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Introduction

A curse of stone descends upon the distant frontier


city of Ordenstahl! Its people are struck by a strange
condition that slowly petrifies flesh, and if the settlement is
teeters on the brink of destruction. The poison in its
waters afflicts its people with a terrible disease that turns
flesh to stone, and they can spare no militiamen to venture
to have any hope of surviving, a band of heroes must brave up the mountains and investigate the cause of the disease.
the looming Shatterpeak mountains, face the orcish hordes
that have poisoned its waters, and find a cure for this Now, Hurongar needs only to wait until this plague of
strange affliction that transforms Flesh to Stone. stone reduces human civilization in the region to a shell of
its former self, before sweeping down the mountains to lay
Plug-in or Keep Playing waste to what remains.

This module is a 5e adventure designed for a party of Unless, of course, a band of heroes are to brave the
five level 5 characters. It can plugged easily into an perilous mountains and put an end to his ambitions…
existing campaign or as a short stand-alone adventure.
Additionally, this adventure also acts as Part II of the
Hoard of Ghaundal, a six-part overarching story composed
Credits
of smaller adventures. Director, Co-Writer & Editor - Nadav Brand

Background Head Writer - Daniel Smith

Head 3D Sculptor - David Pereira


For generations, the disparate Ghul barbarians of
the sprawling Shatterpeak mountains have guarded a Graphic Design - Callum Dare
momentous secret – an ancient mountain titan bound in
stone and lulled into a deep sleep by magical wards. Maps - In collaboration with Elysium Cartography,
GoAdventureMaps
The guardians of the titan have been ousted by a great
orcish horde, united and led by the ambitious orc sorcerer Content Consultant - Rob Leonard
Hurongar Stonefist. A bitter, ancient creature still furious
over his previous defeats by the Ghul, Hurongar has Playtesters - Lukas Edelmann, James Sutton, Dani Schoenfeld,
spent over a decade learning the old mysteries of the Ilan Inglis
Shatterpeaks, and now knows that the titan’s tomb could
be key to establishing a great orcish empire. Thank you to all our Patreons & Tribers!

Now, the orcs of Hurongar’s horde control the dormant For more adventures visit mammothfactorygames.com
titan, harvesting the rough, glassy crystals that sprout
from its flesh and using them to poison the surrounding - ‘Flesh to Stone' Version 1.9 | Published 1.08.2022 -
waters. This poison seeps into the rivers and streams of the
Shatterpeaks, running down into the surrounding human
settlements that cluster about the mountains’ roots.

Ordenstahl, the largest of these frontier settlements, now

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Monster List
DM Shortcut 1x Brynna Head-Taker

2x Cavern Haunter

Adventure Overview 1x Hurongar Stonefist


Part I - Sickness of Stone. (Combat, Exploration, 3x Lithovores
Investigation). Ambushed. The characters arrive at
Ordenstahl and learn of the stone sickness that plagues it. 4x Mountain Ogres
Part II - The Mountains. (Combat, Dungeoneering,
Mountaineering). The characters ascend the Shatterpeak 1x Mountain Titan
mountains in search of the enigmatic Ghul barbarians.
1x Skarahn
Part III - The Titan. (Boss Battle, Diplomacy, Stealth).
The characters face Hurongar Stonefist’s orcish horde and 6x Stoneflesh Orc
confront the slumbering Mountain Titan.
4x Stoneflesh Orc Charger

1x Valhya

Paper-minis PDF, Battlemaps &


VTT Tokens Click Here To Download

Sections What happens (Not always in order)


Sickness of Stone

The Road (~1hr) Travelling to Ordenstahl and rescuing runaways in peril


Part I

Dying City (~1/2hr) Investigating the plague of stone in Ordenstahl

Tollandhall (~1/2hr) Meeting Loric Tolland

Mountain Navigation
Ascending the lower heights of the Shatterpeaks
(~1/2hr)
The Mountains

The Darkways/The Climbing toward the higher reaches of the Shatterpeaks


Razor Cliffs (~1hr) and battling the local monsters
Part II

Trail of Destruction
Finding and investigating a destroyed barbarian campsite
(~1/2 hrs)

Meeting and negotiating with the displaced Ghul


The Ghul (~1 hr)
barbarians

The Clanmoot Hill/The Assaulting or infiltrating the headquarters of Hurongar


The Titan

Secret Way (~1 hr) Stonefist's orcish horde


Part III

Battling Hurongar Stonefist and sealing away the


The Titan Cage (~1hr)
Mountain Titan

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Part I - Sickness of Stone

In this section, the characters encounter a pack of Medical Emergency. A local hospice has quarantined a
scavenging ogres on the road to Ordenstahl and investigate number of travellers from Ordenstahl that are bedridden
the strange disease plaguing the city… with strange, stonelike sores. They have sent the characters
to investigate the matter.
The Hoard of Ghaundal Call For Aid. Ordenstahl has sent messengers to
larger settlements for aid, and a local nobleman with
In ancient times, before the Great Collapse that saw trade interests in the region contacts the characters to
the civilised realms of mankind retreat to a scant few investigate.
remaining bastions, the Dragonlord Ghaundalar ruled his
domain from a vast throne of plundered riches. Eventually,
the dragon’s power waned and he was defeated, but his The Road
vast hoard remained undisturbed, its location lost to time.
The road to Ordenstahl is a long one, taking a little over
Since then, the Ghaundal’s hoard has been a fixture of
a week of travel if the characters have horses.As they
folklore and the constant desire of treasure hunters and
venture further to the southeast the grass becomes sparser
adventurers across the continent – but while many have
and the land notably more craggy, rolling plains giving
sought out the legendary treasure, none have claimed it for
way to rocky hills and sparse strips of forest.
their own.
Mountain Ogres. As the characters make their way
Lure of the Mountains. If you are using this adventure as
across a winding, sparsely wooded road just an hour from
Part II in the Hoard of Ghaundal series, the characters have,
Ordenstahl, they hear the sound of rustling leaves and
via their previous exploits, gained an audience with Duke
cracking wood to the east of the path. Characters that
Arnulf Sollunder of the great city Myrillium. He intends
investigate further can follow a brief trail before finding a
on testing the characters further by sending them to follow
Mountain Ogre (pg.24) dragging a pair of unconscious
up on a lead he had discovered regarding the hoard.
young humans behind it.
Far to the southeast of Myrillium, in the frontier city of
The ogre is taking his prey – Karston and Velga Herdrich
Ordenstahl (pg.5) lives a man called Loric Tolland
(pg.20) – to a small wooded clearing where his 3
(pg.20). Arnulf has reason to believe that he possesses an
companions (marked on the map below) are gathering
item – referred to as a Triadrion (pg.22) – related to the
firewood nearby.
hoard, and will task the characters with procuring it.

Alternate Hooks
If you are not running the Hoard of Ghaundal storyline,
there are a number of other ways by which your players
could become involved in Ordenstahl’s plight.

Mission of Mercy. On the road, the characters


encounter a refugee from Ordenstahl. He is dying of the
stone sickness and begs them to help his home before it is
too late.

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Read out: “The sun beats down across your brow
as you make your way between the rolling, craggy
hills that dominate the landscape. As you emerge
over one, you see a river winding its way up ahead,
following the path as it flows.”

Poisoned Waters. Characters that drink from the water


here – or any nearby water source – must save against The
Stone Sickness (pg.6).

Giants’ Footsteps. Characters that linger near the


river, or who have a passive perception of 12 or higher,
notice heavy, inhumanly large footsteps left by a group
of Mountain Ogres (pg.24) near the banks. Should
they investigate further, they find traces of torn human
clothing. The tracks lead half an hour back to the ogre
camp in The Road.

Dead Fish. Characters that interact with the water in any


way and succeed on a DC 13 Wisdom (Perception) check
notice several dead, utterly petrified fish near the river
banks.

The Gates of Ordenstahl


Ordenstahl is a relatively new city, but a well fortified one,
characterised by high stone walls and solidly-built outer
regions, and more basic, thatch-roofed buildings within.
Ogre Encounter by GoAdventureMaps
Placement: Ogres (O1, O2, O3) Read out: “As you crest the slight, sloping hill beneath
your feet, you see tall stone walls swooping up ahead,
The first ogre will set his prey down near the centre of thatched rooftops huddling beyond. Broad, strong
the clearing and sit down to sift through the small pack
wooden gates stand closed directly before you, a trio
he has taken from them, facing away from the pair. His
companions are not immediately visible through the trees of armed men watching to one side of them.”
to characters entering the area from the northwest – they Barred Gates. The broad oaken gates of Ordenstahl are
must actively succeed on a DC 14 Wisdom (Perception) shut to almost all outsiders – Karston and Velga clambered
check to detect them. outside using a pair of tall trees that grow close to either
side of the city’s walls. Caius is determined to keep the
Near the 10 ft. high sides of the clearing, marked on the
disease afflicting the city inside, unaware that it is not
map above, the Staff of Transfiguration (pg.21) leans to
actually infectious. He is also aware of recent ogre activity
one side.
in the area, and believes that refugees fleeing the city
Should the characters attack, the ogres will immediately would achieve little other than serving themselves up as
close in on the clearing to defend their camp. easy prey.

There are 3 Guards (Basic Rules) posted outside that have


Heroic Rescue. Karston and Velga are unconscious when
orders to turn away all visitors unless they can prove they
found, but will awaken an hour after being saved. Though
have been sent to provide aid.
initially frightened, they are immensely thankful for the
characters’ help, and will answer any of their questions. Missing Children. The guards are aware that Karston
Returning the children to Ordenstahl unharmed will grant and Velga have gone missing, and will ask the characters if
the characters a warm welcome by Caius (pg.18), the they have seen them, intending to report back to Caius if
head of its militia. so. They will also mention that the characters should move
on quickly if they can, as ogres from further up the nearby
The River mountains have been sighted in the area.

