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joshuaandClaude Opus 5.5 cbda10668b V1.31.0: armor holds Dexterity back
- All of a Dexterity modifier counts toward AC in light armor, at most +2
  in medium armor, none in heavy armor, going by the equipped item's kind
- The gear card says when the armor is holding something back
- Library and seed armor notes and docs brought in line

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:24:28 +02:00

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// Hollowcrown: The Rift Between Worlds: a world seed (docs/SEEDS.md). A DM
// starts a campaign from it by entering its code.
//
// Taken from the Hollowcrown Dungeon Master's Book, which is written for this
// site: stat blocks, NPC entries, weapons, items and spells are the book's own
// tables (Appendices A–F), locations are its gazetteer, and each battle's DM
// notes are the book's encounter box.
//
// `book` holds the content; the export at the bottom of the file puts the
// pools together from it and the site library:
// libraryWeapons / libraryMonsters keys into src/game/data/*Library.js
// libraryItems library items, with what to change on
// the copy (starting option, level, text)
// startingSpells library spell keys offered in the builder;
// every other library spell is added too,
// for the DM to teach later
// weapons / items / spells / monsters / npcs the book's own content
// encounters in story order
const book = {
"campaign": {
"name": "Hollowcrown: The Rift Between Worlds",
"description": "The Concord Crown is shattered and the sky is splitting open. Purple Seams are tearing between the kingdom of Aldervane and a city of glass towers and roaring machines — and something chained in the dark beneath both is waking. A dark-fantasy campaign for levels 1 to 10.",
"startingGold": 50,
"startingItemCount": 4,
"startingSpellCount": 3,
"maxEquipped": 3,
"maxEquippedWeapons": 1,
"areaAttackAcPenalty": 2
},
"locations": [
{
"name": "Thornwick",
"description": "The Kingsroad bends around a low hill, and there is Thornwick: thirty thatched cottages, a mill on a lazy stream, and a square full of bunting from the harvest festival. Smoke curls from the chimney of a crooked inn with a lantern hanging over its door. And above the old well in the middle of the square, a jagged crack of purple light hums in the empty air, as if somebody had torn the sky like paper."
},
{
"name": "The Crooked Lantern",
"description": "Thornwick’s two-storey inn, leaning so far left the regulars say it is “listening”, with a huge fireplace and a stuffed boar’s head called Sir Grunts. Hattie Mossbottom keeps it, and keeps a bed for you."
},
{
"name": "The Kingsroad",
"description": "The Kingsroad runs north and east through rolling fields, a ribbon of packed earth and old flagstones worn smooth by a thousand years of carts. Milestones carved with the royal crown tick past. Hedgerows hum with bees, crows argue in the stubble, and far ahead, on the second day, a grey hill rises with a castle on top of it like a crown on a sleeping head."
},
{
"name": "Rattlejaw Cave",
"description": "A cave in a rocky ridge half a day north of Thornwick, a mile off the Kingsroad. Goblins have been raiding the road from it, and lately their veins have gone black."
},
{
"name": "Highmarch",
"description": "The city climbs a great grey hill in rings of wall, each ring higher than the last, until at the very top the castle stands with its silver banners hanging limp. Church bells ring the hour. The streets smell of bread, horses and woodsmoke, and they are full of worried faces. Knights in silver gauntlets watch you pass the gate, and one of them, very carefully, writes your names in a book."
},
{
"name": "The Witchfen",
"description": "The road sinks, the ground goes soft, and the mist rises to swallow your boots, then your knees. Black water lies between hummocks of moss, perfectly still. Dead trees lean over it like old men peering into a well. Somewhere far off a light bobs, pale and friendly, and somewhere much closer something big slides into the water without a splash."
},
{
"name": "Mother Bramblewick’s Hut",
"description": "A crooked hut on tall stilts in the deepest pool of the Witchfen, reached by a rope ladder. Mother Bramblewick lives here with thirteen cats. She is rude, fair, and on nobody’s side."
},
{
"name": "The Sisters’ Hut",
"description": "A hut on a mound of roots in a dead clearing of the Witchfen, ringed by poles hung with bones, bottles and dolls."
},
{
"name": "The Elderwood",
"description": "The trees here are older than any castle. Their trunks are as wide as houses, and their roots rise out of the ground like the backs of sleeping whales. Green-gold light falls in shafts through the leaves, and the air is full of birdsong and the sound of water. Then the wind changes, and you smell it: something sweet and rotten, like fruit left too long in the sun."
},
{
"name": "Silverbough",
"description": "At first you think the silver light comes from the moon. Then you see it is the trees themselves: giants with bark like polished silver, rising into the dark, and high in their branches, a whole city of white halls, spiral stairs and bridges of living wood, lit by lanterns shaped like leaves. Elves look down at you from the walkways, silent and unsmiling. On the lowest branch, a guard draws an arrow and does not quite aim it at you."
},
{
"name": "The Rotheart Grove",
"description": "Deep in the south of the Elderwood, where the Blight began: grey trees, black water, and a giant rotting oak."
},
{
"name": "The Barrowdowns",
"description": "Long, grassy hills roll away under a grey sky, and on every hilltop is a mound: a barrow, round and green, with a stone door in its side. The wind hisses in the grass. There are no birds. As the sun sets, a cold mist creeps between the mounds, and in it, far off, you see the shape of a knight on foot, walking slowly, as if he has been walking for a very long time."
},
{
"name": "The Grimtooth Hills",
"description": "The green land runs out and the hills begin: broken brown ridges like rotten teeth, scrub and boulders, and a wind that never stops. Huge flat rocks lie scattered across the slopes as if somebody threw them, and somebody did. High above, a griffon wheels, screaming. Far off, on the highest hill, a fortress built of piled boulders squats under a skull the size of a house."
},
{
"name": "Skullcrag",
"description": "The ogre fortress of the Grimtooth Hills: a ring of stacked boulders around a great cave, with a giant’s skull over the gate. Inside are a feast hall and a pit of trampled mud where ogres settle things by contest."
},
{
"name": "Saltmere",
"description": "You smell Saltmere before you see it: fish, tar and salt wind. Then the road crests a cliff and there it is below you, a jumble of blue and white houses tumbling down to a harbour full of fishing boats, gulls screaming over the nets. A lighthouse blinks on the headland. Down on the docks, someone is selling something shiny out of a crate, and looking over their shoulder while they do it."
},
{
"name": "Port Meridian",
"description": "You step through the purple light and the world is suddenly loud. A tower of glass and steel climbs into the sky, then another, and another, their windows burning gold with sunset. Carriages with no horses roar past on a black road, honking. A wall of light shows a giant smiling face drinking something fizzy. And a girl on the pavement stops dead, lifts a small glowing rectangle at you, and says, \"Oh my god. Oh my god, are you guys real?\""
},
{
"name": "Harbor Park",
"description": "A waterfront park in Port Meridian with a boating lake, a bandstand and a bus stop for Route 42. A Seam hangs above the lake path, ringed by fences, white tents, police tape and news vans."
},
{
"name": "Vantage Tower",
"description": "Forty floors of mirrored glass in downtown Port Meridian, headquarters of Vantage Dynamics. Lobby security, keycards, cameras and drones."
},
{
"name": "Ashpeak",
"description": "The land turns black. Trees are charred stumps, the grass is grey ash, and the air tastes like a blacksmith's forge. Ahead, the volcano fills half the sky, a broken cone of dark rock with a red glow pulsing in its crater like a slow heartbeat. Little shapes scurry on the lower slopes, and you hear, very faintly, a chant: \"Burning One! Burning One!\""
},
{
"name": "The Sunken Stair",
"description": "Beneath Highmarch castle lie the tombs of a thousand years of kings. Behind a sealed iron door at the bottom of the crypt, three thousand steps go down a black shaft into the Hollow Deep."
},
{
"name": "The Hollow Deep",
"description": "The last step of the stair ends, and the dark opens around you like a held breath. Your torch burns blue. Far below, faint violet specks of fungus glow on the walls of a cavern so huge you cannot see its roof, and a cold wind rises out of it, carrying a sound at the very edge of hearing: hundreds of voices, murmuring, all at once. One of them, you are almost sure, just said your name."
},
{
"name": "The Weeping Gate",
"description": "A gate of black stone at the foot of the Sunken Stair. Water runs down its carved faces like tears. Beyond it lies the Long Dark: a day of empty caverns."
},
{
"name": "Underkin Market",
"description": "A city of gloam-gnomes and outcasts in a cavern as big as Highmarch, lit by thousands of violet lanterns. No violence is allowed inside the Lantern Ring, and a long rest here is safe."
},
{
"name": "The Fungal Wilds",
"description": "A forest of giant mushrooms half a day off the main road through the Hollow Deep, home of the myconids’ Mushroom Court."
},
{
"name": "The River of Whispers",
"description": "A wide black river in the Hollow Deep where the dead murmur. A skeletal ferryman carries travellers across."
},
{
"name": "The Bone Cathedral",
"description": "The greatest temple of the Pale Ferryman, built of bone. Past it, the Ashen Road runs a day across grey ash."
},
{
"name": "The Obsidian Citadel",
"description": "Across the grey ash plain, it rises out of the dark like a broken black tooth: a fortress of black glass, its spires catching the faint violet light and throwing back a thousand crooked reflections of you. There are no torches on its walls. There do not need to be. Beneath it, from a pit wider than any city, a cold glow pulses, slow and patient, like something breathing in its sleep."
},
{
"name": "The Abyssal Seal",
"description": "The pit beneath the Obsidian Citadel, wider than a city. The bottom of the world."
}
],
"libraryWeapons": [
"club",
"dagger",
"handaxe",
"javelin",
"mace",
"quarterstaff",
"spear",
"light-crossbow",
"shortbow",
"sling",
"battleaxe",
"greataxe",
"greatsword",
"longsword",
"maul",
"rapier",
"scimitar",
"shortsword",
"warhammer",
"hand-crossbow",
"longbow",
"paired-daggers",
"paired-shortswords",
"paired-scimitars",
"paired-handaxes"
],
"weapons": [
{
"name": "Pistol",
"damageDice": "2d6",
"damageType": "piercing",
"attackAbility": "DEX",
"properties": [
"loud",
"jams on a natural 1"
],
"rangeNormal": 50,
"rangeLong": 150,
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Loud. Jams on a natural 1. Range 50/150 ft. 15 shots per magazine."
},
{
"name": "Shotgun",
"damageDice": "2d8",
"damageType": "piercing",
"attackAbility": "DEX",
"properties": [
"two-handed",
"loud",
"jams on a natural 1"
],
"rangeNormal": 30,
"rangeLong": 90,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Two-handed. Loud. Jams on a natural 1. Half damage beyond 30 ft. Knockback 5 ft."
},
{
"name": "Taser",
"damageDice": "1d6",
"damageType": "lightning",
"attackAbility": "DEX",
"properties": [
"jams on a natural 1"
],
"rangeNormal": 15,
"rangeLong": null,
"minLevel": 2,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Range 15 ft. DC 12 CON save or speed 0 and no reactions. 3 charges."
},
{
"name": "Baseball Bat",
"damageDice": "1d6",
"damageType": "bludgeoning",
"attackAbility": "STR",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Clang on a critical hit: DC 10 WIS save or frightened."
},
{
"name": "Crowbar",
"damageDice": "1d6",
"damageType": "bludgeoning",
"attackAbility": "STR",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Advantage on Strength checks to force things open."
},
{
"name": "Fire Axe",
"damageDice": "1d10",
"damageType": "slashing",
"attackAbility": "STR",
"properties": [
"two-handed"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Two-handed. Double damage to wooden doors, barricades and objects."
},
{
"name": "Flare Gun",
"damageDice": "1d8",
"damageType": "fire",
"attackAbility": "DEX",
"properties": [
"jams on a natural 1"
],
"rangeNormal": 40,
"rangeLong": 120,
"minLevel": 2,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Loading. Target burns: 1d4 fire each turn until put out."
},
{
"name": "Nail Gun",
"damageDice": "1d6",
"damageType": "piercing",
"attackAbility": "DEX",
"properties": [
"loud",
"jams on a natural 1"
],
"rangeNormal": 20,
"rangeLong": 60,
"minLevel": 2,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Loud. Jams on a natural 1. Rapid fire: second shot as a bonus action."
},
{
"name": "Chainsaw",
"damageDice": "2d10",
"damageType": "slashing",
"attackAbility": "STR",
"properties": [
"two-handed",
"loud"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "SPEED",
"amount": -5
}
],
"effectNote": "Two-handed, heavy. Very loud. Stalls on a natural 1. +1d10 vs plants and Blight."
},
{
"name": "Dawnblade",
"damageDice": "2d8",
"damageType": "slashing",
"attackAbility": "STR",
"properties": [
"versatile"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 2,
"isStartingOption": false,
"effects": [],
"effectNote": "Dawnstrike 1/long rest: +2d6 radiant. Glows near undead."
},
{
"name": "Silverbough Longbow",
"damageDice": "2d8",
"damageType": "piercing",
"attackAbility": "DEX",
"properties": [
"two-handed"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_PERCEPTION",
"amount": 2
}
],
"effectNote": "Two-handed. No disadvantage at long range. Binding Arrow 1/short rest, DC 13 STR."
},
{
"name": "Oathkeeper",
"damageDice": "1d10",
"damageType": "slashing",
"attackAbility": "STR",
"properties": [
"versatile"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 3,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SAVE_WIS",
"amount": 1
}
],
"effectNote": "+1d6 radiant vs undead if Aldric’s oath is sworn. Aldric’s Vigil 1/long rest."
},
{
"name": "Thinker",
"damageDice": "2d8",
"damageType": "bludgeoning",
"attackAbility": "STR",
"properties": [
"two-handed"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SPEED",
"amount": -5
}
],
"effectNote": "Two-handed, heavy. Debate Swing 1/short rest, DC 13 INT."
},
{
"name": "Hexthorn Staff",
"damageDice": "1d8",
"damageType": "necrotic",
"attackAbility": "FINESSE",
"properties": [
"versatile"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 3,
"damageScaling": 2,
"isStartingOption": false,
"effects": [],
"effectNote": "Thorn-Hex 1/long rest (+1d6 necrotic, concentration); costs 1d4 piercing each use."
},
{
"name": "Emberfang",
"damageDice": "1d10+1d12",
"damageType": "fire",
"attackAbility": "FINESSE",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 7,
"damageScaling": 3,
"isStartingOption": false,
"effects": [],
"effectNote": "Sheds light 10 ft. Dragon’s Breath 1/long rest: 15-ft cone, 4d6 fire, DC 15 DEX."
},
{
"name": "Hollowbane",
"damageDice": "2d8+1d10",
"damageType": "radiant",
"attackAbility": "STR",
"properties": [
"versatile"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 8,
"damageScaling": 3,
"isStartingOption": false,
"effects": [],
"effectNote": "+1d8 radiant vs undead, Shadow Wyrmlings and Nyxaloth. Bright light 30 ft in darkness."
},
{
"name": "Riftbreaker",
"damageDice": "2d10",
"damageType": "force",
"attackAbility": "DEX",
"properties": [
"loud"
],
"rangeNormal": 60,
"rangeLong": 180,
"minLevel": 6,
"damageScaling": 2,
"isStartingOption": false,
"effects": [],
"effectNote": "No ammo. Range 60/180 ft. +1d8 force vs rift creatures. Seam Shot 1/long rest."
},
{
"name": "Bramblewick's Sickle",
"damageDice": "1d12",
"damageType": "slashing",
"attackAbility": "FINESSE",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 4,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_NATURE",
"amount": 2
}
],
"effectNote": "+1d6 vs plant and Blight creatures. Root Hook 1/short rest."
},
{
"name": "Skyrend's Talon",
"damageDice": "1d6+1d8",
"damageType": "piercing",
"attackAbility": "STR",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SPEED",
"amount": 5
}
],
"effectNote": "Returns when thrown (30/120 ft). Windleap 1/long rest."
},
{
"name": "Crane's Cane",
"damageDice": "2d6",
"damageType": "force",
"attackAbility": "FINESSE",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 5,
"damageScaling": 2,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_ARCANA",
"amount": 2
}
],
"effectNote": "Borrowed Step 1/long rest (teleport 30 ft); roll d6, on a 1 Morvain knows."
},
{
"name": "Seamcutter",
"damageDice": "3d8",
"damageType": "slashing",
"attackAbility": "STR",
"properties": [
"two-handed"
],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 7,
"damageScaling": 3,
"isStartingOption": false,
"effects": [],
"effectNote": "Two-handed, heavy. Cut the Veil 1/long rest (teleport 60 ft); d20, on a 1 Rift Surge."
},
{
"name": "Gloamfang",
"damageDice": "1d8+1d10",
"damageType": "necrotic",
"attackAbility": "FINESSE",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 8,
"damageScaling": 3,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_STEALTH",
"amount": 2
}
],
"effectNote": "Hide as a bonus action in dim light. Drink the Dark 1/short rest."
},
{
"name": "Mournbell",
"damageDice": "2d8+1d10",
"damageType": "radiant",
"attackAbility": "STR",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 9,
"damageScaling": 3,
"isStartingOption": false,
"effects": [
{
"stat": "SAVE_WIS",
"amount": 1
}
],
"effectNote": "Toll for the Dead 1/long rest: undead DC 15 WIS or frightened; allies heal 1d8."
},
{
"name": "Unarmed Strike",
"damageDice": "1d4",
"damageType": "bludgeoning",
"attackAbility": "FINESSE",
"properties": [],
"rangeNormal": null,
"rangeLong": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": true
}
],
"items": [
{
"name": "Greater Healing Potion",
"description": "A deep crimson potion in a heavy flask. Drink it (action) to regain hit points equal to the dice shown.",
"damageDice": "4d4+4",
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Holy Water",
"description": "A flask of water blessed by the Pale Ferryman. Throw it at an undead or fiend for radiant damage.",
"damageDice": "2d6",
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": true
},
{
"name": "Alchemist's Fire",
"description": "Sticky liquid fire in a clay pot. Throw it to set a creature ablaze; it burns each turn until put out.",
"damageDice": "1d4",
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": true
},
{
"name": "Antitoxin",
"description": "A bitter green tonic. Drink it to gain advantage on saving throws against poison for 1 hour, or to cure fen fever.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": true
},
{
"name": "Bramble-Broth",
"description": "Mother Bramblewick's foul swamp brew. Heals like a healing potion and ends one curse or the poisoned condition.",
"damageDice": "2d4+2",
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Potion of Fire Resistance",
"description": "Orange liquid that is cold to the touch. For 1 hour after drinking, you resist fire damage.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Wyvern Poison",
"description": "One dose of venom milked from a wyvern's sting. Coat a weapon (action) to add the dice in poison damage to your next hit.",
"damageDice": "2d6",
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Spell Scroll",
"description": "A rolled parchment holding one spell. A caster who has the spell on their class list can read it once to cast it without a slot.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Flashlight",
"description": "A metal torch from another world. Click it for a 60-foot cone of bright light. 6 charges; one per hour or scene of use.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": true,
"effects": [],
"effectNote": "Held in a hand to give light."
},
{
"name": "Smartphone",
"description": "A glass-faced Meridian phone. Camera, torch, music, maps and calls (only near a Seam). 6 charges.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Magazine",
"description": "A spare ammunition magazine. Pistol 15 shots, shotgun 6, nail gun 30. Tick shots on paper; lower the quantity when one is empty.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Road Flare",
"description": "A red emergency flare. Strike it (action) for 30 minutes of hissing red light, 30 ft bright. Burns anything it touches.",
"damageDice": "1d4",
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "First Aid Kit",
"description": "A red Meridian medical kit. Use it (action) to stabilise a dying creature at 1 HP, or to heal a conscious one by the dice shown. Used up after one patch-up.",
"damageDice": "1d4+2",
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Energy Drink",
"description": "A fizzing can from Meridian. Drink it (bonus action) for temporary hit points equal to the dice shown and a jolt against sleep.",
"damageDice": "1d6",
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Smoke Grenade",
"description": "A canister of thick grey smoke. Pull the pin and throw (action, 60 ft): a 20-foot cloud blocks all sight for 1 minute.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Bus Keys",
"description": "Dee's keys to the Route 42 bus, on a pink lanyard. Once the bus is fixed (level 3+): once per day, blast the headlights, DC 12 CON or light-hating creatures in a 60-ft cone are blinded 1 round.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Rift Runner",
"description": "Dee's bus, rebuilt with dwarf-iron and rune-light. Drives between worlds once per long rest; rams for the dice shown.",
"damageDice": "2d6",
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Riftstone",
"description": "A glowing purple pebble that hums. It hums louder when a Seam is about to open nearby and pulls gently toward the nearest Crown shard.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Shard of Dawn",
"description": "A warm golden Crown shard. Sheds bright light in 20 feet (you can dim it) and gives advantage on saves against being frightened.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Sheds daylight 20 ft. Advantage on saves against being frightened. It works while carried; equipping it is optional."
},
{
"name": "Shard of Iron",
"description": "A heavy grey Crown shard, still dented from Gorrug's club. Once per day, when you take damage, reduce it by the dice shown.",
"damageDice": "2d6",
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Once per day, reduce damage you take by 2d6. It works while carried; equipping it is optional."
},
{
"name": "Shard of Tides",
"description": "A sea-green Crown shard that smells of salt. You can breathe underwater and cast Mending at will.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Breathe underwater. Cast Mending at will. It works while carried; equipping it is optional."
},
{
"name": "Shard of Ember",
"description": "A red Crown shard, hot as a coal but harmless to hold. You have resistance to fire damage.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Resistance to fire damage. It works while carried; equipping it is optional."
},
{
"name": "Shard of Night",
"description": "A cold black Crown shard. You can see invisible creatures, but it whispers your name and offers you things.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "See invisible creatures. It whispers to you. It works while carried; equipping it is optional."
},
{
"name": "Concord Crown",
"description": "The reforged Crown of Aldervane, four shards in a band of elf-silver and dwarf-iron, with one empty setting. The bearer holds every shard's power.",
"damageDice": null,
"minLevel": 9,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "SAVES",
"amount": 1
}
],
"effectNote": "All four shard powers: daylight 20 ft, advantage vs fear, 2d6 damage reduction once per day, water-breathing and Mending, fire resistance. Advantage on Whispers saves in its light."
},
{
"name": "Hex Doll",
"description": "A rag-and-reed doll in a paper crown, its stolen hair cut out. It shivers when a curse is cast within 30 feet.",
"damageDice": null,
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Heartroot",
"description": "A fat red root that beats like a heart. Once per long rest, press it to a wounded creature (action) to heal the dice shown.",
"damageDice": "2d6",
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Wardens' Badge",
"description": "A silver badge of the crowned gauntlet. The bearer speaks with the king's authority; doors open anywhere in Aldervane.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Advantage on Persuasion with Aldervane officials, soldiers and innkeepers. It works while carried; equipping it is optional."
},
{
"name": "Ferryman's Coin",
"description": "A cold silver coin stamped with an oar. It pays one soul's passage on the River of Whispers.",
"damageDice": null,
"minLevel": 9,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Sliver of Black Flame",
"description": "A sliver of black fire trapped in glass. The Riftstone pulls toward it, and near Morvain it makes his Shadow Veil flicker.",
"damageDice": null,
"minLevel": 9,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Advantage on attacks against Morvain while he is invisible. It works while carried; equipping it is optional."
},
{
"name": "Pip's Panpipes",
"description": "Reed panpipes carved by Pip. Once per day, play a calming song: chosen creatures within 30 ft make a DC 12 WIS save or stop fighting for 1 minute (ends if hurt).",
"damageDice": null,
"minLevel": 2,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Ward Charm",
"description": "A knot of hair, bone and thorn, or a priest's silver token. Once per long rest, turn a hit against you into a miss.",
"damageDice": null,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Once per long rest, turn a hit against you into a miss. It works while carried; equipping it is optional."
},
{
"name": "Gloam Lantern",
"description": "An Underkin lantern of violet glass. Lights 30 feet in soft violet for 8 hours per pinch of fungus oil, and does not draw attention in the Hollow Deep.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Held in a hand to give light. Its light draws no wandering monsters in the Deep."
},
{
"name": "Griffon Whistle",
"description": "A whistle carved from Skyrend's feather. Once per day, outdoors in Aldervane, call the griffon: she arrives in 1d4 rounds to carry two riders for an hour or fight for one battle.",
"damageDice": null,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Shield Ward",
"armorType": "SHIELD",
"description": "A silver shield charm worn on the forearm; it unfolds into a disc of pale light. Counts as a shield (+2 AC). Once per long rest, as a reaction when hit, gain +5 AC against that attack.",
"damageDice": null,
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 2
}
],
"effectNote": "Takes the place of a shield: not with a Shield or Tower Shield. Once per long rest, reaction when hit: +5 AC against that attack."
},
{
"name": "Silverbough Cloak",
"description": "A grey-green elven cloak that shifts with the leaves. Advantage on Stealth checks in forests and at dusk.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_STEALTH",
"amount": 5
}
],
"effectNote": "Elven cloak, made for forests and dusk; in bright open ground the DM may ignore the bonus."
},
{
"name": "Dwarf War-Horn",
"description": "A dwarf captain's horn from Ashpeak. Once per day, blow it (action): allies within 60 ft who hear it gain the dice in temporary HP and stop being frightened.",
"damageDice": "1d10",
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Brannoc's Whetstone",
"description": "A dwarf-cut whetstone that rings when used. Once per long rest, sharpen a weapon (bonus action): for 1 minute its hits deal the dice as extra damage.",
"damageDice": "1d4",
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Amulet of the Dawnfather",
"description": "A sun-disc amulet on a red cord. Once per long rest, raise it (action): one creature within 30 ft heals the dice shown, or loses one Despair.",
"damageDice": "1d8",
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "SAVE_WIS",
"amount": 1
}
],
"effectNote": "Once per long rest (action): one creature within 30 ft heals the dice shown, or loses one Despair."
},
{
"name": "Tidekeeper's Pearl",
"description": "A sea-blue pearl that is always wet. Once per day, you and up to four friends can breathe underwater for 1 hour.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Once per day, you and up to four friends breathe underwater for 1 hour. It works while carried; equipping it is optional."
},
{
"name": "Vessa's Moth Locket",
"description": "A thorn-iron locket with a grey moth sleeping inside. Once per day, whisper a name you know: the moth flies off and returns in 1 hour with a glimpse of where that person is.",
"damageDice": null,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Gloam-Gnome Satchel",
"description": "A patched gnome satchel, bigger inside. Holds ten times what it looks like: a chair, a crate of potions, a sulking cat.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Cindermaw's Scale",
"description": "A red dragon scale the size of a plate, still warm. Once per day, as a reaction, take half damage from one source of fire.",
"damageDice": null,
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false,
"effects": [],
"effectNote": "Once per day, reaction: take half damage from one source of fire. It works while carried; equipping it is optional."
},
{
"name": "Hollow Knight's Helm",
"description": "A black iron helm, cold inside. You see in darkness to 60 ft, but you have disadvantage on Whispers saves while you wear it.",
"damageDice": null,
"minLevel": 8,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 1
}
],
"effectNote": "Darkvision 60 ft. Disadvantage on Whispers saves while worn."
},
{
"name": "Quillon's Spare Spectacles",
"description": "Round wire glasses with rune-etched lenses. Once per day each, read any writing (as Comprehend Languages) or see magic auras for 10 minutes (as Detect Magic).",
"damageDice": null,
"minLevel": 3,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "SKILL_INVESTIGATION",
"amount": 2
}
],
"effectNote": "Once per day each: read any writing (Comprehend Languages), or see magic auras for 10 minutes (Detect Magic)."
},
{
"name": "Crowbar (tool)",
"description": "Advantage on Strength checks to force doors and crates. (The fighting crowbar is a weapon in Appendix C.)",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Ball bearings (bag)",
"description": "Cover a 10-ft square; DC 10 DEX save or fall prone.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Spellbook (blank)",
"description": "A wizard's book of spells. Losing it is a disaster.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Holy symbol",
"description": "An amulet of the Dawnfather, Verdance, the Ironwarden, the Ferryman or the Tidekeeper. Clerics and paladins cast through it.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Component pouch",
"description": "Herbs, wax and bat fur. Casters need it (or a focus) for most spells.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Riding horse",
"description": "Halves travel times on roads. Each Warden gets one free at the end of Act I.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Kevlar Vest",
"armorType": "MEDIUM",
"description": "A black Meridian vest of woven fibre, made to stop bullets. Vantage guards wear them.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 3
}
],
"effectNote": "Medium: counts at most +2 from Dexterity. Damage from firearms reduced by 3."
},
{
"name": "Riot Gear",
"armorType": "HEAVY",
"description": "A helmet with a clear visor, pads and a vest, as Meridian police wear to a riot. It is hot.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 7
},
{
"stat": "SPEED",
"amount": -10
}
],
"effectNote": "Heavy: adds no Dexterity; needs Strength 13. Disadvantage on Stealth checks. Advantage on saves against being blinded by light or smoke."
},
{
"name": "Riot Shield",
"armorType": "SHIELD",
"description": "A tall clear plastic shield from Port Meridian.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 2
}
],
"effectNote": "+2 more AC against ranged attacks. Crouching, gives half cover to one ally behind."
},
{
"name": "Motorcycle Leathers",
"armorType": "LIGHT",
"description": "Jacket, trousers, gloves and boots, all scuffed. Light armor for heroes who still want to look cool.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 2
}
],
"effectNote": "Light armor. Half damage from being dragged, falling down stairs or sliding across gravel."
},
{
"name": "Mage Armor (spell)",
"description": "A shimmering skin of force. Equip it when you cast Mage Armor; unequip it when the spell ends.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 3
}
],
"effectNote": "Only while the spell lasts (8 hours). Not with armor."
},
{
"name": "Silverleaf Mail",
"armorType": "LIGHT",
"description": "A chain shirt woven from leaves of living silver, cool and quiet, light as a summer shirt. A gift of the Silverbough Court.",
"damageDice": null,
"minLevel": 5,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 4
}
],
"effectNote": "Elven mail: no DEX cap, no Stealth disadvantage. Advantage on saves against Blight effects and Vessa’s thorns."
},
{
"name": "Cinderscale Armor",
"armorType": "MEDIUM",
"description": "Scale mail made from red dragon scales that Cindermaw shed as a wyrmling, still warm.",
"damageDice": null,
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 5
}
],
"effectNote": "Medium: counts at most +2 from Dexterity. Disadvantage on Stealth checks. Resistance to fire damage."
},
{
"name": "Gauntlet Plate",
"armorType": "HEAVY",
"description": "The silver plate armor of a fallen knight of the Silver Gauntlet, polished in the chapel for a hundred years.",
"damageDice": null,
"minLevel": 8,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 9
},
{
"stat": "SPEED",
"amount": -10
}
],
"effectNote": "Heavy: adds no Dexterity; needs Strength 15. Disadvantage on Stealth checks. Advantage on saves against being frightened. Hollow Knights target the wearer first."
},
{
"name": "Lanternshield",
"armorType": "SHIELD",
"description": "A round Underkin shield with a glass-fronted lantern set in its boss, burning a cold blue fungus-flame that never goes out.",
"damageDice": null,
"minLevel": 9,
"damageScaling": 1,
"isStartingOption": false,
"effects": [
{
"stat": "AC",
"amount": 3
}
],
"effectNote": "Sheds light 20 ft bright, 20 ft dim; shutter as a bonus action. Once per long rest, reaction: reveal an invisible or hidden creature within 30 ft until the end of its next turn."
},
{
"name": "Power Bank",
"description": "A brick of stored lightning. Fully recharges one flashlight or phone, once.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Fire Extinguisher",
"description": "Action: a 15-ft cone of white foam puts out all fire and alchemist’s fire in it; a fire creature takes 2d6 cold. 3 uses.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Walkie-Talkies (pair)",
"description": "Two radios. Talk to each other within 1 mile. 6 charges each.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Binoculars",
"description": "See far things as if ten times closer. Advantage on Perception at long range.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Duct Tape",
"description": "Fixes anything once. Action: bind a grappled creature’s hands (DC 15 STR to break).",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "King's Signet Ring",
"description": "King Aldous’s ring. Opens every door in Highmarch.",
"damageDice": null,
"minLevel": 7,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Zuri's Drawing",
"description": "A crayon bus with wings. Hold it and describe home: +2 on Whispers saves.",
"damageDice": null,
"minLevel": 1,
"damageScaling": 1,
"isStartingOption": false
},
{
"name": "Vantage Keycard",
"description": "Opens every Vantage Tower door except the private lift.",
"damageDice": null,
"minLevel": 4,
"damageScaling": 1,
"isStartingOption": false
}
],
"startingSpells": [
"eldritch-blast",
"fire-bolt",
"produce-flame",
"ray-of-frost",
"sacred-flame",
"shocking-grasp",
"thorn-whip",
"vicious-mockery",
"guidance",
"light",
"mage-hand",
"mending",
"message",
"minor-illusion",
"prestidigitation",
"shillelagh",
"spare-the-dying",
"bless",
"cure-wounds",
"healing-word",
"shield",
"burning-hands",
"guiding-bolt",
"magic-missile",
"thunderwave",
"witch-bolt",
"charm-person",
"detect-magic",
"entangle",
"faerie-fire",
"mage-armor",
"sleep",
"hunters-mark"
],
"spells": [
{
"name": "Hex Bolt",
"level": 0,
"school": "Necromancy",
"damageDice": "1d10",
"castingTime": "1 action",
"range": "60 ft",
"duration": "instantaneous",
"description": "A bolt of green witch-fire deals necrotic damage and makes the target's next saving throw harder. On a hit, the target takes 1d10 necrotic damage (2d10 from level 5), and the next saving throw it makes before the end of your next turn has disadvantage. It sets up an ally's Hold Person beautifully. Corrupting magic.",
"isStartingOption": false
},
{
"name": "Gloam Step",
"level": 1,
"school": "Conjuration",
"damageDice": null,
"castingTime": "1 bonus action",
"range": "self",
"duration": "instantaneous",
"description": "Step into one shadow and out of another up to 30 feet away. You must start in dim light or darkness, and you teleport up to 30 ft to an unoccupied spot in dim light or darkness that you can see. Bright light (a flashlight beam, the Shard of Dawn) blocks it. This is how gloamlings move.",
"isStartingOption": false
},
{
"name": "Static Surge",
"level": 1,
"school": "Evocation",
"damageDice": "2d8",
"castingTime": "1 action",
"range": "self (10-ft radius)",
"duration": "instantaneous",
"description": "Lightning bursts from you, shocking nearby creatures and recharging modern devices. Each creature within 10 ft makes a DEX save: 2d8 lightning on a fail, half on a success; creatures in metal armour or holding a firearm have disadvantage. Every Flashlight and Smartphone within 10 ft regains 1 charge. Cast as a 10-minute ritual on one device, it fully recharges it and harms nobody. Upcast: +1d8 per slot level.",
"isStartingOption": false
},
{
"name": "Witch Thorns",
"level": 2,
"school": "Conjuration",
"damageDice": "3d8",
"castingTime": "1 action",
"range": "60 ft",
"duration": "concentration, up to 1 minute",
"description": "Black thorns burst from a 20-foot square of ground, piercing and holding everyone there. Each creature in a 20-ft square makes a DEX save: 3d8 piercing on a fail and it is restrained by thorns; half damage and not restrained on a success. The square is difficult terrain. A restrained creature can use its action for a STR check against your DC to tear free (taking 1d6 piercing). Fire burns the thorns away in 1 round. Upcast: +1d8 per slot level.",
"isStartingOption": false
},
{
"name": "Crownlight",
"level": 2,
"school": "Evocation",
"damageDice": "2d6",
"castingTime": "1 action",
"range": "self (20-ft radius)",
"duration": "concentration, up to 1 minute",
"description": "A circlet of golden dawn-light surrounds you, burning shadow creatures and steadying your friends. You shed bright daylight in a 20-ft radius. Allies in the light have advantage on saves against being frightened (and on Whispers saves). When an undead or shadow creature (gloamlings, Hollow Knights, gloam stalkers) starts its turn in the light, it takes 2d6 radiant. Gloamlings in it can't use Shadow Step.",
"isStartingOption": false
},
{
"name": "Shadow Veil",
"level": 2,
"school": "Illusion",
"damageDice": null,
"castingTime": "1 bonus action",
"range": "self",
"duration": "until the end of your next turn",
"description": "Wrap yourself in living shadow and vanish until you strike. You become invisible until you attack or cast a spell, or until the end of your next turn. In bright light the veil fails (you are only lightly obscured). Corrupting magic.",
"isStartingOption": false
},
{
"name": "Rift Tear",
"level": 3,
"school": "Conjuration",
"damageDice": "4d10",
"castingTime": "1 action",
"range": "60 ft",
"duration": "instantaneous",
"description": "Rip a small Seam open beneath your enemies and drop them out somewhere else, bruised and prone. A Seam opens under a 10-ft radius area. Each creature there makes a DEX save. On a fail, it falls through, takes 4d10 force and reappears prone in an unoccupied space you choose within 60 ft of where it fell. On a success, it leaps clear. Instead, you can cast it as a bonus action on yourself only: step through and appear up to 30 ft away (no damage). Every casting triggers a Rift Surge roll, even far from a Seam.",
"isStartingOption": false
},
{
"name": "Soul Siphon",
"level": 3,
"school": "Necromancy",
"damageDice": "4d8",
"castingTime": "1 action",
"range": "30 ft",
"duration": "instantaneous",
"description": "Tear a strand of life out of a creature and pull it into yourself. The target makes a CON save: 4d8 necrotic on a fail, half on a success. You regain HP equal to half the damage dealt. Undead and constructs are immune. Corrupting magic: if this kills a creature, you hear it thank you, which is worse than screaming.",
"isStartingOption": false
},
{
"name": "Dawn Ward",
"level": 3,
"school": "Abjuration",
"damageDice": null,
"castingTime": "1 action",
"range": "30 ft",
"duration": "concentration, up to 10 minutes",
"description": "Up to three allies glow faintly gold and resist the darkness. Up to three creatures gain resistance to necrotic damage and can't have their HP maximum reduced. Once during the spell, each can turn a failed Whispers save into a success. Upcast: one more creature per slot level.",
"isStartingOption": false
},
{
"name": "Hollow Chains",
"level": 4,
"school": "Conjuration",
"damageDice": "2d6",
"castingTime": "1 action",
"range": "60 ft",
"duration": "concentration, up to 1 minute",
"description": "Black chains burst from the ground to bind up to three creatures. Up to three creatures make a STR save or are restrained and take 2d6 necrotic at the start of each of their turns. Each repeats the save at the end of its turns. Freedom of Movement makes a creature immune. Corrupting magic.",
"isStartingOption": false
},
{
"name": "Call the Ferryman",
"level": 5,
"school": "Necromancy",
"damageDice": "6d10",
"castingTime": "1 action",
"range": "60 ft (30-ft radius)",
"duration": "instantaneous",
"description": "The Pale Ferryman's lantern-light sweeps an area, burning undead and carrying the weakest to their rest. Each undead in a 30-ft radius makes a WIS save: 6d10 radiant and frightened until the end of your next turn on a fail, half damage on a success. Any undead left with 20 HP or fewer is laid to rest (destroyed peacefully). Alternatively, ask one question of a spirit within range; it answers truly.",
"isStartingOption": false
},
{
"name": "Blood Price",
"level": 5,
"school": "Necromancy",
"damageDice": "8d8",
"castingTime": "1 action",
"range": "60 ft",
"duration": "instantaneous",
"description": "The caster pays in their own blood to rip life from an enemy. Villains only. The caster takes 3d10 necrotic damage that can't be reduced. One creature makes a CON save: 8d8 necrotic on a fail, half on a success, and its HP maximum drops by the same amount until a long rest. If the caster drops to 0 HP from the cost, it dies. GORE DIAL — read ONE version | Mild (younger players) Morvain draws a black nail across his palm. Dark drops hiss on the glass, and a red mist pulls out of the hero's chest toward him. | Gory (older players) Morvain opens his palm with one black nail and blood sheets down his wrist, steaming. Across the hall the hero's nose and eyes start to bleed, and a red rope of it stretches through the air into the old man's open mouth. |",
"isStartingOption": false
}
],
"libraryMonsters": [
"commoner",
"giant-rat",
"bandit",
"stirge",
"goblin",
"skeleton",
"zombie",
"wolf",
"scout",
"thug",
"giant-spider",
"dire-wolf",
"harpy",
"ogre",
"griffon",
"wight",
"werewolf",
"doppelganger"
],
"monsters": [
{
"name": "Market Warden",
"challengeRating": "5",
"ac": 17,
"maxHp": 65,
"speed": 30,
"strScore": 14,
"dexScore": 16,
"conScore": 16,
"intScore": 12,
"wisScore": 16,
"chaScore": 10,
"attackBonus": 7,
"damageDice": "2d8+4 bludgeoning",
"specialTrait": "Hook and Haul — when the Warden hits a creature with its pole, it can pull the target 10 feet toward itself, and the target is grappled (escape DC 15). Lantern Sight — the Warden always knows where anyone who gave a peace-token is, while inside the Deep.",
"notes": "Speed 30, climb 30. Multiattack (two pole attacks). Never kills; drops anyone at 0 HP unconscious and stable. Speaks in whispers. Cannot be bribed (DC 25 Persuasion and the Warden is insulted anyway)."
},
{
"name": "Old Jack",
"challengeRating": "1",
"ac": 12,
"maxHp": 40,
"speed": 30,
"strScore": 15,
"dexScore": 12,
"conScore": 14,
"intScore": 6,
"wisScore": 10,
"chaScore": 12,
"attackBonus": 4,
"damageDice": "2d6+2 slashing",
"specialTrait": "Rift Pulse (recharges when Old Jack rolls a 6 on a d6 at the start of his turn) — purple light bursts from his mouth. Every creature within 10 ft makes a DC 11 Constitution save or takes 2d6 necrotic damage (half on a success). Vulnerable to fire. Rooted: while within 15 ft of his post, he regains 3 HP at the start of each turn.",
"notes": "A tall scarecrow with a carved turnip head, fed by a pinhole Seam under his post. Claws of sharpened twigs. Whispers \"keep out, keep out\" in a voice like dry leaves. When destroyed, his turnip head cracks and the purple light pours out and fades."
},
{
"name": "Mother Shriek",
"challengeRating": "2",
"ac": 12,
"maxHp": 52,
"speed": 20,
"strScore": 14,
"dexScore": 14,
"conScore": 13,
"intScore": 9,
"wisScore": 11,
"chaScore": 16,
"attackBonus": 5,
"damageDice": "2d6+3 slashing",
"specialTrait": "Stolen Song — while holding the Glade Pipes, Mother Shriek can use her action to play them: every creature within 300 ft that can hear makes a DC 12 Wisdom save or is charmed until the end of its next turn and must move toward her. A creature that takes damage gets a new save.",
"notes": "Speed 20, fly 40. An ancient harpy matriarch with a soot-painted face and a necklace of spoons. Multiattack: two claw attacks. Vain and greedy; loves shiny things and flattery. Talks in a sing-song voice and calls everyone \"dearie\"."
},
{
"name": "Sir Aldric the Faithful",
"challengeRating": "2",
"ac": 14,
"maxHp": 45,
"speed": 40,
"strScore": 7,
"dexScore": 13,
"conScore": 10,
"intScore": 12,
"wisScore": 14,
"chaScore": 17,
"attackBonus": 5,
"damageDice": "2d6+2 cold",
"specialTrait": "Oathbound — cannot be harmed by anything until his oath is honoured. Incorporeal: can move through walls and creatures. Grave Chill: a creature hit makes a DC 12 Constitution save or its speed is halved until the end of its next turn.",
"notes": "Speed 0, fly 40 (hover). The ghost of a knight 300 years dead. Noble, sad, courteous. Speaks in old-fashioned phrases (\"Well struck, friend!\"). If made hostile (lied to and attacked repeatedly), he fights only to drive the party out of his barrow and never pursues past the door."
},
{
"name": "Gubbleknot",
"challengeRating": "5",
"ac": 15,
"maxHp": 84,
"speed": 30,
"strScore": 18,
"dexScore": 13,
"conScore": 20,
"intScore": 12,
"wisScore": 13,
"chaScore": 9,
"attackBonus": 7,
"damageDice": "2d6+4 slashing",
"specialTrait": "Regeneration — regains 10 HP at the start of each turn unless he took fire or acid damage since his last turn. Lie-Sense: knows when a creature within 30 ft tells a deliberate lie (unless it beats DC 16 with Deception).",
"notes": "An enormous, bookish troll with reading spectacles and a door-sized book of secrets. Multiattack: bite and two claws. NOT meant as a fair fight for a level 3–5 party; if the party fights him, he fights until they surrender and then demands two secrets each as \"fine and penalty\". He never kills anyone who surrenders."
},
{
"name": "Rift Revenant",
"challengeRating": "5",
"ac": 14,
"maxHp": 85,
"speed": 30,
"strScore": 17,
"dexScore": 14,
"conScore": 18,
"intScore": 10,
"wisScore": 12,
"chaScore": 8,
"attackBonus": 6,
"damageDice": "2d8+3 slashing + 1d8 lightning",
"specialTrait": "Multiattack (two claw attacks). Surge (recharge 5–6): purple lightning in a 15-ft cone, 4d8 lightning, DEX DC 14 half. Capacitor Link: regains 10 HP each turn while within 10 ft of the rift capacitor.",
"notes": "Damage 2d8+3 slashing + 1d8 lightning. A corpse supercharged by rift-energy. It speaks in snatches of radio static and stolen phone calls (\"...your call is important to us...\"). Immune to poison and to being frightened. When it drops to 0 HP, it does not fall: the light drains out of it and it simply stands there, peaceful, then lies down."
},
{
"name": "Storm Spirit",
"challengeRating": "4",
"ac": 15,
"maxHp": 52,
"speed": 60,
"strScore": 10,
"dexScore": 20,
"conScore": 14,
"intScore": 8,
"wisScore": 12,
"chaScore": 10,
"attackBonus": 6,
"damageDice": "2d8+3 lightning",
"specialTrait": "Static Burst (recharge 5–6): 15-ft radius burst of crackling light, 4d6 lightning, DEX DC 14 half; anyone who fails can't take reactions until their next turn. Lightning Body: immune to lightning; any creature that hits it with a metal weapon takes 1d6 lightning. Storm-fed: lightning strikes heal it instead of hurting it.",
"notes": "Speed fly 60 (hover). A crackling shape of rain and light with a flickering face, like a bad video call. It hisses words it has heard through the tower: weather reports, ringtones, \"can you hear me now?\". When destroyed, it bursts into a shower of warm rain."
},
{
"name": "Nightrot Bloom",
"challengeRating": "7",
"ac": 14,
"maxHp": 120,
"speed": 10,
"strScore": 18,
"dexScore": 6,
"conScore": 20,
"intScore": 3,
"wisScore": 12,
"chaScore": 4,
"attackBonus": 7,
"damageDice": "2d10+4 bludgeoning + 2d6 poison",
"specialTrait": "Rot Spores (recharge 5–6): black spores fill a 20-ft radius; CON DC 15 or 6d6 poison and poisoned until the end of its next turn, half on a success. Multiattack (two tendril slams, reach 15 ft). Vulnerable to fire; resistant to bludgeoning. Bright light (Dawn shard, daylight spells) gives it disadvantage on attacks.",
"notes": "Damage 2d10+4 bludgeoning + 2d6 poison. A giant black mushroom grown from nightrot, its cap split like a mouth, its tendrils dripping. It moans in the voices of the Whispers. When destroyed, the King's roots shiver and the black veins begin to pull back."
},
{
"name": "The Forgotten",
"challengeRating": "2",
"ac": 12,
"maxHp": 30,
"speed": 30,
"strScore": 14,
"dexScore": 12,
"conScore": 14,
"intScore": 3,
"wisScore": 6,
"chaScore": 3,
"attackBonus": 5,
"damageDice": "2d6+2 psychic",
"specialTrait": "Empty Touch: a creature hit must make a DC 13 Wisdom save or forget what it was doing; it loses its bonus action and reaction until its next turn. Nothing Left: immune to being charmed or frightened, and to psychic damage.",
"notes": "Grey, silent people who sold every memory they had. They are not evil; they just obey whoever holds their memories. If the party breaks Vell's jars of their memories (labelled with faces), the Forgotten stop, blink, and slowly start to remember. One of them is Sir Gareth, a Silver Gauntlet knight missing for twenty years."
},
{
"name": "Brood-Warden",
"challengeRating": "7",
"ac": 17,
"maxHp": 130,
"speed": 30,
"strScore": 20,
"dexScore": 10,
"conScore": 18,
"intScore": 8,
"wisScore": 14,
"chaScore": 10,
"attackBonus": 8,
"damageDice": "2d10+5 bludgeoning + 1d8 necrotic",
"specialTrait": "Multiattack (two strikes with its collar-hammer). Brood Call (once per fight, bonus action): every collared wyrmling within 60 ft can move up to its speed and make one attack as a reaction. Shadow-Blooded: resistance to necrotic and cold damage; any creature that touches it or hits it with an unarmed strike takes 1d8 cold damage.",
"notes": "Damage 2d10+5 bludgeoning + 1d8 necrotic. A Hollowborn giant who has tended the brood so long that shadow has seeped into him. He hums lullabies to the eggs in a deep, cracked voice. If the eggs are being destroyed he goes berserk: advantage on attacks, but enemies have advantage against him too."
