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Abrikandilu

Abrikandilu

Challenge
str
(-5)
dex
(-5)
con
(-5)
int
(-5)
wis
(-5)
cha
(-5)

Ariadne

Ariadne

Challenge
str
dex
con
int
wis
cha

Ariel

Ariel

Challenge
str
dex
con
int
wis
cha

Ashen Dead

Ashen Dead

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Aus

Aus

Challenge
str
dex
con
int
wis
cha

Beej

Beej

Challenge
str
dex
con
int
wis
cha

Black Axe

Black Axe

Challenge
str
dex
con
int
wis
cha

Bleeding Heart Tavern

Bleeding Heart Tavern

The community owns and staffs this drinking establishment, rotating who’s doing the cleaning, cooking, and serving. While they are typically understaffed this isn’t usually a problem—it only gets really busy when Hengistbury is hosting a festival. Because everyone has a stake in it the tavern doesn’t generate much in the way of money, mostly selling drinks and meals nearly at cost, but with a little investment it could surely turn a tidy profit.

Bleeding Heart Tavern
Stronghold Type: Tavern
Size: 9,000 Square Feet (Grade 3)
Quality: Frugal
Features: -
Total Cost: 4,500 gold
Prestige Bonus: +1
Staff: 6

 

Bluestone

Bluestone

Challenge
str
dex
con
int
wis
cha

Bog Sled

Bog Sled

This simple, high-sided wooden sled is the best way to evenly distribute the extra weight of goods and equipment on the wetlands, and keep them out of the muck. If empty they make for a helpful platform for a single Medium creature to lay a sleeping bag on, to prevent them from getting damp or sinking in the night. A bog sled can carry 50 pounds of goods, 15 Supply, and 2 bulky items.

Bog Stilts

Bog Stilts

While wearing this set of 5-foot stilts and using the accompanying staff for support, you have disadvantage on ability checks and attack rolls the Narrator deems appropriate. Additionally, you can make a DC 10 Acrobatics or Athletics check to increase your Speed by 10 feet for 1 hour (on a failure you fall prone and take 1 bludgeoning damage). Donning bog stilts takes 1 minute.

Bolas

Bolas

On each end of this sturdy cord is a weighted metal ball. A creature hit by a ranged weapon attack using bolas takes damage and makes a Dexterity saving throw against maneuver DC or is grappled. On a critical hit, a creature that fails its save is both grappled and knocked prone.

Bonesmith

Bonesmith

Challenge
str
dex
con
int
wis
cha

Brockendale Castle

Brockendale Castle

Though much has recently been repaired and rebuilt, the ancestral home of the Pembertons makes for a stately dwelling perfect for an adventuring party to operate out of. Lord and Lady Pemberton would certainly love to see the castle regain some semblance of life. In addition, any NPC that has good relations with the party might be convinced to join the stronghold as part of the staff.

Brockendale Castle
Stronghold Type: Castle
Size: 5,500 square feet (Grade 3)
Quality: Average
Features: --
Total Cost: 5,5000 gold
Prestige Bonus: +1
Staff: 10

 

Camp Rotelle

Camp Rotelle

This ex-bandit stronghold south of Blackford is located on flat land making it quite difficult to approach without being spotted. With a few fixes and upgrades, it can become nigh-impenetrable. That said, the bandits that used to live here didn’t exactly deck the place out, and many of the buildings are wooden structures that seem rather makeshift—there’s plenty of work to be done to make it a better place to stay.

Camp Rotelle
Stronghold Type: Encampment
Size: 6 acres (Grade 2)
Quality: Average
Features: Garrison
Total Cost: 6,000 gold
Prestige Bonus: +1
Staff: 3 staff and 2 soldiers

 

Camp Zesu

Camp Zesu

Camp Zesu seemed more like a cleared-out area that had been trampled flat by giants, and the trolls trained here left quite a lot of refuse to be cleaned up. Nevertheless its well-concealed location can be quite a boon for the discreet, and with few major structures it is ripe for development.