Roughly half an hour from Ordenstahl, the dirt track the Characters that search for Karston and Velga must make
characters are following intersects with the river that a DC 13 Wisdom (Survival) check. On a success, they find
winds down from the Shatterpeaks and through the city, the clearing in Mountain Ogres (pg.29), where the four
running adjacent to it. ogres are preparing to cook their captives.

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Thankful Father. If the characters arrive with the Roll Result (Investigation)
children, the guards call for Caius. He will be willing to
repay the characters by allowing them entry – and showing 1-16 You learn only that the people of Ordenstahl
them to Loric’s home of Tollandhall (pg.7) if the are afraid, confused, and quickly losing hope.
characters ask after him. 17+ You determine that people living and
working closer to the local river are more
Breaking Quarantine. Ordenstahl’s walls are tall and
heavily affected by the disease.
strong, but much of the town militia are too distracted by
matters within to properly man them. Characters with
access to 50 ft. of rope and a way of adhering it to the top Dwindling Supplies. Having turned away traders and
of the walls can easily scale them. To enter Ordenstahl this barred its gates, Ordenstahl is facing a provisioning crisis.
way without attracting attention, characters must succeed A mining city, it sits on relatively tough, infertile land,
on a DC 12 Dexterity (Stealth) check. relying on trade with other settlements at lower elevations
for many of its needs. The local cost of adventuring
Dying City gear and food is doubled as a result, many more wealthy
merchant families having closed their doors and stockpiled
Ordenstahl is dying. Its people are suffering under the their inventories for personal use, intending to wait out
spread of a terrible disease that transforms flesh to stone. the sickness.
The stone sickness came several weeks ago, and since
then, none of the city’s relatively rustic and ill-equipped
apothecaries have managed to properly identify the disease The Stone Sickness
– or cure it.
The sickness that afflicts Ordenstahl is no sickness
Read out: “The packed dirt streets of the city are at all – in reality, it is a magical effect more akin to
a curse. As such, it cannot be removed by any effect
quiet, with only few people about. Houses stand in
that would cure diseases.
silence, many of their windows barred and their
doors marked with black paint. As you move between Breath of the Titan. Creatures that live amid
them, the few townsfolk you see about cast brief, the higher reaches of the Shatterpeaks have been
worried stares in your direction, doing their best to subjected to stony mutations for centuries. The
origin of this effect is the breath of the Mountain
avoid you.”
Titan (pg.29) imprisoned in the region.
Painted Doors. Not long after the disease began to appear,
Poisoned Waters. The sickness has invaded
Ordenstahl’s sickhouse was filled to capacity, and infected
Ordenstahl through the river that winds through
citizens were instead forced to remain locked in their
it and provides its water source, which has been
homes. These houses have long black strips painted upon
intentionally poisoned by Hurongar Stonefist
their doors, warning other citizens to stay away.
(pg.28) using the crystals that sprout from a
The Sickhouse. Ordenstahl has one sickhouse, staffed by a sleeping titan’s stony flesh. Characters that drink
mix of local clergymen, relatively inexperienced or under- from Ordenstahl’s water supply must succeed on
equipped apothecaries, and dutiful volunteers. The large a DC 5 Constitution saving throw or be afflicted.
stone hall is filled beyond its true capacity with some of the This DC increased by 1 for each time they drink
most gravely ill of Ordenstahl’s afflicted. from the local water.

Characters with evidence of a clerical or medical Slow Petrification. Compared to direct exposure
profession can gain entry. Horace (Priest, Basic Rules), the to the slumbering titan’s breath, the stoneflesh
elder clergyman that runs the establishment, can tell them curse of Ordenstahl is relatively slow-acting.
only that the disease seems utterly resistant to healing Creatures exposed to it begin to petrify, but it takes
magic of any kind. He is willing to allow characters to from one to two weeks for them to transform fully
inspect (Medicine) or question (Investigation) some of his to stone, depending on their own personal level of
patients. resistance to the effect. Characters suffering from
this effect will transform into stone in a number of
days equal to 3 + their Constitution modifier. For
Roll Result (Medicine) each day that they remain afflicted, their speed is
1-9 You cannot tell anything in particular about reduced by 5 and their Dexterity is reduced by 2.
the disease.
11-15 You can determine that the disease is not
contagious.
16+ You can determine that the disease acts from
the inside out, often beginning by partially
petrifying areas around the throat.

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Tollandhall Campaign Guide

The Tolland family is an old one, heavily involved in the


founding of Ordenstahl some hundred years ago. Loric has
Jarex’s Manipulations
inherited a measure of wealth, and though much of it was If you are running the Hoard of Ghaundal
squandered by his miscreant father, he remains the master campaign, there is more than meets the eye to
of a grand hall. Jakard. Shortly before the characters arrived,
Jarex Varr made it to Ordenstahl, murdering the
Read out: “Hard oak floorboards creak under your real Jakard and taking his form.
weight as you step into a grand hall. Decaying
tapestries line the walls and assorted old trinkets Jarex, using his shapeshifting powers and
various information networks, knows that the
clutter various mantles. A thick bear pelt covers the
characters are searching for something relevant to
floor, and on the far side of the hall, a young man Ghaundal’s hoard, which he understands to be a
tends to a figure curled up atop a large bed.” Triadrion (pg.22). He also knows that he cannot
personally operate the artefact, meaning that he
Dwindling Prosperity. Tollandhall is one of the largest
needs the characters to find and use it for him.
dwellings in Ordenstahl, but areas of it have fallen into
disrepair. The wooden flooring creaks loudly underfoot, Instead of giving the characters the Ring of
and many of the antique tapestries that hang along the Rejuvenation in Tollandhall (pg.7), he offers
walls are showing clear signs of mouldering. to guide the characters to either The Darkways
Loric the Rock. Loric’s current predicament is somewhat (pg.9) or The Razor Cliffs (pg.10) and gives
ironic – in his youth he was known as Loric the Rock for them the ring at the end of the trail.
his stubbornness in local politics and his steadfastness in
The Ring of Rejuvenation (pg.21) he has given
battle. Now, he is in the later stages of the stone sickness, a
the characters has a secret quality: it can be used
sheen of petrification covering the majority of his flesh and
by Jarex to scry on them at any time, keeping him
rendering him entirely immobile. He can somewhat see
informed of their location and status.
and hear, but his mind is incoherent and clouded, and he
cannot speak. Most believe that he has, at best, three days
left to live.

Jakard. The young man tending to Loric is Jakard, the Old Stories
son of a local merchant and a distant nephew of his. He can
brief the characters in Loric’s rapidly worsening condition. The nearby Shatterpeak Mountains are renowned for
If he is present to hear Caius proposing that the characters the strange affliction that has given its local wildlife hard,
scale the Shatterpeaks in search of a cure, he will offer the stonelike exteriors. Never before has this condition been
characters his Ring of Rejuvenation (pg.21) in the hopes witnessed among humans, however, and never so far
that it can aid them in their quest. He will implore the down the mountains.
characters to bring a cure back to Ordenstahl.
Curse of Stone. Humans living amidst the foothills of the
Ghul Stone. Though Loric cannot be communicated with Shatterpeaks often refer to the highest mountain regions
in any meaningful way, he can somewhat comprehend as cursed lands. According to the townsfolk, something in
what the creatures nearby are saying. If the characters the air or the soil causes the living things that dwell there
discuss a plan to ascend the Shatterpeaks near him, a to grow stony protrusions over the course of their lives,
character that succeeds on a DC 15 Wisdom (Perception) with many monsters having adapted to this strange state of
check can notice one of his fingers twitching very faintly existence.
in the direction of a bundle of pelts upon a nearby mantle.
Opening them reveals Loric’s enchanted warhammer Rumoured Cure. Caius or Jakard can both tell the
Stonebreaker (pg.21) and a small, rough stone pendant characters – and will, if asked about the mountains - that
inscribed with coiling patterns of Ghul design. the Ghul barbarians, human tribesmen that have lived at
the higher altitudes for many generations, somehow avoid
this petrification effect. If anyone knows where or how a
cure can be found, it would be them.

! Only Hope. Caius will make it clear that while


Ordenstahl is aware that the Ghul may be able to help
them, they cannot spare a search party to send on such
a dangerous mission, especially with many mountain
ogres migrating down the slopes recently. The
characters may be Ordenstahl’s only hope, and Caius
is willing to give the characters a fairly detailed map
leading them to Ghul territory.

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Part II - The Mountains

In this section, the characters make their way up the The terrain is hard and rugged, tufts of stubborn
treacherous Shatterpeak Mountains in search of the elusive plantlife growing under the shade offered by crags and
Ghul tribes. outcroppings.

Peaks of Legend Wisdom (Survival) checks to forage for food are made
at disadvantage, as most plants here are inedible to
humanoids or simply do not provide enough nutrition to
Stretching for mile upon mile from south to north and
be useful. Deft hunters that succeed on a DC 15 Wisdom
splitting into several smaller ranges, the Shatterpeak
(Survival) check to catch live prey can find occasional
Mountains are known worldwide, forming a natural
mountain goats, sheep, or large hawks.
barrier that cuts one half of the continent from the other.
Ruins of Old. The remains of the old Ghulainn Empire –
Sparse Landscape. Though not snowy, the climate is cold
the fallen precursor to the modern Ghul tribes – litter the
and dry. It rarely rains over the Shatterpeaks, but storms
mountains. Ancient stone totems, ruined arches, and faded
often, and the tectonic activity that lends the peaks leaves
stairways can sometimes be found at intermittent points
great shards of tumbled stone jutting at regular intervals.
on the way.

Characters that investigate the


ruins can make a DC 15 Intelligence
(History or Investigation) check
to do so. A successful character
can find ancient writing that gives
some insight into the layout of the
mountains, allowing them to make
their next Wisdom (Survival) check
to navigate the Shatterpeaks at
advantage.