},
{
"name": "Ash Wraith",
"challengeRating": "3",
"ac": 13,
"maxHp": 45,
"speed": 40,
"strScore": 8,
"dexScore": 16,
"conScore": 14,
"intScore": 9,
"wisScore": 12,
"chaScore": 13,
"attackBonus": 5,
"damageDice": "2d8+3 fire",
"specialTrait": "Smother — instead of attacking, it wraps itself around the head of a creature it hit this turn: the target is Grappled (escape DC 13), can't breathe or speak, and takes 2d8+3 fire at the start of each of its turns until it breaks free.",
"notes": "Speed fly 40. Burning touch, +5, 2d8+3 fire, one attack per turn. Uses Smother on a lone PC, never on a PC standing next to a friend. Flies out of the ash, strikes, and flies back into it; in an ash storm it sees normally while the party is heavily obscured. Incorporeal: can move through creatures and objects (1d10 force if it ends a turn inside one). Resistant to nonmagical weapon damage; immune to fire and poison; cannot be Grappled, Prone or Poisoned. Hates water and cold: any cold damage costs it its next turn's movement, and a bucket of water thrown on it (action, +4 to hit) deals 1d6 and ends Smother. Darkvision 60 ft. Understands Dwarvish but only screams. Drops: nothing but warm ash; the buried dwarves it haunts may still wear old gear."
},
{
"name": "Blighted Stag",
"challengeRating": "3",
"ac": 13,
"maxHp": 52,
"speed": 50,
"strScore": 18,
"dexScore": 14,
"conScore": 16,
"intScore": 4,
"wisScore": 13,
"chaScore": 8,
"attackBonus": 5,
"damageDice": "2d8+3 piercing",
"specialTrait": "Charge — if the stag moves at least 20 feet straight toward a target and then hits with its antlers, the target takes an extra 2d6 piercing and makes a DC 13 Strength save or is knocked Prone.",
"notes": "Huge thorn-antlers, +5, 2d8+3 piercing. Hooves, +5, 2d6+3 bludgeoning, only against a Prone creature (bonus action). Charges every turn it can, backing off 20 feet first if it must. Thornlings rise around it from dead flowers. The stag is not evil, only sick: a druid, ranger or anyone with the Heartroot can calm it for a round with a DC 14 Wisdom (Animal Handling) check, and the Trial of Courage is won by saving it, not killing it (see The Rotting Wood). Vulnerable to fire (the Blight is dry). Darkvision 60 ft. Drops: if saved, nothing (it leads the party to safety); if slain, its thorn antlers (a curiosity elves will be angry to see)."
},
{
"name": "Bog Lurker",
"challengeRating": "2",
"ac": 13,
"maxHp": 45,
"speed": 20,
"strScore": 17,
"dexScore": 12,
"conScore": 15,
"intScore": 3,
"wisScore": 12,
"chaScore": 5,
"attackBonus": 5,
"damageDice": "2d6+3 bludgeoning",
"specialTrait": "Drag Under — a creature it hits is Grappled (escape DC 13). On its next turn it swims away with the grappled creature and pulls it under water.",
"notes": "Speed 20, swim 40. One bite/slam per turn, +5, 2d6+3 bludgeoning. While it holds a creature it can only attack that creature. Grabs the smallest PC first. A PC under water can hold their breath for 1 + CON modifier minutes, but cannot speak or cast spells with words. Hides perfectly in murky water (looks like a mossy log until it moves). At 15 HP or less it lets go and sinks into the mud to escape. Can breathe air and water. Darkvision 60 ft. Drops: its nest of rotting reeds holds earlier victims' coins (about 20 gp) and sometimes old gear (see Act I)."
},
{
"name": "Bone Colossus",
"challengeRating": "8",
"ac": 16,
"maxHp": 150,
"speed": 40,
"strScore": 22,
"dexScore": 8,
"conScore": 20,
"intScore": 3,
"wisScore": 8,
"chaScore": 5,
"attackBonus": 9,
"damageDice": "3d10+5 bludgeoning",
"specialTrait": "Black Heart — a flame in its chest powers it. A creature who climbs it (DC 16 Strength (Athletics) as an action) or flies up can attack the heart: AC 14, and damage to the heart is doubled (on top of bludgeoning vulnerability).",
"notes": "Huge. Multiattack: two slams, +9, 3d10+5 bludgeoning each. Grab and Absorb (replaces one slam): a creature is Grappled (escape DC 17) and takes 2d10 bludgeoning at the start of each of its turns. Bone Storm (recharge 5–6): 30-foot radius burst of splinters, DC 16 Dexterity save, 8d6 piercing, half on a success. If a creature is climbing it, it tries to shake them off: DC 15 Strength save or fall 20 feet (2d6). Vulnerable to bludgeoning (double damage from clubs, maces, hammers, falling rocks). Immune to necrotic and poison; cannot be Frightened, Poisoned or Exhausted. Slow-witted: slams the nearest PC, then grabs whoever hurt it most. Fights until destroyed. Darkvision 60 ft. Drops: the black heart burns out into a fist-sized lump of obsidian (worth 100 gp at the Underkin Market)."
},
{
"name": "Cinderscale Kobold",
"challengeRating": "1/4",
"ac": 13,
"maxHp": 12,
"speed": 30,
"strScore": 8,
"dexScore": 15,
"conScore": 12,
"intScore": 9,
"wisScore": 8,
"chaScore": 9,
"attackBonus": 4,
"damageDice": "1d6+2 piercing",
"specialTrait": "Pack Tactics — advantage on attacks against a creature if another kobold is within 5 feet of it.",
"notes": "Spear, +4, 1d6+2 piercing. Fire-pot: ranged, +4, range 20/60, 1d6 fire, and the target's square burns for 1 round (anyone entering or starting there takes 1d6 fire). Each kobold carries 2 fire-pots. Fights in groups, throws pots from rocks and doorways, runs when half the group is down. Resistant to fire. Sunlight doesn't bother these ones (they live by lava light). Darkvision 60 ft. Speaks Draconic and a little Common (\"Burning One great! You small!\"). Drops: 1d6 sp, a lucky scale, sometimes a polished gold coin \"for the god\"."
},
{
"name": "Corporate Hexer",
"challengeRating": "3",
"ac": 13,
"maxHp": 45,
"speed": 30,
"strScore": 9,
"dexScore": 14,
"conScore": 13,
"intScore": 14,
"wisScore": 11,
"chaScore": 17,
"attackBonus": 6,
"damageDice": "2d10+3 force",
"specialTrait": "Misty Step — as a bonus action, teleports up to 30 feet to a space it can see (3 times per fight).",
"notes": "Eldritch Blast ×2: two beams per action, +6 each, range 120 ft, 2d10+3 force each, each at the same or different targets. Hex (bonus action, once): one target takes +1d6 necrotic from its blasts and has disadvantage on checks with one ability the Hexer chooses. Corporate Shield (reaction, twice): +4 AC against one attack (\"Legal has reviewed this\"). Stays behind agents, Misty Steps away from melee, focuses spellcasters. Surrenders when below 10 HP if it thinks it can sell out Crane. Speaks Common in buzzwords. Drops: a Vantage keycard, a smartphone (see Smartphone), $200 in cash (4 gp), a business card that is warm to the touch."
},
{
"name": "Fen Lantern",
"challengeRating": "2",
"ac": 17,
"maxHp": 22,
"speed": 50,
"strScore": 1,
"dexScore": 28,
"conScore": 10,
"intScore": 13,
"wisScore": 14,
"chaScore": 11,
"attackBonus": 4,
"damageDice": "2d8 lightning",
"specialTrait": "Vanish — as a bonus action, it turns invisible (or visible again). It stays invisible until it attacks or chooses to appear.",
"notes": "Speed fly 50. Shock, +4, 2d8 lightning, one per turn, reach 5 ft. Lure: mimics voices (a child calling for help, a friend's voice) to draw the PC with the lowest Wisdom into a sinking bog: DC 12 Strength save each turn in the bog or Restrained; two failures in a row and they go under. Consume Life (bonus action): a creature at 0 HP within 5 feet must make a DC 10 Constitution save or fail one death save; the Lantern regains 3d6 HP. When hit, it vanishes and moves. Smart counters: a net or cloak thrown over it (attack vs AC 17, then it can't vanish until it escapes), a flashlight or Light spell (attacks against it have advantage while lit). Gives up after 3 rounds if the party stays on the path. Immune to lightning and poison; resistant to acid, cold, fire, necrotic and thunder, and to nonmagical weapons. Darkvision 120 ft. Drops: a weakened Lantern can be caught in a glass jar (DC 13 Dexterity at half HP or less), which Brannoc wants for the bus battery in The Last Bus Home."
},
{
"name": "Gloam Stalker",
"challengeRating": "5",
"ac": 15,
"maxHp": 78,
"speed": 40,
"strScore": 14,
"dexScore": 19,
"conScore": 15,
"intScore": 11,
"wisScore": 14,
"chaScore": 8,
"attackBonus": 7,
"damageDice": "2d8+4 slashing",
"specialTrait": "Shadow Cloak — while in dim light or darkness it is invisible. In bright light it is visible and has disadvantage on attacks.",
"notes": "Multiattack: two blade-arm attacks, +7, 2d8+4 slashing each. Ambush: in the first round of combat it has advantage on attacks against any creature that hasn't acted yet, and its first hit deals an extra 2d8. Shadow Leap (bonus action): teleports up to 30 feet from one dark spot to another. It hunts lone PCs and anyone carrying bright light (it snuffs lanterns first: a hit on a creature holding a torch or lantern knocks it from their hand). Retreats into darkness at 25 HP and comes back later. Gloam lanterns don't reveal it; a Light spell, a flashlight, the Shard of Dawn or the Crown do. Resistant to necrotic; vulnerable to radiant. Blindsight 30 ft, darkvision 120 ft. Speaks no language; it clicks. Drops: its blade-arms dissolve into smoke, leaving 1d4 black glass teeth (10 gp each to collectors at the Market)."
},
{
"name": "Gloam-touched Goblin",
"challengeRating": "1/4",
"ac": 14,
"maxHp": 10,
"speed": 30,
"strScore": 8,
"dexScore": 15,
"conScore": 11,
"intScore": 10,
"wisScore": 8,
"chaScore": 8,
"attackBonus": 4,
"damageDice": "1d6+2 slashing",
"specialTrait": "Nimble Escape — it can take the Disengage or Hide action as a bonus action on each of its turns.",
"notes": "Scimitar, +4, 1d6+2 slashing. Or shortbow, +4, range 80/320, 1d6+2 piercing. Gloam Rage (once): when first damaged, its black veins pulse and it deals +1d4 necrotic on its next hit. Attacks, then hides behind cover; ganging up on whoever is alone. Flees when half the group is down, or when a big PC roars at it (DC 12 Charisma (Intimidation) as an action makes one goblin flee). Darkvision 60 ft. Speaks Goblin and broken Common. Drops: 1d6 cp, a stolen trinket, sometimes something from the Route 42 bus (a seat-belt buckle, a passenger's sunglasses)."
},
{
"name": "Gloamling",
"challengeRating": "1/4",
"ac": 13,
"maxHp": 9,
"speed": 30,
"strScore": 6,
"dexScore": 16,
"conScore": 12,
"intScore": 8,
"wisScore": 10,
"chaScore": 7,
"attackBonus": 4,
"damageDice": "1d6+2 necrotic",
"specialTrait": "Shadow Step — a gloamling in dim light or darkness can teleport up to 15 feet to another dim or dark spot instead of moving.",
"notes": "Speed 30, fly 30. Shadow claws, +4, 1d6+2 necrotic. Weak to bright light: within 20 feet of a bright light source (bus headlights, a lit torch, a Road Flare, a flashlight, a Light spell, the Shard of Dawn) it has disadvantage on attack rolls, and it avoids bright areas if it can. Snatches shiny things (phones, shards) and flies off with them if the target is distracted. Swarms the weakest-looking PC; flees when only one is left. In the smoke of the Siege, everywhere counts as dim for them. Resistant to necrotic. Darkvision 60 ft. Understands Common, speaks only giggles. Drops: nothing; they melt into black smoke that smells like burnt sugar."
},
{
"name": "Hexed Scarecrow",
"challengeRating": "1/2",
"ac": 11,
"maxHp": 22,
"speed": 30,
"strScore": 11,
"dexScore": 13,
"conScore": 11,
"intScore": 5,
"wisScore": 10,
"chaScore": 13,
"attackBonus": 4,
"damageDice": "2d4+2 slashing",
"specialTrait": "Terrifying Glare — as a bonus action, it stares at one creature within 30 feet: DC 11 Wisdom save or Frightened until the end of the scarecrow's next turn.",
"notes": "Two claws counted as one attack, +4, 2d4+2 slashing. Uses Terrifying Glare, then attacks. False Appearance: while it stands still on its pole it looks like an ordinary scarecrow. Vulnerable to fire (double damage); a torch swung as a club deals 1d4 fire. No resistances (it is a level 1–2 fight). Immune to poison; cannot be Frightened, Poisoned or Exhausted. Darkvision 60 ft. Understands the voice of whoever hexed it. Drops: a turnip head with a purple glow fading out of its eyes; sometimes a stolen farm tool."
},
{
"name": "Hollow Cultist",
"challengeRating": "1/2",
"ac": 12,
"maxHp": 16,
"speed": 30,
"strScore": 11,
"dexScore": 13,
"conScore": 12,
"intScore": 10,
"wisScore": 11,
"chaScore": 13,
"attackBonus": 3,
"damageDice": "1d6+1 + Hex 1d6 necrotic",
"specialTrait": "Dark Devotion — advantage on saving throws against being Charmed or Frightened.",
"notes": "Damage 1d6+1 + Hex 1d6 necrotic. Dagger, +3, 1d6+1 piercing. Hex: the first creature it hits each fight is hexed; every later hit on that creature adds 1d6 necrotic. A cultist that drops to 0 HP while a hexed target is within 10 feet can scream Morvain's name: that target makes a DC 11 Wisdom save or is Frightened until the end of its next turn. Fights in groups, chanting; protects any Hollow Knight or bigger servant; never surrenders while a leader stands, then breaks quickly. Speaks Common. Drops: 2d6 sp, a black-veined hand sigil (an upside-down crown on a cord), sometimes a letter from a higher-up."
},
{
"name": "Hollow Knight",
"challengeRating": "4",
"ac": 18,
"maxHp": 75,
"speed": 30,
"strScore": 17,
"dexScore": 11,
"conScore": 16,
"intScore": 10,
"wisScore": 12,
"chaScore": 14,
"attackBonus": 6,
"damageDice": "2d8+3 slashing + 1d6 necrotic",
"specialTrait": "Unholy Resilience — the first time it drops to 0 HP, it makes a Constitution save with DC 10 (or the damage taken, if higher; it adds +3); on a success it stays at 1 HP. This doesn't work if the damage was radiant.",
"notes": "Damage 2d8+3 slashing + 1d6 necrotic. Multiattack: two longsword attacks, +6, 2d8+3 slashing + 1d6 necrotic each. Shield of Night (reaction): +2 AC against one melee attack it can see. Steps forward to duel whoever charges first; protects cultists and gloamlings; never retreats unless ordered. Remember Your Name: a Hollow Knight was once a true knight. A PC who speaks its old name or the Ironwarden's oath (DC 15 Charisma (Persuasion) as an action, once per knight) makes it lower its sword for 1 round; if it is below half HP, it may kneel and crumble to dust instead (your call). Immune to necrotic and poison; cannot be Charmed, Frightened, Poisoned or Exhausted. Darkvision 60 ft. Speaks Common in a hollow echo. Drops: black plate too cursed to wear; 2d10 gp; sometimes an old badge of the Silver Gauntlet (Rowena will want to bury it)."
},
{
"name": "Hollowborn Warrior",
"challengeRating": "1",
"ac": 14,
"maxHp": 26,
"speed": 30,
"strScore": 14,
"dexScore": 13,
"conScore": 14,
"intScore": 9,
"wisScore": 10,
"chaScore": 8,
"attackBonus": 4,
"damageDice": "1d8+2 slashing",
"specialTrait": "Shield Wall — while it stands next to another Hollowborn, it has +2 AC (16 instead of 14).",
"notes": "Black-glass sword, +4, 1d8+2 slashing. Or javelin, +4, range 30/120, 1d6+2 piercing. Light Sensitivity: in bright light (sunlight, a Light spell, the Crown), disadvantage on attack rolls. Forms lines in gates and corridors; flanks; obeys Hollow Knights instantly. They are people, not undead: they surrender if their leader falls and they are outnumbered, and a captured Hollowborn will talk (DC 13 Charisma (Intimidation or Persuasion)) about guard rotas and the Citadel's doors. Darkvision 120 ft. Speaks Undercommon and a little Common. Drops: 1d10 gp in Underkin coin, a black-glass blade (5 gp), sometimes a gloam lantern."
},
{
"name": "Nyxaloth, the Devourer Beneath",
"challengeRating": "12",
"ac": 19,
"maxHp": 250,
"speed": 40,
"strScore": 25,
"dexScore": 10,
"conScore": 23,
"intScore": 18,
"wisScore": 15,
"chaScore": 21,
"attackBonus": 11,
"damageDice": "2d10+6 piercing (bite)",
"specialTrait": "Bound by the Crown — while the Concord Crown (with all five shards) is within 300 feet, its AC drops to 17 and it cannot fly higher than the ledge. The Crown-bearer's powers are in the Abyssal Seal.",
"notes": "Damage 2d10+6 piercing (bite). Speed 40, fly 80. Gargantuan. Multiattack: one bite (+11, 2d10+6 piercing) and two claws (+11, 2d6+6 slashing each). Frightful Presence: the first time each PC sees it, DC 17 Wisdom save or Frightened for 1 minute (save again at the end of each turn; the Shard of Dawn gives advantage). Breath of the Devourer (recharge 5–6): 60-foot cone of soul-eating shadow, DC 18 Dexterity save, 12d8 necrotic, half on a success; a creature killed by it has its soul eaten and can't be brought back unless Nyxaloth is defeated."
},
{
"name": "Ogre Bone-Shaman",
"challengeRating": "3",
"ac": 12,
"maxHp": 60,
"speed": 40,
"strScore": 19,
"dexScore": 8,
"conScore": 16,
"intScore": 8,
"wisScore": 14,
"chaScore": 12,
"attackBonus": 6,
"damageDice": "2d6+4 bludgeoning",
"specialTrait": "Shield of Bones — as a reaction when hit, a whirl of bones gives it +3 AC against that attack (possibly turning it into a miss). Three times per fight.",
"notes": "Bone staff, +6, 2d6+4 bludgeoning. Spells (save DC 13): Hold Person (one humanoid within 60 feet, Wisdom save or Paralysed; it repeats the save at the end of each of its turns; once per fight), Bone Rattle (at will, ranged +6, 60 feet, 2d6 necrotic), Healing Grunt (bonus action, twice: one ogre within 30 feet regains 2d8+2 HP). Opens with Hold Person on the toughest fighter, heals Gorrug or his guards, then bonks anyone in reach. Can be persuaded to \"fumble\" (see The Ogre King's Gambit). Darkvision 60 ft. Speaks Giant and Common. Drops: a necklace of 2d6 painted knucklebones (5 gp), a pouch of 30 gp, a pot of ogre war-paint."
},
{
"name": "Rift Abomination",
"challengeRating": "5",
"ac": 15,
"maxHp": 110,
"speed": 40,
"strScore": 20,
"dexScore": 10,
"conScore": 18,
"intScore": 3,
"wisScore": 11,
"chaScore": 6,
"attackBonus": 7,
"damageDice": "2d10+4 bludgeoning",
"specialTrait": "Headlight Glare — as a bonus action, it blazes its headlight-eyes in a 30-foot cone: each creature in it makes a DC 13 Constitution save or is Blinded until the end of its next turn (recharge 5–6).",
"notes": "Large. Multiattack: two attacks: one bumper-slam (+7, 2d10+4 bludgeoning) and one claw (+7, 2d6+4 slashing). Horn Blast (recharge 5–6): a deafening car-horn roar; every creature within 20 feet in front of it makes a DC 13 Constitution save or takes 3d8 thunder and is Deafened and pushed 10 feet (half damage, not pushed, on a success). Ram: if it moves 20 feet straight at a target before slamming, the target makes a DC 15 Strength save or is knocked Prone. Charges the PC carrying the most shards; Glares at ranged attackers; Horn Blasts when three PCs are in front of it; fights to the death. Resistant to bludgeoning from nonmagical weapons (metal hide). Lightning damage makes its engine stall: it loses its bonus action on its next turn. Darkvision 60 ft. Drops: a licence plate, a car battery (useful for The Last Bus Home), a hubcap."
},
{
"name": "Rift Hound",
"challengeRating": "1/2",
"ac": 13,
"maxHp": 19,
"speed": 40,
"strScore": 13,
"dexScore": 15,
"conScore": 13,
"intScore": 4,
"wisScore": 12,
"chaScore": 6,
"attackBonus": 4,
"damageDice": "1d8+2 piercing",
"specialTrait": "Blink — as a bonus action, it teleports up to 10 feet in a flash of purple light.",
"notes": "Bite, +4, 1d8+2 piercing; on a hit against a Medium or smaller creature, DC 11 Strength save or Prone. Pack Tactics: advantage on attacks if an ally is within 5 feet of the target. Keen Smell: advantage on Perception checks that use smell; it can smell an open Seam a mile away. Blinks past the front line to bite the weakest-looking target; runs when below 5 HP. Darkvision 60 ft. Drops: nothing; its body flickers and vanishes back into the Seam it came from, leaving a smell like a thunderstorm."
},
{
"name": "Rotwood Treant",
"challengeRating": "4",
"ac": 15,
"maxHp": 76,
"speed": 30,
"strScore": 19,
"dexScore": 6,
"conScore": 18,
"intScore": 7,
"wisScore": 12,
"chaScore": 7,
"attackBonus": 6,
"damageDice": "2d8+4 bludgeoning",
"specialTrait": "Thorn Burst (recharge 5–6) — every creature within 10 feet makes a DC 14 Dexterity save or takes 3d6 piercing (half on a success).",
"notes": "Large. Slam, +6, 2d8+4 bludgeoning, reach 10 ft; a PC on a slippery bank who is hit makes a DC 12 Dexterity save or slides into the water. One slam per turn. False Appearance: looks like an old dead oak while still. Swings at the closest PC; uses Thorn Burst when three or more PCs are within reach; never leaves its pond. Vulnerable to fire (double damage). Resistant to bludgeoning and piercing. Can be calmed: kind words in Sylvan or Elvish, or a druid, with a DC 15 Charisma (Persuasion) check; on a success it loses its next turn, and if the party saved the Blighted Stag, it does not fight at all. If not defeated or calmed, it joins Vessa's Phase 2. Darkvision 60 ft. Understands Sylvan, Elvish. Drops: a heartwood knot that glows faintly green again once the Blight Heart is destroyed (the elves will plant it)."
},
{
"name": "Shadow Wyrmling",
"challengeRating": "3",
"ac": 17,
"maxHp": 52,
"speed": 30,
"strScore": 17,
"dexScore": 12,
"conScore": 15,
"intScore": 8,
"wisScore": 11,
"chaScore": 13,
"attackBonus": 6,
"damageDice": "1d10+4 piercing",
"specialTrait": "Shadow Breath (recharge 5–6) — a 15-foot cone of hungry darkness: DC 13 Dexterity save, 5d6 necrotic, half on a success.",
"notes": "Speed 30, fly 60. Bite, +6, 1d10+4 piercing. One bite per turn. Living Shadow: in dim light or darkness it has advantage on Dexterity (Stealth) checks and attacks against it have disadvantage if the attacker can't see in the dark. Flies up out of reach, breathes on the biggest group, then dives at whoever is alone or holding a light. Guards its eggs fiercely: anyone attacking an egg is targeted first. At the finale, each ally who arrives kills one wyrmling automatically. Immune to necrotic; resistant to cold. Hollowbane deals an extra 1d8 to it. Blindsight 10 ft, darkvision 60 ft. Speaks Draconic in a baby's echo of its parent's stolen voices. Drops: 1d4 black scales (25 gp each to a smith; Brannoc can work them into armour trim)."
},
{
"name": "Soul Leech Swarm",
"challengeRating": "2",
"ac": 12,
"maxHp": 33,
"speed": 10,
"strScore": 6,
"dexScore": 15,
"conScore": 13,
"intScore": 1,
"wisScore": 10,
"chaScore": 3,
"attackBonus": 5,
"damageDice": "2d6 necrotic",
"specialTrait": "Drain Life — a creature hit by the swarm also has its hit point maximum reduced by the damage dealt, until it finishes a long rest. A creature whose maximum drops to 0 dies.",
"notes": "Speed 10, swim 30. Bites, +5, 2d6 necrotic (only 1d6 if the swarm is at half HP or less). Swarm: it can occupy another creature's space and move through tiny gaps; it can't regain HP or gain temporary HP. Rises out of the River of Whispers around the ferry, attacking whoever leans over the side or falls in. Fire and radiant scatter it: resistant to bludgeoning, piercing and slashing, but vulnerable to fire and radiant. Holy water deals 2d6 radiant (doubled). Immune to Charmed, Frightened, Grappled, Prone, Restrained. Blindsight 30 ft. Drops: nothing; the Ferryman takes the dead leeches as an offering."
},
{
"name": "Thornling",
"challengeRating": "1/8",
"ac": 12,
"maxHp": 6,
"speed": 20,
"strScore": 8,
"dexScore": 13,
"conScore": 10,
"intScore": 3,
"wisScore": 10,
"chaScore": 3,
"attackBonus": 3,
"damageDice": "1d4+1 piercing",
"specialTrait": "Dead Brush — while it stays still, it looks exactly like a tangle of dead brambles. A PC who walks into one is surprised.",
"notes": "Thorn lash, +3, 1d4+1 piercing. Grasp: a creature hit by two thornlings in the same round has its speed halved until the end of its next turn. Rises from grey ground and dead flowers in groups of three to six, surrounds a target, and never retreats. Vulnerable to fire. During Vessa's lair action \"The Heart's beat\", destroyed thornlings rise again with 1 HP. Blindsight 30 ft (blind beyond). Speaks nothing; rustles. Drops: grey twigs that crumble to dust when the Blight Heart dies."
},
{
"name": "Tunnel Ghast",
"challengeRating": "2",
"ac": 13,
"maxHp": 36,
"speed": 30,
"strScore": 16,
"dexScore": 17,
"conScore": 10,
"intScore": 11,
"wisScore": 10,
"chaScore": 8,
"attackBonus": 4,
"damageDice": "2d6+2 slashing",
"specialTrait": "Stench — any creature that starts its turn within 5 feet must make a DC 10 Constitution save or be Poisoned until the start of its next turn. A creature that succeeds is immune to that ghast's stench for 24 hours.",
"notes": "Claws, +4, 2d6+2 slashing; a non-elf target must make a DC 10 Constitution save or be Paralysed for 1 minute (save again at the end of each of its turns). Bite, +4, 2d6+2 piercing, only against a Paralysed creature (bonus action). Lurks in dark tunnels, morgues and subway cars; ambushes from above or behind; drags paralysed victims away. Flees from bright light if below half HP. Immune to necrotic and poison; cannot be Charmed, Exhausted or Poisoned. Darkvision 60 ft. Speaks a few words of whatever language it spoke in life (\"Mind the gap\"). Drops: a Metro pass, loose change worth 1d4 gp, sometimes a smartphone with a cracked screen."
},
{
"name": "Vantage Security Agent",
"challengeRating": "1",
"ac": 14,
"maxHp": 27,
"speed": 30,
"strScore": 13,
"dexScore": 14,
"conScore": 14,
"intScore": 10,
"wisScore": 12,
"chaScore": 10,
"attackBonus": 4,
"damageDice": "2d6+2 piercing (pistol)",
"specialTrait": "Radio for Backup — as an action, it calls for help. Add 1 to the tower's Alarm (see The Glass Tower); outside the tower, a second agent arrives in 1d4 rounds.",
"notes": "Damage 2d6+2 piercing (pistol). Pistol, +4, range 50/150, 2d6+2 piercing. Loud: wakes everything within 300 feet. Jams on a natural 1 (action to clear). Taser: +4, range 15 ft, 1d4 lightning and the target makes a DC 12 Constitution save or is Stunned until the end of its next turn (once per fight). Kevlar: already counted in its AC. Takes cover, shouts \"Down on the ground!\", radios before fighting. They are ordinary people paid to guard a building: they surrender when hurt and outnumbered, and they do not know what Crane really is. Speaks Common (the Meridian kind). Drops: a Pistol and 1d2 Magazines, a Taser, a Flashlight, a radio, a Vantage keycard (level 1 access)."
},
{
"name": "Vantage Sentry Drone",
"challengeRating": "1/2",
"ac": 14,
"maxHp": 13,
"speed": 40,
"strScore": 4,
"dexScore": 17,
"conScore": 10,
"intScore": 3,
"wisScore": 12,
"chaScore": 1,
"attackBonus": 5,
"damageDice": "1d8+3 lightning",
"specialTrait": "Alarm — the first time a drone sees an intruder it isn't programmed to ignore, it shrieks a siren. Add 1 to the tower's Alarm unless it is destroyed before its next turn.",
"notes": "Speed fly 40. Taser dart, +5, range 30/60, 1d8+3 lightning. One shot per turn. Hover: it can't be knocked Prone and stays 10 feet up out of melee reach unless lured down. Scanner: advantage on Perception checks using sight; it sees in the dark (night-vision camera, 60 ft). Lightning damage, a Mending spell used backwards, or a thrown coat over the camera (attack vs AC 14) shuts it down for a round. Immune to poison and psychic; cannot be Charmed, Frightened, Poisoned or Exhausted. Drops: a battery (powers a phone or flashlight to full), scrap parts Brannoc loves."
},
{
"name": "Witchfen Crone",
"challengeRating": "2",
"ac": 15,
"maxHp": 52,
"speed": 30,
"strScore": 17,
"dexScore": 13,
"conScore": 15,
"intScore": 13,
"wisScore": 14,
"chaScore": 15,
"attackBonus": 5,
"damageDice": "2d6+3 slashing",
"specialTrait": "Coven — while three crones are alive and within 30 feet of each other, the coven shares 3 spells per fight (any crone can cast one as her action; save DC 13).",
"notes": "Claws, +5, 2d6+3 slashing. Coven spells: Hold Person (one PC, DC 13 Wisdom save or Paralysed, save again at the end of each turn); Witch Thorns (15-foot square of briars, DC 13 Dexterity save or Restrained and 1d6 piercing); Hex (one PC has disadvantage on checks with one ability, and crone hits deal +1d6 necrotic to them). If one crone dies or they are split more than 30 feet apart, the shared spells stop. Burning the king's Hex Doll also ends them. Mimicry: can imitate any voice she has heard. Lair (their hut's cellar): roll a d4 on initiative 20 (see Act I). Alone, a crone casts Hex once per day and nothing else. The last crone standing begs for mercy. Darkvision 60 ft. Speaks Common, Sylvan, Giant. Drops: 1d6 x 5 gp in a jar of teeth; charms, herbs and rotten sweets; the leader's staff becomes the Hexthorn Staff."
},
{
"name": "Wyvern",
"challengeRating": "6",
"ac": 13,
"maxHp": 110,
"speed": 20,
"strScore": 19,
"dexScore": 10,
"conScore": 16,
"intScore": 5,
"wisScore": 12,
"chaScore": 6,
"attackBonus": 7,
"damageDice": "2d6+4 piercing",
"specialTrait": "Venom Sting — the sting's 7d6 poison is halved on a DC 15 Constitution save.",
"notes": "Damage 2d6+4 piercing; sting 2d6+4 + 7d6 poison. Speed 20, fly 80. Large. Multiattack: two attacks: one bite (+7, reach 10 ft, 2d6+4 piercing) and one sting (+7, reach 10 ft, 2d6+4 piercing plus 7d6 poison, DC 15 Constitution save for half the poison). While flying it can use claws instead of the bite (+7, 2d8+4 slashing). Swoops from the cliffs, stings the toughest PC, and flies off; it dives at anyone on a narrow ledge. At 30 HP or less it flees to its nest. Darkvision 60 ft. Speaks nothing. Drops: its nest among goat bones holds 2d20 gp, a dwarf-made helmet and a broken kobold spear; its venom sac (careful extraction, DC 15 Medicine) sells for 100 gp."
},
{
"name": "Blight Heart",
"challengeRating": null,
"ac": 12,
"maxHp": 40,
"speed": 0,
"attackBonus": 0,
"damageDice": null,
"specialTrait": "Vessa regains 10 HP per turn and can't drop below 1 HP while this lives. Vulnerable to fire and radiant.",
"notes": "An object in the pit of the Rotheart Grove, not a creature: it never acts. Immune to poison and psychic. Destroying it deals Vessa 20 psychic damage and ends her regeneration.",
"strScore": 10,
"dexScore": 10,
"conScore": 10,
"intScore": 10,
"wisScore": 10,
"chaScore": 10
},
{
"name": "Crane's Shadow",
"challengeRating": null,
"ac": 13,
"maxHp": 30,
"speed": 40,
"attackBonus": 6,
"damageDice": "2d8+3 necrotic",
"specialTrait": "Hidden until Phase 2 of the fight with Dr. Crane.",
"notes": "Damage 2d8+3 necrotic. Add it to the fight when Crane drops to 51 HP or less.",
"strScore": 10,
"dexScore": 10,
"conScore": 10,
"intScore": 10,
"wisScore": 10,
"chaScore": 10
},
{
"name": "The Hollow Bell",
"challengeRating": null,
"ac": 17,
"maxHp": 40,
"speed": 0,
"attackBonus": 0,
"damageDice": null,
"specialTrait": "Tolls at the start of every second round; each toll raises 2 Zombies from the graveyard.",
"notes": "An object, tracked as a monster so its HP shows: it never acts. Silence it by breaking it (reduce it to 0 HP) or by cleansing it (see the encounter notes).",
"strScore": 10,
"dexScore": 10,
"conScore": 10,
"intScore": 10,
"wisScore": 10,
"chaScore": 10
}
],
"npcs": [
{
"name": "Skrit",
"role": "Goblin boss of Rattlejaw Cave",
"disposition": "HOSTILE",
"description": "A small goblin with black veins under green skin, wearing a hubcap as a crown and a cape made from a bus seat cover. He sits on a throne of junk and talks about himself in the third person.",
"dmNotes": "CR 1. Has the Riftstone, a compass that points to Crown shards and Seams, and hides it in his mouth when he bargains. A \"tall man with black hands\" (Morvain's agent) told him to watch the road for stones like it, promising rewards from \"the Hollow King\". He has Dee's red toolbox from the bus.\n\nSpecial trait: Riftstone Flash — once per fight, every PC within 20 feet makes a DC 12 Constitution save or is Blinded until the end of their next turn.\n\nIn a fight: Jagged scimitar, +4, 1d8+2 slashing. Nimble Escape (Disengage or Hide as a bonus action). Stays behind his goblins and Snapper, shouting orders. Below 14 HP, or when both goblins are down, he bargains, offering one thing at a time. Refused, he flashes the Riftstone and dives for the escape crack behind his throne (goblin-sized). Darkvision 60 ft.\n\nDamage: 1d8+2 slashing.\n\nAbilities: STR 8 (-1), DEX 15 (+2), CON 12 (+1), INT 12 (+1), WIS 9 (-1), CHA 11 (+0)\n\nVoice: Squeaky, sly, fast. \"Skrit is KING!\" Rubs his hands together. Hides behind anyone bigger.\n\nWants / fears / secret: Wants to be a king and never be hungry. Fears Snapper getting hurt, and anyone bigger than him. Secret: he knows the Hollow King is real and is terrified of him.\n\nAppears in: Act I (Rattlejaw Cave). If he escapes, he can turn up again begging at the Underkin Market in Act IV.",
"ac": 15,
"maxHp": 27,
"attackBonus": 4,
"damageDice": "1d8+2"
},
{
"name": "Vessa Thorne, the Hexmother",
"role": "Witch, leader of the Witchfen Coven",
"disposition": "HOSTILE",
"description": "A beautiful, pale woman whose skin cracks like old bark at the edges, with mould-green eyes and a crown of black thorns woven into her hair. She smiles as if you were a clever trick done by a dog.",
"dmNotes": "CR 6. Morvain's lieutenant and the mastermind of Act I: she ordered the king's curse. Her Blight is killing the Elderwood to force Ilyndra to give up the Shard of Dawn. In the Rotheart Grove she draws power from the Blight Heart. Recommended: she dies there and leaves the Thornmark curse.\n\nSpecial trait: Blight Heart — while the Heart beats she regains 10 HP at the start of each of her turns and can't drop below 1 HP. Destroying it ends this and deals her 20 psychic.\n\nIn a fight: Phase 1 (110 to 56 HP), one per turn: thorn-claws (two attacks, +7, 2d8+4 slashing each); Witch Thorns (20-foot square, DC 15 Dexterity save, 3d8 piercing, half on success, difficult terrain); Hex Bolt (+7, 60 ft, 3d10 necrotic, target has disadvantage on its next save); Bark Skin (bonus action, once: AC 17 until Phase 2). Phase 2 (55 HP or less): roots join her to the Heart; she can't move but has 15-foot reach; Thorn Storm (recharge 5–6: everyone within 20 feet of the Heart, DC 15 Dexterity save, 4d6 piercing, half on success); the Rotwood Treant joins if still around. Four lair actions on initiative 20, never the same twice running: grasping roots (DC 14 Dex or Restrained), spore cloud (DC 13 Con or Poisoned), the Heart's beat (1d10 necrotic on grey ground, thornlings rise), whispering rot (DC 13 Wis or Frightened). Targets whoever attacks the Heart; Witch Thorns on groups; Hex Bolt on casters. Thornmark: her death curse marks every PC within 30 feet: it aches near Hollow Court servants (no surprise), but Morvain sees through it and marked PCs have disadvantage on their first save against him. Scaling: 3 players 90 HP; 5 players 130 HP; level 6, DCs 16.\n\nDamage: 2d8+4 slashing.\n\nAbilities: STR 14 (+2), DEX 14 (+2), CON 16 (+3), INT 15 (+2), WIS 14 (+2), CHA 20 (+5)\n\nVoice: Silky, mocking, bored. Calls the heroes \"little candles\" and \"sweet little mushrooms\". Examines her nails while threatening people.\n\nWants / fears / secret: Wants to be Queen of the Elderwood when the worlds merge, and to be admired. Fears being ugly, being forgotten, and Morvain's disappointment. Secret: her bark skin is the Blight eating her too.\n\nAppears in: Act I (in a mirror, or a face of moths), The Rotting Wood (boss). If she flees instead of dying, she returns half-rotted at Morvain's side in the Obsidian Citadel.",
"ac": 15,
"maxHp": 110,
"attackBonus": 7,
"damageDice": "2d8+4"
},
{
"name": "Gorrug Skullbreaker",
"role": "Ogre warlord, \"King of All Hills\"",
"disposition": "NEUTRAL",
"description": "A twelve-foot ogre in a bearskin cloak, spectacles with no glass, and a crown made from a bottomless cauldron. His club, Thinker, is a whole oak root with a grey shard hammered into its head that glows when he talks.",
"dmNotes": "CR 5. The Shard of Iron made him clever, or at least wordy. He plans to raid Highmarch. He can be beaten in a fight, in the Great Gut-Clash, or persuaded with three Points of Respect (respect, a crown, a proper library). He received a letter from \"MALODOROUS\" (Malvoy) warning of the Wardens: a Malvoy clue. As an ally he sends his ogres to the Siege and the Seal.\n\nSpecial trait: Iron Will — once per day, when he takes damage, he reduces it by 2d6.\n\nIn a fight: Thinker, +8, 3d8+5 bludgeoning, reach 10 ft. Debate Swing (recharge 5–6): 10-foot arc in front of him, DC 15 Strength save or 3d8+5 bludgeoning and Prone (half, not Prone, on success); he shouts a long word (\"PERAMBULATE!\"). Rhetorical Question (bonus action): asks a PC a silly question; if the player doesn't answer in character within 5 seconds, the PC has disadvantage on their next attack. Uses Debate Swing whenever two PCs stand in front of him. At 30 HP he lowers Thinker: \"...Perhaps we could discuss terms?\" Surrenders if allowed. Scaling: 3 players 95 HP; 5 players or level 6, 135 HP; level 4, Debate Swing 2d8+5. Darkvision 60 ft. Speaks Giant and Common (enthusiastically).\n\nDamage: 3d8+5 bludgeoning.\n\nAbilities: STR 21 (+5), DEX 8 (-1), CON 19 (+4), INT 14 (+2), WIS 9 (-1), CHA 12 (+1)\n\nVoice: Booming, slow, very satisfied. Long words used wrongly. \"Gorrug does not fight. Gorrug ENGAGES IN DEBATE.\" Adjusts his empty spectacles before saying anything clever.\n\nWants / fears / secret: Wants respect, a real crown, and a proper library (he has 31 books, most upside down). Fears being laughed at again, and going back to being \"stupid\" without the shard. Secret: he is lonely and insecure.\n\nAppears in: The Ogre King's Gambit; the Siege and the Abyssal Seal as an ally if earned.",
"ac": 15,
"maxHp": 115,
"attackBonus": 8,
"damageDice": "3d8+5"
},
{
"name": "Dr. Julian Crane",
"role": "CEO of Vantage Dynamics",
"disposition": "NEUTRAL",
"description": "A tech billionaire in a perfect grey suit with a dazzling smile, hands in his pockets. He talks like he is giving a speech to investors.",
"dmNotes": "CR 6. Secretly a warlock of Morvain, who promised him immortality. Keeps the Shard of Tides in the Rift Engine in the tower basement, which widens the Seams so Nyxaloth can feed. Holds the scientist Dr. Amara Singh prisoner. Set his Attitude to Hostile only when the fight begins.\n\nSpecial trait: Rift Tear — as a bonus action (3 times per fight), he rips the air and steps through, appearing up to 30 feet away (see Rift Tear).\n\nIn a fight: Phase 1 (105 to 51 HP), from behind a force barrier, one per turn: Hollow Bolt (+7, 120 ft, 3d10 force, pushes 10 ft); Static Surge (everyone within 10 feet of an Engine cable, DC 15 Dexterity save, 3d8 lightning, half on success). Phase 2 (50 HP or less), the Hollow Suit: regains 30 HP once; his shadow detaches as Crane's Shadow (AC 13, HP 30, Speed 40, +6, 2d8+3 necrotic, moves through walls, acts right after him); Devouring Dark (recharge 5–6: 20-foot sphere, DC 15 Constitution save, 4d8 necrotic and no healing until its next turn, half on success). Bright light hurts him: the Shard of Dawn within 10 feet costs him his reaction; a flashlight in his eyes gives disadvantage on his next attack. Scaling: 3 players 85 HP; 5 players or level 6, 125 HP (level 6 DCs 16, Shadow 45 HP). At 0 HP the shadow abandons him: he becomes a shaking old man who tells everything.\n\nDamage: 3d10 force.\n\nAbilities: STR 9 (-1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 18 (+4)\n\nVoice: Polished, friendly, full of buzzwords. \"Think of it as a merger. Two worlds, one market.\" Checks an expensive watch.\n\nWants / fears / secret: Wants to live forever and be remembered as a visionary. Fears death above everything, and Morvain. Secret: a flicker of conscience. A DC 16 Charisma (Persuasion) appeal about Meridian's people makes him hesitate and lose his first turn in the fight.\n\nAppears in: The Glass Tower (boss).",
"ac": 14,
"maxHp": 105,
"attackBonus": 7,
"damageDice": "3d10"
},
{
"name": "Lord Chancellor Malvoy",
"role": "Lord Chancellor of Highmarch",
"disposition": "FRIENDLY",
"description": "A thin man of sixty in black velvet, with spectacles on a chain and an armful of scrolls. Helpful, fussy, flattering, always busy. His fingertips are stained with ink.",
"dmNotes": "CR 4. Morvain's spy. He gave Morvain the vault key, changed the vault guard rota, dismissed the king's barber and gave the crones the king's hair. The \"ink\" is the same black residue found in the vault. In Act III he opens Highmarch's gates to the Hollow Court. Keep his Attitude \"Friendly\" on the site until the betrayal is revealed.\n\nSpecial trait: Shadow-ink Cloak — as a bonus action (3 times), he steps into one shadow and out of another within 30 feet.\n\nIn a fight: Rapier, +5, 1d8+3 piercing. Hollow Command (action): one PC holding a shard makes a DC 14 Wisdom save or uses their next turn to drop the shard and step away (a gloamling tries to snatch it). Spells (save DC 14, +6 to hit): Ink Bolt (at will, 60 ft, +6, 2d8 necrotic); Hold Person (once); Darkness (once, 15-foot sphere). Stays behind his Wights and casts. Below 30 HP he panics and opens a shadow-door behind the throne (one action to open, one to step through); if he gets through he is gone to the Hollow Deep, possibly carrying a shard he snatched. Cornered, he surrenders, weeping. Scaling: 5 players, 75 HP. A Thornmarked PC's mark aches whenever he is within 60 feet.\n\nDamage: 1d8+3 piercing.\n\nAbilities: STR 9 (-1), DEX 16 (+3), CON 12 (+1), INT 17 (+3), WIS 13 (+1), CHA 15 (+2)\n\nVoice: A small dry cough before he speaks. \"Nothing but the best for our heroes.\" Always \"just missed\" anything important. Asks a lot of questions about the shards.\n\nWants / fears / secret: Wants to be the right hand of a king who never dies, and to be listened to at last. Fears pain, being found out, and Morvain. Secret: Morvain calls him \"useful\", like a ladder.\n\nAppears in: Act I and Act II (clues); the Siege of Highmarch (boss). If he escapes, the Hollow Deep.",
"ac": 13,
"maxHp": 60,
"attackBonus": 5,
"damageDice": "1d8+3"
},
{
"name": "Morvain Ashgrave, the Hollow King",
"role": "The Hollow King, former Royal Archmage",
"disposition": "HOSTILE",
"description": "A man who looks forty, with silver hair, calm grey eyes and hands burned black to the wrist. He is polite, soft-spoken and smiling, and he is the most frightening person you have ever met.",
"dmNotes": "CR 11, two phases. About sixty; he stole the years. Once Quillon's best student and Royal Archmage of Highmarch; now bound to Nyxaloth, whose pact burned his hands. He shattered the Crown with Malvoy's key. His plan: wake Nyxaloth, merge the worlds into \"the Hollow Kingdom\", feed Meridian's magic-free souls to the dragon, and live forever. He believes he is ending scarcity. He appears as a shadowy projection several times before the finale; projections can't be harmed.\n\nSpecial trait: Two Phases — when Phase 1 HP reaches 0, he becomes the Hollow Form with 80 new HP (AC 17, speed 40, fly 40). On the site, set his HP to 80 and rename him \"Morvain — Hollow Form\".\n\nIn a fight: Phase 1, the Archmage: staff, +9, 2d6+3 bludgeoning + 2d8 necrotic (he only melees when cornered). Hex Bolt: two bolts per action at different targets, +9, 3d10 necrotic each. Hollow Chains (recharge 5–6): up to 3 PCs within 60 ft, DC 17 Strength save or Restrained (save each turn). Rift Tear (once): 20-foot area, DC 17 Dexterity save or fall through a Seam and land 60 ft away, Prone, 4d10 force. Shadow Veil (bonus action): invisible until he attacks or until the end of his next turn. Counterspell (reaction, 3 times): cancels a spell of 5th level or lower. Phase 2, the Hollow Form: loses Counterspell and Rift Tear; Multiattack two claws, +9, 2d8+5 slashing + 2d6 necrotic; Soul Siphon (recharge 5–6): one PC within 30 ft, DC 17 Constitution save or 6d8 necrotic and he heals that much; keeps Hollow Chains. Flies at the Crown-bearer and tries to tear the Crown away (contested Strength; the bearer has advantage with an ally adjacent). Fights to the death. Lair actions (initiative 20): the floor goes clear (Whispers save DC 14), glass spikes (10-foot square, DC 15 Dex, 4d6 piercing), a Seam of daylight (bright light; Shadow Veil does nothing). Weaknesses: showing him his lost memory stuns him for 1 round; Bramblewick's captured lie makes his first spell fail; Thornmarked PCs have disadvantage on their first save against him. Scaling: 3 players 120 HP then 60, one Hex Bolt per action; 5 players add 2 Hollow Knights in Phase 1. Truesight 30 ft. Drops: the Shard of Night, his staff, a black-glass circlet (750 gp), the Riftbreaker.\n\nDamage: 2d6+3 bludgeoning + 2d8 necrotic.\n\nAbilities: STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 22 (+6), WIS 16 (+3), CHA 18 (+4)\n\nVoice: Calm, patient, kind-sounding, like a favourite teacher. Never shouts. Uses the PCs' names, and their secrets if any carry the Thornmark. \"One world. One king. No one will ever go hungry again.\"\n\nWants / fears / secret: Wants eternal life and a world without want, ruled by him. Fears death and being ordinary. Secret: he is already hollow inside; the dragon has been eating him slowly for years. A lost memory of his (from Market of Lost Things) shows him who he was.\n\nAppears in: The Hollow King Speaks (projection and temptations); projections in Act III; the Obsidian Citadel (boss).",
"ac": 17,
"maxHp": 150,
"attackBonus": 9,
"damageDice": "2d6+3+2d8"
},
{
"name": "Hattie Mossbottom",
"role": "Innkeeper of the Crooked Lantern",
"disposition": "FRIENDLY",
"description": "A round, rosy halfling in a flour-dusted apron, with a frying pan never far from her hand. She knows everyone in Thornwick and everything they've done.",
"dmNotes": "The party's home base: rooms, hot meals, rumours. On Harvest Night she hides the villagers in her cellar. Hiding a bad feeling about the Chancellor ever since he stayed one night and \"didn't eat his pie\".\n\nDamage: 1d4 bludgeoning (frying pan).\n\nVoice: Warm, fast, nosy. \"Dearie.\" Feeds people while interrogating them.\n\nWants / fears / secret: Wants her village safe and everyone fed. Fears losing Thornwick. Secret: she was an adventurer's cook once and is braver than anyone guesses.\n\nAppears in: Act I; Thornwick visits throughout; the Epilogue.\n\nTrade: her back room sells torches (1 cp), rations (5 sp), rope and bedrolls (1 gp each). A room and two meals is 2 sp 5 cp for heroes: a spend in the money log.",