Camp Zesu
Stronghold Type: Encampment
Size: 3 acres (Grade 1)
Quality: Frugal
Features: Hidden
Total Cost: 2,000 gold
Prestige Bonus: +0
Staff: 1

 

Cirothe

Cirothe

Challenge
str
dex
con
int
wis
cha

Comozant Storm

Comozant Storm

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Courtier (Follower)

Courtier (Follower)

Courtiers are experts in body language and humanoid behavior. These educated advisors are well-versed in courtly etiquette and political intrigue, whispering in their master’s ear whether or not someone can be trusted or if they can be won over (whether with words or by gold).

Unlike other followers, you may only acquire a courtier by way of nobility. This may be from your background, the results of a campaign’s story, or because you have gained the favor of royalty.

Inexperienced. Once per day your courtier can evaluate someone you are conversing with to determine if they are lying or not, subtly messaging you cues. You gain a 1d8 expertise die on your next Insight check.

Seasoned. As inexperienced. In addition, once per day your courtier can tell whether someone can be bribed, reasoned with, or if they just want their ego stroked, granting you advantage on either a Deception check or Persuasion check.

Expert. As seasoned. In addition, once per week while in a city you can spend 1 hour with your courtier to automatically succeed on a Culture or History check.

Crossdagger

Crossdagger

This weapon resembles a cross with four razor-sharp blades on each end. A creature not proficient with the crossdagger takes 1d4 slashing damage when it uses the weapon to make an attack and rolls a natural 1.

Disease: Coagulopathy (Tier 2)

Disease: Coagulopathy (Tier 2)

Coagulopathy is not a sickness derived from birth, spread instead by exposure to tainted blood freely flowing from the afflicted. When a living creature is bitten by a creature that carries this disease, or when it comes into contact with blood contaminated by the disease, the creature makes a DC 13 Constitution saving throw or becomes infected. It takes 6d4 hours for coagulopathy’s symptoms to manifest in an infected creature. Symptoms include heavy external bleeding, blood in urine and stool, severe head or neck pain, repeated vomiting, difficulty walking, convulsions, and seizures.

The infected creature’s Speed is reduced by 10 feet and whenever it takes 5 or more damage, it immediately starts excessively bleeding, taking 1 ongoing damage during combat or at the end of every 10 minutes outside of combat. Sufficiently suturing and binding a wound to stop damage from this disease requires the use of a healer’s kit or a Medicine check against DC 15 + damage dealt. Any rigorous activity—moving more than its Speed during a round or engaging in combat—undoes the bandages and re-opens the wound. The ongoing damage continues until the infected creature receives magical healing or completes a short rest .

Coagulopathy can be cured using rare reagents taken from 7 plants located in areas all over Allesund. Given an hour, a creature proficient with herbalism kits can turn these reagents into one dose of medicine that when injected into the bloodstream before a long rest prevents the infected creature from excessive bleeding for 24 hours. After 2 doses the medicine cures the disease entirely.

A Quicker Cure

Although the unnatural prevalence of the disease comes to a stop when Nemirtvi is destroyed, the party may also want to discover a means to immediately help those sickened by it. After identifying the disease with a DC 14 Medicine check that can be repeated with each infected creature examined, determining a cure requires a DC 16 alchemist’s supplies check, DC 20 Culture check, DC 18 History check, or DC 17 Medicine check. Regardless of whatever skill or tool is used, the experimentation or research involved requires a day’s worth of time and cannot be done while undertaking a journey.

Aside from the seaside vine that only grows near the Festung (salted grasper) and a flower that can only be found in the Bog Roads (midnight lily), the other five plants (blueborn petals, highwater rose, nearsun chrysanthemum, reef leaf, tenclover) can be found anywhere while traveling across Allesund by an adventurer taking the Harvest journey activity. The DC for succeeding on the Harvest journey activity to find these coagulopathy cure ingredients increases by +1 for each ingredient the party has already collected.

