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the

misplace
A supplementary plane
of existence for 5-7th level
characters.
COPYRIGHT

WRITTEN BY
This work includes material taken from the System Reference Document
5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.
wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed
Filippos Alexandris (@jaarth)
under the Creative Commons Attribution 4.0 International License available Danyal Fryer (@danyalfryer)
at https://creativecommons.org/licenses/by/4.0/legalcode.
Harry Whitelam
This work includes material from The Stygian Library by Emmy Allen,
available commercially through Dying Stylishly Games at https://www. Finley Overland
drivethrurpg.com/product/257113/The-Stygian-Library. The text of this
module is released under the Creative Commons CC0 License available at Will Moran
https://creativecommons.org/share-your-work/public-domain/cc0/.

This work includes artwork in public domain, made available through the A RT B Y
British Library on Flickr Commons at https://www.flickr.com/people/british-
library/. Justinsketches (@justinfabregas)
The copyright of the written pieces and commissioned artwork within this Kateryna (@molfariv)
text remains with the individual authors and artists.
Finley Overland
Lara Gray
Set in Minion Pro.
Cover Artwork: Finley Overland.
Interior Illustrations: justinsketches (@justinfabregas), Kateryna (@molfariv), P L AY- T E S T E D B Y
Finley Overland, Lara Gray.
Rowan Harding, Mark Thompson, Lara
This work was made by humans. Every effort has been made to ensure illus-
trations, images and written material in this text were not produced using AI. Gray, Emily Hitchman, Aditi Kumar, Will
See https://hinokodo.itch.io/human-madefor more details. Moran, Rebeca Bernat
“Existence here is to live on a dreadful slope. Some cling to the top ledge,
knuckles red, while others let go and free fall. The drop, in the end, is
unknowable. Whose to say if holding on is courage, or cowardice? If letting
go is madness, or valour?”
W I T H T HA N K S TO - Maereid Traveller
Emily “Cavegirl” Allen and faer
inspiring Stygian Library,
Library, without
which this work would not exist.
contents

Overview 1-12 Nameless 45-46


Introduction 1 Nameless Swarm 47-48
Running The Misplace 3 Tall Tale 49-50
The Circle of All-Severing 7-8 Hoarder Crab 51-52
Collapse and Unwinding 9-10 Greater Mire Moth 53-54
Cult Fealty 12 Mire Moth Swarm 55-56
Facestealer 57-58
Denizens 15-22 The Librarian 59-60
The Remembrancers 15-17 The Keeper 61-62
The Maereid 17-18 It That Has Tasted Gods 63-64
The Cult of The Way 18-19 The Cult of the Way 65-66
Researchers of Hollow-Tower 20 Truthbearer 67-68
The Missing 20
The Librarian 21 A Hero Hanging On 71-82
It That Has Tasted Gods 21-22 Summary 71
Act 1 73
The Landscape 25-30 Act 2 75
The Shallows 25 Act 3 78
The Depths 26 Epilogue 80
The Void 27
The Weather 28
The Downpour 29
Getting Out 30

Encounters 33-38

Bestiary 41-68
A Nobody 41-2
Voiceless 43-44
1
E RV IEW
OV

For the sin of bearing witness.


For the sin of fear.
For the sin of losing what you must love.
For the sin of loving what you must lose.
He
cast
me –
I became his ring of salt
I became the world he wilfully turned his back on
I became –
I lost the right to become.
My name was Ado. I was saved. I hope to remain so.
My name was Ado. I looked back. I hope to remain.
My name was. I. remain.
My
overview OVERVIEW
1

W hat is the misplace


The Misplace is both a crossroads and the offroad, the path
beyond the torchlight, the place beyond the map, beyond
mapping. Lingering beneath every teleportation, every walk home,
every wandering thought, there is an absence; a fear that one step too

I ntroduction far, one glance in the wrong direction, would see you slip from the face
of the world. When things are lost, either by mishap, by malice, or the
The Misplace is a supplementary plane of existence, built to ravages of time, they may slip down to The Misplace, the place where
be slotted into any campaign where your players want (or
deserve) to have their world turned on its head, either as a short all things, finally, fade.
expedition to retrieve a valuable item, lost character(s), or pertinent
piece of information, and/or as a larger, pervasive element of your The Misplace exists below, and feeds from, the Prime Material plane
world. As a broader worldbuilding element, The Misplace aims to above it, a sort of extraplanar basement where things that are neglected
add an existential danger to teleportation and recorded history or misplaced fall to gather dust. In this way, The Misplace has no solid
within your world, acting as an interplanar void where all things reality of its own, the space a barren landscape of fractured places,
forgotten, misplaced, discarded, or neglected can end up. Although histories, and peoples, made up loosely of the dregs of the reality
the Misplace is home to plenty of entities that pose visceral physical overhead. Unlike most planes, The Misplace is not self-contained, but
threats, the true horror of the plane aims at unravelling your player like a shattered globe is cut open at one end, the top containing a
character’s identities, making expeditions into the plane’s depths a thin atmosphere and the bottom of the plane giving way to the Void
great opportunity for roleplay and character (un)building. beyond all planes, where things go when they exist nowhere, in the
minds of no one.
potential uses / plot points With the Limbostratus above – a great roiling storm that
appears from below as if the surface of choppy water – the spires of
rock across the landscape and the inky depth below, the plane appears
• A heist-like adventure: The Misplace contains countless to be the bottom of an ocean bereft of its water, left only with an
treasures for the party, from long-lost legendary empty darkness.
artifacts to long-forgotten pieces of information.
Given its unstable nature, The Misplace is in a constant
• A rescue quest: the party must venture into its depths to state of collapse, slowly bleeding off into the Void below it, kept fed
rescue or gain access to someone previously cast inside it. only by the flotsam and jetsam of the Prime Material plane above.
• An escape quest: the party is trapped within The Misplace Appearance-wise, the plane is made up of things from broken-
and faced with the challenge of escape. up streets, to shattered buildings, to long-lost glades that float like
fragments above the Void. These all, in turn, will crumble, replaced
The plane is pre-built with its own pre-existing, discarded history by the next people or place to fall on the great wheel of time into the
and current, fleeting ecosystem, but feel free to discard any elements Void below. In effect, The Misplace is a great and horrid alembic of
that do not fit within your worldbuilding, or indeed add elements of meaning, containing in its depths the fragments of time, place and
your own world that may have wound up here. thought it is currently digesting, mulching, to oblivion.

1 2
running the misplace OVERVIEW
OVERVIEW
1

G etting to the misplace


As a place one can end up when forgotten or lost, it is
exceedingly difficult to reach The Misplace on purpose.
Used as a more pervasive element of worldbuilding, the following

P
can act as ways in which an unfortunate creature finds their way
reparing for travel into The Misplace:
losing your way
The true danger of The Misplace lies in its ability to strip
a character’s personality and individuality. Mechanically, In manipulating space and dimensions through teleportation
this requires some dissection of characters in advance, in the form magic, one risks slipping through the gaps of the world, tumbling
of Core Memories. from the reality they rely on, finding no destination, no surety,
core memories no solace. Spells such as Plane Shift cannot target The Misplace,
the plane beyond any definition of a ‘destination’ one could set
• Each player drafts a list of up to 5 Core Memories a course to. Mechanically, one may lose their way in many ways,
where possible, each a specific and significant moment such as:
in their character’s past that has contributed to who • When a creature attempts intraplanar travel (and/or of
they are. To each Core Memory, have each player an object) via the Teleport spell and rolls a Mishap three
assign a particular trait or personality quirk their times in a row, all targets of the spell are instead sent
character possesses related to it. The connection need to The Misplace, arriving in an approximate area as if
not be one-to-one and can instead be representative. they had rolled for ‘Similar Area’ as part of the spell.
• Core Memories function as a mechanical way to allow • When a creature attempts interplanar travel (and/or of
personalities to break down, but also form an incredibly an object) via the Plane Shift spell without the use of a
valuable commodity in the meaning-starved realm of teleportation circle or to a plane they have not visited
The Misplace for a desperate adventurer. previously, roll a d100. On a 1, all targets of the spell are
sent to The Misplace.
mementos • When a creature attempts to cast either of the above
spells and is successfully counterspelled, roll a d100
• Each player selects one of their Core Memories (this and subtract the difference between the successful roll
could be any, but ideally the most foundational in and the DC of the Counterspell. On a 1 or lower, the
both background and its associated trait) and assigns countered spell refracts and shatters reality, sending all
a Memento to it, a trinket or small object that stands creatures and objects within 10ft to the Misplace.
in as representative of that memory in some way.
• When any number of creatures attempt to teleport via
• A Memento acts as a guiding rod within The Misplace, any means to the same space at the same time, roll a d100
ensuring that even when all is lost, you still possess some and subtract the total number of creatures attempting to
shred of yourself. Protecting your Memento ensures its do so. On a 1, all teleporting creatures are sent to The
associated Core Memory remains, but also provides Misplace.
protection from Unwinding and similar effects.

