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En5ider - 312 - ZEITGEIST 9 - The Last Starry Sky - Part 2

This act involves multiple assassination attempts on the king during a wedding at the palace. The party must fight through threats like ghosts, undead, and assassins to defend civilians while navigating alternative timelines and technological developments from their previous adventures.

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Ragnir
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100% found this document useful (1 vote)
385 views36 pages

En5ider - 312 - ZEITGEIST 9 - The Last Starry Sky - Part 2

This act involves multiple assassination attempts on the king during a wedding at the palace. The party must fight through threats like ghosts, undead, and assassins to defend civilians while navigating alternative timelines and technological developments from their previous adventures.

Uploaded by

Ragnir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EN5ider Presents:

The Last Starry Sky


Part Two
A 5E-Compatible Adventure for 15th- to 16th-Level Characters
Act Two:
Long Live the King
I
n this act, lots of people try to kill the king. Gamemastering Note.
After the previous fairly combat-light act, this one is a bit of a gaunt-
A lot. let. It might be best to think of this act as a dungeon that happens
to include innocent bystanders. The party faces a series of combat
threats in quick succession, and they must decide which enemies to
King’s Court deal with in which order. They probably won’t have time to take even a
short rest, and they might have to content themselves with “surviving”
Social. Real-Time. rather than winning.
The party reaches Slate and interrupts a wedding to warn the king. It can be assumed many innocents will die, and the exact number
Dame Jillian the Green Knight commands the guards at Torfeld won’t change how the rest of the adventure plays out. But the party
Palace in Flint, and when the party arrives (likely riding in after might choose to defend the defenseless, in which case they are
sunset with a raucous band of fey knights), she refuses to let them rewarded with a cache of powerful magic in the vault under Area 18.
enter until they prove they’re who they say they are. She orders the If you want to track civilian casualties, start by placing roughly
guards to attack if the party refuses. 400 bystanders in the palace. There are 51 in the throne room for
Dame Jillian concentrates to detect magic on the PCs and asks the wedding, and at least 9 people in each other numbered area.
them obscure questions about the RHC headquarters in Flint. Use a coin or other token to indicate three bystanders sharing a 5-ft.
Once she’s satisfied as to their identity, she escorts them to the square—you’ll need at least 130 tokens if you want to mark all the
throne room, where the king is officiating a wedding between two bystanders at once. Once fighting breaks out (this happens when
beloved members of the palace house staff. Before they reach the Romana’s coup attempt fails), each of the five “threats” (ghost
throne room, however, she mentions matter-of-factly that the royal council, undead horde, skeletal dragon, wights and flayed jaguar,
skyseer killed himself this morning after claiming that he could see and assassins) will kill 3 bystanders in any round when they’re not
no future after tonight. busy fighting a PC.

From the Pen of Seamlessly Updated to Fifth Edition by


Ryan Nock EN Mike Myler
Publishing tm

Initial Treatment by Ably Produced and Facilitated by


Matthew J. Hanson Russ Morrissey

Evocative Cover Illustration by Special Thanks to


ShenFei Kristina Gallogly, tactical advisor for the Voice of Rot; Hirou, chief
propagandist for the Obscurati; and the hundreds of gamers who
Stunning Cartographic Displays by backed the original release of Zeitgeist on Kickstarter; and to the
James Hazelett over one thousand generous patrons of EN World EN5ider whose
Jonathan Roberts support has made this Fifth Edition update possible.

Masterful Interior Illustrations by Open Game Content


Dennis Darmody The game rule information in this article is designated Open Game
Renan Moraes Content. All other material in this article, including maps, graphic
Claudio Pozas elements, and illustrations (including graphic elements and
Eleni Tsami illustrations in the public domain), narrative and descriptive
Includes art in the public domain text, character and place names, trade dress, “EN Publishing,”
“EN World,” “EN5ider,” “Zeitgeist,” all EN Publishing product and
with Unparalleled Layout and Graphic Design by article titles, and Zeitgeist, EN World, and EN Publishing logos,
Eric Life-Putnam are designated Product Identity.

2 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

Communication Breakdown. Prisoners of Risur?


Attempts to communicate with Slate or Flint via magic likely fail. The If the party captured Duchess Ethelyn in Zeitgeist #1: Island at the
Obscurati have set up sending interceptors in Slate and Flint. If the Axis of the World, she is disgraced and has had her title stripped but
party uses sending or similar magic, an Ob agent receives it and fakes has nevertheless been allowed to attend the wedding, as she was
a response. He claims that they’re already aware of the party’s con- friends with both the bride and groom. Rituals have stripped her of her
cerns, and that the king has moved to Shale for safety, but that they magical power, so she is neither a threat nor an asset. Her brother will
should tell no one. A DC 13 Wisdom (Insight) check reveals that the order her taken for safety to Area 18—Noble’s Gallery, and perhaps
person is not who he seems to be. the party might encounter enemies and have to save her.
The Ob’s interception magic doesn’t work if the party uses the Nathan Jierre, if he was taken prisoner, is present for more Machia-
messenger wind they received from Gale (in Zeitgeist #2: The Dying vellian reasons. King Aodhan knows the Obscurati will make a move
Skyseer). A properly warned king wants the party by his side as soon at some time, and he wants a Jierre family member close to deter Han
as possible. Jierre. During the various assassinations, the shadow men (see As-
sassination: Shadowy Callback) will try to abduct Nathan and carry
Alternate Timelines? him away. If the party keeps him close they can distract at least some
If the party somehow reaches the palace without having rested, the of their enemies.
king insists they recuperate and be ready for a fight. Instead the attack
happening right away during a wedding, there can be a “war council” Technological Developments.
meeting, with news coming in about Flint being attacked. That’s when In Zeitgeist #6: Revelations from the Mouth of a Madman, the party
the Ob strike the palace. might have gained for Risur the innovations of the gnome artificer Tin-
ker Oddcog. The party should have chosen three innovations by now
Déjà Vu. (one at the end of adventures six, seven, and eight), and the latest will
The PCs should be immediately struck by the appearance of Tor- be nearing completion when the party returns to the real world.
feld Palace: in particular, the fact that it is a mirror image of When the PCs reach the real world have them roll an Intelligence
Thistle Palace in the Dreaming. Like its twin, Torfeld Palace has and Wisdom check (as explained in Appendix Three of Zeitgeist #6:
three main buildings — in this case, the western Marble Hall, the Revelations from the Mouth of a Mad Man) to see whether the latest
central Palace Hall, and the eastern Dolomite Hall. Administrative innovation is ready. We encourage GMs to implement that technology
duties are accomplished in Marble Hall, state business takes place immediately in the defenses of the palace. Perhaps Tinker coils can be
in Palace Hall, and public events occur in Dolomite Hall. activated near the building entrances, or a couple guards have steam-
1. Dignitary Lawn. powered battle suits, or short-range radio communicators mounted in
2. Marble Hall — Entrance. The palace guards — distinctive in each hall allows coordination between the defenders.
their green uniforms — defend this entrance. Moreover, if the players wanted to pursue sparkgap radio commu-
3. Dolomite Hall — Entrance. Guards also watch this entrance, nication, let them reach a fort nearby the High Bayou from which they
but in fewer numbers. can contact Thistle Palace.
4. Grand Lawn. In Act Three, if the party had the forethought to pursue rocket tech-
5. North Colonnade. The primary entrance for guests and nology, they’ll have practically no trouble breaching Stanfield’s outer
dignitaries. defenses.
6. Entrance Foyer. The skeleton of a slain dragon tyrant from
Ber hangs from the ceiling by wires. 18. Nobles’ Gallery. Risuri nobility take turns offering art to
7. Guard Post. hang here. Additionally, a trap door under the carpet here
8. Drawing Room. leads to the palace’s vault and bunker. The tunnel down is a
9. State Dining Room. highly defensible chokepoint, and the bunker has supplies
10. Antechamber. for thirty people to last a month.
11. Diplomatic Reception. 19. Commons. Where people gather to meet the king.
12. Library. 20. Party Hall. The wedding reception will occur here.
13. Throne Room. Guards and druids defend this room even 21. Clayton Gallery.
when the king is not present. The throne itself stands at the 22. Offices.
center of the room’s north wall. 23. Unseen Garden. Pedestals stand here, each with footprints
14. Balcony. but not figure, to commemorate the lords of the Unseen
15. Royal Gallery. Paintings of former kings. Court.
16. Principal Minister’s Chamber. Harkover Lee has a few 24. Lantern Garden. Numerous lanterns hang amid the flowers
attendants, whom he dismisses twice a day to take his meals and topiaries.
in private. 25. Titan Shrine. An identical set of statues in the Waking
17. Archdruid’s Chamber. The archdruid is away making funeral depicts the five fey titans.
arrangements for the late court skyseer. Asrabey Varal 26. Stables.
currently resides here.

EN5ider Presents: The Last Starry Sky, Part Two  | 3


Act Two: Long Live the King

At that point, from the perspective of people in the real world,


The Wedding. the palace will suddenly become empty, bare, and decayed as every-
King Aodhan officiates from in front of his throne, performing a thing within it except the oldest stones have been pulled into the
ceremony to marry Arla and Orlando, two loyal members of the realm of the dead. It won’t be possible to cross between the two
house staff. Principal Minister Harkover Lee waits close by, always worlds unless the party has a wayfarer’s lantern of their own. Only
vigilant. Fifty guests stand. Dame Jillian goes to Harkover, who people who took refuge in the bunker beneath Area 18 will still be
then whispers something to Aodhan. The king curtly pronounces in the real world.
the couple married, then waves the party over to explain what’s
happening. Environmental Effects.
In the middle of the party’s explanation, all the magical lights in In addition to drawing the palace into the Bleak Gate, the Obscurati
the palace flicker and die. Purple light begins to shine through the lanterns also suppress magic that would create light, flight, or invis-
windows, and everything takes on the familiar gloom of the Bleak ibility. Any such magic dies after one round, and since most of the
Gate. Harkover ushers the king away from the windows and asks palace’s lights are enchanted, battles will likely occur by the dim
everyone who isn’t combat trained to head to the Noble’s Gallery light coming through the windows from outside, unless someone has
in Marble Hall (Area 18). But people begin to scream out in the a spare hand to carry a torch.
Commons (Area 19).
Array of Threats.
The Obscurati Plan. The party likely begins in the throne room (Area 13). Five different
From this point on, track events roughly round by round. The pal- threats (and one secret ally) target the king, and an outer perim-
ace and everything within about 200 feet is affected by an array eter filled with massed undead deter people from fleeing.
of six wayfarer lanterns spaced around the palace grounds. Ev- • Catherine Romana and the Rites of Rulership. Risuri
erything in their light starts to transition to the Bleak Gate. In 5 noblewoman Catherine Romana and part of the Obscurati
minutes (50 rounds) it fully transitions, barring PC intervention. ghost council enter the throne room with hostages. Romana
Between now and then, if someone manages to get more than 200 explains the situation and commands Aodhan to surrender,
feet from the palace, he emerges in the real world. invoking Risur’s Rites of Rulership to weaken the king.
After the palace has fully transitioned though, anyone leaving • Dengar Kriegshaff and the Colossal Cannonade. A Drakran
the light’s radius instead emerges fully into the Bleak Gate, where scientist has cannons on the north lawn, which start blowing
the Obscurati have gathered an army of the dead. The Ob will then holes through the palace walls so swarms of undead can
snuff their lanterns. enter and kill the weak.

4 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

• Amielle Latimer’s Sharpshooting. The sniper ghost of Ami- • Lantern Four is appropriately in the Lantern Garden
elle Latimer guards a lantern on the palace roof, and though (Area 24).
she wants to help the party she is being watched. • Lantern Five sits inside the Titan Shrine (Area 25).
• Skeletal Dragon Tyrant Venkio. A dragon skeleton kept as • Lantern Six sits atop the roof of Palace Hall, about 50 feet
a trophy is animated in the entrance foyer and heads for the above the entrance foyer (Area 6).
king. Destroying all six lanterns before the 5 minutes (50 rounds)
• Professor Bugge’s Infectious Necromancy. The dragon was have elapsed thwarts the assassination attempt (it also strands the
animated by a famous necromancy instructor, who sweeps in Ob operatives in the Bleak Gate, though depending on who’s still
with wights and a massive flayed jaguar, targeting the guards alive they might eventually be able to reactivate them and return to
and others who are fighting back. The necromancer can also the real world). See the lantern overlay map above for the ranges
reanimate the undead hordes. and locations of the different lanterns.
• Shadow Assassins. These are the conspiracy’s ace in the hole,
waiting to strike when the king is vulnerable. Minor Officers.
Each of the six Obscurati wayfarer’s lanterns is 10 feet across and In addition to Catherine Romana and Amielle Latimer, named
affects a 200-foot radius. Magically reinforced, they have AC 15 NPCs the party might recognize among the Obscurati include
and 200 hit points. If a given lantern is destroyed before 5 minutes Dengar Kriegshaff, a human wizard from Drakr who designed
are up, that portion of the palace will return to the real world, and weapons to fight the fey titans and who organizes the giant can-
all the attackers therein will vanish into the Bleak Gate. Any at- nons, and Tittling Grainet, a gnome cleric from Crisillyir who is
tackers to whom this happens can re-enter the palace if they move the master of the lanterns and who watches from beside Lantern
into an area still affected by a lantern, so you should continue Six on the roof above Area 6. Neither of them are combatants.
to track their movement as if they were still in the palace but
undetectable and unable to affect or be affected by anything in Unwinnable?
the real world. All told this scene — during which the party likely won’t get a
• Lantern One is located on Dignitary Lawn (Area 1). chance to rest — is an encounter beyond the normal expectations
• Lantern Two is outside the entrance to Marble Hall for adventurers of their level. But the party has allies, and they
(Area 2). don’t face the full force of their enemies all at once. The scene is
• Lantern Three is outside the entrance to Dolomite Hall meant to appear potentially unwinnable, but it isn’t necessary for
(Area 3). the party to defeat all their foes in order to survive.

EN5ider Presents: The Last Starry Sky, Part Two  | 5


Act Two: Long Live the King

The Good Guys. Catherine Who?