Disease: Divination Rot (Tier 3)

Disease: Divination Rot (Tier 3)

Some creatures have an aura of undeath, evil, or corruption so strong it influences even remote, magical attempts to see them. When a divination spell is used to remotely view, hear, or gather information about the creature (such as divination , legend lore , locate creature , and scrying ) the caster makes a spellcasting ability check (DC 17 + 2 per previous check in the last week). On a success, the spell works as normal, but the caster takes 24 (7d6) necrotic damage. On a failure, the caster instead catches a glimpse of a necromantic hellscape, takes 24 (7d6) necrotic damage, and suffers a level of strife . Regardless of the check’s result, the caster makes a DC 17 Constitution saving throw at the end of each of its turns. After three successes the caster resists divination rot, or after three failures it contracts the flesh-rotting disease and it lasts for 7 days.

A creature infected with divination rot has disadvantage on Charisma checks and becomes vulnerable to all damage. Spells or magical effects that remove disease cure divination rot.

Disease: Hellspore Blight (Tier 2-3)

Disease: Hellspore Blight (Tier 2-3)

A beautiful but invasive species, fiendbloom is known for being deadly and having an alluring, distinctive pink coloring—and to the learned, the production of deadly hellspores. Hellspore blight occurs when a humanoid comes in contact with fiendbloom or their hellspores, forcing it to make a Constitution saving throw (DC 14 for tier 2 or DC 18 for tier 3). On a failed saving throw, the creature becomes afflicted with the disease, though there are no immediate signs of infection.

At the end of every week and whenever it suffers a level of fatigue from something other than this disease, the infected creature repeats the Constitution saving throw or suffers a level of fatigue. 1 After three failures, the infected creature is permanently polymorphed into an immobile soultree.

Soultree. This tree is initially covered in fragrant pink flowers and has lush lime green leaves, but soon after blossoming it becomes withered and starved, its thin branches stretched outward almost like arms. Recognizing the face of the petrified victim within a withered soultree for what it is (rather than knots and burls) requires a DC 16 Perception check, but spotting one blossoming with fiendbloom requires only a DC 15 Arcana, Nature, or Religion check.

When a soultree is damaged (AC 13, 12 hit points) its bark shears away and emits a screaming noise in a 30-foot radius. Each creature in the area makes a DC 14 Wisdom saving throw or becomes frightened of the soultree for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, a creature is immune to that soultree’s scream for 24 hours. Should the wood from a destroyed soultree be burned, the soul of the transformed creature is drawn into the Fey Flower in Spinnelund. Afterwards the transformed creature cannot be brought back to life through any means short of a wish spell.

Hellspore blight can only be cured before an infected creature transforms into a soultree. Curing hellspore blight with mundane methods or magic requires a Medicine check or spellcasting ability check (DC 14 for tier 2 or DC 18 for tier 3). A blueheart potion automatically cures a creature infected with hellspore blight.

Encounter Element: Dread Fog

Encounter Element: Dread Fog

Living creatures treat an area of dread fog as lightly obscured , making sight-based Perception checks with disadvantage. The whispers of the dead also make it difficult to discern sounds, and hearing-based Perception checks are made with disadvantage . The sudden chill in the air extinguishes nonmagical open flames. A creature with Sunlight Sensitivity ignores that trait while in an area of dread fog. An area of dread fog can be temporarily cleared for 1d4 rounds by casting gust of wind .

Endoran Militia

Endoran Militia

There is no high king or empress of Endora— instead each demesne provides annual tithes to the Endoran Militia and becomes responsible for its command for a given year. Endoran citizens born on the third Aluday of Parra are consigned into service from birth, sworn by their parents to serve their demesne when the time comes in an ancient practice drafted from rules established in the Imperial Age long ago. As one of the children born on the fateful third Aluday of Parra, you were handed over to one of the demesnes of Endora and raised along other infant conscripts.

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Endoran Militia CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Endoran Militia MEMENTOS
1
2
3
4
5
6
7
8
9
10

Faun

Faun

Challenge
str
dex
con
int
wis
cha

Fiendbloom Template

Fiendbloom Template

Although this phenomena predominantly affects plants and outsiders, all types of creatures can form a strange parasitic relationship with fiendbloom and gain the fiendbloom template. A fiendbloom creature retains all its statistics except as noted below.


