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Lost Empires
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TABLE OF CONTENTS
“Deep Knowledge: The Shores Of Ankeshel” by Paul Scofield ........................................................ 2
“Drifting Pieces: The Remnants Of Ankeshel” by Hannah Carlan and Ben McFarland ........... 16

CREDITS
Design: Hannah Carlan, Ben McFarland, Paul Scofield
Development & Editing: Scott Gable
Art Direction & Graphic Design: Marc Radle
Cover Art: Phil Stone
Back Cover Art: Pedro Potier
Interior Art: Pedro Potier, Phil Stone
Publisher: Wolfgang Baur

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new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Content in this book includes the awareness, ball lightning, greater overcharge, icy prison,
insight, mucus, overcharge, and thundercrack spells and the garganth, winwydden, and vril-ya monsters.

No other portion of this work may be reproduced in any form without permission.

© 2022 Open Design LLC

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TM

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DEEP KNOWLEDGE:
THE SHORES OF ANKESHEL
by Paul Scofield

We’ve spent decades unlocking the secrets of vril technology. It was time well spent, for the very
enemies against which it was initially developed seem to be returning for long-sought revenge.
—The Power of Vril and the Founding of Cassadega, by Elder Arch Kallimachus

F ounded and built on the ruins of a


sunken empire, the city of Cassadega is
a boomtown of technological wonders. On
Places of Note
Walking the streets of Cassadega, it’s hard
seemingly every corner stands a workshop, not to find something fascinating. The place
some built on the rubble of previous failed is filled with wonder.
experiments, analyzing and tinkering with ADIE EXCAVATION
discoveries extracted from the ruins beneath
the streets. Arcane scholars, artificers, Once Adie Muldoon broke through into the
craftspeople, entrepreneurs, and a healthy tomb of Thalassos IV and brought the first
dose of seedy criminals come to the “city-on- working vril battery out into the public eye,
the-city” to find the next big breakthrough. Cassadega was born. Now backed by the
Some seekers of lore want to understand Kallimachus estate, Muldoon’s heirs continue
the Ankeshel people themselves and others to to be the most prolific and popular excavation
steal the technologies for their own schemes. and research company in Cassadega. Rumors
All the while, something massive awaits in persist of them being on the threshold of
the deep, grumbling in barely contained discovering the tomb of Thalassos III. There
agitation. It sank a city once, and after are just as many rumors that they are being
millennia, it itches to do so again. fed artifacts by an unseen benefactor who
steals from other companies. The implication
is that they haven’t legitimately discovered
something new in several years. Orthan
Kallimachus dismisses this, of course, as the
rantings of jealous rivals.

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BARRIOT’S AQUATIC ESCORTS DEEP DIVE
Home and establishment of the merfolk Perched on the edge of the Brink—the
Barriot Thinfin, this establishment, asking tremendous continental shelf that descends
only a “reasonable fee,” will provide into the abyssal depths—stand two
escorts for those who wish to explore the submerged, crane-like elevators operated by
underwater ruins of Ankeshel. With a slew merfolk. For 10 gp, they will lower the cages
of magical diving methods for those that into the depths. For 20 gp, they will bring you
breathe air available to rent and guides of back up. Safety along the descent is loosely
every persuasion, they offer tours throughout guaranteed, and linkages at various depths
some of the most dramatic (though picked allow expeditions to abscond into sunken
over) areas of the ruins. Most of their income ruins to search for treasures. The closer to
comes from the uninitiated and tourists. the surface, the less there is to find, so deeper
Still, occasionally they are contracted descents are becoming more common. The
by larger outfits to lead more dangerous merfolk have noted that more and more
excursions into unexplored regions or those customers pay to go down but never signal to
known to be stalked by undersea predators. come back up.
Sometimes Barriot himself will lead these
trips as he’s developed a possibly unhealthy MIDTOWN MARKET
taste for ever greater risk. If ever there was an epicenter to the chaos of
the city of unearthed secrets, it would be the
BRESLEY TUNNELS
innocuously named Midtown Market. While
Vril researchers and historians would pay most gear for exploration and adventuring
a handsome price for access to the body of is found here, the real treat is the newly
an Ankeshelian preserved enough to allow discovered and displayed technologies that
a speak with dead spell to be used. Besides inventors and other artisans bring out. New
vril, glyphs and other written secrets abound demonstrations happen often, and crowds
within the ruins, but no linguist has yet turn out to watch and wager on whether it
been able to fully decipher the language of will be a delight, dud, or disaster. Security is
Ankeshel. The sunken tombs have yielded no tight, but that brings out the best thieves, and
results, so Thoriva Bresley, with the backing the greater attention could lead to an even
of the Braner Estate, started the Bresley more entertaining heist.
Tunnels Expedition. Their goal is to find
commoners’ catacombs instead of exploring SPIRE
the conspicuous noble tombs. They’ve had The lighthouse demarking the edge of
luck uncovering ancient skeletons here and Lower Cassadega is the home of Elder
there, but unfortunately, the remains have Arch Kallimachus. It is a neutral ground
proven uncommunicative, and some have for meetings between the surface leaders of
attacked their discoverers outright. Bresley the city and the merfolk that dwell below.
is always looking to hire extra security to Kallimachus himself is rarely seen aside
accompany her expeditions. from his early morning excursions to watch
the depths and cast a few spells, though it’s
not obvious what his castings are for. When
asked by those able to get close enough to talk
to him what he is waiting for, he often frowns
and says cryptically, “You already know.”

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Working with Vril
The key to vril technology is, at its core,
a reaction between vril fluid and an
arcane-infused alloy of gold and copper
called orichalcum. This reaction produces
volatile energy that can be channeled through
various materials to produce electricity,
raw force, or even vitalizing rays of energy.
Without proper precautions, the technology
can be hazardous, and being that both
materials are scarce, only the most intelligent,
powerful, and resourceful can work with it.

RECHARGING
VRIL BATTERIES
One of the most closely guarded secrets
among the vril engineers of Cassadega is how piece.) Repairing the item itself is a long,
they can repair and recharge vril batteries. laborious, and sometimes dangerous task,
Without direct arcane assistance, the process taking an hour for every 500 gp in value to
is lengthy and expensive, often costing 1,000 repair the piece. The engineer must have
gp to replace the metal plates and solution, access to a vril laboratory complete with
called vril fluid, in a standard 50-charge vril engineer’s tools, smith’s tools, and
battery. A vril battery requires 1 ounce of alchemist’s supplies. The engineer can work
vril fluid for every 10 charges it holds, and no more than 8 hours a day and 40 hours a
each ounce is 100 gp on the open market of week without gaining a level of exhaustion.
Cassadega. Outside of the city, prices can At the end of this time, the vril item, armor,
double or triple, assuming you can find a or weapon is fully functioning again. Vril
seller. It also requires pure orichalcum and artifacts cannot be repaired in this way
other supplies worth 200 gp. without using a wish spell.
An engineer proficient in vril engineer’s
tools (see below) can spend an hour per New Technology
ounce of vril fluid required, using a complete New discoveries are made every day, but the
set of vril engineer’s tools, to recharge a vril devastating effect of millennia of exposure
battery. The engineer cannot gain the benefits to seawater has left most of these as barely
of a rest during this time. worth recording. Still, as more and more
technologies are unearthed and those
REPAIRING VRIL TECHNOLOGY
who study them learn to replicate them,
If an engineer wishes to repair a damaged or the market streets have grown wild with
incomplete piece of vril weaponry or armor, merchants selling new and exciting wares.
they must first gather the necessary parts. Some of them even work while others maybe
Assuming a market is available to purchase should never have seen the light of day.
such things, they tend to mimic the cost of For more on vril technology, see also
creating a magic item of similar rarity. (The Midgard Worldbook and Warlock 10: The
GM may modify the cost of parts needed Magocracies, which is reprinted in Warlock
based on how extensive the damage to the Grimoire 2.

