Professional Documents
Culture Documents
The Dragon Witch of Rashemen
The Dragon Witch of Rashemen
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 u sed with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Andrew BIshkinskyi and published under the Community Content Agreement for Dungeon Masters Guild.
1
Table of Contents
Floor 2 ...................................................................................... 28
Floor 3 ...................................................................................... 28
The Sublevel (Floor 0) .......................................................... 28
The Outer Underground Halls ............................................29
5.5 Moving on from Towers of Smoke ................................... 30
Credits .................................................................................... 1 5.6 Finding the Vale of False Hope...........................................31
2
THE DRAGON WITCH settlements that sheltered them to the ground — including
the entire city of Strogatsk.
OF RASHEMEN
Thinking the curse cured, the witch and the dragon lived
in seclusion, raising two dragon offspring. After their two
dragons were born, the curse returned, not only to the
An eye for an eye leaves the whole world blind. ancient dragon. The curse was powerful, beyond any
known shrieking hag’s capability. It was passed on to the
Common saying, sometimes attributed to M.K. Ghandi. dragon’s children, and when the elder of the two —
Khaetarubylath —became an adult, she began to turn evil.
Welcome to the Dragon Witch of Rashemen. This is a 12 to 18 Serhophea spent all of her energies keeping the curse at
hour adventure designed for 3-6 characters of 7th level, bay, but as Khaetarubylath’s power grew, the witch’s
that level up to 8th level partway through. efforts weren’t enough. Kaeta broke free, forcibly taking
With adjustments and the use of non-player character the young dragon Arvontonvar with her. This happened
(NPC) allies, it is possible to play through this adventure two months before the adventure’s start.
with as few as one player! Specific tips for this are included In the two months leading up to the adventure,
in Appendix B. Khaetarubylath has been busy hastily creating a lair. To fill
her hoard with treasure, she has begun to raid nearby
ADVENTURE DESCRIPTION (FOR ruins. It was on one such journey that she was seen flying
SHARING) outside Nathoud.
For the first time in many years, a dragon has been sighted
at the distant Rashemi border village of Nathoud before
ADVENTURE SUMMARY
flying off into the Endless Wastes. The elder Wychlaran Session Zero. DM and players discuss safety tools,
have been strangely unsuccessful in divining additional gameplay tone, and create characters appropriate to the
information about it. A mid-ranked witch, eager to “find adventure.
wisdom,” is sent to investigate the sighting. Part 1. Call to Action. Characters and/or NPCs from the two
Meanwhile, a Waterdavian scholar has sent an patrons meet in the bustling Rashemi city of Mulptan and
expedition to explore some of Rashemen’s ancient ruins. join forces before setting off into the Endless Wastes.
As an undertaking of cultural significance, the expedition Part 2. The Ring of Gray Flames. The characters explore
must be overseen by a wychlaran. the first Raumathari location on their list, coming face-to-
Thus, the two parties come together on an epic journey face with unexpected adversaries.
of danger, discovery, and wisdom. Part 3. Ruins of Strogatsk, the Charred City. At the long-
destroyed remains of an Endless Wastes city, the
ADVENTURE BACKGROUND (DM ONLY, characters discover evidence of the presence of a shrieking
MAJOR SPOILERS)
hag.
Part 4. Nathoud. At Rashemen’s most distant outpost, the
More than 100 years ago, in the aftermath of the invasion characters gather scarce clues about the dragon sighting
by the Grand Army of the Tuigan, postwar tensions in and their final destination at the Towers of Smoke. They
Rashemen’s border regions were at an all-time high. also learn of long-standing prejudices that remain in the
“The Calling Three” — a coven of shrieking hags from region even a century after the war that caused them.
the Endless Wastes undertook a ritual of great power to Part 5. Towers of Smoke. An ancient arcane mystery and an
corrupt an ancient silver dragon, cursing it to slowly important clue to current events are discovered at this
transform into a red dragon with a thirst for the Raumathari outpost.
destruction of Rashemen. The hags’ ritual and Part 6. Village of Lupitoye. Before heading deep into the
involvement in the dragon’s corruption remained a secret Endless Wastes, the characters seek guidance from the
to all. people of this village and its mysterious protector.
In a well-documented battle, the ancient dragon Part 7. To the Vale. Raiders of the unforgiving wastes with
attacked Rashemen near the city of Thasunta, where a little taste for negotiation accost the characters.
force of berserkers and wychlaran drove it away. It flew off Part 8. Vale of False Hope. Characters venture to the
into the Endless Wastes, never to be seen again. The farthest reaches of the Icespire Mountains to find a fabled
dragon was widely assumed to have been corrupted and location, a dragon, and a witch.
likely by agents of Thay. Part 9. Lair of the Shrieking Dragon. Sent on a new quest,
Suspecting there was something unnatural in the the characters meet the very foe who left them for dead.
dragon’s rage, the Wychlaran sent Othlor Serhophea — Here, they must make not only their stand, but also a
one of their most powerful witches to track and kill the choice.
badly injured dragon. She too, was never seen or heard Part 10. What Happens at the Hut. The characters seek out
from again. the shrieking hag Whistle.
Serhophea had found the dragon Morveisarryx, but Part 11. Conclusion. The characters’ choices lead to wisdom
rather than kill her, they formed a bond. The dragon told and understanding, one way or another.
her of the curse inflicted by the hags, and the two sought
to cure it. The witch and the dragon exacted a terrible
revenge upon the hags of the coven, killing the two that
remained alive and burning the Endless Wastes
3
RUNNING THE IMPORTANT TERMS &
PRONOUNCIATION*
ADVENTURE Dajemma [dah-jam-ah] —Rashemi tradition for the
umproven to travel and understand more of the world.
This adventure requires the core D&D Rulebooks, including Endless Wastes — a vast sparsely-inhabited land east of
the Player’s Handbook and Dungeon Master’s Guide. It also Rashemen. The area is home to many peoples and cultures
uses spells and magic items from Fizban’s Treasury of and is not a single country. This area is also known as the
Dragons, Tasha’s Cauldron of Everything, and Xanathar’s Hordelands (not used in this adventure) and Taan (used
Guide to Everything. All monsters required to run the interchangeably).
adventure are included in an appendix. Ethran — wychlaran rank, see Session 0 section for
details.
ADDITIONAL GAMEPLAY RESOURCES Hathran — wychlaran rank, see Session 0 section for
details.
This adventure takes place in Rashemen and the bordering Lupitoye [lieu-peet-oye]—a Tuigan village.
region of the Endless Wastes — also known as Taan. The Myir [mee-ar] – a human ethnic group.
story draws upon several people and locations presented in Othlor — wychlaran rank, see Session 0 section for details.
the Rashemen Campaign Guide available through DMsGuild Raumathar [ro-ma-thar] — ancient empire that once
and the general history of the Forgotten Realms. spanned the area that now includes Rashemen, Taan, and
The Rashemen Campaign Guide itself is not required to Thay.
run or play the adventure. However, it does present some Raumathari [ro-ma-thar-ee] — referring to the
excellent player options and further ideas for continuing Raumathar empire.
your adventures in the region. Raumvirans [rom-veer-ans] —human ethnic group that
Additionally, the wychlaran class —available both as a inhabited Raumathar. Ancestors of the Rashemi.
stand-alone product and as part of the Rashemen Campaign Raumviran [rom-veer-an] — referring to the ethnic group.
Guide — can be used to create a specific type of wychlaran Raumvira [rom-veer-ah]— language of Raumathar. Used
character. This is also not required, as a wychlaran can be the Dethek (Dwarven) alphabet.
represented by any full spellcaster, and details on how to Rashemen [rah-SHEH-men] — country in Faerûn.
create one are included in the Session Zero section. Rashemi [rah-SHEH-mee] — refers to both the inhabitants
of Rashemen and the human ethnic group descendant
ADVENTURE LAYOUT from the Raumvirans. The word Rashemaar is an
The adventure uses several common layout elements that alternative for Rashemi but is not used in this adventure.
you may find familiar from other published adventures. Serhophea [ser-oh-fey-ah] — a wychlaran.
Taan — another name for the Endless Wastes. Used
READ-ALOUD TEXT interchangeably in the adventure, but more commonly by
some natives of Taan, who also use both names.
Tuigan [tay-gun] — a human ethnic group native to
Taan/Endless Wastes, also their language. Notably, while
the Grand Army of the Tuigan — also known as the Tuigan
Horde — was led by a Tuigan, it was comprised of many
different tribes and ethnic groups.
Virnoska [veer-nosh-ka] — a wychlaran.
Wychlaran [wich-LAR-uh-n] — the wise women of
Rashemen, also known and referred to as “the witches of
SIDEBARS Rashemen, ” also plural of the same. Throughout this
adventure, where the term is capitalized, it refers to the
organization of the Wychlaran, whereas when lowercase is
used, it refers to a person or persons or the wychlaran
class.
4
SESSION ZERO AND CHARACTER CREATION
CHARACTER CREATION
This adventure is designed to be played by a party of three
to six 7th level characters designed using the guidelines
below. It is also possible to play with a party of existing
characters by tying them to one of the group patrons
It is highly recommended that the players participate in a
presented below, however, this may require a certain level
“Session Zero” for this adventure. In addition to
of buy-in from the players if the presented motivations
establishing safety tools, tone, and comfort levels with
conflict with their existing characters.
various content, this session should also guide character
Rather than using typical character hooks, this
creation.
adventure is designed for a party comprised of characters
SAFETY TOOLS
serving up to two Group Patrons. The two patrons
represented are working together, thus all the characters
Given the themes explored in this adventure, DMs are do not need to fall under the same patron — each player
encouraged to use safety tools or to — at the very least — can create a character under whichever patron best suits
discuss safety during session zero. their interests.
Some of the tools recommended are: In addition to the player characters, the adventure
• The X-card. This is an easy-to-use tool that can be
features non-player-characters (NPCs) that join the party
if one of the patrons is not represented. This makes it easy
utilized to veto undesirable content when it comes up.
for the players to choose to play whatever role they wish,
• Lines & Veils. This is an excellent way to structure your
without pressure to represent both patrons.
discussion of what is and isn’t wanted in the game.
The players should be given the following description of
For more information on these and other safety tools, the adventure in order to make their character choices
check out the TTRPG Safety Toolkit created by Kienna during session zero (read or paraphrase):
Shaw and Lauren Bryant-Monk:
https://t.co/eF6obenAEB?amp=1
CONTENT WARNINGS
The adventure contains:
Abduction, body horror (monstrous transformation), death
(murder, mutilation, ritual sacrifice), illness (inflicted), mental
health (loss of self-control), trauma (loss, fantasy postwar
prejudice).
The adventure briefly or indirectly mentions:
War crimes (mass murder), harm to children (story of an
“off-screen” death due to sickness, story of an “off-screen”
fantasy abduction).
5
GROUP PATRONS • Independent Rashemi who’ve worked on past
expeditions or have a reputation for assisting foreigners.
The two group patrons available to the party are presented
below. Tasha’s Cauldron of Everything contains more Professor Merva Brisseau grants the following perks:
information on the Group Patron concept. However, as • Compensation. Professor Brisseau pays for the work you
these patrons are unique to this adventure, all their do for her and covers some expenses. While on a quest
bonuses are listed here. These patron bonuses are repeated for her, you can sustain a modest lifestyle at no cost.
on the mission handouts in Appendix C. Additionally, you receive a bounty of 250 gp for each
relevant artifact or book you bring back. Only items
THE WISE WOMEN OF RASHEMEN (THE obtained in a manner approved by local authorities are
WYCHLARAN) eligible for the bounty.
As a patron, the Wychlaran represent the rule of law and • Equipment. Prior to departing on your mission, you
traditions within Rashemen. Following them as a patron gain an 50 gp in coin and up to another to 50 gp worth
means following their directions and tradition. In this of equipment from the Adventure Gear section of the
adventure, characters with the Wychlaran patron can be: Players Handbook. Additionally, you can choose to
• An Ethran-ranked witch (or witches) tasked with the take one of the following: potion of climbing, potion of
dual-mission to assist the archaeologists and comprehension, or potion of water breathing.
investigate the dragon sighting. • Research. Professor Brisseau’s specialization is
• An unranked witch offering to accompany the Ethran Raumathari history, and she provides you with
out of friendship or as an opportunity to learn. several tomes to assist your exploration. These tomes
• A berserker or another non-witch (of any class) allow you to translate the Raumvira language at a rate
choosing to accompany the Ethran out of friendship or of 1 minute per word. Additionally, if you are a
as an opportunity to complete their own Dajemma. spellcaster, you gain insight into Raumathari magic
that may allow you to interact with devices or spells
The Wychlaran patron grants the following perks:
powered by it. Finally, you can spend 10 minutes
• Authority. While on a mission for the Wychlaran, you consulting the tomes to gain advantage on an
can invoke your mission to gain advantage on a Intelligence (History) check about the Raumathari.
Charisma (Intimidation or Persuasion) check made to
NPC Representation: If no player chooses this patron, the
influence a law-abiding Rashemi.
party is joined by Dorana and/or Nomar Brodus in Part 1.
• Proficiencies. You speak your choice of one additional
language relevant to Rashemen’s geography and people.
Choose from: Dwarvish, Rashemi, Sylvan, Thayian, or
CHARACTER BUILDING GUIDELINES
Tuigan. If you are proficient in Arcana or History, you Characters should start at level 7 and use point-buy (27
can also translate the Raumvira language at a rate of 1 points) or standard array for their starting ability scores.
minute per word. Additionally, if you are a wychlaran The adventure design does not assume any restrictions
(regardless of class), you are trained in the knowledge of on feats, races, or subclasses from officially published
Raumathari magic, granting you proficiency in the material for the Forgotten Realms setting.
Arcana skill for ability checks related to such magic.
• Resources. While in Rashemen, you can purchase SUGGESTED STARTING EQUIPMENT
potions or spellcasting services for yourself with a All characters should get the starting equipment for
20% discount. It is expected that you do not misuse their class and gold based on their choice below. When
use this discount. spending gold, players should know that the adventure
may present opportunities to make useful purchases.
NPC Representation: If no player chooses to play the main Each character must choose one of the following
wychlaran character tasked with the mission, the party is options for their wealth and mundane equipment:
joined by Ethran Virnoska, who is detailed in Part 1.
• 300 gp and a suit of any mundane armor other than
PROFESSOR MERVA BRISSEAU OF THE full plate. The armor can be made of druid-friendly
WATERDEEP ACADEMY OF HISTORICAL material if it’s medium or light. This armor cannot be
STUDIES resold to gain gold during the adventure.
• 600 gp that can be kept or spent on items from the
Originally from Rashemen, famed Waterdeep historian
Merva Brisseau left her homeland young, but remained Adventuring Gear table in the PHB (including any
fascinated by it. As her studies in Waterdeep grew in number of healing potions), silvering weapons, or
renown, she still spent much of her life adventuring in spell components.
• 300 gp and two extra spells of every level you can cast
Rashemen, where she built excellent relations with the
Wychlaran by conducting her studies in a respectful and scribed in your spellbook (applicable only to classes
mutually-beneficial manner. Merva is not one for taking that can scribe spells).
cultural artifacts without permission. Those she hires for Additionally, each character can choose one uncommon
expeditions are employed as much for their field skills as magic item from the Dungeon Master’s Guide or Tasha’s
for their cultural sensitivity and ability to work well with Cauldron of Everything, plus one of the following:
• Any "weapon +2" OR
local authorities. Characters hired by Merva can be:
• Any two "weapon +1" OR
• Fellow scholars from Waterdeep or other academies.
• Any uncommon staff, rod, or wand OR
• Adventurers, explorers, or treasure hunters with a good
• Any uncommon armor (including plate) OR
reputation. • Any uncommon shield, cloak, or ring.
6
PLAYING A WYCHLARAN* WYCHLARAN RANKS
The Wychlaran, or witches as most call them, are the • Unproven. Those who choose not to become ethrans, or
spiritual leaders of Rashemen. They fulfil many of the roles perhaps did not have the inclination or aptitude for
that clerics and druids occupy in other lands, communing further study.
with the deities and spirits on the behalf of common folk. • Ethran. A low-ranking initiate, but still bearing the full
Their words are heeded by all, and to disobey one is responsibility and authority of being a witch.
unthinkable. • Hathran. Leaders of the sisterhood. They can do no
wrong, and their word is law.
• Othlor. The wisest and most experienced. Perhaps only a
dozen or so individuals exist.
• Durthan. A forbidden splinter group who believe in
using any means necessary to defeat Rashemen’s
enemies, including the use of forbidden dark magic.
7
PART 1. CALL TO openly flirt with them. The establishment’s exhaustive
menu consists of pork dumplings, beef dumplings, lamb
AREA INFORMATION
Vladovok, other non-player characters (NPCs) may be
present, depending on party composition:
The meeting take place at Baika’s House of Ears, a large • If the party has both a wychlaran and one or more
eatery famous for its round savoury dumplings that are representatives of Professor Merva Brisseau, then
traditionally served with pepper and sour cream, or with councilor Vladovok is the only NPC present, and the
butter. The dumplings are colloquially called “ears”, as in meeting is otherwise limited to the player characters.
the old tongue, the word for this type of dumpling is “ear • If the party does not have a wychlaran, Ethran Virnoska
bread,” due to them looking like small doughy ears. is present in that role and offers her assistance as a
guide in exchange for the characters assistance with her
dragon investigation. Non-wychlaran player characters
serving the Wychlaran patron can either have
accompanied Virnoska here or can be meeting her for
the first time. If the party already has a wychlaran,
Virnoska does not appear.
• If there are no representatives of Professor Merva
Brissaeu in the party, Vladovok introduces them to a pair
of “adventuring archaeologists” sent by the professor.
They are Dorana and Nomar Brodus — a brother and
sister hired to recover historical tomes and heading to
the Ring of Gray Flames. (DM Tip: if the party is already
five or more characters, it may be best to add only one
NPC. The two bring identical skills and knowledge to the
party. See Appendix B for more on this).