3 4
OVERVIEW 1
OVERVIEW
• When extradimensional spaces overlap, such as outlined
of the Bag of Holding, Handy Haversack or Portable Hole, losing your legacy
creatures within 10ft of the Gate created may alternately
be sent to The Misplace, as opposed to the Astral Plane. If no written, oral or otherwise-recorded history exists of a creature
• If using homebrew or other creatures that are capable or location, it may turn up in The Misplace, in actuality or as a
of memory-altering/removal, a victim may wake within manifestation of the original.
The Misplace. Such manifestations are incomplete - A once famous
champion may manifest as a faceless caricature, a house may
manifest entirely empty, bar the room its denizens once gathered
losing your mind within to tell stories together. Likewise, if the last few memories
of the creature or location are misinformed, biased or otherwise
The Misplace lies outside of sanity, beyond comprehension. From inaccurate, the manifestation may reflect the same discrepancies,
a drunkard stumbling down an alley in his stupor to an archmage rather than the entity’s true nature. This avenue of getting to The
delving into secrets beyond his imagining, all who lose their Misplace is the most viable for a party purposefully seeking to
minds may stumble into The Misplace, as concepts crumble to enter the plane:
abstraction. Mechanically, one may lose their mind in many ways:
• Obscuranaurum: An unknowable time ago, a nameless
• If a creature becomes unconscious or dies while its mind archmage whose horrific practices alerted the local law
is cast elsewhere, such as during a Scrying or Dream spell, and, soon, had the world against him, attempted to design
or whilst seeing through another creature’s eyes such as via an artifact to evade justice. In a way, it worked. Now a
the Find Familiar spell, their mind may become severed cursed artifact found only deep within the recesses of
from their body and sent to The Misplace. Likewise, a dungeon, The Obscuranaurum is a sphere of ornate
having your tether cut during the Astral Projection arcane design, a handprint delicately impressed on its
spell may cause the same effect. Your body remains in a surface. Any creature that places their palm against the
catatonic state during your detainment in The Misplace. sphere is removed from historical record, the artifact
inadvertently functioning as a key to The Misplace.
• When a creature enters the dreams of another, such as by
the Dream spell, and the host dreamer dies, each other • The Circle of All-Severing: A dark and dreadful ritual
creature within its dreams must make a Charisma saving developed over countless lifetimes by an organisation
struck from reality. This is the surest and ‘safest’ way to
throw against the initial spell or effect’s DC, or have
enter The Misplace.
their mind lost to The Misplace. Your body remains in a
catatonic state during your detainment in The Misplace.
• If using alternative rules for reviving creatures that allow
for failure and the ritual, effect or spell fails, the creature’s
soul may be cast adrift and sent to The Misplace. Your
body, if still present, remains in a catatonic state during
your detainment in The Misplace.

5 6
the circle of
All-Severing
• A pitch-black room and ring of salt around you, to close
off the world you wilfully turn your back on.

If you do not wish to use any of the above rules for entering The • An inner ring of candles for each creature attempting
Misplace, or want a more straightforward way for the party to enter the ritual, to bind you by your transgression in seeking so
the plane, The Circle of All-Severing acts as a thematic introduction, dreadful a place.
getting all players involved on the same page.
The Circle of All-Severing cuts the ties of a group of • At the centre, a shallow bowl. In turn, each creature
individuals from reality, temporarily erasing them from history. After places within it their Memento: an object representative
this ritual has been performed, the location of the ritual is likewise of a particularly important part of their identity or
blotted from existence– someone stumbling across it would be unable background. This Memento you offer to act as your north
to perceive the space whatsoever, even as an empty space. If or when star in a starless place, with the knowledge this and more
the remaining participants of the ritual escape The Misplace, they you stand to lose.
reappear in the space 3d100 days after they first left.
• Sat within these rings, facing inward, one creature
takes the first step and lights a match, saying out loud
their reason for attempting to travel to The Misplace,
After the ritual is complete, its participants are plunged into a and lights the candle in front of them. In turn, each
dreadful darkness, a great and terrible creaking lingering in the air creature takes their now-lit candle and uses it to light
for a moment, and then silence. The silence seems to go on for hours, the next within the ring, the process repeating until the
then days, perhaps months or years, concentrated within a single blip ring is fully lit, knowing that in attempting such an act,
of existence. And then, with a sudden and overwhelming feeling of you only have each other to rely on, or doom.
falling, as one feels before sleep, the ritual’s participants end up in
The Misplace. • Then, each creature in turn leans in, uttering: “My
name was _____, I was _____. I hope to remain so,” and
blows out their candle.

• Finally, the initial creature must say:


“Hope is all we have.”
OVERVIEW 1
OVERVIEW

T racking collapse
The Misplace is a fleeting plane, made of the dregs of the
reality overhead and thus bound to ever-crumble into the
Void below it. Be it by the Upwrench (pg. X), Madness, fatigue T racking unwinding
Whereas Collapse can go up and down during play,
Unwinding represents the cumulative loss of meaning
or famine, nothing may exist there forever. Collapse represents affecting the party. There are ways to reduce Unwinding, but
a timer for whatever expedition or escape attempt the party is these come at a heavy cost, or must be stumbled across through
making, increasing as meaning itself unwinds and hope dwindles. Encounters.
Generally, Collapse increasing impacts character’s negatively, Whenever Collapse increases, have a player roll 1d4 and
effects roleplay and increases the strength of hostile creatures add the current Collapse value on the Unwinding Table. If no
within the plane dynamically. player is currently affected by a possibility on the table, this player
is chosen randomly, otherwise the player currently affected by the
collapse increases by 1 when: fewest rolls.
• The players Advance further into the Depths of The If you possess a Memento, you make any roll on the
Misplace. Unwinding Table with disadvantage.
• The players take a Long Rest. while within The Misplace
unwinding table
• Through effects indicated within certain Encounters.
1d4+Collapse effect
• More abstractly, you may increase Collapse by 1
whenever there is discord within the group surrounding
their motivation or goal, or when they otherwise have 1-6 Roll an additional 1d10. If you are already
affected by the rolled effect, roll again. You
a significant moment of failure, or doubt, as a group. lose of one the following:

collapse decreases by 1 when: 1 Your sense of direction.


• The players Retreat back toward the Shallows of The 2 The warmth of your touch.
Misplace. 3 The ability to read.
• The players bow to The Cult of the Way in exchange for 4 Your sense of time.
increasing Cult Fealty. 5 The ability to lie.
6 A language you speak (excluding
• Through effects indicated within Encounters (pg. X). Common).
• More abstractly, you may decrease Collapse by 1 (or 7 The ability to smile.
more) whenever the group triumphs at a particular goal, 8 The colour from your eyes.
incorporates their backstory into roleplay or otherwise 9 The character in your voice.
has a significant moment of unity and/or surety in 10 A passion you possessed.
themselves.

9 10
7-10 Pick a skill. When you make a check with
any skill selected through this effect,
you do not add the relevant modifier but
OVERVIEW
instead roll a die equal to its value and add
it to the roll, rounding down to the nearest
die value. (For example, a character with
a Persuasion modifier of +6, or +7, would
instead add 1d6 to a Persuasion check).

11-16 You forget a Core Memory, its associated


character trait, and gain a point of
exhaustion. If you possess a Memento,
its associated Core Memory cannot be
removed in this way.

17-22 If you possess a Memento, it crumbles to


ash. If you do not, you and an additional

T
player of your choice roll again on the table.
racking cult fealty
23+ If you do not possess a Memento, you As any traveller of The Misplace will soon come to know,
collapse here is inevitable. Veneration to any shrine of
become a Nameless: for all intents and
purposes, dead. meaning becomes an understandable way to maintain a consensus
reality - even if the reins are held by others.
If an adventurer has accumulated too many negative effects
through increased Collapse, rolls on the Unwinding Table or as a
result of the Downpour, they may commune with the Cult of The
Way to combat these penalties. Doing so increases Cult Fealty,
tightening the power the cult holds over the party and the other
denizens of The Misplace, increasing their presence within it.

Cost Effect
+1 Cult Fealty -1 Collapse
+2 Cult Fealty Regain an aspect/quality
lost from the Unwinding
Table (1-5).
+5 Cult Fealty Remove Long-Term
Madness.

11
2
IZE NS
D E N

When even the thread of fate,


once red like Eden-fruit
darkens to a dusty bloodstain.
When even pure gold,
exchanged for a pink kiss
bruises like hollowed eyes.
I will use the knowledge
we were cast out for
to weave us together beyond
thread and rings; keep
the true brightness of colour
safe in our twinned minds.
denizens DENIZENS
DENIZENS
2

to find enough sustenance for all, and so the first split happened.
As they years have passed, more and more Remembrancer groups
have been formed.
Each group is led by the Master Weaver, the person
responsible for maintaining the group’s Weaves – their history.

S urving the misplace


Despite its apparent hostility, The Misplace is still home
to a number peoples and cultures. Many of these peoples
split off and turn to isolation like Maereids, while others like the
Remembrancers band together and value community above all
Each Weaver has at least a dozen apprentices that create minor
Weaves of their own – small tapestries detailing family histories,
embroideries, and so on. On top of this, the Weaver and their
apprentices also transmit their group’s history orally in great
ceremonies.
else, both looking to sustain themselves for as long as possible Apart from serving as a record of their history, the Weaves
within the fleeting plane. also have more practical applications. During Downpours,
the Remembrancers form a camp and use their Weaves as tent
the remembrancers roofs. There seems to be some kind of magic in the histories and
memories of the Weaves, as they can
The Remembrances is a term used for the various nomadic groups keep the Downpour away – not fully,
that roam The Misplace, traveling through the Shallows and the but enough that most important things
Depths alike. There are roughly a dozen groups, each with their are retained. Generally, although even
own traditions and history stretching back many years. Remembrancers eventually fade away,
The Remembrancers see themselves as custodians of The they live longer than most others in
Misplace, trying to maintain a sense of memory about the plane The Misplace.
and recording not only their own history, but also that of the plane Each Remembrancer group
itself. They do this through the Weaves, tapestries their Weavers plots their own course through The
create that tell their people’s story. Misplace, recording its changes and
According to the Weaves, the Remembrancers were, long any new arrivals as they go. Although
ago, a single group of people. They joined together through various they often visit the small villages and
means, but above all for the sake a community, a place where people towns they pass through, they tend to
would care for each other, in so hostile a place. Even as people avoid major settlements – the Cult of
forget who they are and what they stand for, the Remembrancers the Way has taken root there, and there
are able to hold on to the sense of community, helping each other is animosity between the two sides.
in all things. The Cult sees the Remembrancers as
As the Remembrancers grew, they were forced to split into complacent fools, content to simply
groups due to the absence of food. Having hundreds upon hundreds record history that will eventually be
of people traveling through The Misplace together made it hard lost, instead of struggling to find the