Statistics for King Aodhan, Principal Minister Harkover Lee, As- When last the party met Catherine Romana, she was likely trying
rabey Varal, Dame Jillian the Green Knight, and Amielle Latimer to flee the Obscurati Conclave, having voted against Nicodemus’s
can be found in the Appendix (Allied Stats). The other defenders desires. But she’s a clever politician, and managed to weave herself
of the palace do join the fight, but they won’t make a significant back into the conspiracy by promoting this coordinated, multi-part
difference compared to the PCs and these high-level allies. assassination plan.
It’s suggested that the GM print these statistics out and let play- In particular, Catherine was learning some of the obscure
ers run them, especially if the party splits up. nuances of Risur’s Rites of Rulership, ancient magic rules that
dictate how power is passed from monarch to monarch.
Reinforcements.
On round 20, Lauryn Cyneburg, the RHC’s chief infiltration spe- Explaining the Rites of Rulership.
cialist, teleports in and arrives near one of the PCs. She quickly If given the chance to talk, Catherine has a speech prepared. Each
asks what’s happening, perhaps helps fight an immediate threat, paragraph takes one combat round, so the party might just rush
then teleports away to guide in the reinforcements. Unfortunately her, especially if they recall how fast the lanterns work.
it will take more than 5 minutes for allied forces to reach the palace.
One option for help is perhaps more unorthodox: Thistle Palace. “First, there’s no rea son to attack me. After all, loyal followers of Nico-
If the party secures one of the lanterns they could mix the witchoil demus shall endure as ghosts for as long as he’s safe, and as far as even
with some flammable liquid from the Dreaming (best option: the the ghost council knows, there’s no way to truly destroy him. So let’s
Borenbog’s gourd has plenty of fey spirits). The lantern isn’t meant discuss this like civilized people.
to work that way, but a DC 29 Intelligence (Arcana) check (which “Civilization. Now, Risur’s rites of rulership trace back to the first de-
can be retried each round) gets the variant oil to light. That lantern feat of the fey titans. The titans each command one terrain—mountain,
would then make the Bleak Gate, the real world, and the Dream- swamp, et cetera. And the monarch of Risur is like a titan too, but his—
ing coterminous. After 5 minutes, the lantern implodes and is or her—terrain is civilization. The more faith the people have in society
utterly destroyed. and the state, the stronger the king is. And the stronger the king is, the
Alternately, the party might jury-rig a lantern to pull the stronger his people are.
Obscurati forces on the Bleak Gate into the real world (DC 29 “Normally, that’s wonderful. But you know our plans, or at least
Intelligence [Arcana] check). Though reinforcements still won’t suspect them. Everywhere else, perhaps the rulers will resist, but the
arrive until about round 70, if the fight goes long this would make people—the weak-willed, stupid children who we have to take care
the Ob easy pickings. of—they’ll follow us.
“Oh, but not in Risur. It won’t do to have a king resisting our new age
of reason. We will be the lords of civilization, and you’ll be the rebels,
The Assassination: Coup the...the savages in the wilderness clinging to your old ways.
“King Aodhan, I contest your throne. On this plane, I am a quorum of
Social. Real-Time. the nobility, so until you convene a council of the House of Nobles, your
Risuri noble Catherine Romana makes a bid for the crown. (Yes, powers are hereby revoked, as decreed in the Rites of Rulership. Surren-
even if the party already killed her.) der, and pass on your crown to me, and not only will Risur’s people avoid
Moments after the lanterns pull the world into the Bleak Gate, becoming enemies to the entire world, but they will prosper.”
people outside see the undead and start screaming, but the Ob-
scurati forces don’t attack yet. Dengar Kriegshaff (on the north Unless the party discussed the Rites of Rulership with Livia Hats-
lawn with the grand cannons) drops the needle onto a primitive field during Zeitgeist #7: Schism, they have practically no way of
phonograph record, and a tinny version of a grand Drakran opera knowing these obscure rules. In particular, the old rites gave the
begins to play. king the power of his people’s devotion, but only at the approval of
A contingent of the Obscurati ghost council enters the throne the nobility. However, Romana’s plan hits a snag.
room — over a dozen ghosts, each holding a prisoner from Area 19.
The prisoners are mostly palace staff, but might also include Ethe- Aodhan sags a bit, but he shakes his head. “Catherine Romana,” he says,
lyn or other NPCs familiar to the PCs. They make no immediate “you’re right about being the only noble on this plane. So with unanimous
aggressive moves, but look ready to kill their hostages. approval of your fellow nobles, I hereby revoke your title. Constables, I
If combat doesn’t begin, a round later one of the ghosts nods hereby make you all Dukes. We’ll work out the details after you kill this
back the way they came, and in walks Catherine Romana, a Risuri traitor for me. Oh, and Harkover: you have my permission.”
noblewoman (who might have died in Zeitgeist #7: Schism; if so,
she’s a ghost now). She holds a white cat in her arms. At that, Catherine glowers and claps her hands (this is a signal to
Romana kindly asks for Aodhan to negotiate for his people’s Dengar Kriegshaff). Outside, the Ob cannons fire their volley.
lives.

6 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

The Assassination: Overture Ring of Protection. Catherine gains a +1 bonus on all saving throws
(included above).
Action. Tactical. Spellcasting. Catherine is a 10th level spellcaster who uses Charisma
Massive cannons breach the walls, and undead hordes press through as her spellcasting ability (spell save DC 16; +8 to hit with spell
the hole. attacks). She has the following spells prepared:
Just north of the throne room, Dengar Kriegshaff has set up Cantrips: druidcraft, eldritch bolt, fire bolt, sacred flame, thaumaturgy
an array of a half dozen colossal cannons, each 20 feet long and 1st-level (4 slots): command, cure wounds, detect magic, detect
attended by 10 (non-combatant) engineers. poison and disease, find familiar, mage armor, unseen servant
A small army of shambling wraiths waits around him. (When 2nd-level (3 slots): augury, enthrall, invisibility, suggestion
people die, their souls linger in the Bleak Gate, but not their bodies, 3rd-level (3 slots): blink, dispel magic, conjure animals
so actual zombies cannot be animated here. But corpses interred in 4th-level (3 slots): confusion, dominate beast, phantasmal killer
the real world eventually become part of the landscape, and these 5th-level (2 slots): conjure elemental, hold monster
wraiths consist of souls that have been bound to the shadowy copy Witch’s Familiar. While she is within sight of her familiar (a cat named
of their original dead bodies.) Kelland) and both are conscious, Catherine can simultaneously
At a magical signal from Catherine Romana (which occurs concentrate on two spells at once. If Kelland takes damage while
when she claps her hands), Kriegshaff orders the engineers to Catherine is concentrating on a spell, Catherine makes a Constitution
fire, and the blasts tear six holes along the length of the palace’s saving throw to maintain the spell; if she fails the saving throw, she
north walls (including one on either side of the throne room). The loses concentration on one spell.
wraiths surge in, and will reach the throne room in two rounds. ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
Catherine Romana and the Ghost Council. 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
The ghost council doesn’t bother killing hostages; instead, they Bonus Actions
focus on the king and the PCs. Catherine will cast invisibility and Hex. Catherine can use a bonus action to activate one of her hexes. This
move away as soon as she’s attacked. She shouts, “Amielle, the does not provoke opportunity attacks.
king! ” (see Bullseye, below) then summons a bone devil before * Agony. Catherine chooses one creature within 60 feet, inciting vi-
unleashing her enchantment spells. If reduced below half of her cious pains within it. The target makes a DC 16 Constitution saving
hit points, she’ll withdraw to one of the lanterns and try to keep throw or is poisoned for 1 minute. At the end of each of its turns, the
coordinating the attack. creature can attempt a new saving throw to end the effect. Whether
or not the save is successful, a creature cannot be the target of this
COUP MEMBERS hex again for 1 day.
• Catherine Romana * Charm. Catherine chooses a beast or humanoid within 30 feet and
• 2 senior ghost councilors beckons to it with soothing, pleasing words. The target makes a DC
• 1 ghost council detachment 16 Wisdom saving throw or is charmed for 1 minute. Whether or
• 1 bone devil not the save is successful, a creature cannot be the target of this hex
again for 1 day.
Catherine Romana * Disguise. Catherine can change her appearance for up to 10 hours
Medium humanoid (human), lawful neutral between long rests (as if she had cast disguise self). These hours
Armor Class 17 (mage armor, ring of protection) do not need to be consecutive, but they must be spent in 1-hour
Hit Points 65 (10d8+20) increments.
Speed 30 ft. * Evil Eye. Catherine chooses one creature within 30 feet that she
STR DEX CON INT WIS CHA can see. For the next minute the target takes a –4 penalty to AC or
8 (–1) 16 (+3) 15 (+2) 18 (+4) 10 (+0) 18 (+4) has disadvantage on ability checks, attack rolls, or saving throws
Saving Throws Dex +8, Con +7, Wis +5 (Catherine’s choice). A creature that makes a DC 16 Wisdom
Skills Arcana +12, Deception +12, History +12, Intimidation +12, saving throw reduces the duration of the effect to 1 round.
Insight +4, Nature +12, Perception +4 * Feral Speech. Catherine is able to speak with and understand the
Senses passive Perception 14 response of any beast or vermin (as if she had cast the spell speak
Languages Common, Dwarvish, Elvish, Primordial, Sylvan with animals).
Challenge 9 (5,000 XP) * Slumber. Catherine chooses a creature within 30 feet and sends it
Feat: War Magic. Catherine has advantage when she is concentrating into a slumber. The target makes a DC 16 Wisdom saving throw or
on a spell and has to make a Constitution saving throw from taking falls asleep for 1 minute (regardless of its hit points but otherwise
damage, she can wield weapons or a shield in both hands and still as the sleep spell). The sleeping creature will not wake due to noise
make somatic components for spellcasting, and can use her reaction or light. Whether or not the save is successful, a creature cannot be
to cast a spell (maximum casting time: 1 action) at a creature that the target of this hex again for 1 day.
provokes an opportunity attack from her.

EN5ider Presents: The Last Starry Sky, Part Two  | 7


Act Two: Long Live the King

Senior Ghost Councilor Telekinetic (Recharge 5–6). The ghost can use telekinetic force to
Medium undead, neutral evil move creatures about. It makes a Charisma check contested by the
Armor Class 16 (natural armor) creature’s Strength check. If it wins the contest, it moves the creature
Hit Points 104 (16d8+32) up to 30 feet in any direction, including upward but not beyond 60
Speed fly 30 ft. (hover) feet. Until the end of its next turn, the creature is restrained in the
STR DEX CON INT WIS CHA ghost’s telekinetic grip. A creature lifted upward is suspended in
7 (–2) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 18 (+4) mid-air. On subsequent rounds, the ghost can use a bonus action to
Saving Throws Con +6, Wis +6 attempt to maintain its telekinetic grip on the creature by repeating
Skills Arcana +12, Deception +12, Insight +10, Intimidation +12, the contest.
Perception +10, Persuasion +12, Stealth +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, pierc- Ghost Council Detachment
ing, and slashing from nonmagical weapons Large swarm of Medium undead, neutral evil
Damage Immunities cold, necrotic, poison Armor Class 15 (natural armor)
Condition Immunities charmed, exhaustion, frightened, grappled, Hit Points 150 (20d10+40)
paralyzed, poisoned, prone, restrained Speed fly 30 ft. (hover)
Senses darkvision 60 ft., passive Perception 20 STR DEX CON INT WIS CHA
Languages Common, Dwarvish, Elvish, Infernal, Primordial 6 (–2) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 20 (+5)
Challenge 10 (5,900 XP) Saving Throws Con +6, Wis +6
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when Skills Athletics +6, Arcana +12, Insight +10, Perception +10, Religion
it is on the Material Plane, and vice versa. +12, Stealth +9
Incorporeal Movement. The ghost can move through other creatures Damage Resistances acid, fire, lightning, thunder; bludgeoning,
and objects as if they were difficult terrain. It takes 5 (1d10) force piercing, and slashing
damage if it ends its turn inside an object. Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and
Turn Resistance. The ghost has advantage on saving throws against slashing from nonmagical weapons
any effect that turns undead. Condition Immunities charmed, exhaustion, frightened, grappled,
ACTIONS paralyzed, petrified, poisoned, prone, restrained, stunned
Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 20
target. Hit: 46 (12d6+4) necrotic damage. Languages Common, Dwarvish, Elvish, Infernal, Primordial
Corrupting Touch. By passing part of its incorporeal body through a Challenge 12 (8,400 XP)
creature’s body, the ghost deals 72 (14d8) damage. This damage is Carry Off. The ghost council detachment can use a bonus action to try
not necrotic or psychic—it manifests in the form of physical wounds to grapple up to 2 corporeal creatures. It has advantage on Strength
and aches from supernatural aging. Creatures immune to magical (Athletics) checks made to grapple or maintain a grapple. A grappled
aging are immune to this damage, but otherwise the damage bypasses creature automatically takes damage from the ghost council detach-
all forms of damage reduction. A DC 16 Constitution saving throw ment’s eldritch grasp each round.
halves the damage inflicted. Ethereal Sight. The ghost council detachment can see 60 feet into the
Etherealness. The ghost enters the Ethereal Plane from the Material Ethereal Plane when it is on the Material Plane, and vice versa.
Plane, or vice versa. It is visible on the Material Plane while it is in the Incorporeal Movement. The ghost council detachment can move
Border Ethereal, and vice versa, yet it can’t affect or be affected by through other creatures and objects as if they were difficult terrain. It
anything on the other plane. takes 5 (1d10) force damage if it ends its turn inside an object.
Possession (Recharge 6). One humanoid that the ghost can see Oppressive Moan (Recharge 6). The ghost council detachment lets
within 5 feet of it must succeed on a DC 16 Charisma saving throw or loose a terrifying moan as a bonus action. Each creature within 60
be possessed by the ghost; the ghost then disappears, and the target feet of it that can hear it moan takes 28 (8d6) thunder damage and
is incapacitated and loses control of its body. The ghost now controls must succeed on a DC 17 Wisdom saving throw or become frightened
the body but doesn’t deprive the target of awareness. The ghost can’t for 1 minute. At the end of each of its turns, a frightened creature
be targeted by any attack, spell, or other effect, except ones that turn can repeat its saving throw to end the effect. On a successful save, a
undead, and it retains its alignment, Intelligence, Wisdom, Charisma, creature takes half damage and is not frightened.
and immunity to being charmed and frightened. It otherwise uses the Swarm of Ghosts. The ghost council detachment can occupy another
possessed target’s statistics, but doesn’t gain access to the target’s creature’s space and vice versa. The ghost council detachment can’t
knowledge, class features, or proficiencies. regain hit points or gain temporary hit points. The swarm needs only
  The possession lasts until the body drops to 0 hit points, the ghost fill 9 contiguous 5-foot squares, and can stretch across a battlefield.
ends it as a bonus action, or the ghost is turned or forced out by an Enemies can move through the ghost council detachment, which
effect like the dispel evil and good spell. When the possession ends, counts as difficult terrain. The damaged ghosts discorporate but will
the ghost reappears in an unoccupied space within 5 feet of the body. return in a few days unless Nicodemus the Gnostic is defeated.
The target is immune to this ghost’s Possession for 24 hours after Turn Resistance. The ghost council detachment has advantage on
succeeding on the saving throw or after the possession ends. saving throws against any effect that turns undead.

8 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

ACTIONS Getting and Using Allies.