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ANKESHELIAN DISINTEGRATION RAY
This sleek, pistol-like weapon of polished
orichalcum was found sealed in a vault
deep beneath what was believed to have
once been a military general’s estate in
ancient Ankeshel. It was tested once,
by those who discovered it, to devastating
results. That night, the entire archaeology
team disappeared along with the weapon. Its
current whereabouts are unknown. of the gauntlet is a housing for
You can connect a vril battery to this a vril battery. A boomfist does not
weapon, and each use drains 50 charges operate if you are wearing a magical
from the attached battery. If the battery ring on the hand with the boomfist. You
has less than 50 charges, the weapon does cannot wield a weapon in the same hand, and
not activate, and the battery is irrevocably you automatically fail any Dexterity checks
destroyed, all valuable parts being converted that require the use of
to lead. If the battery is drained to 0 charges, your hand. Making
it is similarly destroyed. Successfully a successful
activating the weapon causes a white-hot unarmed attack
blast of electrified plasma to spring from with a boomfist
the barrel to a range of 60 feet. A creature allows you to spend
targeted by this must make a Dexterity 1 charge from the
saving throw against a DC equal to 10 + your installed vril battery
dexterity modifier + your proficiency bonus if to add 1d12 lightning
you are proficient in vril weapons. On a failed damage to your
save, the target takes 6d12 + 30 force damage. normal unarmed
The target is disintegrated if this damage damage. You must
leaves it with 0 hit points. then wait for 1 round
A disintegrated creature, including to do this again so
everything nonmagical it is wearing or that the boomfist
holding, is reduced to a softly glowing pile of can recharge.
blue ash. Only a true resurrection or wish spell
can restore the creature to life. Magic items CAPACITOR SPEAR
are unaffected by this ray, but any Large or This heavy spear is made of orichalcum-laced
smaller nonmagical object is automatically steel and features a housing at the base of its
disintegrated. Huge or larger objects lose a head to accept a vril battery. This weapon
10-foot-radius sphere of mass originating functions as a normal spear.
from the point struck. This ray does not affect In addition, as a reaction when you are
magical forces, such as the wall created by a subjected to lightning damage, you may
wall of force spell. divert half the damage suffered into the spear.
For every 5 damage so diverted, rounded
BOOMFIST
down, you recharge one charge of the
This heavy, articulated gauntlet of orichalcum attached vril battery. If overcharged, make
and lead is laced with wires that terminate in a Dexterity saving throw with a DC equal
copper knuckle plates. Just behind the hand to 10 + the number of charges overcharged.

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(You can add your proficiency bonus to your CASSADEGAN REJUVENATION TABLE
saving throw if you are proficient with vril Some scholars in Cassadega have discovered
weapons.) If you fail, the battery explodes, that vril is useful for more than triggering
and everyone within 5 feet of the spear takes blasts of lightning or plasma, that it has links
2d6 lightning damage. The spear cannot be to the energy inside every living thing. One
used until it has been repaired. Overcharged of the results of this discovery, for which the
charges are lost. wealthy local patrons pay richly to develop, is
CASSADEGAN ARC THROWER the rejuvenation table. This Large casket-like
device is linked via tubes and wires to a series
This heavy device is slung around your of pumps, dials, and other strange electrical
shoulders, hanging near your waist. It features devices, including four spots to attach the vril
a massive array of orichalcum‑filigreed glass batteries required to operate the table. One
tubes, filled with a softly glowing blue liquid, Medium or smaller creature may lie in the
that converge on a copper tube extending a casket at a time. The rejuvenation table has
meter out the front, and the tip holds a jagged three functions:
piece of crystal. One hand must operate a
• You may spend 10 charges from each
rear triggering mechanism, and the other
attached battery (40 total) to allow the
supports and aims from a handle sticking out
user inside the casket to experience the
of the top while calibrating the arc emissions.
effects of a short rest in 1 minute.
The arc thrower requires two vril batteries to
• You may spend 25 charges from each
operate, and each use drains 2 charges from
attached battery (100 total) to allow
each battery. As an action, you may activate
the user inside the casket to experience
the Cassadega arc thrower, which then creates
the effects of a long rest in 1 hour.
a blast of arcing electrical energy, originating
Spellcasters that use this function retain
from the crystal. Each creature within a
the same spells they prepared at their
30-foot cone must make a Dexterity saving
last long rest.
throw with a DC equal to 8 + your dexterity
modifier + your proficiency bonus if you • You may spend 50 charges from
are proficient in vril weaponry. On a failed each attached battery (200 total)
save, a target takes 3d6 lightning damage and irreversibly destroy the attached
and is stunned. On a successful save, a target batteries to regrow a lost limb on a
takes half as much damage and suffers no still‑living creature.
additional effects.

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CASSADEGAN THUNDERBUSS limb—a vril craftsperson can spend 8 hours
fitting and tuning one of these devices to a
When refining the coil rifle to a working
single creature missing a limb. Once fitted
condition, some enterprising engineers took
for such a device, this nonmagical prosthetic
the initial design and sought to improve
moves and behaves as the lost limb once did.
upon it. Instead of using the coils to launch a
It can be attached or removed as an action,
ferromagnetic projectile directly, they created
and damage to it heals while it is worn as
a crossbow-like device that used the energy
living tissue normally would.
of an attached vril battery to launch whatever
happened to be at hand. VRIL DUAL-CHARGE RIFLE
You must plug the thunderbuss into a
A derivative of the Cassadega coil rifle (see
vril battery to fire it. Each shot fired uses
Midgard Worldbook), this vril device instead
1 charge from the battery and destroys its
fires wooden darts infused with vril liquid.
ammunition. For ammunition, you may use
The rifle requires two vril batteries. Each
a bonus action to jam a handful
shot costs a charge from each battery and a
of any rigid, non-combustible,
wooden dart, fed by an internal magazine
nonmagical material, such as
of eight darts. One of the batteries powers
pebbles, nails, or the like, into the
the firing mechanism and the other infuses
receiver compartment.
the ammunition. The vril dual-charge rifle
FULMINATOR ROD can infer your intent when fired, requiring
a certain amount of focus, and thus the vril
This short bar of carved orichalcum
dual-charge rifle can only ever be fired once
houses a vril battery and is tipped
per round. On a successful ranged attack,
with two reinforced copper tines.
the dart explodes in a spray of sparks and the
On a successful melee attack,
target takes 2d6 lightning damage.
which consumes 1 charge from
You may also instead shoot an ally. On a
the attached vril battery, the
successful ranged attack, the dart infuses its
target takes 1d6 lightning and 1d6
vril energy into the ally, and they regain a
thunder damage. The explosion of
number of hit points equal to 1d6. An ally
electrical energy can be heard up to
who understands the nature of the rifle—and
300 feet away.
is aware of their ally attempting to shoot
ORICHALCUM PROSTHETIC them with it—may use their reaction to grant
advantage to the ally’s attack.
Complex clockworks have been available
for a long time that could mimic the VRIL ENGINEER’S TOOLS
movements and responsiveness of natural
These artisan’s tools include ratchets,
appendages, when driven by magic, but
lubricants, wire tools, and other implements
these rare items are only available to those
needed to work with vril-powered
with great money and resources. However,
clockworks and machinery. Proficiency with
developers in Cassadega have found a way
these tools lets you add your proficiency
to link vril directly to a conscious mind to
bonus to any ability checks you make to
power often beautifully crafted prosthetics.
understand or repair vril technology. Also,
Fine woods infused with vril liquid, encased
proficiency with these tools is required to
in a framework of orichalcum filigree, and
recharge vril batteries.
crafted to match the size and shape of the lost

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VRIL SABER Wizards of Cassadega
This intricate, hilt-like device is made of Many great mages are drawn to the crumbling
orichalcum and has a compartment that ruins of the sunken city of Ankeshel in order
allows the housing of a vril battery. Assuming to unlock its great mysteries, but few are able
the attached battery has at least 1 charge, to grasp the true nature of vril and wield its
you may activate or deactivate the saber as a power with the same ease the Ankeshelian
bonus action, causing a 3-foot electric‑blue people once did.
beam of arcing plasma to emerge from the
hilt. The energy blade deals 1d12 force damage NEW ARCANE TRADITION:
VRIL ADEPT
on a hit, draining 1 charge from the attached
battery each time. The blade is hot enough to The connection between vril and magic is
burn or melt nonmagical materials on contact tenuous at best. However, some have learned
(the details of which are left to the GM’s to bridge these divergent sources of power and
discretion). Rolling a natural 1 on an attack harness the power of the Ankeshelian battery.
with the vril saber means you’ve overestimated Vril adepts master a tradition of wizardry that
the weightless nature of the blade and struck incorporates lost technology, tapping into
yourself, suffering the damage. the powers of vril and utilizing orichalcum to
bend the contained power to their wills.

