EN5ider 274 - ZEITGEIST 7 Schism Part 1
EN5ider 274 - ZEITGEIST 7 Schism Part 1
Schism
Part One
A 5E-Compatible Adventure for 9th- to 10th-Level Characters
Introduction
Introduction
Wherein the Villains Prove to Be of Two Minds
Consequences of Previous not quite agree with the conspiracy now that he knows all of their
Adventures. plans. During the first night, Macbannin murders two Ob officers,
Depending on the party’s previous actions, a few details may need to trying to sow discord.
be changed. Of course, the player characters are also likely to cause trouble.
First, if the party finished Adventure Six, Revelations from the Their ideal time to strike is after the final vote of the convocation,
Mouth of a Madman and wanted to immediately go looking for but first they’ll be well served by sneaking around, spying on conver-
Leone, the GM might need to adjust the timeline. Remember that as sations, and possibly rescuing Vitus Sigismund, the godhand. One
things stand at the end of Adventure Six, they still need time to key piece of information they should discover is that the Ob are clos-
return to Flint to deliver Tinker, debrief, resupply their ship, and make ing in on Kasvarina Varal, whom the high elves of Elfaivar are
plans with Delft. trying to hide, because they think she can regain control of Borne,
Second, it might be necessary to edit the letter Alexander Grappa the colossus. This plants a seed for events in Adventure Eight.
sends the party, especially if Grappa didn’t end up destroyed by The party might assassinate key NPCs, steal secrets from the
Leone Quital at the end of Adventure Five, Cauldron-Born. If Quital’s palace’s library, or figure out the structure of the Obscurati’s in-
body is somehow unavailable, the GM can substitute (or introduce) ternational cells. They might even be able to find allies among
another important Ob NPC and have Grappa exist as a disembodied those disgruntled Ob officers whose factions lose the vote. But if
mind that has managed to finally possess that person. the party gets this far without revealing themselves, they will be
Third, the party might not find Kvarti Gorbatiy in the frost giant rift unmasked by Pemberton, which kicks off a massive fight as the
in Act Two if he perished in a previous encounter. losing factions flee for their lives.
Fourth, be attentive to small details of various Ob officers the party
may have met in the past. This adventure presumes, for example, that
Kasvarina was rescued and spirited away by Asrabey Varal in Adventure Layout
Adventure Five, and that the four Ob officers who waited at the end The plot of Schism is divided as follows.
of the line in Adventure Four were either killed then or finished off > Teaser: A Gathering of Minds. The players briefly play as
some time later. Consistency is key here—don’t roll back the clock on officers of the conspiracy as they arrive at the convocation
or retcon anything the player characters did or directly witnessed. and witness the apprehension of a spy.
Finally, if the party never helped “Mister Mapple,” Andrei von > Act One: Where in the World is Alexander Grappa? The
Recklinghausen, in Adventure Four, Always on Time, then the high party tries to rescue Alexander Grappa without knowing
elf woman Isobel was likely sold off into slavery, and Andrei was where he is.
picked up by curious Ob researchers. Andrei would have no reason to > Act Two: Applied Eschatology. Grappa needs the party to as-
remember the PCs at all, and thus the GM will have to change the sault a frost giant stronghold in a glacier.
reason for Nicodemus’s departure during the climax: instead of being > Act Three: The Grand Convocation. Under cover as officers
stopped by Andrei’s willpower, he instead flees out a plentitude of of the Obscurati, the party infiltrates the conspiracy.
caution.
Scene Layout.
trouble, they must sneak past the frost giant guards and either de- Each scene begins with its title, keywords, and a one-line sum-
feat or negotiate with the khangitche, Odul Chuvan, to gain access mary of the scene’s intent. Keywords include:
to a giant lich trapped in ice who can rip Leone’s soul from his body, Scene Type: Action, Exploration, Exposition, Puzzle, Social, or
leaving Grappa in control. The mindmaker can then use a spell to Hybrid.
plant the constables’ minds into the bodies of Obscurati officer- Duration: Montage (a few hours or days), Real-time (a few
s — which is easy since Grappa knows who Leone was going to meet. minutes), or Tactical (round-by-round).
At this point the adventure catches up with the prologue. The
party, wearing the bodies of their enemies, arrive at the Obscurati Key Locations.
palace, meet the conspiracy’s leader, and participate in the open- Use this list to keep track of locations the PCs might visit.
ing ceremony of the grand convocation. They learn the broad
parameters of the Obscurati’s plans, and are given a chance to vote Key Locations Page
on which of several proposals the Ob will adopt as its main goal. Flint 13
The event is set to last until the following evening, and includes Trekhom 24
opportunities to speak with other officers, to discuss philosophy, Nalaam 24
and to enter demi-planes via linked portals in paintings so they Mirsk 26
can sample possible ways the new world could be changed. Shawl Mountains Part 2
Complications arise, however. The constables are not the only Knütpara Part 2
ones here who oppose the Obscurati. Benedict Pemberton has re- Alais Primos Part 2
placed an Ob officer with a duplicant, so he will be able to spy and Vendricce Part 2
eventually intervene. Meanwhile the ghost of Reed Macbannin, Mutravir Island Part 2
whom the party previously arrested and who was recruited to the Obscurati Palace Part 2
Ob’s ghost council after he died in custody, has found that he does
Flint: Industrial heart of Risur, on the coast of the Avery Sea. Pacing and Leveling.
Home base of the party’s branch of the RHC. The party can com- The party starts this adventure at 11th level and it’s recommended
municate via sending and receive aid via teleportation beacons. that they reach 12th level after the frost giant-controlled city of
Trekhom: Capital of Drakr, covered in rails on the surface and Knütpara, before they enter the Obscurati palace.
riddled with tunnels below ground. A likely place to look for
Leone, but he’s seldom there. Additionally, we provide seven Obscurati officers that the party can
Nalaam: An independent city-state between Drakr and Crisil- pose as during the Convocation, detailed in Player Hand-
lyir, decadent and ruled by mages. An ambush likely strikes the out — Obscurati Covers.
party here.
Mirsk: A hub for rail traffic in northern Drakr, and home to Cover Identities Page
mighty factories where thousands of dwarves toil to craft in- Bruce McDruid, explorer of distant lands 10
dustrial marvels. Leone’s primary base of operations. Gran Guiscard, head of Gorgeous Cell in Beaumont 10
Shawl Mountains: Glacial mountain range, gripped with magi- Ken Don, head librarian of Bibliotech di Alais Primos 10
cal cold but rich with exotic metals like mithral and adamantine, Kiov Hetman, Drakran tower researcher 10
and scattered with meteorites that fell and were trapped in layers of Livia Hatsfield, spy in the palace of the King of Risur 10
ice. Said to be prison of undead titans who once controlled Drakr. Oscan Ligurio, international finance con artist 10
Knütpara: Ancient dwarven city consumed by a glacier, now Xavier Sangria, Malice Lands monster-slayer 10
guarded by frost giants. Site of old dark magic that will let Grappa
take over Leone’s body permanently. Recurring Characters. This adventure gives the party an opportu-
Alais Primos: Capital of Crisillyir, and the best starting point nity to meet several villains and thwart their plans without
for tracking down Leone. actually killing everyone. Leone Quital, who has troubled the
Vendricce: City on the western side of a natural channel be- party twice before, likely dies in this adventure, but other key Ob-
tween Crisillyir and Elfaivar. Wealthy port, heavily garrisoned to scurati figures like Han Jierre and Nicodemus the Gnostic recur
defend against high elf attacks. even into the highest levels. Alexander Grappa has enough mind
Mutravir Island: Location of the Obscurati palace, twenty magic to show back up later at least as a disembodied conscious-
miles off the coast of Vendricce. ness even if he dies.
