinate its actions. Each creature within 30 feet of
Nivi must succeed on a DC 15 Charisma saving throw or
Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one take 16 (3d10) psychic damage and suffer schism. Before
target. Hit: 18 (4d6 + 4) bludgeoning damage, or 11 (2d6 a creature suffering schism takes an action, it must be
+ 4) bludgeoning damage in Small or Medium form. announced to the DM in secret. The DM must then ask
Change Shape. Kalah magically polymorphs into a Small one other player what action they think the creature would
or Medium humanoid, into a Large giant, or back into his take. If the answers match, the action occurs as planned.
true form. Other than his size, his statistics are the same Otherwise, the creature can’t take any action this turn, as
in each form. The only equipment that is transformed is his it stutters ineffectually. However, the creature can take
maul, which shrinks so that it can be wielded in humanoid bonus actions and reactions as normal. An affected crea-
form. If Kalah dies, he reverts to his true form, and his ture can make a new saving throw at the end of each of its
maul reverts to its normal size. turns. Creatures that don’t sleep are immune to this ability.

50
Appendix A: Friends and Foes | Stat Blocks

Piercer Rendesa
Medium monstrosity, unaligned Large monstrosity, lawful neutral
Armor Class 15 (natural armor) Armor Class 11 (14 with mage armor)
Hit Points 22 (3d8 + 9) Hit Points 39 (6d10+6)
Speed 5 ft., climb 5 ft. Speed 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 16 (+3) 1 (-5) 7 (-2) 3 (-4) 18 (+4) 12 (+1) 13 (+1) 5 (-3) 15 (+2) 11 (+0)
Skills Stealth +5 Skills Athletics +6

e
Senses blindsight 30 ft., darkvision 60 ft., passive Senses passive Perception 12
Perception 8 Languages understands Riedran and Quori but
Languages — can’t speak
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

fil
False Appearance. While the piercer remains motion- Innate Spellcasting (Psionics). The rendesa’s innate spell-
less on the ceiling, it is indistinguishable from a normal casting ability is Intelligence. It can innately cast the fol-
stalactite. lowing spells, requiring no components:
Spider Climb. The piercer can climb difficult surfaces, At will: guidance, mage armor
including upside down on ceilings, without needing to 1/day: freedom of movement
make an ability check.
Goring Charge. If the rendesa moves at least 20 feet
Actions straight toward a creature and then hits it with a horns
attack on the same turn, that target must succeed on a
Drop. Melee Weapon Attack: +3 to hit, one creature directly
DC 14 Strength saving throw or be knocked prone. If the
underneath the piercer. Hit: 3 (1d6) piercing damage per
target is prone, the rendesa can make an attack with its
10 feet fallen, up to 21 (6d6). Miss: The piercer takes half
the normal falling damage for the distance fallen.

e hooves against it as a bonus action.


Actions
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d12+4) bludgeoning damage.
pl
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6+4) bludgeoning damage.
Mind Link. The rendesa forges a telepathic bond with one
willing creature it can see. The bond lasts for 10 minutes
or until the rendesa bonds with a different creature. While
bonded and on the same plane of existence, the rendesa
and the bonded creature can communicate telepathically
with each other over any distance.
m
Sa
Appendix A: Friends and Foes | Stat Blocks

e
fil
Riedran Captain
Medium humanoid (human), any alignment
Armor Class 18 (plate armor)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR DEX
16 (+3) 11 (+0)
CON INT WIS CHA
14 (+2) 11 (+0) 11 (+0) 15 (+2)
e
pl
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Riedran
Challenge 3 (700 XP)

Indoctrinated. The Riedran captain has advantage on


Riedran Guard
Medium humanoid (human), any alignment
saving throws against being charmed or frightened.
Armor Class 16 (chain shirt, shield)
m

Psionic Coordination. Once per turn, the Riedran captain


can deal an extra 3 (1d6) damage to a creature it hits Hit Points 22 (4d8+4)
with a weapon attack for each of the captain’s allies Speed 30 ft.
within 5 feet of the target that isn’t incapacitated, up to a STR DEX CON INT WIS CHA
maximum of 5d6. 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Actions Skills Perception +2
Multiattack. The Riedran captain makes two melee attacks. Senses passive Perception 12
Languages Riedran
Sa