The establishment is run by a former berserker — a After introductions, councilor Vladovok points out that
large human woman named Baika, who is known to take there is a clear mutual need to work together here, so the
notice of particularly muscular patrons and is equally alliance is one of convenience rather than one side working
likely to challenge them to a wrestling match as she is to for the other. Vladovok may say:
8
“You are foreigners, looking for a Wychlaran guide to take arrange an audience with the Othlor (he would certainly
double-check that the party wychlaran
you to the Ring of Gray Flames and beyond, while you are a
wishes to seek such help before agreeing
wychlaran looking for assistance in your journey — it seems to it).
clear you can help each other! This is the northern way!” Ethran Virnoska [veer-nosh-ka].
Virnoska is a wychlaran Ethran — the
For the archaeologists, the pay is from their patron. For lowest rank of a proven witch, one
the wychlaran, their reward is in the journey itself. While who has shown herself to be
for Vladovok, it’s about keeping the peace and good capable and trustworthy.
relations with everyone. Virnoska is in her early 20’s
By this point, if they haven’t done so already, the and has already achieved both
characters should share their patrons’ quests. In addition power and respect beyond her
to the knowledge provided by their patrons, the party may years. Her arcane gifts are
know the following if they make the appropriate checks great, and she has been
below. (DM Tip: multiple characters can attempt each restless, so the witch council
check, with the resulting knowledge spread among the has sent her on a journey that
successful characters rather than only given to the highest has the potential to elevate her
result). to the leadership rank of Hathran.
What Virnoska Wants. Her primary task is to investigate
INTELLIGENCE (HISTORY) the dragon sighting at Nathoud. However, as wychlaran
Result of 10 or Higher. Tales from the past several are wont to do, she provides aid and guidance where
decades tell of the towers glowing with a strange gray needed along the way. While the Ring of Gray flames is not
flame atop them. Occasionally — there are several reports directly on her route to Nathoud, it is close enough for a
of this years apart — a tower has been seen to glow with a worthy detour to investigate — as looting Raumathari
blue flame and corrupting creatures and the land around in treasure is something that a dragon may very well do.
strange magical ways. What Virnoska Knows. Virnoska has the knowledge
Result of 13 or Higher. While the towers themselves are detailed in the Wychlaran’s Communion handout from
clearly Raumvari and date back more than 1,500 years, the Appendix C.
first instances of the flames turning blue date to 1385, the Dorana and Nomar Brodus. Hired personally by noted
Year of Blue Fire, when the Spellplague cataclysm began. Waterdeep historian Merva Brisseau, the
Result of 15 or Higher. There have been no sightings of brother-sister pair of Dorana and
the towers glowing blue since 1487, the Year of the Rune Nomar are half-elf adventurers
Lords Triumphant. This was the year that many effects of from Luskan. From their humble
the Spellplague were reversed. If the blue glows were tied beginnings as street thieves, the
to the Spellplague, they may have ended. pair quickly moved out of crime
and joined the Faraway Explorers
SPELLCASTING ABILITY (ARCANA) — a reputable adventuring
Result of 10 or Higher. The Wychlaran are not only direct company. Being natives of harsh
descendants of the Raumvari, but are able to commune northern climates and with a
with the spirits of the land and its ancient people in ways reputation for tactfulness, they
only open to their bloodlines. Wychlaran are known to be were Merva’s top choice to
able to instinctively control certain Raumathari technology travel to Rashemen.
and magic. What Dorana and Nomar
Result of 13 or Higher + a Result of at Least 13 on the Want. Dorana and Nomar are life-loving adventurers who
History Check Above. During the Spellplague, magic was take pride in doing their work, doing it right, and making
corrupted and would often fail or function unreliably. If friends along the way. They want to continue building on
there is Spellplague corruption at the ring, it would be wise their excellent reputation and to learn about distant lands.
to have non-magical contingencies at the ready. What Dorana and Nomar Know. Dorana and Nomar
NON-PLAYER CHARACTERS
have the knowledge detailed in Professor Brissaeu’s
Mission Notes handout from Appendix C.
Elder Vladovok [vlah-doh-vok]. The elder is in his late
60s and sports a heavy white handlebar mustache, no
doubt fashioned after the Iron Lord of Rashemen himself.
The elder is a direct advisor of Othlor Baerdhal Kohshue —
the ranking wychlaran of Mulptan — and has been sent by
her to ensure that this wychlaran-related business goes
smoothly. (The Othlor had been contacted by the Merva
Brisseau ahead of time.)
What Elder Vladovok Wants. Vladovok genuinely wants
everyone to get along, and then get underway (and out
of his hair).
What Elder Vladovok Knows. Vladovok can provide
local directions, help the party procure standard (PHB
Adventuring Gear Table) goods, or if necessary to
9
1.2 JOURNEY TO THE RING OF
GRAY FLAMES
Once the characters have met, they are ready to set off for
the Ring of Gray Flames the following morning. They have
the rest of the night to spend in town in case they need
shopping or any amenities. The party has a map a general
map of Rashemen and the Endless Wastes with the Ring of
Gray Flames, Strogatsk, and the Towers of Smoke marked
it.
The journey to the ring is three days at a normal pace,
two days at a fast pace, or four days at a slow pace. The
characters must choose their travel pace before setting off.
The journey to the Ring is uneventful, other than a notable
snowfall on the first day of travel, which covers the ground
with a thin layer of snow for the remainder of the journey.
The pace has bearing only on what is found at the ring later
on.
Neither divination nor wildlife encountered en route
yield any additional information about the ruins — the
animals do not go near the ruins, and divination magic is
blocked by the Raumathari magic at the two towers.
10
PART 2. THE RING OF 2.1 ARRIVAL AT THE RING
GRAY FLAMES
As the party arrives at the Ring of Gray Flames, read or
paraphrase the following:
AT FIRST GLANCE
As the characters take in the scene, they can learn the
following with appropriate checks:
Intelligence (Nature or Mason’s Tools) or Wisdom
(Perception). A successful DC 12 check confirms that the
BACKGROUND (DM ONLY) tower was breached within the last day. This is evident
Raumathari mages imbued the towers of what was once a from both the newness of the breach, and the fact it hasn’t
keep with elaborate protective magic using a trio of snowed since the first day of the journey, and the broken
magical sigils. parts are not covered in fresh snow. A character with
Stonecunning, or any trait or feature relating to cold
• A Sigil of Warning was conjured into the very floor of
climates, succeeds automatically. If the characters fail,
the top of each tower, causing it to glow with a harmless
then Dorana or Nomar (proficient with Mason’s Tools) or
cold gray magical flame. This served as a warning signal
Virnoska (proficient in Nature) provide this information.
to knowing invaders and a magical deterrent to mindless
Wisdom (Survival). Survival checks fail to locate tracks
creatures such as beasts.
outside the tower. On a result of 15 of better, a character
• A Sigil of Protection was conjured into each tower’s
realizes the absence of tracks given the recent breach is
walls, forming a protective barrier against age and itself notable. The tower could have collapsed naturally,
invasion. the breach could have originated from inside, or a flying
• A Sigil of Recognition was placed upon the doors of each
creature could have breached it. If it was breached from a
tower to ward off intruders, but let the Raumathari distance, there is no evidence of the tower having been
themselves pass unhindered. entered on foot. If the characters do not succeed on this
The three sigils are bound together, each boosting the check, one of the accompanying NPCs can also attempt it.
power of others when all are in effect. With all three sigils Intelligence (History, Investigation, or Mason’s Tools). A
active, the gray flames are larger, seen from a greater successful DC 15 check ascertains that if the breach was
distance, and have stronger deterrent magic. The tower’s created by a large creature, such as a dragon, the hole is
protective magics spread from its walls to encompass its not big enough for such a creature to fit through, nor does
entire form, keeping it from decay for centuries. Finally, the interior architecture accommodate it. The check also
the recognition sigil lashes out with painful energy against confirms that the tower was breached from the outside —
any non Raumvari attempting to breach the towers. there are signs of exterior holes made by large sharp
A day before the party arrives at the Ring, objects, though there is no evidence of the objects
Khaetarubylath — a corrupted dragon capable of themselves. (These were actually made by a dragon’s
transforming into a shrieking hag — arrived at the Ring talons, which the characters may suspect, but there is not
and broke into one of the towers seeking loot for her enough evidence to confirm this.)
hoard. Breaking into the tower took both magical energy If the characters do not succeed on this check, an
and brute force, so she has remained here, searching for accompanying NPC can attempt it only if the characters
treasure while recovering her spells. had succeeded on one of the previous checks.
At the breached tower, the Sigils of Recognition, and Detect Magic. A character using detect magic in the
Protection have been destroyed by the time the party relevant area picks up the Abjuration, Conjuration, and
arrives, leaving a fading gray flame as the only visible sign Evocation from the unbroken tower and only Conjuration
of its magic. (from the gray flames atop it) from the breached tower.
11
2.2 INTO THE BREACHED coins, other small objects have been taken from tables as
TOWER
well as from the drawers. This floor has been looted.
Detect Magic & Arcana. A detect magic spell picks up very
The characters are expected to investigate the breached faint remnants of Abjuration magic on pieces of the wall
tower first. However, if they wish to check out the sealed and of Evocation magic on parts of the broken door. Upon
tower, proceed to section 2.2 (in this case, they may find closer examination of the specific pieces, the pieces of
the other tower particularly difficult to enter). broken magical sigils are discovered. It takes 1 hour of
careful excavation and rummaging to gather enough
pieces to attempt to interpret the glyphs. Continuous use
of the mending spell cuts this time in half. Once the time is
spent, a successful DC 17 Intelligence (Arcana) or Wisdom
(Arcana) check is required to ascertain the nature of the
Sigils of Protection, and of Recognition as described in the
Background section above. This knowledge can be of use
for entering the second tower and other Raumathari Ruins
later on.
12
FLOOR 1 (THE SUBLEVEL) not undermine the party’s chosen approach.) As the
The lowest floor of the tower is undamaged from the characters enter Room D or after they call out to her read
breach when the characters arrive. The door from the or paraphrase the following:
spiral stairs opens to a corridor (Room A) that runs
through the center of the tower to big wooden double-door
at the far end, this door leads to Room D. There are also
doors on each side of the hallway, these lead to Room B
and Room C.
13
IT GETS WORSE
As Khaetarubylath departs, she animates two Corrupted
Metallic Peacekeepers to finish off the characters. These
are created from metallic debris and the dragon’s magical
power and begin forming outside the tower. Unless the
characters leave the tower earlier, the constructs enter the
structure (on the entrance floor) after the characters have
had two rounds of actions. The constructs are made of
metal pieces of debris and corrupted dragon scales that are
a dark red, with streaks of sickly red-veined silver. These
are Khaetarubylath’s shed scales (see What Was That? for
more info).
14
sharp teeth, they did not look human (without other on a DC 15 Intelligence saving throw or take 22 (4d10) force
knowledge, one could assume that this is due to her damage and be thrown 15 feet back, while on a success, the
draconic nature). Additionally, she was wearing a bag with creature takes no damage but is still thrown back.
a face on it, which seemed to fit a book larger than the bag A creature of Raumvari bloodline or trained in their
itself (if the players recognize this as a bag of holding, no magic (such as a wychlaran) can touch the tower without
further check is required to confirm that). triggering the sigil. A creature able to touch the tower
Wisdom (Insight). It is evident without a check that the safely can either temporarily disable or permanently
dragon was here looting, likely for her hoard. A successful dispel the sigil.
DC 13 check by a character that saw Khaetarubylath Temporarily disabling the sigil requires a character to
transform recognizes from her malicious smile and calm interact with the glyph for one minute and succeed on a DC
manner that she knew the characters were there, and 20 Arcana check using their spellcasting ability. On a
intended to attack them all along. There was a never a success, the character can temporarily disable the Sigil off
chance to speak with her. for one minute and can choose to expend any number of
Wychlaran Knowledge. The group’s wychlaran spell slots to increase this time by one minute per spell slot
recognizes the mask pattern (whether by her own sight or expended. If the party previously discovered and
based on another’s description) as having belonged to successfully evaluated the sigils (at the first tower), or if
Othlor Serhophea, who disappeared decades ago, after the character has previously disabled a sigil in this
having been sent to search for a corrupted silver dragon. manner, the DC for this check is reduced to 15. When a
Based on their known description of Serhophea, they also creature attempts to manipulate the sigil and fails the
recognize that the person wearing the mask is clearly not check, they suffer a level of exhaustion. A creature can
Serhophea, who was notably tall, had hair, and was already suffer no more than three levels of exhaustion as a result
old when she left many years ago. An NPC wychlaran also of this.
shares the untold part of theStory of the Corrupted Dragon Alternatively, a creature interacting with the sigil for
now. one minute can choose to dispel the sigil permanently by
Wychlaran Arcana. With a successful DC 13 Intelligence casting the dispel magic spell, treating the magic as a 9 th
(Arcana) or Wisdom (Arcana), a wychlaran recognizes that level spell for the purposes of the skill check. The magic
Serhophea’s mask may be the reason why the elder cannot be dispelled otherwise, except by the wish spell.
Wychlaran could not divine what happened here or track Dispelling one sigil weakens the other sigils and is evident
the dragon. A common enchantment on masks of senior from the gray flames becoming noticeably smaller.
wychlaran is one that prevents scrying. If Virnoska is the one to perform this task for the group,
Intelligence (Insight). This special check can be it is her preference to leave the sigils intact after exploring,
performed after suitable other knowledge has been shared so as to preserve the ruins. However, if the party makes a
and potentially even after the sealed tower has been compelling argument, she is willing to attempt to dispel
accessed. With a successful DC 17 check, a character the glyph permanently. She is ultimately faithful to the
recognizes that even with a dragon’s strength, breaking group, and no check is required to convince her to attempt
through the tower’s powerful sigils would have still this.
required a Raumvari bloodline or powerful magic. The
implications of discovering this are left to the characters to EXPLORING THE SEALED TOWER
speculate upon.
This tower has stood untouched for centuries and holds no
CONTINUING EXPLORATION defenses or traps other than the protective sigils. It has the
same layout as the breached tower. No map is required.
Once the characters have compared notes, they have an
There is an eerie feeling of stillness, in the perfectly
opportunity to finish exploring the breached tower (if they
preserved yet long-abandoned tower. The characters
hadn’t done so already), to attempt to enter the second
discover six useful fiction and non-fiction tomes relating
tower if they wish, or to move on.
to the Raumathari — all likely to be
Attempting to track the dragon in the open is folly, and
of great use to their patron. They
the characters know from their initial mission that the
discover 700 gp worth of coins
dragon was seen at Nathoud, where they are heading in
and non-descript jewelry —
any case. Waiting here to ambush the dragon is similarly
which Virnoska (if present) is
foolish, as the characters are in no shape to fight her even
ok with the characters taking
if she were to return.
as these are of no cultural
The characters should note that the dragon damaged the
significance to the
rooftop sigil with her departure, and the gray flame has
Wychlaran. The tower
now gone out on that tower.
contains a number of
15
Finally, the characters find a ring of warmth, and a magical fire. Against a party of five characters (including
mage’s spellbook containing several spells. The spellbook NPCs), there are three swarms and eight individuals. Add
should be taken to a wychlaran lodge at the next one starting swarm for each additional character or
opportunity, but an appropriate character can use it during combatant NPC.
the journey or copy spells from it. The spellbook contains
the following spells: absorb elements, arcane lock, detect
2.5 MOVING ON
FROM THE RING
magic, dispel dagic, ice knife, protection from energy, rime’s
binding ice, tiny servant, unseen servant.
After the rest & attack, the
characters are expected to
move on in the direction of
Nathoud, with the intent to skirt
the ruins of Strogatsk as detailed in
Merva Brisseau’s mission notes.
While the wastes are largely unmapped and wild, the
tundra landscape does not overly slow down travel unless
there is heavy snowfall, which is not expected yet at this
time of year. The group should choose a travel pace,
LEAVING OR RESTING although — unbeknownst to them — their time of arrival
If the characters dispel rather than disable the sigil on the at Nathoud is of no great consequence. (DM Tip: Travel
second tower, unbeknownst to them, the gray fire weakens time and pace do not always have a consequences in this
enough that it’s no longer strong enough to ward off the adventure, however, it is good practice to ask every time,
spellplague. Corrupted creatures in the nearby hills arrive so as to avoid giving away when they do.)
to attack the characters as they rest — either at the tower The party reaches the ruins of Strogatsk on the second
(which can no longer keeps such creatures out) or day of their journey.
wherever the characters choose to rest outside.
The attack happens after the characters encounter the
dragon and have completed a short rest but before they can
complete a long rest. If the sigil is kept on the tower and
the characters rest within 500 ft. of it, they are not
attacked and instead find signs of stalking creatures
around 500 feet away from the tower the next day. They
can track down the creatures if they wish, but there is no
need to do so. The creature attack is detailed in section 2.4.
16
PART 3. RUINS OF d4 Creepy Find
STROGATSK, THE
1 Passing by a charred frozen “wagon”, a character
inadvertently touches it, causing it to crumble to ashes
CHARRED CITY
with a soft crunching sound.
2 Examining a charred column, a character recognizes the
shapes are actually the remains of two humans holding
Exploration of Strogatsk contains an important clue for each other as the fire hit. Their facial features are no
the remainder of the adventure and should be encouraged. longer discernible.
3 Coming upon a blacksmith’s workshop, the anvil and
BACKGROUND (DM ONLY) metal items remain intact. An unfinished sword blade
During the time of the Grand Army of the Tuigan, the town lies atop the anvil, with a black ball around its handle –
of Strogatsk was once a bustling bastion of military the charred remains of a hand from the now-crumbled
strength and home to thousands. After the army was blacksmith.
defeated in the Year of the Turret (1360 DR), Strogatsk 4 A characters finds half of a large human femur sticking
served as a refuge for surviving soldiers, and its population from the ground. Extracting the bone revals the ground
dwindled to barely over a thousand. The town began to
is actually not earth, but ash. The other half of the femur
grow again under a procession of Endless Wastes (or Taan)
is burnt off.
warlords, who used it as a base to stage raids on nearby
settlements — primarily Rashemi. During this time, the As the characters explore the charred and frozen
Wastes were a much more dangerous place; even the remains, they can draw the following conclusions based on
town’s location was guarded from outsiders. In the year of specific checks:
The Eight-legged Mount (1410 DR), the town was Intelligence (History). A character proficient in History
destroyed by fire, leaving no survivors. confirms this was once a settlement of people native to
Taan without a check. This is evident from the style of the
charred buildings, and traces of yurts. On a check result of
13 or higher, a character is aware of the town’s name and
its history as per the background section above.