NEW VRIL WEAPONS

NAME COST DAMAGE WEIGHT PROPERTIES


Melee Weapons
Boomfist 1,000 gp Unarmed + 1d12 lightning 5 lb. Light
Capacitor spear 1,000 gp 1d6 piercing 5 lb. Thrown (range 20/60),
versatile (1d8)
Fulminator rod 1,000 gp 1d6 lightning, 1d6 thunder 2 lb. Light
Vril saber 2,000 gp 1d12 Force 2 lb. Finesse, light
Ranged Weapons
Ankeshelian 10,000 gp See description 3 lb. Loading (see description)
disintegration ray
Cassadegan 8,000 gp 3d6 lightning 25 lb. Special, two-handed
arc thrower
Cassadegan 5,000 gp 2d6 piercing 12 lb. Ammunition (range 20/60),
thunderbuss loading, two-handed
Vril dual-charge 6,000 gp 2d6 lightning or 1d6 10 lb. Ammunition (range 30/90),
rifle healing loading, two-handed

NEW VRIL EQUIPMENT


ITEM COST WEIGHT
Ammunition
Cassadegan rejuvenation table 10,000 gp 500 lb.
Orichalcum prosthetic 1,000 gp As limb
Vril engineer’s tools (artisan’s tools) 50 gp 10 lb.

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Devoted for decades to researching attached battery to reroll any damage die
these lost technologies, those who intend rolling 1 for the spell and take the new result.
to become vril adepts often start with an
Vril Arsenal
unfinished vril spell harness (see below). The
At 10th level, while wearing your vril spell
first steps of their journeys often involve fine
harness, you may add your Intelligence
tuning this device to suit their style, unlocked
modifier (minimum of +1) to the damage you
completely as they reach 2nd level.
deal with any vril-powered weaponry.
Secrets of the Deep In addition, repairing or recharging vril
At 2nd level, you gain proficiency with vril equipment takes either half the time or half
weapons, vril armor, and vril engineer’s tools. the cost in materials, your choice.
Vril Spell Harness Discharge
Starting at 2nd level, you created a harness At 14th level, you’ve learned to extract vril
of leather, fine woods, and orichalcum. It from the life force of the environment. You
weighs 15 pounds, counts as both vril may spend 24 hours using vril engineer’s
armor and a set of vril engineer’s tools,
and grants you an armor class of 12 + your
Dexterity modifier. Additionally, this
harness of vril‑infused machinery and tools
counts both as an arcane focus and as your
spellbook: orichalcum plates are sewn into
the seams as the “pages,” where diagrams
and incantations are carefully stamped with
a hammer and fine chisels.
A vril battery can be attached to the harness,
and through careful meditation and tinkering,
you may spend 1 minute and one unused spell
slot to recharge the battery, restoring 1 charge
per level of the spell slot spent in this way.
This vril battery is now intrinsically linked
to you and can only be utilized with vril
equipment that you are operating.
Additionally, you gain resistance to
lightning damage while wearing your vril
spell harness. At 6th level, you gain resistance
to thunder damage, at 10th level, you gain
immunity to lightning damage, and at 14th
level, you gain resistance to force damage.
Lightning Rod
At 6th level, you may now
permanently mount a vril battery
into your vril spell harness. As
a reaction, when you cast a spell
that causes lightning damage,
you may spend a charge from the

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tools to convert 20 pounds of living matter When a creature gets within 5 feet of the
(plants, animals, and so on) into a 1-ounce ball for the first time on its turn or starts its
vial of vril fluid. turn there, it is targeted by arcs of electricity,
In addition, once per long rest, using a bit and it must succeed on a Constitution saving
of arcane trickery, you can create a feedback throw or take 8d4 lightning damage.
loop within the structure of vril equipment. On each of your turns after you cast this
You may target vril weapons, armor, spell, you can use an action to move the ball
or items with the overcharge or greater up to 60 feet in any direction.
overcharge spells (see below). At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the
The Spells of Ankeshel damage increases by 2d4 for each slot level
Research into vril technology and the above 5th.
occasional discovery of ancient texts have
yielded new arcane spells that have gained GREATER OVERCHARGE
traction among the spellcasters of Cassadega. 7th-Level Transmutation | Sorcerer, Warlock,
Wizard
AWARENESS Casting Time: 1 action
1st-Level Divination | Sorcerer, Warlock, Range: Touch
Wizard Components: V, S, M (a bit of string and a
Casting Time: 1 action rare or very rare magic item, which the spell
Range: Touch consumes, see description)
Components: S, M (a glass bead) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You touch a rare or very rare magic item that
You touch a willing creature and grant it a has charges and isn’t cursed. This funnels
heightened awareness of its surroundings. loose magical energy into it beyond its normal
For the spell’s duration, the target creature capacity, causing it to thrum and vibrate with
can make Wisdom (Perception) checks as a barely contained arcane power. It is clear
bonus action. there is something wrong with the magic
item. When the spell ends, the magic item
BALL LIGHTNING detonates with a blast of deadly arcane energy.
5th-Level Evocation | Sorcerer, Warlock, All creatures within 30 feet of the magic item
Wizard must make a Dexterity saving throw. On
Casting Time: 1 action a failed save, the creature takes 8d12 force
Range: 120 feet damage and is knocked prone. On a successful
Components: V, S, M (a bit of fur; a piece save, the creature takes half as much damage
of amber, glass, or crystal rod; and a silver and suffers no additional effects.
bead)
INSIGHT
Duration: Concentration, up to 1 minute
2nd-Level Divination | Sorcerer, Warlock,
You create a ball of arcing lightning in an
Wizard
unoccupied space you can see within range.
The ball sheds bright light in a 20-foot radius Casting Time: 1 minute
and dim light for an additional 20 feet. The Range: Self
ball buzzes and crackles with electricity and Components: V, S, M (a small gear, mirror,
or lens)
occupies a 5-foot space.
Duration: Concentration, up to 10 minutes

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You choose one mechanical, nonmagical trap MUCUS
or puzzle that you can see and gain an insight
2nd-Level Conjuration | Sorcerer, Warlock,
into how to defeat or bypass it. You may
Wizard
choose to receive a clue from the GM, which
Casting Time: 1 action
ends the spell immediately. The GM should
Range: 60 feet
provide a helpful clue to help solve a puzzle
Components: V, S, M (a snail shell)
or determine the best way to disable or avoid
Duration: 1 minute
a trap. Otherwise, you may gain advantage
on any ability checks to disable the trap or A thick layer of coagulated slime covers the
solve the puzzle for the spell’s duration. ground in a 10-foot-square centered on a