Obscurati Palace: This palace has sat for over a century, unoc- Incidental NPCs. Various NPCs might only show up for a single
cupied except for a small maintenance staff. It once belonged to a scene, but if the PCs latch on to anyone, you can refer here to re-
hierarch of the Clergy, who before his death decreed that the is- mind yourself who is who. Additionally, see Appendix One:
land was to remain unspoiled, never to be reinhabited. On the Complete Officer Roster for a full list of every Obscurati officer at-
Bleak Gate analogue of this island, the Obscurati use the palace tending the convocation. Most of them aren’t important to the plot,
as their seat of power, using the Clergy’s own piety to keep away but it’s useful in case the players ask, “Who’s in charge of Ob oper-
curious interlopers. ations in Seobriga?” so they can track him down and kill him later.
Each PC gets a stipend of ��,��� gp after they have their Final Word Before We Start
briefing, then are granted a further stipend of ��,��� gp before This module, more than any other in the Zeitgeist Adventure
they head to the Obscurati convocation. Requisitioned materials Path, is highly dependent on proper presentation and tone. If the
can be delivered to the party’s ship via the teleportation beacon. players walk into a gathering of people who are just sitting around
talking, they can become quickly bored. But if you keep the players
List of Magic Items as Treasure. unsure just where they stand, who might be a potential ally, and
Cards for new items are presented at the end of the adventure. We who might suspect their true intentions, conversations can go
encourage you to tweak the physical forms of items to make them from banal to threatening. The party should be certain from the
more appealing to your player characters. moment they arrive at the Convocation that they are in enemy ter-
> Codex of Little People, a gift from El Extraño the kobold ritory, and that any misstep on their part could bring an
spymaster. overwhelming attack down upon them.
> Steelsilk mantle, worn by Leone Quital. Play up how comfortable the Ob officers are with talk about
> Fey portal pad, a ship enhancement offered by the Unseen “acceptable casualties” and “putting down pockets of resistance.”
Court’s archfey Lady Beshela. Casually mention ghosts standing in corners watching the pro-
> Frost giant’s plate, worn by Odul Chuvan the frost giant ceedings, or drifting along staring in through windows whenever
khangitche. the PCs walk past. Reiterate at every opportunity that the party is
> Ghostly entourage, bonded to a bracelet worn by Vicemi stranded in the Bleak Gate — cloudless, windless, starless, and
Terio. filled with the lurking souls of the lingering dead — with limited
> Reason, diplomatic rifle designed by Kvarti Gorbatiy. means to escape should they be discovered.
> The absurdist web, which Copperhat the Headless asks the Even if the PCs decide to join the conspiracy and aid their plans
PCs to keep as a favor to him. for the greater good, they should be under no illusions that these
> Vekeshi blade, possessed by Cula Ravjahani. people are selfless, decent, or even particularly burdened by what
> Artifact, The Humble Hook, worn by Nicodemus the they have done. The best of them have solved their own personal
Gnostic. moral calculus and decided a little evil is worth the good they hope
to achieve. The worst of them truly only care how they can get the
greatest “good” for themselves.
Brief Beats. “Leone, an honor to finally shake your hand. Monsignior Dexlano,
You can use a few of these moments now or later in the adventure to Patre Hevny, Bishop Vigilio your grace. Monsignior Don. Oscan,
give each “cover identity” a small moment of roleplay. All of the how’s it going? Monsieur Guiscard, Herr Hetman, Miss Hatsfield,
conversations below are fairly inconsequential, and the only NPC thank you for coming so far. Mister McDruid, Sir Sangria. It’s a plea-
from them who plays a major role in the adventure is Catherine sure to meet you all.” He nods to his assistant. “Bert, if you would?”
Romana, who recognizes Livia Hatsfield. Bert has finished loading the lantern oil, and now he lights it with
• Ken Don. Patre Hevny, one of the other newcomers, thanks a quick strike of a match. A purple glow covers you, and your sur-
Ken Don for the use of his library. He says that his agents roundings are spontaneously transformed. The cracked dusty ground
found what they needed, mentions that the fire temple indeed is now also smooth and swept clean. The façade of the mansion is
was not heretical, and smugly surmises that the church would somehow both decayed and coated with pristine white plaster. And
probably have suppressed the Ancient map of the cosmos his your small gathering has been joined by dimly visible figures on the
agents found. periphery of the light’s radius—armed men.
• Gran Guiscard. As the group passes through a lounge, a half-
dragon bard named Praesidia de Vaca does a double-take and Han Jierre asks everyone to put on their amulets, explaining that
calls out “Mr. Guiscard!” She gushes with fangirl glee at they are currently coterminous to the Bleak Gate, and the amulet
seeing the famous opera star, and she’s gobsmacked that will pull them through to the other side over the course of � min-
Gran is involved in the same conspiracy. She asks if maybe, utes. When their business here is over, they’ll be returned to the
before the gathering is over, the two of them be able to sing real world via the same method. He’d prefer to hold off any
“The Marriage of Achaea and Hibiscus.” questions until they were safely in the other world.
• Kiov Hetman. Ramos Zoltan, a dwarf businessman, is As each person puts on their amulet (including Han and Bert),
“holding court” among the rest of the Drakran delegation, they switch into the Bleak Gate, and can now see a predominately
smoking cigars and drinking frothy ale. He spots Kiov and dark world with a cloudless black sky. Only a small area is illumi-
explains that he’s telling the tale of the time he sent the police nated by lights from the mansion windows and lamps beside the
chief of Trekhom to a gulag after he shot Zoltan’s favorite dog. flower bushes that grow along the reflecting pool. A dozen bookpin
He carries on entertaining his listeners, saying that he gave guards — distinguished by silver pins on their lapels that look like
the chief a dog of his own to keep him company in the gulag, open books — stand just at the edge of the lantern’s light radius.
and that so far it has suffered a broken leg, food poisoning,
burns, and a couple beatings. Zoltan points out that because Intruder Alert!
he could have done all these things to the chief himself, he’s
actually to be commended. The other Drakrans laugh darkly. Han says, “Please pardon us as we perform a bit of security.”