15 16
DENIZENS 2
DENIZENS
meaning of The Misplace – a waste, considering their resources
and ability to navigate the plane better than most. The Maereid are even rumoured to
The Remembrancers’ sense of community extends beyond willingly drink from the Downpour,
their respective groups. When two groups meet, a great celebration their heads a mess of preserved
is held, and their Weaves are compared, with information added memories, given the grace to be felt
from one to the other. Such celebration are colorful affairs again. Yet, unlike the Remembrancers,
against the drab grey of The Misplace – the Weaves are made of the Maereid feel no desire for
the brightest colors the Remembrancers can find, a declaration permanence, any help they offer
of resistance against the plane itself. In fact, any source of color fleeting. The Maereid are at complete
is prized deeply among them, with the Master Weavers of each odds to The Cult of the Way, rebuking
group maintaining collections of colors and the materials that can their practices entirely, though are
produce them. often too flippant to rise against them,
If the Remembrancers happen across anybody that still beyond the occasional confrontation
retains a sense of self during their travels, they are most eager to within the Depths.
offer them help. Most end up joining the group that found them
in the end, grateful for the assistance. Those who do not return
instead to the Shallows and their settlements, from where they
help the Remembrancers in any way they can.

the maereid
While the Remembrancers band together to find meaning, the
Maereid are more solitary people, who nonetheless share the same
sentiment among them: That their time here is finite, and thus they
the cult of the way
should revel in all that they can find. Clinging on to no assurance,
the Maereid are those who travel willingly away from the Shallows The Cult of the Way are a near-militant pseudo-religious order,
into the Depths, hoping to find meaning at the very end of things. their ranks seemingly enormous within the Shallows, where they
Collectors of discarded items, memories and ideas, the act as a policing force. Always masked and uniformed in moth-
Maeried are a patchworked people. Found with mismatched bitten garb, their constant presence is in some ways the only surety
clothing, half-complete poems, found objects, the Maereid value one can expect to find within The Misplace.
futility, taking the various discarded parts of The Misplace into Their doctrine incredibly secretive, known only in detail
themselves in the hope that through them, they find new meaning. by the Truthbearers of their order, Guiding Hands and Watchful
Macabre to many, they also seem to view beauty in the plane’s Eyes act as missionaries across the plane, bringing people under
collapse, mercurially dancing between traps and gaps into the their domain within the Shallows. As their order grows, so does the
Void. pull of their doctrine - Their teachings point to a great, beautiful

17 18
2
DENIZENS
truth within the very fabric of The Misplace, a great secret the
plane hides. For many, this promise of purpose is a powerful means the researchers of hollow-tower
to justify conscription in a plane bereft of sense. Beneath their
belief, though lost on those lower in the ranks, is a general need A crooked tower floats in the spaces between land, drifting and
to maintain power over the Shallows, to ensure survival above all lilting calmly across the inky skyscape. The scholars who reside
else - faith, in some ways, coming second to command. within are curious, but rarely seen; only venturing out when they
In their devotion, the various members of the Cult of the require more understanding. Hollow-Tower is home to any who
Way look to gain access to greater detail of their grand belief, the offer insight, and a prison for the half-witted. The denizens are the
greatest among them deemed Truthbearers. Journeying below descendants of a group of foolhardy wizards, who ventured into
the surface of the Shallows, to great and ancient caves seemingly The Misplace for understanding, and instead found only a cage.
remaining from the plane’s birth, these esteemed members are said Now the descendants continue their work in solemn desperation,
to glimpse upon the order’s ultimate revelation. having never known anything else. Those who know their ancestors’
In truth, the Cult serve a hollow cause: if there is a secret either work themselves to the bone to find an escape, or go
greater secret to this plane, they have not found it. Their highest mad. Either way, they relish one thing: knowledge.
ranking terrified, their lowest hopefully devout, the Cult must The Researchers of Hollow-Tower are not hostile, nor
endlessly maintain their faith in the face of meaninglessness, their do they possess much, if any, physical strength. In exchange for
desperation seeping through the ranks into the rage and tyranny information, theories or innovation, they may even part with some
the Maereid and Remembrancers must combat. of their collected knowledge. One must only mind when parsing
the Hollow-Tower’s vast tomes that they too do not mistake
insanity for wisdom.

the missing
Those who venture to the Depths may come across one of the
Missing; a small band of holy folk dedicated to a deity purposefully
forgotten. They simply refer to Them. Agents of chaos, the Missing
not only embrace futlity, but actively rebuke stability, seemingly
chasing the thrill that comes with utter collapse. While they may
entertain company, they won’t hesitate to expose a player to a
tragedy; as long as it’ll make a good song.

19 20
2
DENIZENS
the librarian
It That Has Tasted Gods will not hunt nor harm creatures
The Librarian is a singular entity that roams the Depths of The
unless provoked. Speaking in a horrendous, beautiful mix of divine
Misplace, though can rarely be seen at the edges of the Shallows
and discordant voices, the entity is capable of communing with
in its desperation. The Librarian is the ultimate collector of all
creatures, and seems even to enjoy it. It That Has Tasted Gods
recorded knowledge, a mutated creature composed of the carrion
seems to have acquired some form of divine power from her various
of endless histories. A spider-like entity, grasping books to its
feedings, which she could potentially offer to a party in need. But
chest in lieu of a carapace, The Librarian is a desperate thing,
the entity’s acquired other things, too. While her motivations,
prioritising the expansion of its own knowledge above all else.
thoughts and aims are ungraspable by mortal minds, it appears her
Smelling the scent of books, scrolls and tomes as if blood, one need
endless years of existence have alighted grander ambitions in her,
not fear The Librarian if they carry no knowledge with them, and
which she enacts across endless time, slowly progressing toward an
would do well to hide their Mementos at all costs.
unknowable end.
Though hyper-intelligent and capable of deep conversation
if one was so inclined, The Librarian seems coldly detached from
its collection, along the way losing sight of histories as lived things.
To it, only objects remain. In rare moments, The Librarian may
part with an object from its collection if someone is able to recite a
tale or story that briefly enraptures it, though soon it shall hunger
to possess the source.

it that has tasted gods


There are no things in The Misplace that have persisted as long as
It That Has Tasted Gods. While its own history and origin have
flecked away in time, her name remains etched into the fabric of the
plane, as if scratched against the walls. Slinking in the periphery
of The Misplace, gliding across the Void, the entity is a mass of
limbs and wings, reminiscent to a Mire Moth but entirely too vast
in size.
Countless abandoned faiths have fallen to The Misplace,
forgotten gods finding themselves within its Depths, with no
followers to bare their name. But she knows them. It That Has
Tasted Gods has grown fat on these discarded deities, plucking
them from the air like a sparrow hawk in flight, then out their
teeth with a delicate claw.

21 22
3
SCA PE
LA N D
THE
What will you do to take me home?
Now your love for me is bound to
a lyre, when you strum it will the dead
skin of your fingers hold me? Will you
flick me away with the dust?
What will you do now you’ve lost
yourself in my name? Will you chart
the absent constellations and make me
North? Waymark with strips from my veil
as the poles wrench upward?
What will you do except mourn me?
If you loved me, mourn me.
If I’m dead to you, mourn me.
Do not disturb me. Do not hunt me.
I am dancing on the edge of black –
the landscape the landscape
THE LANDSCAPE
3

Drifting about as if perpetually falling, mismatched debris


from small trinkets to sections of buildings or even the hull of a ship
litter the otherwise yawning expanse. No wind permeates the plane,
silent except for a low and constant creaking, as if everything could
fleeting meaning collapse in an instant. As one ventures away from the Shallows,
everything becomes less solid and more abstract. The landscape breaks
Vitally, in the depths of The Misplace, meaning is a scant apart and forms floating islands, the space between giving way to the
commodity. The creatures and people of the plane are not whole, great, endless Void.
but instead the remaining remnants of the reality above: no apple
is as red as you remember them, no sword-edge as well defined,
no building as detailed as it should be. No face is quite complete,
no person fully rendered. Indeed, some things have been reft of
their names, rendered incomprehensible. Mechanically, the plane
becomes more devoid of meaning the further you venture into
its depths, the geography loosely split into the Shallows and the
Depths (and beyond that, the Void).
T he depths
Beyond the comparative security of the Shallows, the landscape
of The Misplace breaks apart into fragmented islands, that
themselves grow smaller and more fractured the deeper into the depths
of the plane you travel. Here, things become more and more abstract.
Far from any consensus reality, scale becomes arbitrary, objects

T he shallows dwarfing the landscape, creatures nested inside great grandfather


The more well-trod and well-defined area of The Misplace, the clocks or huddled in the shadow of a cracked teapot.
Shallows house the majority of the plane’s populace, even stable Within the Depths, self-contained and specific moments of
enough for self-sustaining cities and small villages. People and places history, fragments of locations or other tableaus exist for adventures to
here generally approximate the things they represent, betrayed only in stumble upon, floating across the Void like a looped recording slowly
the odd feeling of lack they instil in any recently misplaced adventurer, sputtering out. As you venture deeper still, meaning itself becomes
its denizens long numbed to the sensation. Somewhat consistent in its tenuous, mingling and slipping: A ripped piece of fabric, hung from a
presentation, the Shallows approximate a long-lost kingdom, its now- withered tree, is the colour of heartbreak; A cliff face looks upon you
citizens housed within the walls of once decadent cities, the landscape with derision; The trees hold their breath as you approach. Generally,
a broken replica of someplace once out there, somewhere, in the reality the party has more to gain from venturing into the Depths, but the
above. The sky is starless and black, populated by the great roiling threats within will quickly force them back to the safety of the Shallows.
storm of the Limbostratus directly overhead, that from below appears
like the undersurface of a great ocean.