Region Map - The Shatterpeaks

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Mountain Navigation Roll Information (History)
1 They learn the information in Imperial Remnants
The Shatterpeaks rise upward for miles, made up of rough,
(pg.12)
arid terrain. To make it to the upper heights where the
Ghul dwell, the characters will have to ascend for eight 2 They learn the information in Bear of the Peaks
hours in total. (pg.12)
3 They learn the information in Titan Warden
Twin Paths. There are two ways to the lofty heights of (pg.12)
Ghul territory – over the mountains, or under them. Both
present their own unique challenges. It is the consensus
Ghosts of Stone. If the characters are not attempting to
among Ordenstahl’s population that traversing the tall
move quietly, they disturb 2 Cavern Haunters (pg.27)
cliffs of the Shatterpeaks’ upper reaches leaves travellers
that are slumbering in the dark. Characters that succeed on
more exposed to natural predators, but braving the cavern
a DC 20 Wisdom (Perception) check can become aware of
systems under the mountain involves the risk of being
the creatures just before they attack – otherwise they are
caught up in occasional cave-ins.
taken unaware, and the haunters have a surprise round at
Characters that choose to travel under the mountain will the beginning of the combat.
encounter The Darkways (pg.9).

Characters that choose to travel over land will encounter


The Razor Cliffs (pg.10).

Gruelling Climb. No matter which way the characters


choose as their path up the mountains, they will first have
to climb the lower heights for the first four hours of the
journey. The party must decide on a navigator to make a
DC 14 Wisdom (Survival) check for each hour of travel
– on a failed check, they make poor time, and waste an
additional hour.

Characters that climb this unforgiving terrain without


an hour’s break for four hours must make a DC 12
Constitution saving throw. On a failed save, they gain a
level of exhaustion that lasts for 1d4 hours, or until they
complete a short rest.

The Darkways
The lower heights of the Shatterpeaks are littered with
caverns that lead deep into the bowels of the mountains,
and can be used to travel to higher elevations.

Cavern Navigation. The darkways are a labyrinthine


warren of twisting caverns. There are few recognizable
landmarks, making it difficult to navigate by any means
other than gauging the incline of the ground underfoot.

Characters attempting to find their way through the Cavern by GoAdventureMaps


caverns must make a DC 14 Wisdom (Survival) check Placement: Cavern Haunters (C1, C2)
every two hours. On a failed check, they waste an hour
wandering aimlessly in the dark. The haunters (which wait camouflaged at points
designated on the map above) are intent on murdering the
Assuming no failures, it is a four hour walk from the characters, but will give up on chasing them should they
darkway entrances to the End of the Tunnel (pg.10). move more than 200 ft. from them.

Ancient Carvings. Characters with a passive perception If the characters are attempting to move quietly, they
of 14 or higher notice strange markings on the cavern avoid the haunters’ notice on a successful DC 15 Dexterity
walls – ancient Ghul writings left over from elder days. (Stealth) check.
A character that inspects these carvings can make an
Intelligence (History) check to interpret their meanings.
Consult the following table to determine the information
they glean:

9
Crumbling Walls (Skill Challenge). The darkway caverns
are not entirely stable. Loud noises can cause deadly cave-
The Razor Cliffs
ins. Whenever a character raises their voice to a shout, or The higher altitudes of the Shatterpeaks are divided from
an effect is caused that produces a loud sound, roll a d6, their lower reaches by a series of perilous bluffs and ridges
adding 1 to the result for each previous loud sound emitted known by locals as the razor cliffs. Dangerously vertical
within the last minute. On a roll of a 6, the surrounding and often unsteady, these cliffs are a difficult climb.
caverns begin to collapse, and the characters must flee
from the cave-in or be buried under many tons of rock. Rock Climbing. Scaling the razor cliffs is a challenge fit
for the hardiest of survivalists.
Doing so is a skill challenge. Each character must, in
initiative order, choose a relevant skill to make a DC 14 Characters attempting to climb the cliffs must make a DC
check for, with their player describing how they might 13 Strength (Athletics) check every two hours. On a failed
use this skill to help the party escape. During this skill check, they gain a level of exhaustion that can be lost by
challenge, the same skill cannot be used twice, and if a resting for an hour or more.
character decides to use a relevant resource (such as a
spell), they gain advantage on the roll or an automatic It is just under a four hour climb from the feet of the
success (DM’s discretion). The skill challenge cycles razor cliffs to the Lithovore Territory (pg.10).
through characters until they either generate six successes
in total, or three failures. Rocks Fall, Everybody – (Skill Challenge). A wrong move
can cause the surrounding stone to become unstable,
Should they collect six successes, the characters manage causing huge torrents of crumbling rock that pour down
to escape the cave-in unharmed. Should they first gather the sides of the mountains. A character that rolls a 1 on
three failures, each character must make a DC 15 Dexterity their Rock Climbing check causes such a disaster, forcing
saving throw. They take 35 bludgeoning damage on a themselves and their fellow climbers to scrabble for safety.
failed save, or half as much damage on a successful save.
Doing so is a skill challenge. Each character must, in
End of the Tunnel. Characters that navigate successfully initiative order, choose a relevant skill to make a DC 14
through the darkways eventually reach the higher reaches check for, with their player describing how they might use
of the Shatterpeaks. this skill to help the party progress through the crumbling
rock torrent. During this skill challenge, the same skill
Read out: “At a turning ahead, you see light cutting cannot be used twice, and if a character decides to use a
through the dark, and soon enough you emerge into relevant resource (such as a spell), they gain advantage on
the roll or an automatic success (DM’s discretion). The
the cool, clear air outside. You stand atop a high
skill challenge cycles through characters until they either
cliff, far up the side of the mountain, a deep gorge generate six successes in total, or three failures.
swooping down ahead of you before the earth rises
up again toward the highest peak. In the distance, Should they collect six successes, the characters manage to
you can see a strand of thick, black smoke billowing progress unharmed. Should they first gather three failures,
each character takes 20 bludgeoning damage, and is forced
up from somewhere down below…”
an hour back down the slope to survive.
They emerge from a cave overlooking the desolate valley
in Trail of Destruction (pg.11). Lithovore Territory. The last few hundred feet of the
razor cliffs are characterised by occasional outcroppings of
strange, bluish crystal.

Read out: “As you climb across the rough, weathered


rock that makes up the cliff face, you begin to make
out a series of jutting outcroppings above – and
creepings veins of gleaming, bluish crystal that run in
lines along the stone.”

These crystals – growths caused by the presence of the


slumbering Mountain Titan (pg.29) high above – are the
favoured food of the area’s infamous lithovores. Characters
that do not attempt to climb quietly attract the attention
of these opportunistic predators, who take shelter in the
caves that dot the cliffs and are all too willing to diversify
their diet with adventurer meat.

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Plundered Campsite. Following the smoke down to its
nearest source is an hour’s travel down the side of the
valley, and brings the characters to the tattered remains of
a Ghul camp.

Read out: “As you make your way closer to the source
of the smoke, you realise that you are looking at the
aftermath of a battle. The tattered remnants of a large
camp lie strewn about, bodies piled across the rocks
like freshly fallen leaves. At a glance, you can tell that
many are human, but many more are clearly orcish,
their mottled grey flesh studded with strange stone
growths.”

Characters that succeed on a DC 12 Wisdom (Survival)


check can tell that there are two sets of tracks leading away
from the camp, one leading north and another heading
south. The tracks leading north are primarily orcish, but
there are signs that captives were taken with them. The
tracks leading south are clearly human. Following the
northbound tracks leads to The Clanmoot Hill (pg.13).
Following the southbound tracks leads to The Ghul
(pg.12).

Characters that succeed on a DC 15 Intelligence


(Investigation) check to search the area find 3 Stonecurse
Arrowheads (pg.21).

The Razor Cliffs by Orcish Patrols. Should characters commit to a long


rest in this area, roll a d20. On a roll of 5 or less, a patrol
of 3 Stoneflesh Orcs (pg.26) and 2 Stoneflesh
! Explosive Crystals. Many of the rocky outcroppings Orc Chargers (pg.26) pass through the area during
on the razor cliffs are speckled with pulsing blue their rest. Characters that succeed on a DC 12 Wisdom
crystals that emerge from the presence of the sleeping (Perception) check can detect their approach in advance,
Mountain Titan. When shattered – for example by and succeeding on a DC 14 Wisdom (Survival) check can
a lithovore’s piercing shriek – they release a burst of hide the characters’ campsite from their notice.
arcane force, causing the platforms they are set in to
collapse.

Top of the World. Characters that survive the Lithovore


Territory and climb just a little further come to a large,
relatively mild stone bluff overlooking the desolate valley
in Trail of Destruction (pg.11).

Trail of Destruction
Beyond The Razor Cliffs and The Darkways, around the very
highest mountain peak, is a system of valleys and gorges
where the Ghul tribes dwell. The land here is rough and
desolate, only very few of the hardiest plants persisting,
and the Ghul eke out hard lives upon these heights.

Distant Fires. For the past several weeks, the Ghul have
been fighting Hurongar Stonefist’s (pg.28) orcish horde
across the heights. There are several abandoned camps and
battle sites scattered through the region, some fresher than
others. Thick plumes of black smoke rise over the crags,
visible from afar.

