Abrikandilu
Abrikandilu
Agonized Khyphon
Agonized Khyphon
Albert Wright
Albert Wright
Albian Hillrunner
Albian Hillrunner
Allesund Courtier
Allesund Courtier
Amulet of the Spectral Grove
Amulet of the Spectral Grove
Andrew Nemeth
Andrew Nemeth
Angelic Spirit Soldier
Angelic Spirit Soldier
Ankheg Empress
Ankheg Empress
Ariadne
Ariadne
Ariel
Ariel
Ashen Dead
Ashen Dead
Aus
Aus
Barbed Arrow Trap
Barbed Arrow Trap
Bartl the Bloody
Bartl the Bloody
Beej
Beej
Black Axe
Black Axe
Black Axe (Weapon)
Black Axe (Weapon)
Black Talon Spider
Black Talon Spider
Black Talon Spider Devotee
Black Talon Spider Devotee
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.
Stronghold Type: | Tavern |
Size: | 9,000 Square Feet (Grade 3) |
Quality: | Frugal |
Features: | - |
Total Cost: | 4,500 gold |
Prestige Bonus: | +1 |
Staff: | 6 |
Blightblood Clan Leader Hue
Blightblood Clan Leader Hue
Blinding Cavern
Blinding Cavern
Blood Guardian
Blood Guardian
Blueheart Potion
Blueheart Potion
Bluestone
Bluestone
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
Brand Torek
Brand Torek
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.
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.
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.
Stronghold Type: | Encampment |
Size: | 3 acres (Grade 1) |
Quality: | Frugal |
Features: | Hidden |
Total Cost: | 2,000 gold |
Prestige Bonus: | +0 |
Staff: | 1 |
Celestial Spirit Soldier
Celestial Spirit Soldier
Chief Basyak
Chief Basyak
Cirothe
Cirothe
Cirothe's True Name
Cirothe's True Name
Citizen Vigilantes
Citizen Vigilantes
Clan Blightblood Alchemist
Clan Blightblood Alchemist
Clan Blightblood Goblin
Clan Blightblood Goblin
Clan Blightblood Musketeer
Clan Blightblood Musketeer
Clan Blightblood Shieldbearer
Clan Blightblood Shieldbearer
Comozant Storm
Comozant Storm
Conduit Guardian Trap
Conduit Guardian Trap
Corrupted Andrew Nemeth
Corrupted Andrew Nemeth
Corrupted Bluestone
Corrupted Bluestone
Corrupted Jovan
Corrupted Jovan
Corrupted Modrick
Corrupted Modrick
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.
Coward's Map
Coward's Map
Crazed Troll
Crazed Troll
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.
Crypt Thing
Crypt Thing
Crystalline Supersaturation
Crystalline Supersaturation
Cursed Ghost
Cursed Ghost
Devil Dwarf
Devil Dwarf
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.
Distilled Sunlight
Distilled Sunlight
Cost: 5 gold, Weight: 1/10th lb.
This palm-sized sliver of crystal glows with dim light in a 5 foot radius making it of little use for explorers, but it is highly valued by alchemists across Elissar for its transmutative properties.
Donald Morrison
Donald Morrison
Dragonbane
Dragonbane
Dwarven Sunderknight
Dwarven Sunderknight
Elite Pirate
Elite Pirate
Elite Pirate Unit
Elite Pirate Unit
Emery Shier
Emery Shier
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 .
Endless Skull Goblet
Endless Skull Goblet
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.
Engulfing Moors
Engulfing Moors
Ermengarde Clayhanger
Ermengarde Clayhanger
False Path Haunt
False Path Haunt
Faun
Faun
Feral Garthlann
Feral Garthlann
Festung Apprentice
Festung Apprentice
Festung Apprentice (NPC)
Festung Apprentice (NPC)
Festung Mage
Festung Mage
Festung Psychic Elemental
Festung Psychic Elemental
Fiend Forest March
Fiend Forest March
Fiendbloom Awakened Shrub
Fiendbloom Awakened Shrub
Fiendbloom Awakened Tree
Fiendbloom Awakened Tree
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.