25 26
the landscape 3
THE LANDSCAPE

T he void
Beyond comprehension, the Void is what came before our birth,
and what comes after our death, when we fail to live on even in
memory. The Void is not technically a part of the plane itself, but exists
beyond the atmosphere of all planes - the atmosphere of The Misplace
T he weather
The Misplace has its own twisted water cycle,
split loosely between the Upwrench, the
Limbostratus and the Downpour.

is simply the thinnest. A black abyss, the Void exists between the the upwrench
floating islands of the Depths and lingers ever-present on the periphery In a constant state of collapse, every living thing,
of the Shallows. The denizens of The Misplace avoid acknowledging piece of information and formed-thought that
or looking upon the Void entirely. Creatures that look upon it for lies within the plane inevitably evaporates away.
too long will quickly find their identity slipping away with the sheer This process is viscerally felt by all that inhabit
contemplation of its vast depth. Standing on any of the floating islands the plane: a continuous loosening of the mind;
of The Misplace instils a constant feeling of the sort one gets when on thoughts that get away from you; memories that
an unrailed cliff edge, that one step brings you two closer, that the floor turn to dust. All things are slowly wrenched
is slowly slanting forward. upward into the Limbostratus, no solid thing
When, not if, the party decides to chuck something into the allowed form forever.
Void, try to describe the following sensation:
the limbostratus
PLAYER: “I pick up a pebble and hurl it into the Void.”
GM: “You watch the pebble careen through the inky black of The Limbostratus is a great blanket of roiling
the Void before you.” clouds that permanently occupies the sky of The
PLAYER: “…And? / How long does it fall for?/ Does it Misplace, a grey inferno mixed with fleeting
disintegrate? [etc.]” brighter colours. Occasionally, light emanates
GM: “And what?” / “How long does what fall for?/”Does from a break in the clouds, tinging the usually
what disintegrate? [etc.]” blue-grey landscape with a warmer hue. As the
PLAYER: “The pebble? The one I just threw?”
GM: “What pebble? Are you attempting to throw a pebble storm gets more intense, crashing of lightning
into the Void? Go ahead.” and thunder can occur, which crack the air with
the sound of horrid screams, mindless bouts of
laughter, or a chaotic choir of voices.
With some luck, the party will realise the fate that awaits
The storm itself contains an unimaginable
anything that falls into the Void before The Misplace is robbed of all its
torrent of voices, thoughts, souls - the residual
pebbles, or people: it ceases to exist, both physically and in the minds
place for all forms of communication that are lost
of others, essentially wiped from reality. Nothing can return something
or go unanswered. Any who attempt to tune in
from the Void short of the Wish spell, and even that can only function
to this frequency will suffer the same effects as a
within, and return the thing to, The Misplace.
Downpour, wracked with psychic pain.

28
the landscape 3
THE LANDSCAPE
the downpour
All things wrenched upward must, inevitably, fall back down.
In an endless cycle, all things trickle up into the Limbostratus
until it reaches some unknowable level of capacity, at which point
a Downpour occurs. What begins as a distant, fast approaching
G etting through, getting out.
Traversing this landscape occurs through Advancing. Once
a party achieves their goal or gets in over their heads, they
must then attempt the dreaded escape.
chorus of voices suddenly becomes a cacophony of noises as the
clouds empty themselves, and a thick grey rain streaked with advancing
countless other colours pelts down – lost thoughts, fleeting
ideas, messages to loved ones gone unanswered, cries in the dark, If the party has a particular goal in mind for their travels within
unheard prayers, pleas and begs. The Misplace, you may set a particular Collapse value that needs
to be reached before the item, person or other conclusive event
comes into view. Once characters leave the Shallows and enter the
If you wish to utilise the Downpour, for every 5 Collapse Depths, you may roll on the Encounters list for ideas. Outward
accumulated, roll 1d6. On a 1, a Downpour occurs for 1d10 movement between encounters or scenes counts as Advancing,
hours. thus increasing Collapse.
escape
If a creature starts their turn exposed to a Downpour, they must Escape may be one such conclusion, or follow from the completion
roll on the Short-Term Madness table (SRD5.1, p.201). If a creature of another goal. However, The Misplace holds tightly onto all
remains exposed to The Downpour for three or more rounds, they items and people it acquires – for if they are gone, The Misplace
must roll on the Long-Term Madness table (SRD5.1, p.201). will eventually drain away too. As such, it is only when the place
Long-Term Madness accumulated in this way can be itself becomes fundamentally structurally unsound that one can
removed through veneration to the Cult of the Way. Obtaining attempt to leave.
favour with the Remembrancers and gaining a piece of their When Collapse is above 10, the players may attempt
culture’s fabric will also offer protection from the Downpour, their escape. At this stage, spells like Plane Shift or Teleport allow
weaved history partially resistant to the plane’s usual tarnishing escape through the cracks in space. Alternatively, one can attempt
effect. to repeat the ritual they enacted to reach the plane, turning it into
a Ritual of Remembrance instead of one of oblivion:
To escape, players must succeed on a DC 25 Charisma
Check. It is affected by the following modifiers:
• +1 for each Memento the players have remaining.
• +1 for each Core Memory the players have remaining.
• +2 if the players achieved their initial goal.
Each character must focus on their memories and motivations
beyond this plane to escape it. Failed attempts quickly draw the
attention of nearby creatures, eagerly seeking the ritual’s source.

29 30
4
NT ERS
EN COU

She ends, as she began, in a garden.


She plants seeds in open mouths
silent now, but still gaping with grief.
She pours water down their throats, in hope
that inside them will bloom what they need.
Yarrow for yew, bluebells for poppies.
For each and every soul laid to rest,
a blanket of almond blossom
and a crown of forget-me-nots.
encounters ENCOUNTERS
ENCOUNTERS
4

3
Within a small village bereft of people, a group of 4 adventurers
hanging onto the last shreds of their identity have locked

R
themselves within a building, as a Nameless Swarm attempts to
olling for encounters brute force their way against its windows and doors. For every
2 rounds of combat they remain trapped inside, one adventurer
As the party Advances through the Misplace, you may roll
becomes a Nameless, Anguish.
on the Encounter list to generate some ideas for scenes
between the Shallows and their overall goal: Roll 1d10 and add
the current Collapse to determine the corresponding Encounter: 4
The scattered remains of a cleared section of forest lies inert, a
1 mass of off-scale, toppled trees and logs forming a labyrinthine
graveyard. An infestation of 2d6 Nameless subsist here, having
A valley is formed, each side a rocky pile of rubble and stone, The attempted to claw their way into the various large trunks to make
limbs of twisted bodies and armour are marbled into the rock, burrows, where they remain huddled until disturbed.
poking up towards the heavens, as if reaching for an escape.
In its centre rests the remains of a legendary fighter, its animal
companion - an ephemeral projection from their home plane -
5
fearlessly guarding them (Saber-Tooth Tiger. Damage Resistance A section of buildings form the edge of what was one a coastal town,
against and slashing damage from non-magical weapons). the slopes and pier now leading into the Void where water once
flowed. A Remembrancer group guards a party of lost university
2 students and their professor against an aggressive Hoarder Crab
that nests nearby.
A thin slash of barren landscape streaks across the Void, its sides
littered with scraps of shattered armour, a fracture of a battlefield.
Sloping upward, the landscape levels out, atop which stands a 6
soldier in ravaged armour. Countlessly bisected by javelins, red
saturated fabric hanging from them in place of blood, they refuse A once-pristine but still beautiful greenhouse, its paint now
death, hanging on only by instinct (Nameless, Rage). The soldier peeling, tinged various pale colours. The Horticulturist lives here,
cannot be reduced below 1 hit point by non-radiant damage. If the tending to the last garden of Misplace, its soils freely watered by
party chooses to surrender, the soldier immediately crumbles in the Downpour, nurtured by the Nameless put to rest here. The
relief and scatters to dust. plants she tends to are an incredible array of colours, most of
which the party had all but forgotten existed. The Horticulturist is
more than happy to accommodate guests, allowing rest and even
offering various remedies, plants and potions.

33 34
ENCOUNTERS 4
ENCOUNTERS

7
A circular battlefield has been imploded, the ground cracked 11
inward in a great crater. A group of 2+Collapse Nameless, Rage A commercial street lies empty, the majority of buildings reduced
wielding various broken weapons patrol the centre, facing outward to rubble bar an abandoned bookshop, which sits with one wall
in a final, endless defence. Creatures that approach the edge must blast open, books bleeding from the wound. 1d4 Tall Tales stalk
make a DC 12 Dexterity saving throw or have the ground collapse the area, hungry for their self-contained world to expand whilst
before them, causing them to hurtle down to the assembled guarding the Animated Books that sustain them, hidden amongst
Nameless, landing prone. the shelves.

8 12
Along the cobbles of a miraculously populous village, the streets Within a tree-sheltered glade seeped somewhat of its original
and houses occupied by an odd mix of previously lost adventurers, bright hue, a Well sits, various intricate trinkets and seeming
soldiers and mages, patrols 1d4+Cult Fealty Guiding Hand, 2 or offerings left around it, now falling apart from recently feeding
Cult Fealty (whichever is highest) Watchful Eye, demanding the Mire Moth. At the bottom, once cast away by vile and baseless
populace bend the knee and head toward the Shallows. accusations, hides a Voiceless, which will attack any that disturb
the water.
9 13
A thin scrap of land has almost all but crumbled away, atop it
several bleached skeletons lie in cracked grass. Above their bodies Façade-walls make up a hollow street, an alleyway that leads only
clash 1d4 Flying Swords and an equal number of Animated Armours to a beautiful, tragically bereft shrine, offerings still scattered and
(minimum 2) that are locked in a duel, carrying out the warfare incense burning endlessly away. The Shrine hosts a forgotten god,
forged into their metal well beyond their wearer’s fates. Each side and It That Has Tasted Gods lingers nearby, non-aggressive to the
of the duel focuses the other, or a creature that moves or stands party, and perhaps even amicable for conversation, if unprovoked.
between them.