• Oscan Ligurio. Abeira Stackhouse, a halfling from Risur, locks
eyes with Oscan from across the room, his expression a From outside the light radius a massive snake slithers in, at first
thousand yard stare. Oscan notices the halfling make a note in inky black. The moment it gets into an area of bright light its scales
a small book, after which he suddenly laughs and joins in turn a brilliant iridescent in reds, greens, and purples. It grasps the
conversation involving other conspirators. Stackhouse is ground with short, stubby forelimbs, and its eyes glow like pale yel-
wondering who might be an ally to the Voice of Rot, but this low suns. In this light those who have disguised themselves with
event is meant to play on the players’ sense of paranoia. shapechanging or illusions have their true forms revealed.
• Bruce McDruid. While Han is getting the group some drinks The guards start to level their weapons, for one of the newly-
from a lounge bar, a minotaur, Trevio Addaz, comes up and arrived guests looks like someone completely different. Mon-
jovially asks what Bruce does for the organization. If he hears signior Dexlano, one of the Clergy priests, is actually Vitus
the details, he’s interested in whether Bruce would be willing Sigismund, a Clergy godhand trying to infiltrate the conspiracy.
to introduce some of his underlings to the primitive peoples in Dexlano, originally a heavy-set pale priest, now has a second
order to teach them magic. face, that of a muscular, dark-skinned man. As he realizes his dis-
• Xavier Sangria. General Shane Wallisonne, a spy in the guise has been pierced he reaches to tear off his amulet, but the
Danoran army, is bragging about hunting beasts in the Malice serpent — called a shadowlisk — moves first. Its eyes flash with
Lands from atop an Avery Coast Railroad train, making blinding light, and the man’s body starts to blacken and peel away
obviously fictional claims about how splendid his aim is and while his shadow is slowly burned into the manor wall behind him.
how fierce the monsters were, such as a three-headed Give the players a chance to respond in character here. The
elephant with lion claws and tusks that dripped black ichor. other arrivals (the ones not under player control) are panicked
• Livia Hatsfield. As the group goes up the stairs to the second and confused. Bert starts shouting for people to stay away from
floor, they pass by Catherine Romana, a noble from Risur. As the shadowlisk. Han calmly grabs a nearby guard and tells him to
she walks, a house cat follows close on her heels. Romana fetch Vicemi, and the guard runs indoors.
notices Livia and says, “Hm, small world.” She apologizes and If no one interferes, ten seconds later Vitus has been disinte-
has to go somewhere else. grated, leaving behind only a silhouette on the wall. That silhouette
twitches slightly, as if it is somehow still alive. The shadowlisk slith-
ers up to the wall and starts licking the silhouette’s fingers.
In the vast room at the end of the hallway, a central fireplace roars
warmly, but out the glass windows on the north, south, and west
walls the whole landscape is nearly black. Together it creates the
effect of light disappearing, and darkness encroaching.
A set of luxurious leather chairs are arrayed near the west windows,
and one man sits smoking. His hands are gloved, and a necklace is
visible around his neck, but tucked into his shirt. At first he seems
alone, but as he stands to greet the group, it becomes clear that a
dozen or more ghosts are floating outside the windows, watching.
He says, “Call me Nicodemus. I’m glad you came. Together we’re go-
ing to change the world. Come on. Let’s have a drink and talk.”
Show the players Nicodemus’s portrait, then tell them to get out
their normal character sheets and hand in the officer sheets. The
prologue is over — time to start the adventure.
�. Cauldron Hill. Since the colossus broke free, the peak has �. Pemberton Fall-Out. After the party discovered in Adven-
been fluctuating, sometimes coterminous with the Bleak ture Six that industrialist Benedict Pemberton was actually
Gate, sometimes safely in this world. Dale’s men patrol and a dragon with a mild case of “wanting to become a tyrant,”
kill a nightly influx of undead and frightening monsters, but Stanfield has wanted a thorough investigation into his activ-
that’s just a stopgap. Two men have died already. He’s at a ities in Flint. He says he’s worried about duplicants.
loss as to how to fix the problem. Pemberton did manage to rush some of his industrial ma-
Any actual solution would be a large magical endeavor, terial out of the city, and the party could waste weeks
perhaps utilizing the Wayfarer Lantern if the party recov- tracking the paper trail to an island in the Yerasol Archipel-
ered it in Adventure Four, or undertaking a dungeon crawl ago, where he has set up his new base of operations. He’ll
and performing purifying rituals in the ruins of the Obscu- likely get wind before they reach him, and can leave in a
rati facility while creatures threaten them. The monsters hurry, but this can weaken some of his sabotage efforts in
themselves are dangerous to civilians, but not to high-level Adventure Nine, The Last Starry Sky.
constables. Captain Dale finishes up, and Stanfield tries to get some hints on
�. Docker Riots. The police have been brawling more and where the party will be going next, but Delft encourages the ad-
more with dockers and factory workers. The police have venturers to leave, and suggests that they can report back in later.
been on edge since swaths of the city were crushed by the Once the meeting is complete, Delft grabs a few more donuts and
colossus, cracking down on the smallest offenses. Meanwhile asks the PCs to follow him down to a private carriage.
the dockers believe authority figures were involved with the
disaster, and conspiracy theories are flying across the city. Burn After Reading.
There’s no easy way to regain the public’s trust, but PCs The carriage leaves the gates of the fortress, then heads across a
could make small progress. bridge to the mainland en route to the party’s ship. Only then does
�. Shipwrecks. An unusual number of ships have been wreck- Delft explain why he’s been so cagey. He pulls out a letter and
ing on the shoals near The Ayres. There is growing talk hands it over to the party, saying that it arrived just this morning.
among seafaring folk of building a new lighthouse, and Show the players Player’s Handout — Letter from Grappa.
many suspect the sea fey are angry. It’s only a �� minute carriage ride to the party’s ship. Delft en-
This is simultaneously a red herring (since the PCs might courages the party to discuss plans, and says that he hopes they’ll
key in on “lighthouses”), and a tie-in to the next scene, set sail tomorrow morning. He’ll coordinate from here with
when Archfey of the Sea Beshela tries to trick them. She’s agents on the northern side of the Avery Sea. The party’s mission
the one responsible for these sinkings. is to find Leone Quital and take him alive.
cally that the Unseen Court is having some disagreements with Beshela, Archfey of the Sea
other archfey. It’s times like this when exciting and stupid things Medium fey, chaotic neutral
happen, like a little long-delayed reciprocation. Armor Class 19 (natural armor)
Copperhat then grabs the portal pad and teleports to the docks, Hit Points 168 (16d8+96)
amid a gaggle of dockers. He drops the dais and kicks it a few Speed 30 ft., swim 60 ft.