Doubletyped. For the purposes of features, spells, and traits, the fiendbloom creature’s type becomes fiend and plant .

Dreaded Winter. The creature loses any resistance or immunity to cold damage. When the fiendbloom creature takes cold damage equal to or greater than its proficiency bonus, its Speed is reduced by 10 feet until the end of its next turn.

Fiendbloom Fireward. The fiendbloom creature gains resistance to fire damage. If the fiendbloom creature was vulnerable to fire damage, it no longer has fire vulnerability.

Hellspore Seeding. When a fiendbloom creature dies it explodes with hellspores in a 30-foot radius. Each creature in the area makes a Constitution saving throw against the fiendbloom creature’s maneuver DC. On a failed save, the creature becomes infected with hellspore blight.

Fogborn Template

Fogborn Template

Fogborn are undead native to Flame’s Rest, an island in Lach Gwyren’s permanently covered by fog. Atop an ancient tower at its center is the magical silver flame which gives the island its name, a phenomena that bears great weight upon the undead that roam across it. Legends claim the silver flame keeps the undead bound to the island, the monsters only able to escape when the magical barrier is broken. In any event the undead of Flame’s Rest have not been seen in a century, though who would know—with how they float across the water and appear from the fog, few can escape their clutches.

Any undead can become a fogborn. A fogborn retains all its statistics and gains the following traits.


Fogwalk. The fogborn ignores difficult terrain and damaging effects from terrain as long as its movement takes it in a direct horizontal path and ends in an unoccupied space able to support it.

In addition, when the fogborn enters or leaves a square the area becomes lightly obscured by fog that lasts until the start of the fogborn’s next turn.

Water Walker. The fogborn gains a swim speed equal to its Speed, and it can move across water as if it were solid ground.

Geistblock (5 uses)

Geistblock (5 uses)

This pungent salve smells like a mixture of citrus and clove, but it is made from local plants that have developed resistance to the spectral swarms.

Gord

Gord

Challenge
str
dex
con
int
wis
cha

Hlaupa

Hlaupa

Challenge
str
dex
con
int
wis
cha

Imp Flock

Imp Flock

Challenge
str
dex
con
int
wis
cha

Íssax

Íssax

Challenge
str
dex
con
int
wis
cha

Javelin Trap

Javelin Trap

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Keldur Fortress

Keldur Fortress

The orcs made quite a formidable stronghold during their conquest. Once reclaimed and touched up, the fortress can definitely hold a couple hundred of troops, and the town of Halfpoint will gladly pay a fee for those stationed here to house and fight alongside the local militia in the future. While likely to face many dangers in the Crawley Hills in the future, returning Keldur Fortress to operational status won’t drain resources as much as other locations might.

Keldur Fortress
Stronghold Type: Encampment
Size: 3 acres (Grade
Quality: Luxurious
Features: Garrison, Income
Total Cost: 6,000 gold
Prestige Bonus: +1
Staff: 3 staff and 2 soldier

 

Khyphon

Khyphon

Challenge
str
dex
con
int
wis
cha

Mired Dead

Mired Dead

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Modrick

Modrick

Challenge
str
dex
con
int
wis
cha

Mohrg

Mohrg

Challenge
str
dex
con
int
wis
cha

Mortimer Brothers

Mortimer Brothers

These three orphans ( Gord , Beej and Poke ) think they’re a slick criminal group but are really more paid gossips. They spend a lot of time with Ugg (who is very protective of them) and often find themselves in minor trouble, but may overreach their grasp in the near future. Gord is in love with Ariadne and will soon come of age; he may find himself making a decision that is at once noble and a little foolish, though in the long run will see him become the apple of someone’s eye. Beej and Poke are commoners , but their more experienced brother Gord is a cutthroat variant spy .