"ac": 10,
"maxHp": 9,
"attackBonus": 2,
"damageDice": "1d4",
"wares": [
{
"item": "Torch",
"price": 1,
"currency": "COPPER"
},
{
"item": "Rations (1 day)",
"price": 5,
"currency": "SILVER"
},
{
"item": "Rope (50 ft)",
"price": 1
},
{
"item": "Bedroll",
"price": 1
}
]
},
{
"name": "Master Quillon Fenwick",
"role": "Court wizard of Highmarch",
"disposition": "FRIENDLY",
"description": "A thin old man of about eighty, beard tucked into his belt, blue ink on his writing hand, riding a grey mule named Parsnip who bites everyone but him.",
"dmNotes": "He taught Morvain and blames himself. He confesses at the Reforging and reveals the Sunken Stair. In the finale he volunteers to become the Crown's new Keeper.\n\nSpecial trait: Shield of Years — as a reaction, he gives one ally within 30 feet +5 AC against one attack (3 times per day).\n\nIn a fight: Arcane bolt, +7, 120 ft, 2d10 force. Once per day each: Counterspell, Dispel Magic, Fly. He rarely fights; he is frail. Prefers to protect others.\n\nDamage: 2d10 force.\n\nAbilities: STR 8 (-1), DEX 11 (+0), CON 12 (+1), INT 20 (+5), WIS 16 (+3), CHA 13 (+1)\n\nVoice: Kind and rambling (\"Parsnip, stop that... where was I?\"), then suddenly calm and terrifying.\n\nWants / fears / secret: Wants to undo his mistake. Fears Morvain was always his fault. Secret: he saw the darkness in his student and said nothing.\n\nAppears in: Act I, Act II, Act III, the Abyssal Seal, Epilogue.",
"ac": 12,
"maxHp": 40,
"attackBonus": 7,
"damageDice": "2d10"
},
{
"name": "Dame Rowena Vance",
"role": "Knight-Commander of the Silver Gauntlet",
"disposition": "NEUTRAL",
"description": "A grey-haired knight in her fifties with a scar across her chin and armour polished like a mirror. Short sentences. Folded arms.",
"dmNotes": "Trusts Quillon completely and Malvoy \"to keep the books balanced\", and sent her knights away on his advice before the Siege. Turns Friendly once the party proves itself. Falls in the Siege if the Siege Track ends at 3 or less; otherwise becomes regent or the king's Champion. Gives Hollowbane after the Siege.\n\nSpecial trait: Rally — once per fight, as a bonus action, every ally within 30 feet gains 10 temporary HP.\n\nIn a fight: Multiattack: two longsword attacks, +6, 1d10+4 slashing. Parry (reaction): +3 AC against one melee attack. Holds the line; protects the king and civilians first.\n\nDamage: 1d10+4 slashing.\n\nAbilities: STR 18 (+4), DEX 11 (+0), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 14 (+2)\n\nVoice: Dry humour you sometimes miss. \"Good work.\" From her, that's a medal.\n\nWants / fears / secret: Wants the oath kept. Fears failing the king. Secret: she blames herself for the vault.\n\nAppears in: Act I, the Siege of Highmarch, the top of the Sunken Stair in Act IV.",
"ac": 18,
"maxHp": 65,
"attackBonus": 6,
"damageDice": "1d10+4"
},
{
"name": "King Aldous III",
"role": "King of Aldervane",
"disposition": "FRIENDLY",
"description": "An old, gentle king with a white beard and sad, wise eyes. In Act I he lies in an enchanted sleep, cold to the touch.",
"dmNotes": "Cursed by the Three Sisters' Hex Doll (the Hollow Sleep); wakes when it burns. Knows the Crown's lore and, with the Riftstone, the shard locations. Can die in the Siege if Mission 2 fails.\n\nVoice: Slow, gentle, very wise. Laughs easily.\n\nWants / fears / secret: Wants his people safe. Fears the kingdom has outlived its luck. Secret: he trusted Malvoy like a son.\n\nAppears in: Act I, Act II, the Siege of Highmarch.",
"ac": 10,
"maxHp": 20,
"attackBonus": null,
"damageDice": null
},
{
"name": "Queen Ilyndra of Silverbough",
"role": "Elf Queen of Silverbough",
"disposition": "NEUTRAL",
"description": "An elf who looks thirty and is 900 years old, with a crown of white wood and a face as still as frozen water.",
"dmNotes": "Holds the Shard of Dawn. Her mother helped forge the Crown. Demands the Three Trials before she trusts humans. She can weep on a Thornmark to remove it. Leads Silverbough's archers to the Seal if earned.\n\nVoice: Slow, formal, no contractions. Pauses before every answer.\n\nWants / fears / secret: Wants the Elderwood saved. Fears trusting humans again. Secret: she knows she cannot save her forest alone.\n\nAppears in: The Rotting Wood, the Abyssal Seal.",
"ac": 15,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Thalion Duskleaf",
"role": "Elf ranger, the Queen's nephew",
"disposition": "FRIENDLY",
"description": "A young elf with silver-blond braids, a scar across one eyebrow and a quick, curious face. Grey cloak, longbow, grin.",
"dmNotes": "About 120: a teenager by elf standards. Desperate to prove elves need allies. Guides the party in the Elderwood; a friend or rival to any bow-using PC.\n\nSpecial trait: Keen Hearing and Sight — advantage on Perception checks.\n\nIn a fight: Library Scout stats with 40 HP. Multiattack: two longbow shots, +4, range 150/600, 1d6+2 piercing. Shoots whatever threatens the weakest PC; never steals kills.\n\nDamage: 1d6+2 piercing.\n\nAbilities: STR 11 (+0), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 13 (+1)\n\nVoice: Teasing, eager. \"Shall we count our kills?\"\n\nWants / fears / secret: Wants elves and humans to stand together. Fears his aunt's disappointment. Secret: he has read four books about the outside world and believes all of them.\n\nAppears in: The Rotting Wood, the Siege, the Abyssal Seal.",
"ac": 13,
"maxHp": 40,
"attackBonus": 4,
"damageDice": "1d6+2"
},
{
"name": "Pip Thistlehoof",
"role": "Faun bard of Hollyhock Glade",
"disposition": "FRIENDLY",
"description": "A faun with goat legs, little horns and panpipes on a cord, who talks very fast and never stops smiling.",
"dmNotes": "Terrible at secrets: anything private he's told, he repeats to the next person. His panpipes keep the glade safe. Clover is his little sister. Can turn up almost anywhere.\n\nSpecial trait: Inspiring Tune — once per round, one PC of your choice gets advantage on one roll.\n\nIn a fight: Dagger, +3, 1d4+1 piercing. Hides behind a tree and plays. Knows nothing about tactics.\n\nDamage: 1d4+1 piercing.\n\nAbilities: STR 9 (-1), DEX 14 (+2), CON 11 (+0), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)\n\nVoice: Fast, chatty, changes subject constantly. \"I won't mention the shard!\"\n\nWants / fears / secret: Wants to be part of a real adventure song. Fears harpies and silence. Secret: he is braver than he acts.\n\nAppears in: Act I, The Rotting Wood, sq-03.",
"ac": 12,
"maxHp": 18,
"attackBonus": 3,
"damageDice": "1d4+1"
},
{
"name": "Mother Bramblewick",
"role": "Swamp witch of the Witchfen",
"disposition": "NEUTRAL",
"description": "A tiny, bent old woman with a nose like a parsnip, in a hut on stilts with thirteen cats named after sins and vegetables. Despair bites.",
"dmNotes": "Not good, not evil: fair. Never lies. Helps against the Sisters for a price; her quest is sq-06 (a griffon feather, a lie told by a king, a phone charger). The captured lie can make Morvain's first spell fail. If attacked, she and her hut vanish into the mist.\n\nVoice: Snappy, rude. \"Wipe your feet, dumplings.\"\n\nWants / fears / secret: Wants her fen left alone. Fears nothing she'll admit. Secret: she was once a Sister herself, and left.\n\nAppears in: Act I, sq-06.\n\nTrade: Healing Potion 75 gp, Antitoxin 30 gp. She collects strange paper money and changes it at 1 gold = $100 — a terrible deal, and the only one in Aldervane.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"exchangeGold": 1,
"exchangeCash": 100,
"wares": [
{
"item": "Healing Potion",
"price": 75,
"stock": 3
},
{
"item": "Antitoxin",
"price": 30,
"stock": 5
}
]
},
{
"name": "Brannoc Ironvein",
"role": "Dwarf master smith of Highmarch",
"disposition": "FRIENDLY",
"description": "A broad dwarf with a braided black beard singed at the ends, who talks to metal like it's alive.",
"dmNotes": "The only smith who can reforge the Crown (the Reforging). Upgrades gear for 100 gp × the new level; each PC's first upgrade at half price; only he does Powerful or Legendary gear. Rebuilds Dee's bus into the Rift Runner. Forges the Riftbreaker.\n\nSpecial trait: Stubborn — advantage on saves against being Frightened or knocked Prone.\n\nIn a fight: Warhammer, +6, 1d8+4 bludgeoning. Fights only to defend his forge.\n\nDamage: 1d8+4 bludgeoning.\n\nAbilities: STR 18 (+4), DEX 10 (+0), CON 17 (+3), INT 14 (+2), WIS 12 (+1), CHA 9 (-1)\n\nVoice: Gruff, blunt. \"Ugly. Honest. I like it.\"\n\nWants / fears / secret: Wants to make one perfect thing. Fears the Crown breaking in his hands. Secret: he's secretly in love with Meridian engines.\n\nAppears in: Act I, the Siege, the Reforging, sq-02.\n\nTrade: sells Brannoc’s Whetstone, Chain Shirt, Chain Mail, Shield, Breastplate, Half Plate, Plate Armor and (from Act III) the Gauntlets of Might. Upgrades are not a site trade: take 100 gp × the new level as a spend, then raise the gear level on the sheet.",
"ac": 16,
"maxHp": 45,
"attackBonus": 6,
"damageDice": "1d8+4",
"wares": [
{
"item": "Brannoc's Whetstone",
"price": 250,
"level": 4,
"stock": 2
},
{
"item": "Chain Shirt",
"price": 50
},
{
"item": "Chain Mail",
"price": 75
},
{
"item": "Shield",
"price": 10
},
{
"item": "Breastplate",
"price": 400,
"level": 4,
"stock": 2
},
{
"item": "Half Plate",
"price": 750,
"level": 5,
"stock": 1
},
{
"item": "Plate Armor",
"price": 1500,
"level": 7,
"stock": 1
},
{
"item": "Gauntlets of Might",
"price": 500,
"level": 6,
"stock": 1
}
]
},
{
"name": "Cindermaw",
"role": "Young red dragon of Ashpeak",
"disposition": "NEUTRAL",
"description": "A 35-foot dragon of glowing red scales with a crest of horns like a crown and gold rings jammed onto his claws. His left wing is torn, and a frost-black wound on his chest steams when he breathes.",
"dmNotes": "CR 10. Holds the Shard of Ember in his hoard; he believes it saved him from Nyxaloth's cold. He fought shadow wyrmlings from below and was badly hurt. Hates Morvain (\"that ink-fingered bookworm\") and Nyxaloth (\"the old worm\"), who killed his mother. Can be fought (use 120 HP, the wounded version), tricked or bargained with; if allied or bargained with, he comes to the finale.\n\nSpecial trait: Frightful Roar — at the start of a fight, every PC makes a DC 16 Wisdom save or is Frightened for 1 minute (save again each turn; the Shard of Dawn gives advantage).\n\nIn a fight: Huge. Multiattack: one bite (+10, 2d10+6 piercing + 1d6 fire) and two claws (+10, 2d6+6 slashing). Tail sweep instead of a claw: DC 16 Strength save or Prone on the gold. Fire Breath (wounded): 30-foot cone, DC 17 Dexterity save, 10d6 fire, half on success; recharges only on a 6. Torn wing: can't fly more than 10 feet up, one turn at a time. Lair actions (initiative 20, never repeat): Lava Surge (DC 13 Dex, 3d6 fire near the edge), Choking Smoke (20-foot area heavily obscured), Avalanche of Gold (DC 13 Dex or Prone). Breath on the biggest group in round 1, then bites the strongest warrior; always targets anyone touching the hoard. Ignores PCs at 0 HP. At 40 HP he yields and offers the shard for his life. Immune to fire. Blindsight 30 ft, darkvision 120 ft. Speaks Common and Draconic. Scaling: 3 players, 100 HP and breath 8d6.\n\nDamage: 2d10+6 piercing + 1d6 fire.\n\nAbilities: STR 23 (+6), DEX 10 (+0), CON 21 (+5), INT 14 (+2), WIS 11 (+0), CHA 19 (+4)\n\nVoice: Deep, slow, very posh, like a bored prince. Uses long words slightly wrong. Goes quiet when angry; shouts when really angry. Lean back, half-close your eyes.\n\nWants / fears / secret: Wants revenge on Morvain and Nyxaloth, unique treasure (Meridian wonders), and admiration. Fears looking weak. Hates being called young, small or hurt. Secret: lonely; no one has spoken to him as an equal since his mother died.\n\nAppears in: Ashpeak; the Abyssal Seal if allied.",
"ac": 18,
"maxHp": 178,
"attackBonus": 10,
"damageDice": "2d10+6+1d6"
},
{
"name": "Dee Okafor",
"role": "Route 42 bus driver",
"disposition": "FRIENDLY",
"description": "A tough Port Meridian bus driver in a transit uniform, with a tyre iron and a dry joke for every disaster.",
"dmNotes": "Her bus crashed through the Thornwick Seam in Session 1. Her daughter Zuri is in Meridian. Guides the party there. Brannoc turns the bus into the Rift Runner; she drives it into the Siege and the Seal.\n\nSpecial trait: Horn Blast — as an action from the bus, every gloamling within 30 feet makes a DC 11 Wisdom save or is Frightened for 1 round.\n\nIn a fight: Tyre iron, +3, 1d4+1 bludgeoning. Prefers driving to fighting. From Act III, raise her HP to 25 if she fights.\n\nDamage: 1d4+1 bludgeoning.\n\nAbilities: STR 13 (+1), DEX 12 (+1), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 13 (+1)\n\nVoice: City slang. \"You lot.\" \"We do not stab the Toyota.\"\n\nWants / fears / secret: Wants to get home to Zuri. Fears Zuri thinks she's dead. Secret: she's starting to love Aldervane.\n\nAppears in: Act I, sq-02, The Glass Tower, the Siege, the Abyssal Seal, Epilogue.\n\nTrade: she will change a little money at 1 gold = $40 (“I’m not a bank”). Ray’s pawn shop gives $50.",
"ac": 11,
"maxHp": 13,
"attackBonus": 3,
"damageDice": "1d4+1",
"exchangeGold": 1,
"exchangeCash": 40
},
{
"name": "Zuri Okafor",
"role": "Dee's 12-year-old daughter",
"disposition": "FRIENDLY",
"description": "A clever, bold twelve-year-old with braids, a cracked phone and a thousand questions about dragons.",
"dmNotes": "Has followed Vantage online and found leaked footage of the Rift Engine. Knows about the launch party. Gives the party her old Smartphone. Never put her in danger on screen.\n\nVoice: Fast questions. \"Wait, are you a REAL elf?\"\n\nWants / fears / secret: Wants her mum home. Fears being left again. Secret: she kept every voicemail her mum sent through the Seam.\n\nAppears in: The Glass Tower, sq-02, Epilogue.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Detective Marcus Hale",
"role": "Port Meridian police detective",
"disposition": "NEUTRAL",
"description": "A tired detective of fifty in a crumpled raincoat, grey stubble, kind eyes, coffee in hand.",
"dmNotes": "Investigating Vantage for a year against his captain's orders. Knows Dr. Amara Singh vanished. Arrests Crane if he lives. May come to the Siege with a riot shield (+2 AC) and drive the bus if Dee can't.\n\nSpecial trait: Steady Aim — once per fight, advantage on one attack.\n\nIn a fight: Pistol, +4, 50/150, 2d6+2 piercing (loud; jams on a 1). Won't hurt police; stays in cover.\n\nDamage: 2d6+2 piercing (pistol).\n\nAbilities: STR 12 (+1), DEX 13 (+1), CON 13 (+1), INT 14 (+2), WIS 16 (+3), CHA 11 (+0)\n\nVoice: Slow, dry, unflappable. Calls the party \"you people\".\n\nWants / fears / secret: Wants to do the right thing by the book. Fears the book won't be enough. Secret: Zuri goes to his sister's for safety.\n\nAppears in: The Glass Tower, the Siege.",
"ac": 13,
"maxHp": 30,
"attackBonus": 4,
"damageDice": "2d6+2"
},
{
"name": "The Bone Abbess",
"role": "Guardian of the Bone Cathedral",
"disposition": "NEUTRAL",
"description": "A tall skeleton in grey veils and a crown of bones, seated on a throne in the nave. Green flames burn in her eye sockets. She speaks slowly and quietly and calls you \"children\" and \"pilgrims\".",
"dmNotes": "CR 7. Once Mother Seraphine, priestess of the Pale Ferryman. A hundred years ago Morvain lied to her, and she let something terrible through her doors; since then she has kept the Cathedral shut and become this. She is not evil, she is broken. Redeemable: 3 successes before 3 failures (DC 16 Persuasion, Insight or Religion); the Crossing Song, the Silent Bell and her own diary are automatic successes.\n\nSpecial trait: Rebuild — as a bonus action, if she ends her turn next to a destroyed skeleton, it rises with full HP.\n\nIn a fight: Grave Touch: +7, 3d8 necrotic. Bone Spear (recharge 5–6): 60-foot line, DC 15 Dexterity save, 6d8 piercing, half on success. Silence of the Tomb (once): every PC within 30 feet makes a DC 15 Wisdom save or is Frightened of her for 1 minute (save each turn). Round 1 Silence on the biggest group; skeletons rush the front line; Bone Spear lined up on as many PCs as possible. At 55 HP she stops: \"Why won't you just go away?\" One more redemption check is allowed. Immune to necrotic and poison; resistant to nonmagical weapons. Darkvision 120 ft. Scaling: 3 players 85 HP and 2 skeletons; 5 players add 2 Wights. If redeemed she blesses the party and gives each PC a Ferryman's Coin.\n\nDamage: 3d8 necrotic.\n\nAbilities: STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 15 (+2), WIS 20 (+5), CHA 16 (+3)\n\nVoice: Every word seems to cost her. Never raises her voice until someone says \"Morvain\"; then the flames flare and the Cathedral creaks.\n\nWants / fears / secret: Wants forgiveness but will never ask for it. Fears letting anyone through and causing more harm. Secret: she believes she deserves to be alone forever.\n\nAppears in: The Bone Cathedral; the Abyssal Seal if redeemed (she raises every downed PC with 20 HP, once).",
"ac": 16,
"maxHp": 110,
"attackBonus": 7,
"damageDice": "3d8"
},
{
"name": "Whisper",
"role": "Gloam-gnome guide",
"disposition": "NEUTRAL",
"description": "A gnome no taller than your belt, slate-grey skin, enormous silver eyes, and a coat with about a hundred pockets.",
"dmNotes": "Sells information, never lies. Guide: 25 gp a day or 150 gp to the Citadel walls (100 with DC 15 Persuasion or an honest promise). Knows the Glass Drains. Never fights; hides.\n\nVoice: Only ever whispers. \"Shh. Listen.\"\n\nWants / fears / secret: Wants fair pay. Fears the Citadel. Secret: she has never seen the sun; promise to show her and she is fiercely loyal.\n\nAppears in: Underkin Market, the River of Whispers, the Bone Cathedral.\n\nTrade: spare Gloam Lanterns from her pockets. Her fee, her rumours (10 gp) and the Shadow Veil spell (100 gp) are services: record them as spends and grant the spell on the sheet.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Gloam Lantern",
"price": 30,
"level": 9,
"stock": 2
}
]
},
{
"name": "Gary Pruitt",
"role": "Bus passenger",
"disposition": "NEUTRAL",
"description": "Met in Thornwick.",
"dmNotes": "Bus passenger (AC 10, HP 9). Grumpy retiree; \"I want to speak to a manager\".",
"ac": 10,
"maxHp": 9,
"attackBonus": null,
"damageDice": null
},
{
"name": "Priya Nair",
"role": "Bus passenger, nursing student",
"disposition": "FRIENDLY",
"description": "Met in Thornwick.",
"dmNotes": "Bus passenger, nursing student (AC 10, HP 9). Calm, bossy about wounds; heals 1d4+2 once per scene.",
"ac": 10,
"maxHp": 9,
"attackBonus": null,
"damageDice": null
},
{
"name": "Tyler",
"role": "Bus passenger, 16",
"disposition": "FRIENDLY",
"description": "Met in Thornwick.",
"dmNotes": "Bus passenger, 16 (AC 11, HP 7). Films everything; \"Bro. BRO.\" Phone at 4%.",
"ac": 11,
"maxHp": 7,
"attackBonus": null,
"damageDice": null
},
{
"name": "Reeve Tobias Hart",
"role": "Festival announcer",
"disposition": "NEUTRAL",
"description": "Met in Thornwick.",
"dmNotes": "Festival announcer. Huge moustache; \"HEAR YE, HEAR YE!\".",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Granny Wend",
"role": "Fortune-teller",
"disposition": "NEUTRAL",
"description": "Met in Thornwick.",
"dmNotes": "Fortune-teller. Spooky, cryptic; warns of \"the man with ink on his hands\".",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Farmer Bodkin",
"role": "Farmer with hexed scarecrows",
"disposition": "NEUTRAL",
"description": "Met in Thornwick.",
"dmNotes": "Farmer with hexed scarecrows. Nervous, stubborn, proud of his turnips.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Osric Pell",
"role": "Spice merchant",
"disposition": "NEUTRAL",
"description": "Met in the Kingsroad.",
"dmNotes": "Spice merchant, Skrit's prisoner. Round, sweaty, grateful, endlessly talking about pepper.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Clover Thistlehoof",
"role": "Pip's little sister, faun child",
"disposition": "NEUTRAL",
"description": "Met in the Elderwood.",
"dmNotes": "Pip's little sister, faun child. Tells everyone about \"her\" Wardens.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Nub",
"role": "Goblin",
"disposition": "NEUTRAL",
"description": "Met in the Kingsroad.",
"dmNotes": "Goblin who hates Skrit. \"Nub surrender!\" Trails the party like a stray dog.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Lenny",
"role": "Meridian road worker refugee",
"disposition": "NEUTRAL",
"description": "Met in Highmarch.",
"dmNotes": "Meridian road worker refugee. Orange vest, clutching his \"magic glowing brick\".",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Sister Maeryn",
"role": "Elf healer",
"disposition": "NEUTRAL",
"description": "Met in Silverbough.",
"dmNotes": "Elf healer. Gentle, overworked, asks for help.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Bramble",
"role": "Faun child",
"disposition": "NEUTRAL",
"description": "Met in the Elderwood.",
"dmNotes": "Faun child. Wanders off after fireflies.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Grandmother Burdock",
"role": "Elder of the Hollyhock fauns",
"disposition": "NEUTRAL",
"description": "Met in the Elderwood.",
"dmNotes": "Elder of the Hollyhock fauns. Sends honey cakes; worries out loud.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Brisket",
"role": "Talking-animal forest guide",
"disposition": "NEUTRAL",
"description": "Met in the Elderwood.",
"dmNotes": "Talking-animal forest guide. Knows every path; charges in honey.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "The Riddle Pool spirit",
"role": "Guardian of the Trial of Wisdom",
"disposition": "NEUTRAL",
"description": "Met in Silverbough.",
"dmNotes": "Guardian of the Trial of Wisdom. Ancient, patient, speaks only in riddles.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Bonebelly",
"role": "Ogre chef",
"disposition": "NEUTRAL",
"description": "Met in Grimtooth Hills.",
"dmNotes": "Ogre chef. Dreams of a dish nobody has tasted.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Gristle Gutwrench",
"role": "Bonebelly's cooking rival",
"disposition": "HOSTILE",
"description": "Met in Grimtooth Hills.",
"dmNotes": "Bonebelly's cooking rival. Ten-time \"Biggest Meat\" winner, smug.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Captain Silas Crook",
"role": "Smuggler boss",
"disposition": "NEUTRAL",
"description": "Met in Saltmere.",
"dmNotes": "Smuggler boss, really a Doppelganger. Charming, slippery.\n\nTrade (only if the party makes peace with the real Silas): 1 gold = $30, and black-market goods at 25 gp each. Odile disapproves of the guns; whether she finds out is up to you.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"exchangeGold": 1,
"exchangeCash": 30,
"wares": [
{
"weapon": "Pistol",
"price": 25,
"level": 4,
"stock": 2
},
{
"item": "Magazine",
"price": 25,
"stock": 2
},
{
"item": "Flashlight",
"price": 25,
"stock": 2
},
{
"item": "Energy Drink",
"price": 25,
"stock": 2
},
{
"item": "Road Flare",
"price": 25,
"stock": 3
}
]
},
{
"name": "Mother Gannet",
"role": "Saltmere priestess",
"disposition": "NEUTRAL",
"description": "Met in Saltmere.",
"dmNotes": "Saltmere priestess. Blesses ships, heals sailors.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Kev Marsh",
"role": "Meridian delivery driver",
"disposition": "NEUTRAL",
"description": "Met in the Kingsroad.",
"dmNotes": "Meridian delivery driver. Stuck in his van; terrified of the troll.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Officer Lin",
"role": "Meridian patrol officer",
"disposition": "NEUTRAL",
"description": "Met in Port Meridian.",
"dmNotes": "Meridian patrol officer. By-the-book; softens at Hale's name.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Dr. Amara Singh",
"role": "Rescued Vantage scientist",
"disposition": "NEUTRAL",
"description": "Met in Port Meridian.",
"dmNotes": "Rescued Vantage scientist. Frightened, brilliant, knows the Engine.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Big Lou",
"role": "Owner of Big Lou's Burgers",
"disposition": "NEUTRAL",
"description": "Met in Port Meridian.",
"dmNotes": "Owner of Big Lou's Burgers. Loud, generous, unbothered by elves.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Rob Feld",
"role": "Telecom engineer",
"disposition": "NEUTRAL",
"description": "Met in Highmarch.",
"dmNotes": "Telecom engineer. Hiding in the cell-tower hut; \"Get in here!\".",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Skarrix Emberglass",
"role": "Cinderscale High Priest",
"disposition": "NEUTRAL",
"description": "Met in Ashpeak.",
"dmNotes": "Cinderscale High Priest. Thoughtful, scared his god will burn them all.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "The Ferryman",
"role": "Servant of the Pale Ferryman",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Servant of the Pale Ferryman. Silent, patient, kind; takes coins or memories.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Grubnik",
"role": "Lamp-seller",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Lamp-seller. Elderly gnome who squints at everything.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Gloam Lantern",
"price": 30,
"level": 9
}
]
},
{
"name": "Mother Moss",
"role": "Myconid healer",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Myconid healer. Silent, as tall as an ogre, speaks in spores.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Healing Potion",
"price": 60,
"level": 9
},
{
"item": "Antitoxin",
"price": 60,
"level": 9
},
{
"item": "Greater Healing Potion",
"price": 180,
"level": 9,
"stock": 4
}
]
},
{
"name": "Tallow",
"role": "Curio-seller",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Curio-seller, Skrit's ex-goblin. Nervous; flinches at Skrit's name.\n\nTrade: curios from above, and 1 gold = $100 for Meridian cash. If a PC mentions Skrit, halve each of his prices (Edit on the ware) before they buy.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"exchangeGold": 1,
"exchangeCash": 100,
"wares": [
{
"item": "Road Flare",
"price": 20,
"level": 9
},
{
"item": "Energy Drink",
"price": 15,
"level": 9
},
{
"item": "Alchemist's Fire",
"price": 50,
"level": 9
},
{
"item": "Holy Water",
"price": 25,
"level": 9
},
{
"item": "Smoke Grenade",
"price": 75,
"level": 9,
"stock": 2
}
]
},
{
"name": "Nemeth",
"role": "Exiled elf",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Exiled elf. Fled Silverbough 400 years ago; bitter, homesick.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Ward Charm",
"price": 250,
"level": 9,
"stock": 3
}
]
},
{
"name": "Nurse Tamsin Okoro",
"role": "Meridian nurse lost below",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Meridian nurse lost below. Delighted to meet anyone who has seen the sun.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Mistress Vell",
"role": "Memory-seller",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Memory-seller. Mirror-faced, unfailingly polite, never hurried.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "The Mushroom King",
"role": "Myconid ruler",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Myconid ruler. Dreaming, ill, ancient.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Sporewarden Lichenhush",
"role": "Myconid envoy",
"disposition": "NEUTRAL",
"description": "Met in the Hollow Deep.",
"dmNotes": "Myconid envoy. Formal, slow, smells of rain.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Sister Gall",
"role": "Alchemist of the Hollow Deep",
"disposition": "HOSTILE",
"description": "Met in the Hollow Deep.",
"dmNotes": "Hollow Cultist alchemist. Fussy, fanatical poisoner.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Gus Ferrante",
"role": "Meridian maintenance worker",
"disposition": "NEUTRAL",
"description": "Met in the Obsidian Citadel.",
"dmNotes": "Meridian maintenance worker, prisoner. Fell through a manhole; wants a sandwich.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null
},
{
"name": "Old Tobbin Ashby",
"role": "Blacksmith of Thornwick",
"disposition": "FRIENDLY",
"description": "A sooty, curious old smith who keeps trying to take bits off the bus “to see how they’re made”.",
"dmNotes": "Ashby’s Forge, Thornwick. Sells library weapons, Leather Armor, Chain Shirt, Chain Mail and Shields at Appendix D prices. Raises Standard gear levels for 100 gp × the new level: record it as a spend in the money log, then raise the level on the sheet.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"weapon": "Club",
"price": 1,
"currency": "SILVER"
},
{
"weapon": "Dagger",
"price": 2
},
{
"weapon": "Spear",
"price": 1
},
{
"weapon": "Handaxe",
"price": 5
},
{
"weapon": "Longsword",
"price": 15,
"stock": 1
},
{
"weapon": "Battleaxe",
"price": 10,
"stock": 1
},
{
"weapon": "Warhammer",
"price": 15,
"stock": 1
},
{
"item": "Leather Armor",
"price": 10,
"stock": 1
},
{
"item": "Chain Shirt",
"price": 50,
"stock": 1
},
{
"item": "Chain Mail",
"price": 75,
"stock": 1
},
{
"item": "Shield",
"price": 10,
"stock": 1
}
]
},
{
"name": "Sister Fenna",
"role": "Young priestess of the village shrine",
"disposition": "FRIENDLY",
"description": "Earnest, nervous and very kind. She prays out loud when she is scared.",
"dmNotes": "Thornwick’s shrine. Sells Healing Potions, 50 gp, and has only 3.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Healing Potion",
"price": 50,
"stock": 3
}
]
},
{
"name": "Ray",
"role": "Owner of Ray’s Cash for Gold",
"disposition": "NEUTRAL",
"description": "Bored and unshockable. He weighs gold on a kitchen scale and asks no questions.",
"dmNotes": "Pawn shop on Canal Street, Port Meridian. The campaign’s reference rate: 1 gold = $50. He buys gold, gems and jewellery only ($50 per gold piece of value: a 100 gp gem is $5,000) — there is no selling on the site, so record what he pays as a cash gain in the money log. He sells nothing.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"exchangeGold": 1,
"exchangeCash": 50
},
{
"name": "Hasp and Clasp",
"role": "Smiths of the Rust and Rivet",
"disposition": "NEUTRAL",
"description": "Two soot-grey Underkin smiths who finish each other’s hammer strokes, at a stall hung with armor that has outlived its owners.",
"dmNotes": "The Rust and Rivet, Underkin Market. One Shield Ward (400 gp) and library armor: Half Plate, Plate, Shield and Tower Shield, one of each.",
"ac": null,
"maxHp": null,
"attackBonus": null,
"damageDice": null,
"wares": [
{
"item": "Shield Ward",
"price": 400,
"level": 9,
"stock": 1
},
{
"item": "Half Plate",
"price": 750,
"level": 9,
"stock": 1
},
{
"item": "Plate Armor",
"price": 1500,
"level": 9,
"stock": 1
},
{
"item": "Shield",
"price": 10,
"level": 9,
"stock": 1
},
{
"item": "Tower Shield",
"price": 30,
"level": 9,
"stock": 1
}
]
}
],
"encounters": [
{
"name": "Harvest Night: The Sky Tears",
"mode": "BATTLE",
"description": "The festival square at midnight. A crashed bus with blazing headlights, a pile of pumpkins, an oak tree, lanterns out.",
"dmNotes": "Monsters (for 4 players): 4 × Gloamling (AC 13, HP 9, speed 30, fly 30, attack +4, damage 1d6+2 necrotic) and 1 × Rift Hound (AC 13, HP 19, speed 40, attack +4, damage 1d8+2 piercing). Full stat blocks in Appendix A.\nHow it arrives: Start with the 4 gloamlings. The Rift Hound arrives at the start of round 3 (it jumps down from the bus roof). This gives players two rounds to learn the basics before the bigger monster shows up.\nScaling: For 3 players, use 3 gloamlings and the Rift Hound starts with 13 HP (it was hurt coming through). For 5 players, use 5 gloamlings. Gloamling tricks: Shadow Step: a gloamling standing in dim light or darkness can teleport up to 15 feet to another dark spot instead of moving. Weak to bright light: a gloamling within 20 feet of a bright light source (the bus's headlights, a lit torch, the Road Flare, the Flashlight, a Light spell) has disadvantage on attack rolls. Rift Hound tricks: Blink: as a bonus action, it teleports 10 feet in a flash of purple. Pack Tactics: it has advantage on attacks if one of its allies is within 5 feet of the target.\nTerrain: The bus: its headlights still blaze across the north half of the square (bright light, 60 feet). Gloamlings hate it and stay in the south half if they can. Climbing on the roof needs a DC 10 Strength (Athletics) check. The pumpkin pile: half cover (+2 AC) for anyone behind it. A PC can roll a pumpkin at an enemy (ranged attack, +STR, 1d4 bludgeoning). The lantern strings: a PC who relights lanterns (an action, with a torch or fire) makes a 20-foot patch of bright light. The oak tree: gloamlings perch in it, hidden in dark leaves.\nTactics: Gloamlings are cowards who love easy targets. They swoop at whoever is alone or in the dark, giggle, and Shadow Step away. Two of them try to chase a villager child toward the inn on round 2: a PC who steps in the way protects her (great hero moment). The Rift Hound goes for the strongest-looking PC and bites. When the hound drops, any remaining gloamlings flee shrieking back into the tear. Dee's help: If a PC asked for help, Dee fights as an ally: AC 11, HP 13, attack +3, damage 1d4+1 (tyre iron). Or, better, she jumps into the bus and blasts the horn (her action): every gloamling within 30 feet must make a DC 11 Wisdom save or be frightened for 1 round (see conditions).\nSite setup: Create a Battle encounter called \"Harvest Night: The Sky Tears\". Add 4 Gloamlings and 1 Rift Hound (5 gloamlings for 5 players). Add Dee and Hattie as NPCs.\nScene text: \"The festival square at midnight. A crashed bus with blazing headlights, a pile of pumpkins, an oak tree, lanterns out.\"\nDM Notes: \"Hound arrives round 3. Bright light = gloamling disadvantage. Flee when hound dies.\"\nRewards: 12 gp from the reeve, split between the party (\"from the festival purse\"). The Flashlight (level 1) and Road Flare (level 1) from the bus, if not already found. Hattie's promise: free pie for life.",
"monsters": [
[
"Gloamling",
4
],
[
"Rift Hound",
1
]
],
"npcs": [
"Dee Okafor",
"Hattie Mossbottom"
],
"rewards": [
{
"gold": 12,
"note": "From the festival purse, via the reeve — split it"
},
{
"item": "Flashlight",
"quantity": 1,
"level": null,
"note": "From the bus’s emergency kit"
},
{
"item": "Road Flare",
"quantity": 1,
"level": null,
"note": "From the bus’s emergency kit"
}
],
"location": "Thornwick"
},
{
"name": "Aftermath: Quillon Arrives",
"mode": "QUEST",
"description": "Morning comes grey and quiet. In the square, villagers sweep up broken pottery and pumpkin pulp without speaking, glancing up every few seconds at the purple scar still hanging over the festival field. A thin old man on a small, cross-looking mule clops into the square, his long blue robe patched at the elbows and his pointed hat crumpled. He stops in front of the wrecked bus, takes off his spectacles, polishes them, puts them back on, and says, very quietly, \"Oh, dear. Oh, dear, dear, dear.\"",
"dmNotes": "What's going on\nThe morning after Harvest Night, Thornwick is in shock. Master Quillon Fenwick, the old court wizard of Highmarch, arrives on his mule. He has been riding for days, following the trail of purple light in the sky, and he knows more than he wants to say. He explains (partly) what has happened, and asks the party to escort him back to Highmarch with the news.\nSession 2 is mostly roleplay and choices. Let the players talk to people. Then run the Hexed Scarecrows as the session's action, help Dee send her first message home (sq-02, Stage 1), and end with the party setting out on the Kingsroad.\n\nQuillon's tale\nOnce the players have fussed over Parsnip and Quillon has looked at the bus (he is delighted by it: \"Glass! Such GLASS!\"), he sits down in the Crooked Lantern with a mug of Hattie's tea and tells them what he knows. Read this slowly. It is the campaign's first big lore moment.\nPlayers will have questions. Here are Quillon's answers. He tells the truth, but not all of it.\nIf a player asks… · Quillon says…\n\"Who broke the Crown?\" · \"I have my suspicions. I would rather be sure before I say a name aloud.\" (He suspects Morvain. He is right. He will not say it until Highmarch, if then.)\n\"Can it be fixed?\" · \"If all the shards are found, a master smith might reforge it. Brannoc Ironvein, perhaps. But finding them...\" He sighs.\n\"What about the king?\" · His face goes grey. \"King Aldous fell asleep the night the Crown broke, and he has not woken up. That is the other reason I came looking for help.\"\n\"What were those shadow-creatures?\" · \"Gloamlings. Little scraps of darkness from the Hollow Deep, the underworld. They leak through wherever the Veil is thin. The wolf-thing, I've never seen before.\"\n\"Can Dee go home through the tear?\" · \"Perhaps, one day. But a Seam is not a door; it is a wound. Walk into it today and you may come out in her world, or in the sea, or in pieces.\"\n\"Why us?\" · \"Because you stood your ground last night when everyone else ran. That is rarer than magic.\"",
"monsters": [],
"npcs": [
"Master Quillon Fenwick",
"Hattie Mossbottom",
"Dee Okafor"
],
"rewards": [
{
"item": "First Aid Kit",
"quantity": 1,
"level": null,
"note": "From the bus, once Dee trusts the party"
},
{
"item": "Smartphone",
"quantity": 1,
"level": null,
"note": "Tyler’s phone — battery dead"
}
],
"location": "The Crooked Lantern"
},
{
"name": "Side Quest — The Hexed Scarecrows: Night in the Barley",
"mode": "BATTLE",
"description": "Bodkin Farm after dark. The barley is taller than you are, the lanterns do not reach far, and the posts where the scarecrows hung this morning are empty.",
"dmNotes": "Monsters: 4 Hexed Scarecrows and Old Jack (plus the Cow-Crow if the party did not destroy it in the ditch).\nTactics: The scarecrows shamble slowly toward the nearest light. They open with Terrifying Glare (WIS DC 11 or frightened) before attacking. Old Jack stays near his post (within 15 ft) because that is where his power comes from. He uses Rift Pulse when two or more heroes are close to him. If Old Jack is destroyed, every other scarecrow loses 5 HP immediately and gets disadvantage on attacks.\nScaling: For 3 players, use 3 Hexed Scarecrows and give Old Jack 30 HP. For 5 players, use 5 Hexed Scarecrows (or keep 4 and add the Cow-Crow automatically).\nTerrain: The barley is waist-high: a Small hero can hide in it (DC 10 Dexterity (Stealth)). The posts give half cover (+2 AC). The barn 60 ft away is a safe fallback with only one door.\nSite setup: Add Hexed Scarecrow to the campaign's monster list (from Appendix A) and add Old Jack using the stat block below. Create an encounter called \"Night in the Barley\" in Battle mode. Add each scarecrow as a separate copy. In the Rewards panel, line up 30 gp (\"Wat's savings\") and 2 Healing Potions.",
"monsters": [
[
"Hexed Scarecrow",
4
],
[
"Old Jack",
1
]
],
"npcs": [
"Farmer Bodkin"
],
"rewards": [
{
"gold": 30,
"note": "Wat’s savings"
},
{
"item": "Healing Potion",
"quantity": 2,
"level": null,
"note": null
}
],
"location": "Thornwick"
},
{
"name": "Side Quest — The Last Bus Home: Shadows at the Seam",
"mode": "BATTLE",
"description": "The festival field at night, beside the Thornwick Seam. Dee is holding her phone up to the purple light, trying for one bar of signal, and its glow is the brightest thing for a mile.",
"dmNotes": "Monsters: 3 Gloamlings.\nTactics: Gloamlings love shadows. They Shadow Step between the dark spaces under the stalls and try to snatch the glowing phone out of Dee's hands (it is the brightest, most interesting thing in the field). Each gloamling that hits Dee instead of a hero can grab the phone on a failed DC 12 Dexterity save; the party must chase it. Lanterns and torches give the gloamlings disadvantage (they hate bright light).\nScaling: For 3 players, use 2 gloamlings. For 5 players, use 4.\nSite setup: Add Gloamling to the monster list from Appendix A. Add Dee as an NPC (Friendly; AC 11, HP 13, attack +3, damage 1d4+1, \"tyre iron\"). Create \"Shadows at the Seam\" in Battle mode.",
"monsters": [
[
"Gloamling",
3
]
],
"npcs": [
"Dee Okafor"
],
"rewards": [],
"location": "Thornwick"
},
{
"name": "Shopping in Thornwick",
"mode": "QUEST",
"description": "Thornwick the morning after: the forge is ringing, the shrine door is open, and Hattie has thrown wide the back room of the Crooked Lantern. Whatever you need for the road, somebody here will sell it to you.",
"dmNotes": "Last-minute shopping before the Kingsroad. Hattie’s back room has everyday goods; Sister Fenna’s shrine has 3 healing potions at 50 gp; Old Tobbin’s forge sells weapons and armor and raises Standard gear levels (the book’s Thornwick chapter says 50 gp × the level, its NPC appendix 100 gp × the new level: pick one), a spend in the money log followed by raising the level on the sheet.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Hattie Mossbottom",
"Sister Fenna",
"Old Tobbin Ashby"
],
"rewards": [],
"location": "Thornwick"
},
{
"name": "Spice Wagon Ambush",
"mode": "BATTLE",
"description": "Wooded hollow, overturned spice wagon, bushes either side.",
"dmNotes": "Monsters (for 4 players): 4 × Gloam-touched Goblin (AC 14, HP 10, speed 30, attack +4, damage 1d6+2 slashing, Nimble Escape, Darkvision).\nScaling: For 3 players, use 3 goblins. For 5 players, use 5 goblins. Nimble Escape: On each of its turns, a goblin can take the Disengage or Hide action as a bonus action. This means it can stab and then dart away without a free hit, or duck behind a bush. Teach players that goblins are slippery.\nTerrain: The overturned wagon gives half cover (+2 AC) to anyone behind it. Thick bushes on both sides are lightly obscured: goblins hide there. Spilled pepper: a PC can scoop up a handful and throw it in a goblin's face (an action, DC 12 Dexterity check; the goblin is blinded until the end of its next turn).\nTactics: Two goblins shoot shortbows from the bushes (ranged +4, 1d6+2 piercing) while the others rush in with rusty scimitars. They aim for Quillon and Parsnip first (\"Get the old one! He's got a bag!\"). Quillon casts a feeble spell to protect himself (he does not fight properly: \"My magic is for the king, I'm afraid\") and hides behind the wagon, so the PCs need to protect him. When half the goblins are down, the rest flee toward the hills, leaving a clear trail.\nSite setup: Create a Battle encounter called \"Spice Wagon Ambush\". Add the goblins.\nScene text: \"Wooded hollow, overturned spice wagon, bushes either side.\"\nDM Notes: \"Flee at half. One fleeing goblin = the trail.\" What if the players… …capture a goblin? It squeals and talks if threatened (DC 10 Charisma (Intimidation)): \"Skrit! Skrit sent us! Skrit has the shiny stone, Skrit is king now! Take you to the cave? No, no, Skrit eat me! ...Okay. Okay, yes.\" It knows the way, the lookouts in R2, and the spike pit in R3. …let them all run? That's fine. The trail is easy to follow (see below).\nRewards: 9 gp in goblin purses, a bag of the merchant's saffron worth 10 gp if returned to him (he will pay more), and a shortbow and 20 arrows for anyone who wants one.",
"monsters": [
[
"Gloam-touched Goblin",
4
]
],
"npcs": [],
"rewards": [
{
"gold": 6,
"note": "Goblin purses"
},
{
"silver": 25,
"note": "Goblin purses"
},
{
"copper": 50,
"note": "Goblin purses"
},
{
"weapon": "Shortbow",
"quantity": 1,
"level": null,
"note": "With 20 arrows, for anyone who wants it"
}
],
"location": "The Kingsroad"
},
{
"name": "Rattlejaw Lookouts",
"mode": "BATTLE",
"description": "The mouth of Rattlejaw Cave: a curtain of jawbones clicking in the wind, and a rock ledge ten feet up where something small is trying very hard to keep quiet.",
"dmNotes": "Monsters (for 4 players): 2 × Gloam-touched Goblin on the ledge with shortbows (+4, 1d6+2 piercing).\nScaling: For 3 players, 1 goblin. For 5 players, 3 goblins.\nTerrain: The ledge is 10 feet up. Climbing it needs a DC 12 Strength (Athletics) check (or 15 feet of movement using the rough handholds on the east side). Goblins on the ledge have half cover (+2 AC) against attacks from below.\nTactics: If not surprised, one goblin bangs the gong on its first turn (this alerts R4). The players can stop this by killing or grappling that goblin first, or by shooting the gong off the ledge (AC 12). If the lookouts are surprised, they're half asleep and arguing over a Meridian chocolate bar wrapper.\nSite setup: Battle encounter \"Rattlejaw Lookouts\".\nDM Notes: \"Gong = R4 alerted.\"\nRewards: 4 gp, a pouch of sling stones, and the copper gong (worth 2 gp, very loud).",
"monsters": [
[
"Gloam-touched Goblin",
2
]
],
"npcs": [],
"rewards": [
{
"gold": 3,
"note": "With a pouch of sling stones and the copper gong (worth 2 gp, very loud)"
},
{
"silver": 10,
"note": null
}
],
"location": "Rattlejaw Cave"
},
{
"name": "The Goblin Den",
"mode": "BATTLE",
"description": "A low, smoky cave of stolen bedding and gnawed bones, lit by one cooking fire. It smells of wet dog and burnt porridge.",
"dmNotes": "Monsters (for 4 players): 3 × Gloam-touched Goblin and 2 × Giant Rat (library monster: AC 12, HP 7, +4, 1d4+2 piercing, Pack Tactics).\nScaling: For 3 players, 2 goblins and 2 rats. For 5 players, 4 goblins and 2 rats. If the den is alerted: The goblins have knocked over the fire to make the cave dark (bad for PCs without darkvision) and wait in ambush behind the beds. They get a surprise round unless a PC beats DC 13 Perception. If not alerted: The goblins are gambling. PCs who sneak in (DC 12 group Stealth) get a surprise round.\nTerrain: The fire pit (anyone shoved into it takes 1d6 fire). Junk piles: difficult terrain. A PC can kick the fire's embers at a goblin (action, Dexterity check DC 12; 1d4 fire, and the goblin is lit up so it can't hide).\nTactics: Goblins use Nimble Escape to Hide behind junk and shoot. The rats rush the nearest PC. If two goblins fall, the last one tries to run to R8 to warn Skrit.\nSite setup: Battle encounter \"The Goblin Den\". Add Giant Rat from the library monster list.\nRewards: 18 gp in mixed coins, a Meridian wristwatch (worth 5 gp to a curious collector, or $250 in Meridian), and the goblins' best find: a Fire Axe from the bus (gear level 1; it's red, heavy, and has \"IN CASE OF EMERGENCY\" painted on the handle). Dee will be glad to see it back but tells the party to keep it.",