Intelligence (Investigation). No check is required to
determine that the remains are decades old rather than
recent. A successful DC 13 check reveals that the fire was
very intense and sudden. This is evident from numerous
bodies that were instantaneously turned to a burnt husk
and only remained standing due to being frozen.
Intelligence (Arcana or Nature) or Wisdom (Arcana,
Nature, or Survival). A successful DC 13 check reveals
unnatural things about the fire that destroyed the city.
Many of the buildings have unburnt lower sections —made
of wood, these look as though they simply stopped
burning. It’s possible the fire was put out, but this seems
unlikely given the devastation. Further examination
reveals that the freezing effect holding the remains
together is unnatural. While it is currently cold enough for
3.1 EXPLORING THE CHARRED things to remain frozen, this would not be the case
CITY
throughout the year. These remains should have thawed
and fallen apart sometime in the many decades since the
The town’s charred outline can be seen from hundreds of town burned down. A result of 17 or higher confirms that
feet away, especially from atop a small hill. The black an intense cold blast must have followed the fire.
husks of buildings mark a large area, approximately one Detect Magic, Divine Sense, Intelligence (Religion), or
mile by one mile. The place is eerily still except for the Wisdom (Religion). Even though the cold is unnatural (see
occasional movement of birds and small animals. Even above check), it is not magical in the strictest sense. The
from a distance, the place looks long-abandoned. There area, however, is desecrated, which can be learned by
are no tracks or roads leading to this site, and the road that using Divine Sense or a similar feature that reveals
was once here has long since been reclaimed by the wild. desecration. Without Divine Sense, a successful DC 17
Part of the reason the charred city remains so still is Intelligence (Religion) or Wisdom (Religion) check tells
because it is also held frozen. The following creepy but the character that it is possible for a desecrated area or one
harmless finds can help set the scene for the characters’ subject to a lasting curse could be responsible for this
exploration. Roll at random, choose those that fit best, or effect. A hallow spell or some sort of powerful blessing
alter them to fit into responses regarding characters’ ritual may remove it. DM Note: it should be evident to the
investigatory actions: characters that the latter ritual is beyond their power but
they can report it to the Wychlaran, or other powers to
have it done. There is also no time-sensitive need to
perform it.
17
3.2 UNDEAD ATTACK alone, the character with the highest Passive Perception
notices the charred stone lying at an odd angle).
Once the party has had time to explore the city, they end
The cellar is is very simple and was primarly used for
up near the location of the shrieking hag’s yurt, and are
cold & dry storage. It contains a number of long-spoiled
attacked by a shrieking banshee and four sword wraith
containers of everything from pickled vegetables to small
warriors. Read or paraphrase the following:
body parts, and what were once rare herbs. All this makes
it easy to conclude that the occupant of the yurt (the
shrieking hag) resided here rather than simply paid visits.
A small compartment beneath the storage jars contains
a number of valuables. A successful 13 Wisdom (Insight)
check hints that the person who lived here was not worried
about hiding things — signally strength, authority, or
both.
Hidden inside the compartment are a potion of hill giant
strength, a stone of good luck, and a carefully-wrapped
leather pouch (see A Notable Find below).
18
Scale of a Silver Dragon. Inside the pouch is a neatly
wrapped silver dragon’s scale. It can be identified as
having belonged to an ancient silver dragon, but its
significance here is a mystery.
Tiny Bag of Sharp Teeth. A tiny cloth bag found inside
the bigger pouch contains more than two dozen sharp
teeth that once belonged to a shrieking hag. These were
Squall’s teeth, though there is no immediate way to
discover this.
Strange Instrument. The final item in the pouch is a
strange cylindrical instrument about the size of a large
scroll case. It is made of two interlocking metal cages, one
of which slides inside the other. Its purpose is impossible
to determine at this time, but it is a homemade “heart-
extractor” devised by the hags.
3.4 MOVING ON
After exploring the remains of the
hag’s yurt, the party is expected
to go to Nathoud, where the
original dragon sighting took
place and where an expedition
to the Towers of Smoke can be
staged from. Nathoud may also
have information on the Taan
(Endless Wastes) city and some of the things that have
been found. It is strongly recommended that this is the
way forward. However, if the characters have a strong
desire to strike out into the wild and either seek out a
shrieking hag or denizens of Taan, they should find their
way to the Village of Lupitoye, which is described in Part 5
of the adventure (they can still visit Nathoud after).
19
PART 4. NATHOUD
The characters journey to Nathoud from Strogatsk is
uneventful. Nathoud is small for a town and large for a
village. Its one inn is the Goats Regret.
20
NPC INFORMATION children” and “corrupt requests” sorts of myths that are
told about all hags. A true story of a shrieking hag can be
Elder Rasemeir the Bent (LN Male Human Veteran).
found in Lupitoye).
Rasemeir is a tough-but-fair older human man of
What About the Strange Contraption (heart-extractor),
mixed Rashemi-Tuigan heritage common to the region.
the Scale, the Symbol (of the Calling Three)? Rasemeir
He is loyal to the rule of the Iron Lord and the
recognizes the scale as belonging to a silver dragon. He
Wychlaran, but has great respect for and good relations
does not recognize the other items but mentions that the
with the people of Taan as well. Rasemeir is the one who
local adventurer Davar (see below) might know.
sent word to the Wychlaran about the dragon sighting,
What About the Towers of Smoke? Most folk stay far
so he has been expecting visitors since.
away from there, as there are still tales of adventurers
What Resemeir Wants. As the Elder of Nathoud,
getting their arms chopped off by the Raumathari
Rasemeir’s chief concerns are the safety and prosperity of
constructs guarding the place — despite this supposedly
his town and its people and continued trade and good
having happened decades ago. A Tuigan adventurer named
relations with Taan (which has been steadily improving for
Davar, who lives in town is the party’s best bet for learning
many years now).
more. Rasemeir offers to take the party over to the man’s
What Rasemeir Knows. A month ago, several families
house and introduce them.
with farms to the east of Nathoud all saw — in bright
What Shopping is Available Here? Nathoud has most
daylight — a large dragon flying in the distance. It was a
basic supplies from the PHB, as well as horses. There are
clear day, and the dragon was quite far away and was
little to no magical things. The herbalist has (available for
flying south. The folks who saw it are not the gossiping
sale at 75 gp each) 1 potion of healing per party member
sort, and not all of them are friends, so Rasemeir believed
(including NPCs). The herbalist can make more, but it
them and sent word to the Wychlaran. There’d not been a
takes them three days per potion. The herbalist has one
dragon seen in the area for many years (certainly not in his
potion of cold resistance, which costs 200 gp. The herbalist
lifetime). The dragon looked red from a distance, although
can make one more of these per week, this includes
it was far away. A week later, it was seen again — this time
locating rare supplies, and they’d have to focus on making
farther away and flying in the opposite direction. This
this instead of the healing potions.
makes Rasemeir think that it was not simply passing by on
Finally, the herbalist has a special potion
its way. The dragon did not attack anyone.
made from local mushrooms that protects
Rasemeir is the primary source of information and
from the toxic smoke near the Towers of
introductions in Nathoud, and most of the party’s
Smoke. While foraging near the Towers
learnings below come from conversations with him or his
and trying to learn about the smoke, the
introductions. The learnings below can be doled out all at
herbalist found mushrooms that were
once during the initial meeting or throughout the party’s
unaffected and has been able to make this
stay in Nathoud. Rasemeir holds nothing back, but there
special mixture. The smoke mushroom potion costs 25 gp a
are things he would not think to mention unless asked. For
vial. For one hour after consuming this potion, a character
example, Rasemeir likely brings up Dragons and Davar, but
is immune to the effects of the poison cloud at the Towers
he’d have no reason to bring up the shrieking hags.
of Smoke. The herbalist has ten vials. It is currently not
21
styles ranging from traditional Tuigan quilts to Kara-tur take the party over to see the construct chunk if they wish.
silks. The are also four bookshelves full of well-used Oobark is also friendly and happy to discuss his late
tomes. Most things in Davar’s home have been acquired mother’s adventuring and show off the piece.
during his adventuring career. The chunk is made of strange black steel that is very
When the characters arrive, they find Davar in his heavy and seemingly rustproof. Provided that the
sleeping robe, smoking a pipe and reading. He welcomes characters learned anything about the protective sigils at
them inside and unceremoniously changes into a tunic, the Ring of Gray Flames, they notice a small piece of what
revealing his muscular torso as he does.
Davar shows no signs of distaste for the Rashemi, and
jokes about the fact. “Well ain’t that something, a
wychlaran in my own house, best come in before the horse
boys start breaking windows! Rest assured, you’re
welcome here. I’ve seen nothing but hospitality and
knowledge from the wise women in my own travels.”
NPC INFORMATION
Davar. Davar is friendly and outgoing. He is a short and
thin human (Tuigan) man in his late 30s. He has long and
lustrous black hair. He looks somehow small in his large
home, especially given his many feats and reputation as an
adventurer. His size is deceiving, however, as his body is
all lithe muscle, including a number of well-earned scars.
What Davar Wants. Davar isn’t looking for anything
from the characters but is always in the mood for
adventure. The idea of learning the truth about the Towers
looks to be a similar sigil type on the item. There is not
of Smoke or of encountering a dragon — “are you lot quite
enough to figure out the full sigil, but it does contain very
sure you want to encounter one?” — are both fascinating
faint traces of Evocation magic, which is the type of magic
to him. He is willing to share what information he has
that powered the Sigil of Recognition at the Ring. The
about both for free but not willing to risk life and limb
party can convince Oobark to let them borrow the chunk
without substantial pay. He is ready to hire out his
with a successful DC 13 Charisma (Persuasion) check,
services, however (see Hiring Davar).
provided that they promise to return it.
What Davar Knows. Davar has information about the
The Herbalist. If the characters haven’t figured this out
Towers of Smoke and knows his way around Taan,
on their own, Davar knows that the herbalist has found a
including to Lupitoye (it is easy to get lost in the Wastes).
way to counteract the poison surrounding the towers.
22
of one who calls himself Warlord Vatuur has been more
active in that region lately.
Hiring Davar. Davar can be hired to accompany the party
either to the Towers of Smoke or to Lupitoye, or both. His
rate is a hefty 25 gp a day, which can be negotiated down to
15 gp. He is not simply a guide but also a capable fighter. If
the characters are very intent on bringing him along and
are out of money (as opposed to unwilling to part with it),
they can make a deal to pay him with a permanent magic
item from their collection, or should they find one.
23
PART 5. TOWERS OF the protection seals were in place to hold it. Realizing the
danger, the Raumathari sealed the way below. Given the
24
Any creature that ends their turn in the smoke must enemies are distant, they fire their steel bolt. There are
succeed on a DC 17 Constitution Saving throw or take 22 two guardian constructs — these guard the doors to the
(4d10) poison damage and be poisoned for 10 minutes. main tower.
While poisoned this way, a creature has disadvantage on The second construct type is the tower chaser construct.
their saving throws against the toxic smoke. On a These are smaller in height and four-legged. It is designed
successful save, a creature takes half the damage and is not to chase and disable intruders and can climb up the tower
poisoned. The poison does not require inhalation to affect walls. There is one of these near each of the three towers.
a creature. Rather than being a property of the smoke
itself, the toxic smoke’s effect is maintained magically by
the towers. When the smoke is blown more than 30 feet
away from the tower, it becomes harmless and quickly
dissipates. The same is true for any smoke blowing into the
towers themselves.
5.2 INTO THE SMOKE they only activate if anyone attempts to climb or fly to the
top of the main tower.
A set of constructs guards the Towers of Smoke. There are The constructs remain perfectly still until a creature
three different types of construct, all made of the same comes within 20 feet of any tower — the detection is
strange black steel. The tower guardian constructs are magical and does not require the construct to see or hear
humanoid-shaped. As needed, each of their arms the target. However, once activated, the constructs rely on
transforms into a blade, shield, or bolt launcher, their own senses. Although the constructs are spread out
respectively. The guardian constructs are programmed to amongst the towers, they are magically connected and
stay within line of sight of the tower doors at all times. If work in unison once any activates.
In addition to being defeated in the traditional manner,
each construct can be disabled for 1 hour using the dispel
magic spell, treating each one as a spell equal to their CR
(no check required for CR3 or lower).
A DC 17 Wisdom (Perception) check reveals that the
constructs guarding the central tower look slightly
different from the others — they have much more wear
and tear and damage (though they still look formidable
and in good fighting condition). The presence of smoke
gives disadvantage on this check.
Upon noticing these differences or having them pointed
out to her, the group’s wychlaran can attempt an Arcana
check using her spellcasting ability. On a result of 15 or
higher, she remembers that high-level wychlaran know
how to re-purpose old Raumathari constructs. If Virnoska
is the group’s only wychlaran, she succeeds on this check
automatically and shares it with the group. Additionally,
succeeding on this check indicates that there must be a
way to disable the constructs without destroying them (as
indicated by the fact that some show no signs of damage).
This check can be made or repeated as an action during
combat, getting progressively easier as more of the
constructs are seen up close.
25
THE TOWERS OF SMOKE SIGILS preserve the complex. However, if the party makes a
Like the Ring of Gray Flame, Raumathari mages imbued compelling argument, she does permanently dispel the
the towers of this arcane research facility with protective sigil. She is ultimately faithful to the group, and no check
magic. Three sigils were once again used. However, unlike is required to convince her to attempt this.
the towers at the ring, a different protective sigil is
employed. Here, the Sigil of Deterrence was inscribed into
the roof of the main tower, causing it to create and
5.3 THE SIDE TOWERS (A&C)
The Abjuration (A) and Conjuration (C) towers can be
maintain the poisonous smoke. Like the Ring, a Sigil of explored before or after the Main (B) tower, or not at all.
Protection protects the towers’ walls against age and These towers were abandoned sometime before being
invasion, and a Sigil of Recognition was placed upon each locked down, so they were stripped of most useful items
tower door to activate the constructs. Unlike the sigils at and information. These towers are shorter than the main
the Ring, these sigils were not tied together, although, as tower and have only two floors, the entrance floor and one
part of the complex, the Sigil of Protection does repair above. Similar to the Ring of Gray Flames, an eerie vibe
(over 24 hours) and reinvigorate (over 1 hour, if magically permeates these towers — maintained in near-perfect
disabled) the constructs. shape by magic, untouched, yet abandoned for years.
26
windows, they have since been stoned in. If the characters If the wrong sequence is used, they trigger a trap. The
had previously visited either of the other towers, they find combination to the lock is “middle, bottom, top” although
evidence of a wall “wand box” being removed from here (it there is no way for the characters to learn this other than
no longer exists in the complex). by trial and error. If the effect is triggered, everyone in the
room takes 11 (2d10) cold damage, and the lock resets.
The trap on the lock can be disabled for 1 hour with a
dispel magic spell (no check required) or with a successful
DC 15 Intelligence check using Thieves Tools. The trap can
be detected using detect magic (gives off evocation magic)
or figured out with a successful DC 15 Intelligence (Arcana)
or Wisdom (Arcana) check.
Using the correct glyph sequence disarms the trap and
unlocks the cabinet. If the trap’s magic is disabled, the lock
remains intact and can be picked with a successful DC 15
Dexterity check using Thieves Tools. The cabinets contain
a fully charged spellcharged wand of ice knife (see
Spellcharged Wand Sidebar).
The cabinet is magical and draws power from the
tower’s Sigil of Protection, so long as that remains active.
If a recharging wand is placed inside the cabinet, it regains
all its charges after 1 minute there.
27
FLOOR 2
A steeply curved stair leads
from the open lower level to
the second floor. Like the
towers at the Ring, these
windows were sealed prior to
leaving. The second and third
floors were once home to the
tower’s watch, with the second
serving as living quarters and
the third used for on-duty
watch.
This area contains two wand cabinets similar to those in
the Conjuration I tower (refer to the Wand Cabinet section
28
WHAT CAN BE LEARNED HERE • You immediately regain up to 5 levels worth of spent
There are notable magical runes in the room, clearly spell slots in the combination of your choice.
dating to Rathamar. Additionally, there are remains of a • You gain the ability to cast the restore spirit (see
relatively more recent ritual circle. Appendix F) spell one time. If you do not cast it, the
ability fades after 10 days.
• Once in the next 10 days, when you expend a spell slot to
cast one of your spells, the spell is cast as though a spell
slot two levels higher (maximum 9th level) had been
used.
• Once in the next 10 days, when you expend a spell slot to
cast one of your spells, you can affect it with one of the
following options as per the sorcerer’s Metamagic
feature: Empowered Spell, Extended Spell, Heightened
Spell, Quickened Spell, Transmuted Spell.
Other Doors. There are two other heavy metal doors in this
room that open inward. By their location, it can be easily
surmised they once opened to 10-ft high passages that led
to towers A and C. These doors can be forced open with a
successful DC 20 Strength (Athletics) check. Opening them
reveals that the entire area beyond has been filled with
solid stone. Like the chamber’s walls, the first 5 feet of this
stone cannot be breached while the seal is active.
The Ritual Circle. In the middle of the room are the
When the characters exit this chamber, they should be
remains of a crudely drawn ritual circle made in white asked whether they re-seal the door behind them. If
chalk and sprinkled with salt. The large circle is almost 50 Virnoska is present, she insists on doing so but can be
feet in diameter. There are burnt down remains of strange
persuaded otherwise if it means losing the party’s
white candles in its center and at several points along its
assistance.
circumference. The white color of the candles is unusual,
as is their texture and smell. The candles are not made of
either beeswax or tallow.