11
The Ghul
After a fierce clash with the orcs of Hurongar’s horde,
Heirs to Ghulainn
a tribe of Ghul barbarians have retreated to a series of The Ghul have dwelt atop the Shatterpeaks for
shallow caves roughly 3 miles south of the Plundered generations, and have a storied history.
Campsite.
Imperial Remnants. In the ancient pre-Collapse
Shrouded Tracks. The Ghul know the mountain paths, world, the Ghul were known more commonly by
and have hidden their tracks well. A character attempting their proper name, the Ghulainn, and built a vast,
to follow them must succeed on a DC 15 Wisdom warlike empire with the Shatterpeaks at its centre.
(Survival) check – should they fail, it takes double the Their empire is naught but dust and memory now,
normal time to follow the tracks to their source. but they are proud of their past.
On Alert. There are 30 assorted Ghul resting in the area, Titan Wardens. During the heyday of the
and groups of their warriors are watching for any sign of Ghulainn Empire, its high mages were capable
pursuers. Approaching undetected requires a successful of awakening the slumbering Mountain Titan
DC 16 Dexterity (Stealth) check, otherwise the characters (pg.29) and directing it to their will. In the end,
are confronted by 7 Ghul warriors – 2 Tribal Warriors however, this great power corrupted much of the
(Basic Rules), 2 Berserkers (Basic Rules), 2 Scouts (Basic empire’s ruling class, and a bitter civil war ensued
Rules), and Brynna Head-Taker (pg.31). that reduced their civilization to rubble. Now, the
remaining Ghul consider it their responsibility
Hackles Up. While not immediately hostile, the Ghul
to ensure that the titan remains undisturbed and
are distrustful of outsiders at the best of times, and recent
slumbers eternally.
events have made them particularly abrasive. They will
listen to the characters and explain that a powerful warlord Bear of the Peaks. The Ghulainn get their
has united the local orcish clans against them, but will not name from their founder and most revered hero,
divulge the secrets of the Mountain Titan (pg.29) or Ghulainngar the Bear. Known for being raised
grant their aid without cost, unwilling to entrust their fate by bears and wielding an axe so mighty that even
to a band of strangers – though they will disclose that the giants struggled to heave it, Ghulainngar freed
stone sickness originates from a sleeping titan. the first of the Ghul clans from orcish rule. In the
sagas of the orcs, he is remembered less fondly, as
If the characters show them the Ghul Stone from Loric’s
a butcher who destroyed their greatest works and
hall, however, they can be persuaded otherwise – if a
led a devastating campaign of annihilation against
character can succeed on a DC 15 Charisma (Persuasion)
them.
check.

Taker of Skulls. Most of the Ghul are not in favour of


helping outsiders, and would prefer to regroup and return
in greater numbers much later. If the characters press
the issue, an annoyed Brynna will challenge one of their
number – who is up to the characters – to single combat,
seeking to end the conversation quickly. She will promise
to aid the characters in their quest, show them a secret
way into The Titan Cage (pg.14), and even hand over
her enchanted greataxe Hillsunder (pg.21) if their chosen
fighter wins.

This single combat will be fought with practice weapons


that deal temporary non-lethal damage. This damage lasts
only for 1 hour. The first fighter to be reduced to 10 hit
points or less loses.

Aid of the Ghul. Should the characters best Brynna or


convince the Ghul to help them, they gain three boons.
Firstly, the Ghul will inform them of the Secrets of the
Titan (pg.15). Secondly, they will show the characters
the Secret Way (pg.14). Thirdly, Brynna herself will
accompany the characters and aid them in the battles
ahead.

12
Part III - The Titan

In this section, the characters assault or infiltrate the The Cave Entrance. At the top of the hill, at the base of
territory of Hurongar’s orcish horde and face the titan of the immense cliffs that lead up to the mountain peaks, is
the mountains. Hurongar’s own camp. Notably larger than the others,
with a central fire that belches smoke high into the night.
The Clanmoot Hill
North of the Plundered Campsite, an hour’s climb across
the jagged terrain, is a wide, gravel-strewn slope running
along the side of the mountain toward its highest peak.
Near the top of it is a rocky cliffside where a cave leads into
The Titan Cage (pg.14).

This is the Clanmoot Hill, a place where the Ghul clans


have assembled from across the Shatterpeaks for centuries
– to trade, to renew oaths, to settle old scores, and, most
importantly, to strengthen the mystic bonds that keep the
Mountain Titan (pg.29) bound in its prison of stone.

Orcish Camps. In the last days of winter, the Clanmoot


Hill is lit up by the firelight of dozens of Ghul clans.
Hurongar’s horde have seized these heights, however,
and the campfires that burn here now light up orcish
settlements. The hillside is strewn with small camps set up
by the united tribes, which can be seen from a distance.

These camps are small, but each hosts 6 Stoneflesh


Orcs and 4 Stoneflesh Orc Chargers (pg.26), and if
a character alerts them, they will quickly blow a horn to
summon reinforcements.

Deadly Approach. Small patrols of 2 Stoneflesh Orcs and


2 Stoneflesh Orc Chargers move intermittently across
the Clanmoot Hill. Attempting to cross the area undetected
by them requires a successful DC 13 Dexterity (Stealth) Hurongar's Camp by Elysium Cartography
check. These patrols are aggressive, but not stupid, and if
they appear to be losing a fight they will send a runner to Hurongar’s camp is built around a large cave entrance that
alert the nearest camp. leads into a narrow tunnel toward the northeast entrance
to The Titan Cage (pg.14).
If the camps are alerted, the task of crossing the region
becomes more difficult, requiring a successful DC 16 The camp is guarded by 3 Stoneflesh Orcs, 3 Stoneflesh
Dexterity (Stealth) check. The small warbands sent after Orc Chargers, and 1 Mountain Ogre.
the characters at this point are composed of 3 Stoneflesh
Orcs, 3 Stoneflesh Orc Chargers, and 1 Mountain Ogre
(pg.24).

13
The Secret Way The Titan Cage
There is more than one way into the prison of the Deep within the cliffs that sweep up toward the highest of
Mountain Titan (pg.29). A roughly two hour climb from mountain peaks lies The Titan Cage, a cavernous hall in
the caves currently occupied by The Ghul (pg.12), at the which the Mountain Titan (pg.29) has been imprisoned
end of a winding mountain path that carves its way across for generations.
the opposite side of the mountain from The Clanmoot Hill
(pg.13), is a network of tunnels that lead through the
dark into The Titan Cage (pg.14).

Cavern Guards. After an hour of marching through the


tunnels, a traveller will come across a hole in the cavern
roof that leads 30 ft. up into The Titan Cage. Pulsing, pale
blue crystals cling to the walls here, providing dim light.

Between any would-be explorers and this opening are


4 Stoneflesh Orcs (pg.26) assigned by Hurongar as
guards. They linger in two groups of two, the positions of
which are marked on the map below:

Titan Cage by by Elysium Cartography


Placement: Totems (T1, T2, T3, T4)

The Mountain Titan. On the western wall of this cavern,


entombed and immobile in a rictus expression of unending
rage, the two heads of the Mountain Titan survey the
chamber. To a casual observer, it seems nothing more than
an elaborate, graven image cut from stone and gleaming
blue crystal, but creatures that stand near the titan’s
slumbering form can feel the heat emanating from its core,
and hear the faint rumbling of its heart.

Ghul Totems. Four ancient totems, crackling with age-old


The Secret Way by GoAdventureMaps arcane power, hold the titan in its prison. While their
Placement: Stoneflesh Orcs: (O1, O2, O3, O4) heavy stone forms are difficult to damage or destroy,
knocking any two of them over is sufficient to release the
titan. Placing the totems back in place causes the titan to be
petrified once again and return to a dormant state. Lifting
a totem requires a character’s entire action and a successful
DC 16 Strength (Athletics) check.

The Old Blood. Hurongar has captured several Ghul


shamans, including Valhya (pg.32). He does not wish
to simply release the titan, but also to direct its wrath, and
believes that the secret to achieving this lies in the old
blood of the ancient Ghul priest caste. His experiments
have already killed several shamans, leaving only Valhya.

14
Valhya is held captive in a cage of bone (indicated on the
map above). This cage has an AC of 12 and 20 hit points,
and is immune to piercing damage. It can also be torn open Secrets of the Titan
by a successful DC 16 Strength (Athletics) check. The true origins of the Mountain Titan are
shrouded in mystery, but the Ghul recall many
Valhya has hidden a ritual dagger on her person, but her
elements of its nature.
hands are bound.
Worldshaper. The Mountain Titan’s very
! Valhya’s Advice. Should the characters free Valhya, presence changes the world around it. This
she can explain the totems’ functionality when manifests across the Shatterpeaks in multiple
Hurongar or Skarahn topple them. ways – most obviously, the semi-petrified forms
of its wildlife. In addition, however, the titan is
also responsible for the gleaming blue crystals that
Arcane Crystals. The titan’s presence has caused large sprout intermittently across the region.
arcane crystals to sprout throughout the chamber. These
crystals hum with magical energy, and when shattered, Petrifying Crystals. The crystals that sprout from
propel nearby objects and creatures of any size category the titan’s flesh carry its power. When ground
smaller than Huge directly away from them. They have an down and imbibed, they can induce the gradual
AC of 14 and 25 hit points. Medium crystals push objects petrification of flesh. This is the source of the
and creatures 5 feet, Large crystals push them 10 feet, and sickness that plagues Ordenstahl.
Huge crystals push them 15 feet.
Curative Blood. The dark, oily blood that oozes
Hurongar. The orcish shaman Hurongar Stonefist from the titan’s wounds can be used to cure
(pg.28) is at work in this chamber, studying the petrification. The Ghul perfected the method
totems. He is accompanied by Skarahn (pg.30), his of properly treating this liquid long ago, as well
most devoted follower, as well as 3 Stoneflesh Orcs and as ways to retrieve it from the titan even in its
2 Stoneflesh Orc Chargers (pg.26). 1 Mountain imprisoned state. This is how the Ghul avoid being
Ogre (pg.24) lingers near Valhya’s prison, tasked with transformed like other creatures that dwell amidst
guarding it. the Shatterpeaks.
Awaken the Titan. Should a fight between the PCs and
Hurongar’s followers be clearly turning in the characters’
favour, either Hurongar or Skarahn will begin knocking
over the totems, seeking to unleash the Mountain Titan
and bring doom to all. Conclusion
On the turn that the Mountain Titan first awakens, it Saviours of Ordenstahl. Should the characters emerge
cannot move and cannot use its Multiattack, its Petrifying victorious and obtain the cure to the sickness of stone,
Breath, or its Legendary Actions. On its second turn of Ordenstahl is in their debt. Caius will award them 350 gp
wakefulness, it moves at half its normal speed and cannot each.
use Legendary Actions. Once the titan has been awake for
three rounds, it gains access to all of its Loric Cured. If you are using the Hoard of Ghaundal
traits and abilities. storyline, then once cured, Loric will be grateful for the
characters’ assistance. Should they ask after the Triadrion
The Mountain Titan attacks (pg.22), he will gladly hand it over as payment, the
all creatures in the vicinity device’s purpose being long forgotten to him and his line.
in its attempt to escape. To hand over the device, he will take the characters to
a small, lonely cairn a day’s ride from Ordenstahl, under
which the Triadion is buried.