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one


Challenge 1/2 (100 XP)
target. Hit: 10 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +2 to hit, reach Emboldened by Authority. The Riedran guard can use a
150/600 ft., one target. Hit: 4 (1d8) piercing damage. bonus action to make a melee weapon attack if it can see
a humanoid ally with a higher challenge rating that isn’t
Leadership (Recharges after a Short or Long Rest). For 1
incapacitated.
minute, the Riedran captain can utter a special command
or warning whenever a nonhostile creature that it can see Actions
within 30 feet of it makes an attack roll or a saving throw.
Glaive. Melee Weapon Attack: +3 to hit, reach 5 ft., one
The creature can add a d4 to its roll provided it can hear
target. Hit: 6 (1d10 + 1) piercing damage.
and understand the captain. A creature can benefit from
only one Leadership die at a time. This effect ends if the Shortbow. Ranged Weapon Attack: +3 to hit, reach
captain is incapacitated. 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

52
Appendix A: Friends and Foes | Stat Blocks

Roper Saber-Toothed Tiger


Large monstrosity, neutral evil Large beast, unaligned
Armor Class 20 (natural armor) Armor Class 12
Hit Points 93 (11d10 + 33) Hit Points 52 (7d10+14)
Speed 10 ft., climb 10 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) 18 (+14) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
Skills Perception +6, Stealth +5 Skills Perception +3, Stealth +6

e
Senses darkvision 60 ft., passive Perception 16 Senses passive Perception 13
Languages — Languages —
Challenge 5 (1,800 XP) Challenge 2 (450 XP)

False Appearance. While the roper remains motionless, it Keen Smell. The tiger has advantage on Wisdom

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is indistinguishable from a normal cave formation, such (Perception) checks that rely on smell.
as a stalagmite. Pounce. If the tiger moves at least 20 feet straight toward
Grasping Tendrils. The roper can have up to six tendrils at a creature and then hits it with a claw attack on the same
a time. Each tendril can be attacked (AC 20; 10 hit points; turn, that target must succeed on a DC 14 Strength saving
immunity to poison and psychic damage). Destroying a throw or be knocked prone. If the target is prone, the tiger
tendril deals no damage to the roper, which can extrude can make one bite attack against it as a bonus action.
a replacement tendril on its next turn. A tendril can also
be broken if a creature takes an action and succeeds on a Actions
DC 15 Strength check against it. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Spider Climb. The roper can climb difficult surfaces, Hit: 10 (1d10 + 5) piercing damage.
including upside down on ceilings, without needing to
make an ability check.
Actions
Multiattack. The roper makes four attacks with its tendrils,
e Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
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uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one
creature. Hit: The target is grappled (escape DC 15). Until
the grapple ends, the target is restrained and has disad-
vantage on Strength checks and Strength saving throws,
and the roper can’t use the same tendril on another target.
m

Reel. The roper pulls each creature grappled by it up to 25


feet straight toward it.
Sa

53
Appendix A: Friends and Foes | Stat Blocks

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Shiaali, Chosen Psion
Medium humanoid, lawful neutral
e increase by 2, and she gains immunity to the charmed and
frightened conditions.
Vessel of Power. While Shiaali is possessed by the du’ulora
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Armor Class 12 (14 with mage armor) spirit Aktavi, she is a 7th-level spellcaster. Her spellcasting
Hit Points 121 (22d8 + 22) ability for her Psionics trait is Intelligence (spell save DC 15, +7
Speed 30 ft. to hit with spell attacks). She can cast the following additional
STR DEX CON INT WIS CHA spells, requiring no components:
9 (-1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 3rd level (1 slot): counterspell, fireball
4th level (1 slot): fire shield, freedom of movement
Saving Throws Dex +5, Wis +4, Cha +5
Skills Arcana +6, History +6, Persuasion +5 Vessel of Rage. While Shiaali is possessed by the du’ulora spirit
m