10 14
1d4 guards (Nameless) of royal appearance endlessly patrol an
An injured Maereid (-1d12 HP) stands atop a great pile of bones, obliterated battlefield, carrying a grand litter draped in moth-
imploded armour and splintered weaponry, circled by a Mire Moth bitten purple and red fabric, within which rests a Facestealer clad
Swarm and 1+Collapse Greater Mire Moth at the pile’s base. The in a gross imitation of royal garb draped over its horrific form. The
Maereid defends a random Rare Magic Item from among the pile guards believe the hidden Facestealer to be of royal appointment,
from obliteration. and defend it with their lives unless convinced otherwise.

35 36
4
ENCOUNTERS

15
The skull of a draconic-looking creature dwarfs the trees
surrounding this clear section of forest. The shadows inside are
unusually dark as if the rays of light piercing the canopies above
dare not enter. A huddled crowd of 2+Collapse Nobodys, perhaps
once the victims of this long-dead creature, linger inside, desperate
to cling to the lifeforce of any that venture too far.

16
The street before you leads to ornately-decorated doors of regal
houses. Each has a silver, chained lock that shimmers with magical
energies. Its previous custodian, The Keeper, has forgotten his
duty as guardian of these doors, its various keys and chains now
brunt instruments set on any who apporach.

17
Half-eaten flags, banners and table cloths adorn a number of tables,
trees and a central stage in the forest clearing. Seated amongst this
tableau are a mass of dead or restrained Nameless, tied to the
chairs. This farce is played out by a deranged, eccentric man sat at
the head of the central table, who invites any who approach to join
him in his feast, damning any who attempt to leave to the same
fate as all others present.

18
An injured Maereid (-1d12 HP) stands atop a great pile of bones,
imploded armour and splintered weaponry, circled by a Mire Moth
Swarm and 1+Collapse Greater Mire Moth at the pile’s base. The
Maereid defends a random Rare Magic Item from among the pile
from obliteration.

37 38
5
IA RY
BEST

I–
I’m sorry I forgot how –
What is how anymore?
I used to steal the faces I saw painted
in magazines and videos used to carve
out time to touch my skin and call it care
I can’t seem to call anymore –
I only wanted to look at you and remember
how skin used to feel under my palms
how sunlight used to kiss
how a beloved would call me in from the garden
What is call anymore?
How would they call to me?
What is me?
There was something, wasn’t there? Before this?
Before –
a nobody
S T R (-3 ) AC 13 HP 23 (5d8) SPD 0 CR 4

D E X (-2 ) Damage Immunites: Cold, Necrotic, Psychic.

C O N (+3)
Demanifested:
I N T (+0)

W I S (+0)

C H A (+3)

actions

Body Thief (Recharge 6): As an action, A Nobody binds itself


to a target creature within 20ft. A Nobody can only bind itself
to one creature at a time this way. Whenever A Nobody takes
damage, the creature it is currently bound to takes the same
amount of damage. At the end of A Nobody’s turn, the creature
it is currently bound to loses 5ft of speed, and A Nobody gains
5ft of speed. If the bound creature has a speed of 0, it instead
takes 1d10 force damage.
Made Manifest: A Nobody can forfeit its action on its turn to
take any action the bound creature could take that does not
require verbal ability. It can take this action from its own space,
or as if it occupied the space of the bound creature. Until the
end of A Nobody’s next turn, the bound creature may not take
the same action. After using Made Manifest, A Nobody loses
Demanifested until the start of its next turn.

41 42
voiceless
S T R ( -3 ) AC 11 HP 12 (2d20) SPD 0ft, 15 Fly CR 0

D E X ( -2 ) Damage Immunites: Cold, Necrotic, Psychic

C O N ( +3 )
Demanifested: The Voiceless has resistance
I N T ( +0 ) against all damage and is invisible. Additionally,
the Voiceless can move through creatures and
W I S ( +0 ) objects as if it were difficult terrain, but takes
5 (1d10) force damage if it ends its turn inside
C H A ( +3 ) an object.

actions

Voice Thief (Recharge 6): Melee Weapon Attack: +5 to hit,


reach 5ft. On Hit: Target creature cannot speak nor breathe, able
to survive for a number of rounds equal to its Constitution or
Charisma modifier (whichever is higher, minimum of 1), after
which it falls unconscious and is dying. Voice Thief cannot be
used again until its effect has ended on a previous target, and
while a target is affected in this way, the Voiceless loses its
Demanifested ability.
Prideful Wail: Each creature within 60ft of the Voiceless must
succeed on a DC 13 Wisdom saving throw or be drawn closer,
forced to use its movement on its next turn to approach the
Voiceless by the most direct route possible.
Stolen Cries: Ranged Weapon Attack: +5 to hit, reach 60ft.
On Hit: 10 (2d6+3) psychic damage. The Voiceless loses its
Demanifested ability until the end of its turn.

43 44
nameless
S T R ( -1 ) AC 11 HP 7 (2d6) SPD 30ft CR 1/4

D E X ( +3 ) Condition Immunites: Poisoned.

C O N ( -1 ) Slipping Form: The Nameless can take the


Disengage or Dash action as a bonus action on
I N T ( +0 ) each of its turns.

W I S ( +2 )
anguish (CR 1/2)
C H A ( -1 ) Volatile State: When the Nameless dies, all
creatures within 10ft must make a DC 9 Dexterity saving throw
or take 4 (1d8) + Collapse psychic damage on a failed save, or
half as much damage on a successful one.
rage (CR 2)
HP: 67 (9d8+27) AC: 13
Reckless Nature: All attacks made by the Nameless have
advantage. All attacks made against the Nameless have
advantage.
restless (CR 2)
AC 15 SPD 35ft
actions
Desperate Grasps: Melee Weapon Attack: +4 to hit, reach 5ft,
one target. On Hit: 5 (1d4 + 4) slashing damage.
Desperate Cling (Anguish Only): A creature within 5ft must
make a DC 10 Strength saving throw or have the Nameless cling
to them, halving the targets movement until shaken or killed.
Shrieking Grasps (Restless Only): Melee Weapon Attack: +4
to hit, reach 5ft, one target. On Hit: 7 (1d4 + 5) + Collapse
bludgeoning damage. If the Nameless moved at least 10ft. in a
straight line before making this attack, it can perform the attack
an additional time until the end of the turn against a creature it
has not dealt damage to this turn.

45 46
nameless swarm
S T R ( +3 ) AC 12 HP 52 (8d8+16) SPD 20ft CR 3

D E X ( +2 ) Damage Resistances: Bludgeoning, Piercing,


Slashing.
C O N ( -1 ) Condition Immunities: Charmed, Frightened,
Grappled, Paralysed, Petrified, Prone,
I N T ( -4 ) Restrained, Stunned.
Swarm: The swarm can occupy another
W I S ( -2 ) creature’s space and vice versa. The swarm can’t
regain hit points or gain temporary hit points.
C H A ( -2 )

actions

Multiattack: The Nameless Swarm makes two attacks with its


Desperate Grasps.

Desperate Grasps: Melee Weapon Attack: +5 to hit, reach 0ft,


one target in swarm’s space. On Hit: 7 (2d6 + 1) + Collapse
piercing damage, or 4 (1d6+1) + Collapse piercing damage if
the swarm has half of its hit points or fewer.

One With Its Mass (Recharge 5): All creatures in swarm’s


space must roll on the Unwinding Table, adding +6 to the roll.
The swarm deals damage equal to the final value of the roll to
the same target.

47 48
tall tale
S T R ( +2 ) AC 15 HP 17 (2d12+4) SPD 30ft CR 2

D E X ( +2 ) Senses: Blindsight 30ft.


Skills: Performance +8, Charisma +6.
C O N ( -2 ) Unstable Extension: A Tall Tale must exist
alongside an Animate Book. While the Tall
I N T ( -1 ) Tale is above half its maximum hit points,
the Animate Book is immune to all damage
W I S ( +2 ) and unable take actions. If the Animate Book
linked to the Tall Tale is destroyed, the Tall
C H A ( +2 ) Tale disperses along with it.

Verisimilitude: Creature’s within 25ft of the Tall Tale are drawn


into its sense of reality, forced to conform. When a creature
makes an attack roll or saving throw within the area, it adds its
Performance to the roll rather than the skill normally associated
with the roll, though may still add proficiency bonuses.

Genre-Bound: A Tall Tale are bound to the reality they subsist


on. Creatures within 5ft are considered:
Children’s Tale Less lethal (Poisoned).
Horror Frightened of the Tall Tale.
Romance Charmed by the Tall Tale

actions
ANIMATE BOOK
S T R ( -4 ) AC 12 HP 4 (1d8) SPD 5ft, 30 Fly CR 1/8
Multiattack: The Tall Tale makes two attacks with its associated
weapon. D E X ( +2 ) Senses: blindsight 30ft.
Thematic Weapon: Melee Weapon Attack: +5 to hit, reach 5ft.,
one creature. On Hit: 5 (1d8+Collapse)+ 2 piercing damage per Damage Vulnerabilities: fire.
C O N ( -1 )
Intelligence bonus of target (minimum 2).
actions
I N T ( +4 )
Intelligence Drain: Melee Weapon Attack:
W I S ( -1 ) +0 to hit, reach 5ft., one creature. On Hit: 1
piercing damage per intelligence bonus of target
C H A ( -2 ) (minimum 1).