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point within range and turns it into difficult thunderous sound, audible out to 300 feet.
terrain for the duration. Each creature within the cone must make a
When the mucus appears, each creature Constitution saving throw. On a failed save,
within its area must succeed on a a creature takes 6d6 thunder damage and
Constitution saving throw or be poisoned is deafened for 2d4 rounds. On a successful
until the end of its next turn. A creature that save, the creature takes half as much damage
enters the area for the first time on a turn, and suffers no additional effects.
or starts its turn there, must also succeed on At Higher Levels. When you cast this spell
a Constitution saving throw or be poisoned using a spell slot of 4th level or higher, the
until the end of its next turn. damage increases by 1d6 and the duration
of the deafened condition increases by 1d4
OVERCHARGE for each slot level above 3rd.
4th-Level Transmutation | Sorcerer, Warlock,
Wizard Foes of the Deep
Casting Time: 1 action The shores near Cassadega and its ruins are
Range: Touch not free from dangers. Creatures twisted by
Components: V, S, M (a bit of string and a the strange vril energies, ancient defenses
common or uncommon magic item, which of the once mighty nation, and the people
the spell consumes, see description) who come to plunder them all pose threats
Duration: Concentration, up to 1 minute to explorers.
You touch a common or uncommon magic
item that has charges and isn’t cursed. This GARGANTH
funnels loose magical energy into it beyond A crab-like machine—smooth panels of
its normal capacity, causing it to thrum and chromed orichalcum surmounted by a broad,
vibrate with barely contained arcane power. armored carapace—wades toward you on
It is clear there is something wrong with the eight articulated legs. A massive pincer
magic item. When the spell ends, the magic covered in jagged ridges snaps at the air while
item detonates with a blast of deadly arcane another appendage spins up three articulated
energy. All creatures within 20 feet of the barrels to a high rate of speed. Arcs of blue-
magic item must make a Dexterity saving white electricity surround it as it moves.
throw. On a failed save, the creature takes
Antediluvian Death Machine. In a
4d12 force damage and is knocked prone.
last-ditch effort to combat the aboleth,
On a successful save, the creature takes half
Ankeshelian engineers constructed the
as much damage and suffers no additional
garganth. Many believe that only one was
effects.
ever created, but rumors and scraps of
ancient lore indicate others may be waiting
THUNDERCRACK
dormant in the depths to fulfill some
3rd-Level Evocation | Sorcerer, Warlock, ancient order of defense or destruction.
Wizard
Endless Obedience. The garganth was
Casting Time: 1 action
created with defense in mind. However,
Range: Self (30-foot cone)
their instructions have worn down over
Components: V, S, M (a tuning fork)
millennia. Whether because of logical
Duration: Instantaneous
misinterpretations, newly developed
A wave of pressure explodes from your vagaries, or ancient instruction, a garganth
extended hand in a 30-foot cone with a rises and proceeds on some unknown

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mission. Scholars hope that these misguided Condition Immunities charmed, deafened,
goals are limited to the depths of the exhaustion, frightened, paralyzed, petrified,
fathomless seas, but some insist that it’s only poisoned, prone, unconscious
a matter of time before one’s path is directed Senses darkvision 120 ft., passive Perception 10
toward the shore. Languages understands one language of its
creator but can’t speak
Powered Construction. A garganth doesn’t Challenge 18 (20,000 XP) Proficiency Bonus +6
require air, food, drink, or sleep.
Ethereal Sight. The garganth can see into the
GARGANTH
Ethereal Plane up to 60 feet, though it cannot
Huge Construct, Unaligned
affect objects or creatures there.
Armor Class 19 (natural)
Immutable Form. The garganth is immune to
Hit Points 229 (17d12 + 119) any spell or effect that would alter its form.
Speed 15 ft. Legendary Resistance (3/Day). If the
garganth fails a saving throw, it can choose to
STR DEX CON INT WIS CHA succeed instead.
20 (+5) 12 (+1) 24 (+7) 2 (−4) 10 (+0) 1 (−5) Magic Resistance. The garganth has
advantage on saving throws against spells
Saving Throws Con +13, Wis +6, Cha +1 and other magical effects.
Damage Resistances cold, thunder; Magic Weapons. The garganth’s weapon
bludgeoning, piercing, and slashing from attacks are magical.
nonmagical weapon attacks that aren’t Stable Platform. The garganth is unaffected by
adamantine any force that would move it against its will.
Damage Immunities fire, lightning, poison,
psychic

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Actions CASSADEGA VRILWATCH
Multiattack. The garganth can use its Arc The guard appears to be wearing a strange
Field. It then makes either one Pincer attack
suit of bronze armor. But you quickly realize
or one Claw attack and two Foot Slam attacks.
it’s charged orichalcum plate, and the
Claw. Melee Weapon Attack: +11 to hit, reach
quarterstaff they are leveling your direction is
15 ft., one target. Hit: 18 (3d8 + 5) slashing
damage plus 22 (5d8) lightning damage. If an articulated coil rifle.
the target is Large or smaller, it is grappled Elite Troopers. As the valuable technology
(escape DC 19). increases in prevalence on the streets of
Foot Slam. Melee Weapon Attack: +11 to Cassadega and, for that matter, the rest
hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) of the Magocracy of Allain, some seek to
piercing damage.
ensure their treasures and newly uncovered
Arc Field. Every creature within 10 feet of
secrets don’t fall into hands of wrongdoers—
the garganth must succeed on a DC 19
or competitors. The best of their best guards
Constitution saving throw or take 22 (5d8)
lightning damage. If the creature is in contact are outfitted in the very technology they seek
with the same body of water as the garganth, to protect.
they make their saving throw at disadvantage. Arms Race. In any technologically advanced
Coil Autocannon (Recharge 5–6). The society, a type of arms race often emerges.
garganth fires a fusillade of ferromagnetic Both sides of the law deploy greater and
bullets in a 60-foot cone. Each creature in the
greater power to try and outstrip their
cone must make a DC 19 Dexterity saving
throw, taking 66 (12d10) piercing damage on
opponents. Wise commanders keep
a failed save or half as much damage on a vrilwatch in check unless necessary to
successful one. protect the peace, mainly because they don’t
Pincer. The garganth makes a Claw attack want their enemies to get their hands on
against a grappled target. On a hit, the target vrilwatch equipment should they fail.
takes 32 (6d8 + 5) slashing damage plus 22
If I Can’t Have It... Many cunning patrons
(5d8) lightning damage. If this attack reduces
ensure their vrilwatch have dead switches
the target to 0 hit points, the garganth kills
the creature by cutting it in half. Otherwise,
installed to ensure their rivals don’t get a
the garganth severs one of the creature’s hold of the valuable equipment.
limbs, selected randomly, and the creature is
CASSADEGAN VRILWATCH
no longer grappled.
Medium Humanoid (Any Race), Any Alignment
Legendary Actions Armor Class 17 (vril half plate)
The garganth can take three legendary actions, Hit Points 84 (13d8 + 26)
choosing from the options below. Only one Speed 30 ft.
legendary action option can be used at a time
and only at the end of another creature’s turn. STR DEX CON INT WIS CHA
The garganth regains spent legendary actions
13 (+1) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 12 (+1)
at the start of its turn:
• Detect. The garganth makes a Wisdom
Saving Throws Dex +6, Con +4, Wis +3
(Perception) check.
Skills Insight +3, Perception +3
• Move. The garganth moves up to its speed
without provoking opportunity attacks. Damage Resistance lightning
• Claw. If the garganth is not currently Senses passive Perception 13
grappling a target, it uses its Claw attack. Languages any one language (usually Common)
Challenge 4 (1,100 XP) Proficiency Bonus +2

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Dead Switch. If a vrilwatch is reduced to 0 hit VRIL-YA
points, their armor and weapons short circuit,
Medium Elemental, Neutral Evil
venting vril fluid and fusing electronics,
Armor Class 13 (natural)
rendering them useless.
Hit Points 45 (7d8 + 14)
Vril Charged Half Plate. Any creature within
5 feet that strikes the vrilwatch takes 4 (1d6) Speed 0 ft., fly 30 ft. (hover), swim 30 ft.
lightning damage. This may happen 10 times
before the vrilwatch must have their suit STR DEX CON INT WIS CHA
recharged. 16 (+3) 16 (+3) 15 (+2) 3 (−4) 10 (+0) 7 (−2)