Return to Myrillium. Should the characters return to


Myrillium and demonstrate the Triadrion to Arnulf, he
will reward the characters with 500 gp each, and hand the
item over to his house arcanist, Isme Valcarre (pg.19),
to study.

Time of the Titans. Should the Mountain Titan force the


characters to flee or defeat them, it tears its way free and
descends upon Ordenstahl before setting out to awaken its
slumbering kin. Whether the characters are chasing the
Hoard of Ghaundal or not, they now have bigger fish to fry.

15
The Hoard of Ghaundal

This section discusses vital plot elements and NPC Isme can always access potions of healing and any scroll of
motivations that a DM will need to know if they intend a 2nd or lower level spell. If a character wishes to purchase
on using this adventure as part of the Hoard of Ghaundal something else through her, they must roll a D20. If the
campaign. item is common, it is available on a 5+. If it is rare, it is
available on a 10+. If it is rare, it is available on an 18+.
For further context on the story so far, see the
Verminhorde adventure. Dieter. The Duke’s master at arms, Dieter Barclay
(pg.18), can arrange access to mundane items such as
Jarex’s Deceptions arms and armour. These items are not offered freely by
the duke’s estate, but Dieter can commission essentially
Jarex, the diabolical servant of a malevolent force trapped any type of armour or weapon to be forged by the estate’s
within Ghaundal’s hoard, was at first less than pleased with smith.
the characters’ interference in the Verminhorde adventure. Additionally, should characters bring him a unique or
He quickly realised however that the characters, while they magical material, the workmen at his disposal are skilled
had foiled his attempt at personal retribution against Duke enough in their crafts to bestow weapons or armour
Sollunder, could be a great boon to him. forged with such materials with special qualities (DM’s
discretion).
As an undead monstrosity, Jarex himself cannot operate
the Triadrion (pg.22) or unseal Ghaundal’s treasure
vault. The characters, however, can. Jarex intends for
the characters to use his old enemy’s resources to find
Ghaundal’s hoard and open it for him, hoping to be there
when they do and swoop in to unleash his dread master
upon the world – and, in the process, revenge himself
upon Duke Sollunder by depriving the duke of the lost
artefacts he so desperately desires.

Jarex, taking the form of Jakard (pg.19), has given the


characters an item he can use to scry upon them from afar
– the Ring of Rejuvenation (pg.21). Should they succeed
in their quest and obtain the Triadrion, he will attempt
to ingratiate himself further to them. Maintaining his
disguise, he will express his unending gratitude to the
characters and offer his services to them, promising that he
can assist them with their travel expenses, help them to sell
items they might find, and generally provide them with a
helping hand.

The Sollunder Estate


After the characters return to Myrillium with the
Triadrion in tow, they earn somewhat more of Duke
Sollunder’s trust. Arnulf still keeps them at arm’s length,
and still does not share his reasons for desiring the hoard,
but he will allow the characters to take advantage of some
of the services his estate can provide.

Isme. The Duke’s arcane specialist Isme (pg.19) can


assist the characters by identifying magical items and
granting them access to esoteric vendors that sell potions,
scrolls, and common to rare magic items.

As long as she has a day to arrange the delivery of such an


item, the characters can purchase them through her.

16
Handouts

17
NPCs
Dieter Barclay
Caius Herdrich Read out: “Before you stands a tall man in
his late fifties. His long grey hair falls lankly
Read out: “Clad in worn scale mail and at either side of his head, framing a sharp,
carrying a mop of dark brown hair atop hawkish face from which his dark eyes glower
his head, the man before you is in his mid- out at you. He wears well-fitted, diligently
thirties, with tired, grey eyes and olive skin. maintained chainmail, and the sign of House
His hand rests easily atop the pommel of a Sollunder is bared proudly upon his tabard.”
heavy sword.”
Background. A veteran of Myrillium’s long
Background. Caius is the head of Ordenstahl’s campaigns against the goblinoids dwelling in its
town militia, and oversees the city’s protection. surrounding forests, Dieter is a hardened fighter
In practice, this has meant being something and an experienced battle commander who has
of a figurehead for the other, smaller human served Duke Sollunder for decades as master-at-
settlements in the region, and the responsibility has arms of his household.
formed Caius into a somewhat severe man.
Dieter’s long military career has made him
A devoted father and unfailing servant to pragmatic, surly and cautious. Most others consider
Ordenstahl and its people, he is determined to him an uncharismatic, dry, and humourless man,
weather the curse of stone by any means necessary, but also a highly reliable one. Dieter is a firm
and is deeply frustrated that whatever its cause, it believer in law and in the codes of conduct that
seems that he can do nothing to slow the sickness’ govern the lives of nobility, adheres to them
progression. unfailingly, and holds others to the same standards
– something that has earned him few friends
He is practical, hardy, and even-toned, with a good among his own class, but quite a few admirers
eye for talent. among Myrillium’s common soldiery.

Equipment. Longsword, Splint Armour, Light It is in his nature to be suspicious of the


Crossbow, 12x Crossbow Bolts, 60 gp. characters, having often seen how capricious and
untrustworthy hired swords can be, but voice
such concerns only if he sees real evidence of
misconduct.

Caius Herdrich Equipment. Chain Armour, +1 Longsword,


AC 17 | HP 50 | Speed 30 ft. | Proficiency Bonus +3 Dagger, 2x Handaxes, Shield, 150 gp.
Skills Athletics +6, History +4, Perception +5, Survival +5

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Multiattack. Caius makes two melee attacks. Dieter Barclay
Longsword. +6 to hit, reach 5 ft., Hit: 8 (1d10+3) AC 18 | HP 71 | Speed 30 ft. | Proficiency Bonus +3
slashing damage. Skills Athletics +7, History +6, Insight +5, Survival +5
Light Crossbow. +4 to hit, range 80/320 ft., Hit: 6 (1d8+2) —
piercing damage. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

Multiattack. Dieter makes two melee attacks.

+1 Longsword. +8 to hit, reach 5 ft., Hit: 9 (1d8+5) slashing


damage.
Handaxe. +7 to hit, range 20/60 ft. or reach 5 ft., Hit: 7 (1d6+4)
slashing damage.
Dagger. +7 to hit, range 20/60 ft. or reach 5 ft., Hit: 6 (1d4+4)
piercing damage.

Shield Bash. As a bonus action, Dieter uses his shield to


bludgeon a target within 5 ft. of him. The target must succeed
on a DC 16 Strength saving throw or be pushed 5 ft. directly
away from Dieter.
Defender. As a reaction, Dieter can add 2 to one other
creature’s AC against one melee attack that would hit it. To
do so, Dieter must see both the attacker and the target, be
wielding a shield, and be within 5 ft. of the target.

18
Isme Valcarre Jakard Estree
Read out: “The slim, sharp-featured woman Read out: “A tall, lean man with dark, curled
before you appears to be in her mid-twenties, hair, he wears well-fitted clothes spun from
a single streak of silvery-white cutting across light materials. He regards you with careful,
the short, neatly-cut dark hair atop her head. bright blue eyes.”
She wears well-tailored but modest dark
Background. A distant nephew of Loric, Jakard is
clothes with a subdued silver trim to them, a travelling merchant who grew up in Ordenstahl
and seems to stand to attention at all times.” but spends little of his time there. He has spent
much of his life travelling with his late father, only
Background. Orphaned by goblinoid attacks
returning to his hometown periodically, and was
upon the small, farwestern settlements beyond
trapped in Ordenstahl by the outbreak of the stone
Myrillium’s great walls, Isme was found by Duke
sickness during one of these visits.
Sollunder during the latter days of his adventuring
career. Recognizing her intellect and magical Jakard is easy-going and well-mannered, but deeply
potential, the duke took her in, and to this day she concerned for the fate of Loric, who he looked
has served as his court arcanist. up to in his youth. He is an experienced traveller
and a fair fighter, having roamed far and wide
Isme is careful, perceptive, and quiet. She speaks
to sell his wares, and quite easily recognizes the
with an even tone and rarely offers her personal
characters as the kind of dangerous adventurers
opinion unless directly asked for it. Above all, she
that can often mean trouble. He is willing to put
is loyal to Duke Sollunder. She harbours nagging
this preconception aside if it means saving his last
worries that his obsession with Ghaundal’s hoard
remaining family, however, and will be eternally
will lead to disappointment, but voices them only
grateful should the characters succeed in their
in private, and still does not act contrary to the
quest.
duke’s wishes.
Equipment. Fine Clothes, Longsword, Light
A powerful spellcaster and an expert in the arcane
Crossbow, 5x Crossbow Bolts, Ring of Rejuvenation,
philosophies, Isme works out of a lavishly supplied
250 gp.
study in Duke Sollunder’s estate.

Equipment. Fine Clothes, Enchanted Ring


(spellcasting focus), Dagger, 150 gp.

Jakard Estree
AC 16 | HP 31 | Speed 30 ft. | Proficiency Bonus +2
Skills Athletics +7, History +6, Insight +5, Survival +5

Isme Valcarre —
STR DEX CON INT WIS CHA
AC 14 | HP 40 | Speed 30 ft. | Proficiency Bonus +3 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 14 (+2)
Skills Arcana +7, History +7, Insight +6, Perception +6 —
Longsword. +5 to hit, reach 5 ft., Hit: 7 (1d8+3) slashing
— damage.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 12 (+1)
Light Crossbow. +5 to hit, range 80/320 ft., Hit: 7 (1d8+3)

Dagger. +5 to hit, reach 5 ft., Hit: 4 (1d4+2) piercing damage. piercing damage.