Fiendbloom Treant
Fiendbloom Treant
Fiendish Dire Boar
Fiendish Dire Boar
Fire Stirge
Fire Stirge
Flame Strike Glyph
Flame Strike Glyph
Fleet Warrior's Crucible
Fleet Warrior's Crucible
Flip the Herald
Flip the Herald
Foebane
Foebane
Fogborn Skeletal Champion
Fogborn Skeletal Champion
Fogborn Skeleton
Fogborn Skeleton
Fogborn Skeleton Horde
Fogborn Skeleton Horde
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.
Fogborn Wight
Fogborn Wight
Fogborn Zombie
Fogborn Zombie
Fogborn Zombie Horde
Fogborn Zombie Horde
Fogborn Zombie Knight
Fogborn Zombie Knight
Forgotten Route Trap
Forgotten Route Trap
Fountain of Innocent Blood
Fountain of Innocent Blood
Freya Aeval
Freya Aeval
Frilled Lizard
Frilled Lizard
Gavin Morrigan
Gavin Morrigan
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.
Goblinspeaker Yahret
Goblinspeaker Yahret
Gord
Gord
Grave Guardian
Grave Guardian
Greater Spirit Soldier
Greater Spirit Soldier
Half-Demon Ogre
Half-Demon Ogre
Hammer of Vengeance
Hammer of Vengeance
Heinrech Krebs
Heinrech Krebs
Hidden Ooze Wall
Hidden Ooze Wall
Hinterland Drifter
Hinterland Drifter
Hlaupa
Hlaupa
Horatio Denhew
Horatio Denhew
Howling Sledder
Howling Sledder
Hugo Weightman
Hugo Weightman
Hydrodaemon
Hydrodaemon
Imp Flock
Imp Flock
Improved Spirit Soldier
Improved Spirit Soldier
Infernal Dwarf
Infernal Dwarf
Infernal Mammoth
Infernal Mammoth
Ironfall Seafarer
Ironfall Seafarer
Íssax
Íssax
Jahmus “Jayel” Laekin
Jahmus “Jayel” Laekin
Javelin Trap
Javelin Trap
John Grensby
John Grensby
John-Francis Rainweaver
John-Francis Rainweaver
Juide "Black-Hand" Averauh
Juide "Black-Hand" Averauh
Kalle Sirkesalo
Kalle Sirkesalo
Kalle Sirkesalo (NPC)
Kalle Sirkesalo (NPC)
Karatilana “Tila” Torin
Karatilana “Tila” Torin
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.
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
Kobold Cultist
Kobold Cultist
Kobold Elite Guard
Kobold Elite Guard
Kobold Fireball Glyph
Kobold Fireball Glyph
Kobold High Acolyte
Kobold High Acolyte
Kobold Hunter
Kobold Hunter
Kylian Knife
Kylian Knife
Laskian Sled Dog
Laskian Sled Dog
Lee Murray
Lee Murray
Leila's Devastating Daylight
Leila's Devastating Daylight
Rare spell of
Leilan Artifice
Leilan Artifice
Logan Brokenbarrel
Logan Brokenbarrel
Lord Pemberton
Lord Pemberton
Lord Pemberton (alive)
Lord Pemberton (alive)
Mallory Jackdaw
Mallory Jackdaw
Mariner Ghost Swarm
Mariner Ghost Swarm
Meredith Jones
Meredith Jones
Mindrending Gas Trap
Mindrending Gas Trap
Mired Dead
Mired Dead
Modrick
Modrick
Mohrg
Mohrg
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 .
Motleymage
Motleymage
Motleywarrior
Motleywarrior
Mundane Equipment of Elissar
Mundane Equipment of Elissar
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.
Myco Ferris
Myco Ferris
Mylani Azalathellon
Mylani Azalathellon
Nebradakk
Nebradakk
Nemirtvi's Skull Goblet
Nemirtvi's Skull Goblet
Nero Gourdpassel
Nero Gourdpassel
Noltsledge
Noltsledge
Oil of Deep Slumber
Oil of Deep Slumber
Old Jovan
Old Jovan
Ōphan
Ōphan
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.