49 50
hoarder crab
S T R ( +3 ) AC 17 HP 68 (8d10+24) SPD 20ft CR 5

D E X ( -2 ) Skills: Stealth + 4.

C O N ( +2 ) Amphibious: The Hoarder Crab can breathe


air and water.
I N T ( +1 )

W I S ( +1 )

C H A ( -4 )

actions

Multiattack: The Hoarder Crab can make two attacks with its
claws, one of which can be substituted for Inelegant Pickpocket.

Claw: Melee Weapon Attack: +7 to hit, reach 15ft, one target.


On Hit: 17 (2d12+4) bludgeoning damage, and the target is
grappled (Escape DC: 15). The crab has two claws, each of
which can grapple only one target.

Inelegant Pickpocket: The Hoarder Crab brutally shakes a


creature it is currently grappling, dealing 5 (1d10) bludgeoning
damage and causing the creature to drop 2d10 gold and any
Memento it possesses into the collection atop the Hoarder
Crab’s shell.

51 52
greater mire moth
S T R ( +2 ) AC 15 HP 75 (10D8+30) SPD 25ft CR 1

D E X ( +4 ) Skills: Stealth +6, Perception +4.

C O N ( -1 ) Senses: Blindsight 10ft, Darkvision 30ft.

Languages: 1 of the following (1d4):


I N T ( -1 )
Dwarvish, Elvish, Draconic, Halfling.
W I S ( +2 )

C H A ( +1 )

actions

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


Hit: 5 (1d10) + Collapse piercing damage.

Greater Tarnish (Recharge 4-6): The Greater Mire Moth


tarnishes an area in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, taking 17 (5d6)
+ Collapse psychic damage on a failed save, or half as much
damage on a successful one. Additionally, each creature in that
area must roll on the Unwinding Table and nonmagical metal mire moth
objects not worn or carried in the area turn to dust.
S T R ( -4 ) AC 10 HP 4 (1d8) SPD 5ft, 30 Fly CR 1/8

D E X ( +2 ) Skills: Stealth +3
Senses: blindsight 10ft, Darkvision 30ft.
C O N ( -1 )
actions
I N T ( -1 )
Bite: Melee Weapon Attack: +3 to hit, reach 5ft.,
W I S ( +1 ) one target. On Hit: 2 (1d4) + Collapse piercing
damage.
C H A ( +0 )

53 54
mire moth swarm
S T R ( +2 ) AC 12 HP 4 (1d6+Collapse) SPD 30ft, 10 Fly
CR 1/8 per HP
D E X ( +4 ) Damage Resistances:
Slashing, Bludgeoning, Piercing.
C O N ( -1 )
Condition Immunities: Charmed,
Frightened, Grappled, Paralysed, Petrified,
I N T ( -2 ) Prone, Restrained, Stunned.
W I S ( +1 ) Senses: blindsight 10ft, darkvision 30ft.
Spreading Swarm: Whenever the swarm takes
C H A ( -2 ) any amount of damage, it takes 1 damage instead.
The swarm occupies a number of 5ft squares
equal to its current hit points in any arrangement, though each
space must always be contiguous with another. When the swarm
moves, it must rearrange each 5ft square it takes up. The swarm
can occupy another creature’s space, and the swarm can move
through any opening large enough for a Tiny creature.
actions
Bite: Melee Weapon Attack: +4 to hit, reach 5ft., one target. On
Hit: 3 (1d4 + Collapse) piercing damage.
Tarnish: Target nonmagical weapon or piece of metal armour
worn or wielded by a creature occupying the swarm’s space
can be corroded. Targeted armour takes a permanent and
cumulative −1 penalty to the AC it offers. Armour reduced to
an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Targeted weapon takes a permanent and cumulative −1 penalty
to damage rolls. If its penalty drops to −5, the weapon is
destroyed. If a weapon or piece of armour is destroyed in this
way, the Mire Moth Swarm gains 1D6 hit points.

55 56
facestealer
S T R ( +0 ) AC 15 HP 120 (1d6+Collapse) SPD 30ft CR 6

D E X ( +2 ) Saving Throws: Charisma + 8.


Skills: Stealth + 10, Perception + 4.
C O N ( +3 ) Senses: Darkvision 30ft.
actions
I N T ( +0 )
Facesteal: When a creature that can see the
Facestealer’s eyes starts its turn within 30 feet
W I S ( -1 )
of the Facestealer, the Facestealer can force it
to make a DC 14 Constitution saving throw if
C H A ( +4 ) the Facestealer isn’t incapacitated and can see
the creature. If the saving throw fails by 5 or more, the creature
is considered petrified and their face is stolen, worn on the
Facestealer’s visage instead. The petrification lasts until the
creature is freed by the Greater Restoration spell or similar magic.
A creature can avert its eyes to avoid the saving throw at the start
of its turn. If the creature does so, it can’t see the Facestealer
until the start of its next turn, when it can avert its eyes again.
If the creature looks at the Facestealer in the meantime, it must
immediately make the save.
Multiattack: The Facestealer makes either two melee attacks
with its claws, two ranged attacks with its withering glare, or
one of each type of attack.
Claws: Melee Weapon Attack: +5 to hit, reach 5ft., one target.
On Hit: 7 (2d6+Collapse) piercing damage.
Withering Glare: Ranged Weapon Attack: +5 to hit, reach
60ft., one target. On Hit: 13 (4d6+Collapse) psychic damage.
Horrific Visage: While a creature is affected by the Facestealer’s
Facesteal ability, it may use this effect. Each creature in a 30ft
radius around the Facestealer must make a DC 13 Dexterity
saving throw, taking 16 (3d10+Collapse) psychic damage on a
failed save, or half as much damage on a successful one, after
which a random creature within the same radius is no longer
petrified if previously petrified by the Facesteal effect.

57 58
the librarian
S T R ( -3 ) AC 17 HP 74 (10d10+60) SPD 30ft CR 6

D E X ( +4 ) Saving Throws: Dex + 10, Con + 8, Wis +10


Cha +8.
Damage Resistance: Bludgeoning, Piercing
C O N ( -4 )
and Slashing from Nonmagical Attacks.
Skills: Perception +6, History + 10.
I N T ( +4 ) Senses: Darkvision 30ft.
Languages: All (Broken).
W I S ( +6 )
actions
C H A ( +2 ) Spineless: The Librarian cradles six books
to its chest. Each time a creature attacks the
Librarian, roll a d20 to determine whether the attack instead
targets one of the books nestled within its body. For the attack
to be successfully redirected, you must roll either (5 books) 3+,
(4 books) 6+, (3 books) 8+, (2 books) 11+ or (1 book) 15+. A
book’s AC is 10. If an attack hits a book, the book is destroyed,
ignoring additional damage or effects of the attack.
Book Burst: When a book is destroyed through the Spineless
ability, the Librarian can make a ranged spell attack as a
reaction: +5 to hit, reach 60ft., one target. On Hit: 14 (3d6 + 3)
psychic damage.
Multiattack: The Librarian makes three Claw attacks. Up to
two of these attacks can be replaced by Scour and up to one of
these attacks can be replaced by Catalogue.
Scour: Melee Weapon Attack: +9 to hit, reach 10ft., one target.
On Hit: 4 (1d4 + 2) psychic damage. The target is considered
marked for the purposes of Catalogue. Claw attacks on a
creature marked by Scour have advantage.
Catalogue (Recharge 5-6): Each creature currently marked by
Scour must succeed on a DC 15 Charisma saving throw or lose
their mark and become charmed until the end of the Librarian’s
next turn. Creatures possessing a Memento make this check
with advantage. The Librarian regains a book per its Spineless
ability for each creature successfully charmed this way.

59 60
the keeper
S T R ( +4 ) AC 16 HP 85 (10d8+40) SPD 30ft CR 6

D E X ( +2 ) Saving Throws: Con + 7, Wis + 4 Cha + 8.


Damage Resistance: Bludgeoning, Piercing
C O N ( +4 ) and Slashing from Nonmagical Attacks.
Damage Immunities: Grappled, Restrained.
I N T ( +0 ) Skills: Athletics +6.
Senses: Blindsight 10ft, Darkvision 30ft.
W I S ( +1 ) Languages: 1 of the following (1d4):
Dwarvish, Elvish, Draconic, Halfling.
C H A ( +1 ) Magic Resistance: The Keeper has advantage
on saving throws against spells and other magical effects.

actions
Multiattack: The Keeper makes two attacks with its Chains.
Chain: Melee Weapon Attack: +8 to hit, reach 20 ft., one
target. On Hit: 11 (2d6 + 4) bludgeoning damage. The target is
grappled (escape DC 14) if the Keeper isn’t already grappling
a creature. Until this grapple ends, the target is restrained and
takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains: Up to four chains the Keeper has around


and trailing off its body magically animate under the Keeper’s
control. Each animated chain is an object with AC 18, 20 hit
points, resistance to piercing damage, and immunity to psychic
damage. When the Keeper uses multiattack on its turn, it can
use each animated chain it still controls to make one additional
chain attack. An animated chain can grapple one creature of its
own but can’t make attacks while grappling. An animated chain
reverts to its inanimate state if reduced to 0 hit points or if the
devil is incapacitated or dies. If a creature is grappled by a chain,
the Keeper has disadvantage on attacks made against creatures
on their flank (directly opposite), as its chains become tangled.