Actions
Damage Resistances cold, fire, psychic;
Multiattack. The vrilwatch makes two Charged bludgeoning, piercing, and slashing damage
Rapier attacks. from nonmagical weapon attacks
Charged Rapier. Melee Weapon Attack: +6
Damage Immunities lightning, poison
to hit, reach 5 ft., one target. Hit: 8 (1d8 +
Condition Immunities exhaustion, paralyzed,
4) piercing damage and 4 (1d8) lightning
petrified, poisoned, prone, unconscious
damage.
Senses darkvision 60 ft., passive Perception 10
Coil Rifle. Ranged Weapon Attack: +6 to hit,
range 40/120 ft., one target. Hit: 10 (1d12 + 4) Languages telepathy 60 ft.
piercing damage. Challenge 4 (1,100 XP) Proficiency Bonus +2

VRIL-YA Magic Resistance. The vril-ya has advantage


on saving throws against spells and other
A legless being with scintillating gold skin
magical effects.
drifts toward you. Whisps of bluish vapor seem
Vril Cloud. Once per day, the vril-ya can emit
to indicate wing-like appendages emerging a cloud of vril vapor, filling a 10-foot-radius
from its back. It extends a tentacle toward you. sphere of air or water around it. The first time
Failed Experiments. Ancient Ankeshelian on a turn that a vril-ya enters the cloud or if
practitioners once thought to use vril to it starts its turn within the cloud, the vril-ya
heals 2d8 damage. A strong current or wind
enhance elemental beings and inadvertently
can disperse the cloud.
created the vril-ya. A vril engineer can
extract 3d8 ounces of vril fluid from a dead Actions
vril-ya. Tentacle. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) psychic
Mindless Hunger. These ageless
damage. If the target is Medium or smaller, it
abominations roam the deep oceans, is grappled (escape DC 14).
psychically draining any sentient life they Psychic Drain. The vril-ya makes one Tentacle
find. Occasionally, in their starvation, they attack against a Medium or smaller creature
roam inland. it is grappling. If the attack hits, the target
Elemental Nature. A vril-ya doesn’t require takes 22 (5d8) psychic damage. The vril-ya
will continue draining once the target reaches
air, food, drink, or sleep.
0 hit points, forcing failures on death saving
throws until the target is dead

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DRIFTING PIECES:
THE REMNANTS OF ANKESHEL
by Hannah Carlan and Ben McFarland

A nkeshel lingers on the edge of awareness


for most Midlander sages as a distant
memory of a forerunner civilization that
Floating Observatory
of Watered Glass
fought the aboleth to a mutual destruction. The island of Motun drifts on the currents
The once-great city remains a lost empire, of the Western Sea, occasionally wandering
sunk beneath the waves in the chilly waters as far south as Barsella but never far from
off the coast of Cassadega. The current the coastline—unless nudged by the passage
inhabitants stand upon the bones of its of the Isonade. Roughly circular and about
Ankeshelian predecessor, whose name is lost 2,500 feet across, it sports rough beaches
to time and the Isonade’s fury. It is the source of mostly loose gravel and a little sand. The
of strange coil rifles, brilliant orichalcum, island’s interior slopes upward 30 feet to a
unusual magics, and the esoteric element of broad, flat-topped hill of exposed bedrock,
vril, bottled in batteries of brine, glass, and comprising the innermost 1,000 feet and
metal. The people of the Western Wastes seek hosting the observatory grounds. Just beyond
this dead culture’s legacy with an insatiable the high-water mark, a band of foliage
thirst and undoubtedly reckless abandon. approximately 200 feet thick rings Motun,
Their efforts have borne fruit, especially in mostly concealing a ruined Ankeshelian
the years following the discovery of Thalassos structure. Beyond this barrier forest is a ring
IV’s tomb complex and the partial unlocking road of broad, paved causeways, spiraling
of the Ankeshelian language. The following into the deeper island interior.
text offers up a few of the more notable Once a site of astronomical divination
findings, the strange behaviors of those who during the war against the aboleth, Motun
have now spent decades searching, and the became unmoored and began drifting after
new wonders they have rescued from the a massive battle against the aberrations and
remnants of Ankeshel. their armies. A few pirates can confirm its
existence, but they only use the island to
resupply and haven’t attempted establishing
a settlement there. An orichalcum dragon
(see below) lairs in one of the ruined temples,

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and its various guardians have ensured no until they complete two long rests. Using the
trespassers survive for long. But some visitors observatory’s scrying power causes the mote
have landed, wandered about, and quickly to immediately disappear.
left, spreading tales of the island’s splendor In another temple alcove floats the image of
and rich construction among Midgard’s a sleeping Ankeshelian encased in a massive
western port taverns. shard of crystal. The translucent form, still
A temple complex stands atop the hill at bearing a mote of purple flame on their brow,
its center, more than a dozen structures is projected from a person trapped in a vault
surrounding a broad, rectangular pool hewn hidden somewhere on the island. The dragon
from the rock and filled with crystal-clear knows of this individual but hasn’t truly
water. It was once called the Reflecting Glass. attempted to find them. It’s unclear what
A short, marble wall lines the perimeter while might happen if the individual is released
an unblemished bronze statue of Priest-King from their slumber.
Dhyzhaan III rises over the mirrored surface
of the water on a pediment of blackest stone, Iccasakti and the
bearing an Ankeshelian glyph inscription. A
claw-footed and animated observation tower
Remnants of Ankeshel
Modern Cassadega is unable to match
stands mutely and would obey the bearer of a
the advanced, sophisticated civilization
missing bracelet, but those able to speak with
of Ankeshel, working only from the
objects may convince it to maneuver about
often‑broken fragments discovered in
the observatory’s edge. Those who use the
submerged ruins. From the use of orichalcum
pool to read the stars’ positions while casting
and the creation of their unique weapons, the
a ritual divination do not suffer cumulative
Ankeshelians were resourceful and brilliant—
penalties for multiple divinations. When used
unsurpassed by any other civilizations of the
for scrying, the target has disadvantage on
time. As such, there was a need to create,
the saving throw and makes the save as if the
produce, and protect these treasures. At least
caster was both familiar with the target and
one guild of Ankeshelian technocrafters
had a body part or lock of hair.
maintained a regular cooperative retreat
Many shrines and monuments litter the
on Motun, and they frequently stored
areas immediately adjacent to the Reflecting
incomplete and partial projects for later study
Glass and temples. For one such sculpture,
or completion. Other crafters, when present
placing a stone up to the size of a human
and available, collaborated with one another.
head inside its abstract orichalcum form for
The success of one technocrafter advanced
a short period makes it as malleable as clay
all Ankeshel, encouraging a communal
until the next sunrise when it becomes solid
atmosphere of mutual prosperity between the
rock again while retaining its new shape.
creators and drawing them away from the
Another votive shrine holds a wide-mouthed
secretive attitudes of the aboleth. The cavern
bowl of dark metal, perpetually filled with
repositories on Motun hide shelves full of
purple flame. On specific stellar conjunctions,
drafts, plans, raw materials, and half-sketched
anyone may use the pool’s scrying function
thoughts from decades of work. After the fall
after sacrificing an object of deep personal
of Ankeshel and the mutual destruction of
value to the votive flames, regardless of spell
the aboleth, the orichalcum dragon Iccasakti
slots or other spellcasting ability. After a
sought refuge in the forgotten forest of
fiery sacrifice, a petitioner gains a small mote
Motun and discovered the cavern workshop
of free-floating purple flame, which cannot
complex used by the technocrafters.
burn them, hovering over their forehead