Senses passive Perception 11 Aktavi, each creature of her choice that starts its turn within
Languages Common, Riedran, Quori 15 feet of her takes 7 (2d6) fire damage.
Challenge 6 (2,300 XP); when possessed by Aktavi, 8
(3,900 XP) Actions
Multiattack. Shiaali makes one attack with her glaive and uses
Indoctrinated. Shiaali gains advantage on saving throws Telekinetic Thrust.
against spells and other magical effects that would cause her
to become charmed or frightened. Glaive. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d10-1) piercing damage.
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Psionics. Shiaali is a 5th-level spellcaster. Her spellcasting


ability is Intelligence (spell save DC 14, +6 to hit with spell Telekinetic Thrust. Ranged Spell Attack: +8 to hit, range 30 ft.,
attacks). She can cast the following spells, requiring no one target. Hit: 11 (2d10) force damage and the target is
components: pushed or pulled 10 feet.
At will: guidance, mage hand, vicious mockery, produce flame Reactions
1st level (4 slots): charm person, command, mage armor, Misshape Memory (Recharge 5-6). When a creature within
sanctuary 60 feet of Shiaali targets her with an attack, spell, or ability,
2nd level (3 slots): detect thoughts, phantasmal force, she can use her reaction to bend memories and reality into
hellish rebuke a more favorable position. Shiaali teleports, switching places
3rd level (2 slots): clairvoyance, fear with another creature within 60 feet of her. The creature that
Vessel of Eminence. While Shiaali is possessed by the du’ulora takes her place becomes the new target of the triggering attack,
spirit Aktavi, her Intelligence, Wisdom and Charisma each spell, or ability.

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Appendix A: Friends and Foes | Stat Blocks

Umber Hulk Violet Fungus


Large monstrosity, chaotic evil Medium plant, unaligned
Armor Class 18 (natural armor) Armor Class 5
Hit Points 93 (11d10 + 33) Hit Points 18 (4d8)
Speed 30 ft., burrow 20 ft. Speed 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 10 (+0) 3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
Senses darkvision 120 ft., tremorsense 60 ft., passive Condition Immunities blinded, deafened, frightened

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Perception 10 Senses blindsight 30 ft. (blind beyond this radius),
Languages Umber Hulk passive Perception 6
Challenge 5 (1,800 XP) Languages —
Challenge 1/4 (50 XP)
Confusing Gaze. When a creature starts its turn within

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30 feet of the umber hulk and is able to see the umber False Appearance. While the violet fungus remains motion-
hulk’s eyes, the umber hulk can magically force it to make less, it is indistinguishable from an ordinary fungus.
a DC 15 Charisma saving throw, unless the umber hulk is
incapacitated. Actions
On a failed saving throw, the creature can’t take reac- Multiattack. The fungus makes 1d4 Rotting Touch attacks.
tions until the start of its next turn and rolls a d8 to
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft.,
determine what it does during that turn. On a 1 to 4, the
one creature. Hit: 4 (1d8) necrotic damage.
creature does nothing. On a 5 or 6, the creature takes no
action but uses all its movement to move in a random
direction. On a 7 or 8, the creature makes one melee attack
against a random creature, or it does nothing if no creature
is within reach.
Unless surprised, a creature can avert its eyes to avoid
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the saving throw at the start of its turn. If the creature does
so, it can’t see the umber hulk until the start of its next
turn, when it can avert its eyes again. If the creature looks
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at the umber hulk in the meantime, it must immediately
make the save.
Tunneler. The umber hulk can burrow through solid rock at
half its burrowing speed and leaves a 5-foot-wide, 8-foot-
high tunnel in its wake.
Actions
Multiattack. The umber hulk makes three attacks: two with
m

its claws and one with its mandibles.


Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
Sa

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Appendix A: Friends and Foes | Stat Blocks

Wild Incarnate elemental damage type is determined by the wild incarnate’s


current oldest elemental attunement at the time it is created.
Huge elemental, unaligned
Armor Class 14 (natural armor)
Actions
Hit Points 115 (11d12+44) Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Speed 30 ft. Hit: 12 (2d8 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA Rockslide. The wild incarnate makes two slam attacks and
20 (+5) 11 (+0) 18 (+4) 5 (-3) 12 (+1) 8 (-1) attunes to earth.
Forest Fire. The wild incarnate’s body goes up in flames. Each
Saving Throws Str +8, Con +7

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non-elemental creature within 30 feet of the wild incarnate
Skills Stealth +3
must make a DC 15 Dexterity saving throw, taking 13 (3d8)
Damage Resistances See Elemental Nature trait
fire damage on a failed save, or half as much damage on a
Senses blindsight 60 ft., passive Perception 11
successful one. The wild incarnate attunes to fire.
Challenge 5 (1,800 XP)
Snowdrift. A cloud of vapor bursts from the wild incarnate