Spellcaster. Isme can cast any of the following spells. Her


spellcasting ability is Intelligence.

Cantrips (At Will): Fire Bolt, Light, Mage Hand


1st Level (4 Slots): Detect Magic, Identify, Mage Armor, Shield
2nd Level (3 Slots): Detect Thoughts, Invisibility, Misty Step
3rd Level (3 Slots): Counterspell, Fly, Lightning Bolt
4th Level: (2 Slots): Dimension Door, Divination

19
Loric Tolland (Petrified) Velga Herdrich
Read out: “Curled inward upon his bed, the Read out: “A small, skinny girl between ten or
ageing man before you has pale skin and eleven, with light brown hair, dark eyes, and
dark hair, and is covered with a thick sheen freckles lining the pale skin just under her
of crackling stone. His eyes are blurry and eyes.”
unfocused, his face half-petrified in a rictus
Statistics. Commoner (Basic Rules).
grimace, and his breath rattles weakly through
his body.” Background. The younger sister to Karston
Herdrich and daughter to Caius, Velga is a lively,
Background. The unknowing heir to a long- outgoing girl. She was convinced by her elder
dead empire, Loric’s ancestors on his mother’s brother to flee Ordenstahl in search of help.
side descend from the old Ghul royalty. His family
have always been among the most prominent
in Ordenstahl, and Loric himself made a name
for himself in his younger days as an adroit
warrior, fighting to clear the lower regions of the
Shatterpeaks of ogres and other horrors. Karston Herdrich
The mismanagement of his family fortune by his Read out: “The young boy before you looks to
father, however, and the later deaths of both Loric’s be between twelve and thirteen, his reddish-
sons, have left him bitter and coarse. He has no brown hair falling messily about his ears and
heirs and little left of his family’s old splendour, his pale skin heavily freckled.”
and feels that the struggles of his youth have not
been rewarded. Now, he is afflicted with the stone Statistics. Commoner (Basic Rules).
sickness that has struck Ordenstahl. Still, he wants
to live, and wants Ordenstahl to survive its current Background. Caius Herdrich’s son and elder
predicament. brother to Velga, Karston is a headstrong young
boy with a distaste for giving up or backing down.
Loric’s family line was entrusted with the Triadrion He is convinced that his father is wrong to restrict
long ago, and though he knows it is of some great exit out of Ordenstahl, believing that the town will
importance, he views it now as a useless relic. surely perish if nobody can traverse the long road
Should the characters cure him, he will happily west and return with aid.
reward them with its location, somewhat glad to be
rid of it.

20
Magic Items
Staff of Transfiguration
Hillsunder
Weapon (quarterstaff), Uncommon, Requires
Attunement
Weapon (greataxe), Rare, Requires Attunement This gnarled wooden staff is inscribed with tiny
etchings of countless beasts both great and small.
This heavy, broad-bladed axe is forged from a
gleaming dark metal and inscribed with Ghul runes The staff has 3 charges. When you hit a Large
of sundering. or smaller creature that is not an Elemental or a
Construct with this staff, a charge is automatically
Hillsunder is +1 greateaxe. When Hillsunder hits a
spent, and that creature must succeed on a
creature, it deals an additional d4 force damage for
DC 13 Charisma saving throw or be magically
each size category the creature is above Medium.
polymorphed into one of the following random
creatures:

1. Chicken
2. Poisonous Snake
Ring of Rejuvenation 3. Mule
4. Goat
Wondrous Item (ring), Rare, Requires Attunement 5. Wolf
6. Panther
This glittering silver ring is laced with bands of 7. Elk
gold and pearl. 8. Crocodile
9. War Horse
The Ring of Rejuvenation has 2 charges. As an 10. Brown Bear
action while wearing the ring, you can touch a
creature and spend a charge to cause that creature On a roll of a 1, you transform instead. This
to regain 10 hit points or to cure one disease it is transformation is identical in function to the effect
affected by. of the Polymorph spell.

The Ring of Rejuvenation regains spent charges at When a creature first touches the staff, if they are
dawn. not yet attuned to it and the staff has charges, a
charge is automatically spent and they must save
against the staff’s effect.

The staff regains spent charges at dawn.

Stonecurse Arrowhead
Ammunition, Uncommon

This sharp grey arrowhead is etched with curling Stonebreaker


runes.
Weapon (warhammer), Rare, Requires Attunement
The Stonecurse Arrowhead can be attached to an
existing arrow with a successful DC 12 Wisdom The head of this warhammer is laced with veins of
(Survival) check. When an arrow with one of shimmering silvery metal, and runes of shattering
these arrowheads hits a living target that is not an decorate either end of it.
Elemental or a Construct, the arrowhead dissolves
into the target’s flesh. The target must succeed on Stonebreaker is a +1 adamantine warhammer that
a DC 14 Constitution saving throw or move at half achieves a critical hit on a roll of a 19-20 when used
their normal speed and be poisoned for 1 hour, as to attack constructs or creatures made of stone.
its flesh begins to slowly petrify.

At the end of its next turn, the target must


repeat the saving throw. On a success, the effect
progresses no further. On a failed save, they are
petrified, transforming fully into solid stone.

21
Campaign Guide Brynna Head-Taker
Triadrion A warrior of the Ghul clans that eke out a sparse nomadic
existence atop the high reaches of the Shatterpeaks,
Wondrous Item, Legendary Brynna has spent her life fighting to survive. Born to a
Ghul mother and a father from the outside world, she has
This triangular, ornate metal talisman carries at had to constantly prove herself to her peers, growing into
each of its tips a silver signet – one adorned with a confrontational, headstrong, and, above all, tenacious
a spider, one with a bear, and one with a stag. young woman.
There are three Triadrions in existence, each Brynna is proud of her hard-won skills, and has proven
entrusted to one of the ancient royal lineages of beyond all doubt that she is worthy to wield Hillsunder, one
the pre-Collapse world. Together, they form the of the few enchanted weapons passed down from the days
key to the Hoard of Ghaundal. This Triadrion of the Ghulainn Empire.
belonged to Loric Tolland, whose ancestors were
the rulers of the Ghulainn Empire. Jaw-Keeper. Brynna lost her mother to an orcish attack,
and has a special hatred for such creatures. She is known to
Once each day, a Triadrion can be activated to take the heads of slain orcs and wear their jaws as trophies.
locate the closest rightful heir to one of the other
Triadrions – the device levitates above the palm Cold Rage. Brynna is quick to anger and slow to forget,
of the user and spins in place before the insignia but her temper is cold and steady. Rather than exploding
associated with the heir glows faintly and points with rage, she nurses long grudges.
in that heir’s direction. At the same time, the
Warrior Ethos. A born fighter, Brynna respects strength
user receives a brief, six-second vision of the
and determination above all.
heir’s general location. The Triadrion continues
to point for 1 hour before deactivating. If the
other Triadrion’s heir is dead, it points to that Hurongar Stonefist
Triadrion itself.
The orc shaman Hurongar Stonefist was once feared across
Specifically, this Triadrion is attuned to the signet the farwestern lands, raiding and pillaging at the head of
of the stag, and points toward the heir associated a great orcish horde. In those days, he had no patience or
with it – a young man called Everald Lowen, who love for the mystic arts, and cared only for steel. His great
lives near the southwestern forest of Gwyll. successes drove him to turn toward the Shatterpeaks,
where orcs had once held sway thousands of years before –
The Triadrion cannot be operated by fiends, and it was there that he first tasted, his horde scattered by
undead, or dragons. the Ghul and his arm mutilated by the petrifying magic of
their shamans.

Defeated, not not deterred, Hurongar became obsessed. He


Monster Lore threw himself into the study of the mountains’ history and
magic, and eventually came to learn of the titan slumbering
amidst the Shatterpeaks.

Cavern Haunter Now an experienced shaman, Hurongar has returned to


the site of his first and greatest defeat. He has united the
The cavern haunters are a mystery lost to time. Locals to scattered stoneflesh orcs that prowl the Shatterpeaks and is
the Shatterpeak region, most notably the barbaric Ghul, intent upon releasing the titan from its prison, hoping to
consider them leftovers of an elder age and signs of ill use its power to carve out a mighty orcish empire.
omen. Some believe that they are the twisted remains
of a lost dwarven kingdom. Others tell that encased
within their stony forms are the maddened ghosts of dead
mountain giants.

No matter their true origins, the cavern haunters lurk in


caves and tunnels deep beneath the mountains, wandering
listlessly until their sharp hearing detects signs of life –
at which point they react violently, tracking down and
slaying any flesh and blood creatures they come across.
They seem to have no other purpose or desires, respond to
no known language, and cannot be reasoned with.