"monsters": [
[
"Gloam-touched Goblin",
3
],
[
"Giant Rat",
2
]
],
"npcs": [],
"rewards": [
{
"gold": 12,
"note": "Mixed coins. Also a Meridian wristwatch: 5 gp to a collector here, $250 from Ray (a cash gain by hand)"
},
{
"silver": 50,
"note": "Mixed coins"
},
{
"copper": 100,
"note": "Mixed coins"
},
{
"weapon": "Fire Axe",
"quantity": 1,
"level": null,
"note": "“IN CASE OF EMERGENCY” — taken from the bus"
}
],
"location": "Rattlejaw Cave"
},
{
"name": "Skrit's Last Stand",
"mode": "BATTLE",
"description": "The back of the cave: a throne built of junk, a pool that glows faintly purple, and a very small goblin in a hubcap crown telling you that you are in the presence of a KING.",
"dmNotes": "Monsters (for 4 players): Skrit (AC 15, HP 27, speed 30, attack +4, damage 1d8+2 slashing; full stat block in Appendix B), 2 × Gloam-touched Goblin, and Skrit's pet Snapper, a Wolf (library monster: AC 13, HP 11, +4, 2d4+2 piercing, knocks prone).\nScaling: For 3 players, remove Snapper. For 5 players, add 1 goblin and Snapper has 18 HP.\nSkrit's tricks: Skrit can use Nimble Escape like his goblins. Once per fight, he can hold up the Riftstone and make it flash: every PC within 20 feet makes a DC 12 Constitution saving throw or is blinded until the end of their next turn.\nTerrain: The junk throne is 5 feet high (half cover for Skrit). Candles: a PC can kick them over to make the cave dark (good for the goblins, bad for the PCs). The escape crack behind the throne is only big enough for something goblin-sized. A Small PC can squeeze through.\nTactics: Skrit stays behind his goblins and Snapper, shouting orders. When he drops below 14 HP, or when both goblins are down, he bargains (see below). If the party refuses, he flashes the Riftstone and dives for the escape crack.\nSite setup: Battle encounter \"Skrit's Last Stand\". Add Skrit (from your NPC list, with his stats), 2 goblins, and the library Wolf renamed \"Snapper\". Switch to NPC quest mode if Skrit starts bargaining.\nRewards: The Riftstone (level 1). Skrit's hoard: 32 gp, a silver locket (worth 15 gp), Dee's red toolbox from the bus (a story item for sq-02 Stage 2), and the hubcap crown (worthless, but a player will want to wear it).",
"monsters": [
[
"Gloam-touched Goblin",
2
],
[
"Wolf",
1,
"Snapper"
]
],
"npcs": [
"Skrit"
],
"rewards": [
{
"item": "Riftstone",
"quantity": 1,
"level": null,
"note": "Skrit hides it in his mouth when he bargains"
},
{
"gold": 25,
"note": "Skrit’s hoard, with a silver locket (15 gp), Dee’s red toolbox and the hubcap crown"
},
{
"silver": 60,
"note": "Skrit’s hoard"
},
{
"copper": 100,
"note": "Skrit’s hoard"
}
],
"location": "Rattlejaw Cave"
},
{
"name": "Highmarch: The Sleeping King",
"mode": "QUEST",
"description": "Highmarch rises from the plain on a great green hill, ringed by three walls of pale stone, with the castle at its crown like a stack of silver towers. Banners hang limp in the evening air, every one of them tied with a black ribbon. At the gate, soldiers in silver-trimmed mail check every cart, and a crowd of refugees waits outside: farmers, a woman holding a Meridian shopping bag, a man in a bright orange vest who keeps saying \"Does anyone here speak English?\"",
"dmNotes": "What's going on\nHighmarch is the royal castle-city. The party arrives with Quillon and meets the people who run the kingdom while the king sleeps: Dame Rowena, Chancellor Malvoy and the smith Brannoc. They see the cursed king, and they investigate the vault where the Crown was shattered. This session is talking and investigating, not fighting. It teaches players that clever questions win as much as swords.\nThe big secret: Malvoy is the traitor. Plant clues. Do not let the players prove anything. If they suspect him, let them. The payoff comes in Act III.\n\nDame Rowena Vance\nAt the gate, Dame Rowena Vance, Knight-Commander of the Silver Gauntlet, recognises Quillon and waves the party through. She is in her fifties, grey-haired, with a scar across her chin and armour polished like a mirror.\nRoleplaying Rowena: Stern, honest, short sentences. Dry humour you sometimes miss. She judges people by what they do. If the party tells her about Harvest Night, Rattlejaw and Clover, she nods once: \"Good work.\" From her, that's a medal.\nShe tells them plainly: the Seams are opening all over the kingdom, her knights are spread thin, and the king has slept for twelve days. She trusts Quillon completely and Malvoy \"to keep the books balanced\".\nHook: The Knight Who Never Came Home. If the party seems keen for more adventure, Rowena mentions the ghost of Sir Aldric walking the Barrowdowns. It is a level 3–5 side quest: suggest they come back to it after the Witchfen, or in Act II.\n\nLord Chancellor Malvoy\nIn the castle courtyard, Lord Chancellor Edric Malvoy hurries out to meet them, a thin man of sixty in black velvet, with spectacles on a chain, an armful of scrolls and a small dry cough before he speaks.\nRoleplaying Malvoy: Helpful, fussy, flattering, and always busy. He fusses over the PCs' rooms (\"The east tower, the good linen, nothing but the best for our heroes\"), offers them anything they need, and gets excited about the Riftstone: \"May I hold it? Just for a moment? For the archives?\" He is lovely. That is the point.\nMalvoy's clues (drop one or two per session) Malvoy gave Morvain the vault key and arranged the king's curse. In Act I, drop these clues lightly. When a player notices one, tick it on the clue tracker. Do not drop more than three in Act I. Ink-black fingertips. The tips of his fingers are stained black, \"from the ink, I'm afraid, I write so very much\". A DC 14 Wisdom (Medicine) or Intelligence (Arcana) check: that is not ink. It is the same black residue found in the vault (see below). He wears gloves the next time they meet. Always just missed. \"Oh, I was asleep in my rooms that night, dreadful business.\" The guard rota for the vault that night was changed by the chancellor's own order (see the vault clue table). The barber. The king's barber was dismissed a month ago, on Malvoy's orders. \"Quite unreliable. I have been seeing to His Majesty's hair myself.\" (The crones' Hex Doll is bound with the king's hair.) Too interested. He asks a lot about the Riftstone and the shards: where they point, how far, which way the party will travel. Granny Wend's fortune. If a PC got \"Beware the man with ink on his hands\" at the festival, they might connect it now. Insight. A DC 16 Wisdom (Insight) check during any conversation reveals only: \"He's nervous. Very nervous. But a lot of people in this castle are nervous right now.\"\nDM Tip If a player accuses Malvoy, do not confirm it. Malvoy is shocked and hurt; Rowena asks, \"Have you proof?\" They don't, yet. Note that the players are suspicious: in Act III it will feel amazing that they were right.\n\nBrannoc Ironvein\nIn a forge in the castle's lower ward works Brannoc Ironvein, a broad dwarf with a braided black beard singed at the ends. He is the finest smith in Aldervane and the only one alive who might reforge the Crown.\nRoleplaying Brannoc: Gruff and blunt, talks to metal like it's alive (\"Easy, girl, easy\"). Fascinated by anything from Meridian. If shown the Fire Axe, he weighs it and grun…",
"monsters": [],
"npcs": [
"Dame Rowena Vance",
"Lord Chancellor Malvoy",
"Brannoc Ironvein",
"King Aldous III",
"Master Quillon Fenwick"
],
"rewards": [
{
"item": "Holy Water",
"quantity": 1,
"level": null,
"note": "From the Royal Chapel"
},
{
"item": "Healing Potion",
"quantity": 4,
"level": null,
"note": "One per hero, from Rowena’s quartermaster"
}
],
"location": "Highmarch"
},
{
"name": "Highmarch: Brannoc’s Forge",
"mode": "QUEST",
"description": "Heat rolls out of an open-fronted forge under the castle wall. A broad dwarf with a singed beard is arguing with a breastplate, and winning.",
"dmNotes": "Brannoc sells armor and his whetstone here, and raises gear levels for 100 gp × the new level (a spend, then raise the level). The Breastplate, Half Plate, Plate Armor and Gauntlets of Might are priced for later acts: the Gauntlets are only on his shelf from Act III. Come back here between the Act II quests.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Brannoc Ironvein"
],
"rewards": [],
"location": "Highmarch"
},
{
"name": "Side Quest — The Faun’s Stolen Song: Creeping Blight",
"mode": "BATTLE",
"description": "Hollyhock Glade: a ring of white flowers around the fauns’ tents, and a silence where there should be music. At the edge of the trees, a heap of dead brush shifts.",
"dmNotes": "Monsters: 6 Thornlings.\nTactics: The thornlings look like dead brush until they move (DC 13 Wisdom (Perception) to notice them first). They try to tear the white flowers out of the ring. Each round a thornling spends next to the ring without being attacked, it destroys a section. If three sections are destroyed, the ring breaks entirely and the fauns must hide in their tents.\nScaling: For 3 players, use 4 thornlings. For 5, use 8.\nSite setup: Add Thornling from Appendix A. Create \"Creeping Blight\" in Battle mode. Fauns can be added as Commoners from the library (library monsters) if you want them on the board.",
"monsters": [
[
"Thornling",
6
]
],
"npcs": [
"Pip Thistlehoof"
],
"rewards": [],
"location": "The Elderwood"
},
{
"name": "Side Quest — The Faun’s Stolen Song: The Nest at Screech Rock",
"mode": "BATTLE",
"description": "Screech Rock: a spire of bare stone above the treetops, white with droppings and littered with bones. Something up there is playing a set of panpipes, badly, and laughing.",
"dmNotes": "Monsters: Mother Shriek and 2 Harpies (library monsters).\nTactics: Mother Shriek opens with the panpipes' song: Luring Song (all PCs make a DC 12 Wisdom save or are charmed and must spend their move walking toward her). The two ordinary harpies dive at anyone who is not charmed, then fly up out of reach. If Mother Shriek drops to half HP, she tries to fly away with the pipes: a PC can grab her (opposed Strength (Athletics)), shoot her down, or tackle her before she reaches the edge. If she is reduced to 10 HP or fewer, she drops the pipes and flees, cursing. Danger: The nest is 40 ft up. Any creature knocked prone at the edge must make a DC 12 Dexterity save or fall (4d6 bludgeoning damage).\nScaling: For 3 players, use 1 harpy. For 5 players, use 3 harpies.\nSite setup: Add Harpy from the built-in library and Mother Shriek from the stat block below. Create \"The Nest at Screech Rock\" in Battle mode.\nRewards panel: 40 gp (\"Faun silver\"), Pip's Panpipes at level 2.",
"monsters": [
[
"Mother Shriek",
1
],
[
"Harpy",
2
]
],
"npcs": [
"Pip Thistlehoof"
],
"rewards": [
{
"gold": 40,
"note": "Faun silver"
},
{
"item": "Pip's Panpipes",
"quantity": 1,
"level": 2,
"note": null
}
],
"location": "The Elderwood"
},
{
"name": "Lights in the Mist",
"mode": "BATTLE",
"description": "Lights. Soft blue lights, bobbing through the mist ahead of you, swaying like lanterns in a walker's hand. You hear a voice, faint and far off, a child's voice calling \"This way! Help! This way!\" The lights drift off the path, toward a patch of smooth, still, inviting water.",
"dmNotes": "Monsters (for 4 players): 2 × Fen Lantern (AC 17, HP 22, fly 50, attack +4, damage 2d8 lightning; can turn invisible at will).\nScaling: For 3 players, 1 Fen Lantern. For 5 players, 2 Fen Lanterns plus 2 Thornlings.\nTerrain: The \"smooth water\" is a sinking bog, 20 feet across. A creature that enters it sinks: DC 12 Strength saving throw each turn or be restrained (see conditions); on two failures in a row, they go under and start to drown. A friend can pull them out (DC 12 Athletics). Mist: everything beyond 30 feet is lightly obscured.\nTactics: The Lanterns mimic voices and lure the PC with the lowest Wisdom into the bog, then shock anyone trapped. When hit, a Lantern turns invisible and moves. It has AC 17, so this fight is hard to win by swinging. Smart answers: throw a cloak or net over it, use the Flashlight or a Light spell to reveal it (attacks against it get advantage while it is lit), or simply refuse to leave the path. If the party stays on the path, the Lanterns give up after 3 rounds.\nSite setup: Battle encounter \"Lights in the Mist\".\nDM Notes: \"Lure lowest-WIS PC. Give up after 3 rounds if party stays on path.\"\nRewards: A reduced Fen Lantern can be trapped in a glass jar (DC 13 Dexterity check at half HP or less) for Brannoc's bus battery in sq-02. Otherwise, a drowned traveller's satchel in the bog holds 15 gp and a silver ring (10 gp).",
"monsters": [
[
"Fen Lantern",
2
]
],
"npcs": [],
"rewards": [
{
"gold": 12,
"note": "A drowned traveller’s satchel, with a silver ring worth 10 more"
},
{
"silver": 30,
"note": "The satchel"
}
],
"location": "The Witchfen"
},
{
"name": "The Lurker in the Channel",
"mode": "BATTLE",
"description": "The path ends at a channel of black water thirty feet across, waist-deep at best. A mossy log lies half-sunk in the middle. The far bank is close enough to see the path go on.",
"dmNotes": "Monster (for 4 players): 1 × Bog Lurker (AC 13, HP 45, speed 20, swim 40, attack +5, damage 2d6+3 bludgeoning). It grapples on a hit (escape DC 13) and drags the grappled PC under water on its next turn.\nScaling: For 3 players, the Lurker has 35 HP. For 5 players, add 2 Thornlings on the far bank.\nTerrain: Waist-deep water is difficult terrain for Medium PCs and chest-deep for Small ones (they swim). Two fallen logs cross the channel (DC 11 Acrobatics to run along). A PC held underwater can hold their breath for 1 + Constitution modifier minutes, but cannot speak or cast spells needing words.\nTactics: It grabs the smallest PC and swims away with them. When below 15 HP, it lets go and sinks into the deep mud to escape.\nSite setup: Battle encounter \"The Lurker in the Channel\".\nRewards: In its nest of rotting reeds: the bones of earlier victims, 22 gp and a dented knight's helm with the Silver Gauntlet sign (Rowena will want it back; it belonged to a knight who went searching for the king's curse and never returned).",
"monsters": [
[
"Bog Lurker",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 22,
"note": "In its nest of rotting reeds, beside a dented Silver Gauntlet helm"
}
],
"location": "The Witchfen"
},
{
"name": "Mother Bramblewick’s Bargain",
"mode": "QUEST",
"description": "A crooked hut squats on stilts above the water, its roof shaggy with moss and a dozen cats watching you from the railings. The door bangs open before you can knock. A tiny old woman with a nose like a parsnip glares down at you. \"You're tracking mud. You're after the Sisters. And you want my help.\" She sniffs. \"Wipe your feet, dumplings. Don't touch the cats. Especially Despair. He bites.\"",
"dmNotes": "Mother Bramblewick\nDeep in the fen, on six crooked stilts over black water, stands the hut of Mother Bramblewick. She is a tiny, bent old woman with a nose like a parsnip and thirteen cats named after sins and vegetables (Despair, Greed, Turnip, Wrath, Cabbage...). She is not good and not evil. She is fair. And she hates the Three Sisters.\nRoleplaying Bramblewick: Rude, sharp and secretly kind. Calls everyone \"dumpling\". Never lies (\"A witch who lies loses her power\"). Answers questions with questions. Loves hearing bad things about the Sisters.\nWhat she knows and gives. Bramblewick helps on credit: \"Pay me later. I'll send word when. And you WILL pay.\" (This is the hook for Mother Bramblewick's Price, which she calls in during Act II.) She gives:\n- A map to the Sisters' Hut, scratched on birch bark. Without it, finding the hut needs three DC 14 Survival checks. With it, the party goes straight there.\n- The coven secret: \"Three together share their power. Kill one, or split them more than thirty feet apart, and the shared spells fail.\"\n- How to break the doll: \"Snip the king's hair out of its heart with silver or cold iron, then burn it. Smash it while the hair's still in it, and you'll smash your king.\"\n- One Antitoxin per PC (\"for the fever, don't drink the water, are you stupid?\").\nWhat if the players…\n- …refuse the deal? She shrugs and slams the door. They can still find the hut the hard way. If they are struggling later, her crow appears and drops the map anyway, with a note: \"NOW you owe me double.\"\n- …ask her to come and fight? \"And get my skirts wet? No.\"",
"monsters": [],
"npcs": [
"Mother Bramblewick"
],
"rewards": [
{
"item": "Antitoxin",
"quantity": 4,
"level": null,
"note": "One per hero — “pay me later”"
}
],
"location": "Mother Bramblewick’s Hut"
},
{
"name": "The Bone Gate",
"mode": "BATTLE",
"description": "A gate of lashed bones stands across the only dry path, hung with bottles that clink though there is no wind. Dead brush is heaped on either side of it.",
"dmNotes": "Monsters (for 4 players): 6 × Thornling (AC 12, HP 6, speed 20, attack +3, damage 1d4+1 piercing; they look like dead brush until they move).\nScaling: 4 for 3 players, 8 for 5 players.\nNotes: Spotting them takes DC 13 Wisdom (Perception); otherwise they get a surprise round. Fire hurts them badly (the Road Flare or Alchemist's Fire wipes out a cluster). The bone gate rattles when touched, warning the Sisters inside.\nSite setup: Battle encounter \"The Bone Gate\".",
"monsters": [
[
"Thornling",
6
]
],
"npcs": [],
"rewards": [],
"location": "The Sisters’ Hut"
},
{
"name": "The Coven of the Witchfen",
"mode": "BATTLE",
"description": "Three old women stand around the altar, holding hands, and as you step off the stairs they turn their heads together, slowly, like owls. One is tall and gaunt with a crown of nettles. One is broad and grey, her apron black with old broth. One is small and bright-eyed, with moths crawling in her hair. \"Visitors,\" says the first. \"Heroes,\" says the second. \"Supper,\" says the third, and all three begin to laugh.",
"dmNotes": "Monsters (for 4 players): 3 × Witchfen Crone (each AC 15, HP 52, speed 30, attack +5, damage 2d6+3 slashing claws). Little Moth starts with whatever HP she had left after her disguise scene (if she never appeared earlier, she has 52).\nScaling: For 3 players, each crone has 40 HP and the coven gets 2 spells instead of 3. For 5 players, add 4 Thornlings crawling out of the roots on round 2. Coven rules (explain these to yourself, not the players): The circle: While all three crones are alive and within 30 feet of each other, the coven shares 3 spells per fight (any crone can cast one as her action): Hold Person (one PC, WIS DC 13 or paralysed; repeat the save at the end of each turn), Witch Thorns (a 15-foot square of grasping briars, DEX DC 13 or restrained and 1d6 piercing), and Hex (one PC has disadvantage on checks with one ability, and crone hits deal +1d6 necrotic to them). Breaking the circle: If one crone dies or they are split more than 30 feet apart, the shared spells stop. The remaining crones fight on with claws and lose their nerve: when only one is left, she begs for mercy. Mimicry: Each crone can imitate any voice. Use it to confuse: Grey Agatha calls out in Quillon's voice, \"Wait, stop, the doll is a trap!\" Lair effects: On initiative count 20 each round, roll a d4: Candles gutter: the cellar goes dark until count 20 next round (PCs without darkvision or light have disadvantage on attacks). Grasping roots: one PC makes a STR DC 12 save or is restrained.\nThe Heartroot pulses: each crone regains 5 HP. (Cut the Heartroot free, an action and a DC 13 Strength check, to stop this.) Whispers: each PC makes a WIS DC 12 save or is frightened of the nearest crone until the end of their next turn.\nTactics: Old Nettle uses Hold Person on the strongest fighter in round 1. Grey Agatha guards the doll. Little Moth flits around, clawing spellcasters. If a PC grabs the doll, all three crones attack that PC. Destroying the Hex Doll: The doll has AC 10 and 10 HP. Any damage to it while the hair is still sewn in also deals the same damage to the king (tell the players this happens if they ignored Bramblewick: \"Far away in Highmarch, you feel the king flinch\"). The right way: snip the hair out with silver or cold iron (an action and a DC 12 Dexterity (Sleight of Hand) check), then burn the doll in a candle or the Road Flare (an action). The moment it burns, all three crones scream and lose their coven spells, even if all are alive.\nSite setup: Battle encounter \"The Coven of the Witchfen\". Add three Witchfen Crones and rename them Old Nettle, Grey Agatha and Little Moth. Set Little Moth's HP.\nDM Notes: \"Coven spells 3 (Hold Person, Witch Thorns, Hex). Lair d4 on 20. Doll AC 10 HP 10, hurts king.\"\nRewards: The Hex Doll (burned or, if kept intact with the hair removed, a level 3 curiosity), the Heartroot (level 3), Old Nettle's staff, the Hexthorn Staff (gear level 3), and 40 gp in a jar of teeth. Plus the treasure in H4.",
"monsters": [
[
"Witchfen Crone",
1,
"Old Nettle"
],
[
"Witchfen Crone",
1,
"Grey Agatha"
],
[
"Witchfen Crone",
1,
"Little Moth"
]
],
"npcs": [],
"rewards": [
{
"item": "Hex Doll",
"quantity": 1,
"level": null,
"note": "Burn it and the king wakes; kept intact with the hair removed it is only a curiosity"
},
{
"item": "Heartroot",
"quantity": 1,
"level": null,
"note": null
},
{
"weapon": "Hexthorn Staff",
"quantity": 1,
"level": null,
"note": "Old Nettle’s staff"
},
{
"gold": 40,
"note": "In a jar of teeth"
},
{
"gold": 45,
"note": "H4 — the chest under Old Nettle’s bed (DC 13 thieves’ tools), with a silver comb worth 15 gp"
},
{
"silver": 120,
"note": "H4 — the chest"
},
{
"copper": 300,
"note": "H4 — the chest"
}
],
"location": "The Sisters’ Hut"
},
{
"name": "The King Awakens",
"mode": "QUEST",
"description": "You hear the bells before you see the walls: every bell in Highmarch ringing at once. People are dancing in the streets. At the castle gate, Dame Rowena is waiting for you, and for the first time since you met her, she is smiling. \"He woke at sunset,\" she says. \"Asked for porridge. Then asked for you.\"",
"dmNotes": "What's going on\nThe doll is ash. In Highmarch, King Aldous wakes. The party returns (a day's walk) to a castle ringing its bells. The king tells them the truth about the shards, the Riftstone shows where they fell, and the party is knighted. This is the end of Act I and the doorway to Act II.\n\nShard lore\nKing Aldous is pale and weak but clear-eyed: a gentle old man with a soft voice who thanks each PC by name. King Aldous III is the last keeper of the Crown's lore. Read this:\nQuillon's face crumples. If the players look at him, he says only: \"Yes. My student. My failure.\" (He confesses fully in Act III.) Malvoy, standing at the back of the room, coughs politely and dabs his eyes. If any PC watches him closely (DC 14 Insight), he looks relieved, not happy, when the king names Morvain and not anyone else.\n\nThe map and the Riftstone\nThe king has the royal map of Aldervane spread on his bed. He asks for the Riftstone. When it is held over the map, its light splits into beams:\nThread · Shard · Where · Act II quest\nGold, warm · Shard of Dawn · The Elderwood, the elf city Silverbough · The Rotting Wood\nGrey, heavy · Shard of Iron · The Grimtooth Hills, the ogre fortress Skullcrag · The Ogre King's Gambit\nSea-green, through the Seam · Shard of Tides · Port Meridian, beyond the Thornwick Seam · The Glass Tower\nRed, faint · Shard of Ember · Hidden (revealed at the end of Act II) · Act III\nBlack, cold · Shard of Night · Hidden (deep below) · Act IV\nThe king knows a little about each: elves in the Elderwood \"will not hand a shard to humans, not after we let the Crown be broken\"; ogres have been raiding near Skullcrag \"and their warlord has suddenly started making speeches\"; and the green thread points into Dee's world, \"so you will need her help.\"\n\nWardens of the Crown\nThe next morning, in the Great Hall, the king knights the party.\nRewards: Each PC receives a Wardens' Badge (level 4; it opens doors anywhere in Aldervane and lets them speak with the king's authority), a horse (horses halve travel times), and 100 gp. As Wardens they also get a stipend of 10 gp a month from the royal treasury, paid by, of course, Lord Chancellor Malvoy, who shakes their hands warmly with gloved fingers.\nMilestone: Level 4 The party reaches level 4 at the end of Session 7. Raise each character's Level on the site. At level 4 each PC gets an ability score increase or a talent (see Levelling up). Raise each PC's main weapon to gear level 4 (gear levels). Remind casters that their slots go up (Spell unlocks), and do a long rest (Resting).",
"monsters": [],
"npcs": [
"King Aldous III",
"Master Quillon Fenwick",
"Dame Rowena Vance",
"Lord Chancellor Malvoy",
"Brannoc Ironvein",
"Dee Okafor"
],
"rewards": [
{
"gold": 400,
"note": "100 gp per hero from the king — split it"
},
{
"item": "Wardens' Badge",
"quantity": 4,
"level": null,
"note": "One per hero"
},
{
"item": "Riding horse",
"quantity": 4,
"level": null,
"note": "One per hero"
}
],
"location": "Highmarch"
},
{
"name": "The King’s Council",
"mode": "QUEST",
"description": "The council chamber smells of candle wax and old paper. King Aldous sits wrapped in a fur-lined robe, still pale from the Hollow Sleep, but his eyes are clear. The royal map lies across the table, and someone has pinned three little flags to it: gold on the Elderwood, grey on the Grimtooth Hills, sea-green on Thornwick's Seam. \"Wardens,\" says the king. \"Before you go, sit. Let us make sure you come back.\"",
"dmNotes": "What's going on\nAt the end of Act I the king showed the party the three shard-threads on the royal map (The map and the Riftstone) and they chose where to go first. Session 8 opens the morning they set out, with a short council in the king's chamber. It reminds everyone of the stakes, and it plants the first Malvoy clue of Act II. Keep it to fifteen minutes.\nUse these lines:\n- King Aldous: \"Queen Ilyndra will not hand a shard to humans. The ogre warlord has, er, crowned himself. And the green one has gone where none of us can follow, except with Miss Okafor's help.\"\n- Quillon: \"Whatever Morvain wants with the shards, he wants them before you. Every one you hold is one he cannot use to stop us putting the Crown back together.\"\n- Dame Rowena: \"I can't spare knights. Every one of mine is guarding a village from things that crawl out of those holes. That's why it's you.\"\n- Malvoy: \"Might I just, ah, make a copy of the map for the royal archive? And which way will the Wardens be heading first? So I can arrange supplies, you understand.\" (This is the first Act II clue. If a player watches him, his fingertips are stained black, as if dipped in tar. Today he is not wearing his gloves.)\nThe king gives them a letter with the royal seal for Queen Ilyndra (\"She will likely use it to light her fire, but courtesy matters\") and permission to pass the Thornwick Seam, which is guarded by two very nervous knights.\nWhat if the players… …want to split up and do two quests at once? The king forbids it: \"Morvain would like nothing better than to pick you off one by one.\" Splitting the party is very hard for a new DM to run.\nWhen the party has chosen, turn to the right Part:\n- The Elderwood → Part A: The Rotting Wood\n- The Grimtooth Hills → Part B: The Ogre King's Gambit\n- Port Meridian → Part C: The Glass Tower",
"monsters": [],
"npcs": [
"King Aldous III",
"Lord Chancellor Malvoy",
"Dame Rowena Vance",
"Master Quillon Fenwick"
],
"rewards": [],
"location": "Highmarch"
},
{
"name": "The Grey Path",
"mode": "BATTLE",
"description": "A dying forest path, grey moss, a heap of dead brush.",
"dmNotes": "Monsters (for four level 5 PCs): 10 × Thornling (AC 12, HP 6, +3, 1d4+1 piercing) and 2 × Blight-touched Dire Wolves (library monster; grey fur hanging in strips, eyes leaking sap).\nTerrain: A forest path 15 feet wide, with grey Blight patches on both sides. Anyone who ends their turn in a Blight patch makes a DC 12 Constitution saving throw or takes 1d6 necrotic damage. Fallen trunks give half cover. Thornlings standing still in the dead brush look exactly like branches: a DC 13 Wisdom (Perception) check spots them before they move.\nTactics: The thornlings wait until the party is in the middle of the brush, then rise all around them (anyone who failed to spot them is surprised for round 1). Thornlings swarm the nearest PC in groups of three. The wolves circle and try to knock PCs Prone into the Blight patches. Thornlings fight to the death (they are not really alive). The wolves flee if one of them dies.\nScaling: For 3 players, use 7 thornlings and 2 wolves. For 5 players, use 14 thornlings and 2 wolves. If the party is level 4, remove one wolf. If level 6, add a third wolf and make the Blight save DC 13.\nSite setup: Create a Battle encounter called \"The Grey Path\". Add Thornling (×10) and Dire Wolf (×2).\nScene text: \"A dying forest path, grey moss, a heap of dead brush.\"\nDM notes: \"Thornlings surprise anyone with passive Perception under 13. Blight patches: CON DC 12 or 1d6 necrotic.\" What if the players… …use fire? Thornlings burn beautifully. Any thornling that takes fire damage dies instantly, and a burning thornling sets the one next to it alight on a d6 roll of 4–6. Be careful: the whole patch is dry. If the players start a big fire, the Blight burns with it (good) but Thalion's patrol arrives very angry (see below).\nReward: None on the thornlings. Under the dead brush lies the body of an elf scout (see the gore box), with a silver horn, a Potion of Healing at level 1, and a scrap of map showing the way to the Rotheart Grove.",
"monsters": [
[
"Thornling",
10
],
[
"Dire Wolf",
2,
"Blighted Dire Wolf"
]
],
"npcs": [
"Pip Thistlehoof"
],
"rewards": [
{
"item": "Healing Potion",
"quantity": 1,
"level": null,
"note": "On a fallen elf scout, with a silver horn and a scrap of map"
}
],
"location": "The Elderwood"
},
{
"name": "Queen Ilyndra’s Audience",
"mode": "QUEST",
"description": "You hear Silverbough before you see it: a soft chiming, like a thousand tiny bells, which turns out to be glass wind-chimes hanging from every branch. Then the trees open into a valley of giants. Seven silver trees, each wider than a castle tower, rise into the mist, and in their branches hangs a city: houses grown out of living wood, bridges of woven root, lanterns of pale green light. Elves stop on the bridges to stare down at you. Nobody smiles.",
"dmNotes": "Silverbough\nSilverbough is beautiful and sad. The elves are proud, quiet and frightened. Every family has lost someone to the Blight. Humans are a rare sight here; children peek at the party from behind their parents, and one bravely asks a PC whether it is true that humans only live for \"about a sneeze\". The party is given a guest platform with moss beds (safe long rest), plain good food (bread, berries, honeyed water) and two silent guards \"for your protection\".\nPlaces in Silverbough the party can visit:\n- The Moonlit Throne: the queen's hall, open to the sky at the top of the tallest tree. See Queen Ilyndra's Audience.\n- The Healers' Garden: where the Blight-sick lie. The elf healer Sister Maeryn asks for help. Any PC who spends an hour helping (any healing spell, or a DC 13 Wisdom (Medicine) check) is noticed by the queen's ravens. This counts in the Trial of Heart (see below).\n- The Moonwell: the silver basin on a pedestal beside the queen's throne. The Shard of Dawn floats in it, glowing, a sliver of golden light under the clear water, guarded by four elf knights. Nobody may approach.\n\nQueen Ilyndra's Audience\nRoleplaying Ilyndra. Queen Ilyndra is 900 years old. She remembers the forging of the Concord Crown; her mother was one of the elves who made it. She is cold, formal, and very sad. She does not shout. She does not need to. Speak slowly, never use contractions, and pause before you answer anything. Her grief for the forest makes her hard: she believes humans are careless, short-lived and greedy, and the Crown's shattering proves it.\nWhat she wants: to save the Elderwood. She will not admit it, but she cannot do it alone. Her pride is the problem, not her heart.\nWhat she says:\n- \"One thousand years ago, elves and humans forged the Crown together. We trusted you to keep it. You kept it for one thousand years, and then a human broke it, using a key that a human gave him. Why should I trust you with the piece that came home to us?\"\n- \"The Shard came to the Moonwell. Mother Verdance sent it here. It is ours.\"\n- If the party mentions Vessa: \"The witch is a human, too.\" (Pause.) \"Forgive me. That was unkind. But it was true.\"\nPersuading her. No single roll wins the Shard. Ilyndra is not a lock to be picked. But a good argument (that the shard is no use to anyone if Morvain merges the worlds; that Vessa is coming for it either way; that the Crown was made by elves and humans together) makes her pause. Then she sets the test:\nWhat if the players…\n- …try to steal the Shard from the Moonwell? It is guarded by four elf knights (use library Scouts with AC 16 and 30 HP) and the water itself: any non-elf who touches the Moonwell without the queen's leave must make a DC 16 Wisdom saving throw or fall asleep for one minute. If they manage it anyway, they have made enemies of every elf in the forest: no Silverbough archers in Act III, and Thalion is heartbroken. Vessa's Blight then reaches Silverbough in a week, and the party will have to face her without help. Let them make this choice if they want to; just make sure they understand the cost.\n- …refuse the trials and go straight to fight Vessa? That's allowed. Go to the Rotheart Grove without Thalion's elf patrol (he comes alone, against orders). If they destroy the Blight Heart and defeat Vessa without passing the trials, Ilyndra gives them the Shard anyway, but coldly, and no elf archers come in Act III (see The Queen's Verdict).\n\nThe Three Trials\nThe trials can be taken in any order, and the party faces them together (the old law says \"a stranger\", but Ilyndra allows companions: \"Even elves do not walk alone\"). Each trial is passed or failed. To win the queen's full trust the party must pass at least two of the three. Thalion may watch but may not help (he will try to help anyway; a DC 12 Wisdom (Insight) check notices him mouthing hints from the back).\nTrial · Where · What it tests · Main rolls\nWisdom: the Riddle Pool · A still pool in the roots of the oldest tree · Thinking ·…",
"monsters": [],
"npcs": [
"Queen Ilyndra of Silverbough",
"Thalion Duskleaf",
"Pip Thistlehoof"
],
"rewards": [],
"location": "Silverbough"
},
{
"name": "Silverbough: The Market of Leaves",
"mode": "QUEST",
"description": "Stalls woven from living branches spiral up around a silver-barked trunk. Elves glance at you, then at whoever is standing beside you, and only then name a price.",
"dmNotes": "Humans may shop only with an elf beside them (Thalion or Pip will do). Elvish cloaks at 60 gp, healing potions (faun salve) at 40 gp, 20 arrows for 1 gp 5 sp (a spend in the money log). The elves take no Meridian cash.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Thalion Duskleaf",
"Pip Thistlehoof"
],
"rewards": [],
"location": "Silverbough",
"wares": [
{
"item": "Silverbough Cloak",
"price": 60,
"stock": 4
},
{
"item": "Healing Potion",
"price": 40,
"stock": 3
}
]
},
{
"name": "The Blighted Stag",
"mode": "BATTLE",
"description": "An open meadow eighty feet across, ringed by dying trees. In the middle stands a stag the size of a carthorse, grey as ash, with antlers of black thorn. He is shaking.",
"dmNotes": "Monsters (for four level 5 PCs): 1 × Blighted Stag (AC 13, HP 52, Speed 50, +5, 2d8+3 piercing, Charge), and 6 × Thornling that rise from the dead flowers in round 2.\nTerrain: An open meadow 80 feet across, ringed by dying trees. The stag has room to charge. Trees at the edge give full cover and stop a charge cold (a stag that charges into a tree is Stunned until the end of its next turn).\nTactics: The stag charges the PC carrying the brightest light (or the biggest weapon), then tramples anyone who falls. It does not retreat. Thornlings attack whoever is closest to the stag, as if guarding it. The Rot-Thorn: A PC who can see the stag's neck clearly (adjacent to it, or a DC 13 Wisdom (Perception) check from up to 30 feet) spots the black thorn. Pulling it out needs the stag held still: it must be Grappled (opposed Strength (Athletics) vs the stag's +5; two PCs together get advantage), Restrained (by a spell or a rope trick, DC 14 Dexterity (Sleight of Hand) to loop it), knocked Prone, or reduced below 20 HP. Then a PC adjacent to it uses an action and makes a DC 14 Strength (Athletics) or Wisdom (Medicine) check. On a success, the thorn tears free.\nScaling: For 3 players, use 4 thornlings. For 5 players, use 9 thornlings and give the stag 70 HP. If the party is level 4, the thornlings only arrive in round 3. If level 6, give the stag 75 HP and add 2 Blight-touched Dire Wolves.\nSite setup: Create \"The Blighted Stag\" as a Battle. Add Blighted Stag and Thornling (×6, hidden until round 2).\nDM notes: \"Rot-Thorn in neck: grapple/restrain/prone, then DC 14 Athletics or Medicine. Pulling it = trial passed with honour.\" What if the players… …pull the thorn? All thornlings collapse into dead sticks. The stag shudders, the grey falls from his coat like ash, and he stands white and blinking. See the read-aloud below. The Trial of Courage is passed with honour. …kill the stag? The trial is still passed (they faced the beast), but Ilyndra is quietly disappointed: \"You were brave. You were not wise.\" The thorn can be pulled from the body and shown to her.\nReward: If Old Highcrown is saved, he bows his head to the party and lets one PC touch his antlers: that PC gains inspiration (advantage on one roll of their choice before the end of Part A). Beneath the place where the stag first stood, a ring of fresh white flowers springs up; in its centre the party finds a Heartroot at level 4, the forest's thanks.",
"monsters": [
[
"Blighted Stag",
1,
"Old Highcrown"
],
[
"Thornling",
6
]
],
"npcs": [
"Thalion Duskleaf"
],
"rewards": [
{
"item": "Heartroot",
"quantity": 1,
"level": 4,
"note": "Only if the stag is saved"
}
],
"location": "The Elderwood"
},
{
"name": "The Hanging Wood",
"mode": "BATTLE",
"description": "Thick grey trees and heavy shadow. Shapes hang from the branches on cords of black vine, turning slowly. Nothing here is making a sound.",
"dmNotes": "Monsters (four level 5 PCs): 12 × Thornling, plus 2 × library Giant Spiders (grey and blighted) in the branches above.\nTerrain: Thick trees, heavy shadow (dim light). Hanging bodies block line of sight. The spiders drop from 20 feet up in round 2 and try to web spellcasters. If the alarm at G1 was triggered, the thornlings are ready: no surprise for the party.\nScaling: 3 players: 8 thornlings, 1 spider. 5 players: 15 thornlings, 2 spiders. Level 4: 1 spider. Level 6: add a third spider.\nSite setup: Battle \"The Hanging Wood\". Thornling ×12, Giant Spider ×2. What if the players… …cut the animals down? Each one cut down is a small mercy, and the Heart's beat stutters. If they cut down at least five (an action each), the Blight Heart at G6 starts with 10 fewer HP.\nReward: A dead elf scout's pack: 25 gp in silver, a Potion of Healing at level 1.",
"monsters": [
[
"Thornling",
12
],
[
"Giant Spider",
2,
"Blighted Spider"
]
],
"npcs": [],
"rewards": [
{
"silver": 250,
"note": "A dead elf scout’s pack"
},
{
"item": "Healing Potion",
"quantity": 1,
"level": null,
"note": null
}
],
"location": "The Rotheart Grove"
},
{
"name": "The Weeping Pond",
"mode": "BATTLE",
"description": "A pond forty feet across, black and perfectly still. An old tree stands in the shallows with its roots in the water. Sap runs down its bark like tears.",
"dmNotes": "Monsters (four level 5 PCs): 1 × Rotwood Treant (AC 15, HP 76, +6, 2d8+4 bludgeoning, vulnerable to fire, Thorn Burst).\nTerrain: The pond is 40 feet across and 4 feet deep (difficult terrain; Small PCs must swim). The treant fights from the shallows. Slippery bank: a PC hit by the treant while standing on the bank makes a DC 12 Dexterity saving throw or slides into the water.\nTactics: The treant swings at the closest PC and uses Thorn Burst when three or more PCs are within its reach. It is slow and not clever. It never leaves the pond. The old oak: The tree is still partly the oak it was. A PC who speaks to it kindly in Sylvan or Elvish, or a druid, can make a DC 15 Charisma (Persuasion) check. On a success it hesitates: it loses its next turn, and if the party has passed the Trial of Courage by saving the stag, the treant lets them pass and does not fight at all. It sinks into the pond to sleep.\nScaling: 3 players: 60 HP. 5 players: 95 HP. Level 4: 60 HP. Level 6: 100 HP and 4 Thornlings in the reeds.\nSite setup: Battle \"The Weeping Pond\". Rotwood Treant ×1.\nDM notes: \"Fire vulnerable. Can be calmed (Persuasion DC 15). If it survives, it joins Vessa's fight in Phase 2.\"\nImportant: If the treant is not defeated or calmed here, it joins the boss fight in Vessa's Phase 2.\nReward: At the bottom of the pond (DC 13 Wisdom (Perception) to spot, a cold swim to fetch): a silver elf circlet worth 60 gp, and a Meridian wristwatch that still ticks.",
"monsters": [
[
"Rotwood Treant",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 60,
"note": "A silver elf circlet at the bottom of the pond"
}
],
"location": "The Rotheart Grove"
},
{
"name": "The Hexmother",
"mode": "BATTLE",
"description": "The heart of the Rotheart Grove: a giant rotting oak over a pit of roots, and in the pit something that glows and beats like a heart. A pale woman with a crown of black thorns is waiting for you, smiling.",
"dmNotes": "Monsters (four level 5 PCs): Vessa Thorne (AC 15, HP 110, +7, 2d8+4 slashing with thorn-claws, plus spells; full stat block in Appendix B) and 4 × Thornling. In Phase 2 the Rotwood Treant from G3 joins if it was not defeated or calmed.\nThe Blight Heart: An object in the pit (AC 12, HP 40, vulnerable to fire and radiant damage, immune to poison and psychic). While the Heart beats, Vessa regains 10 HP at the start of each of her turns and cannot drop below 1 HP. Destroying it stops both, and Vessa takes 20 psychic damage from the shock. Holy Water splashed on it deals 2d6 radiant (doubled to 4d6 for vulnerability). Climbing into the pit to reach it (DC 12 Strength (Athletics)) makes a PC Restrained by roots on a failure (escape DC 13).\nPhase 1 (110 to 56 HP): \"Let's play.\" Vessa stays on top of the Heart, 10 feet above the ground. Each turn she uses one of: Thorn-claws: two attacks, +7, 2d8+4 slashing each. Witch Thorns: a 20-foot square of the ground bursts with black thorns. Every creature in it makes a DC 15 Dexterity saving throw: 3d8 piercing on a fail, half on a success, and the area becomes difficult terrain. Hex Bolt: a bolt of green fire at one target within 60 feet: +7 to hit, 3d10 necrotic, and the target has disadvantage on its next saving throw. Bark Skin (bonus action, once): Vessa's AC becomes 17 until the end of Phase 1.\nPhase 2 (55 HP or less): \"You'll ruin my dress.\" Vessa screams, and the Heart answers. Her bark skin cracks open and roots burst from her back, plunging into the Heart. Read the read-aloud below. From now on: She can no longer move off the Heart, but her reach becomes 15 feet (the roots lash out). Thorn Storm (recharge 5–6): every creature within 20 feet of the Heart makes a DC 15 Dexterity saving throw or takes 4d6 piercing (half on a success). If the Rotwood Treant is still around, it tears itself out of the ground at the edge of the clearing and joins initiative. Lair actions (initiative count 20, losing ties; pick one each round, never the same twice in a row; they stop when the Heart is destroyed): Grasping roots: roots burst up around one PC: DC 14 Dexterity saving throw or Restrained (escape DC 14 Strength or Dexterity). Spore cloud: a 15-foot cloud of grey spores: DC 13 Constitution saving throw or Poisoned until the end of their next turn.\nThe Heart's beat: every creature standing on the grey ground (everywhere except the dead oaks' roots) takes 1d10 necrotic damage, no save. Thornlings that are destroyed rise again with 1 HP. Whispering rot: one PC hears the trees speaking in the voice of someone they love: DC 13 Wisdom saving throw or Frightened of Vessa until the end of their next turn.\nTactics: Vessa targets whoever is attacking the Heart. She saves Witch Thorns for groups of two or more. She uses Hex Bolt on spellcasters. Thornlings guard the edge of the pit. She does not flee unless you choose (see below).\nScaling: 3 players: Vessa has 90 HP, 3 thornlings, and the Heart regains her only 5 HP a turn. 5 players: Vessa has 130 HP, 6 thornlings. Level 4: Vessa has 95 HP; use only lair actions 1, 2 and 4; Thorn Storm deals 3d6. Level 6: Vessa has 130 HP and her save DCs are 16; the Heart has 50 HP.\nSite setup: Create \"The Hexmother\" as a Battle. Add Vessa Thorne from Appendix B, Thornling ×4, and an extra monster entry called \"Blight Heart\" (AC 12, HP 40, Speed 0, attack +0, damage none; special trait: \"Vessa regains 10 HP per turn and can't drop below 1 while this lives. Vulnerable to fire and radiant.\"). Write the four lair actions in DM notes. What if the players… …ignore the Heart and just hit Vessa? They will get her to 1 HP and find she will not die. Let Vessa laugh: \"Oh, you sweet little mushrooms. Do you not hear it?\" Then have the Heart beat loudly. A DC 12 Intelligence (Arcana) check, or Thalion yelling \"THE HEART! STRIKE THE HEART!\", makes it obvious. …use the Shard of Dawn? (They do not have it yet, but if they carry another shard:) Any Crown Shard held up toward the Heart…",