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Elemental Nature. When the wild incarnate uses certain and freezes. Each creature within 30 feet of the wild incarnate
actions or reactions, it gains elemental attunement to air, must make a DC 15 Constitution saving throw. On a failed
earth, fire, or water. The wild incarnate can have two attune- save, a creature takes 9 (2d8) cold damage and is restrained.
ments at a time, replacing the oldest attunement when it gains Elementals automatically succeed on this saving throw. A
a new one. The wild incarnate’s elemental attunements grant creature can free itself as an action by succeeding on a DC 15
it damage resistance as follows: Strength (Athletics) check, or by taking fire damage. The wild
y Air: resistant to lightning and thunder damage incarnate attunes to water.
y Earth: resistant to bludgeoning, piercing, and slashing from
nonmagical attacks
Reactions
y Fire: resistant to fire damage Dust Devil. After the wild incarnate is hit with an attack, it can
y Water: resistant to acid and cold damage fly up to 30 feet without provoking opportunity attacks. When

Overload. Whenever the wild incarnate attunes to a new


element, it creates 1d4 nature motes, each of which appearse
within a space of the wild incarnate’s choice within 30 feet
of it. All nature motes act on initiative count 0. Each mote’s
it finishes this movement, each creature within 20 feet of the
wild incarnate must succeed on a DC 15 Strength saving throw
or be pushed 10 feet and fall prone. Elementals automatically
succeed on this saving throw. The wild incarnate attunes to air.
pl
Nature Mote
Tiny elemental, unaligned
Armor Class 12
Hit Points 4 (1d4+2)
m

Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 6 (-2) 1 (-5) 12 (+1)
Senses blindsight 30 ft., passive Perception 11
Challenge 0 (10 XP)

Elemental Heritage. When this mote is created by a wild


Sa

incarnate, its elemental damage type is determined by the


oldest elemental attunement of the wild incarnate:
y Air: mote deals thunder damage
y Earth: mote deals bludgeoning damage
y Fire: mote deals fire damage
y Water: mote deals cold damage

Actions
Lamannian Rupture. Melee Spell Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (2d6) damage of its Elemental
Heritage type. After using this action, the mote dies.

56
Appendix B: Maps and
Player Handouts
Assimilation Tokens

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Appendix B: Maps and Player Handouts | Map: Rhiavhaar

Map: Rhiavhaar

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Appendix B: Maps and Player Handouts | Map: The Tunnels

Map: The Tunnels

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Appendix B: Maps and Player Handouts | Map: Borutesh

Map: Borutesh

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Appendix B: Maps and Player Handouts | Map: Shiaali’s Manor

Map: Shiaali’s Manor

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Appendix B: Maps and Player Handouts | Map: Serpent Shrine

Map: Serpent Shrine

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Appendix B: Maps and Player Handouts | Map: Aurora Coast

Map: Aurora Coast

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Appendix B: Maps and Player Handouts | Map: Aurora Coast

Map: Aurora Coast (Black & White)

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64
Appendix C: Sarlonan
Player Characters
This adventure assumes that player characters
are employed by agents from Khorvaire, but
Transport to Khorvaire
that need not be the case. If you want to truly When Miira escaped, Shiaali sent her with some
showcase the potential Sarlona has as a loca- simple Inspired magic items. Miira has traded

e
tion for your Eberron game, consider asking all everything to hire Kes d’Lyrandar to take both
your players to create characters that are from her and Miira across the sea to Sharn. Rather
one of Sarlona’s four nations: Riedra, Adar, than meeting Kes via the adventurers’ guild in
Syrkarn or Tashana. Khorvaire, Miira met him through contacts in

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Ardhmen in Syrkarn. Their rendezvous in the bay
Adapting the Adventure by the Aurora Coast has been planned ahead of
time, and Miira will be at the ship when the player
In this variant, Miira has not made contact with a characters bring Shiaali there.
Khorvairian adventuring guild. Instead, she has
managed to escape to the free city of Ardhmen
in Syrkarn or a kalashtar monastery in Adar.
Character Development
The player characters must then travel back into You might want to ask the players the following
the heart of Inspired territory to rescue Shiaali. questions to tie their stories to the Sarlonan char-
Consider the following ideas: acters and locations:

Legal Entry
Instead of testing their dreamshaping on
Khorvairians, the Inspired agree to Shiaali’s
e y What caste do you belong to according to the
Path of Inspiration?
y If you are Riedran, you have lived most of your
life without any expectation of privacy—do you
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plan in order to test the hanbalani on Adarans or trust other people to be alone?
Syrks. They hope to find a more peaceful way of y Did something make you lose trust in the
spreading their influence in these regions, since spirits, or have you always been skeptical of the
conquest is difficult (in the case of Adar) or risky Path of Inspiration?
(in the case of Syrkarn). In this case, the adven- y Have you ever been to Borutesh?
ture can unfold as written. y How do you feel helping Shiaali when she is a
member of the oppressive caste of Chosen?
m

Illegal Entry y Are you (still) in contact with anyone in Riedra?


y Do you believe that the kalashtar are truly
Alternatively, you might decide to remove all trying to help, or are their spirits just as nefar-
references to ‘legitimate’ reasons for the player ious as the Inspired’s il-altas?
characters to enter Riedra, and instead require
a clandestine entry. In that case, the player char-
acters might be dropped off in Dar Ulatesh in
Racial Traits
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disguise and have to find a way into and through If your players express interest in playing an
the tunnels themselves. In the mission briefing, eneko or Chosen, they can use the racial traits
include the lead that House Tharashk is shipping provided in Appendix D: Player Options.
Khyber dragonshards out of the Jhodra in Dar
Ulatesh without having been granted entry into
Riedra proper.

65
Appendix D: Player Options
Two new player races are presented here for
Sarlona campaigns. Riedra’s Chosen, also known
Possession
as empty vessels, serve as the highest caste in Rebel Chosen may need to take special measures
Riedran society. Eneko, sometimes known as to prevent the quori from simply subjugating their
mongrel ogres, are hardy nomads rumored to mind and guiding them back to the Thousand
wield dark magic. Eyes. As such, heroic Chosen may be particularly

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reliant on their allies and the safety they can
Riedra’s Chosen provide. In Sarlona, a friendly cleric with access
to protection from evil and good or magic circle is
The Chosen are humans who, after centuries of a rare and valuable asset. Alternatively, your quori
careful breeding and psychic manipulation, are might have recently been destroyed, and has yet

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able to act as hosts for the nightmarish quori of to fully reform in the heart of Dal Quor. That can
the Region of Dreams. The Chosen who host buy you precious time to find a permanent means
these creatures claim the title Inspired and rule of protecting yourself. When playing a Chosen
Riedra with efficiency and cruelty. character, always talk to your DM about how you
want to interact with the quori you have been bred
Riedran Perfection to host. In some campaigns, your relationship
The Riedran state religion teaches that the need not necessarily be hostile. Certain class fea-
Inspired are the natural and superior rulers of tures like a warlock’s pact magic or a barbarian’s
humankind. This status is reflected not only in rage could represent direct possession.

psionic abilities.
Chosen that turn away from their destiny to
e
the ability of the Chosen to accept quori hosts,
but also in their otherworldly beauty, poise, and Chosen Names
Riedrans do not use surnames, for their alle-
giance to Riedra is above all bonds of family. The
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lead Riedra must give up wealth, education, and name of an Inspired is often a composite of the
influence. Those who stray from the Riedran way name of the Chosen host and the name of the
of life are considered tragic victims of spirits of il-altas who inspires them. For example, a Chosen
corruption called altavar. Within the empire, the named Julana inspired by Gatesh may take the
Thousand Eyes are tasked with cleansing the name Julgatesh while possessed by their spirit.
world of the influence of these spirits, and they In the Riedran tongue, double vowels are typi-
will almost certainly hunt a rebellious Chosen. In cally pronounced as distinct sounds. Khorvairians
m

the lands beyond, the task may fall to the secre- who are unfamiliar with this practice often simply
tive agents of the Dreaming Dark. Chosen heroes extend the vowel sound.
should carefully consider their plans to evade
these organizations. Chosen Traits
Path of Inspiration Your exceptional breeding and education grant
you the following racial traits.
Before all else, Chosen are hosts to the quori—il-
Sa

Ability Score Increase. Your Intelligence score


altas in the Riedran tongue. While Inspired, a increases by 2.
Chosen’s will belongs utterly to the possessing Age. Chosen, like humans, reach maturity at
quori spirit. Chosen have been specifically approximately 18 years old and can live over a
designed for this purpose, and so are particularly century.
vulnerable to possession by quori, even against Alignment. Chosen are raised to follow the
their will—the particular quori that a Chosen has strict and cruel hierarchy of Riedra. They are
been bred to host can possess them without any most often lawful evil, but when not possessed by
chance for resistance on the part of the vessel. their quori, they have free will and might rarely
Since the quori never need to leave Dal Quor, they choose a more heroic path.
can take control anytime, anywhere.