Pearl of Dark Waters
Pearl of Dark Waters
Penner
Penner
Penner the Pigfarmer
Penner the Pigfarmer
Poke
Poke
Poltergeist (Eleanour)
Poltergeist (Eleanour)
Predatory Fungus
Predatory Fungus
Pressure Pocket
Pressure Pocket
Prirkka Strongfist
Prirkka Strongfist
Punji Stake Field
Punji Stake Field
Puny Troll
Puny Troll
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.
Quiver of the Dragon's Bane
Quiver of the Dragon's Bane
Rainstorm
Rainstorm
Razor Rope Bridge
Razor Rope Bridge
Reg Bakerson
Reg Bakerson
Rigged Rope Bridge
Rigged Rope Bridge
Robert MacBain
Robert MacBain
Rock Deadfall
Rock Deadfall
Rockslide Trap
Rockslide Trap
Rorus Klain
Rorus Klain
Ruined Bridge
Ruined Bridge
Seraph
Seraph
Servant's Amulet
Servant's Amulet
Shadow Compass
Shadow Compass
Shadow Elf Priest
Shadow Elf Priest
Shadow Elf Soldier
Shadow Elf Soldier
Shadow Elf Veteran
Shadow Elf Veteran
Shadow Elf Warmage
Shadow Elf Warmage
Shadow Elf Warrior (To Save a Kingdom)
Shadow Elf Warrior (To Save a Kingdom)
Sheeltielle the Queen Spider
Sheeltielle the Queen Spider
Sheer Trail Gap
Sheer Trail Gap
Shield of Festung
Shield of Festung
Silver Archer's Trial
Silver Archer's Trial
Silver Ember
Silver Ember
Silver Quickbow
Silver Quickbow
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.
Skull Goblet
Skull Goblet
Cost 1p; Weight 4 lbs.
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
Specter of Tamas Agrens
Specter of Tamas Agrens
Spectral Swarm
Spectral Swarm
Spirit Soldier
Spirit Soldier
Spring-Heeled Jack
Spring-Heeled Jack
Steam Vortex
Steam Vortex
Stedd Grimwold
Stedd Grimwold
Stefan Oakfell
Stefan Oakfell
Steffen the Baker
Steffen the Baker
Stephanie Rosewynd
Stephanie Rosewynd
Stone Monster
Stone Monster
Sword of Festung
Sword of Festung
Tamas Agrens
Tamas Agrens
Temrus Clothbinder
Temrus Clothbinder
Three-Fingered Jake
Three-Fingered Jake
Tillian Bricklebottom
Tillian Bricklebottom
To Save A Kingdom Exploration Challenges
To Save A Kingdom Exploration Challenges
To Save a Kingdom Miscellaneous
To Save a Kingdom Miscellaneous
Token of Revival
Token of Revival
Trapped Field
Trapped Field
Troll Elder
Troll Elder
Tundra Heatboulder
Tundra Heatboulder
Tyskri
Tyskri
Ugg
Ugg
Undercut Holes
Undercut Holes
Unholy Blight Trap
Unholy Blight Trap
Vampire Draught
Vampire Draught
Vampire Lord Nemirtvi
Vampire Lord Nemirtvi
Vampire Spawn Ogre
Vampire Spawn Ogre
Vampiric Dire Bear
Vampiric Dire Bear
Void Maw
Void Maw
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.
Wand of Maleficent Detection
Wand of Maleficent Detection
Warmonger
Warmonger
Weightman's Gauntlet
Weightman's Gauntlet
Whirlpool
Whirlpool
Wild Troll
Wild Troll
Willem von Nederveen
Willem von Nederveen
Wonder of the Lost Ages
Wonder of the Lost Ages
Yara Bloodclaw
Yara Bloodclaw
Zustramet Logboat
Zustramet Logboat
Size Gargantuan
AC 17; Hit Points 450
Speed 50 feet/5mph; Crew 1; Supply 1,000
Special Transport