times, and then the wood and stone of the docks start to dissolve. STR DEX CON INT WIS CHA
23 (+6) 22 (+6) 20 (+5) 15 (+2) 15 (+2) 23 (+6)
Conflict and Complications. Skills Athletics +11, Deception +11, Insight +12, Intimidation +11,
There’s a lot swirling around the PCs, but where things go de- Nature +7, Perception +7, Persuasion +11
pends on how they act. Beshela calls Copperhat a liar and tries to Damage Vulnerabilities fire
get the party to kill him. Copperhat doesn’t particularly want the Damage Resistances acid, cold; bludgeoning, piercing, and slashing
party to fight Beshela, but if they start it and things go badly for from weapons that aren’t cold iron
them, he’ll jump to their aid. Things might simply defuse as Damage Immunities poison
Beshela slinks away. Or the party might try to talk things out. Condition Immunities poisoned
Senses ripplesense, passive Perception 17
Flooded Battle. Languages Elven, Primordial, Sylvan
If attacked, Beshela starts with summon the kraken, flooding the Challenge 14 (11,500 XP)
area and leaving the crowd of dockers quite confused. Then she Corrosive Tempest. When Beshela is first reduced below half of her
uses fey dive to teleport into the crowd and hide, using cup of dust hit points, dark clouds gather overhead and begin spewing forth
on whichever enemy she thinks is most likely to cause her trouble. black rain in a quarter-mile radius centered on her. Any creature that
She’ll use the crowd as cover — occasionally killing dockers — un- ends its turn without some sort of cover from the rain takes 1 point
til she is reduced below half hit points, at which point she’ll dive of acid damage. The clouds move with Beshela and last 5 minutes.
and swim away. A storm cloud of acid rain will follow her, deter- Fey Dive. Beshela can use a bonus action to teleport from one area
ring pursuit. covered in water to another area covered in water within 50 feet, as
long as there is a contiguous path of water between the two spaces.
Lady Beshela. Lady Beshela serves as Innate Spellcasting. Beshela’s innate spellcasting ability is Charisma
steward of the domains of the fey titan She Who (spell save DC 19, +11 to hit with spell attacks). She can innately
Writhes. Though not a member of the Unseen cast the following spells, requiring no material components:
Court, Beshela claims the title Archfey of the Sea At will: control water
and controls the waters along Risur’s north shore. 3/day: conjure animals (aquatic only), conjure elemental (water only)
With armies of sea creatures at her command, the Magic Resistance. Beshela has advantage on saving throws against
beautiful fey is like a queen of her own land, spells and other magical effects.
though there are other threats that lurk deeper than her domain descends. Quick. Beshela has advantage on initiative checks.
Beshela feels she owes a great debt to Risur. Forty years ago, King Ripplesense. Beshela perfectly knows the location of any creature
Aodhan’s sister Ethelyn rescued her from a pirate sorcerer, giving birth to a within half a mile if there is a contiguous path of water between its
long-lasting friendship and miliatary pact. Beshela even aided Ethelyn’s space and hers.
coup attempt against the king. Proud, spiteful Beshela holds a grudge ACTIONS
against those who thwarted her friend’s efforts. Her moods seem mercurial, Multiattack. Besheba attacks twice.
but she is actually a canny charmer, fond of long schemes that depend on Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
her enemies being unaware how dangerous she really is. 10 (1d8+6) magical bludgeoning damage and the target is pushed
20 feet away.
Copperhat the Headless. A lesser- Summon the Kraken (1/day). Beshela conjures a massive tidal wave
known fey who acts as a mix of trickster and jester in a quarter-mile-radius centered on herself. All creatures hit by the
for the Unseen Court. Copperhat’s head and face wave must make a DC 19 Strength saving throw or be knocked
are invisible, like those of Unseen Court members, prone and pushed away 20 feet. Water floods the area to a depth of
leading minor fey to think he’s part of the Court. 2 feet making it difficult terrain, though it may flow away quickly
He is always seen wearing his namesake top hat. based on the area.
Copperhat is actually a clever pixie who hides In addition, Beshela summons two kraken tentacles made of
inside a coat and levitates his costume, controlling the whole affair like an seaweed within 50 feet of her. Each tentacle is a Large creature with
oversized puppet. He normally travels between fey enclaves trading knick- Beshela’s AC and save bonuses, and 40 hit points. If a tentacle is
knacks and favors, with a particular fondness for telling stories about the ever completely out of the water, it is destroyed. Once summoned,
“human world.” Most find him amusing in small servings, but before long Beshela can use a bonus action to command one or both to move up
find themselves suggesting far-away new places he might visit instead. to 20 feet through areas covered in water and make an attack.
Copperhat is secretly a minion of the Voice of Rot, the only fey titan Kraken Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one
currently awake. The Voice of Rot wants the party kept safe, as his long- target. Hit: 16 (3d6+6) magical bludgeoning damage and the target
term plans that involve them. is grappled (escape DC 19).
Copperhat the Headless Web (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range
Medium fey, chaotic evil 30/60 ft., one creature. Hit: The target is restrained by webbing. As
Armor Class 18 (natural armor) an action, the restrained target can make a DC 17 Strength check,
Hit Points 133 (14d8+70) bursting the webbing on a success. The webbing can also be
Speed 40 ft., climb 40 ft. attacked and destroyed (AC 13; hp 10; vulnerability to fire damage;
STR DEX CON INT WIS CHA immunity to bludgeoning, poison, and psychic damage).
15 (+2) 22 (+6) 20 (+5) 19 (+4) 8 (-1) 16 (+3)
Saving Throws WIS +3 Lying Coward.
Skills Acrobatics +10, Athletics +6, Deception +11, Perception +7, In a fight, Copperhat laughs and enjoys the “game” for a bit, until
Performance +7, Sleight of Hand +10, Stealth +10 he’s reduced below half hit points. Then he uses mislead to disap-
Damage Resistances ludgeoning, piercing, and slashing from pear and slip into the crowd.
weapons that aren’t cold iron
Damage Immunities poison Epic Rap Battles of History.
Condition Immunities poisoned Though powerful fey are notoriously recalcitrant, Beshela might
Senses darkvision 60 ft., passive Perception 17 change her opinion of the party if they make an effort to show they
Languages Common, Dwarvish, Elvish, Primordial, Sylvan are on the same side. Normal negotiation tactics aren’t ideal, and
Challenge 11 (7,200 XP) unless the party gives her a reason to trust them, she won’t even
Giggling Departure (1/day). When Copperhat would be reduced to listen to their defense. It is possible to use reason along with a suc-
0 hit points or killed, he takes no damage from the triggering attack, cessful DC �� Charisma (Persuasion) check to get her to hear
effect, or spell. Copperhat turns invisible and immediately teleports them out, but someone familiar with fey customs can make a DC
away as per dimension door. Observers see his clothing fall to the �� Intelligence (Nature) check to come up with an appropriate
ground in a tattered lump, and his top hat starts to drift downward. tactic: insulting her and challenging her to a boasting contest.
Then a tiny arm reaches up out of the collar of his seemingly empty This forces her, for the sake of pride, to listen to the party’s ver-
coat and grabs the brim of his hat just before it lands. He pulls the sion of events. If none of the PCs think of this, Rock Rackus
hat into his coat, pulling a reverse magician’s trick. Then he — and suggests in his misogynistic way that “the fish bitch don’t know
his hat — are gone, leaving behind only an empty suit and laughter what real heroes look like,” and says he’ll write a song about how
on the air. “little miss squiddy ran away because she knew she’d get chewed up
Innate Spellcasting. Copperhat’s innate spellcasting ability is like calamari.” The party takes a –� penalty to their checks in the
Intelligence (spell save DC 16, +8 to hit with spell attacks). He can boast-off if it wasn’t their idea, though.
innately cast the following spells, requiring no material components:
At will: disguise self, minor illusion Boasting Contest.