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Iccasakti’s lair consists of a series of caverns, Within the galleries and chambers of
drilled out by Ankeshelian automatons who the cavern system, each crafter had their
maintained the island during the creation of own space to explore and experiment with
the retreat, also overseeing the propagation of Ankeshelian magitech, and in the centuries
the islanders’ favored plant—the winwydden. since the Ankeshelians disappeared,
Several of the automatons remained on the those ideas were brought into the light
island to assist as needed, and when Iccasakti and reviewed by Iccasakti. The forgotten,
sought safety in the cavern, the automatons half‑finished creations of the technocrafters
offered aid and safety to the creature. Thus were eventually fixed by the automatons
began a centuries-long relationship between and Iccasakti. Through their combined
the sentient creatures of Motun. The intelligence, they tinkered, assembling
automatons ensured the protection of their the fragments until they created unique
lair by creating intricate traps throughout constructs, thus fulfilling the original goals
the caverns and limiting light sources. The of the Ankeshelian crafters. These creatures
caverns are dark, narrow, and frequently are made of metals and gemstones and
treacherous. The winwydden is able to lack advanced sentience. However, when
notify the automatons—and the inhabitants the automatons need additional support or
of the cavern—of activity on the island. If strength, they utilize the constructs on the
adventurers interact with the winwydden in island. Iccasakti has taught them how to play
any capacity, then there is no way to enter card games, and they continue conducting
Iccasakti’s lair without the dragon learning of daily matches. The constructs also create
the intrusion. their own oddly inspired toys out of the
A system of mirrors creates ambient discarded devices and construction materials
sunlight within the cavern throughout stockpiled in the caverns. The cycle of
daylight hours, charging crystal illuminators creation never ceases on Motun.
that carry a soft glow through the night and While the island appears quiet from the
serving as a greenhouse at the heart of the passing of time, within its caverns there is
lair to nurture the winwydden and a variety a vibrant culture full of mirth. Accustomed
of other species that Iccasakti has tended to to their solitude and fearful of the people of
for centuries. The greenhouse thrives, even Cassadega, the island’s reclusive inhabitants
deep within the wandering island, through prefer to live this way.
the sheer determination of its keepers. The
seeds from the flowers shine with pearlescent STORY SEEDS
pastel hues, and Iccasakti keeps all of them Legend of Iccasakti. Legend has it, within
in jars. If examined by adventurers, they the island of Motun, a cavern lies hidden
will discover names of the dead Ankeshelian behind acres of lush, emerald vines. The
technocrafters. While Iccasakti thinks the vines stretch across every available surface,
names are naturally occurring through the waiting on any unknowing stranger to walk
magic of the island and their sentimental into its deadly trap. Those brave enough
memories for the dead, the automatons to fight through the vines discover a vast
secretly continue to etch the names of their cavern filled with the secret fortune of an
dead friends into the seeds. This has gone on ancient orichalcum dragon. Rumors swirl
for centuries as the automatons developed a throughout Bemmea’s ports about the
warmth for Iccasakti and its belief in magic. mysterious dragon, boasting a lair full of
glittering, priceless treasures, but no explorer

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can confirm its existence. If it once existed,
the ancient beast has certainly long since
Ankeshelian Fauna and Flora
Like most of central Midgard, the creatures
perished, per the legend.
once found on the fringes of the Ankeshelian
What Stares Back. Arriving on Motun, the Empire were not unlike the rest of the
adventurers discover the Reflecting Glass, Midlands. In fact, some blooms from
activating its scrying power. However, the Carnessa or strange rarities of the swamps
glass appears to be focused on Baba Yaga’s near Tintager began as projects of the
hut, and Grandmother seems aware of the arcane experimenters of Ankeshel, always
PCs’ attention through the magical sensor of pushing natural boundaries. The following
the pool and unamused by the intrusion. In creatures represent especially uncommon
a fit of anger, she sends a powerful elemental examples, truly only observed in remote and
to attack. The resulting tempest and battle unplundered Ankeshelian sites.
blow the floating island somewhere remote
in the Western Sea but near another island— WINWYDDEN
possibly the Isonade. Strange creatures With such rich, abundant vines and leaves,
wander the far shoreline. Will the group opening toward the sky, each one glistens in
risk disembarking, or see where the ocean the morning light as if beckoning us to sit with
currents bring Motun next? the vines and see the universe as it does—with
open wonder and humble welcoming.
—“Winwydden” entry in
The Endless Lamina

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Adapting Growth. Pleased with the solitude Languages Draconic
on the island, the winwydden continues to Challenge 5 (1,800 XP) Proficiency Bonus +3
grow both across the surface of the island
and in the caverns beneath. Every new sprout Death Burst. When the winwydden drops to
carries with it the deadly slime used to trap 0 hit points, it explodes. A creature within 20
and destroy anything that crosses its twisting feet must succeed on a DC 14 Constitution
saving throw or take 14 (4d6) poison damage.
vines. Given the plant reaches across the
Lightning Absorption. Whenever the
island, covering old structures and disguising
winwydden is subjected to lightning damage,
the accessories and bones of the dead, the it takes no damage and instead regains a
nutrients absorbed on the farthest reaches number of hit points equal to the lightning
of it travel back to the main plant living in damage dealt.
the darkness of a dragon’s lair, growing out Spanning Consciousness. The winwydden
from a shrine. The winwydden thrives on the is one organism that appears to be made
desiccated remains of whatever it touches. up of several. It knows what is happening
And it does not distinguish between the simultaneously across all its vines and can act
humans, boats, or birds that cross into its accordingly.
space—simply eating everything. Actions
The winwydden has not been found on Multiattack. The winwydden can make one
other Ankeshelian islands and appears Vine attack and one Engulf attack.
currently confined to this single location. Vine. Melee Weapon Attack: +4 to hit, reach
Ooze. There is a distinct ooze on the tops of 30 ft., one creature. Hit: 13 (2d8 + 4) piercing
damage, and the target is grappled (escape
the leaves across all the vines, which looks
DC 13). The target must make a DC 13
slick and unassuming, but it will poison Constitution saving throw. On a failed save,
any creature not from Motun as it attempts the target takes 14 (4d6) poison damage and
to breakdown their flesh for nutrients. The is poisoned until the end of its next turn. On a
winwydden is not biased in selecting targets, successful save, the target takes half as much
and it will happily consume any creature damage and suffers no additional effects.
who encounters it, either through ooze or Engulf. The winwydden makes a Vine attack
strangulation. against a grappled target. On a hit, the target
is engulfed. Engulfed creatures are blinded
WINWYDDEN and restrained, and they must succeed a DC
Large (Plant), Unaligned 14 Constitution saving throw or take 13 (2d8
Armor Class 13 (natural armor) + 4) bludgeoning damage at the start of the
winwydden’s turn. The winwydden can engulf
Hit Points 51 (6d10 + 18)
only one creature at a time.
Speed 20 ft., climb 20 ft.

ORICHALCUM DRAGON
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 10 (+0) 8 (−1) 8 (−1) It emerged from the ruins, catlike and precise.
We froze in place and watched it stalk between
Saving Throws Dex +7 shattered pillars before leaping into the sky like
Skills Nature +4, Perception +4, Stealth +7 a watchman’s flare.
Damage Resistances cold, fire —Roland, Bemmean treasure-seeker
Damage Immunities lightning
Condition Immunities blinded, deafened, Rare Hermit. Unusually reclusive even
exhaustion compared to other metallic dragons, the
Senses blindsight 30 ft, passive Perception 9 orichalcum dragon remains the subject of

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legends. Most believe them to be merely tall Actions
tales or misidentified bronze or gold dragons. Multiattack. The dragon makes either two
Claw attacks and one Bite attack or one
ORICHALCUM DRAGON Breath Weapon attack and one Claw attack.
Large Dragon, Usually Neutral Good Bite. Melee Weapon Attack: +8 to hit, reach 10
Armor Class 18 (natural armor) ft., one creature. Hit: 12 (2d10 + 5) piercing
Hit Points 142 (15d10 + 60) damage.
Speed 40 ft., fly 80 ft., swim 40 ft. Claw. Melee Weapon Attack: +8 to hit, reach
5 ft., one creature. Hit: 12 (2d6 + 5) slashing
STR DEX CON INT WIS CHA damage.
20 (+5) 20 (+5) 19 (+4) 14 (+2) 12 (+1) 18 (+4) Breath Weapons (Recharge 5–6). The dragon
uses one of the following breath weapons.
Saving Throws Cha +7, Con +7, Dex +8, Wis +4 Dreams and Nightmares. The dragon
Skills Arcana +5, Perception +4, Stealth +8 exhales a heliotrope wisp of dreamstuff,
which it fashions according to its whims.
Damage Immunities force
The breath can take the form of a wall
Senses blindsight 30 ft., darkvision 120 ft.,
of fire, stone, or ice, or even a massive,
passive Perception 14
disembodied claw. The dreamstuff walls
Languages Ankeshelian, Aquan, Common, are 10 feet high and may be a 50-foot-
Draconic long wall or a 20-foot-diameter circle or
Challenge 8 (3,900 XP) Proficiency Bonus +3 a 15-foot-diameter, 10-foot-high dome.
Those within 5 feet of either side of the fire
Amphibious. The dragon can breathe air and or ice walls must make a DC 15 Dexterity
water. saving throw, taking 27 (6d8) fire or cold