61 62
it that has tasted gods
S T R ( +4 ) AC 18 HP 260 (20d10+150) SPD 30ft, 60 Fly
CR 6
D E X ( +2 )
Saving Throws: Dex +10, Con + 7, Wis + 10
Cha + 10.
C O N ( +4 )
Damage Resistance: Radiant, Bludgeoning,
Piercing, and Slashing from Nonmagical
I N T ( +0 )
Attacks.
W I S ( +1 ) Damage Immunities: Necrotic, Poison.
Skills: Stealth +6, Perception +4.
C H A ( +1 ) Languages: All.
Fear Aura: Any creature hostile to It That Has Tasted Gods
that starts its turn within 20ft must make a DC 21 Wisdom
saving throw, unless It That Has Tasted Gods is incapacitated.
On a failed save, the creature is frightened until the start of its
next turn and must roll on the Unwinding Table. If a creature’s
saving throw is successful, the creature is immune to It That
Has Tasted Gods ‘s Fear Aura for the next 24 hours.
Innate Spellcasting: It That Has Tasted Gods’ spellcasting
ability is Charisma (spell save DC 21). It That Has Tasted God
can innately cast the following spells, requiring no material
components:
At will: divination, shatter, detect magic
3/day each: hold monster, cone of cold, guardian of faith,
scrying
actions
Multiattack: It That Has Tasted Gods makes three attacks: two
with a melee weapon and one with a ranged weapon.
Melee: Melee Weapon Attack. +14 to hit, reach 5ft., one target.
On Hit: 20 (4d6+8) slashing damage.a melee weapon and one
with a ranged weapon.
Ranged: Ranged Weapon Attack. +10 to hit, reach 120ft., one
target. On Hit: 20 (4d6+8) piercing damage.

63 64
the cult of the way
guiding hand
S T R ( +2 ) AC 12 HP 10 (1d12+3+Cult Fealty) SPD 30ft
CR 1/4
D E X ( +1 ) Skills: Persuasion +4, Intimidation +4.
Senses: Passive Perception 10.
C O N ( +0 ) Languages: Common.
Dark Devotion: The Guiding Hand has
advantage on saving throws against being
I N T ( +0 )
charmed or frightened.
W I S ( -1 ) actions
Glaive: Melee Weapon Attack: +3 to hit, reach
C H A ( +0 ) 5ft., one target. On Hit: 5 (1d6+2) + Cult Fealty
slashing damage.

watchful eye
S T R ( -4 ) AC 15 HP 30 (4d12+5+Cult Fealty) SPD 30ft
CR 1/8
D E X ( +2 ) Skills: Persuasion +3, Perception +4,
Investigation +4.
C O N ( -1 ) Senses: Passive Perception 15.
Languages: Common.
I N T ( -1 )
Dark Devotion: The Watchful Eye has
advantage on saving throws against being
W I S ( +1 )
charmed or frightened.
C H A ( +0 ) Spellcasting: The Watchful Eye is a 4th-level
spellcaster. Its spellcasting ability is Charisma (spell save DC
12, +2+Cult Fealty to hit with spell attacks). The Watchful eye
as the following spells prepared:
Cantrips (at will): sacred flame, mage hand, light
1st level (4 slots): command, shield of faith, inflict wounds
detect magic
2nd level (3 slots): hold person, spiritual weapon

65 66
truthbearer
S T R ( +2 ) AC 12 HP 41 (9d8+Cult Fealty) SPD 30ft CR 6

D E X ( +4 ) Skills: Persuasion +6, Arcana +6, Insight +4.


Senses: Passive Perception 10.
C O N ( -1 )
Languages: Common.
I N T ( -2 ) Ultimate Devotion: The Truthbearer is
immune to being charmed or frightened.
W I S ( +1 )
Spellcasting: The Truthbearer is a 9th-
C H A ( -2 ) level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 14, +4+Cult Fealty
to hit with spell attacks). The Watchful eye has the following
spells prepared:
Cantrips (at will): sacred flame, mage hand, light, message
1st level (4 slots): command, detect magic, shield, guiding
bolt
2nd level (3 slots): hold person, suggestion
3rd level (3 slots): counterspell, fireball, bestow curse
4th level (3 slots): banishment, phantasmal killer,
5th level (1 slot): dominate person

67 68
1
G ON
HA NGIN
RO
A HE
Yes, that was enough.
To bear witness.
To love what you must lose
but fight to keep it anyway.
To soak the colours of the world
into your hands and spin them
into protection for those who cannot.
To dance on the edge
of what you cannot run from.
To plant a seed and stay
to see it grow beyond you.
To recognise you are not what you once
were and will never be what you wanted.
To know you are gone and still try
to be something good. To give
the last piece of yourself to those
who can still do more.
Yes. That was enough.
a hero hanging on a hero hanging on 6
HERO HANGING ON

• A Trip Gone Wrong: As the players tried to Teleport or


Plane Shift somewhere, an accident happened, landing them
in The Misplace.
• A Search: The players lost something to The Misplace and

S
seek to claim it back, willingly finding a ritual to enter the
ummary plane in order to retrieve it.
When the players find themselves at The Misplace, they • A Mage’s Trap: The players were unwittingly part of a ritual
must seek a way out. Luckily for them, a hero called that landed them in The Misplace, and now they have to
Sternem appears before them, promising to aid them in this task find a way to return back home.
– provided they help him. Along with Sternem, the players must
save some prisoners of the Cult of the Way and lead them to the
nearest Remembrancer caravan. After this, Sternem aids the
player in returning home while he himself begins to disappear.

B ackground
The Cult of the Way is ever in need of more worshippers.
As more people in The Misplace forget and fade away, the
Cult’s hollow ‘deity’ begins to lose power – and with it, so do the
clerics. To this end, more people need to be convinced of the Way’s
sternem
Long ago, Sternem was a hero in the material plane,
renowned far and wide. But that was many centuries in the
past.
truth, by force if necessary. The Cult’s usual missonaries, heading Sternem’s deeds were many but, eventually, the
from settlement to settlement and proselytizing most aggressively, world moved past him. Some time ago, he was forgotten
have recently grown more desperate. Those who refuse to yield are entirely, his psyche manifesting on The Misplace as a result.
taken prisoner until they see the error of their ways, finally shown Yet, Sternem knows none of this – or at least refuses to see
the truth within their order. it. In his mind, he is within The Misplace to do what he does
By the players arrival, almost an entire village has been best, be a hero. The fact that day by day his memory drains
taken prisoner, somewhere near the edge of the Shallows. Yet, not from his mind, details tarnishing as he becomes a stranger
everyone is content with sitting by the wayside and allowing such to those around him, is one he tries to ignore. After all, he
conscription to occur. A man called Sternem has taken it upon thinks - No, believes, with fervent volition - being a hero
himself to free the prisoners and help the people fight back against isn’t something one does for recognition.
the Cult, however possible. An able fighter, Sternem also excels in telling stories
about his career, and will glady recount tales of his various
plot hooks adventurers to the point of annoyance. They lack names,
details, even sense. He doesnt know he rings out like a
Here’s a few suggestions for getting your players into The Misplace broken record, he only knows if he stops, he wont ever start
– of course, you can come up with your own reasons as well: again.

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6
HERO HANGING ON
act 1
No matter which Plot Hook you choose, begin the adventure by players, who are currently standing on or near the crossroads.
reading the following: Rather, they seek to escape from a threat only they half-remember,
but is nevertheless strong enough to inspire terror in them. The
As you open your eyes, you find yourselves in something Nameless only attack the players in order to clear a path and leave
resembling a ruined city. The composition is correct, certainly
the area – should the players simply make way, they ignore them.
– you stand in the midst of a crossroads, ancient building
crumbling to dust around you. No matter if a battle happens or not, give the players a few
moments to recover after the event. After some time has passed
But something is wrong. The sky, for one – a roiling ocean and the players have perhaps begun to make some sense of this
towers above you, seemingly ready to burst into a colossal place, read the following:
downpour. Of the sun – or the wind – there is no sign.
collapse increases by 1 when: “You there!” A voice breaks through the unnerving quiet. You
And the buildings, there’s something wrong with them too. do not recognize it, but its tone, its cadence, they seem to
It’s like they were drawn from memory, details missing, revitalize you, give you hope.
proportions off. You feel a deeply unsettling sensation as you
look at them too long. As you turn towards its source, you see a man cresting a
nearby small hill, approaching you. Clad in ornate armor, he
You look beyond the ruined crossroads. The city ruins don’t greets you with a smile and spread arms as he gets closer.
stretch beyond it – instead, you look out into wilderness, as
desolate and strange as the crossroads. “You are new here, I gather?” He asks. “Never fear! I will assist
you. The name is Sternem. Perhaps you’ve heard of me.”
Give the player some time to acclimate themselves to the area.
Then, read the following: Although the players turn out not to have heard of Sternem, he is
quite pleased to talk to them all the same. Use him to explain some
You feel a strange shift in the atmosphere. Out of nowhere, facets of The Misplace to the players – like the Downpour.
a group of people runs your way, seemingly scared, running Moreover, Sternem also knows how to leave the plane, and
from something. happily tells the players he’ll help them with this if they aid him
first. If asked why he hasn’t escaped yet, Sternem says that he is a
But these are not people. Their faces are blank, without hero, and has a mission to help the people who live here. While
features, without names, without memories, without anything.
As they rush at you, you feel a sense of existential dread. Is this is true, it is not the whole truth – Sternem did try to leave, but
this a future look in a mirror, perhaps? could not, since he doesn’t actually exist in the sense the players do
and thus cannot leave.
Encounter: The players come face to face with x4 Nameless and
x2 Nameless, Anguish. These creatures do not wish to harm the If the players agree to help out Sternem, read the following:

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6
HERO HANGING ON
“The Cult of the Way,” Sternem says and spits. “Fools, the
lot of them, thinking some divine truth rules over this place.
They’ve taken some poor people prisoner nearby, seeking to manifestations – however, there’s no harm
convert them. Help me free them and escort them to safety, in helping them. Should the players provide
and I will gladly tell you how to leave this place. healing, Krein thanks them before both he
and Freithr disappear.
If they haven’t already asked, this is a great way for Sternem to tell
Should the players not help, Krein
the players about the Cult of the Way. After this is done, they can
and Freithr become Nameless and attack,
set off for the nearby building that serves as temporary prison for
with Freithr leaving a 5ft wide poisonous
the villagers.
trail behind him as he moves, which deals
Along the way, Sternem talks to the players constantly,
1d10 necrotic damage to anyone who steps
speaking of his various heroic deeds. As he does this though,
there and is also difficult terrain.
have the players make a DC 13 Insight Check. On a success, the
collapse increases by 1 when:
players realize that Sternem seems to be stumbling over his words
sometimes, unable to remember details – it’s just that his charism, a forgotten Once more, the players come across the ruins
or perhaps the fact he’s told the stories hundreds of times each, city of some kind of city – they do not recognize
allows him to keep the story going without much issue. the architecture at all. The moment they
If the players press the issue, asking details about Sternem’s step inside them, they feel some kind of
life or saying they’ve never heard of him or his deeds, Sternem call, almost like a beating heart. They feel
shows little signs of caring – he continues talking as before. an obsession with it, a desire to search the
Inwardly though, he begins to worry. city for it. To fight against this, they – and
Sternem –must succeed on a DC 15 Wisdom
act 2 Saving Throw. Should they fail, they have
to succeed on a DC 15 Investigation Check
You can either have the players arrive at the prison immediately, to find the item, a red gem.
or throw some random encounters their way. Use the table below – The moment they find the gem, it
and feel free to use some of these encounters during Act 3 as well: crumbles to dust before their eyes, and x3
As the players walk through the wilderness, Nameless, Anguish manifest and attack
a wounded soul them. Moreover, the players experience
they come upon the aftermath of a battle.
Bodies litter the area, and in the middle of it grief – increase Collapse by 1.
all there are two men – one heavily injured, As the players walk through the wilderness,
the land
the other trying to help him. If approached, rejects itself the land shakes. As parts of the land they
the uninjured man says he’s Krein and the walk on drift towards the void, new ones
other is Freithr. He asks for healing supplies strain through memory to appear in their
for his friend. place. The land before the players flickers
As Sternem explains, these are between drifting islands on top of nothing,

75 76
6
HERO HANGING ON
simple wilderness, and a twisting valley.
The players must succeed at Acrobatics,
Athletics, and Survival Checks to maintain the prison walls
a set of direction and avoid falling or taking Every turn, select three 10-foot long sections of the prison walls.
damage while trying to navigate the ever- These sections begin to flicker – with a successful DC 16 Dexterity
changing landscape. Check, the players can somehow squeeze through them, straining
because the walls still exist, but passing because they do not at the
same time. They can stealthily access the inside of the prison this
When the players reach their destination sometime later – perhaps way, but the prisoners inside take a lot of convincing to exit via
moments, perhaps days, for time in The Misplace flows strangely this method.
– the players arrive at the building where the Cult keeps their Furthermore, should the Truthbearer notice this, they
prisoners. Read the following: begin to chant, sealing the prison walls. This can be interrupted as
if a Concentration spell.
As you stand among the bushes on top of a hill, the building
After the players manage to either defeat the Cult or
below seems to be only the distant memory of a prison. It
approximates the look well enough – a stocky stone building stealthily take the prisoners and leave, the prison itself collapses –
without any windows wider than half a foot anywhere to be add 2 to the Collapse counter.
seen – but there’s something missing.
act 3
The prison is too small, for one, perhaps as big as a small
warehouse. It also seems to be flickering, parts of the walls After the prison, Sternem guides the players further into the
appearing and disappearing from view. Through the gaps Misplace, entering the Depths – increase the Collapse counter
that appear in the building, you can see about a dozen people accordingly. On top of this, two things begin to happen.
inside, clad in chains. Slowly but surely, Sternem begins to fade. He forgets more
and more things as he does, losing his sense of self, his Memento
Outside, you see the members of the Cult Sternem spoke long gone. Having managed to rescue the people from the prison,
about. The leader of the group stands outside the main door, his final mission has been almost accomplished and, with nobody
flanked by two attendants. Four more cultists patrol around remembering him back at the material plane, his time is at an end.
the prison in groups of two.
Even so, if he needs to fight he does so admirably.
As the players travel, read the following:
Encounter: The players face a Truthbearer flanked by x2 Watchful
“The Remembrancers should not be far now,” Sternem says.
Eyes and x4 Guiding Hands patrolling the prison. While the
“But we’ll have to cross through this first.”
Guiding Hands patrol, the Truthbearer and the Watchful Eyes
wait by the gates to rush to help the others in case of emergency. Was that forest of cut, rotten trees always in your way? You
Sternem fights alongside the players, having the statblock of a have a hard time remembering. And are these creatures
Gladiator. scurrying through the malformed fallen trees, or is it your
The prison itself is roughly a square, about 60 feet by 60 imagination?
feet and 10 feet tall.
“Be on your guard,” Sternem says. “Protect the people.”
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6
HERO HANGING ON
Encounter: The players must cross a dilapidated forest, its fallen
trunks malformed and off-scale. Increase the Collapse counter by
1. the players do not. By entering various burrows into the trees, the
The forest is also infested by x12 Nameless scurrying about Nameless can teleport to other burrows, across and away from the
the hollow trunks, having carved out homes for themselves. battlefield – the players can do the same, but only by succeeding
Do not begin a fight immediately – instead, the Nameless wait on a DC 16 Intelligence Check. If they succeed, they teleport to
until the players and the people they are escorting are deep within the burrow they wish, or somewhere close. Even so, they might be
the forest before attacking, employing hit and run tactics. Once unable to take the same path back.
they do attack, they go for the defenseless villagers first. Should
the battle prove too easy for the players, do not hesitate to add epilogue
some Nameless, Rage or Nameless, Anguish. After successfully traversing through the forest, the players finally
After two rounds of combat, read the following: reach the Remembrancer caravan. Read the following:

As the last trees of that alien forest lie behind you, you see
You hear a thundering sound from above, like a giant wave. finally see the Remembrancers – a small caravan of color,
At once, it begins to rain – but not just water. Memories and beautiful tapestries and embroideries adorning every wagon.
stories, tales and confessions all begin to fall down around
you, and you feel your mind struggle to process it all – and “We made it,” Sternem says. “We made it.”
begin to fail.

The players must face a Downpour on top of the battle. To escape The players can enjoy some time in the caravan, where a sense
it, they must hide inside the burrows of the Trees, which might of normalcy is maintained through the memories weaved into
teleport them elsewhere – read The Trees to find out. everything. The people they saved are most grateful – some of
The players emerge victorious when they either eliminate them decide to stay with the caravan while others ask to be taken
the Nameless or manage to move on and cross the forest – in the to a settlement.
latter case, the Nameless do not pursue them. In any case, the players can now leave. Sternem tells them
Moreover, if the players chose the ‘A Search’ Plot Hook, exactly how to do so, even giving them a Scroll of Plane Shift to use.
the item they are looking for can be found in the forest. As they Then, he begins to fade away:
fight, have them make DC 14 Perception Checks to locate it, and/
or describe a kind of longing when they are near its location. As you watch, Sternem himself begins to flicker.

the trees “I suppose it is time,” he says. “I knew I was not real quite a
while ago, I think. Yet my deeds, the person who I once was, the
The Trees are an approximation of the forest, yet they are in person forgotten, existed. I did good in life. I helped people.”
truth one single memory – and that memory has become twisted.
While the Nameless know exactly how to navigate in the forest, “Was that not,” he says with a fading smile, “enough?”

79 80
6
HERO HANGING ON
Although Sternem fades away, he leaves a gift behind for the players
– a Sword of Sorrow.
performing, etc. Then, the contestants must all prove
Sword of Sorrow their legacy by doing something impressive. The one who
Weapon, Sword +1, rare (requires attunement) impresses the Remembrancers most wins.
• The Rite of Readiness: Through the use of
To attune to this weapon, one must tell it their saddest
memory. Remembrancer magic and their many tapestries, the
Remembrancers reconstitute a battle from their past
On a successful attack with this weapon, the foe takes an history. The contestants – in this case, most likely just
additional 1d6 psychic damage. Then, they must make a the players – must face off against this threat, to keep
DC 14 Wisdom Saving Throw. On a failure, they take an themselves ready. This battle is purely fought through
additional 1d6 psychic damage and are frightened until the memory, with the players taking no damage during it and
end of their next turn. using up no resources.

After this, the players can spend some more time with the
Remembrancers, or perform the ritual to leave The Misplace If the players wish to perform the ritual to leave, this usually involves
outright. succeeding on a specific check. For the purposes of this adventure
If they spend more time with the Remembrancers, here however, simply performing the ritual correctly is enough for the
are a few events they can partake in: players to leave the plane – after another fight, perhaps (refer to
the rules about escaping).
• The Rite of Memory: One of the Remembrancers’
Once the ritual is completed, the players return to the
apprentice Weavers recites a part of the caravan’s history,
material plane, where things make sense and memories are as they
reading it from one of their tapestries and adding their
should be. Yet their visit to The Misplace is sure to have affected
own narrative flair. Two contestants face off against each
and changed them deeply.
other – when the Weaver ends their tale, they have to
repeat it verbatim at the same time. Whoever falters
or says something wrong first loses. To continue being
accurate, one must succeed on DC 15 Intelligence
Checks. This is also a great way to give the players more
information on the Remembrancers, and perhaps weave
in future quests, if you like.
• The Rite of Legacy: This game can have any number
of contestants. First, each of the contestants takes their
turn announcing their legacy – the thing they are most
proud of in life. This can be one’s skill at magic, hunting,

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