"monsters": [
[
"Thornling",
4
],
[
"Blight Heart",
1
]
],
"npcs": [
"Vessa Thorne, the Hexmother",
"Thalion Duskleaf"
],
"rewards": [
{
"item": "Shard of Dawn",
"quantity": 1,
"level": null,
"note": "Given by Queen Ilyndra at the Moonwell afterwards"
},
{
"weapon": "Dawnblade",
"quantity": 1,
"level": null,
"note": "The queen’s gift — this OR the longbow, both if all three trials were passed"
},
{
"weapon": "Silverbough Longbow",
"quantity": 1,
"level": null,
"note": "Thalion’s own bow — see the Dawnblade"
},
{
"silver": 1500,
"note": "Elven silver from the royal treasury"
},
{
"item": "Healing Potion",
"quantity": 4,
"level": null,
"note": "One per hero"
},
{
"item": "Silverleaf Mail",
"quantity": 1,
"level": null,
"note": "A gift of the Silverbough Court, to heroes who earned the queen’s trust"
}
],
"location": "The Rotheart Grove"
},
{
"name": "The Restless Downs",
"mode": "BATTLE",
"description": "Open grassland in thick mist, a barrow mound twenty feet away with its stone door pushed aside. Shapes in rusted mail are climbing out of it.",
"dmNotes": "Monsters (four level 5 PCs): 1 × library Wight (one of Sir Aldric's fallen companions) and 4 × library Skeletons.\nTerrain: Open grassland in thick mist (lightly obscured beyond 30 feet). The barrow door the dead came from is 20 feet away. Pushing the stone back over it (DC 15 Strength (Athletics)) stops any more rising; otherwise 2 more Skeletons climb out at the start of round 3.\nTactics: The Wight commands from behind the skeletons and uses Life Drain on the strongest-looking PC. If a PC mentions Sir Aldric by name, the Wight hesitates for one round.\nScaling: 3 players: 3 skeletons. 5 players: 6 skeletons. Level 4: 3 skeletons, no extra wave. Level 6: add a second Wight.\nSite setup: Battle \"The Restless Downs\". Wight ×1, Skeleton ×4.\nReward: An old silver knight's badge (30 gp) and a sealed barrow-urn holding 45 gp in ancient coins.",
"monsters": [
[
"Wight",
1
],
[
"Skeleton",
4
]
],
"npcs": [],
"rewards": [
{
"gold": 30,
"note": "A sealed barrow-urn of ancient coins. Also an old silver knight’s badge, worth 30 gp"
},
{
"silver": 100,
"note": "The barrow-urn"
},
{
"copper": 500,
"note": "The barrow-urn"
}
],
"location": "The Barrowdowns"
},
{
"name": "Side Quest — The Knight Who Never Came Home: The Honour Guard",
"mode": "BATTLE",
"description": "Inside Aldric’s Barrow: a long stone hall with twelve niches, a skeleton in rusted mail standing in each. Six of them step down as you enter, and lock shields.",
"dmNotes": "Monsters: 6 Skeletons (library monsters).\nTactics: The skeletons fight in a line, shields together. They are slow and simple. They are vulnerable to bludgeoning damage: tell the players hammers and clubs work well. The other six skeletons in the niches do not move: they are loyal to Aldric, not Corvin.\nNon-combat option: A paladin, cleric, or anyone who loudly speaks the oath (\"While the Crown is broken, I will not rest\") makes the skeletons hesitate. A DC 13 Charisma (Persuasion) check (\"We are here for Sir Aldric!\") makes them lay down their swords and return to their niches.\nScaling: For 3 players, use 4 skeletons. For 5 players, use 8.\nSite setup: Add Skeleton from the built-in library. Create \"The Honour Guard\" in Battle mode.",
"monsters": [
[
"Skeleton",
6
]
],
"npcs": [],
"rewards": [],
"location": "The Barrowdowns"
},
{
"name": "Side Quest — The Knight Who Never Came Home: The Faithless Squire",
"mode": "BATTLE",
"description": "The burial chamber at the heart of the barrow. A knight’s tomb, a sword laid on its lid, and beside it a dead man in a squire’s tabard who smiles when he sees you.",
"dmNotes": "Monsters: Corvin Hask (a Wight with 55 HP) and 2 Zombies (library monsters), raised from the barrow's other graves.\nTactics: Corvin uses his Life Drain on whoever holds Oathkeeper. The zombies grab and pin. Corvin taunts: \"He never loved you. He never loved anyone but his precious Crown.\"\nAlly: Once a PC holds Oathkeeper, Sir Aldric's ghost fights for the party. Run him yourself. He attacks Corvin every round and shouts encouragement to the party. Corvin cannot harm the ghost.\nScaling: For 3 players, remove the zombies. For 5 players, add 2 more zombies (4 total).\nSite setup: Add Wight and Zombie from the built-in library; add Sir Aldric from the stat block below. Create \"The Faithless Squire\" in Battle mode. In the Rewards panel, line up Oathkeeper (level 3) and 60 gp (\"Grave goods\").",
"monsters": [
[
"Wight",
1,
"Corvin Hask",
55
],
[
"Zombie",
2
],
[
"Sir Aldric the Faithful",
1
]
],
"npcs": [],
"rewards": [
{
"weapon": "Oathkeeper",
"quantity": 1,
"level": 3,
"note": "Sir Aldric’s sword"
},
{
"gold": 60,
"note": "Grave goods"
}
],
"location": "The Barrowdowns"
},
{
"name": "Wings over the Road",
"mode": "BATTLE",
"description": "The road through the Grimtooth foothills, open sky on every side. Two winged shapes drop out of the sun, screaming, and the horses go mad.",
"dmNotes": "Monsters (four level 5 PCs): 2 × library Griffons.\nScaling: 1 griffon for 3 players or level 4; 3 for 5 players or level 6.\nTactics: They dive at the horses and flee after 2 rounds or when hurt. They are frantic, not evil. A DC 14 Wisdom (Animal Handling) check calms them and starts sq-10.\nSite setup: Battle \"Wings over the Road\", Griffon ×2.\nReward: none, but a griffon feather for sq-06 if the party searches the road.",
"monsters": [
[
"Griffon",
2
]
],
"npcs": [],
"rewards": [],
"location": "The Grimtooth Hills"
},
{
"name": "The Great Gut-Clash",
"mode": "QUEST",
"description": "The ogre on the throne of bones rises, and rises, and keeps rising, until his cauldron-crown nearly scrapes the rafters. He adjusts a pair of spectacles that have no glass in them and peers down at you. \"Ah. VISITORS. Welcome, little persons, to the court of GORRUG, King of All Hills, Lord of Skullcrag, Doctor of Thinkology.\" He taps the glowing club in his fist. \"I know why you are here. You wish to take my Thinker. Everyone wishes to take my Thinker. But Gorrug is a CIVILISED king now. So Gorrug offers you a CIVILISED choice.\" He spreads his arms. \"You may FIGHT me, and die. Or you may CHALLENGE me, in the Great Gut-Clash, and probably also die, but with DIGNITY.\"",
"dmNotes": "What's going on\nThe Shard of Iron fell on the head of Gorrug Skullbreaker, an ogre chief of the Grimtooth Hills. Literally. It bounced off his skull and landed in his porridge. Gorrug, not knowing what it was, hammered it into the head of his favourite club. The next morning he woke up clever.\nWell. Cleverer. Gorrug now thinks he is the greatest mind who ever lived. He has learned to read (badly), declared himself King of All Hills, united the four ogre tribes of the Grimtooth by beating each chief at something, and named his club Thinker. He has stolen every book he could find for his \"Royal Library\". He loves contests, because winning them proves he is the smartest. He has announced that he will march on Highmarch to claim \"a proper throne, with cushions\".\nThe Skullcrag ogres are not evil. They are loud, hungry and proud, and they will follow anyone who beats them fairly. That is the key to this whole Part: there are three ways to get the Shard, and fighting is only one of them.\n- The Great Gut-Clash: beat Gorrug's champions in his four-round contest. Win, and Gorrug hands over Thinker and swears friendship.\n- The Quiet Way: sneak into Skullcrag and steal Thinker.\n- Open Battle: storm the fortress and take it by force.\nA fourth way, persuasion, can be mixed with any of them.\nHow this Part runs:\n- Session 1: Across the Barrowdowns and the Grimtooth Hills: ghosts, griffons, Bonebelly. Arrive at Skullcrag.\n- Session 2: Skullcrag and the audience with Gorrug. The Gut-Clash, the heist or the battle begins.\n- Session 3: The climax. Gorrug's fate. The Shard of Iron.\n\nGorrug Skullbreaker\nGorrug Skullbreaker is twelve feet tall, wears a pair of spectacles with no glass in them, a bearskin cloak, and a crown made from a cauldron with the bottom knocked out. Thinker, a club made from a whole oak root, never leaves his hand. Hammered into its head is a grey shard that glows dully when he talks.\nRoleplaying Gorrug. Gorrug talks like a pompous professor who has learned all his words from a dictionary he did not finish. He uses long words, nearly always wrongly. He boasts constantly. He is also, underneath, lonely and insecure: before the shard, the other chiefs laughed at him. He wants respect, a real crown, and a proper library (he has 31 books, most of them upside down). Give him a booming, slow, very satisfied voice.\nd6 · Gorrug says...\n1 · \"SILENCE, small ones. I am CONTEMPLATING. Do you know what that means? It means thinking with your EYEBROWS.\"\n2 · \"I have read every book in the world. Twice. Some of them upside down, for a fresh perspective.\"\n3 · \"You are clearly the intellectual inferiors of Gorrug, but I shall speak slowly, because I am MAGNANIMOUS. That means I have a big cloak.\"\n4 · \"Highmarch has a king who sits on a chair. I sit on a chair. Therefore I am ALSO a king. This is called LOGIC. I invented it.\"\n5 · \"Gorrug does not fight. Gorrug ENGAGES IN DEBATE.\" (He swings Thinker.) \"That was my opening argument.\"\n6 · \"A little man of letters wrote to me. He said Wardens would come to steal my Thinker. His name was Mal... Malvo... MALODOROUS! A fine name. Very smelly.\" (This is a Malvoy clue; see the clue tracker. The letter is in S5.)\nGorrug's big speech. When the party first comes before him, read this:\n\nThe Great Gut-Clash\nThe Gut-Clash is held the evening after the party arrives (or the next full moon, if you want time for side quests). The whole fortress comes to watch.\nThe rules (Gorrug reads them off a goat skin, with difficulty):\n- There are four rounds: the Feast, the Arm-Wrestle, the Boulder Toss and the Riddle-Off.\n- In each round the party sends one champion against one ogre champion. A different PC should take each round if possible (Gorrug insists: \"Everyone must have a TURN. It is POLITE.\") With 3 players, one PC takes two rounds.\n- Win a round, and the party earns one Skull. The ogres earn a Skull for each round they win.\n- 3 Skulls wins the Clash. If it is 2–2, there is a tie-breaker: the champion of the party…",
"monsters": [
[
"Ogre",
1,
"Mawgrim the Bottomless"
],
[
"Ogre",
1,
"Knuckles Nok"
],
[
"Ogre",
1,
"Big Una"
],
[
"Ogre Bone-Shaman",
1,
"Old Ribcage"
]
],
"npcs": [
"Gorrug Skullbreaker"
],
"rewards": [
{
"item": "Shard of Iron",
"quantity": 1,
"level": null,
"note": "If the Clash is won — Gorrug pries it out of Thinker"
},
{
"weapon": "Thinker",
"quantity": 1,
"level": null,
"note": "Gorrug’s gift, if he is beaten fairly"
}
],
"location": "Skullcrag"
},
{
"name": "The King of All Hills",
"mode": "BATTLE",
"description": "The Feast Hall. Ogres roaring from the walls. Fire pit in the middle.",
"dmNotes": "Monsters (four level 5 PCs): Gorrug Skullbreaker (AC 15, HP 115, +8, 3d8+5 bludgeoning with Thinker; full stat block in Appendix B), 1 × Ogre Bone-Shaman (Old Ribcage: AC 12, HP 60, +6, 2d6+4, Shield of Bones, casts Hold Person), and 2 × library Ogres (Gorrug's guard: Grub and Grubber).\nGorrug's tricks (put these in his DM notes): Iron Will (the shard's power, once per day): when Gorrug takes damage, he reduces it by 2d6. Debate Swing (recharge 5–6): Gorrug sweeps Thinker in a 10-foot arc. Every creature in front of him makes a DC 15 Strength saving throw or takes 3d8+5 bludgeoning and is knocked Prone (half damage and not Prone on a success). He shouts a long word as he does it: \"PERAMBULATE!\" Rhetorical Question (bonus action): Gorrug asks a PC a question (\"What is the capital of... of EVERYTHING?\"). If the player answers in character within 5 seconds, nothing happens. If they hesitate, the PC is so confused they have disadvantage on their next attack. (This is silly. Lean into it.)\nTerrain: The Feast Hall is 100 feet long. Tree-trunk tables (half cover; climbing onto one costs 10 feet of movement). The fire pit (10 feet across): a creature shoved into it takes 3d6 fire damage. A rack of roasting goats on chains hangs over the pit: cutting the chain (AC 10, 5 HP) drops it on a 10-foot square for 2d10 bludgeoning (DEX DC 13 half). The watching ogres throw bones at anyone who runs away (1 bludgeoning).\nTactics: Old Ribcage opens with Hold Person on the toughest-looking fighter. But if the party persuaded him in S6, he \"fumbles\" it and casts it on Grub instead. The ogres guard Gorrug's flanks. Gorrug uses Debate Swing whenever two or more PCs are in front of him. At 30 HP, Gorrug stops, lowers Thinker and says, \"...Perhaps we could discuss terms?\" He surrenders if allowed to.\nScaling: 3 players: remove one Ogre; Gorrug has 95 HP. 5 players: add one more Ogre; Gorrug has 135 HP. Level 4: remove Old Ribcage; Debate Swing deals 2d8+5. Level 6: add a second Bone-Shaman, and Gorrug has 135 HP.\nSite setup: Battle \"The King of All Hills\". Add Gorrug from Appendix B, Ogre Bone-Shaman ×1, Ogre ×2.\nScene text: \"The Feast Hall. Ogres roaring from the walls. Fire pit in the middle.\"\nDM notes: his three tricks, and \"Surrenders at 30 HP.\"\nReward: Thinker (see below), and the treasure from S7.",
"monsters": [
[
"Ogre Bone-Shaman",
1,
"Old Ribcage"
],
[
"Ogre",
1,
"Grub"
],
[
"Ogre",
1,
"Grubber"
]
],
"npcs": [
"Gorrug Skullbreaker"
],
"rewards": [
{
"weapon": "Thinker",
"quantity": 1,
"level": null,
"note": "Gorrug’s club"
},
{
"item": "Shard of Iron",
"quantity": 1,
"level": null,
"note": "Set in the head of Thinker"
},
{
"item": "Ward Charm",
"quantity": 1,
"level": 5,
"note": "From the hoard in S7"
},
{
"item": "Healing Potion",
"quantity": 2,
"level": null,
"note": "From the hoard in S7"
},
{
"gold": 250,
"note": "S7 — the tribe’s treasure, in a locked iron cage (DC 15, or the key on Gorrug’s belt), with a gold candlestick worth 25 gp"
},
{
"silver": 1000,
"note": "S7 — the tribe’s treasure"
},
{
"copper": 5000,
"note": "S7 — the tribe’s treasure"
}
],
"location": "Skullcrag"
},
{
"name": "Skullcrag: The Swap-Pile",
"mode": "QUEST",
"description": "A heap of everything the ogres have ever taken off a traveller, with a very large ogre sitting next to it who has learned the word “price” and enjoys saying it.",
"dmNotes": "Only once the ogres are friends (the Gut-Clash won, or Gorrug persuaded). Skullcrag folk do not take Meridian cash, though a Meridian item of any kind thrills them.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Gorrug Skullbreaker"
],
"rewards": [],
"location": "Skullcrag",
"wares": [
{
"item": "Healing Potion",
"price": 50,
"stock": 2
},
{
"item": "Alchemist's Fire",
"price": 50,
"stock": 2
}
]
},
{
"name": "Side Quest — The Ogre Who Wanted to Cook: Gristle's Kitchen",
"mode": "BATTLE",
"description": "A rocky hollow sixty feet across. A cookpot the size of a bathtub boils in the middle, and above it, tied to a stick and extremely upset, is a chicken.",
"dmNotes": "Monsters: 2 library Ogres (Gristle and his cousin Lump), 1 Ogre Bone-Shaman (Gristle's auntie Marrow), 3 library Goblins.\nSite setup: A rocky hollow 60 feet across. A huge cookpot boils in the middle, with Dinner the chicken tied to a stick above it. A rock ledge 10 feet high runs along one side (the goblins sit up here throwing stones: +4, 1d4 bludgeoning).\nTactics: Gristle and Lump smash the toughest-looking PC. Auntie Marrow casts Hold Person on any spellcaster, then uses Shield of Bones. The goblins flee when the first ogre falls. If Gristle drops below half HP, he yells \"FINE! FINE! Take the stupid bird!\" and surrenders. The cookpot: A PC can tip it over with a DC 15 Strength check: everyone in a 10-foot line takes 2d6 fire damage (DEX DC 12 half) and Dinner drops safely to the ground.\nScaling: For 3 players, remove Lump. For 5 players, add 2 more Goblins and give Gristle 20 more HP.\nRewards panel: 40 gold, and Gristle's stash of spices (a real help for the cook-off: advantage on Bonebelly's final cooking check).",
"monsters": [
[
"Ogre",
1,
"Gristle Gutwrench"
],
[
"Ogre",
1,
"Lump"
],
[
"Ogre Bone-Shaman",
1,
"Auntie Marrow"
],
[
"Goblin",
3
]
],
"npcs": [
"Bonebelly"
],
"rewards": [
{
"gold": 40,
"note": null
}
],
"location": "The Grimtooth Hills"
},
{
"name": "Side Quest — The Griffon’s Egg: The Poachers' Camp",
"mode": "BATTLE",
"description": "A hollow ringed by grassy barrow-mounds. A cart, a brazier, and beside the brazier a straw-packed crate with something large and speckled inside it.",
"dmNotes": "Monsters: Marga Venn (use a library Scout with 40 HP), 3 library Bandits, 2 library Dire Wolves. If the chase went badly, add 3 Hollow Cultists.\nSite setup: A hollow 60 feet across, ringed by grassy barrow-mounds (half cover for anyone on top). The cart is in the middle; the egg crate is beside the brazier.\nTactics: Marga shoots from the top of a mound and shouts orders. The Dire Wolves are let off their chains on round 1.\nThe Bandits guard the crate. If Marga falls below half HP, she surrenders. If the cultists are here, they try to grab the crate and run for the watchtower (it takes two of them to carry it). Skyrend: She circles overhead and dives on round 2, using the library Griffon stats. She always attacks whoever is nearest the egg. The egg is hatching: At the start of round 3, the egg cracks. A wet, fluffy griffon chick tumbles out and screeches. Every enemy within 10 feet must make a DC 12 Wisdom save or be distracted (disadvantage on its next attack). Any PC who picks up the chick and shields it gets Skyrend's gratitude forever.\nScaling: For 3 players, remove 1 Bandit and 1 Dire Wolf. For 5 players, add 2 Bandits.\nRewards panel: 120 gold (Marga's purse), Griffon Whistle at level 5 (after the quest).",
"monsters": [
[
"Scout",
1,
"Marga Venn",
40
],
[
"Bandit",
3
],
[
"Dire Wolf",
2
]
],
"npcs": [],
"rewards": [
{
"gold": 120,
"note": "Marga’s purse"
},
{
"item": "Griffon Whistle",
"quantity": 1,
"level": 5,
"note": "After the egg is returned"
}
],
"location": "The Grimtooth Hills"
},
{
"name": "Port Meridian: Through the Seam",
"mode": "QUEST",
"description": "Dee stands in front of the Seam with her hands in her jacket pockets. The rift hangs in the air of the village square like a tear in a painting, purple light crawling along its edges, and through it you can see, wobbling like a reflection in water, a grey sky and the tops of tall buildings. \"Okay,\" Dee says. \"Rules. Don't stare at the cars, they won't hurt you if you stay on the pavement. Don't draw a sword at a policeman. And if anyone offers you a 'great deal', it isn't.\" She takes a breath. \"Let's go home.\" She steps through, and the light swallows her.",
"dmNotes": "What's going on\nThe Shard of Tides fell through a Seam into the sea off Port Meridian. A Vantage Dynamics survey boat fished it out. Its owner, Dr. Julian Crane, a smooth tech billionaire, knew exactly what it was, because Dr. Crane is secretly a warlock of Morvain. Morvain promised him eternal life in exchange for one job: build a machine that widens the Seams.\nCrane has built it. The Rift Engine sits in the deepest basement of Vantage Tower, and the Shard of Tides is its power source. Every time it runs, the Seams get bigger. Crane tells his investors it is \"clean quantum energy\". He tells his security staff nothing. His only real secret-keepers are the Corporate Hexers, executives he has taught a little dark magic.\nThis Part is a fish-out-of-water adventure followed by a heist. The party crosses into a world of cars, phones and burgers, gets help from Dee, her daughter Zuri and a tired police detective, plans a break-in, and takes on a sorcerer in a grey suit.\n- Session 1: Through the Seam, Harbor Park, Hale, culture shock, Dee's apartment.\n- Session 2: Investigating Vantage, planning the heist, into Vantage Tower.\n- Session 3: The basement, Dr. Crane, the Rift Engine, the escape.\nUse the modern gear rules throughout: guns are loud, they jam, and police come running.\n\nThrough the Seam\nDee Okafor has been waiting in Thornwick since Act I. She guides the party through the Thornwick Seam. She is excited, scared, and trying to hide both.\nStepping through feels like falling into cold water and coming up somewhere else. Everyone makes a DC 10 Constitution saving throw; on a failure they are dizzy and have disadvantage on their first check in Meridian.\n\nHarbor Park Quarantine\nOn the Meridian side, the Seam opens in the middle of Harbor Park, a city park by the sea. The government has fenced off the whole park with a \"GAS LEAK: QUARANTINE ZONE\" cordon. Hazmat crews, police cars, Vantage \"contractors\" with scanners, floodlights, news vans and a crowd of people filming on their phones surround it.\nGetting out of the park (choose or let the players invent):\n- Sneak out: A gap in the fence by the boathouse. DC 13 Dexterity (Stealth) group check. Failure: a soldier spots them. Let them run (DC 12 Athletics) or bluff.\n- Bluff out: \"We're actors. It's a movie.\" DC 14 Charisma (Deception); advantage if Dee does the talking.\n- Get caught: Not a disaster. They are taken to a tent for \"decontamination\" and questioning, and that is where Detective Hale finds them (below).\nWhatever happens, they meet Hale. He has been watching the Seam every night for a week.\n\nDetective Marcus Hale\nDetective Marcus Hale of the Port Meridian Police is fifty, tired, sharp, and drinks too much coffee. He has been investigating Vantage Dynamics for a year: missing people, odd payments, a scientist who quit and then vanished. His captain has told him to drop it, because Vantage's lawyers are powerful. He has not dropped it.\nRoleplaying Hale. Slow, dry, unflappable. He takes the existence of elves and magic in his stride (\"I've worked homicide for twenty years. Nothing surprises me. Okay, the elf surprises me a bit.\"). He calls the party \"you people\". He is honest and decent and frustrated at not being able to do the right thing by the book. He will help them, but he will not break the law himself, at least not at first.\nWhat Hale knows: Vantage built \"something\" in the tower basement a year ago. Since then, the Seams started. Crane has private security with real guns and drones. A Vantage scientist, Dr. Amara Singh, quit last month, then disappeared. Hale thinks Crane has her. (She is in V5.)\n\nCulture Shock\nThe party is in a world where nobody has magic, everyone has a phone, and the food comes in paper bags. Have fun with this. Use the table below (or roll a d6) whenever the party goes somewhere new, and see also Medieval Things in Meridian.\nd6 · What happens\n1 · The burger. Dee takes everyone to Big Lou's Burgers. The first bite of a cheeseburger is the best thin…",
"monsters": [],
"npcs": [
"Dee Okafor",
"Zuri Okafor",
"Detective Marcus Hale"
],
"rewards": [
{
"item": "Smartphone",
"quantity": 1,
"level": 5,
"note": "Zuri’s old phone"
}
],
"location": "Harbor Park"
},
{
"name": "Port Meridian: Ray’s Cash for Gold and the Shops",
"mode": "QUEST",
"description": "Canal Street: a pawn shop with a flickering sign, a hardware store, a pharmacy and a phone shop, all under electric light. Nobody here wants your gold. Ray, behind his kitchen scale, is the exception.",
"dmNotes": "Everything in Meridian is priced in cash ($), a separate balance: coins never pay a cash price. Ray changes gold at 1 gold = $50 (gold only, whole multiples); Dee gives $40. Hale won’t touch it. Dee warns the party not to change everything: “Rent here is a crime.”\nFor sale here: Fixit Hardware (crowbar, baseball bat, fire axe, flashlight, road flare, one nail gun, one chainsaw), CityCare Pharmacy (first aid kit, energy drink), any phone shop (a cheap prepaid smartphone), an army-surplus store (riot shield) and a bike shop (motorcycle leathers).\nNot wares: a burger at Big Lou’s is $10, a Metro ticket $3, a phone charger $10, drinks for the ex-guard $20 — cash spends in the money log. Jewellery or loot sold to Ray is a cash gain by hand. A pistol is $2,500 or more on the black market, never in a shop, and Hale will be furious.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Ray",
"Dee Okafor"
],
"rewards": [],
"location": "Port Meridian",
"wares": [
{
"weapon": "Crowbar",
"price": 30,
"currency": "CASH"
},
{
"weapon": "Baseball Bat",
"price": 30,
"currency": "CASH"
},
{
"weapon": "Fire Axe",
"price": 60,
"currency": "CASH"
},
{
"item": "Flashlight",
"price": 25,
"currency": "CASH"
},
{
"item": "Road Flare",
"price": 5,
"currency": "CASH"
},
{
"weapon": "Nail Gun",
"price": 150,
"currency": "CASH",
"level": 2,
"stock": 1
},
{
"weapon": "Chainsaw",
"price": 300,
"currency": "CASH",
"level": 5,
"stock": 1
},
{
"item": "First Aid Kit",
"price": 40,
"currency": "CASH"
},
{
"item": "Energy Drink",
"price": 3,
"currency": "CASH"
},
{
"item": "Smartphone",
"price": 150,
"currency": "CASH"
},
{
"item": "Riot Shield",
"price": 250,
"currency": "CASH"
},
{
"item": "Motorcycle Leathers",
"price": 400,
"currency": "CASH"
}
]
},
{
"name": "Side Quest — The Last Bus Home: Unwelcome Visitors",
"mode": "BATTLE",
"description": "Dee’s apartment in the Eastside: a small kitchen, a sofa, school photos on the fridge. Someone knocks on the door. “Gas leak investigation, ma’am.”",
"dmNotes": "Monsters: 2 Vantage Security Agents and 2 Vantage Sentry Drones.\nTactics: The agents knock, flash fake badges (\"Gas leak investigation, ma'am\") and try to take Dee in for \"questioning\". If the party resists, they draw tasers first, pistols second. The drones stay in the stairwell and sound the alarm. If one agent goes down, the other radios for backup (a third agent arrives in 3 rounds) and retreats.\nScaling: For 3 players, use 1 agent and 2 drones. For 5 players, use 3 agents and 2 drones. Non-combat options: Lying convincingly (DC 14 Charisma (Deception)), hiding in the neighbour's flat (DC 12 Dexterity (Stealth) as a group), or calling Detective Hale, who arrives in 2 rounds and makes the agents back off. Guns are loud: if anyone fires one, real police arrive in 5 minutes. See modern gear rules.\nSite setup: Add Vantage Security Agent and Vantage Sentry Drone from Appendix A. Add Zuri as an NPC (Friendly, no HP). Create \"Unwelcome Visitors\" in Battle mode (switch to NPC quest mode if they talk their way out).",
"monsters": [
[
"Vantage Security Agent",
2
],
[
"Vantage Sentry Drone",
2
]
],
"npcs": [
"Dee Okafor",
"Zuri Okafor"
],
"rewards": [
{
"item": "Zuri's Drawing",
"quantity": 1,
"level": null,
"note": "Zuri’s gift, once she trusts them"
}
],
"location": "Port Meridian"
},
{
"name": "Side Quest — Graveyard Shift: The Cold Room",
"mode": "BATTLE",
"description": "The cold room under Meridian General: steel shelves, frost on the floor, your breath hanging in the air. In the middle sits a cracked machine the size of a barrel, humming. Three of the drawers are knocking.",
"dmNotes": "Monsters: 1 Rift Revenant (stat block below), 2 Tunnel Ghasts, 2 library Zombies.\nSite setup: The cold room is 30 by 30 feet with metal shelves along the walls (half cover). The floor is icy: anyone who Dashes must make a DC 10 Dexterity save or fall Prone (see conditions). The cracked capacitor sits in the centre. If the three knocking drawers in the morgue were left shut, those Tunnel Ghasts burst out on round 2 and join from the morgue door.\nTactics: The zombies shamble at the nearest PC. The Tunnel Ghasts go for anyone wearing light or no armour, trying to paralyse them with their claws (CON DC 10). The Rift Revenant stays near the capacitor: while it is within 10 feet of it, it regains 10 HP at the start of its turn. It uses Surge on any group of 2 or more PCs. The capacitor: AC 15, 20 HP. A PC can also shut it down with an action and a DC 15 Intelligence check (or DC 12 with a crowbar or a Vantage keycard). When it stops, all the zombies collapse, the Revenant loses its healing and takes 10 damage, and the Tunnel Ghasts become frightened for 1 round. Smashing it causes one rift surge.\nScaling: For 3 players, remove the Tunnel Ghasts (keep the drawer ghasts). For 5 players, add 2 more Zombies and give the Revenant 20 more HP.\nRewards panel: 3 First Aid Kits at level 5 (from the morgue supply cupboard, given by Sandoval afterwards).",
"monsters": [
[
"Rift Revenant",
1
],
[
"Tunnel Ghast",
2
],
[
"Zombie",
2
]
],
"npcs": [
"Detective Marcus Hale"
],
"rewards": [
{
"item": "First Aid Kit",
"quantity": 3,
"level": 5,
"note": "From the morgue supply cupboard, afterwards"
}
],
"location": "Port Meridian"
},
{
"name": "Security Response",
"mode": "BATTLE",
"description": "An open office floor in Vantage Tower: desks, glass walls, a red light turning on the ceiling. Boots on the stairs, and a calm voice on a radio saying your floor number.",
"dmNotes": "When: Use this whenever the Alarm reaches 4, or the party fights their way into V2. Monsters (four level 5 PCs): 3 × Vantage Security Agent (AC 14, HP 27, +4, pistol 2d6+2 piercing, taser 1d4 + stun, radio for backup) and 2 × Vantage Sentry Drone (AC 14, HP 13, fly 40, +5, 1d8+3 lightning, alarm).\nTerrain: Office floor: desks (half cover), glass walls (they shatter if hit by anything that misses a PC behind them; nobody is hurt, but it's loud: +1 Alarm), fire extinguishers (spray one as an action: a 15-foot cone of white fog, heavily obscured for 1 round; or throw it, 1d6 bludgeoning).\nTactics: Agents use tasers on the first round (\"Hands where I can see them!\"), then pistols. They are not fanatics: an agent below 10 HP surrenders. Drones fly high and zap spellcasters. Each round an agent is not attacked, he radios for backup: a fourth agent arrives in 2 rounds (only once).\nScaling: 3 players: 2 agents, 2 drones. 5 players: 4 agents, 2 drones. Level 4: 2 agents. Level 6: add a Corporate Hexer giving orders.\nSite setup: Battle \"Security Response\". Add Vantage Security Agent ×3, Vantage Sentry Drone ×2.\nReward: From the agents: 2 Pistols at level 4, 3 Tasers at level 4, 3 Magazines, an all-floors keycard, radios (the party can listen to security), and $300 in cash (worth 6 gp).",
"monsters": [
[
"Vantage Security Agent",
3
],
[
"Vantage Sentry Drone",
2
]
],
"npcs": [],
"rewards": [
{
"weapon": "Pistol",
"quantity": 1,
"level": 4,
"note": "Two of these, from the agents"
},
{
"weapon": "Taser",
"quantity": 1,
"level": 4,
"note": "Three of these, from the agents"
},
{
"item": "Magazine",
"quantity": 3,
"level": null,
"note": null
},
{
"cash": 300,
"note": "From the agents, with an all-floors keycard and their radios"
},
{
"item": "Vantage Keycard",
"quantity": 1,
"level": null,
"note": "All floors except the private lift"
},
{
"item": "Kevlar Vest",
"quantity": 1,
"level": null,
"note": "Off a Vantage guard, if someone wants to wear it"
}
],
"location": "Vantage Tower"
},
{
"name": "The Board Meeting",
"mode": "BATTLE",
"description": "The executive floor: a boardroom with a table long enough to land a griffon on and a window that is the whole wall, thirty-three floors up. Two people in very good suits look up from their slides.",
"dmNotes": "Monsters (four level 5 PCs): 2 × Corporate Hexer (AC 13, HP 45, +6, 2d10+3 force, Eldritch Blast ×2, Misty Step), plus 2 × Vantage Sentry Drones.\nTerrain: A long boardroom table (half cover), a floor-to-ceiling window (a creature pushed against it while it is cracked can fall: the Hexers' Eldritch Blast cracks it on any miss; a second crack breaks it). Falling from floor 33 is death; give any falling PC a DC 14 Dexterity saving throw to grab the frame, and an adjacent friend a free reaction to catch them.\nTactics: The Hexers stay apart, blast from range, and Misty Step away from anyone in melee. They use the drones as shields. If one Hexer falls, the other flees to the private lift and warns Crane (+2 Alarm).\nScaling: 3 players or level 4: 1 Hexer, 2 drones. 5 players: 2 Hexers, 4 drones. Level 6: 3 Hexers.\nSite setup: Battle \"The Board Meeting\". Corporate Hexer ×2, Vantage Sentry Drone ×2.\nReward: A Hexer's keycard to the private lift (the only way to B3 without a fight through B2). Each Hexer carries an Energy Drink and a Smartphone.",
"monsters": [
[
"Corporate Hexer",
2
],
[
"Vantage Sentry Drone",
2
]
],
"npcs": [],
"rewards": [
{
"item": "Energy Drink",
"quantity": 2,
"level": null,
"note": null
},
{
"item": "Smartphone",
"quantity": 2,
"level": 5,
"note": "One per Hexer"
}
],
"location": "Vantage Tower"
},
{
"name": "The Glass Man",
"mode": "BATTLE",
"description": "The deepest basement of Vantage Tower. A machine three storeys tall fills the room, ringed with cables as thick as your arm, and at its heart, in a cage of light, a sea-green stone. A man in a grey suit turns from the control desk and smiles as if you were expected.",
"dmNotes": "Monsters (four level 5 PCs): Dr. Julian Crane (AC 14, HP 105, +7 spell attack, 3d10 force; full stat block in Appendix B) and 2 × Vantage Security Agent. Add 1 Corporate Hexer if the Alarm reached 6.\nPhase 1 (105 to 51 HP): The Executive. Crane fights from behind a glowing force barrier near the Engine's control desk. Each turn he uses one of: Hollow Bolt: a bolt of black-green force at one target within 120 feet: +7 to hit, 3d10 force, and the target is pushed 10 feet. Static Surge: lightning from the Engine's cables arcs to every creature within 10 feet of any cable (the party can see where they run): DC 15 Dexterity saving throw, 3d8 lightning, half on a success. Rift Tear (bonus action, 3 times): Crane rips a tiny tear in the air and steps through it, appearing up to 30 feet away.\nPhase 2 (50 HP or less): The Hollow Suit. Morvain's gift wakes up. Read the read-aloud below. Crane regains 30 HP once, and from now on: His shadow fights separately: it acts on Crane's initiative right after him, as a creature with AC 13, HP 30, Speed 40, +6, 2d8+3 necrotic, and it can move through walls. Devouring Dark (recharge 5–6): a 20-foot sphere of darkness centred on Crane. Every creature inside makes a DC 15 Constitution saving throw or takes 4d8 necrotic damage and can't regain HP until the start of its next turn; half damage on a success. Bright light hurts him: any creature that ends its turn holding the Shard of Dawn within 10 feet of Crane forces him to lose his reaction. A bright light spell or a powerful flashlight in his eyes gives disadvantage on his next attack. The Engine's pulse (initiative count 20, losing ties): Each round, the Rift Engine pulses. Roll a d20: on 1–5, a Rift Surge happens to a random creature in the room. On 20, a Rift Hound falls out of the ring and joins the fight (hostile to everyone).\nTerrain: The room is 100 feet across. The Engine ring stands in the middle (40 feet wide); touching it deals 2d6 lightning. Cables cross the floor (difficult terrain; they are where Static Surge strikes). The control desk is 20 feet in front of the ring.\nScaling: 3 players: no agents; Crane has 85 HP. 5 players: add 1 Corporate Hexer; Crane has 125 HP. Level 4: no agents, and Devouring Dark deals 3d8. Level 6: Crane has 125 HP, his DCs are 16, and his shadow has 45 HP.\nSite setup: Battle \"The Glass Man\". Add Crane from Appendix B, Vantage Security Agent ×2, and a monster called \"Crane's Shadow\" (AC 13, HP 30, Speed 40, +6, 2d8+3 necrotic; hidden until Phase 2). Put Phase 2 and the Engine's pulse in DM notes. What if the players… …attack the Engine during the fight? Go to Destroy the Rift Engine and let them start the challenge while Crane is still fighting. It is harder (Crane targets anyone working on it) but very dramatic. …grab the Shard of Tides out of its cage? Reaching into the cage deals 3d6 lightning (no save). The Engine immediately starts to overload (go to the skill challenge with only 4 rounds).",
"monsters": [
[
"Vantage Security Agent",
2
],
[
"Crane's Shadow",
1
]
],
"npcs": [
"Dr. Julian Crane"
],
"rewards": [
{
"item": "Shard of Tides",
"quantity": 1,
"level": null,
"note": "In the Rift Engine’s cage"
},
{
"weapon": "Crane's Cane",
"quantity": 1,
"level": 5,
"note": null
},
{
"cash": 5000,
"note": "Crane’s safe (V4): DC 15 Sleight of Hand, or the code 0713. 100 gold at Ray’s rate"
},
{
"item": "First Aid Kit",
"quantity": 2,
"level": null,
"note": null
},
{
"item": "Energy Drink",
"quantity": 4,
"level": null,
"note": null
}
],
"location": "Vantage Tower"
},
{
"name": "Side Quest — Smugglers of Saltmere: Guns in the Gullmouth",
"mode": "BATTLE",
"description": "The Gullmouth at low tide: a sea cave under Saltmere’s cliffs, a longboat on the shingle, crates stencilled in a language nobody here can read. The smugglers’ captain is all smiles.",
"dmNotes": "Monsters: 1 Doppelganger (\"Captain Crook\"), 1 library Thug with a pistol, 4 library Bandits. The pistol: The Thug fires a pistol instead of his normal attack: +4 to hit, range 50 ft, 2d6 piercing. Every shot is LOUD (see modern gear): the two Bandits at the Landing come running on round 2. On a natural 1, the gun jams and the Thug spends his next action clearing it.\nTactics: The Bandits fight with cutlasses and try to shove PCs off the Shelf. The Doppelganger reads a PC's mind (it knows one surface thought; have it say something only that PC would know) and then changes shape to look like a member of the party in the chaos. Ask the players to describe a secret password or gesture before the fight; if they didn't, they must guess which \"PC\" is real. If the Doppelganger drops below 20 HP, it tries to dive through the Seam into Meridian.\nSite setup: Add Doppelganger, Thug and Bandits from the library. Rename the Doppelganger \"Captain Crook\" on the site so the players don't see the word.\nScaling: For 3 players, use 2 Bandits and no Landing guards. For 5 players, add a second Thug with a pistol.\nRewards panel: 150 gold (from Odile, after), Pistol at level 4, 2 Magazines.",
"monsters": [
[
"Doppelganger",
1,
"Captain Silas Crook"
],
[
"Thug",
1
],
[
"Bandit",
4
]
],
"npcs": [],
"rewards": [
{
"gold": 150,
"note": "From Odile, afterwards"
},
{
"weapon": "Pistol",
"quantity": 1,
"level": 4,
"note": null
},
{
"item": "Magazine",
"quantity": 2,
"level": null,
"note": null
}
],
"location": "Saltmere"
},
{
"name": "Side Quest — Smugglers of Saltmere: Crook’s Back Room",
"mode": "QUEST",
"description": "A net-loft over the Gullmouth, stacked with crates that have writing on them in no alphabet Saltmere knows. The real Silas Crook spreads his hands: business is business.",
"dmNotes": "Only if the party makes peace with the real Silas Crook. He is still a crook: 1 gold = $30 (worse than Ray’s $50), and black-market goods at 25 gp each — a pistol at level 4, magazines, flashlights, energy drinks and (Act II only) road flares. Odile disapproves of the guns; whether she finds out is up to you.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Captain Silas Crook"
],
"rewards": [],
"location": "Saltmere"
},
{
"name": "Side Quest — The Troll Under Tollbridge: Hounds on the Bridge",
"mode": "BATTLE",
"description": "Tollbridge: an old stone bridge over a slow river, a white delivery van stuck at the far end with its hazard lights blinking. River mist is coming up, and there are shapes running in it.",
"dmNotes": "Monsters: 4 Rift Hounds.\nTactics: The hounds attack from both ends of the bridge, 2 at each end. They use Blink to jump past the front line and attack anyone weaker, especially Kev. They use Pack Tactics (advantage when an ally is next to the target). If two hounds go down, the others flee into the river mist. Gubbleknot: If the party paid the toll honestly, Gubbleknot fights on their side (\"NOBODY eats travellers on MY bridge. Not since Gubbleknot stopped!\"). Use the stat block below. He grabs one hound per round and throws it into the river. If the party lied to him or refused to pay, he sits on the bank and watches. The van: The van gives three-quarters cover (+5 AC) to anyone behind it. A PC can drive it (DC 12 Dexterity check) to ram a hound for 2d10 bludgeoning damage, but on a natural 1 the van goes through the parapet and into the river.\nScaling: For 3 players, use 3 hounds. For 5 players, use 6 (3 per end).\nSite setup: Add Rift Hound from Appendix A and Gubbleknot from the stat block below (or as an NPC, Friendly, with AC 15, HP 84, attack +7, damage 2d6+4). Add Kev as an NPC (Friendly; AC 10, HP 9). Create \"Hounds on the Bridge\" in Battle mode.",
"monsters": [
[
"Rift Hound",
4
],
[
"Gubbleknot",
1
]
],
"npcs": [
"Kev Marsh"
],
"rewards": [
{
"item": "Road Flare",
"quantity": 4,
"level": null,
"note": "From Kev’s van — he gives the party anything they want from it"
},
{
"item": "Flashlight",
"quantity": 1,
"level": null,
"note": "From the van (10 charges)"
},
{
"item": "Energy Drink",
"quantity": 6,
"level": null,
"note": "From the van"
},
{
"weapon": "Crowbar",
"quantity": 1,
"level": null,
"note": "From the van’s toolkit"
},
{
"cash": 20,
"note": "Kev’s twenty-dollar note: worth nothing here, a burger in Meridian"
}
],
"location": "The Kingsroad"
},
{
"name": "Side Quest — Mother Bramblewick’s Price: The Cat-Snatchers",
"mode": "BATTLE",
"description": "Twenty feet of deep, muddy bog between you and a raft of reeds. On the raft, yowling, is a very wet cat. Two pale lights hang over it like lanterns.",
"dmNotes": "Monsters: 1 Bog Lurker and 2 Fen Lanterns.\nSite setup: The water is 20 feet of deep, muddy bog (difficult terrain, Strength (Athletics) DC 12 to swim) between the bank and the raft. A rotten log runs halfway across. The Bog Lurker waits under the water next to the log. The Fen Lanterns hover over the raft.\nTactics: The Fen Lanterns turn invisible and flash in the face of anyone on the bank, trying to draw them onto the log or into the water. When a PC steps onto the log, the Bog Lurker grabs them (it grapples on a hit) and drags them under. A grappled PC underwater can hold their breath for a number of minutes equal to 1 + their Constitution modifier, so there is no instant drowning, but they can't breathe or speak. Each Fen Lantern flees when it drops below 8 HP. The cats: Saving all three cats matters (see Rewards). A PC can reach the raft and hold it with an action. If the Bog Lurker is ignored for two rounds, it tips the raft over.\nScaling: For 3 players, use 1 Fen Lantern. For 5 players, add a second Bog Lurker in the reeds on the bank.\nRewards panel: 25 gold (a sunken purse in the Lurker's lair).",
"monsters": [
[
"Bog Lurker",
1
],
[
"Fen Lantern",
2
]
],
"npcs": [
"Mother Bramblewick"
],
"rewards": [
{
"gold": 25,
"note": "A sunken purse in the Lurker’s lair"
},
{
"item": "Ward Charm",
"quantity": 1,
"level": 5,
"note": "Bramblewick’s thanks, once the price is paid in full"
}
],
"location": "The Witchfen"
},
{
"name": "The Hollow King Speaks",
"mode": "QUEST",
"description": "The shadows in the room stand up. They pour together in front of you, thick as smoke, and take the shape of a tall man in robes of black and silver. He has silver hair, a calm, handsome face, and his hands, folded neatly before him, are burned black to the wrist. You can see the wall through him. He looks at each of you in turn, with real interest, the way a teacher looks at clever students. \"Three,\" says Morvain Ashgrave. \"Well done. Truly. Quillon always did pick his apprentices well. Do sit. Nobody needs to be hurt.\"",
"dmNotes": "When and where\nRun this scene the moment the party holds their third shard, at the end of whichever Part came last: in the healing Rotheart Grove, in Skullcrag's feast hall, or in Thornwick's square just after the bus bursts back through the Seam. The time is always dusk. The light goes strange. Every candle and lantern bends toward the PC who carries the most shards, and the Thornmark (if anyone has one) burns like ice.\n\nMorvain's Projection\nMorvain is not here. This is a projection, and nothing can hurt it (weapons and spells pass through; a dispel magic-style spell makes it flicker for a moment, and he looks mildly annoyed). He has come to talk. He is polite, patient and utterly certain. Let him speak, and let the players interrupt.\nWhat Morvain says (use what fits):\n- \"You think I am a monster. I am a solution. Two worlds, each starving in its own way: one with no magic, one with no plenty. Join them and there is no more hunger. No more kings who die and leave their kingdoms to fools. One world. One king. Forever.\"\n- On Nyxaloth: \"The beast must eat, yes. Every great work has a cost. The people of Meridian have never touched magic; it will be quick for them. Painless. Mostly.\"\n- On the shards: \"Keep them. Collect them all, if you like. They do not stop the beast from waking; they only let someone put it back to sleep. And who would you choose to sit in the dark forever as its Keeper? Have you asked yourselves that?\" (This foreshadows the ending of Act IV.)\nIf a PC has the lie-catching bottle from Mother Bramblewick's Price, this is the moment to uncork it: \"Nobody needs to be hurt\" is a lie, and the smoke it catches is pitch black.\n\nThe Temptations\nThen Morvain turns to each PC, one at a time, and makes an offer. Speak to each player directly. Use their backstory, their motivation on the site, or anything private they told someone this campaign (if a PC has a Thornmark from Vessa, Morvain knows a secret about them; use it, gently). Use the table for ideas.\nIf the PC is... · Morvain offers... · What he says\nA fighter, barbarian or paladin · Strength that never fades · \"You will grow old, and slow, and some younger fool will kill you. Kneel to me, and you never will.\"\nA rogue or ranger · Freedom: no king, no law, no debts · \"You have always been the outsider. In my world, there are no outsiders. Only those who are mine.\"\nA wizard or sorcerer · Knowledge: Morvain's own books · \"Quillon taught you to be careful. I can teach you to be great. What would you give to learn a spell no one has cast in a thousand years?\"\nA warlock · A better patron · \"Your patron is small. Mine is a god in all but name. I could speak to it for you.\" (Use with care: this is a great story beat.)\nA cleric or druid · Their god's silence explained · \"Your god does not answer, does it? Not always. Mine always answers.\"\nA bard · Fame across two worlds · \"Billions of people in Meridian. Imagine every one of them singing your song.\"\nAnyone who has lost someone · The dead returned · \"The Hollow Deep holds every soul the beast has eaten. I could give one back. You know which one.\"\nAnyone close to Dee or Zuri · Their safety · \"When the worlds join, the beast will be hungry. I can make sure it is never hungry for them.\"\nHow the temptation works: It is pure roleplay. No PC has to roll, and no PC is forced to accept. Ask each player: \"What do you say?\" If a player is tempted (and some will be, which is wonderful), do not let them accept in secret now. Morvain smiles: \"Think on it. When you are in my house, you can tell me in person.\" Write down every answer. Morvain will use them again in Act IV, and so will the River of Whispers.\n\nThe Fourth Shard\nBefore he goes, Morvain tells them where the fourth shard is, because he does not think it matters.",