22
Lithovore Blood Magic. Valhya practises the ancient magic of blood
and bone. The ritual dagger she carries is not simply for
The lithovores are large, avian predators that inhabit the self-defence but acts as a way to draw power from the flesh
upper reaches of the Shatterpeaks. Like most local fauna, of her enemies.
exposure to the mountains’ petrifying effect has made them
part stone, part flesh, and while still capable of flight, they
can only go so far before falling. This, however, has made
Skarahn
them no less dangerous – instead of primarily relying on Once the chieftain of one of the largest stoneflesh orc
flight, they have adapted by becoming expert climbers, tribes, Skarahn and his followers are fanatics, devoted
using their wings to steady themselves and sail through the to the half-remembered god they call Father Mountain.
air across short gaps. A persistent scourge to the human clans that roam the
Shatterpeaks, Skarahn has fought a decades-long campaign
Crystalline Diet. The strange, highly magical crystals that
of internecine violence against them, believing that the
litter the Shatterpeaks serve to diversify the lithovores’
stoneflesh orcs are the true children of Father Mountain,
diets. They use a piercing shriek to shatter these crystals
and the heights belong to them alone.
and access their softer interiors. This high-pitched sound
can just as easily burst eardrums or destroy glass containers When Hurongar Stonefirst came with his secret
– such as the kind that an adventurer might keep their knowledge, powerful magic, and his mission to unleash the
precious potions in. Mountain Titan from its prison, Skarahn proclaimed him
a prophet of Father Mountain, throwing himself down
Mountain Ogre at the shaman’s feed and pledging undying loyalty to him.
Now, he serves as Hurongar’s fiercest warrior and second
Mountain ogres live amidst the foothills of the in command, ever at the forefront of the orc shaman’s
Shatterpeaks, their flesh hardened and littered with stone horde.
by the mountains’ petrifying curse. Just as dim-witted,
violent, and voracious as their lowland kin, these ogres False God. The deity that Skarahn worships is a mangled
persist on a diet of strange local wildlife, much of it just as recollection of the titan imprisoned with the Shatterpeaks.
thick-skinned and partially petrified as they are. Over time, Skarahn will do anything to unleash his god, and will
they have adapted large, powerful jaws with jutting teeth, gladly die beneath its footfalls.
perfectly suited for cracking the hard outer shells of their Berserker. Skarahn fights wildly and recklessly, with no
prey. regard for self-preservation. He has no care for his own
life, only for the will of Hurongar, who he sees as his god’s
Mountain Titan chosen prophet.

The titan that slumbers beneath the ancient stones of


the Shatterpeaks is a relic of an age long before the first
Stoneflesh Orc
humans arose. A primordial being of endless rage, this The Shatterpeaks have for ages past been home to many
creature once strode the world among others like it, but it hundreds of warring orc tribes. Millennia ago, the
and the rest of its kind were sealed away by the earliest of mountains were their undisputed domain, and the humans
the mortal civilizations. The mountain titan has nothing of the region suffered greatly under their rule. With the
but contempt for the lesser beings that crawl beneath it, rise of the Ghulainn Empire, however, the orcish hold
and has one desire – to escape from its prison, awaken the over the Shatterpeaks was broken. Driven from their
rest of its kind, and bring an end to the age of man. temples and slaughtered to less than a tenth of their former
population, the orcs of the Shatterpeaks descended into
Petrifying Breath. The mountain titan’s breath turns bitter infighting.
flesh to stone – and it is so potent that, even sealed beneath
the earth and forced into a dreamless slumber, it suffuses Like the other creatures that dwell atop the Shatterpeaks,
the Shatterpeaks and gradually mutates the local wildlife, the stoneflesh orcs have been twisted by the presence of
causing strange, stony growths to form upon them. the earth titan slumbering beneath the mountains. Though
more ponderous and heavier than their lowland kin,
Valhya the stony growths that adorn their flesh makes them far
tougher, and they are natural climbers.
A descendant of the ancient Ghulainn priest caste, Valhya
is the sole surviving stonespeaker of her clan. It is her Ancient Enmity. Though the Ghulainn have long ago
responsibility to, along with her fellows from the other fallen and split apart into the disparate Ghul clans, the
Ghul clans, assemble at the tail end of winter to maintain stoneflesh orcs remember to this day the bitter humiliation
the ancient warding spells that keep the titan of the they suffered at the hands of their ancestors. They carry a
Shatterpeaks locked away in its stony prison. seething hatred for humans, and for the Ghul in particular.

Valhya is calm, composed, and patient. She is versed in


the ancient ways of the Ghul, and knows much of the
Shatterpeaks’ long-forgotten history.

23
Mountain Ogre Abductor. If the ogre hits a target with two melee attacks on
the same turn, it grapples (escape DC 13) that creature. The
Large giant, typically chaotic evil ogre can only grapple one target at a time.

Armor Class 15 (Natural Armor)
Hit Points 59 (7d10 + 21)
Actions
Speed 40 ft., climb 30 ft. Multiattack. The ogre attacks twice with its fists. If it has
a creature grappled, it may substitute a bite for one of its
— fists attacks.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 7 (-2)
Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Saving Throws Con +5 Hit: 10 (1d12 + 4) bludgeoning damage.
Skills Perception +2, Survival +2
Senses Darkvision 60 ft., Passive Perception 12 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Languages Common, Giant, Orc Hit: 15 (2d10 + 4) piercing damage. This attack may only be
Challenge 3 (700 XP) Proficiency Bonus +2 used against a target that the ogre is grappling.

Read out: “Hulking twice the height of a grown man,


the creature before you is a humanoid wall of muscle
and fat. Its broad shoulders are littered with rocky
protrusions that disperse their way down its upper
body, and its broad, furrowed brow sits over a mouth
full of distended teeth that seem almost too large for
its own skull.”

24
Lithovore
Large monstrosity, typically chaotic evil

Armor Class 16 (Natural Armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 7 (-2)

Saving Throws Con +4
Skills Perception +4, Survival +4
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 3 (700 XP) Proficiency Bonus +2

Partial Flight. If the lithovore ends its movement in mid-
air, it falls.

Spider Climb. The lithovore can climb difficult surfaces,


including upside down on ceilings, without needing to make an
ability check.

Actions
Multiattack. The lithovore attacks twice with its claws.

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


Hit: 9 (1d10 + 4) slashing damage.

Piercing Shriek (Recharge 6). The lithovore lets out a


dizzying shriek in a 20 ft. cone. Creatures in the area must
make a DC 13 Constitution saving throw, taking 16 (3d10)
thunder damage and becoming dazed until the end of their
next turn on a failed save (a dazed creature makes ability
checks at disadvantage, cannot make reactions, and must
choose between making an action, a movement, or a bonus
action on its turn). On a successful save, they take half as
much damage and are not dazed. For each crystalline or glass
object in the cone, roll a d4 - on a 1 the object shatters.

Read out: “Gripping


the stone beneath it
with broad, hooked talons,
the creature is a large, semi-
humanoid avian monster, its body
bent forward and its ragged wings
outstretched. The sharp beak at the
end of its face clacks wildly, and
bands of grey stone lace through its
flesh, many of its feathers seeming
to have petrified long ago.”

25
Stoneflesh Orc Stoneflesh Orc Charger
Medium humanoid (orc), typically chaotic evil Medium humanoid (orc), typically chaotic evil
— —
Armor Class 15 (Hide Armor, Shield) Armor Class 15 (Hide Armor, Shield)
Hit Points 22 (3d8 + 9) Hit Points 22 (3d8 + 9)
Speed 30 ft., climb 20 ft. Speed 30 ft., climb 20 ft.
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

Skills Intimidation +2, Survival +2 —
Skills Intimidation +2, Survival +2
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Giant, Orc Languages Common, Giant, Orc
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
— —
Steadfast. The orc has advantage on Strength (Athletics) Steadfast. The orc has advantage on Strength (Athletics)
checks to resist being shoved. checks to resist being shoved.

Actions Bonus Actions


Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Charge! If the orc is within 20 ft. of a hostile creature, it
target. Hit: 7 (1d8 + 3) slashing damage. moves up to 20 ft. directly toward that creature.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. Actions


or range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Multiattack. The orc attacks twice: once with its battleaxe
and once with its stony fist.
Reactions
Shield Bash (1/Day). R When a creature hits the orc with a Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
melee attack, the orc can strike that creature with its shield. target. Hit: 8 (1d10 + 3) slashing damage.
The creature must succeed on a DC 12 Strength saving throw
or take 5 (1d4 + 3) bludgeoning damaged and be pushed 5 ft. Stony Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
directly away from the orc. target. Hit: 5 (1d4 + 3) bludgeoning damage, and if the target is
Medium or Small, it is pushed 5 ft. directly away from the orc.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.


Read out: “The creature is a tall, long-limbed or range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
orc, its flesh a mottled shade of grey and
strange, stony protrusions scattered
across its skin. It moves with a
careful, heavy gait, and its face
seems set in a permanent snarl.”

26
Cavern Haunter Long Limbs. The haunter can make opportunity attacks
against targets within the full reach of its slam attack.
Large elemental, typically neutral evil
— Brittle. When the haunter takes 10 or more thunder damage
Armor Class 17 (Natural Armor) from a single attack or effect, its speed becomes 0 until the
Hit Points 102 (12d10 + 36) end of its next turn.
Speed 40 ft., climb 30 ft.
Juggernaut. The haunter ignores difficult terrain.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 8 (-1) 12 (+1) 7 (-2) Petrifying Grasp. Living creatures grappled by the
haunter take 7 (2d6) necrotic damage at the start of their

Saving Throws Con +5 turns. Creatures reduced to 0 hit points by this damage
Skills Perception +3, Survival +3 become petrified.
Damage Resistances Piercing and Slashing from nonmagical
weapons Actions
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Multiattack. The haunter makes two slam attacks.
Poisoned, Unconscious
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive
Hit: 11 (1d12 + 5) bludgeoning damage.
Perception 13
Languages Giant Grasping Hands (Recharge 5-6). The haunter makes a slam
Challenge 4 (1,100 XP) Proficiency Bonus +2 attack against each creature within its reach. Each target hit by
— one of these attacks is grappled by the haunter (escape DC 14).

Read out: “The creature unfurls itself from the


earthen surroundings, rearing up to twice the
height of any man. Formed entirely of shifting,
groaning rock, many grasping arms dangle from
its lumbering body. Its long neck ends in an
inhuman face adorned with blind, stone eyes and
a mouth full of teeth that glitter like steel.”

27
Hurongar Stonefist
Medium humanoid (orc), chaotic evil

Armor Class 15 (Hide Armor)
Hit Points 67 (9d8 + 27) Read out: “Covered in heavy, dark robes, the stooped
Speed 30 ft., climb 20 ft. orc’s eyes blaze with inner light, and he carries a
— staff of twisting, bleached bone in one hand. The
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) other is encrusted with hard, heavy stones, its fingers

Saving Throws Dex +3, Con +5 grinding together into a fist of solid rock.”
Skills Arcana +4, Intimidation +3, Survival +6
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Giant, Orc
Challenge 3 (700 XP) Proficiency Bonus +2

Thick Skinned. While Hurongar is not wearing heavy armor,
he has +2 AC.