Mundane Equipment of Elissar

Mundane Equipment of Elissar

Gear

Item Cost Weight
Bog Sled 5 gp 12 lbs
Bog Stits 5 gp 10 lbs
Geistblock 15 gp 1/2 lb
Skull Goblet 10 gp 4 lbs

 

Bog Sled. This simple, high-sided wooden sled is the best way to evenly distribute the extra weight of goods and equipment on the wetlands, and keep them out of the muck. If empty they make for a helpful platform for a single Medium creature to lay a sleeping bag on, to prevent them from getting damp or sinking in the night. A bog sled can carry 50 pounds of goods, 15 Supply , and 2 bulky items.

Bog Stilts. While wearing this set of 5-foot stilts and using the accompanying staff for support, you have disadvantage on ability checks and attack rolls the Narrator deems appropriate. Additionally, you can make a DC 10 Acrobatics or Athletics check to increase your Speed by 10 feet for 1 hour (on a failure you fall prone and take 1 bludgeoning damage). Donning bog stilts takes 1 minute.

Geistblock.  This pungent salve smells like a mixture of citrus and clove, but it is made from local plants that have developed resistance to the spectral swarms. In addition to functioning like lavender paste this medicinal protects against spectral swarms.

Skull Goblet. When you use this spellcasting focus to consume Supply during a long rest , if you have the Evil trait you gain an expertise die on your next Arcana or Religion check.


Vehicles

Vehicle Size AC Hit Points Speed Crew Cost Supply Special
Zustramet Longboat Gargantuan 17 450 50 ft / 5 mph 1 45,000 gp 1,000 Transport

 

Zustramet Longboat. The infernal dwarves travel across the Underland seas and the Sıfırda Rivers atop vessels of wicked construction, formed from the carcasses of long dead megafauna and powered by their bound souls. Creatures that are not Evil have disadvantage on checks made to pilot these unholy boats, and while in contact with it a Good creature is rattled (though anyone that is not Evil feels terrible discomfort while riding on it). Taking the boat onto the surface is a risky endeavor as well; on initiative count 20 each round it is in sunlight, the Zustramet logboat takes 25 radiant damage.

Despite its drawbacks however, creatures sailing the vessel through Underland have no random encounters against other creatures and if left to sail itself automatically heads towards the Kingdom of Zustramet. Furthermore the Zustramet logboat is able to utilize the Sıfırda Rivers, taking them when available and reducing the distance the party must travel to reach the Kingdom of Zustramet by half.


Weapons

Weapon (d4) Cost Weight Properties Damage Type
Bolas 20 gp 1 lb Range (30/60) Bludgeoning
Crossdagger 20 gp 2 lbs

Dual-wielding, finesse, parrying, thrown (40/80)

Slashing
Quickbow 100 gp 2 lbs

Hand-mounted, range (50/100)

Piercing

 

Bolas.  On each end of this sturdy cord is a weighted metal ball. A creature hit by a ranged weapon attack using bolas takes damage and makes a Dexterity saving throw against maneuver DC or is grappled. On a critical hit, a creature that fails its save is both grappled and knocked prone .

Crossdagger. This weapon resembles a cross with four razor-sharp blades on each end. A creature not proficient with the crossdagger takes 1d4 slashing damage when it uses the weapon to make an attack and rolls a natural 1.

Quickbow. This gauntlet fits over the wrist, binding tightly with cords of leather, and one side of it is adorned with a winged silver contraption that has a taut wire connected on the ends and set perpendicular to the bracer. When you take the Attack action using this weapon, you may choose to attack with disadvantage until the start of your next turn to make two additional ranged weapon attacks .


Materials

 
Material Weight Cost Properties Repairability
Nalpine x 1/2 x2

Flaw (thunder), hardy, high-quality, lightweight, low-maintenance (expertise die)

DC 19

woodworker’s tools

 

Nalpine. Primarily used for shipbuilding because it naturally repels saltwater, the resilience of this type of wood (as hard as iron or steel) makes it difficult to treat but greatly valued.