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damage (as appropriate) on a failed save or AN ORICHALCUM DRAGON’S LAIR
half as much damage on a successful one. These dragons live in caverns, ruined temples,
Passing through the wall of fire requires a and other secluded structures, decorated with
single saving throw. The 5-foot segments
recovered artwork and statuary.
of the stone and ice walls have AC 18 and
can suffer 50 or 35 hit points, respectively,
On initiative count 20 (losing initiative ties),
of damage before they burst. Walls last until the dragon takes a lair action to generate one
the dragon uses their breath weapon again. of the following effects. The dragon can’t use
If the dragon creates a Medium the same effect 2 rounds in a row:
disembodied claw (AC 18; 50 hp), it may • The dragon sees into the future and,
use a bonus action each round to direct the until the start of the next round, either
claw to attack a target within 120 feet, or increases the DC of its breath weapon
to grapple the target. It has the dragon’s
by 2 or gains advantage on any attacks
Strength and Dexterity and does not fill its
space. On a successful claw attack, the target
it makes.
takes 27 (6d8) force damage and is pushed • The dragon is magically accelerated,
5 feet. The claw may attempt to grapple a gaining +2 AC, advantage on Dexterity
Huge or smaller creature within 5 feet of saves, and an additional Attack, Dash,
it. If the target is Medium or smaller, it has Disengage, Hide, or Use an Object
advantage on the check. While the claw is action until the start of the next round.
grappling a target, the dragon can use a
• The dragon may choose to absorb the
bonus action to have the claw crush it for 12
next spell cast on it as a reaction and
(2d6 + 5) bludgeoning damage.
Telekinetic Hum. The dragon exhales,
may either heal for 1d10 hit points
generating a telekinetic force that pummels per level of the spell absorbed or
all targets within a 5-foot radius of a immediately recharge its breath weapon.
targeted point. Targeted creatures must • The dragon unleashes a psionic scream
make a DC 15 Strength saving throw, taking that pierces the minds of all enemy
45 (10d8) force damage and being pushed creatures within 60 feet. Each creature
15 feet on a failed save or taking half as must make a successful DC 15 Wisdom
much damage and suffering no additional
saving throw, taking 16 (3d10) psychic
effects on a successful one. If something
prevents a target from moving the full
damage and being frightened on a failed
distance, it takes 4 (1d8) additional damage save or taking half as much damage
per 5 feet it was prevented from moving. and suffering no additional effects on
Alternatively, the dragon may target a single a successful one. A frightened creature
Huge or smaller creature, and that creature may make a Wisdom saving throw at
must make a DC 15 Strength saving throw, the end of their turn, and on a successful
taking 27 (6d8) force damage and being save, they are no longer frightened.
flung 45 feet in a direction selected by the
dragon on a failed save or taking half as
much damage and suffering no additional Ankeshelian Magic
effects on a successful one. Salvagers often discover the spells of the
Change Shape. The dragon magically sunken empire inscribed—or even grown—
transforms into a humanoid or beast (with on the surface of curled shells, equivalent to
a challenge rating no higher than its own) contemporary scrolls, which crumble after
or back to its true form. Otherwise, other being cast or transcribed.
than size, their statistics are the same in each
form. Equipment may be merged with their
new form at their choice. They revert to their
dragon form if they die.

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ICY PRISON Evoking the magic of Ankeshel and the
3rd-Level Conjuration | Sorcerer, Warlock, dead who suffered in its destruction, the
Wizard seed seeks vengeance. The ooze from the
winwydden (see above) combines with dirt
Casting Time: 1 action
and the corpses beneath the plant to create
Range: 120 feet
an Ankeshelian zombie (reducing hp to
Components: V, S
10 and removing damage and condition
Duration: Instantaneous
immunities). The seed is consumed by the
You target a Huge or smaller creature within
vines as the winwydden violently thrashes,
range. A spiked iron maiden fashioned out
lifting bones and sifting dirt as the ooze
of ice forms around the target. The target
infuses the desiccated remains. The zombie
may make a Dexterity saving throw, taking 7
is created at the conclusion of the round.
(2d6) piercing damage, 7 (2d6) cold damage,
The zombie will attack the identified
and being restrained on a failed save or
enemy. Once that enemy is vanquished, the
taking half as much damage and suffering no
zombie will fall into the winwydden and be
additional effects on a successful save. If the
consumed by the vines.
target is submerged or standing in water at
The seeds will not germinate away from the
least a foot deep, they have disadvantage on
Island of Motun unless the winwydden is
the saving throw.
propagated.
While restrained, the target must make a
Strength saving throw. On a successful save, At Higher Levels. If you cast this spell using
they are no longer restrained. On a failed save, a slot of 3rd level or higher, you may plant
they take 3 (1d6) cold damage and 3 (1d6) multiple seeds and create additional zombies
piercing damage. The icy cage (AC 14; 30 hp) at the GM’s discretion.
lasts for 1 hour or until the target breaks free.
VRIL AEGIS
The cage is vulnerable to fire damage. Half
of any damage inflicted on the cage is also 2nd-Level Abjuration | Sorcerer, Warlock,
inflicted upon the restrained target. Wizard
At Higher Levels. If you cast this spell using Casting Time: 1 bonus action or reaction,
a slot of 4th level or higher, you may either which you take when the target is hit by an
attack
increase the DC of the Strength saving
Range: 30 feet
throw by 2 or increase either the piercing
Components: V, S
or cold damage by 1d6. The DC may not be
Duration: Instantaneous
increased more than twice.
A shimmering field of force surrounds the
MEMORY SEEDS target, only especially visible when struck.
2nd-Level Necromancy | Druid, Sorcerer, You can target yourself or another creature,
Warlock, Wizard and until the end of your next turn, the target
Casting Time: 1 bonus action has a +2 bonus to AC, including against the
Range: 120 feet triggering attack.
Components: V, S, M (a small see, see Additionally, the target has advantage
description) on saving throws that would impose the
Duration: Instantaneous restrained or paralyzed conditions. If they
gain or already suffer those conditions, they
Upon planting a seed found in the lair
may immediately make a saving throw to end
of Iccasakti, the orichalcum dragon of
the conditions.
Motun, you target an enemy you can see.

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At Higher Levels. If you cast this spell using DRAGON GAUNTLET
a slot of 3rd level or higher, you may either Wondrous Item, Very Rare (Requires
increase the bonus to AC by 1 or extend the Attunement)
duration by 1 round for each level above 2nd.
An otherwise unassuming copper gauntlet,
it is etched with the image of a dragon
Ankeshelian Relics roaring into the sky—an image never seen
Within the lair of Iccasakti, the dragon has in Ankeshelian contexts outside of Motun’s
forged their own items from orichalcum— caverns. Once worn, the gauntlet attaches
created to one day be used by the rightful to your wrist, piercing skin and grafting
heirs to the Ankeshelian empire. to tendon. As an action, you can utter
the command word to summon flexible
ANKESHELIAN ORICHALCUM YOKE orichalcum plates, outfitting you magitech
Wondrous Item, Legendary (Requires armor. The armor is considered plate mail
Attunement) and is anchored to the gauntlet. While
This harness of mithril cable is attached to equipped, the armor provides resistance
an orichalcum belt, collar, and manacles. to all bludgeoning, piercing, and slashing
You can activate or deactivate the yoke as an damage, and you can speak Draconic. You
action, and while activated, you have an AC can dismiss the armor as a bonus action.
of 20 or a +2 bonus to your AC, whichever The dragon gauntlet can only be removed
is greater. You also gain a force blast attack with a greater restoration spell or by severing
that targets one creature or object within 40 your arm.
feet and deals 2d6 force damage. You can use
an action to hold your blast, charging it for GLYPH TILES
an additional 1d6 damage per round held Wondrous Item, Very Rare
(to a maximum of 5d6). While holding your You can activate a tile as an action, and it will
charge, you have advantage on saving throws fly up to 60 feet to a creature, exploding in
against spells targeting you. In addition, you a burst of magical energy that consumes the
are immune to force damage and resistant to tile. Choose one of the following effects when
all nonmagical damage. you use the tile.
For each minute the yoke is activated, you Disorienting Teleport. The target must
must succeed a DC 15 Constitution saving succeed on a DC 15 Wisdom saving throw or
throw or gain a level of exhaustion. The DC be teleported up to 100 feet in the direction
for each successive save increases by +1 until of your choice, appearing in the nearest
you finish a long rest. available empty space, and targeted by a
confusion spell.