66
Appendix D: Player Options | Riedra’s Chosen

Size. Chosen are generally taller than humans Hashalaq Vessel


and lightly built. Your size is Medium. Hashalaq quori serve the spirits of Dal Quor as
Speed. Your base walking speed is 30 feet. loremasters and judges. Chosen who are created
Inspired Education. You gain proficiency in one to serve as vessels for hashalaqs are often
of the following skills: Arcana, History, Religion. involved in politics or magical research.
Commanding Presence. You can influence Ability Score Increase. Your Wisdom score
others with subtle psionic powers. When you make increases by 1.
a Charisma check, you can choose to gain advan- Vessel of Judgment. You know the guidance
tage on the roll. Once you use this trait, you can’t cantrip. When you reach 3rd level, you can cast

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use it again until you finish a short or long rest. the command spell once with this trait and regain
Empty Vessel. You have disadvantage on the ability to do so when you finish a long rest.
saving throws to resist being charmed by aberra- Intelligence is your spellcasting ability for these
tions and fiends, or to resist other abilities which spells, and you can cast them without using any
would result in mind control or possession.

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components.
Riedran Weapon Training. You gain profi-
ciency with glaives. Chosen often use a Riedran Kalaraq Vessel
style of double-headed glaive called a zulaat. Kalaraqs are among the most powerful spirits in
Languages. You can speak, read, and write Dal Quor. These quori and their Chosen form the
Riedran, Common, Quor, and one other language upper leadership of the Unity of Riedra.
of your choice. Ability Score Increase. Your Wisdom score
Subrace. Although Chosen can play host to increases by 1.
any quori spirit, they are often bred with a spe- Vessel of Seeing. You know the minor illusion
cific possessor in mind. Your subrace represents
your inherent affinity for a certain possessor

subrace for your Chosen character:

Du’ulora Vessel
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and grants you certain psionic talents. Choose a
cantrip. When you reach 3rd level, you can cast
the color spray spell once with
this trait and regain the ability
to do so when you finish a
long rest. Intelligence is your
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spellcasting ability
Du’ulora are spirits of anger and thrive on conflict. for these spells, and
Chosen bound to these quori often serve Riedra you can cast them
as military commanders. without using any
Ability Score Increase. Your Charisma score components.
increases by 1.
Vessel of Rage. You know the produce flame
m

cantrip. When you reach 3rd level, you can cast


the hellish rebuke spell once with this trait and
regain the ability to do so when you finish a long
rest. Intelligence is your spellcasting ability for
these spells, and you can cast them without
using any components.
Sa

67
Appendix D: Player Options | Eneko

Tsucora Vessel
Tsucora quori are schemers that excel in manipu-
Eneko
Eneko are most common in southwest Sarlona,
lating the fears of mortals. As such, they are
making up almost half of the population of
well suited to directing the affairs of Riedra, and
Syrkarn. A rare few struggle under the yoke
Chosen bound to tsucora are found at all levels of
of Riedra in the neighboring Borunan district.
Riedra’s noble caste.
However, heroic eneko might find themselves
Ability Score Increase. Your Constitution
fighting the Inspired across their empire, com-
score increases by 1.
muning with the Kalashtar in Adar, or braving the
Vessel of Ruin. You know the mage hand

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frosts of the north with the shifters of the Tashana
cantrip. When you reach 3rd level, you can cast
Tundra. Exceptional individuals might even sail
the cause fear XGE spell once with this trait and
across the Barren or Lhazaar Seas to mingle with
regain the ability to do so when you finish a long
the diverse folk of Khorvaire.
rest. Intelligence is your spellcasting ability for