3/Day: guiding bolt, major image, mislead There are three rounds, and in each one person from each side has
Magic Resistance. Copperhat has advantage on saving throws an opportunity to speak for a minute or two, and then the other
against spells and other magical effects. side has a chance. Beshela always speaks for herself, but she sug-
Mimicry. Copperhat can mimic animal sounds and humanoid voices. A gests the PCs take turns.
creature that hears the sounds can tell they are imitations with a For her part, Beshela first mocks the party, saying that she has
successful DC 15 Wisdom (Insight) check. sunk a dozen Risuri ships these past � months, but there is noth-
Sneak Attack (1/turn, 7d6). Copperhat deals an extra 24 (7d6) ing they as defenders of Risur have done to stop her. She proceeds
damage when he hits a target with a weapon attack and has to recount the sea beasts she sent to devour the many captains who
advantage on the attack roll, or when the target is within 5 feet of an went down with their ships.
ally of Copperhat’s that isn’t incapacitated and he doesn’t have Next she brags about inspiring the greatest symphony Risur
disadvantage on the attack roll. ever created, when she saved a handsome drowning violinist in the
Quick. Copperhat has advantage on initiative checks. middle of a hurricane, and over � weeks of incessant love-making
Vanish. Copperhat can use a bonus action to invisible. He remains she told him all the secrets of her kingdom. But when she returned
invisible until he takes the Attack action or casts a spell. the man to shore, he remembered nothing of her secrets, and in-
ACTIONS stead wrote the Hurricane Symphony to try to win her back. She
Multiattack. Copperhat attacks three times. let him die famous but alone.
Magic Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach Finally, she boasts about saving the lives of Aodhan and Ethe-
5 ft. or range 20/60 ft., one target. Hit: 10 (1d4+8) magical lyn before they were royalty. They had stolen a steam warship from
piercing damage plus 7 (2d6) poison damage and the target must the Danorans, but they could not outrun the enemy fleet alone. In
succeed on a DC 17 Constitution saving throw. On a failed save, the exchange for a promise of friendship and rights to all the sunken
creature’s Strength score is lowered by 1d4. When reduced to treasure, she awoke the sleeping fey titan She Who Writhes and
Strength 0, it suffocates and dies. The creature recovers all of its lost lured her to destroy the Danorans.
Strength at the end of its next long rest, or once it is targeted by a
greater restoration spell.
Parting Ways.
Whether the party takes Copperhat’s web or not, he extends a
hand to Rock Rackus and produces an invitation from the matri-
arch of the Unseen Court. Unless the party really does want Rock
to come with them, Copperhat will take him back to the Dreaming
for some new adventures. They’ll both return in Adventure Nine.
The crowd is happy either way, and Rock gets them to head off
and let the party prepare for their mission, singing a song about
how dockers do all the work, and other guys get to have all the fun.
For the rest of the day dockers keep coming by asking how they
can help. When the party ultimately does set out, their ship has
the finest provisions the dockers can round up for them.
New Poisons
Hemlock Infusion (ingested). The fountains in Alais Primos are said When reduced to Dexterity 0 or Constitution 0, the creature suffo-
to all run with holy water—apparently holiness tastes like parsnips. cates and dies. After two successful saving throws, the creature is
Hemlock paralyzes the drinker’s muscles, first causing clumsiness, cured of the poison. The creature recovers all of its lost Dexterity and
then malaise, then difficulty breathing, full paralysis, and finally Constitution at the end of its next long rest, or once it is targeted by a
asphyxiation. greater restoration spell.
A creature subjected to this poison must succeed on a DC 15 Sweet Arsenic (ingested). This dark, nutty liqueur must have some
Constitution saving throw 10 minutes after ingesting it, then again at coffee in it. It’s very quaint. The cup even sits on a saucer with an old
the end of each minute for 6 minutes. On a failed save, the creature’s lace doily. Arsenic disrupts living cells’ ability to use food energy, and
Dexterity score is lowered by 1d6. When reduced to Dexterity 0, the it triggers a cascade of damage throughout the body. Normal arsenic
creature suffocates and dies. After two successful saving throws, the poisoning can take weeks to kill, but this alchemically-strengthened
creature is cured of the poison. The creature recovers 1d4 Dexterity at version acts much more quickly. A sufficiently high dose causes
the end of each long rest, or once each time it is targeted by a greater headaches, confusion, severe diarrhea, vomiting, and a slow coma to
restoration spell. an eventual death.
Strychnine Wine (ingested). Risuri tend to prefer sweet wines, but A creature subjected to this poison must succeed on a DC 15
everyone agrees that Crisillyri make the best. One can only assume the Constitution saving throw 10 minutes after ingesting it, then again at
surprising bitterness of this drink means it’s really high quality. the end of each minute for 6 minutes. On a failed save, the creature’s
Strychnine is a neurotoxin that causes nerves to react to even the Constitution score is lowered by 1d3. When reduced to Constitution
lightest stimuli, leading to nausea, convulsions, frothing at the mouth, 0, the creature suffocates and dies. After two successful saving
spasms that bend the body into an arch, loss of consciousness, and throws, the creature is cured of the poison. The creature recovers all of
finally asphyxiation. its lost Constitution at the end of its next long rest, or once it is
A creature subjected to this poison must succeed on a DC 15 targeted by a greater restoration spell.
Constitution saving throw 10 minutes after ingesting it, then again at
the end of each minute for 6 minutes. On a failed save, the creature’s
Dexterity score is lowered by 1d3 and its Constitution is lowered by 1.
the liqueur’s arsenic content makes it quite sweet. A successful can concoct the proper anti-toxin for one type of poison; crafting
DC �� Intelligence (alchemists’ supplies) check realizes that it takes a minute. The antidote stops the progression of the poison.
something is wrong.
He’ll talk with them for a bit about the city. Then �� minutes Fighting Robert the Black.
later, when the characters first start to suffer from the poison’s The assassin waits at least � minutes before going back out, unless
effects (see below), the assassin excuses himself to use the privy, he hears one of the PCs trying to exit the building, in which case
heads down a hallway, and steps into a bathroom. He bars the he’ll leave by the window, walk along the narrow ledge outside,
sturdy door from the other side (AC ��, �� hit points; DC �� and try to catch them as they step onto the street. He prefers to
Strength check), opens a window in preparation of a quick escape, strike first with his electrocuting dazer, then uses more traditional
then retrieves a special arcanotech weapon from a cabinet. He sneak attacks or a death attack if he can pull it off.
waits with it pointed at the door, and listens for cues to whether If he’s facing more than one enemy who isn’t poisoned, Robert
the party is dying. tries to flee. He knows the routes from his home’s roof to other
buildings, and his familiarity with the city makes it easy for him to
Poison Progression. get away if he can break line of sight for � rounds.
Use the following mechanics for anyone who drinks poison.