TALES OF THE YOKE


It is thought that devices like the Ankeshelian disappeared on the Isle of Loki. Drunken sailors
orichalcum yoke once numbered in the in Barsella tell of a skeleton lying pinned under
thousands, though some were more potent a rock, wearing one, in the treacherous bay
than others, allowing the Imperial Cerulean of a small nearby island. A broken yoke exists
Vanguards to strike deep into aboleth in the Academie Arcana in Bemmea, hanging
waters. Members of Linnorm House in the unrecognized in a museum display. They are
Northlands claim a sorcerer discovered one but out there to be found, but it’ll take some effort.

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to their ancestry. Their ease in the water, even
in times of distress, is unlike that of others.
Skill Proficiencies: Investigation, Stealth.
Languages: One of your choice.
Tool Proficiency: One type of artisan’s tools.
Equipment: A crowbar, a lucky trinket you
found, an incomplete but suggestive treasure
map, and a belt pouch containing 15gp.

FEATURE: ONE PERSON’S TRASH…


Devoid of meaningful family connections
or emotional ties to your homeland, you
wander the world on the lookout for
things missed by others. You scavenge
throughout your travels—not as a pest but
Dispel Magic. Any active spell of 5th level or
as a connoisseur of forgotten treasures,
lower on the target ends.
misplaced lore, and hidden gems. You can
Water Breathing. The target creature can walk into any establishment or ruin and
breathe underwater for 8 hour and gains 20 see what is plainly missed by others. With
temporary hit points. a ready eye, you have a knack for guessing
where people might conceal valuable objects.
Background: When considering found items, you can
Ankeshelian Scavenger always determine the mundane items with
the most value and accurately determine if a
Descendants from Ankeshel who reside in
sale or trade is equitable. You have advantage
Cassadega have learned to keep their lineage
on Intelligence (Investigation) checks to find
private. Inappropriate interest and inquiry
hidden objects.
from strangers—ranging from unceasing
questions to crass jokes about the aboleth SUGGESTED CHARACTERISTICS
to flagrant bigotry—have created a culture Finding the lost wealth of others is practically
of fear among the descendants of the the definition of an adventurer, though
defunct civilization. However, observing an most find themselves embroiled in far more
Ankeshelian in the water removes all doubt as violence than scavengers usually prefer.

d8 PERSONALITY TRAIT
1 I seek out only the most challenging of salvage jobs.
2 I never want to discard junk or old items if I think I can possibly trade or sell them.
3 I can tell you where I found every item I own and the circumstances around its acquisition.
4 Everything is treasure to someone.
5 You can sell anything. You just have to be willing to wait for the right buyer.
6 I never pass up the chance to nose around ruins or wreckage for something worthwhile.
7 I won’t be swindled on the value of my salvage. I know what it’s worth.
8 Sometimes you take a loss on the first bit of salvage to build a relationship and profit long-term.

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d6 IDEAL
1 Orderly. There is a code regarding where and when you salvage. (Lawful)
2 Perception. People hide things in the same way, no matter the culture. You just need to look. (Any)
3 Ingenuity. If someone made it by hand, I can open it by hand. (Any)
4 Legacy. I bring the past back to the present and rescue its memory. (Good)
5 Curiosity. There are so many interesting lost things in the world! (Chaotic)
6 Greed. As long as it has value to me, I’ll keep it around. As soon as it doesn’t... (Evil)

d6 BOND
1 I revere the lost culture I rescue from beneath the waves and loathe those who would disrespect it.
2 I ensure another generation knows not only what came before but also its value.
3 Do you want to see what’s important to a person? See how they bargain for something sentimental.
4 People who simply exploit the past for gain in the present are culturally bankrupt.
5 A rival scavenger snatched an important piece of salvage from me and sold it to a merchant. I’ll
recover it one day.
6 Someone important to me died in a salvage operation, and all my jobs are for their memory.

d6 FLAW
1 Anytime someone throws something away, I check it for value.
2 Sometimes, I can’t give up what I salvaged, even if I really need to.
3 Someone willing to steal from the group salvage is no one I can ever trust.
4 I love a good storm and never run from one. It means there’s going to be something to salvage!
5 I don’t pay much attention to the monetary value of objects as much as the object’s immediate utility.
6 I hate it when people call my salvage junk. Don’t presume to know what I value.

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Ben Corbett - pvtforlife@gmail.com - 364804
Tales of Drowned Legacies Researcher’s Endeavor. An ancient
Ankeshelian botanical tome, titled The
There are many ways you might incorporate
Endless Lamina, highlights the mystery of
Ankeshelian elements into your Midgard
the winwydden (see above) growing from
game, and they need not be limited to
a particular cave on Motun. With recent
underwater adventures. The passing centuries
rumors of a nearby unmoored island, the
have scattered the empire’s inheritance across
botanists want to hire a team to escort them
the world.
to this suspicious locale—and potential
Endless Acumen. The Reflecting Glass of fragment of Ankeshel. If correct, and
Motun has provided the orichalcum dragon’s this is Motun, then this is an opportunity
only glimpse of the outside world since to find and study the plant in its native
the destruction of Ankeshel. Fearful of the habitat. However, its deadly nature remains
aboleth civilization that destroyed their undocumented since no one has survived
homeland, the dragon uses the pool’s magic an encounter to share their experience.
to learn about the world beyond and its Professor Druell Rafferty of the High Order
people. Satisfied to observe society moving of Geomancers in Barsella posted a call for
on, the dragon doesn’t resent the isolation. unafraid adventurers willing to venture into
Instead, they use their time to learn and etch the unknown for an unprecedented, princely
their memories in the cave. amount of coin.
The young daughter of the Lord Speaker of
Barsella’s Founders Council, Lula Anthor,
seeks to hire adventurers. Lula used a small
reflective glass to communicate with her pen
pal, only to discover they are a dragon. Lula
will pay for someone to take her to the island
to meet her friend in person, and she won’t
take no for an answer. Before anyone asks,
she is armed and unafraid. After all, her best
friend is a dragon.
It Belongs in a Museum! A local scavenger
recently arrived at the party’s usual fence and
amateur scholar with a sack of Ankeshelian
coins, several glyph stones, a functioning vril
battery, and a strange crown. Unaware of
what they possessed, they sold the salvage for
cheap. The fence has tipped off the party that
a cache of potent relics must be somewhere
nearby: they just need to either buy the
location, trail the scavenger, or otherwise
acquire the stash to learn what baubles lie
waiting. Unfortunately, the last salvage visit
activated a winwydden (see above), which
now menaces the area. They’ll need to deal
with the aggressive beast before they can
search for more loot.

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Ben Corbett - pvtforlife@gmail.com - 364804
OPEN GAME LICENSE Version 1.0a
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4. Grant and Consideration: In consideration for Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
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5. Representation of Authority to Contribute: If You Warlock 33: Ankeshel. ©2022 Open Design LLC.
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