"monsters": [],
"npcs": [
"Morvain Ashgrave, the Hollow King"
],
"rewards": [],
"location": null
},
{
"name": "The Parting Gift",
"mode": "BATTLE",
"description": "The air where the shadow stood tears open with a scream of purple light. Something forces its way through: part bull, part lorry, headlights blazing where its eyes should be.",
"dmNotes": "Monsters (four level 6 PCs): 1 × Rift Abomination (AC 15, HP 110, Speed 40, +7, 2d10+4 bludgeoning, Multiattack, Headlight Glare, Horn Blast; see Appendix A). Terrain (pick the one that fits): Silverbough: elf archers on the bridges shoot it (1d10 piercing each round), but it smashes a bridge in round 2 (anyone on it: DC 13 Dexterity save or fall 20 feet, 2d6). Skullcrag: ogres try to help and get in the way; Gorrug, if an ally, wrestles it for one round (it loses its next turn). Thornwick square: villagers flee; Hattie bangs her frying pan to draw it away from the inn once. Dee's bus is parked here: driving it into the Abomination (DC 12 Dexterity, Dee does it if no PC does) deals 3d10 bludgeoning to it.\nTactics: It charges the PC carrying the most shards (Morvain sent it to take them). Headlight Glare on anyone with ranged attacks. Horn Blast when three PCs are in front of it. It fights to the death.\nScaling: 3 players: 85 HP. 5 players: 140 HP, or add 2 Rift Hounds. Running this at level 5 (rare): 85 HP. At level 7: 140 HP.\nSite setup: Battle \"The Parting Gift\". Rift Abomination ×1.\nReward: In the wreck of the truck: a toolbox (Brannoc wants it), a Road Flare ×2 and a First Aid Kit.",
"monsters": [
[
"Rift Abomination",
1
]
],
"npcs": [],
"rewards": [
{
"item": "Road Flare",
"quantity": 2,
"level": null,
"note": "In the wreck of the truck"
},
{
"item": "First Aid Kit",
"quantity": 1,
"level": null,
"note": "In the wreck of the truck"
},
{
"weapon": "Seamcutter",
"quantity": 1,
"level": 7,
"note": "Left in the closing Seam"
},
{
"gold": 1000,
"note": "The king’s reward for three shards: 250 gp per hero — split it"
}
],
"location": null
},
{
"name": "Cinderscale Ambush",
"mode": "BATTLE",
"description": "A ridge of black rock, kobolds above, loose ash underfoot.",
"dmNotes": "Monsters (for 4 players): 8 × Cinderscale Kobold (AC 13, HP 12, +4, 1d6+2 piercing, Pack Tactics, fire-pots).\nScaling: For 3 players, use 6 kobolds. For 5 players, use 10 kobolds.\nTerrain: The kobolds are on a ridge 20 feet above the party (climbing up needs a DC 12 Strength (Athletics) check, or 2 rounds of movement on a winding goat path). Loose scree: a PC who dashes on the slope must pass a DC 10 Dexterity saving throw or fall Prone.\nTactics: Round 1, every kobold throws a fire-pot (ranged attack +4, range 20/60, 1d6 fire damage and the target's square burns for 1 round). After that, they fight in pairs so they always get Pack Tactics (advantage when an ally is next to the target). When half of them are down, the rest flee uphill to warn the tribe.\nSite setup: Create a Battle encounter called \"Cinderscale Ambush\". Add the kobolds from your monster list.\nScene text: \"A ridge of black rock, kobolds above, loose ash underfoot.\" In DM Notes write \"Flee at half. Fire-pots round 1.\" What if the players… …shout that they have come to talk to the Burning One? A DC 13 Charisma (Persuasion) check (advantage if a PC is a dragonborn, or shows the Riftstone glowing) makes the kobolds stop and argue among themselves. They take the party to Skarrix as \"prisoners\" instead of fighting. …capture a kobold? It's terrified and spills everything: the dragon is wounded, the priests were eaten, the High Priest is \"thinking too much.\"\nReward: 35 gold in kobold pouches (shiny trinkets, a Meridian bottle cap collection worth nothing, one real gold tooth). 2 × Alchemist's Fire at level 1 (unused fire-pots).",
"monsters": [
[
"Cinderscale Kobold",
8
]
],
"npcs": [],
"rewards": [
{
"gold": 35,
"note": "Kobold pouches"
},
{
"item": "Alchemist's Fire",
"quantity": 2,
"level": null,
"note": "Unused fire-pots"
}
],
"location": "Ashpeak"
},
{
"name": "The Burnt Army",
"mode": "BATTLE",
"description": "A field of grey ash sixty feet across, studded with shapes that look like statues until you see the armour. The wind is rising, and it is warm.",
"dmNotes": "Monsters (for 4 players): 3 × Ash Wraith (AC 13, HP 45, fly 40, +5, 2d8+3 fire, Smother).\nScaling: For 3 players, use 2 ash wraiths. For 5 players, use 4 ash wraiths.\nTerrain: The battlefield is a 60-foot field of buried \"statues\" (half cover behind them). If the ash storm is active, everything beyond 10 feet is heavily obscured. The wraiths can see through ash; the party cannot. Two statues are really dwarves with old Smother grudges: any PC who ends their turn next to one must pass a DC 12 Strength saving throw or be Grappled by a burnt hand reaching up from the ash (escape DC 12).\nTactics: The wraiths fly out of the ash, attack, and fly back into it. Each wraith tries to use Smother on a lone PC (it wraps around their head; they can't breathe and take damage each turn until they break free). They hate water and cold: any cold damage makes a wraith lose its next turn's movement.\nSite setup: Battle encounter \"The Burnt Army\". Add Ash Wraiths. Add the label \"Grappled\" to anyone a dead hand grabs. Remember, the site won't track the storm: write \"Storm: 10 rounds\" in DM Notes and cross them off. What if the players… …speak to the wraiths in Dwarvish, or a dwarf PC calls on their ancestors? A DC 15 Charisma (Persuasion) check makes one wraith hesitate, then fade with a sigh of \"...home...\" That wraith is gone. A DC 13 Intelligence (Religion) check reveals that burying a little of their ash with a prayer to the Pale Ferryman will let all of them rest (takes a minute out of combat). …run? Wraiths chase only to the edge of the field (about 200 feet).\nReward: Among the dead lies a dwarf captain's war-horn and a coffer of old dwarf coins: 150 gold. A Potion of Greater Healing at level 7, still sealed in a dwarf-steel flask.",
"monsters": [
[
"Ash Wraith",
3
]
],
"npcs": [],
"rewards": [
{
"gold": 150,
"note": "A coffer of old dwarf coins"
},
{
"item": "Greater Healing Potion",
"quantity": 1,
"level": 7,
"note": "Sealed in a dwarf-steel flask"
},
{
"item": "Dwarf War-Horn",
"quantity": 1,
"level": null,
"note": "The dwarf captain’s"
}
],
"location": "Ashpeak"
},
{
"name": "The Wyvern of the Shoulder",
"mode": "BATTLE",
"description": "The Shoulder: a shelf of black rock under the crater’s lip, the only way up. A nest of bones and bent armour sits against the cliff, and in it something long and leathery is asleep with one eye open.",
"dmNotes": "Monster (for 4 players): 1 × Wyvern (AC 13, HP 110, speed 20, fly 80, +7, bite 2d6+4 piercing; stinger 2d6+4 piercing plus 7d6 poison, CON save DC 15 for half the poison).\nScaling: For 3 players, the wyvern starts the fight already wounded by kobold spears (HP 80). For 5 players, add 2 Cinderscale Kobolds hiding on the rocks who throw fire-pots at whoever is winning, or give the wyvern 130 HP.\nTerrain: The ridge is 10 feet wide. A PC knocked Prone at the edge, or pushed, must pass a DC 13 Dexterity saving throw or slide over the edge. A sliding PC can grab the edge with a DC 12 Strength (Athletics) check; if they fail, they fall 30 feet onto a ledge below (3d6 bludgeoning) and need 2 rounds to climb back. Never let anyone fall all the way: that's not fun, it's just death.\nTactics: The wyvern dives, attacks, and flies up again (it can bite or sting each round; on most turns it does both). It targets whoever is closest to the edge. When it is below 40 HP it grabs a PC (or the kobold guide Tik if he is there, for drama) and tries to fly off. A PC grabbed in its claws can attack it with advantage. If it is killed or drops its victim, have it happen over the ridge (a 10-foot fall, 1d6 bludgeoning), never over the abyss.\nSite setup: Battle encounter \"Wyvern of the Shoulder\". Add one Wyvern. Put \"Poison sting: 7d6, CON DC 15 half\" in DM Notes, since the site only shows one damage value. What if the players… …throw it food (a goat, rations)? A DC 14 Wisdom (Animal Handling) check distracts it for a round. Two successes in a row and it takes the food and leaves. …hide among the rocks and wait? A DC 14 Dexterity (Stealth) group check gets the party past while it sleeps. Then it attacks them on the way back down, when they are tired and carrying treasure.\nReward: The wyvern's nest holds the gear of past victims: 220 gold in mixed coins, a Ward Charm at level 6, and a cracked Meridian motorcycle helmet (worth nothing, but funny). A PC who carefully milks the poison gland (DC 13 Wisdom (Medicine)) gets 3 doses of wyvern poison: coat a weapon to add 2d6 poison damage to one hit per dose.",
"monsters": [
[
"Wyvern",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 180,
"note": "The nest: the gear of past victims"
},
{
"silver": 300,
"note": "The nest"
},
{
"copper": 1000,
"note": "The nest"
},
{
"item": "Ward Charm",
"quantity": 1,
"level": 6,
"note": "The nest"
},
{
"item": "Wyvern Poison",
"quantity": 3,
"level": null,
"note": "DC 13 Medicine to milk the gland"
}
],
"location": "Ashpeak"
},
{
"name": "Cindermaw’s Bargain",
"mode": "QUEST",
"description": "On the fifth morning, the land turns black. The trees are charred stumps, the grass is grey ash, and the air tastes like a blacksmith's forge. Ahead, Ashpeak fills half the sky: a broken cone of dark rock with a red glow pulsing inside its crater like a slow heartbeat. A thread of smoke rises from the top and bends east in the wind.",
"dmNotes": "What's going on\nAshpeak is a smoking volcano in the far north-east of Aldervane. Its top is a broken crater of black rock where Cindermaw, a young red dragon, has his lair. The Cinderscale kobolds, small red-scaled reptile people, live in tunnels around the lair and worship Cindermaw as a god.\nA week ago, Morvain sent shadow wyrmlings to steal the Shard of Ember from Cindermaw's hoard. Cindermaw killed them, but they hurt him badly. His wing is torn and a black, frost-like wound across his chest will not heal. He is angry, proud, embarrassed, and more dangerous than ever, but he also hates Morvain and Nyxaloth now more than he hates anyone else. That makes him someone the party can deal with.\nThe journey takes 5 days on foot from Highmarch (2–3 days on horseback, since the party were given horses when they were knighted). The last day is on foot: horses will not climb the ash slopes. Run the climb as three stages, then the lair.\nStage · What happens · Main scene\nThe Foothills · Cinder-blackened forest, kobold scouts · Hazards of the climb, kobold patrol\nThe Ash Slopes · Ash storm, heat, lava streams · The Cinderscale Tribe, ash wraiths\nThe Shoulder · A narrow ridge below the crater · The Wyvern of the Shoulder, sq-14 hook\nThe Crater · Cindermaw's lair · Cindermaw's Lair, A1–A7\n\nRoleplaying Cindermaw\nCindermaw at a glance Look: About 35 feet long, glowing red scales, a crest of horns like a crown, gold rings jammed onto his claws. A torn left wing. A frost-black wound on his chest that steams when he breathes. Voice: Deep, slow, very posh. He speaks like a bored prince. He loves long words and uses them slightly wrong (\"I am utterly magnanimous with my fury\"). When angry, he goes very quiet; when really angry, he shouts and the room shakes. Tip: lean back in your chair, half-close your eyes, and speak slowly. Personality: Vain. Greedy. Clever but not wise. Easily bored. Insulted by everything. Secretly lonely: no one has spoken to him as an equal since his mother died. What he wants, in order: (1) Revenge on Morvain and Nyxaloth, \"the old worm,\" for his mother and for his wound. (2) New, unique treasure, especially Meridian wonders. (3) To be admired and respected. (4) To never, ever look weak. What he hates: Being called \"young,\" \"small\" or \"hurt.\" Thieves. Being interrupted. Anyone touching his hoard. What he knows: The Shard of Ember makes him resistant to Nyxaloth's cold shadow; he believes it saved his life. He does not want to give it up while Morvain still lives. He knows the shadow wyrmlings came from below, but not that they hatched in his own mountain.\nSample lines:\n- \"You may approach. Slowly. Admiringly, if you can manage it.\"\n- \"Do not look at the wing. I said do not look at it.\"\n- \"Morvain. That ink-fingered little bookworm. He sent his shadows to rob ME? In my OWN house?\"\n- \"My mother flew into the dark to fight the old worm. She did not come back. You will forgive me if I do not trust your Crown to finish what she could not.\"\n- \"What is the purpose of the Golden Kicking Man? Tell me. TELL me.\"\nDM Tip Cindermaw's attitude starts at Hostile if the party fought their way in, Neutral if they came in quietly, and Neutral but curious if Skarrix sent them with the proper greeting. Put him on the site as an NPC (not a monster) for the talking scene, and keep his monster stat block ready in case things go wrong. Switch the encounter to Battle mode only if the fight starts.\n\nThe bargain\nThe party wants the Shard of Ember. Cindermaw wants a great many things. A bargain works like this:\n- The party makes an offer (or several).\n- You check the table for Cindermaw's reaction. Strong offers are worth 2 points, decent offers 1 point, insulting offers −1 or worse.\n- When the party reaches 4 points, Cindermaw agrees to give them the shard, on his terms.\n- A good speech, a clever argument or a great joke can earn a DC 15 Charisma (Persuasion) check for an extra point (once per PC). A failed check doesn't lose points, but a natura…",
"monsters": [],
"npcs": [
"Cindermaw"
],
"rewards": [
{
"item": "Shard of Ember",
"quantity": 1,
"level": null,
"note": "Any outcome"
},
{
"weapon": "Emberfang",
"quantity": 1,
"level": 7,
"note": "“A gift between allies”"
},
{
"gold": 500,
"note": "“For expenses”"
},
{
"item": "Greater Healing Potion",
"quantity": 2,
"level": 7,
"note": "“Take them, I find them sticky”"
},
{
"item": "Shield Ward",
"quantity": 1,
"level": 7,
"note": "A bargain worth 6+ points"
},
{
"item": "Cinderscale Armor",
"quantity": 1,
"level": null,
"note": "Part of a generous bargain"
}
],
"location": "Ashpeak"
},
{
"name": "The Throne of Embers",
"mode": "BATTLE",
"description": "The Throne of Embers: a cavern of black glass lit from below by lava, heaped with gold polished to a mirror shine. The dragon on top of it is young, red, wounded, and has run out of patience.",
"dmNotes": "Monster: Cindermaw, wounded version: use his Appendix B stat block (AC 18, HP 178) but set Max HP to 120 when you create him on the site. Wounded changes (write these in DM Notes): Torn wing: He can't fly more than 10 feet up, and only for one turn at a time. He mostly fights on the ground. Frost wound: His breath weapon is weakened. Fire Breath: 30-foot cone, 10d6 fire damage, DEX save DC 17 for half. It recharges only on a roll of 6 on a d6 at the start of his turn (not 5–6). Pride: At 40 HP or less, he stops attacking and says \"Enough. ENOUGH.\" He offers the shard in exchange for his life. If the party refuses and keeps attacking, he fights to the death.\nScaling: For 3 players, set Max HP to 100 and his breath to 8d6. For 5 players, keep 120 HP and use one more lair action each round (but never the same one twice in a row). Lair actions: On initiative count 20 each round, choose one (don't repeat the same one two rounds in a row): Lava Surge: Lava splashes from the lake. Each PC within 10 feet of the cave's open edge makes a DC 13 Dexterity saving throw or takes 3d6 fire damage. Choking Smoke: A cloud of smoke fills a 20-foot area. Everything inside is heavily obscured until the next lair action. Avalanche of Gold: The hoard shifts. Each PC standing on the gold makes a DC 13 Dexterity saving throw or falls Prone.\nTerrain: The hoard is uneven (difficult terrain). The cave edge opens onto the lava lake; a PC pushed over takes 10d10 fire damage, so always offer a DC 13 Dexterity saving throw to catch the edge. Side passages to A4 and A5 are too narrow for him: a PC there has full cover but can't attack him either. Kobold allies: If the party made friends with Skarrix, the kobolds don't fight. If the party attacked the warren, 4 Cinderscale Kobolds join in, throwing fire-pots from the doorway.\nTactics: Round 1, breath on the biggest group. Then bite the strongest-looking warrior and claw anyone who gets close. He uses his tail to sweep PCs onto the gold (Prone). He targets anyone touching the hoard first, always. Keeping it survivable: Fire resistance makes a huge difference: a PC carrying the Shard of Dawn can hold it up for advantage against the fear of his roar; protection from energy or similar spells halve his breath again. If a PC drops to 0 HP, Cindermaw doesn't attack them again; he ignores \"fallen insects.\" If the fight is going badly for the party (two or more PCs at 0 HP), Cindermaw stops and gloats. This is a second chance to bargain: \"You see now? You need me. On your knees, and we will talk.\"\nSite setup: Create Cindermaw as a monster with Max HP 120 (or your scaled number). Add \"Frightened\" labels to anyone who fails the save against his roar at the start of the fight (DC 16 Wisdom or Frightened for 1 minute; save again each turn).\nReward: See Ashpeak rewards.",
"monsters": [],
"npcs": [
{
"name": "Cindermaw",
"hp": 120
}
],
"rewards": [
{
"item": "Shard of Ember",
"quantity": 1,
"level": null,
"note": null
},
{
"weapon": "Emberfang",
"quantity": 1,
"level": 7,
"note": "In the hoard"
},
{
"gold": 3000,
"note": "The hoard"
},
{
"item": "Greater Healing Potion",
"quantity": 2,
"level": 7,
"note": "In a jewelled box"
},
{
"item": "Shield Ward",
"quantity": 1,
"level": 7,
"note": null
},
{
"item": "Cinderscale Armor",
"quantity": 1,
"level": null,
"note": "In the hoard"
}
],
"location": "Ashpeak"
},
{
"name": "Side Quest — Signal in the Storm: The Singing Tower",
"mode": "BATTLE",
"description": "A steel mast taller than any tower in Highmarch, standing in a muddy square inside a wire fence on the open plain. The storm has been circling it for three days. The mast is singing.",
"dmNotes": "Monsters: 3 Storm Spirits (stat block below).\nSite setup: A square of muddy ground 60 feet across inside the fence, with the mast in the middle and the equipment hut (20 by 10 feet, metal door) against one side. The fence is metal: any creature touching it when lightning strikes takes 1d6 lightning damage. At the end of each round, roll a d6: on a 6, lightning strikes the mast, and every creature within 10 feet of it takes 2d6 lightning damage (DEX DC 13 half). Storm Spirits are healed by this instead.\nTactics: The spirits flit in and out of the rain, striking and flying off. They use Static Burst on groups. They will not enter the equipment hut (it hurts them, oddly), which is the safest place in the fight. Rob: If the fight goes on for 3 rounds, the hut door bangs open. Rob Feld, still human, stares at the party: \"Get in! Get in here, they can't come in here!\" Then he sees the swords. \"Oh no. Oh no, not more of you people.\"\nScaling: For 3 players, use 2 Storm Spirits. For 5 players, use 4, or 3 with 15 more HP each.\nRewards panel: none until the tower is dealt with (see Rewards).",
"monsters": [
[
"Storm Spirit",
3
]
],
"npcs": [
"Rob Feld"
],
"rewards": [],
"location": null
},
{
"name": "Side Quest — Signal in the Storm: The Wolf in the Storm",
"mode": "BATTLE",
"description": "The equipment hut, by lightning-light. The man who let you in is on his knees, holding his head. When he looks up, his eyes are the wrong colour.",
"dmNotes": "Monster: Rob, as a library Werewolf.\nTactics: Rob-wolf is in pain and confused. He attacks the nearest creature, but on each of his turns, a PC can spend an action talking to him (call his name, mention his family, show him his hard-hat photo): DC 14 Charisma (Persuasion). On a success, Rob gets disadvantage on attacks until his next turn. Three successes and he stops, howls, and runs off into the storm to wait for dawn. Remember: library werewolves resist normal weapon damage; silvered and magic weapons work normally. Do not kill Rob if you can help it. If he drops to 0 HP, he changes back into a bleeding human. Stabilise him (DC 10 Wisdom (Medicine)).\nScaling: For 3 players, Rob starts with 15 fewer HP. For 5 players, add 2 rift-touched wolves (library Wolves).",
"monsters": [
[
"Werewolf",
1,
"Rob Feld"
]
],
"npcs": [],
"rewards": [
{
"weapon": "Riftbreaker",
"quantity": 1,
"level": 6,
"note": "Or a working Smartphone that can call Meridian — the party’s choice"
}
],
"location": null
},
{
"name": "Side Quest — The Wyrmling Clutch: The Brood Chamber",
"mode": "BATTLE",
"description": "A cavern lit by blue torches, a hundred feet long. A dozen black eggs sit in nests along the walls, each as big as a barrel. Something is singing to them.",
"dmNotes": "Monsters: 1 Brood-Warden (stat block below), 2 Shadow Wyrmlings (collared, newly hatched), 3 Hollowborn Warriors, 2 Hollow Cultists.\nSite setup: A cavern 100 by 70 feet. Twelve eggs in nests along the walls (AC 12, 15 HP each; immune to poison and psychic). The rope-lift and the black shaft are on the far side. Blue torches give dim light; the wyrmlings hide easily in the dark parts.\nTactics: The Hollowborn hold the line in front of the eggs. The cultists stay back and cast Hex. The Brood-Warden uses Brood Call on round 1. The wyrmlings fly high and use Shadow Breath on the biggest group of PCs, then dive on whoever is alone. The eggs: On round 3 and every round after, roll a d6 at the end of the round: on a 5 or 6, one undamaged egg hatches into a new Shadow Wyrmling (uncollared: it attacks the nearest creature, friend or foe). A PC can smash an egg with an action and one hit that deals 15 damage. Fire deals double damage to eggs. The rope-lift: If the fight goes badly for the Warden, a cultist tries to escape down the lift with an egg. A PC can cut the rope (one action, AC 10, 5 HP): the lift drops into the dark, taking the cultist and egg with it.\nScaling: For 3 players, remove 1 Shadow Wyrmling and 1 Hollowborn Warrior. For 5 players, add 1 more Shadow Wyrmling and 2 more Hollowborn Warriors.\nRewards panel: Hollowbane at level 8 (see below), 400 gold in Hollow Court coin.",
"monsters": [
[
"Brood-Warden",
1
],
[
"Shadow Wyrmling",
2
],
[
"Hollowborn Warrior",
3
],
[
"Hollow Cultist",
2
]
],
"npcs": [],
"rewards": [
{
"weapon": "Hollowbane",
"quantity": 1,
"level": 8,
"note": null
},
{
"gold": 400,
"note": "Hollow Court coin"
}
],
"location": "Ashpeak"
},
{
"name": "The Siege — Mission 1: The Lower Gate",
"mode": "BATTLE",
"description": "The Lower Gate of Highmarch stands open, its portcullis raised, the guardhouse dark. Smoke rolls down the street behind it. Figures in black armour are holding the arch.",
"dmNotes": "Monsters (wave 1, in the gate arch at the start): 1 Hollow Knight, 4 Hollow Cultists (2 of them up in the gatehouse winch room), 4 Gloamlings. Monsters (wave 2, arrive from the road at the start of round 4): 1 Hollow Knight on a skeletal horse and 2 Hollow Cultists. Wave 2 does not arrive if the portcullis is down by then. The objective: drop the portcullis. The winch room is 20 feet up a spiral stair inside the gatehouse (or 20 feet up the outside wall: DC 13 Strength (Athletics) to climb). To drop the portcullis, a PC in the winch room must pull out the jammed spear (an action, DC 14 Strength (Athletics)) and then release the winch (another action, no check). When the portcullis drops, anything standing in the arch makes a DC 13 Dexterity saving throw or takes 4d10 piercing damage and is pinned (Restrained until it escapes with DC 15 Strength).\nTerrain: The arch is 20 feet wide and 30 feet long. Burning oil barrels: two barrels lie in the arch. A PC can kick one into enemies (an action, DC 12 Strength): it bursts in a 10-foot circle, 3d6 fire damage (DEX DC 13 for half), and the area burns for 3 rounds. Smoke: the whole area counts as dim light, so gloamlings can Shadow Step anywhere. Allies: Dame Rowena and 3 knights fight beside the party (see the tip above). If the Silverbough archers are on the ledger, they arrive at the start of round 2 on the hill outside the gate: at the start of each round, choose one enemy in this mission; it takes 2d10 piercing damage as elf arrows rain down. Read: \"A silver horn sounds from the hill. Thalion waves his bow and grins.\"\nTactics: The Hollow Knight plants itself in the middle of the arch and fights whoever comes closest; it wants to keep the gate open. Cultists in the winch room throw hexes at anyone climbing the stairs. Gloamlings harass spellcasters and anyone carrying a light. When the Hollow Knight drops below half HP, it shouts in a voice like a tomb door: \"The gate stays open!\" and moves to stand directly under the portcullis, daring the party to drop it.\nScaling: For 3 players, remove 2 gloamlings and wave 2's Hollow Knight (wave 2 is just 3 cultists). For 5 players, add 1 Wight to wave 1, commanding from the back.\nSite setup: Create a Battle encounter called \"The Lower Gate\" with wave 1. Have wave 2 ready as a second encounter, or add them by hand at round 4. Write \"drop portcullis by round 4!\" in your notes.\nSuccess: The portcullis is down and wave 1 is defeated.\nBonus goal: the portcullis drops before round 4 (wave 2 never arrives).\nReward: On the dead Hollow Knight's belt is a ring of black keys, one of which opens the Royal Chapel's side door (useful in Mission 2). A cultist carries a purse with 60 gold and a scrap of shadow-paper with Malvoy's handwriting: \"Gate at midnight. Supper for the guards. The king prays at dawn.\"",
"monsters": [
[
"Hollow Knight",
1
],
[
"Hollow Cultist",
4
],
[
"Gloamling",
4
]
],
"npcs": [
"Dame Rowena Vance"
],
"rewards": [
{
"gold": 60,
"note": "A cultist’s purse, with a scrap of shadow-paper in Malvoy’s hand"
}
],
"location": "Highmarch"
},
{
"name": "The Siege — Mission 2: The Burning Chapel",
"mode": "BATTLE",
"description": "The Royal Chapel of the Dawnfather is burning. The doors are barred from the outside, and there is singing inside: a hymn, thin and cracked, with coughing in it.",
"dmNotes": "Monsters (outside the doors): 1 Wight, 4 Hollow Cultists. Inside, in the smoke: 3 Gloamlings who attack anyone trying to rescue the people inside.\nThe Fire Clock: The chapel roof collapses at the end of round 6. (If Dee and Hale are on the ledger, the clock is 8 rounds.) Count the rounds out loud. Anyone still inside when the roof falls takes 6d6 bludgeoning plus 3d6 fire damage (DEX DC 15 for half), and anyone pinned or unconscious inside dies. Getting in: The front doors are chained (AC 15, 20 HP, or DC 16 Strength to burst; the cultists carry the padlock key). The side door is locked (DC 15 Dexterity with thieves' tools, or the black key from Mission 1 opens it instantly). The windows are 10 feet up and full of broken glass: climbing through deals 1d6 slashing. Inside the chapel: The air is thick with smoke. At the start of each of their turns inside, a creature makes a DC 12 Constitution saving throw or takes 2d6 fire damage and coughs (can't speak or cast spells with spoken words until the start of its next turn). Holding a wet cloth over the face gives advantage. Rescuing the king: King Aldous is pinned under a burning beam near the altar. Lifting it takes an action and a DC 16 Strength (Athletics) check, or two PCs working together each succeed at a DC 12 check on the same turn. Once free, he can walk slowly (15 feet a turn) or be carried (a PC carrying him moves at half speed). Rescuing the others: Six servants and the old chaplain huddle in a side chapel. They're frightened. A PC can use an action and a DC 12 Charisma (Persuasion or Intimidation) check to get 2 of them moving; they run outside on their next turn. Or carry one. Allies: If Dee and Hale are on the ledger, at the start of round 2 the Rift Runner smashes through the chapel square, scattering cultists (each cultist outside takes 2d6 bludgeoning). Hale jumps out with a riot shield and holds the doors open; Dee yells \"EVERYBODY ON THE BUS!\" All servants and the chaplain are evacuated automatically. The party only needs to save the king.\nTactics: The Wight stands in front of the doors and attacks anyone trying to break them. If a PC gets inside, the Wight follows them in: it wants the king dead. Cultists cast hexes from the steps and try to drag anyone carrying the king back into the fire (a grapple). Gloamlings teleport through the smoke and attack whoever is lifting the beam.\nScaling: For 3 players, remove 1 cultist and 1 gloamling, and make lifting the beam DC 14. For 5 players, add a second Wight inside, already standing over the king.\nSite setup: Create a Battle encounter called \"The Burning Chapel.\" Add King Aldous as an NPC (Friendly, AC 10, HP 12) so you can track his HP if the fire or a Wight hurts him. He starts at 8 HP.\nSuccess: The king is outside the chapel when the roof collapses.\nBonus goal: all six servants and the chaplain are saved too.\nReward: The king, coughing and sooty, presses his signet ring into a PC's hand. \"Malvoy had the vault key, didn't he? I trusted him for twenty years.\" The ring opens every door in Highmarch, including the Throne Room's secret side door (see Mission 5). The chaplain gives the party 2 flasks of holy water from the altar.",
"monsters": [
[
"Wight",
1
],
[
"Hollow Cultist",
4
],
[
"Gloamling",
3
]
],
"npcs": [
{
"name": "King Aldous III",
"hp": 12
}
],
"rewards": [
{
"item": "Holy Water",
"quantity": 2,
"level": 7,
"note": "From the grateful chaplain"
}
],
"location": "Highmarch"
},
{
"name": "The Siege — Mission 3: The Hollow Bell",
"mode": "BATTLE",
"description": "The temple graveyard under a black bell-tower. Every time the bell tolls, the ground moves.",
"dmNotes": "Monsters: In the graveyard at the start: 4 Zombies. In the belfry at the top of the tower: 1 Wight (the bell's guardian, once a captain of Highmarch buried under the temple) and 3 Hollow Cultists chanting around the bell. The bell tolls at the start of every second round (rounds 2, 4, 6 and so on). Each time it tolls: 2 Zombies claw up out of the graveyard. (Only 1 if Mother Bramblewick is on the ledger.) Every living creature within 60 feet of the tower makes a DC 15 Wisdom saving throw or is Frightened of the bell until the end of its next turn (see conditions). With Bramblewick, the DC is 13. Getting up the tower: There are two ways. The stairs: A spiral stair runs up the inside. It's choked with rubble and fallen bones at the halfway point: clearing a way takes an action and a DC 13 Strength (Athletics) check. Zombies follow the party up the stairs. The outside wall: Old, rough stone with carved skulls for handholds. Climbing it takes two successful DC 15 Strength (Athletics) checks (one per round). A failure means no progress that round; failing by 5 or more means a fall of 1d4 × 10 feet (1d6 bludgeoning per 10 feet). Spider climb, flying or a rope from someone already at the top makes it automatic. The griffon: If the party brought the griffon (see the ledger), it carries one or two PCs straight to the belfry roof. No climb. Silencing the bell: There are three ways, and the players can mix them. Break it. The bell has AC 17 and 40 HP; it is immune to necrotic and poison damage. Bludgeoning damage and thunder damage (like shatter) are doubled against it. When it reaches 0 HP, it cracks with a final, broken note and falls silent. Cleanse it. A PC who touches the bell can make a DC 15 Intelligence (Religion) check as an action to scrape away the carved mark and speak the Ferryman's funeral words. Three successes silence the bell. Pouring holy water on it, or being a cleric or paladin, gives advantage. Cut it down. The bell hangs from a single oak beam. A PC can saw or chop through it (AC 12, 25 HP), sending the bell crashing 80 feet into the graveyard. Anything beneath it takes 6d10 bludgeoning. It is spectacular, and it works. When the bell falls silent, every Zombie in the graveyard collapses where it stands, at peace.\nTerrain: The belfry is a 20-foot square open on all four sides to an 80-foot drop. A creature pushed or shoved out of it can make a DC 13 Dexterity saving throw to catch the edge. The Wight will happily shove PCs (contest: its Athletics +2 against the PC's Athletics or Acrobatics).\nTactics: The cultists keep chanting; as long as at least one cultist is alive, the bell heals 5 HP at the start of each round. The Wight targets whoever is touching the bell. Zombies climb the stairs slowly and arrive at the belfry 3 rounds after they rise.\nScaling: For 3 players, remove 1 cultist and start with only 2 Zombies. For 5 players, add a second Wight in the belfry.\nSite setup: Create the bell as a \"monster\" on the site (AC 17, HP 40, attack bonus 0, damage \"none\") so you can track its HP. Keep a pile of Zombie entries ready to add.\nSuccess: The bell is silenced.\nBonus goal: silence it by cleansing (option 2), not breaking it. The dead of Highmarch rest again, and the temple's grateful priestess blesses the party (each PC gets advantage on their next death saving throw this siege; see death and dying).\nReward: In the belfry the cultists left a satchel with 80 gold, a Potion of Healing, and three more shadow-paper letters from Malvoy to \"the Hollow King, my lord and master\", dated as far back as Act I. Keep these: they're perfect for the king, or for the confession scene.",
"monsters": [
[
"Zombie",
4
],
[
"Wight",
1
],
[
"Hollow Cultist",
3
],
[
"The Hollow Bell",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 80,
"note": "A satchel in the belfry, with three more of Malvoy’s letters"
},
{
"item": "Healing Potion",
"quantity": 1,
"level": 7,
"note": null
}
],
"location": "Highmarch"
},
{
"name": "The Siege — Mission 4: The Battering Beast",
"mode": "BATTLE",
"description": "The inner gate of the castle shudders. On the far side of the square, something huge lowers its head, headlights flaring, and a knight in black plate on its back raises a sword.",
"dmNotes": "Monsters: 1 Rift Abomination (the Battering Beast), 1 Hollow Knight riding it (it can attack from the Beast's back; it jumps off when the Beast is below half HP), 4 Gloamlings.\nThe Gate Clock: The inner gate has 5 Gate Points. At the end of each round, if the Beast did not attack a PC or ally that round (because nobody got in its way, or it was free to charge), it smashes the gate and the gate loses 1 point. At 0, the gate breaks: the mission fails, enemies flood the castle courtyard (Siege Track −2), and the party must still kill the Beast.\nTerrain: The gate courtyard is a 60-foot square of cobbles in front of the gate, with burning market stalls (cover; a creature shoved into one catches fire for 1d6 fire damage). The boiling oil cauldron above the gate: a PC on the wall can tip it (an action, DC 12 Strength). Everything in a 15-foot square below takes 4d6 fire damage (DEX DC 14 for half). One use. The wall mangonel: a small catapult on the wall. Loading it takes one action; aiming and firing takes another (any PC can do it). Make an attack roll with +5 to hit: on a hit, 4d10 bludgeoning. It can fire once every 2 rounds. A big target like the Beast is easy to hit. The wall stairs from the courtyard to the battlements are 30 feet long. Allies: If Gorrug's ogres are on the ledger, they arrive at the very start of the fight. Read: \"A roar shakes the street: 'FOR THE KING OF ALL HILLS, AND ALSO FOR THE LIBRARY!' and twelve ogres slam into the Beast's side.\" The Beast starts the fight with 40 fewer HP (70 instead of 110) and is Prone for round 1. The ogres keep the gloamlings busy (remove 2 gloamlings). Gorrug then gives a speech using every long word he knows, mostly wrong.\nTactics: The Beast is dumb and angry. Each round it either charges the gate (if nobody is in its way) or charges the PC who hurt it most. It uses its Headlight Glare against groups of PCs and its Horn Blast when surrounded (see its stat block in Appendix A). The Hollow Knight rider steers it toward spellcasters. Gloamlings attack anyone climbing to the mangonel or the cauldron.\nScaling: For 3 players, the Beast has 90 HP (50 with the ogres) and there's no Hollow Knight rider; use 2 extra gloamlings instead. For 5 players, the gate has only 4 Gate Points and add 1 Hollow Cultist on the Beast's back throwing hexes.\nSite setup: Create a Battle encounter called \"The Battering Beast.\" Set the Rift Abomination's HP by hand if the ogres arrive. Track Gate Points on paper with five tick marks.\nSuccess: The Beast is dead and the gate still has at least 1 Gate Point.\nBonus goal: the gate still has 4 or 5 points.\nReward: Inside the Beast's fused steel shell is the truck's cargo: sealed bags of Meridian money (worth 300 gold at a pawn shop in Meridian; 0 in Aldervane, but Dee will happily explain what it's worth). A PC who searches the cab finds a working Flashlight and a Road Flare ×2.",
"monsters": [
[
"Rift Abomination",
1,
"The Battering Beast"
],
[
"Hollow Knight",
1
],
[
"Gloamling",
4
]
],
"npcs": [],
"rewards": [
{
"cash": 15000,
"note": "Sealed bags of Meridian money in the Beast’s steel shell — split it. Paper in Aldervane; 300 gold at Ray’s ($50), or a bad $100 to the gold from Bramblewick or Tallow"
},
{
"item": "Flashlight",
"quantity": 1,
"level": 7,
"note": "From the truck’s cab"
},
{
"item": "Road Flare",
"quantity": 2,
"level": 7,
"note": "From the truck’s cab"
}
],
"location": "Highmarch"
},
{
"name": "The Siege — Mission 5: The Traitor's Throne",
"mode": "BATTLE",
"description": "The throne room of Highmarch, its doors barricaded from within. A neat little man sits on the steps below the empty throne with a rapier across his knees. His fingertips are black.",
"dmNotes": "Monsters: Lord Chancellor Malvoy (AC 13, HP 60, rapier +5, 1d8+3, plus spells; see Appendix B), 2 Wights (his \"honour guard\", once kings' champions from the royal crypt), 4 Gloamlings hiding in the rafters. Extra enemies from the Siege Track: If the track is 3 or less, add 1 Hollow Knight. If Mission 3 was skipped, add 2 Zombies. If Mission 4 was skipped, add 1 Hollow Knight. (Never add more than two extra Hollow Knights in total.) Allies: Rowena fights beside the party if the Siege Track is 8 or more (and four of her knights too at 12 or more; they keep the Wights busy for 2 rounds). If Sir Aldric's ghost is on the ledger, he rises from Oathkeeper's blade when combat starts. Read: \"Pale light pours from the sword and a knight in old silver armour steps out of it. 'Traitor,' he says. 'I knew a man like you once. He is in the Barrowdowns still.'\" Both Wights are Frightened of him for the whole fight, and once, he steps in front of a killing blow aimed at the king or a PC (that attack misses).\nMalvoy's tricks (write these in his DM notes): Shadow-ink Cloak: As a bonus action, Malvoy steps into a shadow and out of another within 30 feet (like misty step). He can do this 3 times. Hollow Command: As an action, he points at a PC and shouts a word of Morvain's power: DC 14 Wisdom saving throw or the PC must use their next turn to drop a shard they're carrying and step away from it (a gloamling then tries to snatch it). This works only on PCs holding a shard. The Speaking-Horn: If a PC reaches the brass horn at the side of the throne (an action to blow it), they can speak to the whole city. A rousing call (DC 13 Charisma (Persuasion)) makes every defender in Highmarch cheer: +1 Siege Track and every ally in the hall has advantage on its next attack.\nTerrain: The hall is 80 feet long and 40 feet wide. Overturned tables give half cover. Two big iron chandeliers hang over the middle: shooting or cutting a chain (AC 12, 10 HP) drops one in a 10-foot square, 3d10 bludgeoning (DEX DC 13 for half). The rafters are 30 feet up; the gloamlings drop from them on round 2.\nTactics: Malvoy stays behind the Wights and casts. He uses Hollow Command on whoever carries the most shards. When he drops below 30 HP, he panics: he tries to escape through a shadow-door behind the throne (it takes him a full action to open and another to step through). If he gets through, he's gone to the Hollow Deep; the party can meet him again in Act IV if you like. If he's cornered, he surrenders, weeping.\nScaling: For 3 players, use 1 Wight and 2 gloamlings. For 5 players, add 1 Hollow Cultist for each player and give Malvoy 75 HP.\nSite setup: Create Malvoy from his Appendix B entry. Add his three tricks to DM notes. Have the Siege Track extras ready.\nReward: Malvoy's ledger (the full record of his treachery, which proves several other nobles took Morvain's gold too), his rapier, 150 gold, and his master key to the royal vault. See the siege rewards for Rowena's gift.",
"monsters": [
[
"Wight",
2
],
[
"Gloamling",
4
]
],
"npcs": [
"Lord Chancellor Malvoy"
],
"rewards": [
{
"gold": 150,
"note": "Malvoy’s purse, with his ledger and the master key to the royal vault"
},
{
"weapon": "Hollowbane",
"quantity": 1,
"level": 8,
"note": "Dame Rowena’s gift after the siege"
},
{
"item": "Greater Healing Potion",
"quantity": 2,
"level": 8,
"note": "After the siege"
},
{
"gold": 1000,
"note": "The king’s reward: 250 gp per hero — split it"
},
{
"item": "King's Signet Ring",
"quantity": 1,
"level": null,
"note": "If the king entrusts it to them"
},
{
"item": "Gauntlet Plate",
"quantity": 1,
"level": null,
"note": "Dame Rowena’s offer to a hero who fought on the walls"
}
],
"location": "Highmarch"
},
{
"name": "The Reforging",
"mode": "QUEST",
"description": "Brannoc's forge is hotter than Ashpeak. The old dwarf has scrubbed it clean for the first time in living memory, and laid out a set of black iron tongs older than the castle itself on a velvet cloth. \"My great-grandfather's great-grandfather held these,\" he says, \"when the Crown was first made. Now. Shards on the anvil, please. And then I'm going to need something from each of you.\"",
"dmNotes": "What's going on\nHighmarch has survived. Now comes the quiet session before the storm: a session with almost no combat, where the four shards become a Crown again, Master Quillon tells the truth at last, and the party chooses the road down into the Hollow Deep. This session is about the characters. Slow down. Let the players talk.\nRun it in four scenes: the Reforging at Brannoc's forge, Quillon's confession, downtime in the city, and the last campfire.\n\nThe Reforging\nBrannoc Ironvein has been waiting for this his whole life. His family were the smiths who helped forge the Concord Crown a thousand years ago, and he has the old songs and the old tongs to prove it. He asks for the shards the morning after the siege, with Quillon beside him to work the magic.\nHow it works. Brannoc places the four shards on the anvil: Dawn, Iron, Tides and Ember. Quillon chants. Brannoc heats and strikes. But the Crown was never made by smiths alone: it was made by the people who were going to wear it and defend it, and each of them put something of themselves into it. Each PC must give one thing: an object, a memory spoken aloud, or a promise. See Personal Gifts.\nThe checks. As the Crown takes shape, the forge fights back: the shards don't want to join while one is still missing. Ask for one check from each PC, their choice of how they help:\nHow the PC helps · Check\nWork the bellows and hold the heat steady · DC 14 Constitution saving throw\nHold the tongs while Brannoc strikes · DC 14 Strength (Athletics)\nHelp Quillon with the binding words · DC 14 Intelligence (Arcana)\nPray for the gods' blessing on the work · DC 14 Wisdom (Religion)\nSing the old forging song with Brannoc (to keep his rhythm) · DC 14 Charisma (Performance)\nIf half or more of the PCs succeed, the Crown forms perfectly. If fewer than half succeed, it still forms (this can't fail; the story needs it), but a crack of black runs through it where the fifth shard will go, and its wearer has disadvantage on the first Whispers save in Act IV. See checks for how to call for these.\nThe incomplete Crown: Award the Concord Crown to the PC the party chooses to carry it. Its powers are described in Appendix F; in short, it is not yet strong enough to seal Nyxaloth, but it can weaken the dragon and it protects its bearer against the Hollow Deep's darkness. The fifth shard, the Shard of Night, is in Morvain's hands. The separate shard powers merge into the Crown.\nDM Tip If Malvoy escaped with a shard in the siege, Brannoc forges what he can: three shards and two empty settings. The Crown still works in Act IV, but tell the players plainly that it is weaker, and that getting the stolen shard back from Malvoy in the Deep is now part of their quest.\n\nPersonal Gifts\nEach PC adds something personal to the Crown. Let them decide; don't rush them. Give each a small, permanent bonus based on the kind of gift. Write it on their sheet's special abilities.\nGift · Examples · Bonus (write on the PC's sheet)\nA keepsake from their past · A parent's ring, a lucky coin, a toy from Meridian, Zuri's drawing · Once per long rest, reroll one failed saving throw.\nA weapon's piece · A chip of their blade, an arrowhead, a bullet casing · +1 to attack rolls with that weapon while the Crown is within 30 feet.\nA memory, spoken aloud · Their happiest moment, told to the forge · Advantage on saves against being Frightened.\nA promise · \"I will bring everyone home.\" \"I will never take Nyxaloth's power.\" · Once in Act IV, when they keep the promise in a hard moment, they regain hit points equal to their level × 5.\nA trophy of the journey · A Cindermaw scale (from A2), a griffon feather, a Hollow Knight's black helm · Resistance to one damage type matching the trophy (fire for the dragon scale, necrotic for the helm; your call for others).\nDM Tip This is one of the best roleplay moments in the whole campaign. Ask each player, one at a time: \"What do you give to the Crown, and why?\" Then be quiet and let them answer. A warlock mi…",