Each drink has three doses of poison, and how bad things get Kobold Rescue.
depends wholly on how much each character ingests in the course Agents of El Extraño had been following Robert the Black, and
of �� minutes. A character who merely sips only suffers the effects they have been watching Joe’s home and business ever since the
of one dose. Consuming a partial drink means being subjected to assassin took up residence. They don’t know Joe’s affiliation, but
two doses, and a whole glass means all three doses are in a person’s they figure if the assassin is waiting for someone, they should
system. If the character guzzled and then asked for seconds, dou- wait too.
ble the number of doses. When the party shows up, the kobold spies send a runner to
After �� minutes, each character makes a Constitution saving alert their master, and they prepare for several contingencies. Ba-
throw. For each dose beyond the first he ingested, increase the poi- sically, let the party win or lose, then have a half dozen kobolds
son’s DC by +�. For those who fail, the poison then takes effect, come in. They outnumber and take down Robert if the party
forcing additional saves each minute to fend off damage until the hasn’t yet, tend to any dying PCs, then hurry those who are se-
poison runs its course. Each dose beyond the first increases the verely poisoned out of the building. They load them onto a wagon,
duration by ��%. and the orc driver sets off to a nearby temple, where a Clergy
Magic that neutralizes poison can end the affliction. A DC �� priest performs the proper spells to cleanse the poison. El Extraño
Wisdom (Medicine) or Intelligence (alchemists’ supplies) check will be waiting for them when they awaken.
Leone’s Trail. From here out, the party can use Beran kobolds as advance scouts.
We suggest ways for the party to find Leone, but it’s certainly In effect, they balance out the penalties the party would be getting
possible for them to find clues a different way. You might also do an for trying to find clues in a massive city where they’re not locals.
ad hoc adjustment to the route Leone took if you think a particularly They have enough manpower now to conduct a proper manhunt,
clever idea should yield some result. That said, this is the default and kobold migrant workers are inconspicuous enough that no
story for how Leone got from the Obscurati facility in Flint to his one really questions them.
current mobile train quarters in Mirsk. If it matters, El Extraño is a ��th level kobold wizard focused
On Spring 14, after the colossus escaped, Leone escaped the on illusions and teleportation.
colossus construction facility in the Bleak Gate, used the magical
flux created by the colossus tearing a hole in the mountain to reach Methods of Investigation.
the real world, and made his way to North Shore. There Jacques The goal of this challenge is to give players the feeling of tracking
LeBrayne ferried Leone on his private yacht to the Cold Vessel. The a man down. How much time the GM wants to spend on this is at
ship reached Alais Primos on Spring 20. their discretion. If the party enjoy interrogating folks, let them,
All this information so far has already been sussed out by other but if they’d rather just make a Charisma check, get some clues,
police and RHC investigations. It’s up to the PCs to follow his trail and decide from there where to go next, that works too. By de-
once he reaches Alais Primos. fault, the GM can assume that a good Charisma check represents
Leone debarked and went to a church as is traditional. In this case deploying the kobold eyes well and finding the right person who
it was the Chapel of St. Tromboni, a humble building with pink knows the next clue; then the party can go and talk in person if
plaster walls. Nothing of interest happened there, and he left amidst they want.
a large crowd when a mass let out. We’ve tried to give Leone enough protections to sidestep any
From there he got new threads at Broclofa Apparel, a clothier shop, “instant win” options. It’s fine to use magic to get information, but
and then he rented a room across the street from Glazier Charani, a the party should still have to spend retracing their target’s steps.
shop that sells glasswork and carries a small selection of premium The main beats of the manhunt will probably be searching Alais
wines. Over the following days he traveled little around the city, mostly Primos for clues, visiting Quital vineyard, dealing with an ambush
using a young girl named Emmelsa to fetch him food and books. Leone in Nalaam, and then pinpointing Leone’s train out of all the traffic
has a fondness for Bromago cheese, and he made a special request for in the Drakran rail system.
a pound of it. There are only two shops in the city that carry Bromago.
Eight days later, on Spring 28, a delivery arrived at Glazier Charani Pounding the Cobblestones.
from the Quital Vineyard, owned by Leone’s family. Quital spoke with Mechanically, each day each PC can make a DC �� Charisma
his nephew Piginni Quital, who was running the delivery. He arranged (Persuasion) check or spend their day aiding an ally (granting ad-
for them to rendezvous at Enzyo Mons, a nearby volcano, where he vantage). On a success, he finds a clue, which might narrow the
chucked the damaged head of Grappa’s previous golem body into the area he needs to search, or might point to a person who actually
lava. This was his offering of sorts against any further bad luck. interacted with Leone.
From there he hitched a ride in his nephew’s wagon out of the city If the party finds a specific person to talk to, sometimes these
back to his family lands. He stayed with the family at the next estate people are very reticent to share the information. Getting them to
over, the Cejakreig Vineyard, arriving on Spring 35. share the clue might require a successful DC �� Charisma (Intim-
He had his nephew deliver a letter to Vendricce and leave it in a idation or Persuasion) check. These checks usually take just a few
dead-drop at a public park near the rail station on Spring 44. It was minutes.
picked up by a soldier at the local barracks, who delivered it to For either type of clue, certain associations, knowledge, or
Captain Matt Massaer, one of a handful of captains who ferry actions can gain a bonus to the check — and of course let the play-
people to the Mutravir, the Obscurati palace island. ers try other methods of getting the clue.
On Spring 47, a rider arrived with a near-dead horse at the
Cejakrieg Vineyard, and handed over a package to Leone. This Magic CSI Tricks.
included a dose of needlewire, which Leone injected into the courier Leone’s an officer of the Obscurati, so attempts to magically di-
so he could debrief with Nicodemus and plan their next move. Leone vine his location require a successful DC �� Intelligence (Arcana)
left the next morning and caught an Avery Coast train west to check. Divinations that just poke at the edges of Leone’s activities
Nalaam. There he linked up with a cadre of Obscurati agents, rode aren’t so protected, so a spell that asks “Who did Leone meet with
into Trekhom, and on Spring 50 purchased two entire rail cars and in this building?” or “What path did he take when he left?” would
had them modified to his specifications. work fine.
Ever since then he has taken a semi-regular circuit across Drakr,
which has a web of different rail routes. Every few nights he has his RHC Agents.
two cars transferred between trains. Ever since Summer 68 he has By this point the party’s Prestige with Risur should grant them a
been sending out letters to different Ob officers, coordinating the lot of leeway to call in favors, and the RHC has a few agents and
path they will take to eventually arrive at Mirsk. The plan is for them allies in every major city around the region. Still, the party is op-
all to check into a hotel in Mirsk by Autumn 74, then leave the next erating in foreign territory, so increase the effective level of any
day, taking a train to Nalaam, then on to Sid Minos and Vendricce. favor by �. They can still get help, but it will take longer.