Bonus Actions
Stonestorm. Hurongar becomes surrounded by a 10-ft.-
radius cylinder cyclone of loose stone and rock that orbits him
at high speed. Creatures that enter or start their turns within
the area must succeed on a DC 14 Dexterity saving throw or
take 5 (2d4) bludgeoning damage. The cyclone lasts until the
start of Hurongar’s next turn, and can be dissipated by an
opposing storm force wind.

Actions
Multiattack. Hurongar makes two attacks: one with his bone
staff and one with his stonefist.

Bone Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) bludgeoning damage.

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


target. Hit: 9 (1d12 + 3) bludgeoning damage, and the target is
pushed 5 ft. directly away from Hurongar.

Stone Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target is
pushed 5 ft. directly away from Hurongar.

Earthsunder (Recharge 5-6). Hurongar slams his staff into


the ground, causing 10 ft. tall stone spikes to erupt from him in
a 30 ft. line that is 5 ft. wide. Creatures in the line must make a
DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage
and being pushed 5 ft. in a direction of Hurongar’s choice on
a failed save. On a successful save, they take half as much
damage and are not pushed. The line is treated as difficult
terrain until the end of Hurongar’s next turn, at which time the
stone spikes recede back into the ground.

Reactions
Stone Shield. When Hurongar would be hit by a ranged attack
that he can see, he may summon a barrier of stone, granting
him a +3 bonus to AC against that attack.

28
Mountain Titan Tail Swipe. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 22 (4d6 + 8) bludgeoning damage, and the target is
Gargantuan elemental, neutral evil pushed 5 ft. in a direction the titan chooses.

Armor Class 19 (Natural Armor) Rock Throw. The titan hurles a large rock at one target within
Hit Points 315 (18d20 + 126) 60 ft. of it. The target and any other creatures within 5 ft. of
Speed 30 ft, climb 20 ft. it must succeed on a DC 16 Dexterity saving throw or take 18
— (4d8) bludgeoning damage and be knocked prone.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 10 (+0) 14 (+2) 8 (-1) Petrifying Breath (Recharge 5). The titan breathes
petrifying gas in a 30 ft. cone. Creatures in the area must make

Saving Throws Con +13, Wis +8 a DC 15 Constitution saving throw. If the saving throw fails
Skills Athletics +14 by 5 or more, the creature is instantly petrified. Otherwise,
Damage Resistances Fire, Lightning a creature that fails the save begins to turn to stone and is
Damage Immunities Poison restrained. The restrained creature must repeat the saving
Condition Immunities Exhaustion, Poisoned throw at the end of its next turn, becoming petrified on a
Senses Darkvision 120 ft., Passive Perception 12 failure or ending the effect on a success. The petrification lasts
Languages Primordial until the creature is freed by the greater restoration spell or
Challenge 20 (25,000 XP) Proficiency Bonus +6 other magic that reverses the petrification.

Legendary Resistance (2/Day). R R If the titan fails a Legendary Actions
saving throw, it can choose to succeed instead.
The titan can take 3 legendary actions, choosing from the
Siege Monster. The titan deals double damage to objects options below. Only one legendary action option can be used
and structures. at a time and only at the end of another creature’s turn. The
titan regains spent legendary actions at the start of its turn.

Actions Tail Attack. The titan makes a tail swipe attack.


Multiattack. The titan makes three attacks: two with its slam
and one with its tail. Earthquake (Costs 2 Actions). The titan causes the earth to
shake in an 180-ft.-radius area centered on itself. Creatures in
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. the area must succeed on a DC 16 Dexterity saving throw or be
Hit: 17 (2d8 + 8) bludgeoning damage, and the target is pushed knocked prone.
5 ft. directly away from the titan.

Read out: “The ground shakes as the immense


creature rears up to its full height, towering high
over you. Covered with an outer shell of solid rock
and stone, it lurches forward upon a pair of arms that
end in gargantuan protrusions of granite and
bluish crystal. Two heads, each one
crowned with a crest of stone,
jut from its body, and a n
immense tail trails
behind it..”

29
Read out: “Covered in heavy, tattered rags, the orc
Skarahn before you is stooped heavily but his frame is corded
Medium humanoid (orc), chaotic evil with thick, powerful muscle. A pair of brutish short
— swords cut from the bones of some long-dead beast
Armor Class 15 (Unarmored Defense) are gripped in both his hands, and his flesh is covered
Hit Points 67 (9d8 + 27)
Speed 40 ft., climb 30 ft. with stony growths and long, irregular scars. His eyes
— blaze with fanatic hate.”
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Dex +4, Con +5
Skills Intimidation +2, Survival +3
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Giant, Orc
Challenge 3 (700 XP) Proficiency Bonus +2

Lightning Reflexes. Skarahn has advantage on dexterity
saving throws.

Fearless. Skarahn cannot be frightened.

Reckless. At the start of its turn, Skarhan can gain advantage


on all melee weapon attack rolls during that turn, but attack
rolls against it have advantage until the start of its next turn.

Combo Strike. If Skarahn hits the same target twice with a


melee attack on the same turn, he may make a gaunlet blade
attack against that target as a bonus action.

Unarmored Defense. While Skarahn is wearing no armor and


wielding no shield, his AC includes his Constitution modifier.

Actions
Multiattack. Skarahn attacks twice with his jagged sword.

Jagged Sword. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 8 (1d8 + 4) slashing damage.

Gauntlet Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 9 (1d10 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.


or range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

30
Brynna Head-Taker
Medium humanoid (human), chaotic neutral

Armor Class 16 (Unarmored Defense)
Hit Points 52 (7d8 + 21)
Speed 35 ft., climb 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills Athletics +6, Intimidation +3, Survival +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Giant, Orc
Challenge 3 (700 XP) Proficiency Bonus +2

Favoured Foes. Brynna’s attacks deal an additional 1d4
damage against orcs and giants.

Reckless. At the start of her turn, Brynna can gain advantage


on all melee weapon attack rolls during that turn, but attack
rolls against her have advantage until the start of her next turn.

Unarmored Defense. While Brynna is wearing no armor and


wielding no shield, her AC includes her Constitution modifier.

Bonus Actions
Taunt (2/Day). R R After making the attack action, Brynna
can taunt one creature within 5 ft. of her than can hear her.
The creature must make a DC 13 Wisdom saving throw. On a
failed save, the creature has disadvantage on its next attack
against Brynna.

Actions
Multiattack. Brynna makes two attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (1d12 + 4) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit,


reach 5 ft. or range 30/60 ft., one target. Hit: 7 (1d6 + 4)
slashing damage.

Read out: “Tall, dark-haired, and covered


with dense, wiry muscle, the woman before
you wears a ragged assortment of hide
and leather armour, and hefts a gleaming
greataxe across one shoulder. The jawbones
of several orcs adorn her armour, and
intricate lines of runic scarification criss-
cross her skin.”

31
Valhya
Medium humanoid (human), chaotic neutral
— Read out: “A wiry, lean woman in her late twenties,
Armor Class 15 (Leather Armor)
Hit Points 45 (6d8 + 18) her sleek black hair swept back and greying faintly
Speed 35 ft., climb 25 ft.
at the edges. She wears lightweight furs and carries a
— curved dagger of bleached bone in one hand, a leaf-
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 12 (+1) bladed sword hanging at her opposite hip.”

Skills Athletics +5, Intimidation +3, Nature +5, Survival +5
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant, Orc
Challenge 3 (700 XP) Proficiency Bonus +2

Favoured Foes. Valhya’s attacks deal an additional 1d4
damage against orcs and giants.

Bonus Actions
Blood Magic (4/Day). R R R R After hitting a living
creature with her ritual dagger, Valhya can activate one of the
following effects:

1. Drain Life. One creature within 30 ft. of Valhya gains 5 (1d4 +


3) hit points.

2. Bloodburst. One creature within 30 ft. of Valhya must


succeed on a DC 15 Constitution saving throw or take 8 (2d4 +
3) necrotic damage.

Actions
Multiattack. Valhya makes two attacks: one with her sword
and one with her ritual dagger.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage.

Ritual Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 6 (1d4 + 4) piercing damage.

32
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includes the statistics, monster names, abilities, traits, and spells
also found in the 5e SRD. 6. Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
Open Gaming License exact text of the COPYRIGHT NOTICE of any Open Game
The following text is the property of Wizards of the Coast, Inc. Content You are copying, modifying or distributing, and You
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All must add the title, the copyright date, and the copyright holder's
Rights Reserved. name to the COPYRIGHT NOTICE of any original Open Game
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1. Definitions: (a)"Contributors" means the copyright and/or
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(b)"Derivative Material" means copyrighted material including Identity, including as an indication as to compatibility, except as
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Permission granted to print or photocopy this document for all of the Open Game Content due to statute, judicial order, or
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means the licensee in terms of this agreement. Material so affected.

2. The License: This License applies to any Open Game Content 13. Termination: This License will terminate automatically if
that contains a notice indicating that the Open Game Content You fail to comply with all terms herein and fail to cure such
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terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions 14. Reformation: If any provision of this License is held to be
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this License. necessary to make it enforceable.

3. Offer and Acceptance: By Using the Open Game Content 15. COPYRIGHT NOTICE
You indicate Your acceptance of the terms of this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
LLC. System Reference Document 5.1 Copyright 2016, Wizards
4. Grant and Consideration: In consideration for agreeing of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
to use this License, the Contributors grant You a perpetual, Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
worldwide, royalty-free, non-exclusive license with the exact Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
terms of this License to Use, the Open Game Content. based on original material by E. Gary Gygax and Dave Arneson.
Flesh To Stone Copyright 2022 Mammoth Factory Games.

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