Multiattack. The ghost council detachment attacks twice. At the start of the assassination plot, the party is likely with the King,
Eldritch Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Harkover, and Dame Jillian in the throne room. The king trusts the
Hit: 19 (4d6+5) necrotic damage plus 7 (2d6) energy damage party to have good tactical sense, and lets them decide where each of
(either acid, cold, fire, or lightning, chosen when the ghost council them are best deployed. Harkover’s magic handles large groups well,
detachment attacks). A creature can only be targeted by one of the and Jillian is literally impossible to kill unless the sun is up, making her
ghost council detachment’s eldritch grasp attacks each turn. an ideal bodyguard. Aodhan excels against singular foes, but if you’re
Poltergeist Activity (Recharge 6). The ghost council detachment planning to have a PC take the crown and become Risur’s next mon-
uses an action to make an Intelligence check that is contested by arch, Aodhan makes a point to fight beside him or her. He tries to find
a Strength check made by every creature within 50 feet. When the a good time to mention that he wants to name the PC as his successor.
ghost council detachment wins a contest, a creature is moved up to Amielle Latimer is on the roof over the entrance foyer of Palace Hall
30 feet in any direction it chooses, including upward but no further (Area 6), but she will only help the PCs if she isn’t surrounded by
than 50 feet. In addition, until the end of its next turn, the creature Obscurati forces.
is restrained in the ghost council detachment’s telekinetic grip. A Asrabey is in Area 17 practicing yoga, and once the lanterns turn
creature lifted upward is suspended in mid-air. on it takes him just one round to be ready for combat. But if the party
Etherealness. The ghost council detachment enters the Ethereal Plane does not go to him he observes what’s happening outside his window
from the Material Plane, or vice versa. It is visible on the Material and waits until round 15 to join the battle. If left to his own devices
Plane while it is in the Border Ethereal, and vice versa, yet it can’t he goes after lantern five in Titan Shrine (Area 25). By round 20 he’s
affect or be affected by anything on the other plane. finished off the Obscurati squad and has set his lion shield to gnawing
on the golem, but he withdraws so as not to be overwhelmed by the
The Undead Horde. wraiths. He relies on his shield to finish them off, and in round 30 he
More than a thousand semi-corporeal wraiths fill the grounds of heads off to find the king.
Torfeld Palace, a hundred of them guarding each of the six lan- Finally, if the party gets bystanders to the bunker and vault under
terns while hundreds more surge through holes in the wall of the Area 18, they can make use of various rare magic items. You can come
palace. Even more horrific shadow beasts wait beyond the edge of up with items worth a total equal to the number of PCs times 50,000
the light, ready to attack if the palace is fully pulled into the Bleak gp, or use some of the following items.
Gate. • +3 dragon’s bane longsword (When you roll a 20 on an attack
One horde goes through each hole in the palace walls; two of roll made with this weapon against a dragon, the dragon must
them will converge on the throne room two rounds after combat succeed on a DC 17 Constitution saving throw or die.)
begins. The others are intended to split the palace’s defenders • mace of disruption
along the length of the building. • helm of brilliance
• ring of spell storing
Roaming Undead • 10 potions of superior healing
• 6 wraith assassination hordes (page 15) • 2 potions of frost giant strength
• potion of flying (note that the Ob lanterns dispel the flying
The Cannonade. effect after 1 round)
It takes several rounds to reload the cannons, but on round 11 of
the encounter Dengar can fire them again. If the cannons are at-
tacked, his engineers withdraw (since their job is done). Thereafter Amielle Latimer. A hundred years ago Ami-
the party can try to make use of the cannons. Gunsmith PCs can elle brought her one-of-a-kind rifle to Flint and lent
use their own attack bonus; otherwise, the ungainly cannons have her keen marksmanship toward defeating the witches
a +10 bonus to ranged attack rolls. of Cauldron Hill. That olive branch opened up the city
to investment by industrialists from Danor, which had
Grand Cannon by that point fought two painful wars with Risur. Ami-
Special: Mounted on massive turrets, the cannons require a bonus elle proposed the plan to Nicodemus, and it worked
action to adjust their aim. Only a single bonus action can be spent this like clockwork.
way per round, and the turret can only adjust its aim 45 degrees per   A grandiose woman with grandiose plans, she is
move action. The cannon has a short range of 200 ft., long range of only stymied by the fact that she died eighty years ago, and while she endures
600 ft., and deals 28 (8d6) bludgeoning damage on a hit. as part of the ghost council her influence is weak. She has for the past few
months only feigned loyalty to the conspiracy; she agreed with the need to
alter the world, but not how the Ob have gone about it. But she knows any sign
of disobedience will spell her demise, so she bides her time.
  Amielle still remembers life fondly, and she often disagrees with her fellow
ghosts, showing her disapproval with piping sarcastic laughter.

EN5ider Presents: The Last Starry Sky, Part Two  | 9


Act Two: Long Live the King

The Assassination: Bullseye Lending Aid.


If the party gets to the roof, Amielle will phase through the roof
Action. Tactical. into the palace’s attic so she can avoid combat. Once the lantern’s
A spectral sniper guns for the king. defenders are defeated (see Destroying the Lanterns, below), she’ll
The sixth lantern sits atop Palace Hall, guarded like the rest (by emerge and say she wants to help.
2 Obscurati squads, a Bleak Lantern golem, and a wraith assassina- Most importantly, she tells them that Stanfield is going to per-
tion horde; see Overture). The ghost of Amielle Latimer is stationed form a ritual tomorrow night in Flint, but if it can be disrupted
there as well, having volunteered to protect Tittling Grainet, a they can protect Risur at least. The PCs probably already know this,
gnome cleric tasked with keeping the lanterns in working order. but if they’ve somehow missed it, Amielle can make the timeline
Amielle wants to somehow aid the party, but she knows she can- explicit.
not move openly against the Obscurati. Indeed, to avoid drawing Thereafter she wants to follow the party and help in a fight. The
attention she has to keep up appearances and shoot at the palace’s ghost council will target her above all other threats. Amielle’s sta-
defenders; if the ghost council gets suspicious they’ll annihilate her. tistics can be found in the Appendix (Allied Stats).
At some point during this prolonged scene — likely at Catherine
Romana’s command, or when the party leaves the palace so she can Ongoing Alliance.
see them — Amielle fires a shot and intentionally wings the king, The ghost council will know of Amielle’s betrayal, and if she’s
dealing just 1 damage. She’ll continue to wing the PCs round after destroyed Nicodemus will rejuvenate her solely so they can inter-
round, also for 1 damage each, hoping to draw their attention to rogate her. Understanding this, Amielle will offer to lend her aim
the roof. She’ll only attack the Obscurati’s forces if she sees that a to them, but says it isn’t safe to ever tell her any plans. She can be
PC is in danger, or if it is the last foe (if everyone is dead, no one a resource in future adventures, if she survives.
can tattle on her).

The Assassination: Tyrant’s


Revenge
Action. Tactical.
A dragon skeleton kept as a trophy animates and attacks.
An enormous dragon skeleton, animated by Professor Bugge
(see below), breaks free from its wire mountings in the Entry
Foyer (Area 6) and goes on a rampage. A successful DC 15 In-
telligence (History) check recalls that this dragon was Venkio, a
copper-scaled dragon tryant who would melt those who disobeyed
him in vats of acid. Though initially a simple brute, as it rampages
it consumes souls, awakening the spirit of the original tyrant and
empowering its magical abilities.
The skeleton fights until it reaches 180 hp. Then it burns an exit
hole and tries to withdraw, but will swoop back in the next time
the party is engaged in another fight. Once reduced to 90 hp, it
withdraws and defends Catherine Romana if she still lives.

Foyer Foes
• 1 skeletal dragon tyrant

Skeletal Dragon Tyrant


Huge undead, chaotic evil
Armor Class 19 (natural armor)
Hit Points 270 (20d12+140)
Speed 40 ft., climb 40 ft., fly 200 ft.
STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 25 (+7) 22 (+6) 25 (+7) 25 (+7)
Skills Arcana +12, Deception +13, Insight +13, Intimidation +13,
History +12, Perception +13, Performance +13, Persuasion +13,
Stealth +6
Damage Resistances cold, lightning, necrotic
Damage Immunities acid, poison; bludgeoning, piercing, and slashing
from nonmagical weapons

10 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

Condition Immunities charmed, exhaustion, frightened, paralyzed, Turn Resistance. The dragon has advantage on saving throws against
poisoned any effect that turns undead.
Senses darkvision 240 ft., blindsight 120 ft., passive Perception 23 Actions
Languages Common, Draconic, Dwarvish, Elvish, Gnome, Halfling Multiattack. The dragon can use its Frightful Presence. It then makes
Challenge 18 (20,000 XP) three attacks: one with its bite and two with its claws.
Innate Spellcasting. The dragon’s innate spellcasting ability is Cha- Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20
risma (spell save DC 21; +13 to hit with spell attacks). It can innately (2d10+9) piercing damage.
cast the following spells, requiring no material components. Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
At will: grease, hideous laughter, stone shape 16 (2d6+9) slashing damage.
Magic Resistance. The dragon has advantage on saving throws against Tail Slap. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
spells and other magical effects. Hit: 18 (2d8+9) bludgeoning damage.
Slow Aura. Incorporeal chains float around the dragon, mimicking the Breath Weapons (Recharge 5–6). The dragon uses one of the follow-
actual wires that once dangled its body from the palace ceiling. At the ing breath weapons.
start of its turn, any creatures within 5 feet of the dragon must make * Corrosive Breath. The dragon exhales acid in a 30-foot cone. Each
a DC 21 Wisdom saving throw or be slowed (as the slow spell) for 1 creature in that area must make a DC 21 Dexterity saving throw,
round. taking 27 (6d8) acid damage and 27 (6d8) necrotic damage on a
Soul Consumption. When a living creature within 30 feet of the failed save, or half as much damage on a successful one. A creature
dragon dies, that creature’s soul is torn from its body and pulled into that fails its saving throw by 10 or more gains a level of exhaustion.
the dragon’s maw if the dying creature fails a DC 21 Wisdom saving * Slowing Breath. The dragon exhales gas in a 60-foot cone. Each
throw. The dragon regains a number of hit points equal to the dead creature in that area must succeed on a DC 21 Constitution saving
creature’s Hit Dice. Creatures that have their souls consumed in this throw. On a failed save, the creature can’t use reactions, its speed
way can only be brought back to life through true resurrection, wish, is halved, and it can’t make more than one attack on its turn. In
or similarly powerful magic addition, the creature can use either an action or a bonus action on
Soul Magic. The dragon does not have spell slots. Instead, whenever its turn, but not both. These effects last for 1 minute. The creature
the dragon wishes to cast any one of its spells known, it consumes a can repeat the saving throw at the end of each of its turns, ending
number of hit points from its Soul Ward equal to the spell slot level the effect on itself with a successful save. In addition, a creature that
necessary to cast the spell. If the Soul Ward has insufficient hit points, fails its saving throw by 10 or more gains a level of exhaustion.
the dragon cannot cast that spell. Casting a spell that reduces its Crush. The dragon rampages, stomping through a line 20 feet across
Soul Ward to exactly 0 hit points does not harm the dragon (though and 40 feet long. Creatures in the area make a DC 23 Dexterity saving
it is not comfortable without this buffer of soul-energy and tries to throw or take 18 (2d8+9) bludgeoning damage. On a successful
replenish it quickly). save, a creature takes half damage. Instead of making a save, a
Soul Ward (10 of 21 hp). An intangible field of siphoned soul energy creature in the dragon’s path can make an opportunity attack with
protects the dragon from destruction. This ward has 21 maximum disadvantage.
hit points, but starts at 10. Whenever the dragon would be reduced Terrifying Presence. Each creature of the dragon’s choice that is within
below 1 hit point, all damage in excess of that which would reduce it 120 feet of the dragon and aware of it must succeed on a DC 21
to 1 hit point is instead dealt to its Soul Ward. If this damage reduces Wisdom saving throw or become frightened for 1 minute. A creature
the Soul Ward to fewer than 0 hit points, the dragon is destroyed. that fails its saving throw by 5 or more is panicked instead, dropping
Whenever the dragon scores a critical hit with a melee attack, it everything it carries and moving away from the dragon. A creature can
bestows a level of exhaustion and adds 5 hit points to its Soul Ward. It repeat the saving throw at the end of each of its turns, ending the ef-
adds 1 point to its Soul Ward for each level of exhaustion inflicted by fect on itself on a success. If a creature’s saving throw is successful or
either of its breath weapons. the effect ends for it, the creature is immune to the dragon’s Frightful
Spellcasting. The dragon is a 16th-level spellcaster. Its spellcasting Presence for the next 24 hours.
ability is Charisma (spell save DC 21, +13 to hit with spell attacks). REActions
The dragon knows the following spells from the sorcerer’s spell list: Uncanny Dodge. When an attacker the dragon can see hits it with an
Cantrips (at will): dancing lights, light, mage hand, message, minor attack, it can use its reaction to halve the attack’s damage against it.
illusion, prestidigitation Legendary Actions
1st level (Soul Ward): alarm, detect magic, identify, magic missile, The dragon can take 3 legendary actions, choosing from the options
shield, silent image below. Only one legendary action option can be used at a time and only
2nd level (Soul Ward): invisibility, see invisibility at the end of another creature’s turn. The dragon regains spent legend-
3rd level (Soul Ward): dispel magic, haste, major image, tongues ary actions at the start of its turn.
4th level (Soul Ward): confusion, polymorph, stoneskin * Detect. The dragon makes a Wisdom (Perception) check.
5th level (Soul Ward): seeming, teleportation circle * Tail Attack. The dragon makes a tail attack.
6th level (Soul Ward): eyebite, move earth * Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
7th level (Soul Ward): prismatic spray, reverse gravity, teleport creature within 10 feet of it must succeed on a DC 23 Dexterity
8th level (Soul Ward): power word stun saving throw or take 16 (2d6+9) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its flying speed.

EN5ider Presents: The Last Starry Sky, Part Two  | 11


Act Two: Long Live the King

The Assassination: Deathly. When the professor targets a creature with chill touch, he can
Pardwight choose an additional creature to target as long as the second target is
also within the cantrip’s range and adjacent to the first.
Action. Tactical. Divine Intervention (1/Long Rest). Using an action, the professor
Under the command of a famed professor of necromancy, wights and rolls percentile dice. If he rolls a number equal to or lower than 15, his
a massive flayed jaguar sweep through the palace, killing and turn- morbid deity intervenes. The GM chooses the nature of the interven-
ing everyone they find. tion; the effect of any cleric spell or cleric domain spell would be
Professor Jon Bugge, formerly a necromancy instructor at Pard- appropriate. If the deity intervenes, he can’t use this feature again for
wight University in Flint, has been working in a remote laboratory 7 days.
for the Obscurati for decades. Now the withered old man hobbles Feat: War Magic. The professor has advantage when he is concentrat-
through battle, his thick brogue voice ordering about wights that ing on a spell and has to make a Constitution saving throw from taking
were once his most promising students. His presentation tonight damage, he can wield weapons or a shield in both hands and still
is a giant flayed jaguar like the ones the party first encountered in make somatic components for spellcasting, and can use his reaction
Zeitgeist #2: The Dying Skyseer. to cast a spell (maximum casting time: 1 action) at a creature that
The wights swarm the PCs while Bugge uses his spells to aid his provokes an opportunity attack from him.
minions and hinder the party. Spellcasting. The professor is a 15th-level spellcaster that uses
Wisdom as his spellcasting ability (spell save DC 18; +10 to hit with
Undead Educator spell attacks). He has the following spells prepared from the cleric’s
• Professor Bugge spell list:
• 4 dread wights Cantrips: chill touch, guidance, light, resistance, sacred flame,
• 1 flayed dire jaguar thaumaturgy
1st-level (4 slots): bane, bless, command, detect magic, false life,
Professor Bugge fog cloud, protection from evil and good, shield of faith
Medium humanoid (human), neutral evil cleric (death) 15 2nd-level (3 slots): blindness/deafness, enhance ability, hold
Armor Class 16 (+1 mithral half plate) person, ray of enfeeblement
Hit Points 112 (15d8+45) 3rd-level (3 slots): animate dead, dispel magic, magic circle against
Speed 30 ft. evil and good, spirit guardians, vampiric touch
STR DEX CON INT WIS CHA 4th-level (3 slots): blight, death ward
7 (–2) 10 (+0) 16 (+3) 16 (+3) 20 (+5) 15 (+2) 5th-level (2 slots): antilife shell, cloudkill, dispel evil and good,
Saving Throws Wis +9, Cha +8 hallow
Skills Arcana +8, Insight +10, Medicine +10, Religion +8 6th-level (1 slot): create undead
Senses passive Perception 15 7th-level (1 slot): symbol
Languages Common, Draconic, Elvish, Giant, Primordial 8th-level (1 slot): earthquake
Challenge 13 (10,000 XP) Verbal Instruction. The professor is able to use the Help action to aid
Channel Divinity (2/Short Rest). The professor can channel divine an ally making an ability check that he can see within 30 feet.
energy directly from his deity, using that energy to fuel one of the Well-Read. The professor has advantage on checks and saving throws
following magical effects. related to mundane or magical glyphs, runes, scrolls, symbols, and
* Death’s Touch. When the cleric uses a melee weapon attack to hit other writings.
a creature, he can use this feature to deal an additional 35 necrotic Actions
damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
* Turn Undead. As an action, the professor presents his holy symbol Hit: 1 (1d6-2) bludgeoning damage plus 9 (2d8) necrotic damage,
and speaks a prayer censuring the undead. Each undead within 30 or 2 (1d8-2) bludgeoning damage if wielded with two hands plus 9
feet that can see or hear him must make a DC 18 Wisdom saving (2d8) necrotic damage.
throw. If the creature fails its saving throw, it is turned for 1 minute
or until it takes any damage. An undead that fails its saving throw
is instantly destroyed if its challenge rating is 3 or below. A turned
creature must spend its turns trying to move as far away from the
professor as it can, and it can’t willingly move to a space within 30
feet of him. It also can’t take reactions. For its action, it can use only
the Dash action or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use the Dodge
action.
Deadly Magic. When the professor deals necrotic damage, he ignores
resistance to necrotic damage.