THE OUTER UNDERGROUND HALLS
A successful DC 18 Intelligence (Nature) or Wisdom The door on the other side of the main tower leads to
(Nature) check is required to determine that these are underground halls built sometime after the towers
made from scardrag — also known as whiteberry — wax. themselves. Once the main chamber became the stairway
Scardrag grows sparsely in the Icerim Mountains but is for traveling to the mysterious gate rather than an on-
quite rare and not commonly used for candles unless going excavation, the research facility required extra
someone has a great supply. There is no way to ascertain space. The heavy wooden door to this area is unlocked and
what ritual was attempted. A successful DC 15 Intelligence leads to a 10-foot-wide hallway (Area A). This hallway has
(Investigation) check reveals that the candle remains are a door on each side, leading to Area B and Area C,
70-100 years old. respectively. At the end of the hallway is a t-junction with
another corridor with four more doors that lead to
guest/residence rooms (D, E, F, G). None of the doors in
the inner halls are locked.
29
AREA B. HIGH MAGIC STUDY Raumathari and that Room D was disturbed later. There is
This sparsely decorated room contains several blackboards also a small piece of fabric found near the bed — it is
and still-intact chalk. The blackboards are well-used, and possible to tell that the fabric is old, but no older than 100
the drawings on them are partly intact. This room was years — the fabric piece is small and faded, and it’s
used to create the high magic impossible to tell what garment it’s from.
ritual that enchanted the seal in Room D is the only room containing the burnt down
the Inner Chamber. If the remains of strange white candles. The white color of the
characters have already been to the candles is unusual, as is their texture and smell. They’re
Inner Chamber, they recognize the not made of either beeswax or tallow A successful DC 18
drawings as incomplete versions Intelligence (Nature) or Wisdom (Nature) check is required
of the seal. If the characters to figure out that these are made from scardrag — also
explore this area first, the known as whiteberry — wax. Scardrag grows sparsely in
drawings are missing too many the Icerim Mountains but is quite rare, and not commonly
pieces to figure out exactly what used for candles unless someone had a great supply of it.
type of ritual was being designed, There is no way to ascertain what ritual was attempted or
but it is enough to learn that it was performed. It is possible, with a DC 15 Intelligence
very powerful magic. (Investigation) check to ascertain that the candle remains
Aside from the blackboards, there are five comfortable are 70-100 years old.
chairs and a workbench-style desk with three books. All of
the books are well-worn and are in Raumvira. Each book is
a history of powerful magic of the realms — one deals with
Elven magic, one with Netherese Magic, and one with the
Dwarven magic. The books are not instruction manuals —
as such knowledge would not have been easily shared —
these are full of documented second- or third-hand
knowledge of high magic rituals. The bookmarks left in the
books all point to powerful magics referenced as being
used as magical wards or for containment. The fact that
the Raumathari had written their own tomes on other
Finally, A successful DC 15 Wisdom (Perception) in
cultures’ magic is a fascinating historical find, and these
Room D spots several strands of hair among the blankets.
books are of great value to Professor Brissaeu.
A character purposely looking for hair succeeds on this
AREA C. LIBRARY & COMMON ROOM check automatically. Several of the strands are long red
hair. Red hair is rare among the typically black-haired
This room was once the library and common room. The
Rashemi. (As per the private knowledge given to her by the
room contains an ancient globe of Toril at an
Wychlaran elders, the group’s wychlaran knows that
indeterminate period circa 1500-2000 years ago. The
Olthor Serhophea was known for her vibrant red hair. The
labels are in Raumvira, making it a valuable historical
characters also find one silver hair — or what initially
artifact. This is of value to Professor Brissaeu. While
looks like silver hair — it is long and thin like hair, but
valuable, the Wychlaran would not object to its removal
when picked up, it turns out to be rigid and breaks into
(Virnoska is unsure about this but sees the higher
pieces — it is made of actual silver. Unbeknownst to the
historical rather than cultural value and allows it.)
characters, this is a severed hair of a silver dragon in
AREAS D, E, F, G human form. The characters may have such suspicions,
These four residence rooms have identical layouts and but they have no way of knowing or confirming this at this
furnishings. Each has a bed, bedside table, bookshelf, and time. There is no common knowledge regarding dragons
wooden cabinet with intact (magically kept) blankets, losing hair while their in human form.
TOWERS OF SMOKE
Once the characters have collected
the clue of the white candles, they
have enough to move on.To learn
more about the candles, they can
return to Nathoud, where the
herbalist identifies them and gives
them clues on the location of the Vale of
False Hope (see 5.6 Finding the Vale of False Hope). From
there, they can either travel to Lupitoye (Part 6) or directly
Room D is the only room of the three that has been to the Vale of False Hope — if the characters choose to
disturbed since the complex was sealed. There are blankets bypass Lupitoye, they are attacked deep in the Endless
and pillows on the bed, some dishes, and plates that show Wastes — go to Part 7 for the attack, and continue from
that meals were shared here. By comparing the rooms, it is there.
clear that all rooms were left in identical condition by the
30
LEVEL UP!
Once the characters have finished exploring the Towers of
Smoke, they level up to 8. If this milestone takes place
mid-session, you can instead have the party level after a
stop at Nathoud to see the herbalist or after their first
night in Lupitoye.
31
PART 6. LUPITOYE They greet the “travelers” in a friendly manner, but as
they take in the experienced (and armed) group, they
become more apprehensive. Unless the group’s wychlaran
The travel to the Village of Lupitoye is uneventful but is disguised —unlikely given they rarely hide who they are,
harsh. The travel is through open tundra, with few plus their masks being a giveaway
landmarks and little game or food. Autumn winds gust — the pair eventually recognize the
hard at times, bringing a bone-chilling artic cold. There wychlaran’s presence and clearly
are no true roads, only occasional rothe paths that stretch, state the group is not welcome:
wind, and twist through occasionally rough terrain. “Nothing good comes of dealings with
Without a guide, the party has trouble finding Lupitoye
Rashemi witches, you are not welcome
and whoever is leading must succeed on a DC 17 Wisdom
(Survival) check daily or lose that day of travel going the here. Lupitoe may be a small
wrong way. With a guide, no check is required. Without village with no army, but we too
delays, travel to Lupitoye takes four days at a normal pace,
have our protector.”
three at fast, and five at slow. From the Towers of Smoke,
is seven days at normal, five at fast, and nine at slow. If asked about the “protector,”
Masa and Tunir exchange glances but go back to
stonewalling and give no details, even if goaded. By this
point in the conversation, other villagers pop out of their
houses and observe.
32
LEARNINGS IN LUPITOYE somewhat nervously — says they are “spoken for” but
gives no other information and refuses to sell them for any
Provided that the characters are respectful, they can learn
amount. These herbs are set aside as a tribute to Whistle
the following things shortly after arrival (these are learned
(see The Protector below).
either by meeting people — including elders — in town or
Taan-Rashemi History. Throughout conversations,
when three Elders Meeron, Nastara, and Adva come to
characters learn about the history of mistrust between the
meet with characters at their camp outside of town.
people of Taan and Rashemen. Lupitoyans are not ignorant
in the matter — they acknowledge that there are wastes
bandits who harass everyone — Taan and Rashemi alike
and that the Grand Army’s invasion (more than a century
ago!) left many scars. Yet that invasion left the common
populace decimated, and for many decades now, most
people of Taan have lived out here in peace. So when
wastes raiders attack Rashemi towns, and in turn, the
Rashemi strike back at any Taan settlements where the
bandits may have passed, it does not make for good
relations. (DM Note: these conversations are held matter-
of-factly to explain why things are the way they are, rather
than to accomplish anything or ask for change.)
THE PROTECTOR
Throughout their visit to Lupitoye, the characters can
discover clues to the existence and identity of village’s
mysterious “protector” (as per the Secret of Lupitoye
sidebar). There is no requirement for characters to
discover Whistle’s existence during their initial visit here.
The Dragon. In the past few weeks, a dragon has been
However, it is possible, and they can learn about her in the
seen multiple times, flying across the fields, either from or
following ways:
toward the Icerim Mountains. It has not come close, but
Whistle’s Symbol on Houses. A
one goat-herder who likes to sleep out in the wilds claims
successful DC 15 Wisdom
to have seen it close enough to tell that the dragon was red.
(Perception) check inside the
Information about the dragon is shared with no deceit or
village notes that several stone
anything held back. The villagers are concerned about the
houses and yurts have a small
dragon, but a successful DC 15 Wisdom (Insight) check
symbol carved into them,
reveals that they’re perhaps not as worried as an
usually near the entrance. It
unprotected village should be. If this subject is pushed, the
looks like a small cylinder with
elders simply say that “monsters tend to leave us alone.”
a thin and roughly triangular
This is also true (DM Tip: this is a reference to the village
vertical shape. If asked about it,
believing that Whistle will protect them as she has against
townsfolk simply say “it’s for
other monsters, rather than any knowledge about the
protection”. A subsequent DC 13 Intelligence (Religion)
dragon itself or any relationship with it).
check reveals that this seems like a religious symbol, but
Items Found at the Hag’s Yurt in Strogatsk. None in
does not correspond to any known religion. If Davar is with
Lupitoye know about the strange contraption or the
the party he confirms that he has seen it before, and can
dragon scale — although the goat-herder who saw the
help point it out if the characters fail to notice it.
dragon can verify that this was definitely not the color of
Careful Questioning. If a character in the village takes
the dragon he had seen. The wooden symbol is also not
care to select an “appropriate” villager, finds a way to
recognized by anyone, although it is examined with some
question them privately, and succeeds on a DC 15 Charisma
curiosity. A successful DC 15 Wisdom (Insight) check made
(Persuasion) check, the villager hesitantly — and likely in
when the individual answering questions about the
whispers — reveals that the town has a powerful protector
medallion they are examining confirms that there is
named “Whistle”, and that she shouldn’t be spoken of,
something more they know. If pressed, they explain that it
lest “bad things happen”. This villager then tells them to
looks like a protective amulet, but the symbol is unfamiliar
speak to Njorka [nn-yor-ka] who has a farm on the edge of
(this is true).
the village.
The Herbalist. If asked, the town herbalist — Athir —
can provide the characters with the information as
described in Finding the Vale of False Hope (refer to part
5.6). For sale, the herbalist has 4 potions of healing that
cost 100g each and nothing else. If the characters visit the
herbalist’s shop in the village, a successful DC 15
Intelligence (Herbalism Kit or Nature) check helps them
notice that some of the rarer but useful herbs that one
would expect a steppe herbalist to have are not on display.
This prompts the character to notice a bundle of rare herbs
set neatly aside. If asked about these, the herbalist —
33
6.2 NJORKA’S
STORY
Njorka knows that her son is gone, but she doesn’t want
such a thing to happen to others. She can give the party
If the characters do not learn of directions to Whistle’s yurt, although she warns that it is
Njorka [nn-yor-ka] before the not always there, especially if Whistle does not want to be
snowstorm, skip to part 6.3 found. She can also give the party one of Whistle’s
Snowstorm. medallions, but she believes Whistle might use them to spy
Njorka is a beet farmer, on the villagers.
and her yurt backs onto a If the characters learn any of the above, from their time
large open growing field. in town or Njorka, before speaking to the Elders, the
Her 10-year-old daughter characters can push the Elders to reveal they have an
Omra and her husband agreement with a powerful being called “Whistle” who
Tavek are away hunting during the characters’ visit to protects their village in exchange for “tribute” that takes
Lupitoye, but their things can be seen in their home. whatever form she chooses, typically supplies.
A character with the highest Passive Perception notices a The agreement with Whistle has been in place for
small altar holding old but carefully kept clothing fit for a decades. During this time, no monsters have ever attacked
very small child. If characters visit Njorka, she asks if the village. The elders warn the characters away from
they’ve come to buy beets and offers them either dried going to seek out Whistle, but if they insist on doing so, the
beets or to pull some fresh ones (it is common in this elders provide them with a medallion with Whistle’s sigil
climate to store beets in the ground where they grow). and tell them to head East for two days, and that if Whistle
If the characters try to question her at home, she refuses wishes them to find her, they will do so.
to answer, but stresses that she will pull some fresh beets
and bring those to them outside town (“wink, wink,
nudge, nudge”). Her words and demeanor make it obvious
that she is not comfortable talking while in the village.
Later in the evening, she comes outside of town to where
the wychlaran or rest of party is staying, and brings freshly
pulled beets. Once there, she does not require prodding to
speak up. “You must want to know about Whistle,” she
says, not waiting for an answer. She continues to tell her
story without further prodding. Read or paraphrase her
story as follows:
6.3 SNOWSTORM
Once the characters have settled in for the night, heavy
snow begins to fall. As the snow collects on the ground,
Masa and Tunir come out to the characters’ camp (or the
wychlaran’s if some characters stay in town). Masa and
Tunir invite the characters to take shelter in the village due
to the storm. The characters may be strangers and
unwelcome, but in the North, no one leaves others to
freeze to death.
If the characters have magic that keeps them safe from
the elements and refuse the hospitality, a DC 13 Wisdom
(Insight) check tells them that refusing may be considered
disrespectful given the gesture (a character of Rashemi or
other northern heritage succeeds on this check
automatically). Additionally, being invited into town may
provide further opportunities for investigation.
If they agree, the characters are taken to one of the stone
buildings in town and allowed to stay there. This building
is the village’s bakery during the day, but furs and leathers
have been laid out on the floor for the characters’ comfort.
34
BAREK’S STORY
A little after the characters settle in for
the night in Lupitoye, there is a knock
on the door. Outside is Masa
accompanied by a very old man with
a walking stick. The snow blows,
and the wind howls outside, yet
the man’s untethered hat
somehow remains in place.
“This is Barek,” says Masa,
“he heard that you are
looking for a dragon and he
insisted on seeing you.”
The old man unceremoniously shuffles into the building
and sits down, “Go on home Masa. I will say here awhile.”
As the man takes off his hat and scarves and shakes off the
snow, it is visible that the entire left side of his face is
35
PART 7. TO THE VALE spear through the guide (using his Warlord’s Declaration),
piercing them and calling them “a traitor to their people”
(this can only be prevented if a character has an applicable
Their party’s journey to find the Vale of False Hope takes reaction to do so). The guide is knocked down, taking 38
them toward the Icerim Mountains. Before reaching points of damage. The warlord then turns to the characters
mountainous terrain, the characters have two significant and announces that he is feeling generous and is willing to
encounters in the open tundra. let the characters leave with their lives if they leave all
their weapons, magic items, and coin.
WITH ONE
GUIDE
If a Taan-native
guide is with the
group, the WITH TWO GUIDES
If there are two Taan-native guides, the warlord is less
warlord
aggressive but still demands tribute. The warlord
suddenly
announces that he feels generous and willing to allow the
hurls a
characters to pass if they make a sufficient payment. The
payment can be a mix of goods and coin, but must make up
1000 gp (at PHB or purchase prices) or two permanent
magic items. The Warlord is also much more open to
negotiation. And the following can be achieved:
36
Charisma (Persuasion or Deception). On a result of 15,
the payment is reduced to 500 gp, and reduced by a further
100 gp at 16, 17, 18, and 19, to a minimum of 100 gp.
Charisma (Intimidation). On a result of 20 or more, the
characters can convince the Warlord that they’re not to be
trifled with, and to let them pass without any payment.
TREASURE
If the characters defeat the raiders and end
up killing or incapacitating some of them,
they gain the following: 50 gp per
raider (if 6 are killed, the party finds a
total of 300 gp), up to 3 potions of
greater healing with Whistle’s mark
on them. If they defeat or kill Warlord
Vatuur himself, he carries a javelin of
lightning.
37
PART 8. VALE OF FALSE arriving here, they had been fleeing for many days and
cannot explain where exactly they came from, only that it
HOPE is many nights away. The taer can take the party to the
Vale of False Hope. Unlike the humans, the taer have no
“horror stories” about the place, only practical things like
it has water, berries, and shelter from the wind.
The characters can diffuse the Taer assault. The attack
itself is not typical of their kind, as they are more likely to
steal supplies in the night than to hurt humans. These are
younger taer, who are very desperate and hungry. Even
their spellcaster (adept) is in his younger years. The
combat should last long enough for the characters to
realize that the Taer’s goal is theft rather than murder.
After that, a reasonable effort (DM discretion) to diffuse
the situation can work — offering them food and supplies
As the characters set off for the Vale, be sure to check their is especially effective. These taer speak Giant but do know
desired travel pace for the journey. After several days of a few basic words of common. Given their very sparse
travel through the Tundra, the characters arrive near the knowledge of common, it’s hard for them to make out
eastern tip of the Icerim Mountains and begin searching common words during combat or flight.
for the Vale of False Hope. The elevation here is higher.
Although it is still autumn on the tundra — freak
snowstorms notwithstanding —it is already winter-like in
the mountains. This means trudging through snow and
finding shelter to sleep, all things that the party can easily
accomplish given their level.
38
inside; the way is clear to you now.” This refers to the
illusion covering the temple-like entrance being dropped,
leaving it visible from anywhere in the vale.
On one of the rocky sides of the vale, some 50 feet up,
where there was previously nothing but a sheer cliff, a
massive stone-worked temple with a dragon façade can
now be seen. A rock ramp and a staircase leads up the cliff
to it. (The illusion that typically hides the temple begins 10
feet above the sheer rock face, so anyone interacting with
on the bottom would not notice it, for there the rock there
is simply rock.
Serhophea does not guide or speak to the characters
again until they come to find her inside the temple.
SERHOPHEA’S WELCOME
When Serophea notices the party in the vale, she calls out
to them telepathically. Her feminine voice is soft and even
and says simply: “I knew a sister would come. Come
39
8.3 LAIR OF THE DRAGON The two women are the wychlaran Othlor Serhophea
WITCH
[ser-ho-fey-ah] and the ancient silver dragon
Morveisarryx [more-vey-sar-eeks] in her human form.
The temple has a human-sized double door made from Unless the characters do something hostile or attempt to
pristine white wood. It looks hefty but is light and opens steal treasure, Morveisarryx does not speak, allowing
gently. Inside is a simple antechamber. It contains a pair of Serhophea to do all the talking. If Serhophea is questioned
old fur boots that look to have not been worn in many in this, she says only “I speak for us,” and if Morveisarryx
years, and a matching fur jacket in similar condition. feels it’s needed, she turns to the characters and nods.