El Extraño’s kobolds provide the most basic aid by going lots of Skipping Ahead.
places at once. RHC assets, by contrast, are limited in number but The party might find clues out of order. It’s perfectly fine to let them
with greater expertise and resources. jump around, though try to keep the clues natural. In particular, after
We haven’t planned any particular allies for the party to con- talking to El Extraño they’ll likely want to check out Enzyo Mons
tact, but feel free to trot out whatever old spy movie tropes you’d (where they can learn that he arrived and left with a guy on a
like. Perhaps when they need to get the Quital family to cough up wagon), though Leone’s presence there doesn’t actually tell them
info on Leone’s time there, a corrupt priest who reports to the much unless they know from earlier that the wagon was owned by
RHC could threaten to declare an inquisition on the vineyard due Quital Vineyards.
to ‘rumors of demonic activity.’
Enzyo Mons.
Clues to Leone. Three miles from the city center of Alais Primos, a chapel to a minor
These clues form a sort of “trail of breadcrumbs”; we suggest an god of fire and tribulation marks the beginning of a trail up to the
order they can find them, but it’s just a recommendation. peak of Enzyo Mons, an active volcano. Another chapel sits every few
If the party doesn’t succeed the first time they make a Charisma hundred feet over the course of a two mile trail that rises a half a mile
check to look for a clue in a given area, they can keep trying day vertically to the volcano’s rim. There the Clergy have erected a
after day until they find a lead. However if they fail a check during cathedral devoted to Triegenes, the founder of their faith, who they
an interrogation, usually this hardens the resolve of the person claim ascended to godhood upon death.
who knows what they want, so other methods might be necessary. A stained glass window above the cathedral’s rostrum is
Remember, sometimes it’s best for less-skilled PCs to aid those continually back-lit by the glow of the lava in the caldera, and a broad
who are experts, especially since the DCs here are all rather high. balcony behind the cathedral overlooks that pit of fire. Every month
After all they’re looking for a man who tried to lay low, who came priests hold a ceremony where they cast into the volcano any items
through this way months ago, and finding him won’t be easy. believed to be possessed of evil that have been collected by the faith.
> Clue �: DC �� Charisma (Persuasion). Harbor bureaucrats They also cast in offerings of gold and jewels, though they don’t
in Alais Primos check their logs and find out when the Cold throw as far; a tier just beneath the balcony, out of sight of the public,
Vessel arrived and who processed their travel visas. This lets catches these valuables, which are recovered later.
the party know how to narrow their search. (PCs who call in The mountain is not particularly tall in the grand scheme of things,
a favor with The Family gain a +�� bonus to this check, since but its obsidian black face stands out starkly, making the rolling
all the bureaucrats are corrupt.) green hills around it seem even more beautiful by comparison. Due
> Clue �: DC �� Charisma (Persuasion). After asking around to the prayers of the faithful it has not erupted in over 700 years.
to people working the right pier that day, the party learns
Leone asked for where he could get some clothes, and they who makes an offering worth at least �� gp to the volcano
learn where he headed. (Docker PCs gain a +� bonus to this gains a +�� bonus instead.)
check, due to professional courtesy.) It should be a fairly easy matter to locate and travel to the
> Clue �: DC �� Charisma (Persuasion). A lot of asking Quital Vineyard. It’s a three-day ride by horse, or a week on
around finds workers in the district of the clothier shop who foot.
remember Leone inquiring regarding directions to premium > Clue �: DC �� Charisma (Intimidation or Persuasion).
wine shops. (The PCs get a +� bonus to this check if they Leone’s family and friends at the vineyard can be convinced
have made a point about asking after Leone’s fondness for to talk about his time there, and the strange rider who ar-
wine and cheese.) rived on Spring ��. They left the next day to catch a train.
> Clue �: DC �� Charisma (Persuasion). Leone apparently It’s a day’s ride to the nearest train station.
never went into any of those shops, but the party notices a > Clue �: DC �� Charisma (Persuasion). The party locates a
‘lodgers wanted’ posting across the street from Glazier Cha- series of railroad workers at the nearest town along the Av-
rani. (An adventurer proficient with Perception gains a +� ery Coast line who can confirm Leone took a train headed
bonus to this check.) Asking with the landlord verifies Leone west on Spring ��. A worker remembers him getting off in
was there, and that he left on Spring ��. Before he left he Nalaam. If the party wants to take the train to Nalaam, they
said he was ‘going to make an offering to Enzyo,’ referring get there in less than a day. The train workers gossip that
to the volcano. there are over a dozen kobolds stowed away in the cargo
> Clue �. Checking with the shop across the street determines section, but they don’t think it’s worth the effort to try to
that a shipment came in from the Quital Vineyard on the get rid of them.
same day Leone left, though the owner doesn’t recall seeing > Clue �: DC �� Charisma (Persuasion). Rail workers in
Loene. No check required; the party just has to think to ask. Nalaam vaguely remember Leone meeting up with a group
> Clue �: DC �� Charisma (Intimidation or Persuasion). of diverse foreigners on Spring ��, then leaving the follow-
The priests at the Cathedral atop Enzyo Mons recall that a ing day headed for Trekhom. (The PCs get a +� bonus to this
man threw a metal head into the volcano, and that he ar- check if they got on Lord Kulp’s good side in Adventure Four.)
rived and left with a man on a wagon. (An adventurer As the party investigates this clue, they are set upon by a
proficient with Religion gains a +� bonus to this check. One somewhat ineffectual Obscurati ambush. See Outmatched
Flavor of the Place: Manhunt The ambush scene Outmatched is next, then the scene Needle in a
Locations. Needle Factory occurs after the conclusion of the manhunt.
Quital Vineyard and its neighbors thread through rolling hills, often
cultivating boutique fruit trees along the tops of ridges. The family
homes are old, wealthy, and ornate, each blessed by the Clergy. The Outmatched
roads between different estates are dotted with chapels.
Nalaam, an independent city state, sits high in the Penance Peaks Action. Tactical.
on the border of Crisillyir. At this time of year the first snows are The Obscurati have groups watching for surveillance in various
falling, but the city’s archmages have transmuted stones and placed cities, but they’re no match for characters of the party’s level.
them throughout the city to maintain warmth. The towers that This is an opportunity for the party to show off, and for them to
pervade the city architecture all host elaborate designs, showcasing possibly run into trouble without actually being threatened physi-
the supernaturally-strong rock quarried here. cally. You can use this encounter in any spot where you think the
Money is king here. Crime is punished by fine; those who can’t pay party might get noticed, but if they’re being careful not to attract
the fine are required either to work (at surprisingly reasonable rates) attention they’ll still be noticed in Nalaam due to divinations per-
to reimburse those harmed by their actions, or to battle in the city’s formed by the counter-intelligence mages there.
coliseum, earning money based on how well they entertain the The attack likely occurs after the party arrives at the Nalaam
crowds. Most police patrols here include a wizard, taking advantage rail enclave, but feel free to set it anywhere. The challenge to the
of the powerful earth mana that attracted so many magic users. party here isn’t surviving; it’s making sure that after they defeat
Trekhom is low and flat, but exists more underground than above the ambushers they track down their accomplices and make sure
it. Factories and a truly vast railyard dominate the aboveground word of their snooping doesn’t get back to the Ob.
landscape, surrounded by squat buildings and dotted with a few
towers that rise into the smoggy air. Most people live in tunnels, or Enemies.
in homes that extend two or three stories into the bedrock. • Obscurati sniper assassin
Locals don’t care much about outsiders unless they’re buying or • 3 Obscurati counter-spies
building something. Elite police use borderline-evil magic such as
mind control and pain-wracking necromancy to deal with Obscurati Sniper Assassin
lawbreakers, but criminals in exchange feel few compunctions with Medium humanoid (elf), lawful neutral
sucking policemen’s souls or turning their enemies to stone and Armor Class 16 (studded leather)
leaving their severed head next to a smashed pile of rock that had Hit Points 65 (10d8+20)
once been their body. Speed 30 ft.