12 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

Dread Wight Flayed Dire Jaguar


Medium undead, neutral evil Large monstrosity, unaligned
Armor Class 19 (natural armor) Armor Class 19 (natural armor)
Hit Points 168 (16d8+96) Hit Points 147 (14d10+70)
Speed 30 ft. Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 22 (+6) 15 (+2) 17 (+3) 19 (+4) 24 (+7) 19 (+4) 21 (+5) 2 (-4) 16 (+3) 14 (+2)
Saving Throws Int +6, Wis +7 Saving Throws Dex +8, Wis +7, Cha +6
Skills Intimidation +8, Perception +7, Religion +6, Stealth +7 Skills Acrobatics +8, Athletics +11, Perception +7, Stealth +12
Damage Resistances necrotic; bludgeoning, piercing, and slashing Senses darkvision 60 ft., passive Perception 17
from nonmagical weapons that aren’t silvered Languages —
Damage Immunities poison Challenge 10 (5,900 XP)
Condition Immunities exhaustion, poisoned Corrupted Blood. When a creature uses a weapon that does not have
Senses darkvision 60 ft., Passive Perception 17 reach to deal damage to the jaguar with a melee attack, it takes 10
Languages Common (3d6) necrotic damage (DC 17 Dexterity saving throw halves).
Challenge 9 (5,000 XP) Keen Smell. The jaguar has advantage on Wisdom (Perception) checks
Resurrection Vulnerability. A raise dead or similar spell cast on the that rely on smell.
wight destroys it. Casting the spell in this way does not require a Pounce. If the jaguar moves at least 20 feet straight toward a creature
material component. and then hits it with a claw attack on the same turn, that target must
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on succeed on a DC 19 Strength saving throw or be knocked prone. If
attack rolls, as well as on Wisdom (Perception) checks that rely on the target is prone, the jaguar can make one bite attack against it as a
sight. bonus action.
Actions Running Leap. With a 10-foot running start, the jaguar can long jump
Multiattack. The wight attacks three times. up to 35 feet.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Witchoil Vessel. An adamantine plate is bolted directly into the
Hit: 10 (2d6+3) necrotic damage. The target must succeed on a jaguar’s ribcage and pulses with black oil that leaks like the beating
DC 16 Constitution saving throw or its hp maximum is reduced by of a heart. As an action, a creature can make a DC 18 Strength check
an amount equal to the damage taken. This reduction lasts until the to tear the steel plate off, taking a -1 penalty to the check for every 10
target finishes a long rest. The target dies if this effect reduces its hp feet the jaguar moved on its last turn. When the plate is removed, the
maximum to 0. jaguar takes 30 damage and any additional attack that hits it kills it
  A humanoid slain by this attack rises 24 hours later as a specter, immediately.
unless the humanoid is restored to life or its body is destroyed. Actions
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Multiattack. The jaguar attacks once with its bite and twice with its
Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if claws.
used with two hands. In addition, the target takes an extra 7 (2d6) Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16
necrotic damage. The target must succeed on a DC 16 Constitution (2d8+7) piercing damage and the target is grappled (escape DC 19).
saving throw or its hp maximum is reduced by an amount equal to the Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14
damage taken. This reduction lasts until the target finishes a long rest. (2d6+7) slashing damage.
The target dies if this effect reduces its hp maximum to 0. REActions
  A humanoid slain by this attack rises 24 hours later as a specter, Vicious Rend. When the jaguar hits the same target with its bite and
unless the humanoid is restored to life or its body is destroyed. claw attacks on its turn, it can use its reaction to deal an extra 10
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one (4d4) slashing damage.
target. Hit: 7 (1d8+3) piercing damage.

EN5ider Presents: The Last Starry Sky, Part Two  | 13


Act Two: Long Live the King

The Assassination: Shadowy Sneak Attack. Once per turn, the killer deals an extra 14 (4d6) dam-
Callback age when it hits a target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet of an ally of the killer
Action. Tactical. that isn’t incapacitated and the killer doesn’t have disadvantage on
A gang of assassins who have been granted familiar shadow powers the attack roll.
try to kill Aodhan. Supreme Sneak. The killer has advantage on a Dexterity (Stealth)
Four elite members of the Porteurs de Mort who were nearly check if it moves no more than half its speed on the same turn.
killed by the party in the previous adventure were saved by the Actions
same procedure that afflicted Cillian Creed in Zeitgeist #2: The Multiattack. The killer attacks three times.
Dying Skyseer. These shadow men, lacking Creed’s proficiency Eclipse Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one
with disguises, simply appear as matte black. target. Hit: 10 (1d10+5) magical slashing damage plus 14 (4d6)
At the start of the assault, they split up and place wreathes of necrotic damage.
rusted metal on the walls of the palace, to help ensure that it will +1 Hand Crossbow. Ranged Weapon Attack: +10 to hit, range
be pulled into the Bleak Gate. They might be spotted at that time 30/120 ft., one target. Hit: 8 (1d6+5) magical piercing damage.
from afar (DC 32 Wisdom [Perception] check), but they don’t en- REActions
gage until at least round 20. At that point they have regrouped, Uncanny Dodge. When an attacker that the killer can see hits it with an
and they wait for the king to be vulnerable, and preferably engaged attack, it can use its reaction to halve the attack’s damage against it.
in a fight. Then they strike, and will not withdraw until the king
is dead.
The Assassination:
Shadow Men Destroying the Lanterns
• 4 Bleak Gate killers
Action. Tactical.
Bleak Gate Killer Destroying the lanterns ends the assassination plot.
Medium humanoid (human), neutral evil The six lanterns are each guarded by two dozen soldiers, who
Armor Class 18 (studded leather, shield) wear bloodstone and opal amulets that temporarily grant them re-
Hit Points 104 (16d8+32) sistance to necrotic damage and darkvision 60 ft., and which keep
Speed 30 ft. the semi-mindless wraiths from attacking them. Looting these
STR DEX CON INT WIS CHA amulets would aid the party immensely, though they only last for
15 (+2) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 8 (–1) a few hours.
Saving Throws Dex +9, Con +7, Wis +5 Those guards are themselves defended by a horde of wraiths,
Skills Acrobatics +14, Athletics +7, Deception +9, Intimidation +9, which surround a golem similar to the witchoil ones the party
Perception +10, Performance +4, Sleight of Hand +14, Stealth +14, has fought previously. This one is much improved, however, and
Survival +5 the necrotic energy of its bleak aura actually heals the undead
Senses darkvision 60 ft., passive Perception 20 (the lantern on the roof has no golem — they couldn’t get one up
Languages Common, Primordial there — but they thought Amielle Latimer would be a sufficient
Challenge 13 (10,000 XP) defender in its place.)
Assassination (1/Turn). During its turn, when the killer strikes a The lanterns are spaced close enough that the soldiers at one end
creature that it is hidden from, its first hit against the surprised might be able to lend fire to help others, but they don’t move far
creature is a critical hit. from their assigned location.
Cunning Action. On each of its turns, the killer can use a bonus action Each lantern has AC 15 and 200 hit points. A successful DC 22
to take the Dash, Disengage, or Hide action. Intelligence (Arcana) check can dim it, shrinking the area of light
Evasion. If the killer is subjected to an effect that allows it to make a to a 25-foot radius; another check can turn it off, though Grainet
Dexterity saving throw to take only half damage, the killer instead could relight it quickly, and even the soldiers could turn it on again
takes no damage if it succeeds on the saving throw, and only half with enough time. With the right fuel, a DC 29 Intelligence (Ar-
damage if it fails. cana) check can adjust it to make the real world, the Dreaming,
Hide in Plain Sight. The killer can Hide even while being observed or and the Bleak Gate all coterminous at once within its radius.
when there is nothing for it to hide behind.
Incorporeal Movement. The killer can move through other creatures Lantern Defenders (Per Lantern)
and objects as if they were difficult terrain. It takes 5 (1d10) force • 2 Obscurati squads
damage if it ends its turn inside an object. • 1 Bleak Lantern golem (not at Lantern Six)
Slaying Targets. The killer can use a bonus action to study a creature. • 1 wraith assassination horde
The killer gains a +3 bonus to ability checks, attack rolls, and damage
rolls against a slaying target and can have up to 3 slaying targets at
a time.

14 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Two: Long Live the King

Obscurati Squad Bleak Lantern Golem


Gargantuan swarm of Medium humanoids, lawful neutral Large construct, unaligned
Armor Class 17 (natural armor) Armor Class 19 (natural armor)
Hit Points 86 (9d8+36) Hit Points 126 (12d10+60)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 11 (+0) 14 (+2) 11 (+0) 20 (+5) 9 (–1) 20 (+5) 3 (-4) 11 (+0) 1 (–5)
Saving Throws Dex +6, Wis +5 Damage Vulnerabilities radiant
Skills Athletics +8, Perception +8, Survival +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petri- from nonmagical weapons not made from adamantine
fied, prone, restrained, stunned Condition Immunities charmed, exhaustion, frightened, paralyzed,
Senses passive Perception 18 petrified, poisoned
Languages Common, Primordial Senses darkvision 60 ft., passive Perception 10
Challenge 7 (2,900 XP) Languages understands Common but can’t speak
Chaos of Combat. Any creature that is adjacent to or in the swarm’s Challenge 10 (5,900 XP)
space has a hard time focusing on magic. A creature casting a spell or Bleak Aura. Wailing spirits coil in a 15-foot radius around the golem,
concentrating on a spell makes a Constitution saving throw (DC 15 + drawn by the witchoil that fuels it. A living creature that enters the
spell level) or loses the spell. area or ends their turn there takes 10 (3d6) necrotic damage. Undead
Antimagic Chaff Grenades (1/Day). The swarm can use a bonus creatures instead regain 10 (3d6) hit points.
action to throw a grenade at a square within 60 feet where it explodes Immutable Form. The golem is immune to any spell or effect that would
in a 30-foot radius. Each creature in the area must make a DC 14 alter its form.
Dexterity saving throw. A creature takes 21 (6d6) piercing and slash- Magic Resistance. The golem has advantage on saving throws against
ing damage, or half as much on a successful save. Creatures damaged spells and other magical effects.
by the grenade are targeted by a dispel effect (as dispel magic), and ACTIONS
until the damage is healed a creature must make a concentration Multiattack. The golem makes two melee attacks.
check (DC 15 + spell level) to cast a spell. For the next 5 rounds, Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
any creature attempting to cast a spell within the area must make a (2d6+5) magical bludgeoning damage plus 7 (2d6) necrotic damage
concentration check (DC 15 + spell level) or lose the spell. from witchoil splashing out of the golem.
Swarm. The swarm can occupy another creature’s space and vice versa, Tracer Cannon (Recharge 5–6). The golem fires a hip-mounted can-
and the swarm can move through any opening large enough for a non at a space within 200 feet. The shot explodes in a 10-foot-radius
Medium creature. The swarm can’t regain hit points or gain temporary burst of bright light. All creatures in the area make a DC 17 Dexterity
hit points. saving throw. On a failed save a creature is blinded for 1d4 rounds and
Actions takes 28 (8d6) fire damage, or on a success is not blind and takes
Bayonets. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: half as much damage.
15 (4d4+5) piercing damage, or 10 (2d4+5) piercing damage if the
swarm has half of its hit points or fewer. Wraith Assassination Horde
Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines Gargantuan swarm of Medium undead, lawful evil
that are 5-feet wide. Each creature in the line must make a DC 14 Armor Class 18 (natural armor)
Dexterity saving throw. A creature takes 25 (4d10+3) piercing dam- Hit Points 152 (16d8+80)
age on a failed save, or half as much damage on a successful one. Speed fly 60 ft.
STR DEX CON INT WIS CHA
7 (–2) 16 (+3) 21 (+5) 14 (+2) 14 (+2) 21 (+5)
Saving Throws Dex +7, Int +6, Cha +6
Skills Arcana +6, Insight +10, Intimidation +13, Perception +10,
Persuasion +10, Stealth +11
Damage Resistances cold, lightning
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petri-
fied, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 20
Languages Common, Infernal
Challenge 11 (7,200 XP)
Incorporeal Movement. The swarm can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.