The temperature is warmer than outside, above freezing If needed, Serhophea introduces them with: “I am
but not quite warm. A second door leads to a tunnel made Serhophea, and this is Veisa.” Serhophea assumes that the
of smooth silver-colored marble that glows softly to allow characters know that Veisa is a dragon, and does not draw
those without Darkvision to see comfortably. This winds attention to this unless they ask, in which case she
for nearly 300 feet before opening into a massive inner confirms this and gives the dragon’s full name.
chamber. As the characters make their way through the It is not Serhophea’s intention to lie
tunnels, emerging in the main chamber, read or or to misrepresent anything — she is
paraphrase the following: honest in everything she says and
openly tells the characters all about
the past, either as she is
questioned or on her own. She is
not used to company or
conversation, so she waits for
the characters to prod, but once
she starts talking, she is quite
open and very matter-of-fact.
40
To help purge the curse, Serhophea looked for places of spells that remove curses. If the characters bring
power, so they went to the ancient seal at the Towers of Serhophea the items found at Squeal’s hut in Strogatsk,
Smoke, and there, Serhophea performed a cleansing ritual, she recognizes the strange metal contraption as a heart-
and thought the curse was gone. Veisa’s transformation extractor. She realizes that the third hag gave up her own
had stopped. heart — sacrificing herself for the ritual, hoping to be
The two of them stayed together, bound, happy. Then reborn or to inhabit the dragon somehow. “It always
the children came, and they too were happy and healthy, puzzled me how a shrieking hag’s curse could be so potent
while they were wyrmlings. As the first of the children — as to affect not only an ancient dragon but to pass down
Khaetarubylath [kay-tah-roo-bee-lath] (“Kaeta” [kay- the bloodline. A heart given up is the most powerful of
tah]) — turned adult, the curse returned. It returned to components. That explains it.”
both Kaeta and Veisa, and it took all of Serhophea’s power Solving the puzzle of the curse leads Serhophea to
to keep it at bay. determine that there is a way to cleanse the curse from the
At least, until recently, when Khaeta began learning how youngest dragon before he he reaches (dragon) adulthood
to transform. Instead of turning to human, her non- and learns to transform. The ritual to do this would require
dragon form was that of a shrieking hag. Kaeta also began the heart of a shrieking hag once again. Serhophea tells the
to give into strange hungers — tearing yetis and taer apart characters that she cannot ask them to take a living
without care for their sentience. With her new form came creature's heart for this, even if they are evil creatures. In
more power, and Serhophea could no longer hold her.
Khaeta — an adult dragon — broke free, taking
Arvontonvar [ar-von-tan-var] (“Arv”) — a young dragon
— with her. This was several weeks ago.
Serhophea had a wychlaran mask which she had
enchanted to keep her and Veisa’s presence hidden from
the world. She had broken the mask in two, giving part of it
to Khaeta and keeping the other here. Kaeta still has the
mask, but she — Serhophea — can tell where she is — “I
can tell her presence by her absence.”
41
floor with a dramatic crack and stands waiting at the
entrance. The weapon is a dragonlance (pike).
42
PART 9. LAIR OF
THE SHRIEKING
DRAGON
Khaetarybylath’s lair is located in the
Icerim Mountains, about halfway between
the Vale of False Hope and Nathoud. Travel
to the lair is uneventful and takes five days
at a normal pace (four at fast, seven at
slow).
On the day the characters arrive in the
vicinity, they see the drgaon flying in the far distance, Crystal Lights. Naturally enchanted crystals glowing
several miles away, toward where they believe her lair to with a dim red light are found throughout the caves.
be. The opportunity to catch her in her lair is now. Their enchantment and glow fade if removed from their
natural locations in the walls.
AREA INFORMATION Entrance Area. The cave chamber that connects to the
As Khaetarubylath’s lair was only recently created, it is dragon’s lair is only slightly smaller in size than it,
still very rough, consisting mainly of natural caves. These connected by a wide opening that is 30 feet high and
are known as the Howling Caves because of the sounds just as wide.
created as the wind blows through their passages. After Cave Partition. In the center of the cave, a natural rock
350 feet of wide corridors descending into the earth, the formation runs 60 feet across, dividing the chamber in
cave system opens into a roughly rectangular chamber, two. The partition is only 5 feet thick but is nearly 40 feet
with a large partly solid natural partition in the middle. high. It is unstable and shatters if it takes 20 or more
The chamber is 150 feet long, 100 feet wide, and 70 feet points of damage, is hit by Khaetarubylath’s breath, or the
high. Small stalactites and stalagmites can be seen howling wind as described in her lair actions. Its flimsiness
throughout. Like the partition in the chamber’s center, its can be ascertained with a successful DC 15 Intelligence
walls have a “porous” quality, allowing sounds to pass (Investigation or Nature) from check within 15 feet of it.
through them. Hoard Area. Kaeta’s small and hastily collected hoard
lies in a rough 20 by 20 foot pile in the far north-west
corner of her chamber. Its edge is visible around the
central partition.
Chained Dragon. Arvontonvar is chained to the wall and
muzzled in the northeast corner. The muzzle not only
restricts him from using his breath but is part of a neck
shackle that is also connected to the wall. The chains
holding the dragon are strong but breakable. To allow the
dragon to move, the two chains connecting him to the wall
must be broken. To allow him to use his breath weapon,
the muzzle must also be unlocked. Each of the three locks
has 30 hitpoints (AC15, immune to poison and pychic
damage) and can also be opened in the following ways:
• Successful Dexterity check using Thieves Tools (DC 17)
• Successful Strength (Athletics) check (DC 25)
• Use of the knock spell
43
What Arv Wants. Arv doesn’t know what he wants. He
is deathly afraid of his sister, who has kept him in
chains. He is now also scared to return to his mothers,
fearing what they would do to him. He would like to be
free and find his own way but has seen what freedom
has done to his sister and does not want that. He is a
giant knot of uncertainty and hesitation.
What does Arv know? Deep down, he knows that his
sister is lost. Her cruelty extends as much to him as to
everyone else. Arv knows Kaeta’s long-term plans, as
they’ve been each other’s only company.
DRAGON BATTLE
NPC INFORMATION
There is no true negotiating with Khaetarubylath. If she
speaks with the characters at all, it is only to waste time
Khaetarubylath “Kaeta,” the Shrieking Dragon. Now that as she goads them to approach to better attack them or
the curse has fully transformed her, Khaetarubylath is move them toward her “partition trap.” She may spout
cruel, hateful, and hungers for sentient flesh. She is hateful rhetoric about her mothers’ “failures and lack of
prone to fits of uncontrollable anger, which she vision” and how they “chose to see a gift of this
embraces with remorseless glee. She considers the rage immense power as a curse.”
she feels part of her power and looks down on her About Arv, she might reveal that “he has behaved
mother for choosing to fight it rather than embracing it. poorly, but soon when his transformation is complete, he
Additionally, she carries a burning hatred for Rashemen will be just like me, and together, we shall conquer
within her, tempered only by the need to build up her continents!”
power before risking herself. Knowing that even as an
ancient dragon, her mother was repelled by
the Rashemi; Khaetarubylath is taking the
time needed to prepare herself and build up
her lair before taking on the world.
What Khaetarubylath Wants. Power,
dominion, and destruction of all things
Rashemi. Also, food — tasty little things to
eat. Like people. While her desire for power
is personal, her urge to destroy the Rashemi
comes from the curse that created her, and
her hunger comes from her hag connection
to the Feywild. She can gain power by
building her hoard, so all treasure appeals to
her. She can sate her bloodlust by killing the
Rashemi that have come to seek her out.
What Khaetarubylath Knows. She knows
that the characters have come at her mothers’
behest. She can smell it on them and
recognizes their “silver trinkets.” Kaeta did
not know that her mothers had a Dragonlance,
but sensing it excites her, as she sees it as a
possible advantage against her mother, and by
killing her, she would gain a massive hoard.
She is keeping Arv until he comes of age and
can transform into a shrieking hag, believing
that once he is like her, he will serve as her
herald or be killed off if he refuses. Until then,
she keeps him weak and chained.
Arvontonvar “Arv”, Young Silver Dragon.
Arv is full of uncertainty and pain. The curse
has started manifesting with fits of rage as
he turned from wyrmling to young. Veisa
and Serhophea were able to keep the curse at
bay. However, since his sister took him, she
has tried to convince him his mothers will
never let him live as he was meant to, that
the curse is a gift, and that he needs to
embrace his transformation.
44
BATTLE START
When the battle begins, Kaeta positions herself to use her
breath in the first round, potentially using a lair action to
collapse the partition or topple it with the thunder portion
of her breath, allowing the fire and ice to pass through.
TREASURE
Kaeta’s hoard is small but open for looting. The party finds
6,000 gold pieces, 10 valuable tomes dealing with
Raumathari history (useful to Merva Brissaeu),
Tactically — especially once depowered — Kaeta uses
Serhophea’s broken mask, a crystal blade (rapier), potion of
user lair and legendary actions to gain advantage over
speed, potion of supreme healing, and 3 rare spell scrolls of
prone targets and then pounces on them with claw and bite
the DMs Choice — see Appendix G for magic item details.
attacks, which are still devastating despite her lowered
strength. She doesn’t ever transform into her shrieking
hag form but does use her spellcasting knowledge to
KHAETARUBYLATH’S DEATH
identify dangerous targets or break concentration as Kheatarubylath fights to the death to protect her lair, and
required. once dead, her body remains that of a dragon — her true
form. From the remains of the dragon, one shrieking
FREEING ARVONTONVAR dragonwing longbow (see Appendix G) can be constructed
During the combat, the party can attempt to free (the wing ends up broken in precisely the right way and is
Arvontonvar as detailed in the Area Information section. already enchanted, so the construction of the bow can be
Arv is kept weakened, as though suffering from three completed over 24 hours by anyone with a relevant tool
levels of exhaustion. These exhaustion levels cannot be proficiency, or a town artisan in any major settlement (at a
removed as long as Kaeta is alive. Additionally, due to the cost of 50 gp.)
curse (rather than exhaustion), his Cold Breath does only
27 (6d8), and he can’t use his Paralyzing Breath at all.
Arv is afraid of Kaeta, and his immediate instinct is to
flee unless he is convinced to assist. Arv’s primary need is
for guidance as to what he should do next, so he can be
convinced to assist without a check, but with a clear and
specific promise of the party helping him figure out what
to do next. He is easy to sway, but it must be in a specific
direction. Any of the following promises work:
• We will take you back to your mothers (and cure you).
• We will take you to Whistle, who will teach you the ways
of the shrieking hags.
• We will leave you to keep this lair and forge your own
path.
Once convinced to assist, Arv can serve as a willing mount
and fight, although he is likely too weak to damage Kaeta
significantly.
45
9.2 MOVING ON
Once the characters defeat
Kaetarubylath, they must decide
what to do with Arv and where
to go next. Their main options
depend greatly on their choices
and path so far but should involve
either a Return to the Vale of False
Hope or decision to Seek Out Whistle.
46
PART 10. WHAT • Doors. All the doors into the hut and inside it are mere
curtains, and the arcane lock effect makes them difficult
AREA INFORMATION
Whistle’s Wind Hut is an enchanted yurt that she can
command to fold up and move whenever the wind is
strong, allowing her to relocate with ease. With her power
to summon the wind, she can move her hut whenever she
wishes. (The folding process takes 10 minutes, so this is
not an in-combat activity).
Whistle has several locations across the Endless Wastes
where she prefers to set down but roams when she does
not need them.
Dimensions. The hut is 50 feet in diameter and has one
entrance.
Entry Room. The entrance leads to a roughly
triangular room with hangers for clothing and shoes. An
open curtain to the left opens into the hut’s main room.
To the right is a partition that also has a curtain door to
the storage area, but this door is magically sealed (see FINDING WHISTLE’S HUT
Magical Defenses) Given the vast wastes, and the fact that the hut moves, it is
Main Room. In the yurt’s main room, there is a nearly impossible to find Whistle’s Hut without her
cauldron (with a ventilation pipe!), an alchemy desk wanting to be found. The reason that people are able to
containing 3 potions of greater healing, and an identical- find it at all, is because those seeking her typically bear her
looking potion of poison. She spends most of her time symbol, and she moves her hut to be in their path. Finding
seated at either a large dining table or a rocking chair her hut creates difficulty as follows:
with an accompanying side table. On the far side is With No Directions from Lupitoye. Character are unable
another curtained partition leading to Whistle’s to find the hut without the aid of powerful magic.
bedroom. This too is magically sealed. With Only Directions Lupitoye (No Medallion). If all the
Bedroom. Whistle’s bedroom is a simple affair with a characters know is that it’s “about two days away”, it
comfortable bed and a smaller round table that contains takes them a great effort to find the hut. Have the
a crystal ball she uses for scrying. party’s primary navigator make a Wisdom (Survival
Stone Circle. Wherever the hut sets down, a circle of check). The party is aware of the check and can provide
small stones forms around it in a 20-foot radius. assistance with guidance, bardic inspiration, and other
Magical Defenses. The hut and the area within the stone means at their disposal. The DC of the check is 25 and it
circle are under the effects of the guards and wards spell, can be repeated. Each time that the result is below 25
and Whistle can control each through her lair and represents an extra day spent beyond the first 2 days of
legendary actions while she is on-premises and conscious. the journey. If the effort takes at least 4-5 total days,
Whistle’s spell save DC is 17. Specifically, the following the party finds the hut after suffering 1 level of
parts of the protective spell are in place: exhaustion. If the effort takes 6-10 total days, they
• Corridors (Fog). Rather than filling corridors, the fog arrive having suffered 2 levels of exhaustion. If it takes
fills the area around the hut. If she wants to be found, longer, they arrive suffering from 3 levels of
Whistle makes the fog thinner, allowing the hut to be exhaustion.
seen. If Whistle is attacked, she makes the fog fill the With Whistle’s Medallion. The party finds the hut after
interior as well. As per the spell, she and her allies can 2 days. Whistle is curious and ready for them.
see through the fog.
47
CREATURE INFORMATION: WHISTLE 10.1 INTERACTIONS WITH
The shrieking hag Whistle is an immensely powerful
spellcaster. Her influence spreads across a large area of
WHISTLE
The party’s interactions with Whistle vary greatly
Taan and many settlements — be they villages like
depending on the timing of their visit within the story. In
Lupitoye or bandit forts like those used by the wastes’
all cases — even if they come to kill her — she allows them
warlords, who respect her and pay for her protection and
to find her hut, believing that she has the advantage.
blessings. Whistle’s “protection” is implied to be from
both monsters — whom she drives away with wards,
subjugation, or killing — as well as from the hag herself.
WHISTLE BEFORE FALSE HOPE
Whistle appears as an older humanoid woman (she is If the characters seek out Whistle before visiting False
actually 70 years old), with thin sharp teeth and leathery, Hope, they likely seek information. Whistle, in turn, is very
yellowish skin. She is always dressed in finely-woven curious about what is going on, and her goal is to learn
clothing and wears elaborate well-crafted jewelry — taken from the party in return. She asks, “have you brought
from her tribute gifts. She has a thin, unnervingly high- offerings?” before letting the characters into her hut, and
pitched voice and tends to speak very quickly, repeating while no check is required, they must offer something or
phrases and words such as “Tell me, TELL ME!” be turned away. An offering of knowledge is also
acceptable.
The Doorway Suggestion. If a character falls prey to
Whistle’s suggestion spell, the encounter may quickly
change, speeding up the interaction, or even escalate to
combat! If the character speaks aggressively towards
her, she amusingly confirms, “and are you sure that
violence, VIOLENCE,is your desire?” If the party agrees,
she fills the hut with fog and indulges them.
Questions About the Dragon. With every question posed
to Whistle, she attempts to get information out of the
characters, by making it seem she is clarifying their
question. Some examples are: “Did you see this dragon,
THIS DRAGON yourselves? What color did they say it
was? And what was this mask, this mask like?”
Eventually, she divulges what she knows, which at this
point is not much.
Shrieking Hags (and Turning Into Dragons). She is not
aware of any shrieking hag able to transform into a
dragon, but her wheels begin to spin if this is brought
up. If such power exists, she wants to learn it or control
it. “If you were to bring the dragon to me, I could take
responsibility for it. If it’s a young one of the wastes, I
am sure I can teach her our ways. Make her behave. Yes,
yes. Bring the dragon to me, and you won’t have to
What Whistle Wants. More than anything, Whistle worry about it! You won’t have to worry about it! I’ll
wants to exert power and control. She relishes being take the problem right off your hands, RIGHT OFF YOUR
able to take anything she wants from anyone. She HANDS.” She attempts to deal with the characters to
knows her own strengths and yearns to be recognized as bring her the dragon (while this is not possible with
the waste's greatest power. Although she has no need to Kaeta, it is possible to do with Arv). The hag is lying
do so, she has subjugated monsters before and would about her intentions for the dragon, and not hiding it
love nothing better than to have a dragon under her particularly well, which can be detected with a
control. Whistle has hungers for sentient flesh natural successful DC 15 Wisdom (Insight) check. If she gets the
to her kind, but she is able to keep those satisfied dragon, she will either find a way to drain it of its power
without undermining her power among the humanoids. or find a way to control it to further her reign.
What Whistle Knows. Whistle knows that a dragon Items Found in Squeal’s Hut in Strogatsk. Upon being
(Kaetarubylath) was seen, and she has also viewed it shown the items, Whistle immediately figures out what
through her medallions. She has not been able to scry on it the Calling Three had done, but she does not let on that she
for reasons that are strange to her — she doesn’t know has (Insight DC 20 to detect withholding information). She
about the mask. Whistle knows — as all hags of the wastes shares the knowledge she expects the characters to already
do — the general story of the Calling Three, who know or have figured out — that the scale is from a Silver
accomplished the greatest feat of magic known to Dragon. She confirms the sign is of the Calling Three, and
shrieking hags, cursing an ancient dragon to do their with great pride in her fellow hags, she tells a story of the
bidding. She also knows they all eventually died. Whistle coven cursing an ancient dragon, but that coven is now
can identify the ritual implements from Squeal’s hut (the dead, and she doesn’t know what happened to that dragon.
same details as Serhophea provides in Part 8.3) but may It was a century ago before she was alive.
choose not to share this information. (See Interactions Whistle’s Role in Taan. Whistle’s hut is resplendent
with Whistle) with the very best things produced in Taan. She
48
demands the finest items for her protection. She is not characters on her home turf by preparing and summoning
shy about deserving the best. It is second nature to her. a trio of wind mephits to assist her.
