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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
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.
2
Monster List
DM Shortcut 1x Brynna Head-Taker
2x Cavern Haunter
1x Valhya
Mountain Navigation
Ascending the lower heights of the Shatterpeaks
(~1/2hr)
The Mountains
Trail of Destruction
Finding and investigating a destroyed barbarian campsite
(~1/2 hrs)
3
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.
4
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.”
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.
5
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.
6
Tollandhall Campaign Guide
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.
7
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.
8
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).
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.
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.
10
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.”
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.
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).
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).
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.
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.
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.
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.
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.
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.
Stonecurse Arrowhead
Ammunition, Uncommon
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.
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.
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.
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.
Actions
Multiattack. The lithovore attacks twice with its claws.
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.
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).
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.
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.
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.
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.
Actions
Multiattack. Skarahn attacks twice with his jagged sword.
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.
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.
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:
Actions
Multiattack. Valhya makes two attacks: one with her sword
and one with her ritual dagger.
32
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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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