EN5ider Presents: The Last Starry Sky, Part Two  | 15


Act Two: Long Live the King

Surprise Guests? If Aodhan lives, he gives orders to make sure no other forces
If you intend to end the campaign with this adventure, to wrap up dan- can surprise them, sends for as many healers as possible for the
gling plot threads involving Benedict Pemberton, you should include wounded, then gathers the PCs and appropriate NPCs to discuss
the following scene. what comes next. If he died or was captured, either have Price-Hill
Benedict Pemberton has two duplicants in the palace—they’re in- give these orders, or if you plan to make one of the PCs king, Har-
nocuous members of the palace staff, controlled remotely from a villa kover suggests it to that PC.
he owns south of Flint. When the attack begins, Pemberton (at his
Yerasol Island lair) takes control of one and has his chief henchgnoll War Council.
Pardo take control of the other. This changes their appearances to Communication magic cannot reach Flint, and multiple sources
match what they really look like; ideally this can happen right next to have said Governor Stanfield is about to perform a ritual for the
one of the PCs. Obscurati. The obvious mission now is to get to Flint and stop him,
Pemberton’s goal is to seek an eleventh-hour alliance with Risur and omens suggest tomorrow night might be the last night in the
against the Obscurati. His two duplicants here are useless in a fight; world. The R.N.S. Impossible waits on the Great Delve River, and
they don’t even have kill switches to let them explode when they’re with all the magic they can muster it could reach Flint by about
destroyed. But he knows the Ob have something planned for Flint, and 9:00 pm the following night. Ships in Shale could be rallied as well,
he’s volunteering to help. though they wouldn’t be fast enough.
Well, “volunteering” is the wrong word. “Agreeing to help if Risur Teleportation still isn’t an option, but the party might ride with
lets Pemberton Industries be chief manufacturer of weapons for the the Great Hunt again. They again need a few hours to rest their
inevitable upcoming war with Danor,” is more accurate. Or he’ll accept steeds, but they could get to Flint by 6:00 pm. The party has to
a duchy. make plans with limited information. Sending spells won’t work,
If the new monarch of Risur agrees, Pemberton makes an appear- but divinations still might, if asked about something other than
ance in his full draconic glory in Act Three. If the campaign is going to Stanfield himself.
continue, though, Pemberton shows up in the next adventure, having
seized control of Axis Island. Long Live the King!
If the king has died, a new one should be crowned quickly, though
Lifesense. The swarm can use a bonus action to reach out and perceive a formal coronation with pomp and circumstance will have to wait.
flowing blood, pinpointing the location of any living creature within 60 It will take an hour to prepare the Impossible for travel (and 6
feet of it. hours for the Great Hunt), and before that time, a hurried session
Sunlight Sensitivity. While in sunlight, the swarm has disadvantage of the lords of Risur is called together.
on attack rolls, as well as on Wisdom (Perception) checks that rely on If you don’t think any of your PCs are monarch material, Nigel
sight. Price-Hill is chosen as the best choice to become king. Otherwise,
Swarm. The swarm can occupy another creature’s space and vice versa, it’s time for one PC to be in the spotlight.
and the swarm can move through any opening large enough for a First, though, the lords ask for witnesses to the character of the
Medium creature. The swarm can’t regain hit points or gain temporary heir. Give each PC a chance to speak on behalf of appointed succes-
hit points. sor, and if their testimony is sufficient, the lords vote and approve
Actions the PC as the new monarch of Risur. An aged steward produces
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: a worn leather book written in rough, hand-scribed text. From it
19 (4d6+5) necrotic damage. The target must succeed on a DC 17 he recites a ten-minute declaration of the rites of rulership, after
Constitution saving throw or its hit point maximum is reduced by which the office of the king is formally transferred. See Appendix
an amount equal to the damage taken. This reduction lasts until the @@: Magic and Training for details of the powers of the king.
target finishes a long rest. The target dies if this effect reduces its hit If Aodhan is alive, he names a successor, and then seeks approval
point maximum to 0. from the nobles, in a similar process to above. He’ll keep his crown
for now, but realizes he needs a clear line of succession in case of
disaster.
The King Is Dead!
In the Air and the Earth.
Social. Montage. When the party sets out from Slate, they feel a change in the air.
In the aftermath of the assassination plot, the party takes stock. Winds gust, and they feel like the world is shuddering beneath
Around seven minutes after the attack begins, hundreds of Ri- them. The Axis Seal is about to be opened.
suri soldiers start streaming to the palace, commanded by the local If the PCs have any of the golden icons of the various planes
garrison colonel but guided by Lauryn Cyneburg and Viscount crafted by the Ancients (Avilona, Nem, and Urim in Zeitgeist #1:
Nigel Price-Hill. They’re too late to fight anyone from the Bleak Island at the Axis of the World, Apet in Zeitgeist #3: Digging for
Gate unless the party got clever and found a way to drag them into Lies), opening the seal floods them with more power, so they func-
the real world. tion as if they were on Axis Island. During Stanfield’s ritual in the
next act, however, they lose all their powers.

16 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three:
Pillars of Heaven
I
n this act, the party attacks the best-defended Campaign Finale?
If you want to end the campaign here, you’ll need to alter a few scenes.
lighthouse in the world. The colossus starts by devastating ships on the PCs’ side, but when
things are looking grim, Pemberton and a small fleet of duplicant-
crewed ships show up to even the odds, firing Oddcog-designed
Foolproof Villainy weapons that break through the colossus’s defenses. No single hit is
If the party hadn’t gotten involved, the king would be dead and enough to weaken the titan, but Nicodemus pulls it back anyway and
Stanfield’s ritual would go off without a hitch. There would still orders it to begin the ritual.
be trouble at the Axis Seal due to interference by the Voice of Rot, The colossus sets the golden plate down in the center of the gover-
and after less than a year — a year filled with madness, collapsing nor’s mansion fortress; it sinks into the earth and conjures a starmap
social structures, and extraplanar invasions — the white serpent on the surface. Meanwhile Stanfield uses the lighthouse to stabilize
would destroy the world. chaotic energies that burst from the ground. The colossus plants stone
However, the Obscurati do plan for opposition. Threats they’ve pillars in the starmap, each linked to one new world. If the party can
considered are Gale and her ability to fly (hence the domed shield disrupt Stanfield’s control of the lighthouse, the energy stuns the
over the fortress), the Coaltongue’s brand (which is why they have colossus. They can then climb aboard (or, if they’ve let the Ob switch
it seized and garrisoned), and others you think are important. Of the plane of air, fly on the back of Pemberton and Harkover, who return
course, we want the players to figure out how to beat them, so if to dragon form), in order to install a device from Oddcog that grants
they have a clever idea, perhaps they can outwit even the geniuses them manual control. Nicodemus will fight them, but they can drive
of the Obscurati. him into the witchoil forge at the colossus’s heart, consuming his
spirit and fueling a final push to alter reality in their own way.

A Moment of Calm Ship Graveyard.


If the party sails to Flint, about 20 miles west of the city they find
Social. Montage. the wreck of Flint’s garrison fleet. A few survivors survive on their
News and allies arrive to help the party stop Stanfield’s ritual in crippled ships, and can speak of how they must have been betrayed.
Flint. Flint’s fleet followed the intelligence the governor shared, and they
The party makes their way to Flint, on the Impossible or with the sailed into a field of submerged mines (called “torpedoes”), which
Great Hunt or by some other means they devise (if they have their exploded and hulled many vessels.
own ship, they likely haven’t seen it since Zeitgeist #8: Diaspora, The Danorans knew exactly where they’d be, and with many
but it could be docked in Flint waiting for them, or in another ships out of commission, the Risuri forces were easy pickings. The
Risuri coastal city.) The party might bring along allies, but unless attackers didn’t even take prisoners for ransom, or claim ships as
the players are particularly attached to someone, we suggest allies salvage, instead rushing ahead and leaving a thousand men to die.
“fade into the background” once the party reaches Flint. They can If the party can’t spare the time to bring the men to shore, other
handle challenges that the PCs aren’t. ships from Shale will be along soon to accomplish the job.
Maybe Asrabey hews through Ob agents who are searching the
Cloudwood for Gale and her allies; together the two eladrin can Final Reverie.
sabotage the Danoran fleet. Dame Jillian goes to rescue Captain An hour or so outside the city, the sun has already set, and you
Dale and his men atop Cauldron Hill, where the wards are failing; might want to devote a scene to the party making final plans and
once rescued, they help evacuate people from the slums, fearing having a moment to reflect and talk — as they rest for a bit on the
a disaster. Lauryn Cyneburg gathers soldiers from the Battalion deck of the ship, or while the Hunt’s horses take a breather.
military academy and teleports them (and their cannons) into po- Consider which Flint NPCs you want to involve in this final act,
sitions around the city so they can fire upon the Danoran ships. what elements of the party’s past endeavors deserve to be revisited,
Viscount Price-Hill likely stays behind in Slate to prepare for war. and what sorts of choices the PCs could be forced to make if they
One ally who asks to stand beside the party is Harkover Lee. He wish to succeed. Either Captain Rutger Smith of the Impossible or
has served Risur’s monarchs for two centuries, and he would like Riffian, head of the Great Hunt, asks the party to regale him with
to continue. He explains his history as a former dragon tyrant, but stories of their city, so that he might know what the heroes fight
swears his loyalty to the new king or queen. for. This gives you an opportunity to remind the party of potential
(If Aodhan lives, he leads the attack. Honestly, we think it’s most allies and avenues of attack.
appropriate he perish before the adventure ends so a PC can take Whichever route the party takes to Flint, they’d be wise to enter
on the responsibilities of ruling.) quietly. Captain Smith can drop the party off in the bayou west of
the city, near the Battalion academy of martial science. The Great

EN5ider Presents: The Last Starry Sky, Part Two  | 17


Act Three: Pillars of Heaven

Hunt need some sleep, at least, and will take the party no farther Danoran Defenses and Other Hazards.
than the city limits. They arrive by 9:00 pm, and have until about You might just have spies report this information to the party, but
6:00 am, in the predawn hours, to act. some groups could enjoy directing their various avenues of in-
Whenever they do launch their final assault, stars start to fall formation to learn what the Danorans are up to, and what other
from the sky, but be flexible with just when Stanfield begins his problems beset Flint.
ritual.
The Fleet.
City Bonds. The Danoran Fleet consists of a trio of battleships and a half dozen
These are suggested ways the party can gain an upper hand, assum- grand steam frigates guarding targets of value, a dozen steam frig-
ing they don’t just sail straight into Flint Harbor alone. ates in a line blockading the harbor entrance, two dozen medium
steam warships on patrol in the central harbor, and a handful of
Dockers. support vessels.
If a PC has close ties to the dockers, you might have them greeted Spies report spotting a spectral figure on the deck of Praepollens
by Thames Grimsley, who’s ready to organize a counter-attack Auctoritate, the flagship. A pair of the grand frigates keep their
against the Danoran fleet that will cost many lives. Danoran ships cannons trained on the Coaltongue, which is berthed at the Royal
keep guns trained on the docks, so as cover the PC might be asked Docks.
to call in the Flint police to stage a fake riot; the dockers and police
get close enough to the ships without looking hostile, and then can Naval Minefield.
rush aboard and try to launch before they’re sunk. The mouth of Flint Harbor has been seeded with floating mines
(called “torpedoes”). Danoran ships still sail through the area, so
The Family. either they have precise maps, or have some way to deactivate the
Parties who have had friendly dealings with The Family might mines (the answer is the former; they have clear parameters where
seek aid from Morgan Cippiano, who is attending a funeral with to sail and where to avoid).
hundreds of mourners. A bereaved family member might indicate
romantic interest in one of the PCs, offering a chance to join the Coaltongue Garrison.
family (and the Family). The criminals agree to help — perhaps Over 300 Danorans guard the Risuri flagship. They attempted
using holy magic to sneak the party onto the garrisoned Coalton- to claim it as their own, but somehow its enchanted engine will
gue and claim it — but first ask the party to be blessed in a Clergy not ignite at their command. The ship’s original engineer, Geoff
church. Massarde, is allegedly in hiding, and Danoran spies are offering
rewards for anyone who hands him over (the tiefling is loyal to
Skyseers and the Old Faith. Risur, and has taken refuge with factory owner Heward Sechim,
The common people of Flint still revere the old faith, and the few since he recalled hearing the alchemist was on good terms with the
novice skyseers still active in the city have been foretelling doom, PCs, who he hopes will save him).
reminding people to avoid Cauldron Hill, per the final warning
of Nevard Sechim. But people are scared, and they hope to hear a Governor’s Island Defenses.
new vision to reassure them. The stars, however, reveal no future The Governor’s Island has an outer government district sur-
after tonight. rounded by a modest wall. Inside that, heavier walls defend the
Governor’s Island Fortress, and in its center is the 40-foot high
Gale and the Vekeshi Mystics. keep surrounded by a 20-foot deep dry moat.
Gale could come to the party on behalf of the Vekeshi Mystics, Stanfield evacuated all non-essential personnel from his mansion
offering their aid in sabotaging the Danorans if the new monarch fortress, and then destroyed the bridge to the mainland. Shortly
pledges to laud their efforts and no longer treat the secret society thereafter some people spotted a tarp over the central keep’s roof
as enemies of Risur. At night, a flying woman and her allies can being pulled away revealing something like a lighthouse. Then a
easily sneak aboard rumbling steamships and cripple their engines. magical barrier that is translucent like burnt glass surrounded the
Gale also offers an even greater deed. The Obscurati have fortress, rising up like a dome several hundred feet high.
worked some magic over the harbor to prevent her from making The government district is accessible but deserted. A scout who
the weather hostile to them, but she thinks she can leech some got onto the island found the barrier surrounding the fort impen-
its power to control the clouds over the city. The people of Flint etrable, but otherwise harmless. Any PC proficient with Arcana
deserve to know what is happening, and may need to know that who gets a look at the magical dome over the fort can surmise
they have a new king who will defend them. Gale will be able to that it could be broken with sufficient damage (like a naval bom-
let a PC speak from the sky for a few minutes. The clouds will take bardment) or antimagic (dispelling a 9th-level spell), but likely any
on his countenance, and his voice will carry across the entire city. opening would be brief before the shield reformed.
Whether the PCs want to urge calm or send out a call to arms, they Stover Delft was on the island when it was sealed off. His last
will have Flint’s undivided attention. orders to the RHC were to keep the city on defense, and to prepare
for a siege (no one knows that Inspector Delft has been replaced
by a doppelganger).

18 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Ravens Atop Cauldron Hill. Skyseer Full Circle.


No one has seen birds flying to the mountain top, but somehow If you have a skyseer in the party, the last vision they get before arriving
they’re appearing: thousands of ravens perched in trees, growing in Flint is of a crowd, a purple ribbon, and a broken tin whistle. Some
in number hour by hour. The district mayor’s mansion, now con- of these same images appeared in the first vision at the beginning of
trolled by Captain Dale, has launched flares as if to call for help, the campaign, and here they refer to a purple ribbon tied around the
but no one who has gone up has returned (evil spirits have pos- Coaltongue’s conning wheel, and explosives packed in the engine
sessed several of Dale’s men, and the rest have locked themselves room, near the same alarm siren that saboteurs damaged in Zeitgeist
into the remains of the old hidden laboratory of Mayor Macbannin. #1: Island at the Axis of the World.
The flares are sent by the spirits to lure in more possible hosts.)
actually using the vessel.
Fish Gone Mad. Possible solutions include swimming onto the frigates and de-
Sea life has begun beaching itself around Flint harbor, and the feating their crews first, or pulling off an absolutely stealthy attack
shores are covered with seagulls gorging on dead fish. The wildlife on the Coaltongue garrison, or launching a diversion with other
knows She Who Writhes is coming. ships (which will be sunk quickly) to give them time to get the
Coaltongue up and running.
Even if the party can claim the ship, the Danorans have a fail-
Flint and Steal safe: the propeller mechanism of the Coaltongue is packed with
explosives, which will shatter the hull and cripple the ship if not
Action. Tactical. disabled. Of course, the party has saved this ship from sinking once
The party retakes the R.N.S. Coaltongue. or twice before.
The R.N.S. Coaltongue has enough firepower to take down the
magical barricade around the Governor’s Island Fortress. Coaltongue Garrison Frigate Overwatch
A total of 400 soldiers defend the Royal Docks, and 500 feet • 4 Danoran companies • 2 grand frigates (each
away are two grand frigates that have their guns trained on the • 2 steam walkers with another two Danoran
ship, ready to sink it if Risur tries to reclaim it. The party needs • 12 Danoran lookouts companies on board)
to find a way to distract the Danorans if they want any chance of

EN5ider Presents: The Last Starry Sky, Part Two  | 19


Act Three: Pillars of
TheHeaven
Last Starry Sky Act Two: Long Live the King

Ship Layout.
The R.N.S. Coaltongue has a wooden hull R.N.S. Coaltongue.
sheathed with 5-inch thick iron armor plating,
engraved with subtle magical icons of defense Main Deck.
and power. Measuring 205 ft. long with a beam
of 50 ft. and a draft of 20 ft., the warship has
three lower decks and a two-story command
bridge amidships the maindeck. The steam en-
gine, powered by heating a boiler with burning
firegems, gives the vessel a top speed of 18 knots
(roughly 20 miles per hour).
A heavy turret on the main deck fires enchanted
shells in a forward arc. Twenty-three cannons
line the gundeck, which is capped at the rear by
the galley. When being pursued, this room can Gun Deck.
be converted into a firing platform.
Below that is the berth deck, with the ship’s
magazine at the bow and quarters for the ship’s
wizard and guests at the stern. The engine deck
contains the engine, fuel bins, and various cargo.
The bridge’s main level contains quarters
for captain and officers, while the second story
command deck has speaking tubes to various
sections of the ship, and is where the captain
must stand to direct the Brand.
All the lower decks have sections of grated floor Berth Deck.
panels to help circulate air. Characters easily have
line of sight, but not necessarily line of effect,
through this grating.