“I am the most powerful, THE most powerful. I am the If the players intend to deceive her, Whistle plays along,
only one, the ONLY one that can defend these people. I waiting to spring her trap. She may even pose fake
deserve to have the best things, the VERY best things. challenges such as asking, “Why should I, WHY SHOULD I
That is the way, the way of the world.” let you in?” and pretending to believe them. Whistle only
Njorka’s Son. Njorka’s son is long dead, and Whistle leaves her hut if the players have brought her Arv.
doesn’t hide this fact in any way. “It was the price, THE As Whistle was unable to scry on events at the Vale, she
PRICE for life. She should be, SHOULD BE thankful. Both tries to find out what exactly the characters found there. If
her children would be dead, WOULD BE DEAD now if it she has scried on their conversations after the visit, she
not for me. If not for me! To make life, I had to take life. has some partial information and pretends to know the full
It was not easy, NOT EASY. I was strained. It made me story already.
hungry, MADE ME HUNGRY you see!” She purposely
drifts towards her cauldron when she says this, smiling TREASURE
maliciously. Whistle has full knowledge that people tell If the characters kill Whistle, they can loot her hut, finding
stories of hags eating children, and she gladly plays into 3000 gp worth of jewelry and other valuables. They find
the stereotype to scare others. The son indeed died that the 3 greater healing potions and a potion of poison on her
night (DC10 Insight to confirm), but Whistle never tells table, as well as her crystal ball.
what happened (DC15 Insight to ascertain that she may They are also able to either extract her heart and take it
be playing up the death for her own benefit). with them or to carry her body. Proceed to Part 11 for the
conclusion.
FIGHTING WHISTLE
Whistle is a harmful, selfish, and evil individual. She
projects an air of malevolence but does not attack the
characters unless provoked. If it comes to combat, she
fights as long as she has an advantage but attempts to
escape if she’s reduced below a third of her maximum hit
points. If she escapes, she does so with her crystal ball.
If the characters encounter and are about to kill Whistle
before knowing to take her heart, it may be useful to have
her escape swearing vengeance instead, or to have her
heart left behind — perhaps indestructible without a
special ritual, or known to have value as treasure.
49
PART 11. CONCLUSION
Player choices leave room for a variety of conclusions to
the adventure. The conclusion should always acknowledge
the party’s actions and the choices made.
50
11.2 REWARDS FROM 11.3 RETURNING TO THE
SERHOPHEA AND VEISA PATRONS
The characters gain the following rewards as long as they After concluding all their interactions in Taan, the
kill Khaetarubylath and return the Dragonlance. If they fail characters return to their homes in Rashemen or
to do either, they gain nothing for their assistance. elsewhere.
Draconic Gift. Veisa bestows a gift upon each character
in the party that allows them to reach out to her for THE WYCHLARAN’S RETURN
knowledge. This is the Gift of Draconic Knowledge. Upon their return, the elder Wychlaran question the
party’s wychlaran about events. Their evaluation is not
based on being told the truth. Even if the wychlaran
withholds information about Serhophea, this may be
praised.
There are no checks to be made here. The Wychlaran
council has a great sense in evaluating their members and
would have communed with the spirits to determine
whether wisdom has been gained and a promotion earned.
Thus, even though they may not explain it, their decision
is based on what actually happened, not on what they are
told. The returning wychlaran is promoted to Othlor rank
unless:
• The dragon Khaetarubylath is left alive.
• The dragon Arvontonvar is left with Whistle.
51
APPENDIX A.
CREATURE STATISTICS Medium humanoid (any race), lawful evil
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: Medium humanoid (any race), any alignment
17 (2d10 + 6) piercing damage.
Armor Class 10
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
Hit Points 4 (1d8)
13 (2d6 + 6) slashing damage. Speed 30 ft.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a
30-foot cone. Each creature in that area must make a DC 17 STR DEX CON INT WIS CHA
Constitution saving throw, taking 54 (12d8) cold damage on a 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
failed save, or half as much damage on a successful one.
Senses Passive Perception 10
Languages Any one language (usually Common)
Avrontonvar may appear depowered during this adventure, check
Challenge 0 (10 XP)
adventure text for use.
Proficiency Bonus +2
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.
52
Medium construct, lawful evil Medium humanoid (human), lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Damage Immunities Fire, Cold, Thunder Skills Deception +5, Insight +4, Persuasion +5
Condition Immunities Charmed, Exhaustion, Frightened, Senses Passive Perception 12
Paralyzed, Petrified, Poisoned
Languages Common, Tuigan, Rashemi
Senses Darkvision 60 ft., Passive Perception 11
Challenge 1/8 (25 XP)
Languages Common, Draconic, Telepathy 30 ft.
Proficiency Bonus +2
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Immutable Form. The peacekeeper is immune to any spell or Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
effect that would alter its form. 5 (1d8+1) piercing damage.
Parry. The elder adds 2 to its AC against one melee attack that
Multiattack. The peacekeeper makes two Slam attacks. would hit it. To do so, the elder must see the attacker and be
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: wielding a melee weapon.
16 (3d8 + 3) bludgeoning damage.
Destructive Shriek (Recharge 5–6). The peacekeeper emits a
piercing shriek in a 20-foot-radius sphere centered on itself. Each
creature must succeed on a a DC 14 Constitution saving throw. On
a failed save, a creature takes 17 (5d6) thunder damage and is
knocked prone. On a successful save, the creature takes half as
much damage and isn't knocked prone. Creatures immune to
thunder damage or unable to hear the corrupted peacekeeper are
immune to this effect.
53
The thunder damage dealt by dragon’s breath ignores partial cover.
Additionally, nonmagical objects that aren't being worn or carried also
Huge dragon, chaotic evil take the damage from the breath’s thunder damage, and if they are
destroyed, no longer provide cover from the breath’s cold and fire
Armor Class 19 (Natural Armor) damage.
Hit Points 243 (18d12 + 126)
Shrieking Hag Shape. The dragon magically polymorphs into a
Speed 40 ft., fly 80 ft.
shrieking hag, or back into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is absorbed or borne by the
STR DEX CON INT WIS CHA
new form (the dragon's choice).
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
In a new form, the dragon retains its alignment, hit points, hit dice,
ability to speak, proficiencies, Legendary Resistance, lair actions, and
Saving Throws DEX +5, CON +12, WIS +6, CHA +10 Intelligence, Wisdom, and Charisma scores, as well as this action. The
Skills Arcana +8, Intimidation +11 Perception +11, Stealth +5 two forms also share spell slots, and the recharge of the Shrieking Breath
Damage Immunities Fire, Cold, Thunder / Shriek features. Its statistics and capabilities are otherwise replaced by
those of the new form.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Rashemi, Raumvira, Sylvan, Tuigan
Challenge 16 (15,000 XP) The dragon can take 3 legendary actions, choosing from the options
Proficiency Bonus +5 below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The dragon regains spent
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can
legendary actions at the start of its turn.
choose to succeed instead.
Tail Attack. The dragon makes a tail attack.
Spellcasting. Khaetarubylath casts one of the following spells, requiring
no material components and using Charisma as the spellcasting ability Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
(spell save DC 20): creature within 10 feet of the dragon must succeed on a DC 21 Dexterity
saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked
At will: disguise self, gust of wind, prestidigitation
prone. The dragon can then fly up to half its flying speed.
3/day each: dispel magic, shatter, wind wall
1/day each: bestow curse, control winds Wing Attack (Depowered, Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must succeed on a DC
13 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be
Multiattack. The dragon can use its Frightful Presence. It then makes knocked prone. The dragon can then fly up to half its flying speed.
three attacks: one with its bite and two with its claws. Cast a Spell (Costs 3 Actions). The dragon casts a spell.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19
(2d10 + 8) piercing damage.
On initiative count 20 (losing initiative ties), the dragon takes a lair
Bite (Depowered). Melee Weapon Attack: +5 to hit, reach 10 ft., one
action to cause one of the following effects:
target. Hit: 11 (2d10) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 • Wind echoes through the dragon’s lair creating the illusion of voices
(2d6 + 8) slashing damage. and running footsteps. All creatures in the lair that can hear the
echoes must succeed on a DC15 Wisdom saving throw or become
Claw (Depowered). Melee Weapon Attack: +5 to hit, reach 5 ft., one
disoriented by the noise. A disoriented creature must use their
target. Hit: 7 (2d6) slashing damage.
reaction (if able) to immediately move 15 feet in a random direction. A
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 creature that does not have a reaction must complete this movement
(2d8 + 8) bludgeoning damage. at the start of their next turn.
Tail (Depowered). Melee Weapon Attack: +5 to hit, reach 15 ft., one • Sharp stalactite shards fall from the ceiling, striking up to three
target. Hit: 9 (2d8) bludgeoning damage. creatures underneath that the dragon can see within 120 feet of it.
The dragon makes one ranged attack roll (+7 to hit) against each
Frightful Presence. Each creature of the dragon's choice that is within
target. On a hit, the target takes 10 (3d6) piercing damage.
120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom
• A howling wind blows from the alcoves on one side of the lair to the
saving throw or become frightened for 1 minute. A creature can repeat
other in a straight line 20 feet wide. Each creature in the wind’s path
the saving throw at the end of each of its turns, ending the effect on itself
must succeed on a DC 15 Strength saving throw or take 6 (1d12)
on a success. If a creature's saving throw is successful or the effect ends
bludgeoning damage, be pushed 15 feet in the direction of the
for it, the creature is immune to the dragon's Frightful Presence for the
blowing wind, and knocked prone. On success, the creature is pushed
next 24 hours.
10 feet, but suffers no other effects. Gases and vapors are dispersed
Shrieking Breath (Recharge 5–6, 6 when depowered). by the wind, and unprotected flames are extinguished. Protected
Khaetarubylath’s emits a thunderous shriek and breathes out a chaotic flames, such as lanterns, have a 50 percent chance of being
stream of fire and ice in a 60-foot cone. Each creature in that area must extinguished. If Khaetarubylath targets the lair’s partition with this
make a DC 20 Constitution saving throw, taking 21 (6d6) thunder, 21 lair action, it collapses.
(6d6) fire, and 21 (6d6) cold damage on a failed save, or half as much
damage on a successful one.
54
Gargantuan dragon, chaotic good Medium humanoid (Rashemi human), chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) 8 (-1) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 14 (+2)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13 Saving Throws Con +6, Wis +9, Cha +6
Skills Arcana +11, History +11, Perception +16, Stealth +7 Skills Insight +9, Perception +9, Survival +9
Damage Immunities Cold Senses passive Perception 19
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26 Languages Common, Draconic, Druidic, Rashemi, Raumvira,
Languages Common, Draconic Sylvan, Tuigan.
Legendary Resistance (3/Day). If the dragon fails a saving throw, Bonded Casting. When Serhophea casts the freedom of
it can choose to succeed instead. movement, spirit shroud, or Tasha’s otherworldly guise spells using
one of her spell slots, Serhophea can choose for the spell to also
affect any number of her allies within 30 feet. The effect lasts for
the duration, with only Serhophea needing to maintain
The region containing a legendary silver dragon’s lair is warped by
concentration when required.
the dragon’s magic, which creates the following effects.
Spellcasting. Serhophea is an 18th-level spellcaster. Her
• Once per day, the dragon can alter the weather in a 6-mile
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell
radius centered on its lair. The dragon doesn’t need to be
attacks). She can cast the following wychlaran spells:
outdoors; otherwise the effect is identical to the control
weather spell. Cantrips (at will): blade ward, booming blade, produce flame,
• Within 1 mile of the lair, winds buoy non-evil creatures that fall shashkah*, shocking grasp
due to no act of the dragon’s or its allies. Such creatures 1st level (3 slots): absorb elements, sanctuary, shield, Tasha’s
descend at a rate of 60 feet per round and take no falling caustic brew
damage. 2nd level (2 slots): calm emotions, darkvision, misty step, spiritual
• The area including and within 1 mile of the lair, appears as weapon, summon beast
mundane, and reveals no signs of the dragon’s past or current 3rd level (2 slots): counterspell, dispel magic, life transference, spirit
presenc for the purposes of scrying and similar distant shroud, spirit guardians
divination magic. 4th level (2 slots): banishment, dominate beast, freedom of
• If the dragon dies, changed weather reverts to normal, as movement, stone shape
described in the spell, and the other effects fade in 1d10 days. 5th level (2 slots): dawn, placebind, steel wind strike, wrath of
nature
6th level (1 slot): bones of the earth, chain lightning, globe of
invulnerability, restore spirit, Tasha’s otherworldly guise
Morveysarryx’ combat statistics are not included. If required, refer
7th level (1 slot): crown of stars
to the Ancient Silver Dragon statistics, or in case she succumbs to
8th level (1 slot): mind blank*
the curse, to the Ancient Red Dragon statistics. Both can be found
9th level (1 slot): foresight
* Serhophea casts this spell on herself before combat.
Unweave (3/day). Serhophea can cast counterspell or dispel
magic at their lowest level without using a spell slot or any
components. Additionally, if Serhophea needs to make an ability
check as part of targeting a spell of the enchantment or
necromancy schools, she can add her proficiency bonus to this
ability check.
55
Medium undead , chaotic evil Tiny monstrosity
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 6 (-2) 14 (+2) 12 (+1) 4 (-3) 11 (+0) 4 (-3)
Saving Throws WIS +2, CHA +5 Senses Darkvision 30 ft., Passive Perception 10
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Languages --
Piercing, and Slashing from Nonmagical Attacks Challenge 1/8 (25 XP)
Proficiency Bonus +2
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 2) piercing damage plus 3 (1d6) force damage.
Languages Common, Elvish
Challenge 5 (1,800 XP)
Magic Allergy (1/Day). Immediately after a creature within 30
Proficiency Bonus +2 feet of the spellplagued rat casts a spell, the spellplagued rat can
Detect Life. The banshee can magically sense the presence of spontaneously react to the magic. Roll a d6 to determine the
creatures up to 5 miles away that aren’t undead or constructs. She effect:
knows the general direction they’re in but not their exact 1–2. The spellplagued rat emanates magical energy. Each creature
locations. within 30 feet of the spellplagued rat must succeed on a DC 10
Incorporeal Movement. The banshee can move through other Constitution saving throw or take 3 (1d6) force damage.
creatures and objects as if they were difficult terrain. She takes 5 3–4. The spellplagued rat surges with magical energy and regains
(1d10) force damage if she ends her turn inside an object. 3 (1d6) hit points.
5–6. The spellplagued rat explodes and dies, and one swarm of
spellplagued rats instantly appears in the space where this
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
spellplagued rat died. The swarm uses the spellplagued rat’s
target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of
the banshee that can see her must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its turns, with
disadvantage if the banshee is within line of sight, ending the
effect on itself on a success. If a target’s saving throw is successful
or the effect ends for it, the target is immune to the banshee’s
Horrifying Visage for the next 24 hours.
Shrieking Wail (Recharge 5-6). The banshee releases a terrible,
mournful wail provided that she isn’t in sunlight. This wail has no
effect on constructs and undead. All other creatures within 30 feet
of her that can hear her must make a DC 13 Constitution saving
throw. On a failure, a creature drops to 0 hit points. On a success, a
creature takes 16 (3d10) psychic damage. After a creature has
been targeted by this effect once, it automatically succeeds on its
saving throws against it.
56
Medium swarm of Tiny monstrosities Medium undead , lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 4 (-3) 14 (+2) 4 (-3) 18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0)
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
57
Medium giant, any chaotic alignment Medium giant, any chaotic alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 16 (+3) 8 (-1) 18 (+4) 12 (+1) 19 (+4) 11 (+0) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
Skills Intimidation +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Pack Tactics. The thug has advantage on an attack roll against a
creature if at least one of the thug's allies is within 5 feet of the
creature and the ally isn't incapacitated.
58
Medium construct, neutral Medium construct, neutral
59
Medium construct, neutral Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 5 (-3) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving Throws STR +7, DEX +5, CON +6 Skills Athletics +5, Perception +2
Skills Athletics +7, Perception +4 Senses Passive Perception 12
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing Languages Any one language (usually Common)
from Nonmagical Attacks that aren't Adamantine Challenge 3 (700 XP)
Condition Immunities Charmed, Exhaustion, Frightened, Proficiency Bonus +2
Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Rauvmari (doesn't speak) Multiattack. The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
Challenge 5 (1,800 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Proficiency Bonus +3
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Antimagic Susceptibility. The construct is incapacitated while it damage if used with two hands.
is in the area of an antimagic field. If targeted by a dispel magic
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
spell that would dispel a 5th level spell, the construct falls
target. Hit: 6 (1d6 + 3) piercing damage.
unconscious for 1 hour.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
Brute. A melee weapon deals one extra die of its damage when
ft., one target. Hit: 6 (1d10 + 1) piercing damage.
the clay gladiator hits with it (included in the attack).
Immutable Form. The construct is immune to any spell or effect
that would alter its form.
Parry. The construct adds 3 to its AC against one melee attack
that would hit it. To do so, the construct must see the attacker.
60
Medium humanoid (any race), lawful evil Medium fey (hag), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 20 (+5) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 18 (+4)
Saving Throws STR +7, DEX +5, CON +6 Saving Throws Cha +8, Con +7, Wis +7,
Skills Athletics +10, Intimidation +5 Skills Arcana + 4, Deception +12, Insight +11, Perception +11,
Senses Passive Perception 11 Stealth +5, Survival +7
Languages Any one language (usually Common) Damage Resistance bludgeoning, piercing, and slashing
Challenge 6 (2,300 XP) from nonmagical attacks.
Proficiency Bonus +3 Damage Immunities cold, thunder
Alert. Warlord Vatuur has advantage on initiative checks, and Condition Immunities deafened
can’t be surprised while he is conscious. Senses darkvision 120 ft., passive Perception 21
Brave. Warlord Vatuur has advantage on saving throws against Languages Common, Rashemi, Sylvan, Tuigan, telepathy 120 ft.
being frightened.