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these spells, and you can cast them without using
any components.
Mixed Bloodlines
Eneko originated from pairings between the
Tsoreva Vessel ogres of Borunan and the nomadic half-giants
Tsoreva quori thirst for the rush of battle, and they that wander the continent. According to half-giant
might be considered il-Lashtavar’s footsoldiers if legend, their people are the progeny of Sarlona’s
they were not bound in Dal Quor with the rest of native humans and giant explorers from Xen’drik.
the quori. Chosen bound to tsoreva often serve as Grandiose eneko may claim that the blood of the
military leaders beneath du’ulora Chosen, and are ancient human sorcerer-kings and the mightiest
renowned for their use of psionic weapons.
Ability Score Increase. Your Strength score
increases by 1.
Vessel of War. You know the shillelagh
cantrip. When you reach 3rd level, you can cast
e titans of Xen’drik flows through their veins. While
many Riedrans deride the eneko, labeling them
“mongrels,” eneko themselves view the diversity of
their heritage as one of their greatest strengths.
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the compelled duel spell once with this trait and Dark Magic
regain the ability to do so when you finish a long The arcane power displayed by their legendary
rest. Intelligence is your spellcasting ability for forebearers leads many eneko to the study of
these spells, and you can cast them without using magic. The cult of Karrak the Final Guardian, a
any components. deity sometimes called an aspect of the Keeper, is
said to have its origins in the giants of Xen’drik.
Usvapna Vessel
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Riedrans and less-trusting Syrk humans claim


Usvapna quori are methodical manipulators of the cult of Karrak is a convenient front for the
mortal dreams. Chosen bound to usvapnas serve practice of dark magic.
Riedra as diplomats, inquisitors, and assassins.
Ability Score Increase. Your Intelligence score
increases by 1.
Eneko Names
Vessel of Inquisition. You know the message Like many other races, eneko typically use a first
cantrip. When you reach 3rd level, you can cast name and a clan name. Away from home, eneko
Sa

the detect evil and good spell once with this trait often add their place of birth or vocation as a third
and regain the ability to do so when you finish a name to distinguish themselves from local fami-
long rest. Intelligence is your spellcasting ability lies with the same clan name.
for these spells, and you can cast them without
using any components. Eneko Traits
Your ogre and giant ancestry grants you the fol-
lowing racial traits.
Ability Score Increase. Your Constitution
score increases by 2.

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Appendix D: Player Options | Eneko

Age. Eneko reach physical maturity at about 30, Titanheart


and many live through their second century. By far the most common of eneko subraces,
Alignment. Eneko greatly value personal titanhearts embody the strength and tough-
freedom and tend toward a chaotic alignment. ness of their giant ancestors. These eneko have
Size. Eneko are significantly taller than unmatched potential to endure the unpredictable
humans, ranging from 6 to 8 feet tall on average. wilderness of Sarlona.
Your size is Medium. Ability Score Increase. Your Strength score
Speed. Your base walking speed is 30 feet. increases by 1.
Darkvision. Thanks to your giant blood, you Giant’s Endurance. Whenever you make a

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have superior vision in dark and dim conditions. Constitution saving throw to resist the effects of
You can see in dim light within 60 feet of you as if harsh weather, you are considered proficient in
it were bright light, and in darkness as if it were these saves and can add double your proficiency
dim light. You can’t discern color in darkness, bonus, instead of your normal proficiency bonus.
only shades of gray.

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Titan’s Attunement. When you take acid, cold,
Powerful Build. You count as one size larger fire, lightning, or thunder damage, you can use
when determining your carrying capacity and the your reaction to gain resistance to the triggering
weight you can push, drag, or lift. damage type. The resistance applies to the trig-
Syrk Nomad. You have proficiency in the gering damage in addition to any future damage
Survival skill. of that type. When you use this trait, you lose
Eneko Weapon Training. You have proficiency any resistance it has previously granted, and you
with longbows. must finish a long rest before you can use this
Languages. You can speak, read, and write ability again.
Giant and either Riedran or Common.

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Subrace. Given their diverse lineage, different
eneko may express the traits of their ancestors
in different ways. Titanheart eneko favor the
physical power of the giants, while mageblood
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eneko express inherent, subtle magics. These
options represent individual diversity, not dis-
tinct ancestral lines. Choose a subrace for your
eneko character:

Mageblood
The blood of sorcerer-kings and oni mages is
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found in all eneko, but for some, the magic flows


more freely. The tricks of mageblood eneko inspire
the worst tales of their kind, though they are no
more likely to be dishonest than other creatures.
Ability Score Increase. Your Charisma score
increases by 1.
Nighthaunter. You have advantage on saving
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throws against being charmed, and magic can’t


put you to sleep.
Oni’s Tricks. You know the thaumaturgy
cantrip. When you reach 3rd level, you can cast
the fog cloud spell as a 1st-level spell once with
this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you
can cast the invisibility spell as a 2nd-level spell
once with this trait and regain the ability to do so
when you finish a long rest.
Charisma is your spellcasting ability for
these spells.

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