Capacitor and Brand.


On the Coaltongue’s maindeck sits an elabo-
rate glass frame, reinforced by magic to be as
strong as steel, and shaped in a half-cylinder to
resemble the boiler of a train locomotive. While
its design is partially aesthetic, intended to evoke
the power of Risur’s new industry, this innovative Engine Deck.
structure is Risur’s greatest trump card against
Danoran warships: a magical capacitor.
Excess energy from the steam engine is stored
in thin metallic etchings within the structure.
Even while storing its full power, the interior of
the capacitor is perfectly safe to walk through,
and its expansive windows let it serve as venue
for ceremonies and celebrations. But the primary
purpose of the capacitor is to power attack spells
of the ship’s warmages, and to charge the Brand. vessel and cripple a larger one. Its range is limited to Golden Ward.
The Brand—so named because it burns an about a hundred feet, and after firing it takes hours to The gunports, windows, and main deck are all ringed
image into any surface it strikes—fires a massive recharge the capacitor, but combined with the Coal- by a thin inlay of gold wire. As detailed in the Player’s
blast of pyromantic energy from the ship’s figure- tongue’s speed and maneuverability, the Brand should Guide, this decorative work prevents teleportation
head, often enough to outright destroy a smaller deter attacks by Danor’s navy. across any opening so ringed.

58

20 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Terrain and Tactics. Aftermath.


One Danoran company waits inside the Coaltongue, distributed If the Coaltongue starts to move, half the Danoran fleet swoops in
across a few decks. They can attack from the superior cover of the to sink it. See Home Sea Advantage, below.
gunports; however, they take 2 rounds to respond to any alarms.
Another company actively keeps watch along the dock beside the Danoran Company
ship, and have set up simple barricades to provide cover. The re- Gargantuan swarm of Medium humanoids, lawful neutral
maining two companies are inside the two nearest warehouses. Armor Class 19 (natural armor)
Each of the warehouses is also guarded by a steam walker, a Hit Points 170 (20d8+80)
10-foot tall bipedal construct piloted by an elite soldier. These are Speed 30 ft.
based on designs of Tinker Oddcog, and while the gnome was a STR DEX CON INT WIS CHA
cleverer inventor, the Danoran military has much great coffers, so 23 (+6) 17 (+3) 18 (+4) 11 (+0) 12 (+1) 11 (+0)
these walking machines carry enchanted weapons. They use their Saving Throws Dex +7, Con +8
Arcane Shield to try to protect the soldiers, and they’re trained Skills Athletics +10, Perception +9, Stealth +7, Survival +5
enough to recognize magical attacks and choose the right type of Condition Immunities charmed, frightened, grappled, paralyzed, petri-
energy resistances. fied, prone, restrained, stunned
A dozen lookouts keep watch. Six patrol the deck of the Coalton- Senses passive Perception 19
gue, two watch from the roofs of the warehouses, and two roam the Languages Common
rest of the royal docks. They carry primitive rockets that when fired Challenge 11 (7,200 XP)
illuminate the sky with red light. Chaos of Combat. Any creature that is adjacent to or in the swarm’s
As for the two grand frigates, Aula Alba and Cervus Vigilius, space has a hard time focusing on magic. A creature casting a spell or
they each have a crew complement of two hundred who can engage concentrating on a spell makes a Constitution saving throw (DC 15 +
the party if boarded. The party’s incredible power likely lets them spell level) or loses the spell.
storm through all those crew hardly a scratch, but if either ship Grenade Volley. The swarm can use a bonus action to throw a grenade
sees its sister has been taken, or if they see the Coaltongue about at a square within 60 feet where it explodes in a 30-foot radius. Each
to be claimed, they’ll fire their cannons. creature in the area must make a DC 15 Dexterity saving throw. A
creature takes 42 (12d6) piercing and slashing damage, or half as
Bombardment. much on a successful save.
The Danoran companies all carry flares, which than can launch Swarm. The swarm can occupy another creature’s space and vice versa,
to light up the night. However, if they believe the party is far and the swarm can move through any opening large enough for a
enough from them to be safely targeted by the ships, they’ll shoot Medium creature. The swarm can’t regain hit points or gain temporary
their flares at the party, marking them for bombardment (the hit points.
party might wise up to this and trick the frigates into shooting the Actions
companies.) Bayonet Flurry. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Each round, two cannons fire at the general location of the flare. target. Hit: 20 (4d6+6) piercing damage, or 13 (2d6+6) piercing
For each ship that can see the target area, two cannonballs strike damage if the swarm has half of its hit points or fewer.
different areas. Each strike deals 21 (6d6) fire damage in a 15-foot Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines
radius (DC 18 Dexterity saving throw for half damage) and leaves that are 5 feet wide. Each creature in the line must make a DC 15
behind a smoking crater. Dexterity saving throw. A creature takes 36 (6d10+3) piercing dam-
If the party is on the Coaltongue, use the normal rules for strik- age on a failed save, or half as much damage on a successful one.
ing and damaging the ship (make a single attack each minute.)
Steam Walker
Starting the Boiler. Large construct, unaligned
Dealing at least 100 fire damage to the interior of the boiler ac- Armor Class 20 (natural armor)
tivates the Coaltongue, though its capacitor and brand won’t be Hit Points 142 (16d10+48)
charged for 1d4 minutes. Without magic, the enchanted boiler Speed 50 ft.
takes 5 minutes to warm up enough for action. STR DEX CON INT WIS CHA
24 (+7) 23 (+6) 16 (+3) 1 (–5) 12 (+1) 1 (–5)
Rigged to Explode. Saving Throws Int +0, Cha +0
Explosives are stacked in dark corners of the engine room, out of Damage Immunities poison
easy line of sight and primed to detonate if the screws begin to turn. Condition Immunities charmed, exhaustion, frightened, paralyzed,
If the party doesn’t check for sabotage, as soon as they take the ship petrified, poisoned
out, it takes two strikes to the propulsion and starts to sink slowly Senses darkvision 60 ft., passive Perception 11
(requiring one save every 10 minutes to avoid descending 10 feet). Languages —
Disabling the explosives requires 5 minutes and a DC 16 Dex- Challenge 13 (10,000 XP)
terity (thieves’ tools) check. Every 3 points of success shaves a Arcane Shield. The steam walker uses a bonus action to choose an
minute off the time. energy type. Until the end of its next turn, the steam walker and allies

EN5ider Presents: The Last Starry Sky, Part Two  | 21


Act Three: Pillars of Heaven

within 20 feet gain damage resistance to that type of energy. Doing the Impossible.
Piloted Construct. A steam walker relies on a pilot to control its mo- The party might decide to sail straight into Flint Harbor on the fast but
tions. Use the statistics for a Danoran Lookout, below, although the lightly-armed Impossible. They have to navigate the floating torpedoes
pilot does not act independently from the steam walker. The pilot has and get past a dozen frigates. Even if the Danorans cannot catch them,
total cover and normally cannot be targeted by attacks. Whenever the the party won’t be able to get close to either the Coaltongue or the
steam walker fails a saving throw against an attack that deals energy island without getting attacked. But if they lure She Who Writhes like
damage (or if some other attack penetrates the suit to damage the a fey fox luring the Great Hunt, they might stand a chance.
pilot), the pilot gets progressively more panicked. On the first failed
save, the steam walker can only move at half speed. On the second
failed save, the steam walker has disadvantage on ability checks and Home Sea Advantage
attack rolls. On the third failed save, the pilot falls unconscious and
the walker becomes completely inert. Action. Tactical.
Actions With the party at the lead, and a fey titan somewhat on their side,
Multiattack. The steam walker attacks four times. the Risuri navy attacks the Danoran fleet in Flint Harbor.
Chain Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. The party might engage the Danoran fleet several ways — with
Hit: 17 (3d6+7) slashing damage. the Coaltongue, with a ragtag fleet of dockers, on the Impossible,
Shotgun. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one and so on. Use the following elements to pace a large naval battle,
target. Hit: 15 (2d8+6) piercing damage. culminating with Lya Jierre’s flagship, Praepollens Auctoritate,
closing so the tiefling ghost can engage them personally. Of course,
Danoran Lookout if the party has other ideas, go with it. They might even make it
Medium humanoid (human), rogue (thief) 5 onto the island without ever firing a single cannon, rush through
Armor Class 17 (studded leather, shield) the abandoned government district as the Danorans try to shell
Hit Points 32 (5d8+10) them, then use a ritual to create a crack in the dome shield. In that
Speed 30 ft. case, when the governor’s ritual is disrupted the Danorans beat a
STR DEX CON INT WIS CHA hasty retreat, losing a third of the fleet to She Who Writhes.
16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (–1) Ship and sea monster stats for this encounter can be found in
Saving Throws Dex +6, Int +3 the Appendix (Naval Forces).
Skills Acrobatics +9, Athletics +6, Insight +4, Intimidation +5, Percep-
tion +7, Sleight of Hand +6, Stealth +6 Battle Elements.
Senses passive Perception 17 This is a huge battle, so keep the focus on the party’s actions. You
Languages Common only need to keep rough track of where the Danoran ships are. If
Challenge 3 (700 XP) the party’s on the ball, they won’t have to engage the entire force
Cunning Action (1/Turn). The lookout can take a bonus action to take at once.
the Dash, Disengage, Hide, Use Object action, to make a Dexterity
(Sleight of Hand) check, or to use thieves’ tools to disarm a trap or Scale of the Harbor.
open a lock. The mouth is about 4 miles wide. It’s about 7 miles from the mouth
Feat: Mobility. The lookout can Dash through difficult terrain without to the Governor’s Island, or 8 miles to the Royal Docks. It would
requiring additional movement. Whenever it makes an attack against take the Impossible about 20 minutes to cross that distance, and a
a creature, the lookout doesn’t provoke opportunity attacks from that little longer for the Coaltongue, though clever engineers can shave
creature until the end of its turn. a little off.
Second-Story Work. Climbing does not cost the lookout extra move-
ment. When the lookout makes a running jump, the distance it covers Falling Stars and Ominous Lights.
increases by 3 feet. Overhead, the heavens shift and stars literally fall from the sky, a
Sneak Attack (1/Turn). The lookout deals an extra 10 (3d6) damage few every minute. They plunge silently, then flash and sizzle as they
when it hits a target with a weapon attack and has advantage on strike the water. None of these projectiles will interfere with the
the attack roll, or when the target is within 5 feet of an ally of the battle, however: only one star will actually collide with anything,
lookout’s that isn’t incapacitated and the lookout doesn’t have and that’s at the adventure’s end.
disadvantage on the attack roll. The lighthouse atop Stanfield’s keep begins to glow, though it is
Actions initially muted by the translucent magical shield defending the fort.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) piercing damage. Line of Battle.
REActions There has not been a major naval engagement at fleet scale for
Uncanny Dodge. When an attacker the lookout can see hits it with an 8 years, and so the Danorans’ tactics with their newly-improved
attack, the lookout can use its reaction to halve the attack’s damage steam warships are untested. Even they identify the PCs, the Dan-
against it. orans don’t commit their entire force against them, fearing a trick.
A dozen steam frigates form a line blockading the harbor entrance,

22 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

leaving the three battleships, four grand frigates (or six if the party continue the fight, though they might be short on crew.
didn’t handle the pair guarding the Coaltongue), and a variety of Harbor Mouth: A first wave consists of three frigates, which try
smaller vessels occupying the harbor itself. At over 4 miles across, to drive the party into the torpedoes. Two minutes later, another
the harbor still has plenty of room, and at night it might even be trio of frigates joins up with the first wave.
possible to sneak a sailing vessel past the Danorans. Harbor Center: The enemy being widely spaced, the party only
encounters one steamship, which will flee and try to reach the next
Stealthy Approach. nearest ship, one or two turns later. They continue to try to find al-
A ship with a steam engine has no chance of sneaking through the lies while making their way to the battleships near the Governor’s
harbor, unless the party can conjure a thunderstorm or something Island, and at most six steamships engage the party.
to mask the sound. For a sailing vessel, there’s a slim chance. Royal Docks: Two grand frigates watch the Coaltongue.
Four general areas of the harbor are under observation: the Governor’s Island: Forced to watch both sides of the island, it
mouth of the harbor (moderate watch), the harbor center (light takes a while for the defenders to converge on the party. Start
watch), Governor’s Island (heavy watch), and the Royal Docks with one grand frigate, then a battleship arrives the next minute,
(light watch). If the party is going elsewhere, they can move freely. then another grand frigate, then Lya Jierre’s own Praepollens
It takes 5 minutes to pass through the moderately-watched har- Auctoritate.
bor mouth, 8 minutes to sneak through the heavy watch around
the Governor’s Island, and 2 minutes to either pass through the Release the Kraken.
harbor center or get past the grand frigates watching the Coalton- Beshela, Archfey of the Sea appears at some point, leaping from
gue at the Royal Docks. the surf and landing on the deck of the PCs’ ship. She hurriedly
Each minute, the captain or lookout must succeed on a DC 22 explains that whatever the party did after they left Thistle Palace
Wisdom (Perception) check, representing keeping aware of the caused She Who Writhes to awaken. Now the fey titan seeks to
Danorans’ locations, and knowing how the party’s ship will ap- contest the monarch of Risur for control of her domain.
pear against the city lights of Flint. A successful check determines She Who Writhes has chosen the form of a colossal kraken, and
where any Danoran ships are within 1,000 feet. she creates a massive wave as she enters Flint Harbor and sets off
Next, the captain or navigator must succeed on a DC 22 Dex- several of the torpedoes. They barely harm her.
terity (Stealth) check (DC 26 if the Wisdom [Perception] check For the rest of the naval encounter, the fey titan pursues the par-
failed). A failed check alerts one of the Danoran ships, which will ty, discouraging them from sitting still. She’s slow, though, which
launch a rocket that hangs in the sky and illuminates the rough gives the party the option to lure her so she crosses paths with their
area of the party’s ship for 1 minute. enemies. She’ll angrily crush and drown any vessel in her path.
If they intentionally try to enter the same stage as another ship, If She Who Writhes is within 1,000 feet of the party’s ship, and
they make their Dexterity (Stealth) check with disadvantage. if the PCs are in the same stage as another ship or in an adjacent
stage, the party can choose to have disadvantage on the Dexterity
Torpedoes. (vehicle [water]) check. If so, they can draw She Who Writhes
The naval minefield is a variant “catch hazard.” Each minute that a toward one vessel whose vehicle (water) check they beat.
ship is in the minefield, the Captain must make a DC 17 Dexterity
(vehicle [water]) check with disadvantage due to the ship’s size Ghostly Duel.
(for either the Impossible or Coaltongue). A lookout can make a Lya Jierre has been brought back as a ghost by Nicodemus the
Wisdom (vehicle [water]) check instead of the captain. Gnostic, and is wholly devoted to seeing the Obscurati’s plans to
On a failed check, make an attack against the ship with a +12 fruition. But (barring particularly boorish behavior by the party
bonus to hit. Strikes inflicted this way can only damage parts of the in the past) she understands and respects the party’s need to de-
ship below the water line, which is typically Hull Integrity, as well fend their homeland. No grudge stirs her to anger, not even if the
as Propulsion for the Coaltongue. constables dropped her into lava in Pemberton’s volcano lair (see
The minefield is thin and long, so a ship trying to speed through Zeitgeist #6: Revelations from the Mouth of a Madman).
it is only in danger for 1 minute. She views them as equals, and recognizes that of all the forces
in Flint Harbor, she has the best chance to defeat them. That said,
Scattered Battles. respecting them isn’t the same as fighting fair. Lya is above all else
Unless the party screws up, they probably only have to fight a few intelligent, and will use her new powers to their fullest.
ships at a time. If the party avoids a battle the enemies give chase, Lya likely first spots the party by spyglass as they near Gover-
which might result in the party being pincered by multiple encoun- nor’s Island. From the prow of Praepollens Auctoritate she flares
ters’ worth of enemies at once. Even then though, the Danoran with white fire to draw their attention, draw her sword and nods to
fleet won’t commit all its forces against one vessel and about half them, then gives the order to make ready to board. The battleship
keep their distance. roars and unleashes a constant barrage of cannonfire as it tries to
While the Coaltongue is resilient, there’s a limit to how much come alongside the party’s vessel.
punishment it can take. If the party is reckless in engaging en- When the two ships are near, Lya orders the hold open to re-
emies, they’re liable to end up with a crippled ship. Of course, they lease her “pet”: a mechanical dragon powered by witchoil. Then
have enough personal strength to probably seize another ship and like any good swordfighting villain, she closes to melee and holds