Challenge 11 (7,200 XP) Proficiency +4
Brute. A melee weapon deals one extra die of its damage when
Innate Spellcasting. The hag’s spellcasting ability is Charisma
Warlord Vatuur hits with it (included in the attack).
(spell save DC 16). She can innately cast the following spells,
requiring no material components:
At will: disguise self, prestidigitation, gust of wind, see invisible,
Multiattack. Warlord Vatuur makes three melee attacks or two
wind wall
ranged attacks.
3/day each: bestow curse, counterspell, lightning bolt, thunder step
Balanced Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 1/day each: dominate person, dream, enervation, guards and wards
5 ft. and range 80/150 ft., one target. Hit: 13 (2d8 + 4) piercing 1/week: control weather
damage, or 13 (2d8 + 4) piercing damage if used with two hands to
Magic Resistance. Whistle has advantage on saving throws
make a melee attack.
against spells and other magical effects.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15 Strength
Multiattack. Whistle makes three claw attacks. If her first two
saving throw or be knocked prone.
claw attacks on a turn hit the same target, and her third attack
Javelin of Lightning (1/day). Warlord Vatuur throws his javelin claw attack against that target has advantage, and is a critical hit if
of lightning, which transforms into a bolt of lightning, forming a it hits. Additionally, once per turn Whistle can replace one of her
line 5 feet wide that extends out from him to a target within 120 attacks with a Shriek or with casting a spell.
feet. Each creature in the line excluding the warlord and the target
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
must make a DC 13 Dexterity saving throw, taking 4d6 lightning
Hit: 9 (1d8 + 5) slashing damage.
damage on a failed save, and half as much damage on a successful
one. The lightning bolt turns back into a javelin when it reaches Shriek (Recharge 5-6). The hag releases a terrible, maddening
the target. The warlord makes a ranged weapon attack against the shriek. Any creature within 60 feet of the hag must succeed on a
target. On a hit, the target takes 8 (2d6+4) piercing plus 14 (4d6) DC 16 onstitution saving throw, taking 33 (6d10) thunder damage
lightning damage. on a failed save or half as much on a successful one.
61
Small elemental , neutral evil Large monstrosity , neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 12 (+1) 9 (-1) 11 (+0) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
62
APPENDIX B. SIDEKICK
STATISTICS
5th-level Medium humanoid (half-elf)
The statistics presented here are used as allies of the player
characters. These allies are not always present — refer to Armor Class 15 (studded leather)
the adventure text to determine whether they are needed. Hit Points 33 (6d8 + 6)
Depending on how many players are at the table, they can Speed 30 ft.
be run either by the players themselves, or by the DM. In
either case, it is up to the DM to reveal any special STR DEX CON INT WIS CHA
information they may have to contribute based on their 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
role in the party.
Be mindful of having too many allied NPCs, so as not to Saving Throws Dex +6
take attention away from players.
Skills Acrobatics +6, History +5, Investigation +5, Persuasion +5,
Two versions of the Adventurig Archaeologist are Tools. Mason’s Tools +6, Thieves Tools +9
presented — a level 7 and a level 5. They should be used as Senses passive Perception 10
follows: Languages Common, Elvish
• If the party has 5 or more players: use at most one level 5 Helpful. The adventuring archaeologist can take the Help action
Adventuring Archaeologist. If the party struggles with as a bonus action, and the creature who receives the help gains a
combat, have them level up to level 7 when player 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature
characters level up to 8. can forgo adding the bonus to it, and then if the attack hits, the
• If the party has 4 players: use one level 7 Adventuring creature can add the bonus to the attack’s damage roll against
Archeologist. one target.
• If the party has 3 or less players: use two level 5
Evasion. When the adventuring archaeologist is not incapacitated
Adventuring Archeologists. If they party struggles with
and subjected to an effect that allows it to make a Dexterity saving
combat, have them level up to level up to 7 when the
throw to take only half damage, it instead takes no damage if it
player characters level up to 8.
succeeds on the saving throw, and only half damage if it failed.
PLAYING WITH 1 OR 2 PLAYERS Tools. The expert has thieves’ tools and a musical instrument.
While the Dragon Witch of Rashemen is designed to be Wondrous Luck. When the adventuring archaologist is subjected
played with 3-6 players, it is possible to play with 1 or 2 to massive damage that would kill it outright, it is instead knocked
players by making some adjustments and using multiple unconscious and suffers 1 failed death saving throw.
NPCs. The adventure is not intended to be run as a “duet”
however, and play with 1-2 or players requires those
players to control several allies in addition to their own Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
character. Make sure that players are comfortable with this target. Hit: 6 (1d6 + 3) piercing damage.
as setup before proceeding.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
For such a game, it may be useful to include Virnoska as
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
an ally even if there is a player wychlaran. Additionally, if
using Davar and/or a Tuigan Warrior, increase their Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
hitpoints by 20, and an add an extra attack to the latter. target. Hit: 6 (1d6 + 3) piercing damage.
63
6th-level Medium humanoid (Tuigan human)
7th-level Medium humanoid (half-elf)
Armor Class 19 (half-plate, shield)
Armor Class 15 (studded leather) Hit Points 45 (7d8 + 14)
Hit Points 44 (8d8 + 8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
Saving Throws Con +5, Str +6
Saving Throws Dex +6 Skills Athletics +6, Perception +4, Persuasion +5, Survival +4
Skills Acrobatics +6, History +5, Investigation +5, Persuasion +5, Senses passive Perception 14
Stealth +6 Languages Common, Rashemi, Tuigan
64
7th-level Medium humanoid (Rashemi human) 5th-level Medium humanoid (tuigan human)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws Cha +5, Con +5, Wis +6 Saving Throws Con +5, Dex +6
Skills Arcana +6, History +5, Nature + 5, Perception +6, Persuasion Skills Athletics +5, Perception +5, Survival +5
+5 Senses passive Perception 15
Senses passive Perception 16 Languages Common, Tuigan
Languages Common, Druidic, Rashemi, Thayian, Tuigan
Improved Critical. The warrior’s attack rolls score a critical hit on
Bonded Casting. When the Virnoska casts the protection from a roll of 19 or 20 on the d20.
energy or spirit shroud spell using one of her spell slots, she can Second Wind (Recharges after a Short or Long Rest). The
choose for the spell to also affect up to two additional allies within warrior can use a bonus action on its turn to regain hit points
30 feet. The effect lasts for the duration, with only Virnoska equal to 1d10 + its level.
needing to maintain concentration.
Wondrous Luck. When the warrior is subjected to massive damage
Unweave (3 uses, recharges after a long rest). Virnoska can that would kill it outright, it is instead knocked unconscious and
cast counterspell and dispel magic at its lowest level without using suffers 1 failed death saving throw.
a spell slot or any components. Additionally, if she needs to make
an ability check as part of targeting a spell of the enchantment or
necromancy schools, Virnoska can add her proficiency bonus to
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
this ability check.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Spellcasting. Virnoska’s spellcasting ability is Wisdom (spell save damage if used with two hands.
DC 14, +6 to hit with spell attacks). She has following wychlaran
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
spells prepared:
target. Hit: 7 (1d8 + 3) piercing damage.
Ritual only: detect magic
Cantrips (at will): blade ward, guidance, booming blade, shocking
grasp
Protection. The warrior imposes disadvantage on the attack roll
1st level (4 slots): absorb elements, cure wounds, healing word,
of a creature within 5 feet of him whose target isn’t Davar. Davar
shield
must be able to see the attacker.
2nd level (3 slots): darkvision, misty step, protection from energy,
spiritual weapon
3rd level (3 slots): spirit guardians, spirit shroud
4th level (1 slot): freedom of movement
Wondrous Luck. When Virnoska is subjected to massive damage
that would kill her outright, she is instead knocked unconscious
and suffers 1 failed death saving throw.
65
APPENDIX C. MISSION THE DAJEMMA
You have chosen to undertake the dajemma — the
66
PROFESSOR BRISSEAU’S MISSION NOTES PATRON: PROFESSOR MERVA BRISSEAU OF
Professor Merva Brissaeu has hired you to investigate THE WATERDEEP ACADEMY OF HISTORICAL
locations in and near Rashemen and recover artifacts STUDIES
helpful in learning the history of Raumathar — primarily Originally from Rashemen, famed Waterdeep historian
books. Merva has given you the following notes: Merva Brisseau left her homeland young but remained
• Investigate two Raumathari locations: the Ring of Gray fascinated by it. As her studies in Waterdeep grew in
Flames and the Towers of Smoke. renown, she still spent much of her life adventuring in
• Your journey is expected to pass the remains of a place Rashemen, where she built excellent relations with the
called Strogatsk. This is not a Raumathari location, but Wychlaran by conducting her studies in a respectful and
very little is known about it, and it is worth a quick look mutually-beneficial manner. Merva is not one for taking
to see if anything of historical interest remains there. cultural artifacts without permission. Those she hires for
• You must have a wychlaran escort to the ruins, both for expeditions are employed for their field skills as for their
practical and political purposes. I suspect only a cultural sensitivity and ability to work well with local
wychlaran may interact with certain ancient magics, as authorities.
some seem to respond to the Raumviran bloodline of As a patron, Professor Merva Brisseau provides the
which the Wychlaran are the descendants. following perks in this adventure:
• Secure books or artifacts relating to Raumathari history. • Compensation. Professor Brisseau pays for the work you
Remove only items approved by your wychlaran guide. do for her and covers certain expenses. While on a quest
Try to leave things intact and not break anything. Check for her, you can sustain a modest lifestyle at no cost.
with your guide if in doubt. Additionally, you receive a bounty of 250 gp for each
• Notes on the Ring of Gray flames. The Ring of Gray relevant artifact or book you bring back. Only items
Flames is an ancient Raumathari ruin consisting of obtained in a manner approved by the local authorities
several constructed stone towers, of which two remain and removed with their permission are eligible for the
intact and impenetrable due to magical seals. The Ring is bounty.
one of the better known Raumathari sites, and the • Equipment. Before departing on your mission, you
closest to Mulptan. gain 50 gp in coin and up to another 50 gp worth of
• Notes of Tower of Smoke. The second Raumathari ruin is equipment from the Adventure Gear section of the
located in the far North, beyond the village of Nathoud. Players Handbook. Additionally, you can choose to
The location is referred to as the Towers of Smoke, but take one of the following: potion of climbing, potion of
little is known beyond the description. Further comprehension, or potion of water breathing.
information may be available form local adventurers or • Research. Professor Brisseau’s specialization is
guides in Nathoud. Raumathari history, and she provides you with
several tomes to assist your exploration. These tomes
allow you to translate the Raumvira language at a rate
of 1 minute per word. Additionally, if you are a
spellcaster, you gain insight into Raumathari magic
that may allow you to interact with devices or spells
powered by it. Finally, you can spend 10 minutes
consulting the provided tomes to gain advantage on
an Intelligence (History) check relating to the
Raumathar Empire.
•
67
THE WYCHLARAN’S COMMUNION PATRON: THE WISE WOMEN OF RASHEMEN
Before undertaking your journey, you were given the (THE WYCHLARAN)
following guidance by the Elder Wychlaran Council: As a patron, the Wychlaran represent the rule of law and
• Your true mission is to find wisdom. Return once you traditions within Rashemen. Following them as a patron
believe you have. means following their directions and tradition.
• Investigate the dragon sighting, learn the truth, The Wychlaran patron provides the following perks in
intervene as necessary. The dragon was last seen in this adventure:
Nathoud a month ago. Make your way there in your • Authority. While on a mission for the Wychlaran, you
travels. can invoke your authority to gain advantage on a
• Make allies. Assist them, and they will assist you. The Charisma (Intimidation or Persuasion) check made to
first step to leading many people is getting along with influence a law-abiding Rashemi.
just a few. • Proficiencies. You speak your choice of one additional
• Guide the foreign explorers with care and respect. Their language from options relevant to Rashemen’s
learnings are also learnings for us, and Merva Brissaeu is geography and people. Choose from: Dwarvish,
an ally of the Wychlaran. Rashemi, Sylvan, Thayian, or Tuigan. If you are
• The twin misions may be tied together. If a dragon is proficient in the Arcana or History skill, you can
active, it would be drawn to ancient artifacts for its translate the Raumvira language at a rate of 1 minute per
hoard. word. Additionally, if you are a wychlaran (regardless of
• Tread carefully in Endless Wastes. The people of Taan class), you are trained in the knowledge of Raumathari
are not likely to receive you well. It has never been our magic, granting you proficiency in the Arcana skill, for
choice to have them as enemies, but the past cannot be ability checks related to such magic.
changed, only improved upon. • Resources. While in Rashemen, you can purchase
potions or spellcasting services for yourself with a
In addition to the general guidance above, you have been
20% discount. It is expected that you do not use this
given a special briefing regarding a well-known dragon-
discount to purchase items for those who do not share
sighting. It’s expected that you keep the untold story
your patron.
private unless it becomes relevant to current events:
The story told. In the Year of True Omens (1409 DR), an
ancient silver dragon came over the Sunrise Mountains.
The dragon was said to be out of control with rage, affected
by a draconic illness contracted in the Copper Mountains
from which it had come. It landed on the outskirts of
Thasunta, in the south of Rashemen, where a host of
wychlaran and berserkers drove it away, never to be seen
again. This story is known in the histories of Rashemen
and the surrounding countries.
The story untold. When the people told stories of the
dragon having come from the south — Copper Mountains
or not – this was a story to the benefit of the Wychlaran.
The south meant Thay and eternal enemies of the lands. In
truth, the Wychlaran suspected that a fleeing dragon
would flee to its home, not simply in a random direction.
Those who fought the dragon had also noticed something
strange about its illness. It was not just “crazed” as
described by the common folk, but it seemed to have a
hunger, a burning hate for the Rashemi. Several hathrans
(full-fledged wychlaran) fell in the battle, along with
many berserkers. After the battle, an othlor — one of the
senior wychlaran — was tasked with traveling to the
Endless Wastes — a place at the time known to still be
hostile to the Rashemi — to track and kill the wounded
dragon before it had a chance to recuperate and return. The
othlor that was sent was named Serhophea. Her task was
secret, and she was sent alone to perform it. Serhophea
never returned, nor was the dragon seen again in
Rashemen.
Othlor Serhophea. In addition to the story above, you
have a physical description of Othlor Serhophea. When last
seen, Serhophea was a tall human woman in her sixties,
had long red hair — quite rare in Rashemi, light skin, and a
simple wooden wychlaran mask carved with a symbol of
three lines forming a triangle.
68
APPENDIX D. TIMELINE
OF HISTORICAL EVENTS
Note that there are two versions of the table below — a
complete DM version and a partially-filled player version.
69
T IMELINE OF H ISTORICAL E VENTS (PLAYER V ERSION )*
PLAYER T IP : B LANK SPACE IN THE TIMELINE DOES NOT NECESSARILY INDICATE A MISSING EVENT !
Year Event
Circa -900 DR to -150 DR Time of the Raumathar Empire
1358 DR The Grand Army of the Tuigan, also known as the Tuigan Horde begins its conquest. The
The Year of Shadows. army is 300,000 soldiers strong and invades from the Endless Wastes (also known as the
Hordelands or Taan). Rashemen was among the areas invaded.
1 month ago For the first time in many years, a dragon is seen flying near Nathoud.
70
APPENDIX E. MAPS
REGIONAL MAP (DM VERSION)
71
REGIONAL MAP (PLAYER VERSION)
72
THE RING OF GRAY FLAMES: BREACHED
TOWER
73
STROGATSK UNDEAD ATTACK (OPTIONAL)
74
TOWERS OF SMOKE: ABOVEGROUND
75
TOWERS OF SMOKE: UNDERGROUND
76
TUNDRA & MOUNTAINS GROUND MAPS
For virtual play, a generic tundra map and a snowy
mountain terrain map are included in the DMsGuild
packages.
77
LAIR OF THE SHRIEKING DRAGON
78
WHISTLE’S WIND HUT
79
APPENDIX F. audiences and occasionally some form of aid in exchange
for favors in return.
WYCHALRAN
BACKGROUND & SPELLS
SPELL LIST
Prerequisite: Spellcasting or Pact Magic class feature.
As a member of the wychlaran, the following spells are
The following background and spells are taken from the added to the spell list of your spellcasting class.
Rashemen Campaign Guide or the stand-alone Wychlaran
class product. The spell list that appears here is altered Spell Level Spell
from the original version to exclude spells that are not
cantrip guidance, shashkah*
reprinted here.
1st cure wounds, shield
BACKGROUND: WYCHLARAN 2nd gust of wind, lesser restoration
Your arcane or divine prowess marked you as different 3rd spirit shroud, wind wall
from those around you. The powerful wise women of your
4th fire shield, summon construct
land sought you out to bring you into the fold. You’ve
either spent your years practicing your magical abilities on 6th restore spirit*
your own as an Unproven or willingly joined the witches to * These spells are taken from the Rashemen Campaign Guide.
train and be numbered among their ranks.
When you choose this background, work with your DM
to determine whether you’re a true wychlaran or a
NEW SPELLS
The following two spells from the Rashemen Campaign
durthan, how far through the ranks you progressed, and
Guide appear in this adventure.
what kind of experiences you have had.
SHASHKAH
Skill Proficiencies: History, plus your choice of two from
Transmutation cantrip
among Arcana, Insight, Medicine, Nature, and Religion.