STR DEX CON INT WIS CHA
below. Afterward, it’s a one-day train ride to Trekhom. This 10 (+0) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 8 (–1)
time the kobolds buy a ticket, because Drakrans take their Saving Throws DEX +7, CON +5, CHA +2
trains more seriously. Skills Acrobatics +7, Athletics +3, Intimidation +2, Perception +8,
> Clue ��: DC �� Charisma (Persuasion). In Trekhom, Sleight of Hand +7, Stealth +10
workers at the railyard recall Leone purchasing two train Senses darkvision 60 ft., passive Perception 18
cars for himself, then bringing in workers to make alter- Languages Common, Dwarvish, Elvish, Primordial
ations to them. Two clues will help them identify those cars. Challenge 5 (1,800 XP)
> Clue ��-A (Trekhom): DC �� Charisma (Intimidation or Fey Ancestry. The sniper has advantage on saving throws against
Persuasion). Railyard bureaucrats can provide details on the being charmed, and magic can’t put them to sleep.
two cars Leone purchased. They both resemble normal pas- Quick. The sniper has advantage on initiative checks.
senger cars, but with a more sturdy carriage to support more Superb Aim. The sniper ignores half cover and three-quarters cover
weight, and several windows on the left side covered over when making a ranged weapon attack, and they don’t have
with steel. (PCs willing to engage in a philosophical debate disadvantage when attacking at long range. When the sniper makes
with the bureaucrats about whether behavior is predestined — their first ranged weapon attack in a turn, they can choose to take a
like trains on a track — earn good will, gaining a +� bonus to -5 penalty to their ranged weapon attack rolls in exchange for a +10
this check. Eschatologist PCs gain a +�� bonus instead.) bonus to ranged weapon damage.
> Clue ��-B (Trekhom): DC �� Charisma (Intimidation or ACTIONS
Persuasion). Engineers or railyard workers recall that every Multiattack. The sniper can fire their rifle once, use a bonus action to
week or two they’ve seen the same pair of train cars, which reload, and fire a second time in the same round.
had special directions to transfer them between trains. They Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one
stood out because there were guards on them. The workers target. Hit: 6 (1d4+4) piercing damage.
vaguely recall that the two cars never seem to be going the Rifle. Ranged Weapon Attack: +7 to hit, range 80/240 ft., one target.
same place twice. (Docker PCs again get a +� bonus here, Hit: 15 (2d10+4) piercing damage.
since the workers appreciate another laborer asking about REACTIONS
their lives.) Fast Reload. The sniper reloads their rifle.
Arrival Timeline.
When Leone’s train arrives at a railyard, first it spends �� minutes
splitting into three parts: the front four cars (locomotive, fuel, and
Leone’s two cars), the middle freight cars, and the rear passenger
cars. A second locomotive attaches to the freight cars and pulls
them off onto a spur. A third locomotive attaches to the passenger
cars and pulls into station, stopping at the north platform. Then
finally the front four cars pull into station, stopping at the south
platform.
For both sections of train at the station, the locomotive and fuel
cars pull through and stop just east of the station platform. You’ll
end up with numerous passenger cars stretching out along the
north platform, and Leone’s two cars at the eastern edge of the
south platform.
Leone and his guards have an opportunity to debark and go Stats for Leone and other Obscurati forces are presented in Ap-
into the station, which they seldom take. However, the train does pendix Two: Obscurati Forces.
loiter here for half an hour so workers can perform basic mainte-
nance, empty the lavatories, and restock its food and water. Reinforcements.
During that time passengers debark and board from the north • Leone Quital
train platform, resulting in a fairly crowded and busy area. • 2 advanced bleak golems
Depending on the time of day and whether the train will con- • 12 Obscurati arcane marksmen
tinue on, either the two trains reconnect and continue onward, or
they move separately to parking areas for the night. If the train is Terrain.
going to stop overnight, Leone’s two cars are usually detached It’s best to make some prop to represent the rail cars, something
from the locomotive and fuel car, then transferred to another you can move across the map, since the train might be in motion.
train. As mentioned about, Leone always makes sure the train is Also, Leone has the ability to rearrange the battlefield.
pointed toward empty track, so he can flee if he needs to.
Tactics.
Attack. Leone is confident and quite bitter, especially if he recognizes the
The party might simply wait for Leone to get off the train (he constables. Unless he’s outright outnumbered, he won’t flee until
won’t). In that case, they’ll likely end up fighting on the platform he’s reduced below half hit points. That said, he tries to keep his
while hundreds of people are present. The benefit to this attack is distance, flying over and behind train cars to try to string his ene-
that Leone won’t have a clear track ahead of him. He can still hop mies out. He relies on a makeshift metal shield to block attacks,
on a train and have it start moving, but a few rounds later he’ll creates a shrapnel vortex to clear out enemies if they’re in a defen-
need to devote a full turn to shoving another train of the rails in sible location, and flings heavy metal objects (or PCs in metal
order to clear the track ahead. armor) as improvised projectiles.
Other parties might wait until Leone’s train is parked for the At the start of the second round of combat, four of Leone’s
night. This would have the fewest witnesses, but Leone would eas- guards emerge from their car and join the fight. Though the un-
ily be able to accelerate the train and flee. Clever parties might dercarriage of cars provide improved cover, the arcane marksmen
block the track, but they’d be best served blocking it with some- can shoot around corners.
thing non-metallic. At the start of the third round, two hatches open on the roof of
Finally, Leone is at his most vulnerable when his cars are being the security car as the bleak golems climb out as heavy reinforce-
transferred between trains, because he’ll have few innocents to use ments. Leone will generally try to stay close enough to the golems
as human shields, and will be far from any open tracks to flee on. that the party can’t just outrun the massive beaters.
At the start of the fourth round, eight more arcane marksmen
Reinforcements. arrive. Some of them might just shoot out of their windows if they
If the party got found out — either by the ambush team in Nalaam, can see the PCs.
or perhaps by Governor Stanfield — Leone will have more guards. When Leone is reduced below half hit points his power flares
Use your judgment to decide what is a likely increase in defense briefly, letting him tear entire trains off the ground and move
that would be right for your group. You might just increase the them. He places some as cover, moving others to hang over PCs so
number of minions if your party is a “run in and shoot” type, or they’ll be crushed if they don’t get out of the way. GMs that want
add more diverse foes if you think your party would enjoy creeping to be really mean should place two cars � squares apart, parallel
through a hostile railyard, taking out enemies here and there until on opposite sides of a PC, then put a third car floating above the
they can corner Leone. gap, ready to fall and crush them.