EN5ider Presents: The Last Starry Sky, Part Two  | 23


Act Three: Pillars of Heaven

a conversation as she duels (alternatively, the party might want Dueling. On her turn, if Lya hit a creature with a melee weapon attack
to talk first, then fight.) In battle she lets the dragon keep most she gains a second reaction to use before the start of her next turn. In
of the party occupied, and tries to draw off whichever PC she’d addition, if Lya hit two or more creatures with melee weapon attacks
most enjoy trading words with. She likely also has a full crew of after her last turn ended, she can use a bonus action to Dodge.
hundreds of soldiers. Ethereal Sight. Lya can see 60 feet into the Ethereal Plane when she is
on the Material Plane, and vice versa.
Battle with Lya Jierre Improved Critical. Lya’s weapon attacks score a critical hit on a roll of
• Lya, the lost Jierre scion 19 or 20.
• Draconic witchoil golem Incorporeal Movement. Lya can move through other creatures and
• 2 Danoran companies (see above) objects as if they were difficult terrain. She takes 5 (1d10) force
damage if she ends her turn inside an object.
This chatty swordfight should have a different tone from the chal- Precise Strike (1/Turn). Lya deals 7 (2d6) extra damage with a melee
lenge proclaimed by Catherine Romana in the previous act, and weapon attack.
from Roland Stanfield’s deconstruction of Risur’s flaws in the cli- Reality Wound (Recharge 5–6). Lya’s attack seems to leave a gash in
max. Lya talks instead about why she believes the conspiracy is the world itself. When she makes an attack, whether or not she hits,
necessary. Lya can create tongues of flame that take up a 5-foot square of her
target’s space. This apparent rip in space remains until the end of the
“It’s an honor to cross blades with you again. Despite our past disagree- encounter, and any creature that enters this area or ends its turn in
ments and their consequences,” she briefly flares with ghostly fire, then the area takes 17 (5d6) fire damage.
smiles, “this is not personal for me. Actions
“I won’t try to persuade you with compassion. Nicodemus cares about Multiattack. Lya attacks four times with her razorburst rapier, twice
saving the world from suffering. He and I both have seen wars, and with her withering touch, or twice with her razorburst rapier and once
bloodshed. We agree it must stop. But for different reasons. with her withering touch.
“It wasn’t the atrocities I saw, or the horrible wounds my friends Withering Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one
suffered that bothered me most.” (Try to time this with her cutting off target. Hit: 23 (4d8+5) necrotic damage.
someone’s limb.) “It was that there was no place for reason. When I’m Razorburst Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one
honest with myself, a stranger’s suffering—it doesn’t bother me. But a target. Hit: 11 (1d8+7) magical piercing damage and if the target has
mind left fallow, poisoned by desperation? That is cruel. fewer than 5 hit points remaining, the weapon shrieks as mechanism
“You’re loyal and decent. I respect that. But a new age of reason is of bladed teeth unfold from the hilt to saw back and forth. The target
upon is. Your time is past.” makes a Constitution saving throw (DC equal to the attack’s dam-
age). On a success, the target loses an extremity of its choice—hand,
foot, arm, or leg. On a failure, the attacker chooses which extremity
Lya, the Lost Jierre Scion the target loses. Creatures without extremities are unaffected. A
Medium undead, lawful neutral severed arm or hand prevents use of anything that the creature was
Armor Class 21 (natural armor) holding or carrying. A severed foot slows the target’s speed by 10
Hit Points 170 (20d8+80) feet. A severed leg renders the target prone.
Speed fly 30 ft. (perfect) Etherealness. Lya enters the Ethereal Plane from the Material Plane,
STR DEX CON INT WIS CHA or vice versa. She is visible on the Material Plane while she is in the
7 (–2) 22 (+6) 19 (+4) 20 (+5) 13 (+1) 20 (+5) Border Ethereal, and vice versa, yet she can’t affect or be affected by
Saving Throws Dex +11, Con +9, Wis +6 anything on the other plane.
Skills Acrobatics +11, Athletics +3, Deception +10, Insight +11, Telekinetic (Recharge 6). Lya innately casts telekinesis (spell save DC
Perception +11, Performance +10, Stealth +11 18, spell attack +10).
Damage Resistances acid, fire, lightning, thunder; bludgeoning, pierc- REActions
ing, and slashing from nonmagical attacks Combat Parry. Lya adds 5 to her AC against one melee attack that
Damage Immunities cold, necrotic, poison would hit her. To do so, Lya must see the attacker and be wielding
Condition Immunities charmed, exhausted, frightened, grappled, a melee weapon. If the attack misses, the attacker provokes an op-
paralyzed, petrified, poisoned, prone, restrained portunity attack from Lya.
Senses darkvision 60 ft., passive Perception 21 Infernal Wrath of the Jierre Bloodline (1/Day). When Lya is hit by an
Languages Common, Dwarvish, Elvish, Infernal attack, she can use her reaction to deal 17 (5d6) fire damage to the
Challenge 16 (15,000 XP) creature that attacked her. The creature must make a DC 18 Dexterity
Dancing Lantern Blaster (1/Turn). Beside Lya floats a strange carbine saving throw or catch on fire, taking 17 (5d6) fire damage at the end
built around a glass lantern (AC 21, 50 hit points). Once per round of each of its turns until the flames are extinguished.
on her turn, she can choose a target within 100 feet to fire it at (spell
attack +10; 4d6 damage). Each time she fires it, Lya chooses one
of the following types of damage for it to deal: acid, cold, fire, force,
lightning, necrotic, or thunder.

24 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Draconic Witchoil Golem Stanfields’ Stand


Huge construct, unaligned
Armor Class 18 (natural armor) Social. Real-Time.
Hit Points 130 (20d12) One of Governor Stanfield’s incarnations converses with the party
Speed 30 ft. before they attack.
STR DEX CON INT WIS CHA The Governor’s Island has an outer government district sur-
28 (+9) 18 (+4) 11 (+0) 1 (–5) 11 (+0) 1 (–5) rounded by a modest wall. Inside that, heavier walls defend the
Saving Throws Dex +9, Con +5, Wis +5 Governor’s Island Fortress, and in its center is the 40-foot high
Skills Perception +10 keep surrounded by a 20-foot deep dry moat. Once the party finds a
Damage Vulnerabilities radiant way to crack the shield protecting the fort and get inside, they find
Damage Resistances necrotic; bludgeoning, piercing, and slashing the fort’s main doors open, the courtyard and interior buildings
from nonmagical weapons not made from adamantine seemingly abandoned, except for the central keep.
Damage Immunities poison A second, smaller dome covers the roof of the keep. Translucent,
Condition Immunities charmed, exhaustion, frightened, paralyzed, it reveals several pillar-like structures of some sort, emitting beams
petrified, poisoned of differently-colored light that generally converge on a taller struc-
Senses darkvision 60 ft., passive Perception 20 ture that resembles a lighthouse. Every few moments the beams
Languages — angle away from the lighthouse, change colors, then swing back.
Challenge 16 (15,000 XP) Each time they do, another star falls out of the night sky.
Magical Attacks. The golem’s natural weapons count as adamantine Then a single figure approaches them from a nearby smithy. It’s
and magical for the purpose of overcoming resistance and immunity to Roland Stanfield, but not the governor the party knows.
nonmagical attacks and damage
Magic Resistance. The golem has advantage on saving throws against Framing What Is to Come.
spells and other magical effects. This Stanfield has a normal skin tone, not the flat-colored eyes and
Actions lined skin of a deva. He wears plain grey clothes and a silver fishhook
Multiattack. The golem attacks once with its slam, twice with its claws, necklace, but there is a soft glow about him. If given the chance, he
and once with its tail. explains that he was the first Roland Stanfield, who fought in the
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: Second Victory and witnessed Srasama’s fall. Possessed of a bit more
23 (4d6+9) bludgeoning damage plus 21 (6d6) necrotic damage. swagger and a bit less serene detachment than the current Stanfield,
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: he describes himself as “the conscientious objector,” the only one of
18 (2d8+9) slashing damage. Stanfield’s past lives who objects to the Obscurati’s plan.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 Stanfield has manifested a dozen past lives into physical form,
(2d6+9) bludgeoning damage. but he has allowed this incarnation to speak against him. This
Close-Quarters Rocketry (Recharge 5–6). Vents along the golem’s Stanfield entreats the party to stop his newer self. It was mortal
flanks erupt with flames in a 15-foot radius around it. Other creatures hubris that led to the Great Malice, he says, and hubris will spell
in the area must make a DC 22 Dexterity saving throw, taking 49 disaster for this great design as well.
(14d6) fire damage on a failed save, or half as much on a success. In Or, at least that what this incarnation claims. In truth, the
addition, the force of the blast grants the golem a fly speed of 50 feet, Stanfields are united; this version is simply stalling and gathering
but it must land at the end of its movement or it falls. information, since Stanfield is aware of everything his incarnations
perceive. A DC 32 Wisdom (Insight) check is required to detect
Aftermath. this ploy. Otherwise, the original Stanfield talks for a few minutes,
A defeated Lya discorporates, but will return to the ghost council offering three specific pieces of deceptive advice: (a) destroying the
in a few days. If the party sinks the flagship, the Danorans think lighthouse will reverse the Obscurati’s changes, (b) Stanfield is
better of tussling with She Who Writhes and retreat. Once the fey weakest if you destroy his other incarnations in order from earliest
titan has done her fair share of damage, Beshela dives into the sea to most recent, and (c) Nicodemus himself will be arriving soon
and tells her mistress that Risur’s monarch has fled to the land. with the colossus to make Flint the capital of his new world.
The kraken withdraws, but continues to terrorize the seas around This incarnation claims he is not permitted to harm his other
Risur in the coming months. incarnations, and that he has sworn off violence altogether. He’ll
The party has a chance to get close to Governor’s Island and accompany the party if they ask, but will wait to betray them until
see the shield protecting the fort, which glows brighter as the they reach the top of the tower. His stats are the same as a Holy
lighthouse within activates. A sustained cannon barrage (or the Warrior Incarnation (page @@).
Coaltongue’s brand) can crack a hole in the wall, though the party
will need to be prepared to move through quickly. They might bring Miscellanea.
some soldiers or other allies with them, but the shield recloses rap- Stanfield needs time to complete his ritual and attune the whole of
idly, and waiting for another barrage to create a new opening gives Risur to the planar traits of the Obscurati’s new world order. Keep
Stanfield time to activate the lighthouse, which will turn the entire the timeline flexible, so that the party inevitably arrives with only
city against the party. about 10 minutes to spare. However, if they sit and wait and refuse

EN5ider Presents: The Last Starry Sky, Part Two  | 25


Act Three: Pillars of Heaven

to press ahead, Stanfield will finish, causing everyone in the na-


tion — except for a few high-level or strong-willed individuals — to Lightning Strike Rescue Op
hold off on fighting until they give talking a chance. The party will
find themselves without allies and possibly bereft of some of their Action. Tactical.
powers. See the sidebar New World Order. The party tries to save the day, and discover Stover Delft has been
If the party explores, they can find a few members of the mainte- replaced by a doppelganger.
nance staff in hiding. The defenders have moved into the keep. The When Governor Stanfield ordered the island evacuated, he kept
keep has no windows, only scattered arrow slits, including three a contingent of soldiers and warned them that a group of RHC
directly over the entrance door, through which light sneaks. agents had become traitors. Stover Delft (rather, his doppelganger)
Parties who want to harken back to Zeitgeist #1: Island at the corroborated this. The soldiers don’t initially trust the party, but
Axis of the World can find the fort’s sewer system and try crawling if they’re convincing, if the Delft doppelganger is revealed as an
up the drainage into the keep’s latrine, arriving in Area B. imposter, or if they leave the soldiers alive long enough to hear
Stanfield’s diatribe about Risur, they may turn to the party’s side.
Otherwise, this battle could be overwhelming.

26 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Keep Exterior. Keep Interior.


The drawbridge over the moat is withdrawn up when the party ar- Inside the keep, if the party used massive firepower to break the
rives (AC 14, 100 hit points, DC 26 Strength check). Behind it a magical shield around the fortress, scatter thick chunks of squares
steel-reinforced set of wooden double doors (AC 16, 150 hit points, with debris, creating difficult terrain. The ritual in Area H creates
DC 26 Strength check) and a steel portcullis (AC 20, 50 hit points, a pillar of lightning that rises through Area N up to the ceiling,
Strength check 24, but only providing cover, since attacks can pass brightly illuminating the building. It causes the internal rooms to
through it) block the entrance. The reinforced stone walls (AC 12, cast sharp shadows. Any PC proficient with Arcana immediately
500 hit points, Strength DC 30) only have three arrow slits, direct- realizes that the shield overhead is powered by that beam.
ly over the entry door, each lined with interior gold wire to prevent
teleportation. However, if the party waits 5 minutes until Stanfield Last Line of Defense
completes his ritual, the golden ward will no longer function due • 1 conspirator incarnations
to altered planar physics. • 2 sorcerer incarnations
Three levers inside the door at Area A lower the draw bridge, • 4 swordsman incarnations
open the doors, and raise the portcullis. • 6 Risuri elite squads
A magical shield (AC 30, 200 hit points, regenerates 50 hit • 1 doppelganger agent (in the form of Stover Delft)
points at the end of each round) covers the roof and all parts of the • 1 staircase mimic
building’s exterior higher than 30 feet.