"monsters": [],
"npcs": [
"Brannoc Ironvein",
"Master Quillon Fenwick",
"King Aldous III",
"Dame Rowena Vance"
],
"rewards": [
{
"item": "Concord Crown",
"quantity": 1,
"level": null,
"note": "The four shards merge into it"
}
],
"location": "Highmarch"
},
{
"name": "Highmarch Market",
"mode": "QUEST",
"description": "The shops are open again, slowly: shutters half-mended, shelves half-full, and every merchant in Highmarch trying to press something into the hands of the Wardens who saved the city.",
"dmNotes": "Downtime before the descent. Everything is sold at level 8. Most merchants give the Wardens 10% off (Edit the ware’s price), or free if the party saved their street. Only 4 greater healing potions are for sale. The Ward Charm is from the Ferryman’s temple; the Gloam Lantern is Quillon’s work (free if they ask nicely); the Cloak of Protection is Quillon’s too. Brannoc does one free upgrade per PC this week.\nRemind the players that the Hollow Deep is dark: a party that leaves without lanterns, torches, flares or light spells will have a bad time.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [
"Brannoc Ironvein",
"Master Quillon Fenwick"
],
"rewards": [],
"location": "Highmarch",
"wares": [
{
"item": "Healing Potion",
"price": 50,
"level": 8
},
{
"item": "Greater Healing Potion",
"price": 150,
"level": 8,
"stock": 4
},
{
"item": "Holy Water",
"price": 25,
"level": 8
},
{
"item": "Alchemist's Fire",
"price": 50,
"level": 8
},
{
"item": "Antitoxin",
"price": 50,
"level": 8
},
{
"item": "Ward Charm",
"price": 200,
"level": 8
},
{
"item": "Gloam Lantern",
"price": 100,
"level": 8
},
{
"item": "Boots of Striding",
"price": 300,
"level": 8
},
{
"item": "Cloak of Protection",
"price": 500,
"level": 8,
"stock": 1
}
]
},
{
"name": "The Last Train",
"mode": "BATTLE",
"description": "The escalator is frozen in place, its steps furred with grey dust. At the bottom, the platform lights flicker on as you step onto them — though no one has paid the electric bill in forty years. A train sits at the platform with its doors open and its windows dark. The destination board above the tunnel mouth clicks and whirs, and settles on a word that was never a station: HOLLOW.",
"dmNotes": "Monsters (4 players): 6 Tunnel Ghasts (CR 2 each; AC 13, HP 36, +4, 2d6+2 slashing; stench; claws paralyse on a failed CON DC 10 save).\nScaling: 3 players: 4 ghasts. 5 players: 8 ghasts.\nTerrain. A subway train with three carriages, rocketing through a dark tunnel. Each carriage is 60 feet long and 10 feet wide, with poles and seats (difficult terrain where seats are). The ghasts climb in through the windows, along the roof and from the back carriage. Fighting on the roof: each turn, a creature on the roof makes a DC 12 Dexterity save or falls prone; on a natural 1 they are thrown off the train (6d6 bludgeoning and they are left behind in the tunnel — the party must stop and go back).\nTactics. Ghasts are hungry, not clever. They come at whoever is nearest, try to paralyse with their claws, then drag a paralysed victim toward the back of the train. Two of them go for whoever is driving — if the driver is knocked away from the controls, the train speeds up (see below). The brakes. If no one is at the controls at the end of round 3, the train hits the end of the line at the Weeping Gate at full speed. Everyone aboard makes a DC 14 Dexterity save, taking 4d10 bludgeoning damage on a fail or half on a success. The train is wrecked; any ghasts left alive are thrown clear and flee.\nSite setup. Create an encounter called \"The Last Train\" in Battle mode. Add Tunnel Ghast from your monster list (add it from Appendix A first if you have not already) six times. Paste the readaloud into The Scene. Put \"Driver targeted rounds 1–2; crash at end of round 3 if no driver\" in DM Notes. Use the Paralyzed and Prone condition labels.\nRewards. In the driver's cab: a dead transit worker's toolbox with a working flashlight (level 1) and 2 road flares. On the platform at the far end: a vending machine that still has 6 energy drinks in it.",
"monsters": [
[
"Tunnel Ghast",
6
]
],
"npcs": [],
"rewards": [
{
"item": "Flashlight",
"quantity": 1,
"level": null,
"note": "In a dead transit worker’s toolbox"
},
{
"item": "Road Flare",
"quantity": 2,
"level": null,
"note": null
},
{
"item": "Energy Drink",
"quantity": 6,
"level": null,
"note": "A vending machine on the far platform"
}
],
"location": null
},
{
"name": "The Gate Guardians",
"mode": "BATTLE",
"description": "The cavern is vast enough to swallow a cathedral. In its far wall stands a gate: two doors of pale stone, each a hundred feet high, carved with knights and elves standing shoulder to shoulder against a coiling shape of darkness. Water seeps from the stone eyes of every carved figure and runs down the doors in shining threads, pattering into a black pool at their feet. Before the pool, in perfect ranks, stand soldiers with skin as white as cave-fish and eyes like holes, waiting for you.",
"dmNotes": "Monsters (4 players): 8 Hollowborn Warriors (CR 1; AC 14, HP 26, +4, 1d8+2 slashing) 1 Hollow Knight \"Sir Garreth\" (CR 4; AC 18, HP 75, two attacks at +6, 2d8+3 slashing + 1d6 necrotic; Unholy Resilience) 1 Gloam Stalker (CR 5; AC 15, HP 78, two attacks at +7, 2d8+4 slashing; invisible in darkness)\nScaling: 3 players: 6 Hollowborn, no Gloam Stalker until round 3 (it arrives late from a side tunnel). 5 players: 10 Hollowborn and a second Gloam Stalker.\nTerrain.\nThe Weeping Pool: 40 feet across, 5 feet deep, black and icy. Difficult terrain. Anyone who ends their turn in it must make a Whispers save. Fallen columns: three broken pillars give half cover (+2 AC). Darkness above: the cavern ceiling is 120 feet up and pitch black. The Gloam Stalker clings to the wall up there and is invisible while in darkness. Bright light (the Dawn shard, a Light spell, a flare) cancels its invisibility within the light. The rubble ramp (from the Gloam Line or the bottom of the Stair): high ground, 10 feet up; attackers on it have advantage on ranged attacks against targets below. Tactics, turn by turn. Round 1: The Hollowborn advance in a shield wall, two ranks deep. Garreth stays at the back and shouts orders: \"Hold! For the Hollow King!\"\nThe Stalker waits. Round 2: The Hollowborn split to surround the toughest-looking PC. The Stalker drops from the ceiling onto whoever is carrying a light source (or a spellcaster at the back), attacking with advantage because it is unseen. Round 3+: Garreth duels the PC who hit him hardest. The Stalker retreats into darkness after each attack (moving up the wall) and strikes again next turn. Hollowborn fight to the death; they do not feel fear. If Garreth drops below 30 HP: he remembers who he was for a moment — see below. Sir Garreth's moment. When Garreth falls below 30 HP, or if a PC shows him a Silver Gauntlet badge or speaks Rowena's name, he stops for one turn and says: \"I… I swore an oath. Tell Rowena — tell her I'm sorry.\" A PC can try to free him with a DC 15 Persuasion check or a cleric/paladin spending an action to pray to the Ironwarden or the Pale Ferryman (no check). If freed, he turns his sword on the Hollowborn for one round and then crumbles to dust, at peace. If not, he fights on.\nSite setup. Create \"The Gate Guardians\" in Battle mode. Add Hollowborn Warrior eight times, Hollow Knight once, Gloam Stalker once. Mark the Stalker Invisible with a condition label until someone lights it up.\nDM Notes: \"Garreth below 30 HP → turns for one round. Stalker hides in darkness between attacks.\"\nRewards. 240 gold in Hollow Court pay-coins (use Split). Garreth's sword is a fine longsword; if the party already has Oathkeeper, a paladin or fighter may swap it in for flavour. On the Stalker: a smoky cloak (a ward charm, level 9). A greater healing potion on a Hollowborn officer.",
"monsters": [
[
"Hollowborn Warrior",
8
],
[
"Hollow Knight",
1,
"Sir Garreth"
],
[
"Gloam Stalker",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 240,
"note": "Hollow Court pay-coins — split it"
},
{
"item": "Ward Charm",
"quantity": 1,
"level": 9,
"note": "The Stalker’s smoky cloak"
},
{
"item": "Greater Healing Potion",
"quantity": 1,
"level": 9,
"note": "On a Hollowborn officer"
}
],
"location": "The Weeping Gate"
},
{
"name": "The Old Shrine at the Weeping Gate",
"mode": "QUEST",
"description": "A shrine to the Pale Ferryman, older than the stair itself: a stone bowl, a worn oar carved above it, and the feeling of being patiently watched.",
"dmNotes": "An offering left here with a tear or a drop of blood turns cold and silver: a Ferryman’s Coin, which pays one soul’s passage across the River of Whispers. One per PC. Buying the coin for 1 cp is leaving the offering — let them work it out; the stone queen’s whisper on the Stair is a hint. If a player shares a heartfelt moment from their character’s past, make a big deal of it. Set the stock to the number of PCs.\n\nBuying and changing money only work in an NPC quest that is in progress, with the seller in the scene: click Begin Quest when the party walks in and Complete Quest when they leave. There is no selling or haggling on the site — record a sale as a gain in the money log, or Edit a ware’s price before they click Buy.",
"monsters": [],
"npcs": [],
"rewards": [],
"location": "The Weeping Gate",
"wares": [
{
"item": "Ferryman's Coin",
"price": 1,
"currency": "COPPER",
"level": 9,
"stock": 4
}
]
},
{
"name": "Underkin Market",
"mode": "QUEST",
"description": "A small grey hand tugs at your sleeve. Looking up at you is a gnome no taller than your belt, with skin the colour of wet slate and enormous silver eyes that catch the lantern light like a cat's. She wears a coat with about a hundred pockets. \"You're the Wardens,\" she whispers, and grins. \"Everyone's talking about you. Want to know what they're saying? First one's free.\"",
"dmNotes": "Arriving at the Market\nThe Market sits inside a ring of tall iron posts, each topped with a violet lantern. This is the Lantern Ring, and everything inside it is neutral ground. At the main entrance, a pair of Market Wardens (tall, grey-skinned gnomes in long coats of beetle-shell plate, carrying hooked poles) stop the party.\nThe Wardens are polite but firm. They ask three questions, in a dry whisper:\n- \"Names?\" (Any name will do. They write it in a huge book.)\n- \"Business?\" (Any answer will do, except \"killing someone here.\")\n- \"Do you swear by the Lantern to keep the Peace?\" (They must say yes.)\nThen each PC must hand over one thing they are carrying as a \"peace-token\": a small item, a coin, a lock of hair. It is returned when they leave. If anyone breaks the Peace, the Wardens can use the token to find them anywhere in the Deep. The Wardens tell the party this plainly. They are not threatening; they are informing.\nDM Tip The players might worry about handing over the Crown or the shards. They do not have to. The token can be anything — even a button. The Wardens care about the oath, not the object. If a player hands over something meaningful anyway, have a Warden nod with respect and say, \"Kept safe. Always.\"\nWhat the party notices first:\n- Hollow Court soldiers are here. Three Hollowborn Warriors are buying lamp oil at a stall. They see the party, stiffen, and do nothing. Under the Lantern they cannot. This is a good, tense moment; let the players stew in it.\n- Refugees from both worlds. Gnomes, a few goblins, a family of lizardfolk, a pale human woman in a hospital gown who came through a Seam from Meridian months ago and now sells hot \"soup\" (it is noodles from a Meridian vending machine she found). Her name is Nurse Tamsin Okoro; she knows nothing important but is delighted to meet anyone who has seen the sun recently.\n- The Whispers are quieter here. The violet lanterns are made with an old gnome trick that dampens Nyxaloth's voice. While inside the Lantern Ring, PCs do not make Whispers saves, and a long rest here removes one Despair as normal (see Despair).\n\nMarket Rules\nRead or paraphrase this to the players when they arrive; a Warden recites it in a bored whisper as if they have said it ten thousand times (they have).\nThe Peace of the Lantern No blood under the Lantern. No attacks, no harmful spells, no shoving anyone off a bridge. Not even a slap. No theft. What you take, you pay for. A deal is a deal. If you shake on it, you keep it. The Wardens' word is final. Argue with them later, outside the Ring. Lights stay violet. No torches, no flares, no Light spells above candle-bright inside the Market. Bright light hurts gloam-gnome eyes and \"brings the dark things.\"\nWhat counts as breaking the Peace? Any attack, any spell that deals damage or forces a saving throw on an unwilling creature, stealing (if caught), or breaking a shaken deal. Casting a harmless spell (like Mending or Detect Magic) is fine. Lighting a road flare is not violence, but it breaks Rule 5 and gets the party a stern warning and a 20-gold fine the first time.\nThe Market Wardens. There are about forty of them, and they are tough. Treat them as an unbeatable police force: the point is not to fight them, the point is to run (see Breaking the Peace).\nThe “Market Warden” monster has their numbers.\n\nOn the site: the six stalls are the NPCs here, each with their own wares, all sold at level 9 and priced in gp. Tallow is also the money changer (1 gold = $100): the Market takes gold, silver and copper but not Meridian cash anywhere else. “For sale here” holds what the other stalls offer (worn gear, the Gloam-Gnome Satchel, the Lanternshield).\nNot wares: fungus oil, bandanas, candles, batteries, repairs, silver-coating, arrowheads, hope-caps, whisper-thread, blessings, Whisper’s fee and rumours — record a spend in the money log. Anything not listed costs about half again the normal price.\nBuying and changing money only work while this quest is in progress.",
"monsters": [],
"npcs": [
"Whisper",
"Grubnik",
"Mother Moss",
"Tallow",
"Nemeth",
"Nurse Tamsin Okoro",
"Hasp and Clasp"
],
"rewards": [],
"location": "Underkin Market",
"wares": [
{
"item": "Gloves of Thievery",
"price": 150,
"level": 9
},
{
"item": "Ring of Protection",
"price": 600,
"level": 9,
"stock": 1
},
{
"item": "Amulet of Health",
"price": 700,
"level": 9,
"stock": 1
},
{
"item": "Gloam-Gnome Satchel",
"price": 500,
"level": 9,
"stock": 1
},
{
"item": "Lanternshield",
"price": 900,
"level": 9,
"stock": 1
}
]
},
{
"name": "Breaking the Peace",
"mode": "QUEST",
"description": "Inside the Lantern Ring nobody draws a blade. Somebody just did. Every violet lantern in the Market flares white, and hooked poles are coming through the crowd toward you.",
"dmNotes": "Monsters: Market Wardens — they are not meant to be beaten. Each round, 2 new Wardens arrive within 30 feet of the slowest PC. The three Hollowborn Warriors at the oil stall also chase, gleefully, because once the Peace is broken it is broken for everyone.\nGoal: Get out of the Lantern Ring (300 feet away) without being caught. Or surrender. How to run the chase. Do not use a battle map. Run it as a chase of 5 rounds. Each round, each PC describes how they run and makes one check from the list below (they pick). Then roll on the Complications table for one PC of your choice. Athletics DC 14 (vault a stall, climb a rope bridge) Acrobatics DC 14 (slide under a cart, leap between mushroom roofs) Stealth DC 15 (duck into a crowd; only works if the PC is out of sight) Deception or Performance DC 15 (pretend to be part of a gnome parade) A clever spell (Misty Step, Invisibility, Fog Cloud) automatically succeeds for that round. A PC who succeeds 3 times before failing 3 times escapes. A PC who fails 3 times is hooked by a Warden pole and grappled — their friends can stop running to try to free them (an attack against a Warden, which makes things worse, or a DC 15 Athletics check to pull them free). d6 | Complication",
"monsters": [
[
"Market Warden",
2
],
[
"Hollowborn Warrior",
3
]
],
"npcs": [],
"rewards": [],
"location": "Underkin Market"
},
{
"name": "Side Quest — Market of Lost Things: The Keeper of Lost Things",
"mode": "BATTLE",
"description": "A narrow lane between stalls at the edge of the Market. Shelves of jars rise on both sides, hundreds of them, each with something moving inside like smoke. The stallholder’s face is a mirror.",
"dmNotes": "Monsters: Mistress Vell (use the Witchfen Crone stat block with 90 HP and AC 17), 6 Forgotten (stat block below).\nSite setup: A narrow lane 20 feet wide between stalls, 60 feet long. The stall's shelves hold hundreds of jars. Any area spell or missed attack that hits the shelves smashes 1d6 jars: memories burst out as a cloud of images, and every creature within 10 feet must make a DC 14 Wisdom save or be stunned until the end of its next turn, lost in someone else's past. The Underkin Market's guards arrive after 4 rounds and stop the fight (the Market is neutral ground).\nTactics: The Forgotten swarm the party, using Empty Touch on anyone who looks clever. Vell stays back, casting curses and using Mimicry to call out in the voice of the PC's lost loved one, which is cruel and effective. When she drops below 30 HP, she shatters her own mirror-face and vanishes; she is never seen again, and her stall is the party's to search.\nScaling: For 3 players, use 4 Forgotten. For 5 players, use 8.\nRewards panel: 3 Ferryman's Coins at level 9 (in a dish on her counter).",
"monsters": [
[
"Witchfen Crone",
1,
"Mistress Vell",
90
],
[
"The Forgotten",
6
]
],
"npcs": [],
"rewards": [
{
"item": "Ferryman's Coin",
"quantity": 3,
"level": null,
"note": "In a dish on her counter"
}
],
"location": "Underkin Market"
},
{
"name": "Side Quest — The Mushroom Court: The Nightrot Bloom",
"mode": "BATTLE",
"description": "A cavern crossed by roots as thick as walls, dim with fungus-light. In the middle grows something that is not a mushroom: black, veined, and breathing.",
"dmNotes": "Monsters: Sister Gall (a Hollow Cultist with 45 HP and the spells hold person and hex), 1 Nightrot Bloom (stat block below), 1 Gloam Stalker, 4 Hollow Cultists.\nSite setup: A cavern 80 by 60 feet crossed by six huge roots (each is a 5-foot-high wall giving half cover; climbing over one costs 10 feet of movement). The Nightrot Bloom grows in the middle. Light is dim (glowing fungus). The Gloam Stalker is invisible in darkness, so a bright light (like the Shard of Dawn or a road flare) is a great help.\nTactics: The Gloam Stalker hunts the weakest PC from the dark. The Nightrot Bloom releases Rot Spores at the start of the fight and whenever 3 or more PCs are close together. The cultists protect Sister Gall, who keeps pouring poison into the root: every round she does this, the King loses strength (count it: after 5 rounds, he dies and the reward is lost). Stop Gall first, or the Bloom. Myconid help: If the party made friends in the Court, 3 myconids come with them. Once per round they can release calming spores: one enemy of your choice must make a DC 14 Wisdom save or lose its turn.\nScaling: For 3 players, remove the Gloam Stalker. For 5 players, add 2 Hollowborn Warriors.\nRewards panel: 300 gold (Sister Gall's pay, in Underkin coin), 2 Potions of Greater Healing at level 9.",
"monsters": [
[
"Hollow Cultist",
1,
"Sister Gall",
45
],
[
"Nightrot Bloom",
1
],
[
"Gloam Stalker",
1
],
[
"Hollow Cultist",
4
]
],
"npcs": [
"The Mushroom King",
"Sporewarden Lichenhush"
],
"rewards": [
{
"gold": 300,
"note": "Sister Gall’s pay, in Underkin coin"
},
{
"item": "Greater Healing Potion",
"quantity": 2,
"level": 9,
"note": null
}
],
"location": "The Fungal Wilds"
},
{
"name": "The Ferryman",
"mode": "QUEST",
"description": "The boat glides in without a sound: long, narrow and pale, built from bones lashed together with silver wire. At the stern stands a tall figure in a grey robe, leaning on a long oar. Where its face should be there is only a skull, polished smooth as river stone, and in each eye socket a tiny silver light burns, patient and kind. It holds out one hand, palm up, and waits.",
"dmNotes": "The Ferry Landing\nThe landing is a short stone jetty with a bronze bell on a post. On the sand, half-buried: old offerings left by travellers — tarnished coins, a child's wooden horse, a rusted helmet, a pair of Meridian sneakers. Ringing the bell calls the Ferryman (he is already coming).\nThings to find on the landing:\n- The stone of names. A tall slab carved with hundreds of names in a dozen languages. A DC 14 History check recognises some: elves and knights of the Concord who sealed Nyxaloth. Near the bottom, freshly scratched: Morvain Ashgrave — paid in full. He crossed here, and he paid with something.\n- A warning. Scratched into the jetty in Common: DO NOT TOUCH THE WATER. DO NOT ANSWER. (This is the most useful advice in the chapter. The players will ignore it anyway.)\n\nThe Ferryman\nThe Ferryman is a servant of the Pale Ferryman, the god of death and peaceful passage (it is not the god itself — a cleric or paladin of the Pale Ferryman knows this instantly and feels a deep calm in its presence). It has rowed this river for longer than Aldervane has existed. It does not speak. It does not fight. It cannot be harmed by anything the party has; weapons pass through it like mist.\nPaying the Ferryman. Each passenger must pay one of these:\n- A Ferryman's Coin. The party may have found these at the Old Shrine by the Weeping Gate, or earned them in sq-13. The Ferryman takes the coin, and that PC steps aboard. Simple and clean.\n- A memory. A PC without a coin can give the Ferryman a memory instead. The player must describe a real, specific, happy memory of their character's — their first sword, a birthday, a parent's laugh. The Ferryman touches their forehead, and the memory is gone. The character cannot remember it ever again (unless the party later finds it at the Memory Stall). Mechanically there is no penalty. Emotionally, there is a big one. Make it land.\n- Nothing else works. Gold, gems, magic items: the Ferryman simply keeps its hand out, waiting. Threats: it waits. Spells: it waits.\nWhisper (if hired) pays with her own coin, which she has carried for years, and smiles sadly: \"I always wondered what was on the other side.\"\nDM Tip The memory payment is the best roleplaying moment you have in Act IV. If a player chooses it, slow everything down. Ask them to tell the memory out loud, in detail. When they finish, say: \"And now you cannot remember what you just told us. Your friends heard it. You never will.\" Then move on. Some groups find this upsetting; if a player looks genuinely sad in a bad way, let a friend's Ferryman's Coin cover them instead — the Ferryman accepts gifts.\nWhat if the players…\n- …try to swim, fly or build a raft? The River does not allow it. Anyone who touches the water must make a DC 15 Wisdom save or gain a Despair and forget their own name for an hour; anyone who goes in further is pulled down by the voices (the soul leeches come early). Flying creatures find the far bank is never closer, no matter how far they go, until they turn around. Let them try once, then let the Ferryman wait patiently on the jetty.\n- …attack the Ferryman? Nothing happens. It does not fight back. It does not leave. It just keeps waiting, and every PC feels faintly ashamed.\n- …bring the Rift Runner? The bus cannot cross. Dee (if present) stays at the landing to guard the way back.\n\nVoices of the Dead\nHalfway across the river, the boat slows. The voices rise. Each PC hears a voice meant only for them, and sees, in the black water beside the boat, a pale shape rising to meet them.\nUse the table below. Each PC chose a Turning Point when they built their character on the site (the moment that set them on the hero's road). Look it up on their character sheet and use the matching ghostly encounter. If you have time before the session, tailor the details with the player's backstory: names, places, faces. The best version of this scene uses the actual people from the players' stories.\nTurning Point · The voice in the water · What it wan…",
"monsters": [],
"npcs": [
"The Ferryman"
],
"rewards": [],
"location": "The River of Whispers"
},
{
"name": "Soul Leech Swarms",
"mode": "BATTLE",
"description": "Midstream on the River of Whispers, in a boat of bone forty feet long. The voices in the water have stopped murmuring and started calling. Pale things are climbing the sides.",
"dmNotes": "Monsters: 4 × Soul Leech Swarm (AC 12, HP 33 each, +5 to hit, 2d6 necrotic; a hit also reduces the target's hit point maximum by the same amount until a long rest).\nTerrain: The Ferryman's boat is 40 feet long and 10 feet wide. Everyone is standing in the boat; the swarms climb up from the water on all sides. The boat counts as difficult terrain (it rocks). Anyone knocked overboard is in the River (see below). The Ferryman keeps rowing and cannot be hurt; it neither helps nor hinders. The boat reaches the far bank after 5 rounds, and the swarms will not leave the water. Swarm rules in plain words: A swarm is one monster made of many little ones. It can share a space with a PC. It takes half damage from attacks that hit a single target (like a sword or arrow) but full damage from area spells (like Fireball) and from fire. Holy water and radiant damage hurt it normally.\nTactics: Round 1: Two swarms climb into the boat at the bow, two at the stern. They go for whoever has the lowest Wisdom (they can smell despair) and whoever has a Despair right now. Round 2: They try to knock someone overboard: instead of attacking, a swarm can force a PC to make a DC 13 Strength save or be dragged into the River. Round 3+: They feed on anyone in the water first (advantage on attacks there). Bright light: The Dawn shard's light makes them flinch: a swarm that starts its turn in that light takes 5 radiant damage. Someone in the River: A PC in the water is surrounded by voices and must make a DC 15 Wisdom save at the start of each of their turns or be unable to swim (they sink and gain a Despair). Pulling them out takes an action and a DC 12 Athletics check from someone in the boat, or a rope, or a Mage Hand. The Ferryman will not row away without them; it simply stops and waits.\nScaling: For 3 players, use 3 swarms. For 5 players, use 5 swarms, and the first swarm to drop below half HP splits into two swarms of 16 HP each.\nSite setup: Create \"Soul Leeches\" in Battle mode. Add Soul Leech Swarm x4. Use a condition label \"In River\" for anyone overboard. Write each PC's reduced HP maximum in the DM notes; the site won't track it. Remind players at the next long rest that their maximum comes back.\nRewards: None from the leeches. But when the swarms die, the voices inside them go quiet, and on the bottom of the boat lie 1d6 tarnished coins that, a moment later, turn silver: Ferryman's Coins, for the way back.",
"monsters": [
[
"Soul Leech Swarm",
4
]
],
"npcs": [],
"rewards": [
{
"item": "Ferryman's Coin",
"quantity": 3,
"level": null,
"note": "1d6 tarnished coins on the bottom of the boat that turn silver"
}
],
"location": "The River of Whispers"
},
{
"name": "The Faithful Rise",
"mode": "BATTLE",
"description": "The nave of the Bone Cathedral. Skeletons kneel in rows from wall to wall, hundreds of them, heads bowed. As you pass, the nearest ones raise theirs.",
"dmNotes": "Monsters: 6 × Skeleton and 2 × Wight (former temple wardens). At level 9 this is a speed bump — a reminder that respect matters here.\nTactics: Skeletons surround; wights stay back and shoot (longbow) and order the skeletons in an old, dry language. They fight until destroyed.\nTerrain: Kneeling skeletons are everywhere — the floor is difficult terrain. Pillars give half cover.\nScaling: For 3 players, remove 2 Skeletons. For 5 players, add a third Wight.\nSite setup: \"The Faithful Rise\", Battle mode; Skeleton x6, Wight x2.\nRewards: None. Every PC who fought here has disadvantage on the first Persuasion check they make with the Abbess (\"You struck my faithful.\").",
"monsters": [
[
"Skeleton",
6
],
[
"Wight",
2
]
],
"npcs": [],
"rewards": [],
"location": "The Bone Cathedral"
},
{
"name": "The Bone Abbess",
"mode": "BATTLE",
"description": "A throne of fused bone at the head of the Cathedral, and on it a figure in a nun’s habit, green fire in the hollows of her eyes. “No further, children,” she says. “Please.”",
"dmNotes": "Monsters: The Bone Abbess (AC 16, HP 110, +7 to hit, CR 7) and 4 × Skeleton that crawl out of the throne. Her abilities (plain words): Grave Touch: melee, +7, 3d8 necrotic. Bone Spear (recharge 5–6): a 60-foot line of bone shards; DEX DC 15, 6d8 piercing, half on a save. Silence of the Tomb: once per fight, all PCs within 30 feet make a WIS DC 15 save or are frightened of her for 1 minute (save again each turn). Rebuild: if she ends her turn next to a destroyed skeleton, she can rebuild it (bonus action) with full HP.\nTactics: Round 1: Silence of the Tomb on the largest group. Skeletons rush the front-liners. Round 2+: Bone Spear whenever it recharges, lined up to hit as many PCs as possible. Grave Touch anyone who reaches her. Rebuild skeletons when she can. At half HP (55): she pauses and says, \"Why won't you just go away?\" — the party can try one more redemption check (DC 16) here, with any unused keys counting as successes. Stopping the fight and talking is always an option. At 0 HP: see below.\nTerrain: The nave is 120 feet long. Pews of bone (half cover). The throne sits on a raised dais (5 ft up).\nScaling: For 3 players, she has 85 HP and only 2 skeletons. For 5 players, add 2 Wights at her side.\nSite setup: \"The Bone Abbess\", Battle mode. Add the Bone Abbess (from the NPC list, with AC/HP/attack filled in) and Skeleton x4.\nDM notes: \"Half HP → one last chance to talk.\"\nRewards: Her bone crown (worth 300 gold to a collector at the Market, or crushed and given to the River as an offering — players' call). The holy symbol from B6.",
"monsters": [
[
"Skeleton",
4
]
],
"npcs": [
"The Bone Abbess"
],
"rewards": [
{
"gold": 300,
"note": "Her bone crown, to a collector at the Market — or crush it and give it to the River"
}
],
"location": "The Bone Cathedral"
},
{
"name": "The Bone Colossus",
"mode": "BATTLE",
"description": "The outer wall of the Cathedral leans, cracks, and stands up. It is forty feet tall, built of a thousand pilgrims, and in its chest a black flame is burning.",
"dmNotes": "Monsters: 1 × Bone Colossus (AC 16, HP 150, speed 40, +9 to hit, 3d10+5 bludgeoning, CR 8). It is vulnerable to bludgeoning damage (it takes double damage from maces, hammers, clubs, falling rocks and the Shard of Iron's power). Its abilities (plain words): Multiattack: two slams, +9, 3d10+5 bludgeoning each. Bone Storm (recharge 5–6): it spins and sprays splinters in a 30-foot radius; DEX DC 16, 8d6 piercing, half on a save. Grab and Absorb: instead of one slam, it grabs a creature (escape DC 17). A grabbed creature takes 2d10 bludgeoning at the start of each of its turns as bones crush in around it. The black heart: The flame in its chest is Morvain's magic. A PC who climbs the Colossus (DC 16 Athletics as an action, or flies up) can attack the heart directly: it has AC 14, and any damage dealt to it is doubled (on top of the bludgeoning vulnerability). Seraphine, if redeemed, tells them this. Otherwise, a DC 15 Arcana check after the first round reveals it.\nTactics: Round 1: It steps forward and slams the nearest PC twice. It is slow-witted. Round 2: Bone Storm if it recharged (roll at the start of each of its turns); otherwise grabs whoever hurt it most. Round 3+: If anyone climbs onto it, it tries to shake them off (DC 15 Strength save or fall 20 ft, 2d6 damage). It fights to destruction.\nTerrain: The Stair of Offerings — wide steps going down to the River. The stairs are difficult terrain going up. Loose bones everywhere. At the bottom, the River (anyone knocked in faces the River's effects). If the Abbess was redeemed: She stands in the doorway and holds up her holy symbol. Once per round, she makes the Colossus lose its next reaction and deals 2d8 radiant to it. She stays out of melee.\nScaling: For 3 players, the Colossus has 120 HP and Bone Storm only recharges on a 6. For 5 players, give it 180 HP and 2 Wights on the stair.\nSite setup: \"The Bone Colossus\", Battle mode. Bone Colossus x1. Put \"Vulnerable: bludgeoning. Heart AC 14, damage doubled.\" in DM notes. Add a \"Grabbed\" condition label as needed.\nRewards: In the ashes of the black heart: a fist-sized black pearl worth 500 gold and a sliver of the black flame trapped in glass (a story item: the Riftstone pulls toward it, and when held near Morvain it makes his Shadow Veil flicker — in the Citadel, the holder has advantage on attacks against him while he is invisible).",
"monsters": [
[
"Bone Colossus",
1
]
],
"npcs": [],
"rewards": [
{
"gold": 500,
"note": "A fist-sized black pearl in the ashes of the heart"
},
{
"item": "Sliver of Black Flame",
"quantity": 1,
"level": null,
"note": null
},
{
"weapon": "Mournbell",
"quantity": 1,
"level": 9,
"note": "The Cathedral’s great hammer, if the Abbess was redeemed or laid to rest"
}
],
"location": "The Bone Cathedral"
},
{
"name": "The Gate of Teeth",
"mode": "BATTLE",
"description": "The Gate of Teeth: an arch of black glass fanged with stalactites, and under it a wall of shields. Two knights in hollow armour step out in front and salute.",
"dmNotes": "Monsters: 2 × Hollow Knight (AC 18, HP 75, two attacks of +6, 2d8+3 slashing + 1d6 necrotic), 6 × Hollowborn Warrior.\nTactics: Hollowborn form a shield wall in the gate; the knights step forward to duel whoever charges first. Unholy Resilience: the first time a Hollow Knight drops to 0 HP, it makes a DC 10 Constitution save (DC rises by the damage taken) and stays at 1 HP on a success — unless the damage was radiant.\nTerrain: A 40-foot-wide ramp of black glass (slippery: a creature that dashes must make a DC 12 Dexterity save or fall prone).\nScaling: 3 players: 1 Hollow Knight, 4 Hollowborn. 5 players: add a third Knight.\nSite setup: \"Gate of Teeth\", Battle mode; Hollow Knight x2, Hollowborn Warrior x6.\nRewards: 150 gold in pay-coins; a key ring that opens C7.",
"monsters": [
[
"Hollow Knight",
2
],
[
"Hollowborn Warrior",
6
]
],
"npcs": [],
"rewards": [
{
"gold": 150,
"note": "Pay-coins, with the key ring to C7"
}
],
"location": "The Obsidian Citadel"
},
{
"name": "The Wyrm Hatchery",
"mode": "BATTLE",
"description": "A vaulted chamber hot as a forge, steam rising from vents in the floor. Black eggs sit in the warmth in rows. Above them, something with wings unhooks itself from the ceiling.",
"dmNotes": "Monsters: 2–4 × Shadow Wyrmling (AC 17, HP 52, fly 60, +6 bite 1d10+4 piercing; Shadow Breath 5d6 necrotic, 15-ft cone, DEX DC 13, recharge 5–6). Number from the table above.\nTactics: They fly up out of reach, breathe, and dive at whoever holds a light. They protect the eggs: anyone who attacks an egg is targeted first.\nTerrain: Heat vents (a creature that starts its turn in one takes 2d6 fire). Eggs are full cover. Destroying all the eggs takes about 2 minutes of hard work (or one Fireball).\nScaling: 3 players: one fewer wyrmling. 5 players: one more.\nSite setup: \"Wyrm Hatchery\", Battle mode; Shadow Wyrmling x(number).\nRewards: Destroying the eggs here removes 2 wyrmlings from the finale (to a minimum of 0). Among the ashes: 3 dragon-glass gems (200 gold each).",
"monsters": [
[
"Shadow Wyrmling",
3
]
],
"npcs": [],
"rewards": [
{
"gold": 600,
"note": "Three dragon-glass gems in the ashes"
}
],
"location": "The Obsidian Citadel"
},
{
"name": "Morvain, the Hollow King",
"mode": "BATTLE",
"description": "The Throne of Night: a hall of black mirrors with a single chair at the end of it, and in the chair a tall man with silver hair and hands burned black to the wrist. He does not get up. “You came all this way,” he says, pleasantly. “Do sit down.”",
"dmNotes": "Phase 1 — The Archmage. Morvain Ashgrave, CR 11, AC 17, HP 150, attack +9 (spells), staff 2d6+3 bludgeoning + 2d8 necrotic. Full stats in the NPC appendix. He acts on his own initiative. His spells and abilities (plain words): Hex Bolt: two bolts per action at different targets, +9, 3d10 necrotic each. Hollow Chains (spell-hollow-chains, recharge 5–6): up to 3 PCs within 60 ft make a STR DC 17 save or are restrained by black chains (save again each turn). Rift Tear (spell-rift-tear, once): a Seam opens under a 20-ft area; DEX DC 17 or fall through and reappear 60 ft away, prone, taking 4d10 force. Shadow Veil (spell-shadow-veil, bonus action, once per round): he becomes invisible until he attacks or the end of his next turn. Counterspell (reaction, 3 times): he cancels a PC's spell of 5th level or lower. Lair actions (on initiative 20, losing ties). Pick one each round; do not repeat in a row: The floor goes clear. Everyone sees the dragon below; all PCs make a Whispers save (DC 14). Glass spikes erupt in a 10-ft square: DEX DC 15, 4d6 piercing. A Seam of daylight opens: a gust of Meridian air, traffic noise; the hall is brightly lit until the next lair action (Shadow Veil does nothing while it lasts).\nPhase 1 tactics: Round 1: Hollow Chains on the front-liners, then Shadow Veil and step back. Round 2: Hex Bolts at casters and the Crown-bearer. Counterspell anything big. Round 3+: Rift Tear when 3+ PCs are bunched. Stay at range, use pillars. Never melee unless cornered.\nPhase 2 — The Hollow Form. When Phase 1 HP reaches 0, he does not die. Read the box below. He gains 80 new HP, AC 17, speed 40 and fly 40. He loses Counterspell and Rift Tear, but gains: Multiattack: two claw attacks, +9, 2d8+5 slashing + 2d6 necrotic. Soul Siphon (spell-soul-siphon, recharge 5–6): a PC within 30 ft makes a CON DC 17 save or takes 6d8 necrotic and Morvain heals that much. Hollow Chains stays.\nPhase 2 tactics: He goes berserk. He flies straight at the Crown-bearer, tries to tear the Crown away (attack instead of a claw: contested Strength check, Crown-bearer has advantage if any ally is adjacent), and siphons whoever is lowest on HP. He fights to the death.\nTerrain: The hall is 100 ft across, glass floor over the pit (unbreakable), six black pillars (full cover), the throne on a 10-ft dais. Brightly lit by violet fire in braziers; tipping one over (action) plunges a 20-ft area into darkness.\nScaling: For 3 players, Phase 1 HP 120 and Phase 2 HP 60; Hex Bolt fires one bolt. For 5 players, add 2 Hollow Knights as bodyguards in Phase 1.\nSite setup: Create \"The Hollow King\" in Battle mode. Add Morvain (NPC, AC 17, HP 150). When Phase 1 ends, change his HP to 80 by hand and rename him \"Morvain — Hollow Form\". Note lair actions in the DM notes.\nRewards: The Shard of Night, his staff (smashed or not), his black-glass circlet (worth 750 gold), and the Riftbreaker pistol he carried from Meridian, which has bullets that can hurt a dragon's shadow.",
"monsters": [],
"npcs": [
"Morvain Ashgrave, the Hollow King"
],
"rewards": [
{
"item": "Shard of Night",
"quantity": 1,
"level": null,
"note": "Set in his throne"
},
{
"weapon": "Riftbreaker",
"quantity": 1,
"level": 6,
"note": "The pistol he carried from Meridian"
},
{
"gold": 750,
"note": "His black-glass circlet"
}
],
"location": "The Obsidian Citadel"
},
{
"name": "Nyxaloth, the Devourer Beneath",
"mode": "BATTLE",
"description": "The Abyssal Seal: a pit wider than a city, ringed with broken ledges and chains each link of which is the size of a house. The chains are moving. Far below, two lights open, and they are eyes.",
"dmNotes": "Monster: Nyxaloth, CR 12, AC 17 while the Crown is present (19 otherwise), HP 250, speed 40, fly 80 (it can only hover at ledge height), bite +11, 2d10+6 piercing. Full stats in the monster appendix. Its actions (plain words): Multiattack: one bite and two claws. Claws: +11, 2d6+6 slashing. Breath of the Devourer (recharge 5–6): a 60-ft cone of soul-eating shadow; DEX DC 18, 12d8 necrotic, half on a save. A creature killed by it has its soul eaten — it cannot be brought back unless Nyxaloth is defeated. Frightful Presence: the first time each PC sees it, WIS DC 17 or frightened for 1 minute (save at the end of each turn; the Shard of Dawn gives advantage). Legendary and lair actions: see above. Turn-by-turn tactics: Round 1: It roars (Frightful Presence) and breathes on the biggest cluster of PCs. Legendary actions: Tail Sweep the front-liners. Round 2: It goes for the Crown-bearer: bite and claws. It knows the Crown is the only thing that can hurt it. Lair action: chains whip. Round 3: Breath again if recharged. If not, it bites whoever hurt it most. Wing Buffet anyone near the edge. Round 4+: It mixes it up. Use Devour Shadow on anyone who steps out of the light. When it drops below 125 HP, it screams in all its voices and the whole cavern shakes: every PC makes a DC 15 Constitution save or is stunned until the end of their next turn. It does this once. Below 60 HP: It panics and tries to drag itself back down into the pit — or toward the Seams, hungry for Meridian. This is the moment for the Reseal or the killing blow.\nTerrain: The ledge, five anchor pillars (full cover), the pit, and darkness beyond the Crown's light.\nScaling: For 3 players, Nyxaloth has 200 HP and 2 legendary actions; the breath is 10d8. For 5 players, it has 300 HP and every ally arrives one round later.\nSite setup: Create \"The Devourer Beneath\" in Battle mode. Add Nyxaloth x1 and Shadow Wyrmling x(any). Put the Crown-bearer's three options and the Reseal threshold (60 HP) in DM notes. Track legendary actions with sticky notes.\nRewards: See Act IV Rewards Summary and the Epilogue.",
"monsters": [
[
"Nyxaloth, the Devourer Beneath",
1
],
[
"Shadow Wyrmling",
2
]
],
"npcs": [
"Dee Okafor",
"Dame Rowena Vance",
"Gorrug Skullbreaker",
"Thalion Duskleaf",
"Cindermaw"
],
"rewards": [
{
"item": "Concord Crown",
"quantity": 1,
"level": 9,
"note": "The complete Crown, if it was not destroyed"
}
],
"location": "The Abyssal Seal"
}
],
"sharedNotes": [
"Welcome to Hollowcrown: The Rift Between Worlds\n\nThe kingdom of Aldervane has slept safely for a thousand years beneath the Concord Crown, a relic that keeps a monster chained in the dark and keeps our world separate from another one: a world without magic, full of glass towers, roaring machines and people who carry little glowing windows in their pockets. Ten days ago, someone shattered the Crown. Now the sky is splitting open. Purple rifts called Seams tear across the land, dumping strange things from the other world into ours, and things from our nightmares into theirs. You are ordinary people in the village of Thornwick, celebrating the harvest, when the sky above the square rips like wet paper. What happens next will decide the fate of two worlds.\n\nA dark-fantasy campaign for levels 1 to 10. Think of a fantasy film that is happy to scare you but always lets the heroes win if they are brave enough.",
"How this campaign works — house rules\n\n• No XP. Everyone levels up together at story milestones.\n• Starting out: 50 gold, 4 starting items (weapons, armor and items share that allowance) and, for casters, 3 starting spells.\n• Gear levels. Every weapon and item you hold has a level from 1 to 9, and its dice grow as that level rises. You can hold gear above your own level, but you can’t use it until you catch up.\n• Armor is something you carry. Equip your armor and shield and the site adds them to your Armor Class. You can have 3 things equipped at once (4 from Act II), and only one of them a weapon — a pair of daggers counts as one.\n• Money. You carry gold, silver and copper (1 gp = 10 sp = 100 cp) and, in the other world, cash ($). Coins never pay a cash price, and only a few people will change one for the other.\n• Things from the other world are strange here. Guns and engines are LOUD (everything within 300 feet hears them), they jam on a natural 1, ammunition is counted, and batteries run down.\n• Dark magic works, and it has a cost."