Tool Proficiencies: Herbalism kit Casting Time: 1 bonus action
Languages: one of your choice Range: Self
Equipment: Herbalism Kit, set of common and fine Components: V, S, M (a tuft of black wool, a human hair,
clothes, a mask, a stone, twig or leaf from a place you and a sword)
consider sacred, and a pouch containing 15 gold pieces. Duration: 1 minute
Classes: Wychlaran
RANK A sword you are holding is imbued with the power of
In the Sisterhood there are different ranks of varying ancient spirits, guiding you in its use. For the duration, you
power and responsibility. You had specific responsibilities can use your spellcasting ability instead of Strength or
and experiences based on which rank you are. Dexterity for the attack and damage rolls of melee attacks
using that weapon. The spell ends if you cast it again or if
WYCHLARAN RANK you are not holding the weapon at the end of your turn.
d6 Rank RESTORE SPIRIT
1 Unproven. Those who choose not to become ethrans, or 6th-level abjuration
perhaps did not have the inclination or aptitude for Casting time: 1 hour
further study. Range: 15 feet
2 Ethran. A low-ranking initiate, but still bearing the full Components: V, S, M (firewood, and rare herbs worth at
responsibility and authority of being a witch. least 500 gp, which the spell consumes)
Duration: Instantaneous
3 Hathran. Leaders of the sisterhood. They can doo
Classes: Wychlaran
nowwrong and their word is law. You perform a ceremony that cleanses and restores the
4 Othlor. The wisest and most experienced. Perhaps only target creature’s’’ spirit. The ceremony removes the
a dozen or so individuals exist. following harmful effects:
5 Durthan. A forbidden splinter group who believe in • Any effect causing the target to be blinded, charmed,
using any means necessary to defeat Rashemen’s deafened, exhausted, frightened, paralyzed, petrified,
enemies, including the use of forbidden dark magic. poisoned, or stunned
• Any curses
6 Former Member. You have left the order either
• Possession
voluntarily or were asked to leave.
• Any reductions to the target’s ability scores
• Any effect reducing the target’s maximum hit points
80
SUGGESTED CHARACTERISTICS BONDS
The magic you wield, the stories the wychlaran raised you
on, and the work you did among the people of Rashemen d6 Bond
have shaped you into who you are today. 1 I will someday get revenge on the corrupt hierarchy who
branded me a heretic
PERSONALITY TRAITS 2 Everything I do is for the common people.
D8 Personality Trait 3 I will do anything to prove myself superior to my hated
1 I see omens in every event and action. The gods try to rival.
speak to us, we just need to listen. 4 I protect those who cannot protect themselves.
2 I blow up at the slightest insult. 5 Those who stand beside me are those worth dying for.
3 I believe that everything worth doing is worth doing 6 I fight for those who cannot fight for themselves.
right. I can’t help it—I’m a perfectionist.
4 I feel tremendous empathy for all who suffer.
5 I'm convinced that people are always trying to steal my FLAWS
secrets. d6 Flaw
6 I ask a lot of questions. 1 Secretly, I believe that things would be better if I were a
7 I bluntly say what other people are hinting or hiding. tyrant lording over the land.
8 I'm willing to listen to every side of an argument 2 I am dogmatic in my thoughts and philosophy.
before I make my own judgment. 3 I’d risk too much to uncover a lost bit of knowledge.
4 I have little respect for anyone who is not a proven
IDEALS warrior.
d6 Ideal 5 I’m horribly jealous of anyone who outshines my
1 Tradition. The ancient traditions of worship and sacrifice handiwork. Everywhere I go, I’m surrounded by rivals.
must be preserved and upheld. (Lawful) 6 Once someone questions my courage, I never back down
2 Power. Solitude and contemplation are paths toward no matter how dangerous the situation.
mystical or magical power. (Evil)
3 People. I’m committed to the people I care about, not to
ideals. (Neutral)
4 Destiny. Nothing and no one can steer me away from my
higher calling. (Any)
5 Charity. I always try to help those in need, no matter
what the personal cost. (Good)
6 Freedom. Tyrants must not be allowed to oppress the
people. (Chaotic)
81
APPENDIX G. MAGIC MAGIC ITEMS
HANDOUTS
Weapon (rapier), rare (requires attunement)
This magic sword’s blade is fashioned from a horn or spine from a
crystal dragon. When you hit with an attack roll using this sword,
the target takes an extra 1d8 radiant damage.
GIFT OF DRACONIC KNOWLEDGE The sword has 3 charges and regains 1d3 expended charges
Draconic Gift, Very Rare daily at dawn. When you hit a creature with an attack roll using
You have gained the gratitude of the Ancient Silver Dragon the sword, you can expend 1 charge to regain a number of hit
Morveysarryx. You learn the Draconic language, and once per points equal to the extra radiant damage the sword dealt.
tenday, you can cast the commune spell without needing While you’re holding the sword, you can use a bonus action to
components to contact Morveysarryx. This way of communing cause it to shed bright light in a 30-foot radius and dim light for an
differs from the standard spell in the following ways: additional 30 feet, to cause it to shed dim light in a 10-foot radius,
or to douse the light.
• Your questions do not need to require a “yes” or “no” answer.
Questions answerable with one word or a short phrase are
acceptable.
DRAGONLANCE
Weapon (pike), legendary (requires attunment)
• Morveysarryx’s knowledge is far more limited than a deity’s,
and she has no knowledge of any event from the last 80 years. A dragonlance is a renowned weapon forged from rare metal with
Veisa is 3000 years old and has travelled extensively, the aid of powerful artifacts associated with Bahamut.
interacting with many people in that time. She has excellent You gain a +3 bonus to attack and damage rolls made with this
knowledge of historical events and locations, including many magic weapon.
that have since been lost to time. When you hit a Dragon with this weapon, the Dragon takes an
extra 3d6 force damage, and any Dragon of your choice that you
Morveysarryx loves puzzles and in lieu of being asked questions can see within 30 feet of you can immediately use its reaction to
can provide assistance with solving a riddle if it is sufficiently make a melee attack.
described to her. This assistance takes the form of a clue, or
advantage on a check or checks associated with the puzzle or ENCHANTED SCARDRAG POUCH
riddle. Legendary Consumable
As a reaction when a dragon within 60 feet uses their breath
weapon, a creature can throw this pouch up to 60 feet. When
burned by fire from a dragon’s breath, this magical powder is
consumed and creates a cloud of smoke in a 20-foot radius.
When an adult or younger dragon breathes in the smoke, it is
suffers the following effects for 1 minute:
• The dragon’s strength is reduced to 10, affecting its melee
attacks, and the DC and damage of its wing attack (if the
dragon has one).
• The dragon’s speed is reduced by half, and if it flies, it must
end its turn on the ground or fall.
The next time that the dragon uses its action to use its breath
weapon after breathing in the smoke, its breath weapon fails.
After this, the dragon’s breath weapon only recharges on a 6.
JAVELIN OF LIGHTNING
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its
command word, it transforms into a bolt of lightning, forming a
line 5 feet wide that extends out from you to a target within 120
feet. Each creature in the line excluding you and the target must
make a DC 13 Dexterity saving throw, taking 4d6 lightning
damage on a failed save, and half as much damage on a
successful one. The lightning bolt turns back into a javelin when it
reaches the target. Make a ranged weapon attack against the
target. On a hit, the target takes damage from the javelin plus 4d6
lightning damage.
The javelin's property can't be used again until the next dawn.
In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency
bonus to the attack roll for any attack you make with it.
82
LONGBOW OF WARNING SILVER COIN OF LUCK
Weapon (longbow), uncommon (requires attunement) Wondrous item, common
This magic weapon warns you of danger. While the weapon is on As an action, you can flip this coin for good luck, causing it to
your person, you have advantage on initiative rolls. In addition, grant you 1 luck point (as per the Lucky feat). The luck point fades
you and any of your companions within 30 feet of you can’t be away after 24 hours if not expended before then. Once the coin is
surprised, except when incapacitated by something other than flipped in this way once, it loses its magic and becomes a
nonmagical sleep. The weapon magically awakens you and your mundane silver coin.
companions within range if any of you are sleeping naturally
when combat begins. SPELLCHARGED WAND OF CHROMATIC ORB
Wand, uncommon
RING OF WARMTH The wand has 3 charges and can be used to cast chromatic orb
Ring, uncommon (requires attunement) using a +7 spell attack bonus and/or a DC of 15. You can use an
While wearing this ring, you have resistance to cold damage. In additional charge to increase both the spell’s level and the spell
addition, you and everything you wear and carry are unharmed attack bonus and/or the DC by 1, up to 3rd level and +3
by temperatures as low as −50 degrees Fahrenheit. respectively.
The wand does not automatically regain charges. A creature
SERHOPHEA’S MASK with the Spellcasting feature can use an action and expend a spell
Wondrous item, Rare slot of first or higher level to restore 1 charge per level of slot into
While wearing this mask, you are immune to magic that allows the wand, up to the wand’s maximum of 3 charges.
other creatures to read your thoughts, determine whether you
are lying, know your alignment, or know your creature type. SPELLCHARGED WAND OF ICE KNIFE
Creatures can telepathically communicate with you only if you Wand, uncommon
allow it. The wand has 3 charges and can be used to cast ice knife using a
You can use an action to cause the mask to become invisible +7 spell attack bonus and/or a DC of 15. You can use an additional
until you use another action to make it visible, until you remove charge to increase both the spell’s level and the spell attack
the mask, or until you die. bonus and/or the DC by 1, up to 3rd level and +3 respectively.
Additionally, this mask can be used as a spellcasting focus for any The wand does not automatically regain charges. A creature
class. While attuned to and wearing this mask, you can perform with the Spellcasting feature can use an action and expend a spell
the somatic components of spells as though your hands were slot of first or higher level to restore 1 charge per level of slot into
free. the wand, up to the wand’s maximum of 3 charges.
Produced by a special needle, this magic tattoo is dark in color The typical crystal ball, a very rare item, is about 6 inches in
and abstract. diameter. While touching it, you can cast the scrying spell (save
Tattoo Attunement. To attune to this item, you hold the DC 17) with it.
needle to your skin where you want the tattoo to appear, pressing
the needle there throughout the attunement process. When the STONE OF GOOD LUCK (LUCKSTONE)
Wondrous Item, uncommon (requires attunement)
attunement is complete, the needle turns into the ink that
becomes the tattoo, which appears on the skin. While this polished agate is on your person, you gain a +1 bonus
If your attunement to the tattoo ends, the tattoo vanishes, and to ability checks and saving throws.
the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet,
and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your
reaction to become insubstantial for a moment, halving the
damage you take. Then the reaction can’t be used again until the
next sunset.
83
APPENDIX H. THE
DRACONIC BINDING
If a player character chooses to make the great sacrifice to
protect Avrontonvar from the curse, they become bound to
the dragon. This is intended to be a dramatic and entirely
life-altering experience undertaken with the full
knowledge that it will change the character forever.
If this adventure is being played as a one-shot, and there
is no intent to continue playing the character in question,
it may be best to allow the player to narrate how they
transform over time and how their future life alongside the
dragon transpires.
If the character is playing the wychlaran class, the
draconic binding results in them abandoning their chosen
praxis — likely the Praxis of Tradition, and instead taking
on the Praxis of the Dragonbound — the exclusive subclass
included below. If the character undertaking the draconic
binding is playing a different character, you should work
together to determine the manner of changes to their class
or subclass. The change should be significant and should
have a clear draconic theme. Where draconic influence is
involved, it should be a Silver dragon. As the changes may
be drastic, work with the player to adjust their previous
ASIs or even initial ability scores to fit their new form.
Here are some suggestions for appropriate changes,
though they are not exhaustive:
• A spellcaster could transform into or gain all their future
levels as Draconic Bloodline Sorcerer, or the dragon may
act as their Warlock patron — the Archfey (due to
curse’s Fey connection) or a Hexblade (with the
dragon’s power being channeled through a carried
weapon).
• A monk could take on the tradition of the Ascendant
Dragon and a Ranger of the Drakewarden — with their
drake being a living manifestation of Avrontonvar.
• A barbarian, fighter, paladin, or rogue could take on
draconic attributes by having their ASIs taken up by
draconic feats — Dragon Fear, Dragon Hide, and Gift of
the Metallic Dragon, with the Dragonborn prerequisite
being satisfied by the newly-made connection. In the
Barbarian’s case, they can further take on draconic
features by following the Path of the Beast.
Whatever the decision, the change must reflect a departure
from the past and embrace a new path — provided the
player accepts this. If the player is not ready to give up
their class, the story allows for the transformation to occur
30 years later, rather than to begin immediately and
happen gradually. In the end — do what’s fun and exciting
for everyone at the table!
84
PRAXIS OF THE DRAGONBOUND Additionally, when you cast the following spells, you can
choose for it to deal your Dragonlink damage type instead
The Praxis of the Dragonbound is not a path a wychlaran
of its listed damage type: dragon’s breath, elemental
typically sets out upon but instead finds through a special
weapon, Ashardalon’s stride, fire shield. All other effects of
connection with an adult dragon. So few individuals have
the spell remain unaffected.
been granted such power that the wychlaran elders hold no
view of them. It is a path clearly divergent from tradition, PRAXIS SPELLS
yet it can be a result of following the Hathran path. The You gain praxis spells at the wychlaran levels listed in the
nature of your bond with your dragon is core to both your Praxis of the Dragonbound Spells table. You gain both
beliefs, and whether you’re accepted or cast out by the standard and Bonded Casting spells from your praxis. Once
Wychlaran. When you choose this Praxis, decide on the you gain a praxis spell, you always have it prepared, and it
nature of your connection with your dragon: doesn’t count against the number of spells you can prepare
each day.
DRACONIC CONNECTION If you have a praxis spell that doesn’t appear on the
d6 Connection wychlaran spell list, the spell is nonetheless a wychlaran
spell for you.
1 A mystical event caused your and the dragon’s life forces
to became bound together. PRAXIS OF THE DRAGONBOUND SPELLS
2 The dragon saved your life by giving you a portion of its Wychlaran Level Spells
life force.
3rd absorb elements, cause fear, command,
3 You venerated the dragon as a god and it has granted alter self, magic weapon, Nathair’s
you power. mischief
4 You and the dragon were both captured subjects in a 5th elemental weapon, fear, tongues
archmages’s cruel experiment, and must now go
7th Raulothim’s psychic lance
through life intertwined.
9th summon draconic spirit
5 The only way to stop an evil dragon was to bind yourself
to it. Now each day is a struggle against its corrupting 11th Fizban’s platinum shield
presence.
6 Your draconic ancestry has begun to manifest itself, PRAXIS OF THE DRAGONBOUND BONDED SPELLS
allowing you to connect with another dragon. Wychlaran Level Spells
3rd shashkah, disguise
DRAGONLINK self
When you adopt the Praxis of the Dragonbound at 3rd
4th dragon’s breath
level, you learn the Draconic language and choose the type
of dragon you are bound to. The damage type associated 6th Ashardalon’s Stride
with each dragon is used by features you gain later. 8th fire shield
DRAGONLINK TYPE
COMMUNAL CHANNELING ENHANCEMENTS
Dragon Damage Type Your Praxis of the Dragonbound leads you to focus on
Black/Copper Acid harnessing personal power from your channeling. You
learn to improve your communal channeling in subtle
Blue/Bronze Lightning
ways. An enhancement to each channeling option is
Green Poison available for you starting when you adopt this Praxis at 3rd
Red/Brass/Gold Fire level. You choose one of these options when you gain this
feature, a second at 9th level, and the third at 11th level.
White/Silver Cold
Amethyst Force DRACONIC INFLUENCE
Commanding Channeling Enhancement.
Crystal Radiant
While your Commanding Channeling is active and a bound
Emerald Psychic
creature chooses to add damage based on your charisma,
Sapphire Thunder they can change all of the damage dealt by its attack or
Topaz Necrotic spell to your Dragonlink damage type.
DRACONIC LIFELINE
DRAGON ESSENCE Protective Channeling Enhancement
Starting at third level when you are subjected to an effect
While your Protective Channeling is active, any
that that allows you to make a saving throw to take only
unconscious bound creature automatically stabilizes at the
half damage and that damage type is of the type associated
start of their turn. If an unconscious bound creature is
with your Dragonlink, you instead take no damage if you
already stable, they regain 1 hitpoint instead.
succeed on the saving throw, and only half damage if you
fail. DRACONIC MIND
Psychic Channeling Enhancement
85
While your Psychic Channeling is active, all bound
creatures can speak and understand Draconic, and have
advantage on saving throws against fear. Additionally,
when a bound creature is suffering from an effect that can
be ended by another creature taking an action — such as to
shake them awake — any other creature that is part of the
Communal Binding and not suffering from the same effect
can instead end this effect by using their reaction at any
time, as long as they are within 60 feet of the affected
creature.
DRACONIC KNOWLEDGE
Starting at 7th level, you can call on the dragon you are
bound with to share their knowledge with you. You must
spend 1 minute communing with your dragon in this
manner.
For the next hour after your communion, you can use
the skill bonuses listed in the Skills section of the Adult
Dragon version of your Dragonlink type instead of your
own. For example, an Adult Red Dragon has a +13 bonus to
Perception and a +6 bonus to Stealth listed under their
skills — you can use those instead of your own Stealth and
Perception skills.
Once you use this feature, you can’t use it again until
you finish a long rest.
DRACONIC CONSTRUCT
Starting at 14th level, when you summon or successfully
repurpose a construct, you can give it a draconic breath
weapon. The breath weapon takes the construct’s action to
use, deals damage of the type associated with your
Dragonlink, and recharges after a short rest. The breath is
a cone with a range of 5 feet multiplied by the construct’s
CR. The breath requires a Dexterity saving throw against
your spell save DC. A creature takes damage equal to 1d8
multiplied by the construct’s CR on a failure, or half as
much on a success.
DRAGON ALLY
Starting at 18th level, you can call upon the dragon you are
bound with to assist you. As an action, you expend your
9th level spell slot to summon the dragon to your side. The
dragon, in all its glory, appears and remains for up to 1
hour. It can transport itself back home earlier only by
spending 1 minute doing so. The dragon is an adult dragon
of your Dragonlink type but does not have legendary
actions, lair actions, or regional effects. The Dragon is
loyal to you and willing to lend assistance — including by
placing itself in grave danger — except when it is entirely
unreasonable. The dragon acts on its initiative. If it is
summoned in combat, it acts immediately after you.
This is not a projection or “a version” of your bound
dragon; it is them in the flesh. If the dragon is in danger of
death, it benefits from death saving throws. If the Dragon
dies, you are immediately reduced to zero hit points and
fall unconscious. Additionally, if the dragon dies, you lose
all benefits granted by your Praxis other than Praxis Spells
until you bring the dragon back to life.
86