Nebradakk

Nebradakk

Challenge
str
dex
con
int
wis
cha

Old Jovan

Old Jovan

Challenge
str
dex
con
int
wis
cha

Ōphan

Ōphan

Challenge
str
dex
con
int
wis
cha

Ostinad Horselord

Ostinad Horselord

The wide sweeping plains and grasslands of Ostinad are home to the horse lords of Elissar, but this place southeast of Endora is a region and not a nation—there is no capital or king or even an army, only the swords pledged to each horse lord. Ostinads lead free and semi-nomadic lives that are as harsh as they are rewarding, any disputes between different groups won out with contests that demand the best of all participants. Within the meadhalls of the few small towns scattered across the gentle hills and flatlands however, the camaraderie, mirth, and trust encouraged by this rigorous equestrian way of life are all too clear to see.

Wherever they roam the people of the horse lords are accompanied by their beloved mounts. In Ostinad a horse is more than a beast of burden or means of travel, it is as much a member of the family as a sibling or parent. Ostinad equestrians cherish their horses and the bonds they forge are extraordinary, likened to that of a mother and child—and bore out in many legends of steeds that proved to be just as courageous and noble as the Ostinad warriors that rode them.


Characters raised in the Ostinad equestrian culture share a variety of traits in common with one another.

Animal Handling. You gain proficiency in Animal Handling and an expertise die on Animal Handling checks.

Mount. You gain a draft horse or riding horse.

Rider’s Bond. Once you have spent a week with a creature trained to be a mount, at the end of a long rest you may forge a special bond with it. This bond lasts until your mount dies or you use this trait on a different creature. While you have this special bond, you know what direction your mount is as long as you are on the same plane, your mount has advantage on saving throws against fear, at the end of each short rest your mount heals an additional 2d8 hit points, and as long as it is not fatigued at the end of a long rest your mount regains all of its hit dice.

Spirited Soul. Riding horseback is in your very soul. Choose one of the following:

Bonding Soul: When you first learn spells, you gain one 1st-level spell from the Beasts spell school in addition to the spells you normally gain. The spell may be from any class' spell list, and becomes a class spell for you. You may cast this spell by expending a hit die; this does not cost you a spell slot. Once you have cast this spell in this way, you cannot do so again until you have finished a long rest.

Striding Soul: If you learn combat maneuvers, you may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for you to activate Spirited Steed combat maneuvers (minimum 1 exertion point).

Languages. You can speak, read, write, and sign Common and one additional language.

Penner

Penner

Challenge
str
dex
con
int
wis
cha

Poke

Poke

Challenge
str
dex
con
int
wis
cha

Quickbow

Quickbow

This gauntlet fits over the wrist, binding tightly with cords of leather, and one side of it is adorned with a winged silver contraption that has a taut wire connected on the ends and set perpendicular to the bracer. When you take the Attack action using this weapon, you may choose to attack with disadvantage until the start of your next turn to make two additional ranged weapon attacks.

Rainstorm

Rainstorm

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Rock Deadfall

Rock Deadfall

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Rockslide Trap

Rockslide Trap

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Ruined Bridge

Ruined Bridge

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Seraph

Seraph

Challenge
str
dex
con
int
wis
cha

Skull Goblet

Skull Goblet

When you use this spellcasting focus to consume Supply during a long rest, if you have the Evil trait you gain an expertise die on your next Arcana or Religion check.

Somnula

Somnula

Challenge
str
dex
con
int
wis
cha

Spectral Swarm

Spectral Swarm

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Steam Vortex

Steam Vortex

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Trapped Field

Trapped Field

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Tyskri

Tyskri

Challenge
str
dex
con
int
wis
cha

Ugg

Ugg

Challenge
str
dex
con
int
wis
cha

Undercut Holes

Undercut Holes

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Void Maw

Void Maw

-level (
)
Duration:

You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage. Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.

Warmonger

Warmonger

Challenge
str
dex
con
int
wis
cha

Whirlpool

Whirlpool

th tier (
Challenge
0 XP / XP
DC /
(time varies)

Zustramet Logboat

Zustramet Logboat

Size Gargantuan
AC 17; Hit Points 450
Speed 50 feet/5mph; Crew 1; Supply 1,000
Special Transport