],
"dmNotes": [
"The Story in One Page (DM only)\n\nMorvain Ashgrave, once the Royal Archmage of Highmarch, made a pact with Nyxaloth, the Devourer Beneath, a colossal shadow dragon chained in the underworld. With the help of a spy, Chancellor Malvoy, Morvain stole into the royal vault and shattered the Concord Crown. Its five shards scattered across both worlds. With the Crown broken, the Veil between Aldervane and Port Meridian is tearing.\nIn Act I, the first Seam opens over Thornwick during the harvest festival. A city bus driven by Dee Okafor crashes through, chased by shadow creatures. The heroes escort the old court wizard Master Quillon to Highmarch, clear a goblin cave on the way and win a Riftstone that points toward Crown shards. They find King Aldous cursed into an endless sleep by three swamp witches who serve Morvain's lieutenant, Vessa Thorne. The heroes break the curse in the Witchfen. The king wakes, names them Wardens of the Crown and sends them after the shards.\nIn Act II, the heroes recover three shards in any order: the Shard of Dawn from the dying elven forest, where Vessa's Blight is killing the trees; the Shard of Iron from Gorrug Skullbreaker, an ogre warlord the shard has made clever and pompous; and the Shard of Tides from Dr. Julian Crane, a Port Meridian tech billionaire who is secretly Morvain's warlock. When the third shard is won, Morvain appears to the heroes as a shadow and tempts each of them.\nIn Act III, the heroes bargain with or battle the red dragon Cindermaw for the Shard of Ember, then return to find Highmarch under siege: Malvoy has opened the gates to Morvain's undead knights. They save the city (and perhaps the king), and the dwarf smith Brannoc reforges four shards into an incomplete Crown.\nIn Act IV, the heroes descend into the Hollow Deep, cross an underworld market, a river of whispering dead and a cathedral of bone, storm Morvain's Obsidian Citadel, defeat him, take the last shard and face Nyxaloth itself at the Abyssal Seal. They must reseal the dragon (and someone must stay behind as the Crown's Keeper) or slay it for good.",
"Campaign at a Glance\n\nPart · Levels · Sessions · Where · The party's goal\nAct I: The Night the Sky Tore · 1 to 4 · 1 to 7 · Thornwick, the Kingsroad, Highmarch, the Witchfen · Survive the first Seam, reach the capital and break the curse on the sleeping king\nAct II: Shards of Two Worlds · 4 to 7 · 8 to 16 · the Elderwood, the Grimtooth Hills, Port Meridian · Recover three Crown Shards, in any order, from an elf queen, an ogre warlord and a tech billionaire\nAct III: Fire and Betrayal · 7 to 9 · 17 to 21 · Ashpeak, Highmarch · Win the fourth shard from a red dragon, survive the siege of the capital and reforge the Crown\nAct IV: Into the Hollow Deep · 9 to 10 · 22 to 28 · the Hollow Deep, the Obsidian Citadel · Descend into the underworld, defeat the Hollow King and reseal or slay the dragon\nEpilogue · 10 · After 28 · Both worlds · Decide what happens to the gate, the allies and the heroes\nSide Quests · 1 to 10 · Any time · Everywhere · Fourteen short detours with rewards and new allies\n\nMILESTONE LEVELLING (no XP)\nLevel reached · When\n2 · After Session 2 (the party sets out on the Kingsroad)\n3 · After Session 4 (arrival in Highmarch)\n4 · After Session 7 (end of Act I: the king wakes)\n5 · After Session 10 (first Act II shard won)\n6 · After Session 13 (second Act II shard won)\n7 · After Session 16 (end of Act II: Morvain's projection)\n8 · After Session 19 (the Siege of Highmarch is won or lost)\n9 · After Session 21 (the Reforging; end of Act III)\n10 · After Session 25 (the Bone Cathedral)",
"The 28-Session Roadmap\n\nAct II’s three quests can be played in any order; swap the rows but keep the levels where they are.\n\nSession · Level · Where · What happens · Key encounters · Level up after?\n1 · 1 · Act I, Thornwick · Harvest Night: the sky tears, Dee's bus crashes into the square · Gloamlings, Rift Hounds · No\n2 · 1 · Act I, Hexed Scarecrows · Quillon arrives on Parsnip; scarecrows stalk Farmer Bodkin's fields; Last Bus Home begins; the party sets out · Hexed Scarecrows · Yes: level 2\n3 · 2 · Act I, Kingsroad · Goblin ambush, Rattlejaw Cave, Skrit and the Riftstone · Gloam-touched Goblins, Skrit · No\n4 · 2 · Act I, Highmarch · The cursed king, Rowena, Malvoy, Brannoc; the shattered vault · Social and investigation; optional street brawl · Yes: level 3\n5 · 3 · Act I, Witchfen · Into the swamp; Mother Bramblewick names her price · Fen Lanterns, Bog Lurker · No\n6 · 3 · Act I, Witchfen · Finding the Sisters' hut; traps, thornlings, crone tricks · Thornlings, one Witchfen Crone scouting · No\n7 · 3 · Act I, the Sisters' hut · The Three Sisters; destroy the Hex Doll; Vessa gloats; the king wakes; knighted Wardens · Three Witchfen Crones (Coven) · Yes: level 4\n8 · 4 · Act II, Elderwood · Thalion and Pip guide the party to Silverbough; Ilyndra's demand · Blighted wildlife, Thornlings · No\n9 · 4 · Act II, Silverbough · The Three Trials: Riddle Pool, Blighted Stag, the fauns · Blighted Stag · No\n10 · 4 · Act II, Rotheart Grove · Destroy the Blight Heart; Vessa's last stand; Shard of Dawn · Vessa Thorne, Rotwood Treant · Yes: level 5\n11 · 5 · Act II, Barrowdowns, Grimtooth · Crossing the barrows and hills; griffons; arrive at Skullcrag · Library Griffons, Wights · No\n12 · 5 · Act II, Skullcrag · The Great Gut-Clash, a heist, or open battle · Ogre Bone-Shaman, library Ogres · No\n13 · 5 · Act II, Skullcrag · Gorrug's fate; the Shard of Iron; maybe an ogre alliance · Gorrug · Yes: level 6\n14 · 6 · Act II, Port Meridian · Through the Seam with Dee; Zuri; Detective Hale; burgers and police · Tunnel Ghasts or Vantage agents · No\n15 · 6 · Act II, Vantage Tower · The heist: cameras, drones, hexers · Sentry Drones, Corporate Hexer · No\n16 · 6 · Act II, Vantage Tower basement · Dr. Crane and the Rift Engine; Shard of Tides; Morvain's projection and temptations · Dr. Crane, Rift Abomination · Yes: level 7\n17 · 7 · Act III, Ashpeak · Climbing the volcano · Cinderscale Kobolds, Ash Wraiths, Wyvern · No\n18 · 7 · Act III, Cindermaw's lair · Fight, trick or bargain with the dragon; Shard of Ember · Cindermaw · No\n19 · 7 · Act III, Highmarch · The Siege, part 1: smoke on the horizon, the gates are open, hold the walls · Hollow Knights, gloamlings, Wight captains · Yes: level 8\n20 · 8 · Act III, Highmarch castle · The Siege, part 2: save the king; unmask Malvoy in the throne room · Malvoy, Rift Abomination · No\n21 · 8 · Act III, Brannoc's forge · The Reforging; Quillon's confession; farewells · Roleplay; optional cultist raid · Yes: level 9\n22 · 9 · Act IV, Hollow Deep · Down the Sunken Stair to the Weeping Gate · Hollowborn Warriors, Hollow Cultists · No\n23 · 9 · Act IV, Underkin Market · Whisper the guide; buying information; Mushroom Court, Market of Lost Things · Mostly social · No\n24 · 9 · Act IV, River of Whispers · The ferry of the dead; voices of lost loved ones · Soul Leech Swarms · No\n25 · 9 · Act IV, Bone Cathedral · Redeem or fight the Bone Abbess · Bone Abbess, Bone Colossus · Yes: level 10\n26 · 10 · Act IV, Obsidian Citadel · Infiltration or assault · Gloam Stalkers, Hollow Knights · No\n27 · 10 · Act IV, the throne room · Morvain, the Hollow King, in two phases; the Shard of Night · Morvain · No\n28 · 10 · Act IV, the Abyssal Seal, Epilogue · Nyxaloth rises; allies arrive; reseal or slay; what comes after · Nyxaloth · Campaign ends",
"About this seeded campaign\n\nEverything in the Hollowcrown book that fits the site is already here: the weapon pool, spell list, item pool, monsters, NPCs, locations, and an encounter for every encounter box in the book plus the big talking scenes, in story order (side quests sit roughly where the book suggests running them).\n\n• The book advises adding magic weapons, later monsters and custom spells only as the story reaches them. They are all preloaded instead, so nothing needs typing mid-session. None of them is a starting option, and players only see what you give them or put in a scene.\n• Encounters are built for four players. Each one’s DM Notes hold the book’s full box: scaling for 3 and 5 players, terrain, tactics and what-ifs.\n• Rewards are lined up unawarded. “One per hero” rewards are set to a quantity of 4, and optional or either/or rewards say so in their note: remove what the party did not earn.\n• Bosses the party talks to before fighting (Skrit, Vessa, Gorrug, Crane, Malvoy, Cindermaw, the Bone Abbess, Morvain) are NPCs with combat stats. Their DM notes carry their attacks and phases.\n• Gear effects are set. Every weapon and item carries the book’s “Effects (site)” numbers and note, so armor, shields and worn gear change the sheet by themselves once equipped. Extra AC is only for class features and Dexterity corrections (Appendix D): Unarmored Defense, the Defense fighting style, or −(DEX mod − 2) for medium armor and −DEX mod for heavy.\n• The equip limit starts at 3 things, 1 of them a weapon. Raise it to 4 in Campaign Settings at the start of Act II.\n• Shops, money changers and cash are set up: see “Money, shops and money changers” below.\n• Spell slots, Hit Dice and rests are on the site: each caster has a slot tracker on their sheet, the Rest button is beside the character list, and Level Up on a sheet walks the levelling checklist.\n• Still to do by hand: track charges, ki and sorcery points on paper, and apply weapon special abilities yourself (see the notes below).\n• Malvoy is seeded Friendly. Flipping him to Hostile is a reveal every player sees: save it for the throne room.",
"Money, shops and money changers\n\nCoins and cash. Each character holds gold, silver and copper (1 gp = 10 sp = 100 cp; the site makes change) and cash ($), which is separate: a $ price is paid from cash only, and anything found in Port Meridian is awarded as cash.\n\nMoney changers (gold and cash only, whole multiples, during an NPC quest in progress with the NPC in the scene):\nRay, Port Meridian · 1 gold = $50 (the reference rate)\nDee Okafor · 1 gold = $40\nCaptain Silas Crook, Saltmere · 1 gold = $30\nMother Bramblewick and Tallow · 1 gold = $100 (the only way to turn leftover cash into gold in Aldervane or the Deep)\nDetective Hale does not change money. Other Aldervane folk will not take cash at all.\n\nShops are NPC quests, already in the encounter list where the story reaches them:\nShopping in Thornwick · Hattie (everyday goods), Sister Fenna (3 healing potions), Old Tobbin Ashby (weapons and armor)\nHighmarch: Brannoc’s Forge · armor, Brannoc’s Whetstone, the Gauntlets of Might from Act III\nMother Bramblewick’s Bargain · healing potions and antitoxin\nSilverbough: The Market of Leaves · Silverbough Cloaks and faun salve\nSkullcrag: The Swap-Pile · only once the ogres are friends\nPort Meridian: Ray’s Cash for Gold and the Shops · everything priced in $\nSmugglers of Saltmere: Crook’s Back Room · black-market goods\nHighmarch Market · before the descent, at level 8\nThe Old Shrine at the Weeping Gate · a Ferryman’s Coin for an offering\nUnderkin Market · six stalls, at level 9\n\nAn NPC’s wares follow them into every quest they are in; “For sale here” belongs to one encounter. A ware is sold at its level, for its price, until its stock runs out.\n\nBy hand: there is no selling and no haggling on the site. Merchants pay half price for ordinary goods and potions and full value for gems and art; record it as a gain in the money log. To haggle, Edit the ware’s price before they click Buy. Smiths’ upgrades (100 gp × the new level) are a spend, then raise the gear level on the sheet. Rooms, meals, rumours and services are spends too.",
"Factions\n\nFaction · Leader · Starting attitude · Where\nKnights of the Silver Gauntlet · Dame Rowena Vance · Neutral, then Friendly · Highmarch\nThe Silverbough Court · Queen Ilyndra · Unfriendly · Silverbough\nThe Witchfen Coven · Vessa Thorne · Hostile · The Witchfen\nVantage Dynamics · Dr. Julian Crane · Hostile (pretends Neutral) · Port Meridian\nThe Hollow Court · Morvain Ashgrave · Hostile · The Hollow Deep\nThe Skullcrag Ogres · Gorrug Skullbreaker · Hostile, but can be won · The Grimtooth Hills\nThe Underkin · The Market Wardens · Neutral · The Hollow Deep\n\nKNIGHTS OF THE SILVER GAUNTLET\nGoal: Protect the king; find who broke the Crown. Leader: Dame Rowena Vance. Attitude: Neutral, then Friendly once the king wakes and names the party Wardens of the Crown. About sixty knights and two hundred men-at-arms, sworn to the Ironwarden, brave and stubborn, baffled by phones.\n- Help: Escorts, horses, rooms in Gauntlet Hall, healing from their chaplains, and twelve knights at your side in the Siege of Highmarch.\n- Hinder: They arrest anyone waving a gun in the city and distrust witches, warlocks and \"other-siders\". A PC warlock should mind their words near Rowena.\n\nTHE SILVERBOUGH COURT\nGoal: Save the Elderwood from the Blight; keep the Shard of Dawn from humans. Leader: Queen Ilyndra. Attitude: Unfriendly: \"the humans let the Crown be broken.\" Her nephew Thalion Duskleaf is the exception; he wants elves and humans to stand together again.\n- Help: After the Three Trials: the Shard of Dawn, a magic bow or blade, and Silverbough archers for the siege and the finale.\n- Hinder: No humans in the city without a guide; riddles instead of answers; the shard stays put until the party proves itself.\n\nTHE WITCHFEN COVEN\nGoal: Serve the Hollow King; spread the Blight; seize the Shard of Dawn. Leader: Vessa Thorne, the Hexmother. Attitude: Hostile. Its strongest members are the Three Sisters of the Witchfen, Old Nettle, Grey Agatha and Little Moth (Witchfen Crones), who cursed the king. Mother Bramblewick is not one of them and hates them all.\n- Hinder: Curses, hexed scarecrows, thornlings, moth and crow spies, the Blight.\n- Help: Almost never; a captured lesser witch might trade a secret for her freedom.\n\nVANTAGE DYNAMICS\nGoal: Officially \"clean energy\". Really, widen the Seams with the Rift Engine so the worlds merge. Leader: Dr. Julian Crane, secretly Morvain's warlock. Attitude: Hostile, though Crane plays friendly as long as he can. Most of its employees have no idea.\n- Hinder: Security agents, drones, cordon \"contractors\", a press office that calls the party \"dangerous cosplayers\", and money that makes police reports vanish.\n- Help: Crane's offer of \"partnership\" is a trap, but a junior scientist who sees the truth can become an inside contact in Act II.\n\nTHE HOLLOW COURT\nGoal: Wake Nyxaloth, merge the worlds, crown Morvain. Leader: Morvain Ashgrave, the Hollow King. Attitude: Hostile. Hollow Knights, Hollowborn Warriors, gloamlings, gloam stalkers and Hollow Cultists. Their sign is a crown turned upside down.\n- Hinder: Everything; they also have a spy in Highmarch (Chancellor Malvoy).\n- Help: Never as a group, but Morvain tempts individual PCs with offers (Act II, Act IV).\n\nTHE SKULLCRAG OGRES\nGoal: Whatever Gorrug says: right now \"King of All Hills\", a raid on Highmarch and a proper library. Leader: Gorrug Skullbreaker. Attitude: Hostile, not evil. About forty loud, hungry, contest-loving ogres, with hill giants and an Ogre Bone-Shaman or two.\n- Hinder: Raids, thrown rocks, the planned attack on Highmarch.\n- Help: Win the Great Gut-Clash or Gorrug's respect and they march to the siege and the finale.\n\nTHE UNDERKIN\nGoal: Stay alive, stay neutral, make a profit. Leader: None; the Market Wardens keep the peace. Attitude: Neutral. Small, grey, huge-eyed gloam-gnomes who have traded with everyone in the Deep for a thousand years.\n- Help: Guides such as Whisper, gloam lanterns, food, information, a safe place to rest.\n- Hinder: They sell information to anyone who pays, including the Hollow Court.",
"Malvoy Clue Reminders\n\nChancellor Malvoy is Morvain's spy. He gave Morvain the vault key, and in Act III he will open Highmarch's gates to the Hollow Court. Act II is where you build the case against him, one small clue at a time, so that when the betrayal comes the players slap the table and say \"I KNEW it!\"\nKeep track of every clue you drop on the Malvoy Clue Tracker. Aim for one clue per quest, plus one each time the party visits Highmarch. Never more than two in one session.\nWhen · The clue · How to play it\nThe King's Council · Malvoy copies the map \"for the archive\" and asks which way they will go. His fingertips are stained black, not the blue-black of ordinary ink. · If asked, he chuckles: \"Occupational hazard. The royal ink is very old.\"\nReturning to Highmarch with any shard · Malvoy asks to hold the shard \"to record its weight and size\". He holds it a moment too long and his hand shakes. · If the party refuses, he bows politely and says \"Of course, of course.\" Rowena backs the party.\nThe Rotting Wood · In Vessa's shrine (G5) the party finds a letter: \"Our friend with the black fingers says the Wardens leave for the wood in three days.\" · The letter is unsigned. The handwriting is very neat, like a clerk's.\nThe Ogre King's Gambit · Gorrug boasts that \"a little man of letters\" wrote to warn him the Wardens would come to steal Thinker. He can't remember the name: \"Mal... Malvo... MALODOROUS!\" · If the party has the letter, its paper has the royal watermark of Highmarch.\nThe Glass Tower · Crane's files include a note: \"Our man in Highmarch confirms the Wardens have two shards. He asks again about his payment.\" · The note calls him \"the Ink Man\".\nAny visit to Brannoc · Brannoc grumbles that \"the Chancellor\" came by asking how hard it would be to melt a shard. \"Daft question. You can't melt them. I told him so.\" · Brannoc does not think it suspicious. He thinks Malvoy is just nosy.",
"Side Adventures Index\n\nTitle · Region · Level · Sessions · Best time · Reward highlight\nThe Hexed Scarecrows · Thornwick · 1–2 · 1 · Act I · Bodkin's gratitude, healing potions, a free room for life\nThe Last Bus Home · Thornwick / Port Meridian · 1–9 (5 stages) · 5 × ½ · Whole campaign · Bus Keys → the Rift Runner\nThe Faun's Stolen Song · The Elderwood · 2–4 · 1 · Act I · Pip's Panpipes, faun allies\nThe Knight Who Never Came Home · The Barrowdowns · 3–5 · 1 · Late Act I / Act II · Oathkeeper\nThe Troll Under Tollbridge · The Kingsroad · 3–5 · ½–1 · Act I or II · Delivery van loot, a troll who owes you\nMother Bramblewick's Price · The Witchfen · 3–6 · 1 (spread out) · Act I into Act II · Ward Charm, a witch's favour\nGraveyard Shift · Port Meridian · 5–7 · 1 · Act II (Glass Tower) · First Aid Kits, Hale's trust\nSmugglers of Saltmere · Saltmere · 4–6 · 1 · Act II · Pistol, Magazines, proof against Malvoy\nThe Ogre Who Wanted to Cook · Grimtooth Hills · 4–6 · ½–1 · Act II (Ogre King) · Win the Gut-Clash cooking round\nThe Griffon's Egg · Grimtooth Hills · 5–7 · 1 · Act II · Griffon Whistle, a griffon ally\nSignal in the Storm · Highmarch plains · 6–8 · 1 · End Act II / Act III · Riftbreaker or a working Smartphone\nThe Mushroom Court · The Hollow Deep · 9–10 · 1 · Act IV · Safe path to the Obsidian Citadel\nMarket of Lost Things · The Hollow Deep · 9–10 · ½–1 · Act IV · A PC's lost memory; Ferryman's Coin\nThe Wyrmling Clutch · Ashpeak / The Hollow Deep · 7–9 · 1 · Act III · Fewer dragons at the finale; Hollowbane",
"Rewards by Act\n\nACT I\nWhere · Gold · Items and weapons (gear level)\nHarvest Night · 12 gp · Flashlight (1), Road Flare (1)\nThornwick aftermath · Side quest rewards · First Aid Kit (1), Smartphone (1); from sq-01 and sq-02 see those quests\nSpice Wagon Ambush · 9 gp · Saffron (10 gp), shortbow and arrows\nRattlejaw Cave · 54 gp + 25 gp from Osric · Fire Axe (1), 2 Healing Potions (1), Riftstone (1), silver locket (15 gp), Dee's toolbox\nHighmarch · none · 1 Healing Potion per PC, Holy Water\nThe Witchfen · 37 gp · 1 Antitoxin per PC, silver ring (10 gp)\nThe Sisters' Hut · 100 gp · Hex Doll (3), Heartroot (3), Hexthorn Staff (3), silver comb (15 gp)\nWardens of the Crown · 100 gp per PC · Wardens' Badge (4) per PC, a horse each, 10 gp per month\n\nACT II\nReward · Where · Level · Notes\nShard of Dawn · Part A · 4 · Light; advantage vs fear\nDawnblade or Silverbough Longbow · Part A · 5 · Both if all three trials passed\nHeartroot · The Blighted Stag · 4 · Only if the stag is saved\nHoly Water × 2 · G5 · 1\nShard of Iron · Part B · 4 · Reduce damage by 2d6 once per day\nThinker · Part B · 5 · Gorrug's gift, or loot\nWard Charm · S7 · 5 · Ogre treasure\nShard of Tides · Part C · 4 · Breathe water; mending at will\nPistol × 2, Taser × 3, Magazine × 3 · Security Response · 4 / 4 / 1 · See modern gear\nSmartphone × 3 · Zuri, the Hexers · 5 · 6 charges each\nFirst Aid Kit × 3, Energy Drink × 6 · Part C, the finale · 1 · Plus 3 kits from sq-07\nPotion of Healing · Part A (1 + 1 per PC + 2), Part B (2) · 1\nRoad Flare × 2 · The Parting Gift · 1\nGold · Throughout · Part A about 315; Part B about 275 (more if Gorrug shares); Part C 100 + $300; king's reward 250 each\nAllies · Throughout · Silverbough archers, Gorrug's ogres, Dee and Hale: tick them on the Allies Ledger\n\nACT III\nReward · Where · Level · Notes\nShard of Ember · Ashpeak · 7 · Any outcome with Cindermaw\nEmberfang · Ashpeak · 7 · Gift or hoard\nShield Ward · Ashpeak · 7 · Fight, trick or good bargain\nPotion of Greater Healing × 4 · Ashpeak (2), after the siege (2) · 7–8\nPotion of Healing × 3 · Rowena's quartermaster (2), the belfry (1) · 7\nHoly Water × 2 · The chapel · 7 · From the grateful chaplain\nFlashlight, Road Flare × 2 · The Battering Beast · 7 · From the truck's cab\nHollowbane · After the siege · 8 · Rowena's gift\nConcord Crown (four shards) · The Reforging · 9 · The four shards merge into it\nPersonal Gift bonuses · Personal Gifts · 9 · One per PC\nFree gear upgrade · Downtime · 9 · One per PC from Brannoc\nGold · Throughout · Ashpeak 500–3,000; siege about 290 plus Malvoy's 150; king's reward 250 each; Meridian cash worth 300\nTitles and favour · Siege · Royal Charter (if the king lives); knighthoods; the gratitude of Highmarch\n\nACT IV\nWhere · Gold · Items\nWeeping Gate · 240 · Ward charm, greater healing, Ferryman's Coins (shrine), flashlight and flares (Gloam Line)\nUnderkin Market · — · Shopping; sq-12 and sq-13 rewards from their chapter\nRiver of Whispers · — · 1d6 Ferryman's Coins\nBone Cathedral · 800 (pearl, crown) · Seraphine's blessing (if redeemed), black-heart sliver, Level 10\nObsidian Citadel · ~2,500 (pay-coins, gems, casket, circlet) · Greater healing, Riftbreaker, Shard of Night\nAbyssal Seal · — · The complete Concord Crown (if not destroyed), plus everything in the Epilogue",
"Magic & Legendary Weapons — special abilities (apply by hand) (1 of 2)\n\nDawnblade (starts at level 5, Powerful growth)\nSpecial ability.\n- Sunlit Edge: as a bonus action the wielder makes the blade shed bright light for 20 ft and dim light for 20 ft more, or puts it out. It glows on its own (a soft gold light, 10 ft) whenever undead are within 60 ft, which warns the party. Gloamlings in its bright light have disadvantage on attacks.\n- Dawnstrike (once per long rest): when the wielder hits, they deal an extra 2d6 radiant damage. If the target is undead, it must also make a DC 13 Wisdom save or be frightened of the wielder until the end of its next turn.\n- Versatile: like a longsword, used two-handed it rolls one rung higher than the site shows.\nWhere found. Queen Ilyndra's gift in The Rotting Wood, awarded at level 5. The party chooses the Dawnblade or the Silverbough Longbow; if they passed all three trials, they get both.\n\nSilverbough Longbow (starts at level 5, Powerful growth)\nSpecial ability.\n- Elf-sight: range 150/600 ft, and the wielder does not have disadvantage when shooting at long range.\n- Binding Arrow (once per short rest): when the wielder hits a creature, silver vines burst from the arrow and wrap it. The creature must make a DC 13 Strength save or be restrained until the end of the wielder's next turn. Blight creatures fail automatically.\n- Two-handed. No shield while shooting it.\nWhere found. Thalion's gift in The Rotting Wood, awarded at level 5 (the alternative to the Dawnblade, or both if all three trials were passed).\n\nOathkeeper (starts at level 3, Powerful growth)\nSpecial ability.\n- Oath-light: if the wielder swore Aldric's oath, the blade glows blue when undead are within 60 ft, and the wielder's hits deal an extra 1d6 radiant damage to undead.\n- Aldric's Vigil (once per long rest): as a reaction when a creature the wielder can see within 5 ft is hit by an attack, Aldric's ghostly shield appears: the target gains +4 AC against that attack, which may turn the hit into a miss.\n- The oath bites: a wielder who tries to abandon the quest for the Crown finds the sword heavy and cold (disadvantage on attacks with it until they recommit). When the Crown is reforged in The Reforging, the sword hums happily.\n- Versatile: used two-handed it rolls one rung higher than the site shows.\nWhere found. The reward for The Knight Who Never Came Home, at level 3. In The Siege of Highmarch, Aldric's ghost can rise from the blade to fight once more.\nOathkeeper starts a little behind a well-kept longsword at level 3, catches it at level 4 and races ahead from level 5. If the hero cannot afford Brannoc's prices, use Oathkeeper's Vigil and radiant bite to keep it special.\n\nThinker (starts at level 5, Powerful growth)\nSpecial ability.\n- Big Words: the wielder sometimes says long words without meaning to (\"Behold my... perspicacity!\"). Pure flavour; encourage it.\n- Debate Swing (once per short rest): when the wielder hits, the target must make a DC 13 Intelligence save or be baffled: it cannot take reactions and has disadvantage on its next attack roll, as it tries to work out what just happened. Ogres fail automatically.\n- Two-handed, heavy. No shield. Gnomes and halflings attack with disadvantage (and look magnificent).\nWhere found. Gorrug's club, won in The Ogre King's Gambit by contest, theft, persuasion or battle. Award at level 5. The Shard of Iron is a separate item; give both.\n\nHexthorn Staff (starts at level 3, Powerful growth)\nSpecial ability.\n- Thorn-Hex (once per long rest): as a bonus action, the wielder curses a creature they can see within 60 ft for 1 minute. While cursed, the creature takes an extra 1d6 necrotic damage from the wielder's attacks and spells, and has disadvantage on one kind of ability check the wielder chooses (such as Strength). It works like the Hex spell and needs concentration.\n- The price: each time Thorn-Hex is used, the thorns bite the wielder's palm (1d4 piercing damage that cannot be reduced). The first time it is used each day, the wielder must make a DC 10 Wisdom save; on a failure they hear Old Nettle's voice whispering advice that is always cruel and sometimes useful. Roleplay it.\n- Finesse: a wizard or warlock with a good DEX can swing it with DEX.\n- Versatile: used two-handed it rolls one rung higher than the site shows.\nWhere found. In the Sisters' Hut in the Witchfen in Act I, at level 3. A hero who uses the staff for a long time might be noticed by Vessa Thorne, who offers to \"teach them properly\". That is a great temptation beat. Burning the staff in Mother Bramblewick's stove is also a fine ending for it.\n\nEmberfang (starts at level 7, Legendary growth)\nSpecial ability.\n- Living flame: the blade sheds bright light for 10 ft and lights anything flammable it touches.\n- Dragon's Breath (once per long rest): as an action, the wielder roars and fire pours from the blade in a 15-ft cone. Each creature in it makes a DC 15 Dexterity save, taking 4d6 fire damage on a failure or half on a success.\n- Kin-steel: against creatures immune to fire (red dragons, fire elementals), treat its damage as slashing instead.\nWhere found. Cindermaw's hoard at Ashpeak, at level 7: a gift if the party bargains, loot if they trick or fight him. If Cindermaw is an ally, he always knows where the sword is.\n\nHollowbane (starts at level 8, Legendary growth)\nSpecial ability.\n- Brightest in the dark: in darkness, the blade sheds bright light for 30 ft. Shadow creatures cannot hide in that light.\n- Bane of the Deep: it deals an extra 1d8 radiant damage to undead, to Shadow Wyrmlings and to Nyxaloth. An undead creature it hits cannot regain hit points until the start of the wielder's next turn.\n- Versatile: used two-handed it rolls one rung higher than the site shows.\nWhere found. One Hollowbane exists. It is either the Silver Gauntlet's chapel relic, given by Dame Rowena after The Siege of Highmarch, or found in the frozen hand of Dame Elspeth Harrow in The Wyrmling Clutch. Use whichever happens first; the other source gives 300 gold and Rowena's gratitude instead. Award at level 8.\n\nRiftbreaker (starts at level 6, Powerful growth)\nSpecial ability.\n- No magazine: it never needs ammo. Range 60/180 ft.\n- Rift-bane: an extra 1d8 force damage against creatures born of the rifts and the dark: Gloamlings, Rift Hounds, the Rift Abomination, Gloam Stalkers, Shadow Wyrmlings and Nyxaloth.\n- Seam Shot (once per long rest): fired into a Seam, it can hold the Seam open or shut for 1 minute, or force a creature halfway through it back where it came from (no save). This matters in the finale and the Epilogue.\n- Loud. On a natural 1 it overloads instead of jamming: it cannot fire until the end of the wielder's next turn.\nWhere found. Forged by Brannoc from the tower's core in Signal in the Storm, at level 6. Morvain also carries a Riftbreaker of his own; it can be taken in The Obsidian Citadel. If the party already has one, give the second as a copy (the site stacks it) so another hero can carry it.\n\nBramblewick's Sickle (starts at level 4, Powerful growth)\nSpecial ability.\n- Weedcutter: it deals an extra 1d6 damage to plant and Blight creatures, and cuts through any vine, thorn wall or web in one swing.\n- Root Hook (once per short rest): on a hit, the target's speed becomes 0 until the end of its next turn as roots grab its ankles.\n- Light: good for fighting with a weapon in each hand.\n- The catch: Bramblewick wants it back one day, along with a favour. She will choose the worst possible moment to ask.\nWhere found. Bramblewick's payment for Mother Bramblewick's Price, at level 4. Perfect timing for the Blight in The Rotting Wood.\n\nSkyrend's Talon (starts at level 5, Powerful growth)\nSpecial ability.\n- Homing: thrown (range 30/120 ft), it flies back to the wielder's hand at the end of the turn.\n- Windleap (once per long rest): as a bonus action, the wielder leaps up to 30 ft in any direction, gliding down safely, without provoking opportunity attacks.\n- Friend of griffons: griffons are never hostile to the wielder unless attacked.\nWhere found. The reward for The Griffon's Egg, at level 5.\n\nCrane's Cane (starts at level 5, Powerful growth)\nSpecial ability.\n- Borrowed Step (once per long rest): as a bonus action, the wielder vanishes in a puff of black glitter and reappears up to 30 ft away in a space they can see.\n- The price: each time it is used, roll a d6. On a 1, Morvain feels it and learns roughly where the wielder is. He may send a whisper (\"Still carrying Julian's toy? How sentimental.\") or something worse.\n- Breaking it releases a pulse of dark energy (3d6 necrotic to the breaker, no save) and frees the party from Morvain's attention for good. Holding on to power with a cost, or destroying it, is a real choice. Let the players make it.\nWhere found. On Crane's body (or dropped as he flees) in The Glass Tower, at level 5.",
"Magic & Legendary Weapons — special abilities (apply by hand) (2 of 2)\n\nSeamcutter (starts at level 7, Legendary growth)\nSpecial ability.\n- Cut the Veil (once per long rest): as a bonus action, the wielder slashes a tiny Seam in the air, steps through, and appears up to 60 ft away in a space they can see.\n- The price: each time Cut the Veil is used, roll a d20. On a 1, a Rift Surge bursts out (roll on the table in Rift Surges).\n- Two-handed, heavy. No shield.\nWhere found. The wreck of the Rift Abomination in the Act II finale, at level 7.\n\nGloamfang (starts at level 8, Legendary growth)\nSpecial ability.\n- Shadowsheath: in dim light or darkness, the wielder can take the Hide action as a bonus action.\n- Drink the Dark (once per short rest): on a hit, the wielder regains hit points equal to the damage dealt. After the third use without a long rest, the wielder gains one level of exhaustion, and their reflection looks faintly grey until they rest.\n- Finesse, light, thrown (20/60 ft).\nWhere found. For sale at a shadowy stall in the Underkin Market (1,200 gp, or a secret), or as the prize in Market of Lost Things. Award it at level 9 (the party's level in the Market); its starting level of 8 only matters if you drop it earlier, as loot from a Gloam Stalker.\n\nMournbell (starts at level 9, Legendary growth)\nSpecial ability.\n- Toll for the Dead (once per long rest): as an action, the wielder rings the bell. Every undead within 30 ft must make a DC 15 Wisdom save or be frightened for 1 minute (repeating the save at the end of each of its turns). Each ally within 30 ft regains 1d8 hit points.\n- Peaceful passage: undead slain by it crumble to dust and cannot rise again.\nWhere found. From the redeemed Bone Abbess in the Bone Cathedral, Act IV, at level 9. Mournbell already starts at the top level, so its Legendary growth never shows; it is a finished artifact.",
"Modern Relics — weapon rules (apply by hand)\n\nThe four modern rules: LOUD (guns, the nail gun and the chainsaw wake everything within 300 feet). JAMS on a natural 1; clearing it takes an action. AMMO is the Magazine item: a pistol magazine holds 15 shots, a shotgun’s 6 shells, a nail gun’s 30 nails. STRANGE to Aldervane: folk think modern weapons are wizardry, or cursed.\n\nPistol (starts at level 3, Standard growth)\nA black semi-automatic handgun, the kind every Vantage Dynamics security agent wears on their hip. It is the most common firearm the heroes will see, and the most tempting.\n- Range: 50/150 ft. Disadvantage on the attack beyond 50 ft, or with an enemy within 5 ft.\n- Ammo: 15 shots per Magazine. Firing uses one shot per attack.\n- Loud, jams on a natural 1.\n- Where found: two pistols from the guards in The Glass Tower (give them at level 4), one from the smugglers in Smugglers of Saltmere (level 4), and on the random loot tables in Appendix G. On the black market in Meridian, 50 gp or more, and Detective Hale will be furious.\n- Damage by level: Lv 3: 2d6 · Lv 4: 1d6+1d8 · Lv 5: 2d8 · Lv 6: 1d8+1d10 · Lv 7: 2d10 · Lv 8: 1d10+1d12 · Lv 9: 2d12.\n\nShotgun (starts at level 5, Standard growth)\nA pump-action shotgun with a scuffed wooden stock. Brutal up close, useless far away.\n- Range: 30/90 ft. Beyond 30 ft, halve the damage as well as rolling with disadvantage: the pellets spread out.\n- Two-handed. No shield while firing it.\n- Ammo: 6 shells per Magazine (call it a box of shells).\n- Loud, jams on a natural 1.\n- Knockback: when it hits a Medium or smaller creature within 15 ft, the creature is pushed 5 ft away.\n- Where found: the Act III random loot table in Appendix G (give it at level 7).\n- Damage by level: Lv 5: 2d8 · Lv 6: 1d8+1d10 · Lv 7: 2d10 · Lv 8: 1d10+1d12 · Lv 9: 2d12.\n\nTaser (starts at level 2, Standard growth)\nA yellow plastic stun gun that fires two barbed darts on crackling wires. It is not meant to kill, and its damage is low, but it stops a charging enemy in its tracks.\n- Range: 15 ft only. It cannot fire further.\n- Stun: a creature hit must make a DC 12 Constitution saving throw. On a failure, its speed drops to 0 and it cannot take reactions until the start of the wielder's next turn. Constructs and undead are immune (no nerves to scramble), and so is anything Huge or bigger.\n- Charges: 3 shots, then it is dead until recharged like a phone (in Meridian, beside a Seam, or with Static Surge). Track the charges on paper, not as magazines.\n- Jams on a natural 1. It is not loud: just a sharp crackle.\n- Where found: three tasers from the guards in The Glass Tower (give them at level 4), and on the random loot tables.\n- Damage by level: Lv 2: 1d6 · Lv 3: 1d8 · Lv 4: 1d10 · Lv 5: 1d12 · Lv 6: 2d6 · Lv 7: 1d6+1d8 · Lv 8: 2d8 · Lv 9: 1d8+1d10.\n\nBaseball Bat (starts at level 1, Standard growth)\nAn aluminium bat with tape on the handle. A hero from Aldervane thinks it is a very well-made club. A hero from Meridian knows exactly what to do with it.\n- Properties: none, really. It is a club that rings like a bell.\n- Clang: on a critical hit, the hollow CLANG echoes. Any creature within 10 ft of the target (other than the wielder) must make a DC 10 Wisdom save or be frightened until the end of its next turn. Goblins hate it.\n- Where found: Fixit Hardware in Port Meridian (about 1 gp), the Act I loot tables in Appendix G (one has \"SLUGGER\" written on it in marker).\n- Damage by level: Lv 1: 1d6 · Lv 2: 1d8 · Lv 3: 1d10 · Lv 4: 1d12 · Lv 5: 2d6 · Lv 6: 1d6+1d8 · Lv 7: 2d8 · Lv 8: 1d8+1d10 · Lv 9: 2d10.\n\nCrowbar (starts at level 1, Standard growth)\nA heavy steel crowbar, hooked at one end and flat at the other. Half weapon, half key.\n- Pry: a hero holding a crowbar has advantage on Strength checks to force open doors, chests, crates, grates and coffins.\n- Where found: the delivery van in The Troll Under Tollbridge, Fixit Hardware in Port Meridian (about 1 gp), and the random loot tables.\n- Damage by level: Lv 1: 1d6 · Lv 2: 1d8 · Lv 3: 1d10 · Lv 4: 1d12 · Lv 5: 2d6 · Lv 6: 1d6+1d8 · Lv 7: 2d8 · Lv 8: 1d8+1d10 · Lv 9: 2d10.\n\nFire Axe (starts at level 1, Standard growth)\nA red emergency axe with a pick on the back and \"IN CASE OF EMERGENCY\" painted on the handle. The first fire axe in the campaign came off Dee's bus.\n- Two-handed. No shield while swinging it.\n- Breaker: a fire axe deals double damage to wooden doors, barricades and objects (and to the Hexed Scarecrows, which the players will love).\n- Where found: from the goblins in Rattlejaw Cave in Act I (level 1); Fixit Hardware in Port Meridian (about 2 gp); the random loot tables.\n- Damage by level: Lv 1: 1d10 · Lv 2: 1d12 · Lv 3: 2d6 · Lv 4: 1d6+1d8 · Lv 5: 2d8 · Lv 6: 1d8+1d10 · Lv 7: 2d10 · Lv 8: 1d10+1d12 · Lv 9: 2d12.\n\nFlare Gun (starts at level 2, Standard growth)\nA fat orange pistol from a boat's emergency kit. It shoots a blazing flare that turns night into a red, flickering day.\n- Range: 40/120 ft. Loading: one shot, then it must be reloaded (an action).\n- Burning: a creature hit catches fire and takes 1d4 fire damage at the start of each of its turns until it (or someone next to it) uses an action to put the flames out. Creatures immune to fire ignore this.\n- Signal: fired into the sky, the flare lights a 60-ft radius with bright light for 1 minute, and can be seen for miles. Gloamlings in that light have disadvantage. It also tells every enemy for miles where you are.\n- Ammo: flares, tracked with the Magazine item (one magazine = one flare). It usually comes with 2.\n- Jams on a natural 1 (the flare fizzles in the barrel). Not loud: a pop and a hiss.\n- Where found: the Act II random loot table (level 4); a fishing boat in Saltmere; a Seam-wrecked lifeboat in Smugglers of Saltmere.\n- Damage by level: Lv 2: 1d8 · Lv 3: 1d10 · Lv 4: 1d12 · Lv 5: 2d6 · Lv 6: 1d6+1d8 · Lv 7: 2d8 · Lv 8: 1d8+1d10 · Lv 9: 2d10.\n\nNail Gun (starts at level 2, Standard growth)\nA battery-powered builder's nail gun. Not designed as a weapon. Very effective as one.\n- Range: 20/60 ft.\n- Rapid fire: once per turn, when the wielder hits with it, they can fire a second nail at the same target as a bonus action (roll another attack). This uses 2 nails.\n- Pin: on a critical hit against a creature standing next to a wall or wooden floor, the creature's clothes or wings are nailed down: its speed is 0 until it uses an action to tear free.\n- Ammo: 30 nails per Magazine (a strip of nails). The battery has 6 charges like a phone; each fight uses one.\n- Loud, jams on a natural 1.\n- Where found: Fixit Hardware in Port Meridian (about 3 gp with a box of nails), the Act II random loot table (level 4).\n- Damage by level: Lv 2: 1d6 · Lv 3: 1d8 · Lv 4: 1d10 · Lv 5: 1d12 · Lv 6: 2d6 · Lv 7: 1d6+1d8 · Lv 8: 2d8 · Lv 9: 1d8+1d10.\n\nChainsaw (starts at level 5, Standard growth)\nA petrol chainsaw with a cracked orange casing. It is heavy, terrifying and absolutely not subtle. Every Meridian horror movie the players have ever seen is about to come true, on their side for once.\n- Two-handed, heavy. No shield. Gnomes and halflings attack with disadvantage.\n- Starting it: an action to pull the cord, or a bonus action on a roll of 11+ on a d20. Once running, it runs until the fuel runs out or it stalls.\n- Fuel: a full tank is 10 rounds of running. Track rounds on paper. It usually turns up with half a tank (5 rounds). A refill of petrol can be bought in Meridian for almost nothing.\n- Timber! It deals an extra 1d10 damage to plant creatures and Blight creatures: Thornlings, the Rotwood Treant, the Blighted Stag and Vessa's Blight-grown horrors. Elves will be appalled to see it used on trees.\n- Loud (very), stalls on a natural 1 (an action to restart).\n- Terrifying: the first time it roars in a fight, enemies with an Intelligence of 7 or lower (beasts, goblins, ogres) must make a DC 12 Wisdom save or be frightened of the wielder until the end of their next turn.\n- Where found: Fixit Hardware in Port Meridian (about 6 gp), the Act III random loot table in Appendix G (level 7).\n- Damage by level: Lv 5: 2d10 · Lv 6: 1d10+1d12 · Lv 7: 2d12 · Lv 8: 3d8 · Lv 9: 2d8+1d10.\nGORE DIAL — read ONE version",
"Item rules (what the item cards don’t say)\n\nHealing Potion: Regain 2d4+2 HP (more if given at a higher level). Also called a Potion of Healing in the acts. Price: 50 gp in Thornwick and Highmarch, 40 gp as faun salve, 60 gp in the Underkin Market, 75 gp from Mother Bramblewick. Found: Rattlejaw Cave and Highmarch (Act I), the Elderwood and Skullcrag (act2-rotting-wood, act2-ogre-king), the siege, sq-01, sq-02, sq-03.\n\nGreater Healing Potion: Regain 4d4+4 HP at level 7; more when given at level 9 in Act IV. Price: 150 gp in Highmarch (rare, only 4 for sale), 180 gp in the Underkin Market. Found: Ashpeak and the siege (act3-ashpeak, act3-siege), the Weeping Gate and the Citadel (ch-act4, act4-citadel), sq-14.\n\nHoly Water: Action: throw at a creature within 20 ft (ranged attack, DEX + proficiency) or splash one next to you. An undead or fiend takes 2d6 radiant; anything else is just wet. Poured into the dry font of the Bone Cathedral, it fills it with clean water. Price: 25 gp at the Ferryman's Tower in Highmarch and in the Underkin Market. Found: Quillon's gift (Act I), Vessa's shrine, the chapel in the siege.\n\nAlchemist's Fire: Action: throw at a creature within 20 ft (ranged attack). On a hit it takes the dice shown in fire damage at the start of each of its turns until someone uses an action and makes a DC 10 DEX check to put it out. Deadly to Hexed Scarecrows and the Rotwood Treant. Price: 50 gp. Found: Cinderscale kobold fire-pots.\n\nAntitoxin: Action to drink. Advantage on saves against poison for 1 hour. In the Witchfen it cures fen fever outright. Price: 50 gp in Highmarch, 30 gp from Bramblewick, 60 gp in the Underkin Market. Found: one per PC from Mother Bramblewick (Act I).\n\nBramble-Broth: Action: regain the dice shown and end one curse or the poisoned condition. Found: one of Bramblewick's Boons. Not for sale. \"I don't sell soup.\"\n\nPotion of Fire Resistance: Resistance to fire (half damage) for 1 hour. The best purchase before Ashpeak. Price: 150 gp from Quillon or Highmarch's apothecaries, from Act II onward. Found: the treasure tables.\n\nWyvern Poison: One dose per hit, wasted after 1 minute if unused. Found: 3 doses from the wyvern of Ashpeak with a DC 13 Medicine check.\n\nSpell Scroll: Add one pool entry per spell (\"Spell Scroll: Cure Wounds\") and set Starts at level to the character level needed for that spell under the Unlock Schedule (1st: 1, 2nd: 3, 3rd: 5). A non-caster can't use it. The scroll crumbles after one use. Price: 50 gp (1st), 150 gp (2nd), 300 gp (3rd), only from Quillon. Found: treasure tables.\n\nFlashlight: Gloamlings and other light-hating creatures in the beam have disadvantage on attacks. Recharge in Meridian, an hour within 30 ft of a Seam (1 charge), or Static Surge. The flashlight from sq-08 is a heavy-duty one with 10 charges. Found: Dee's bus kit (Act I), sq-05, the siege, the Gloam Line.\n\nSmartphone: Each scene of use spends a charge. The camera flash startles beasts and blinds a gloamling for 1 round (once per scene). Higher-level phones in the acts (Zuri's at 5, Rob's at 6) are simply sturdier and better charged. Found: Tyler's phone, battery dead (Act I); Zuri's and the Hexers' (act2-glass-tower, sq-02); Rob's phone that can call Meridian; Gus's in the Citadel.\n\nMagazine: Swapping magazines is free. There is no ammunition in Aldervane except what fell through. Found: Vantage Tower, the smugglers, the Underkin Market's Vantage box.\n\nRoad Flare: Bright light 30 ft, dim 30 ft more; seen for a mile in the Hollow Deep. Jammed into a creature (melee attack): the dice in fire damage. Lights a fuse or burns the Hex Doll. Price: 25 gp black-market (Act II), 20 gp in the Underkin Market. Found: Dee's bus kit and Lenny (Act I), act2-finale, the siege, the Gloam Line, sq-05, sq-08.\n\nFirst Aid Kit: Each kit is one use; lower the quantity. A creature can be patched once per short rest. Kits given at level 5 (the hospital's, sq-07) roll bigger dice. Price: $40 in Meridian (under 1 gp). Found: Priya's gift (Act I), Vantage Tower, act2-finale.\n\nEnergy Drink: Gain the dice in temporary HP and advantage on your next save against sleep or exhaustion within the hour. A second can within an hour: DC 10 CON save or jittery (poisoned) for 10 minutes. Price: $3 in Meridian; 25 gp black-market; 15 gp in the Underkin Market. Found: Vantage Tower, the Gloam Line vending machine, sq-05, sq-08.\n\nSmoke Grenade: Heavily obscured area; strong wind clears it in 1 round. Perfect for escaping the Citadel. Price: 75 gp in the Underkin Market (two in stock).\n\nBus Keys: At level 1 they just jingle. After sq-02 Stage 2, raise them to level 3 and the headlight power works. At Stage 4, remove them and give the Rift Runner.\n\nRift Runner: Opens its own Seam once per long rest, starting within 1 mile of a Seam. Speed 60 ft per round, 30 mph on roads, carries the party and 20 more. Headlight Glare as the keys, DC 14. AC 15, 120 HP; Brannoc repairs 10 HP per 10 gp. Ramming: each creature in its path takes 2d6 bludgeoning. Dee drives; a PC can (DC 12 DEX each round). Found: sq-02 Stage 4. Arrives at act3-siege and the finale.\n\nRiftstone: Warns of any Seam opening within 1 mile. Its pull spins confused until the king wakes, then points true. In Act IV it points down at the Shard of Night. Use it whenever the party is lost. Found: Skrit, Rattlejaw Cave (Act I).\n\nShard of Dawn: Its light is real daylight: gloamlings in it have disadvantage, and in the Deep it gives advantage on Whispers saves. Found: Queen Ilyndra, after Vessa falls.\n\nShard of Iron: Reaction-free; declare it after damage is rolled. Keep it at level 4 (2d6). Found: Gorrug's club Thinker.\n\nShard of Ember: Also protects from killing cold. Found: Cindermaw's hoard.\n\nShard of Night: Roleplay the whispers: it promises what the PC wants most. It sees through Shadow Veil. Once it touches the Crown, it snaps into place. Found: Morvain's staff; if Malvoy fled with a shard, he carries it in the Deep.\n\nHex Doll: Only if the party keeps it intact (most burn it). It warns of curses and hexes nearby: a fine early warning of Vessa's moths. Bramblewick offers 100 gp for it. Found: the Sisters' hut (Act I).\n\nHeartroot: The crones' root (level 3) is tainted: anyone healed by it hears Vessa laugh, until she dies. The Elderwood's gift (level 4) is clean. Found: the Sisters' hut (Act I); the Blighted Stag trial.\n\nWardens' Badge: Advantage on Persuasion with Aldervane officials, soldiers and innkeepers; free lodging at royal posts. In the Epilogue it becomes the badge of the Wardens of the Veil: raise it to level 9 as an honour. Found: the knighting (Act I).\n\nFerryman's Coin: One coin per PC per crossing; the Ferryman takes nothing else. Placed on a corpse's eyes, it stops that body being raised as undead. Found: the Old Shrine at the Weeping Gate, the leech swarms, the Bone Abbess, sq-13.\n\nSliver of Black Flame: In the Citadel, its holder has advantage on attacks against Morvain while he is invisible. Found: the ashes of the black heart in the Hollow Deep.\n\nPip's Panpipes: Anyone can play them; bards get advantage on Performance while using them. Found: sq-03.\n\nWard Charm: Declare after the hit is announced, before damage. Price: 200 gp (Ferryman's Tower), 250 gp (Underkin Market). Found: Skullcrag's hoard, the wyvern's nest at level 6, a gloam stalker's cloak at level 9. Bramblewick's charm: the pool entry starts at 5, so if the party finishes sq-06 below level 5, add a second entry, \"Bramblewick's Ward Charm\", identical but starting at level 3.\n\nGloam Lantern: No wandering-monster roll for its light in the Deep. Price: 30 gp (Underkin Market), 100 gp from Quillon in Highmarch (free if asked nicely) (act3-reforging, act4-underkin).\n\nGriffon Whistle: Use the library Griffon. Useless underground or in Meridian. Found: sq-10; used in the siege.\n\nShield Ward: +2 AC while equipped, set as its effect (not with a Shield or Tower Shield); the hand stays free. Once per long rest, as a reaction when hit, +5 AC against that attack. Uses one equip slot. Price: 400 gp (Underkin Market). Found: Cindermaw's hoard.\n\nVessa's Moth Locket: Morvain and anyone under Nondetection show only darkness. Found: treasure tables, Rotheart Grove.\n\nHollow Knight's Helm: A temptation item: very useful, quietly corrupting. Found: a fallen Hollow Knight after the siege.",
"Armor and AC on the site\n\nAC is 10 + Dexterity modifier + whatever equipped gear gives + the DM’s Extra AC. Armor is a bonus (its standard AC less 10) and is marked with what kind it is, and the sheet works out how much Dexterity counts in it. No correction in Extra AC is needed:\nLight (Padded +1, Leather +1, Studded Leather +2, Motorcycle Leathers +2) · all of the DEX mod\nMedium (Hide +2, Chain Shirt +3, Kevlar Vest +3, Scale Mail +4, Breastplate +4, Half Plate +5, Cinderscale Armor +5) · at most +2 of it\nHeavy (Ring Mail +4, Chain Mail +6, Splint +7, Riot Gear +7, Plate +8, Gauntlet Plate +9) · none of it\nSilverleaf Mail (+4) has no DEX cap, so it is marked as light armor. Shields: Shield +2, Riot Shield +2 (+2 more against ranged, in the player’s head), Tower Shield +3, Lanternshield +3; the Shield Ward (+2) takes the place of a shield.\n\nThe sheet also works out barbarian Unarmored Defense (CON mod, no armor), monk Unarmored Defense (WIS mod, no armor or shield) and Draconic Resilience (13 + DEX, no armor): do not put those in Extra AC. Extra AC is for what is left: the Defense fighting style (+1 in armor), the Toughened boon (+1). Never set it for the Shield spell.\n\nMage Armor: give each caster who knows it the “Mage Armor (spell)” item (+3 AC). They equip it when they cast the spell and unequip it when it ends; it takes an equip slot.\n\nStarting armor is free: a hero who did not pick any is given one that fits their class (leather for rogues and bards, chain mail for fighters and paladins, a chain shirt or hide for clerics, druids and rangers).\n\nMagic armor comes from the story: Silverleaf Mail (level 5) from the Silverbough Court for heroes who earn the queen’s trust; Cinderscale Armor (level 7) in Cindermaw’s hoard or bargain; Gauntlet Plate (level 8) from Dame Rowena after the siege, to a hero who fought on the walls; the Lanternshield (level 9) in the Underkin Market for 900 gp. A Kevlar Vest comes off a Vantage guard; Riot Gear from the police or the Vantage armoury.\n\nWorn gear from the library (one per hero per act at most; never both protection items to one hero before Act III): Sentinel Charm and Gloves of Thievery from level 3, Boots of Striding and Cloak of Elvenkind 4, Ring of Protection 5, Gauntlets of Might and Stone of Good Luck 6, Cloak of Protection and Amulet of Health 7, Headband of Intellect 8."
],
"libraryItems": [
{
"library": "padded-armor",
"isStartingOption": true
},
{
"library": "leather-armor",
"isStartingOption": true
},
{
"library": "studded-leather",
"isStartingOption": true
},
{
"library": "hide-armor",
"isStartingOption": true
},
{
"library": "chain-shirt",
"isStartingOption": true
},
{
"library": "scale-mail",
"isStartingOption": true
},
{
"library": "ring-mail",
"isStartingOption": true
},
{
"library": "chain-mail",
"isStartingOption": true
},
{
"library": "shield",
"isStartingOption": true
},
{
"library": "healing-potion",
"isStartingOption": true,
"description": "A red potion that glimmers when shaken. Drink it (action) to regain hit points equal to the dice shown."
},
{
"library": "rope",
"isStartingOption": true,
"description": "50 feet of strong rope. DC 17 Strength to snap."
},
{
"library": "torch",
"isStartingOption": true,
"description": "Bright light 20 ft and dim 20 ft more for 1 hour. Burns blue and half as long in the Hollow Deep."
},
{
"library": "lantern",
"isStartingOption": true,
"description": "Bright light 30 ft, dim 30 ft more, 6 hours per flask of oil. Can be shuttered to dim."
},
{
"library": "rations",
"isStartingOption": true,
"description": "Dry bread, cheese and hard sausage. One day of food."
},
{
"library": "bedroll",
"isStartingOption": true,
"description": "A rolled blanket and pad. Sleeping on the ground without one is a miserable night."
},
{
"library": "thieves-tools",
"isStartingOption": true,
"description": "Picks and files. Needed to pick locks and disarm traps."
},
{
"library": "healers-kit",
"isStartingOption": true,
"description": "10 uses. Use one (action) to stabilise a creature at 0 HP without a Medicine check."
},
{
"library": "breastplate"
},
{
"library": "half-plate"
},
{
"library": "splint-armor"
},
{
"library": "plate-armor"
},
{
"library": "tower-shield"
},
{
"library": "sentinel-charm",
"minLevel": 3
},
{
"library": "gloves-of-thievery",
"minLevel": 3
},
{
"library": "boots-of-striding",
"minLevel": 4
},
{
"library": "cloak-of-elvenkind",
"minLevel": 4
},
{
"library": "ring-of-protection",
"minLevel": 5
},
{
"library": "gauntlets-of-might",
"minLevel": 6
},
{
"library": "stone-of-good-luck",
"minLevel": 6
},
{
"library": "cloak-of-protection",
"minLevel": 7
},
{
"library": "amulet-of-health",
"minLevel": 7
},
{
"library": "headband-of-intellect",
"minLevel": 8
}
]
};
const { SPELL_LIBRARY } = require('../src/game/data/library');
const startingSpells = new Set(book.startingSpells);
module.exports = {
code: 'HOLLOW',
campaign: book.campaign,
locations: book.locations,
// The book's starting picks come from the site library; its modern relics
// and magic weapons are never starting options.
weapons: [...book.libraryWeapons.map((library) => ({ library, isStartingOption: true })), ...book.weapons],
// Armor, shields, worn gear and everyday supplies are copies from the site
// library; everything else is the book’s own.
items: [...book.libraryItems, ...book.items],
// The whole spell library goes in, so a spell is there to hand out the
// moment a character unlocks it; only the book's Session 0 list is offered
// in the builder.
spells: [
...SPELL_LIBRARY.map(({ key }) => ({ library: key, isStartingOption: startingSpells.has(key) })),
...book.spells,
],
monsters: [...book.libraryMonsters, ...book.monsters],
npcs: book.npcs,
encounters: book.encounters,
sharedNotes: book.sharedNotes,
dmNotes: book.dmNotes,
};