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Act Three: Pillars of Heaven

New World Order. Risuri Elite Squad


More detailed rules of the magical nature of the new world will be Gargantuan swarm of Medium humanoids, lawful neutral
presented in Zeitgeist #10: Godmind, but when the Obscurati ritual Armor Class 16 (natural armor)
is complete, the following changes affect reality. This probably hap- Hit Points 86 (9d8+36)
pens after the party thwarts Stanfield and a star strikes the keep, but Speed 30 ft.
it might happen earlier if they wait too long. STR DEX CON INT WIS CHA
• The sky beckons. Gold no longer blocks teleportation. Flight 20 (+5) 17 (+3) 18 (+4) 11 (+0) 14 (+2) 11 (+0)
magic can last more than 5 minutes. Saving Throws Dex +6, Wis +5, Cha +3
• Reason trumps emotion. Everyone has advantage on Charisma Skills Athletics +8, Perception +8, Survival +8
(Persuasion) checks if they use rational appeals rather than Condition Immunities charmed, frightened, grappled, paralyzed, petri-
emotional ones. Everyone has disadvantage on Wisdom fied, prone, restrained, stunned
(Insight) and Charisma (Intimidation) checks. Senses passive Perception 18
• Death loses its sting. Everyone automatically stabilizes when Languages Common, Primordial
unconscious and heals to 1 hit point after a minute. A critical hit Challenge 7 (2,900 XP)
needs to be delivered to a creature at 0 hit points to kill it. You Chaos of Combat. Any creature that is adjacent to or in the swarm’s
have advantage on saving throws against disease and poison. space has a hard time focusing on magic. A creature casting a spell or
• Space yields to understanding. Every creature with Intelligence concentrating on a spell makes a Constitution saving throw (DC 15 +
3 or greater can teleport within line of sight as a bonus action, spell level) or loses the spell.
but only to places it has been since the nature of the world Druidic Support. The swarm contains druids able to command lighting.
changed. This new ability is not apparent, and likely will only be As a bonus action, the swarm can call down a lightning bolt on any
discovered by chance, unless the party paid close attention to point it can see within 100 feet. Creatures in a 5-foot radius of the
the Ob’s plans in Zeitgeist #7: Schism. bolt make a DC 13 Dexterity saving throw, taking 17 (5d6) lightning
• Eladrin lose their racial ability to teleport via the Dreaming, but damage on a failed save, or half as much on a success.
their attacks deal full damage against incorporeal creatures. Swarm. The swarm can occupy another creature’s space and vice versa,
They of course do gain the line-of-sight ability everyone has. and the swarm can move through any opening large enough for a
• Deva who die reincarnate one last time, but as a different race Medium creature. The swarm can’t regain hit points or gain temporary
or creature, appropriate to how they lived their life. Stanfield, hit points.
for instance, will reincarnate as a rakshasa due to his ongoing Actions
deception. Bayonet Flurry. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
• The rules of magic change. No one can properly complete a Hit: 19 (4d6+5) piercing damage, or 12 (2d6+5) piercing damage if
magic spell until they learn the new planar physics. In the short the swarm has half of its hit points or fewer.
term, no character can cast any spell. Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines
that are 5 feet wide. Each creature in the line must make a DC 15
Seven of Stanfield’s incarnations wait here: Dexterity saving throw. A creature takes 25 (4d10+3) piercing dam-
• One swordsman, leading the soldiers from just south of the age on a failed save, or half as much damage on a successful one.
barricade in Area A;
• One conspirator atop the roof at Area N, acting as a target; Staircase Mimic
• Two more swordsmen hiding south of the two central pillars, Gargantuan aberration, neutral
invisible (thanks to the magic of sorcerer incarnations) and Armor Class 18 (natural armor)
ready to ambush PCs who blunder too close; Hit Points 248 (16d20+80)
• A swordsman waiting in Room F; Speed 10 ft.
• A sorcerer overseeing the ritual in Area H; and STR DEX CON INT WIS CHA
• Another sorcerer providing defensive magic from atop 28 (+9) 12 (+1) 21 (+5) 14 (+2) 17 (+3) 13 (+1)
Area K. Saving Throws Dex +6, Int +7, Wis +8, Cha +6
Three squads of marines (each consisting of a dozen men) defend Skills Perception +13, Stealth +11, Survival +8
the ground floor — one on the arrow slit overwatch in Area J, one Damage Immunities acid
behind the entrance barricade at Area A, and the other in room E. Condition Immunities prone
Another three squads provide fire from the roofs of the rooms — one Senses darkvision 60 ft., passive Perception 23
each atop Areas K, L, and M. Additionally, the doppel-Delft com- Languages Common, Primordial, Undercommon
mands from atop Area L. Challenge 13 (10,000 XP)
Finally, the staircase at Area D is a giant mimic. It doesn’t attack Adhesive (Object Form Only). The mimic adheres to anything that
until someone steps on it. touches it. A Huge or smaller creature adhered to the mimic is also
grappled by it (escape DC 23), taking 7 (2d6) acid damage at the
start of each of the mimic’s turns. Ability checks made to escape this
grapple have disadvantage.

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Act Three: Pillars of Heaven

Amorphous. The mimic can move through a space as narrow as 5 feet Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9
wide without squeezing. (1d6+6) bludgeoning damage.
False Appearance (Object Form Only). While the mimic remains Dagger of Wounding. Melee or Ranged Weapon Attack: +11 to hit,
motionless, it is indistinguishable from an ordinary object. reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) magical
Grappler. The mimic has advantage on attack rolls against any creature piercing damage. Hit points lost to this weapon’s damage can be
grappled by it. regained only through a short or long rest, rather than by regenera-
Shapechanger. The mimic can use its action to polymorph into an ob- tion, magic, or any other means.
ject or back into its true, amorphous form. Its statistics are the same in   Once per turn, when the doppelganger hits a creature with an
each form. Any equipment it is wearing or carrying isn’t transformed. attack using this magic weapon, it can wound the target. At the start
It reverts to its true form if it dies. of each of the wounded creature’s turns, it takes 2 (1d4) necrotic
Actions damage for each time the doppelganger has wounded it, and it can
Pseudopod. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. then make a DC 15 Constitution saving throw, ending the effect of
Hit: 27 (4d8+9) bludgeoning damage plus 7 (2d6) acid damage. all such wounds on itself on a success. Alternatively, the wounded
If the mimic is in object form, the target is subjected to its Adhesive creature, or a creature within 5 feet of it, can use an action to make a
trait. DC 15 Wisdom (Medicine) check, ending the effect of such wounds
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27 on it on a success.
(4d8+9) piercing damage plus 7 (2d6) acid damage. Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it. The effect can penetrate
Doppelganger Agent barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal,
Medium monstrosity (shapechanger), neutral or a thin sheet of lead blocks it. While the target is in range, the
Armor Class 19 (+2 studded leather) doppelganger can continue reading its thoughts, as long as the
Hit Points 104 (16d8+32) doppelganger’s concentration isn’t broken (as if concentrating on
Speed 30 ft. a spell). While reading the target’s mind, the doppelganger has
STR DEX CON INT WIS CHA advantage on Wisdom (Insight) and Charisma (Deception, Intimida-
22 (+6) 20 (+5) 14 (+2) 13 (+1) 12 (+1) 15 (+2) tion, and Persuasion) checks against the target.
Saving Throws Dex +10, Con +7, Wis +6 REActions
Skills Acrobatics +10, Arcana +6, Deception +12, Insight +11, Percep- Uncanny Dodge. When an attacker that the doppelganger can see hits
tion +6, Persuasion +12, Stealth +10 it with an attack, it can use its reaction to halve the attack’s damage
Condition Immunities charmed against it.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Primordial Stanfield Incarnations.
Challenge 13 (10,000 XP) Stanfield has three varieties of incarnations in this encounter. All
Ambusher. The doppelganger has advantage on attack rolls against any three share Stanfield’s old injury weakness (see page @@ for more
creature it has surprised. details).
Evasion. If the doppelganger is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the dop- Swordsman Incarnation
pelganger instead takes no damage if it succeeds on the saving throw, Medium humanoid (deva), lawful evil
and only half damage if it fails. Armor Class 19 (natural armor)
Innate Spellcasting. The doppelganger’s innate spellcasting ability Hit Points 85 (10d8+40)
is Charisma. It can innately cast the following spells, requiring no Speed 30 ft.
material components. STR DEX CON INT WIS CHA
3/day: mage hand 18 (+4) 13 (+1) 19 (+4) 13 (+1) 10 (+0) 12 (+1)
2/day: invisibility Saving Throws Dex +5, Int +5
Shapechanger. The doppelganger can use its action to polymorph Skills Deception +9, Intimidation +9, Perception +8
into a Small or Medium humanoid it has seen, or back into its true Senses passive Perception 18
form. Its statistics, other than its size, are the same in each form. Any Languages Common, Primordial
equipment it is wearing or carrying isn’t transformed. It reverts to its Challenge 9 (5,000 XP)
true form if it dies. Innate Spellcasting. The incarnation’s innate spellcasting ability is
Sneak Attack. Once per turn, the doppelganger deals an extra 17 Intelligence. It can innately cast the following spells, requiring no
(5d6) damage when it hits a target with a weapon attack and has material components.
advantage on the attack roll, or when the target is within 5 feet of 1/day each: comprehend languages, spare the dying
an ally of the doppelganger that isn’t incapacitated and the doppel- Actions
ganger doesn’t have disadvantage on the attack roll. Multiattack. The incarnation attacks five times.
Actions Ghostblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Multiattack. The doppelganger attacks twice with its slam or three Hit: 13 (2d8+4) piercing damage.
times with its dagger of wounding.

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Act Three: Pillars of Heaven

Conspirator Incarnation Innate Spellcasting. The incarnation’s innate spellcasting ability is


Medium humanoid (deva), lawful evil Intelligence. It can innately cast the following spells, requiring no
Armor Class 19 (natural armor) material components.
Hit Points 75 (10d8+30) 1/day each: comprehend languages, spare the dying
Speed 30 ft. Sorcery Points (10/Day). As a bonus action on its turn, the incarna-
STR DEX CON INT WIS CHA tion can expend one spell slot and either gain a number of sorcerer
10 (+0) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 10 (+0) points equal to the slot’s level or create a spell slot by expending
Saving Throws Con +7, Int +5, Cha +4 sorcery points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5
Skills Athletics +4, Deception +8, Insight +10, Intimidation +8, points, 4th-level—6 points, 5th-level—7 points).
Perception +10, Stealth +12 * Metamagic: Distant Spell. When the incarnation casts a spell
Senses passive Perception 20 that has a range of 5 feet or greater, it can spend 1 sorcery point to
Languages Common, Primordial double the range of the spell. When it casts a spell that has a range
Challenge 9 (5,000 XP) of touch, it can spend 1 sorcery point to make the range of the spell
Bane Weapons. The incarnation deals an extra 9 (2d8) damage with 30 feet.
weapon attacks (included below). * Metamagic: Quickened Spell. When the incarnation casts a spell
Innate Spellcasting. The incarnation’s innate spellcasting ability is that has a casting time of 1 action, it can spend 2 sorcery points to
Intelligence. It can innately cast the following spells, requiring no change the casting time to 1 bonus action for this casting.
material components. * Metamagic: Subtle Spell. When the incarnation casts a spell, it
1/day each: comprehend languages, spare the dying can spend 1 sorcery point to cast it without any somatic or verbal
Spellcasting. The incarnation is a 7th-level spellcaster. Its spellcasting components.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The * Metamagic: Twinned Spell. When the incarnation casts a spell that
incarnation has the following spells prepared: targets only one creature and doesn’t have a range of self, it can
Cantrips (at will): acid splash, guidance, light spend a number of sorcery points equal to the spell’s level to target
1st level (4 slots): alarm, bless, disguise self, divine favor a second creature in range with the same spell (1 sorcery point if
2nd level (3 slots): invisibility, knock, silence, spiritual weapon the spell is a cantrip). To be eligible for Twinned Spell, a spell must
3rd level (3 slots): blink, spirit guardians be incapable of targeting more than one creature at the spell’s
4th level (1 slots): resilient sphere current level.
Actions Spellcasting. The incarnation is a 10th-level spellcaster. Its spellcast-
Multiattack. The conspirator attacks three times. ing ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range The incarnation knows the following spells:
20/40 ft., one target. Hit: 13 (1d4+2d8+4) piercing damage. Cantrips (at will): light, mage hand, message, prestidigitation, ray of
frost, resistance
Sorcerer Incarnation 1st level (4 slots): floating disk, magic missile, shield, true strike
Medium humanoid (deva), lawful evil 2nd level (3 slots): acid arrow, blur, invisibility, scorching ray, spider
Armor Class 19 (natural armor) climb
Hit Points 65 (10d8+20) 3rd level (3 slots): fireball, protection from energy
Speed 30 ft. 4th level (3 slots): fire shield, freedom of movement, stone shape
STR DEX CON INT WIS CHA 5th level (2 slots): cone of cold
10 (+0) 8 (–1) 15 (+2) 12 (+1) 16 (+3) 21 (+5) Actions
Saving Throws Con +5, Cha +9 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Skills Arcana +9, Deception +13, Perception +11 Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if
Senses passive Perception 21 wielded with two hands.
Languages Common, Primordial
Challenge 9 (5,000 XP) Avoiding a TPK.
Feat: War Magic. The incarnation has advantage when it is concentrat- If the party is looking bad and there are still plenty of enemies,
ing on a spell and has to make a Constitution saving throw from taking feel free to have reinforcements arrive. Gale might have conjured
damage, it can wield weapons or a shield in both hands and still make a mighty lightning bolt to crack the shield, allowing her and As-
somatic components for spellcasting, and can use its reaction to cast rabey to come through, or Lauryn Cyneburg might have figured
a spell (maximum casting time: 1 action) at a creature that provokes out the arcane resonance of the shield and managed to teleport
an opportunity attack from it. through with a few allies. If this happens, though, try to tie it into
the party’s own actions, or what they ordered their allies to handle.

30 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Terrain. within 10 feet of the glowing area take a -2 penalty. A crea-


The interior of the keep has a 40-foot ceiling, with a lot of open ture that enters or ends its turn in the area of the lightning
space. Several single story buildings fill the room, and a grand takes 28 (8d6) lightning damage.
staircase (actually a mimic) spirals up to the roof (it ate the origi-
nal staircase, and now access is only via magic). Deconstruction.
• A. Entrance Barricade. Various furniture bits form 5-foot In the midst of the battle, while the fake Delft is shouting orders
high walls (Strength DC 18). and the soldiers are shooting the party, the various Stanfield in-
• B. Toilets. Finely-appointed bathrooms for men and women. carnations have a speech prepared, which they read in the same
• C. Offices. The soldiers have been using these rooms as calm, judgmental tone regardless of how much peril they are in.
uncomfortable barracks for the past day. A ladder in the Every incarnation talks at the same time (except conspirator in-
southwest hall leads to the roof of these buildings. carnations who are trying to hide). Each incarnation glows slightly,
• D. Grand Staircase. Actually a mimic. making it clear that they aren’t the real Stanfield.
• E. Conference Room. Plenty of tables for partial cover. A Each paragraph takes about a round for him to say.
staircase leads to the roof of this building.
• F. Quartermaster Office. A staircase leads to the roof. “I know you’ve recently dealt with Catherine Romana and Lya Jierre,
• G. Supplies. There’s enough here to survive several weeks of so you might be tired of speeches, but we intelligentsia like to explain
siege. ourselves. Constables, I hope you’ve considered whether the cause you
• H. Banquet Hall. This room has been adapted into a ritual fight for is worthy.
chamber. The door is inscribed with a nonsense phrase that “Consider Risur. It has been at near-constant war for the past five
hides a symbol of pain (DC 13 Constitution saving throw hundred years. It has been justified as self-defense, but except from
negates). this latest conflict we were always the superior force. Ber’s armies were
Inside, the real Stover Delft has been placed on the central savage and untrained. Danor lacked magic. In Elfaivar we removed un-
table, while the other four tables have ritual components. wanted survivors to claim our colonies.
Since Delft — as a high-ranking agent of the king — is imbued “Here in Flint, among the government who else but I expressed con-
with some power of Risur’s Rites of Rulership, the ritual cern for the plight of the workers? People died to protest the injustice
is perpetually draining his life force to power the shields they suffered, but did the king ever speak out in their favor? No, he re-
around the fortress and over the top of the keep. Lightning mained silent so that the industry necessary for his war machines would
streams from his chest through the ceiling and up into an flourish.
arcane capacitor on the roof. “So then we come to you, brave constables. How wonderfully strong
Ending the ritual safely requires four characters to you are. By our last census, about fifty thousand people work in the fac-
simultaneously disassemble the ritual components. Each tories of Parity Lake. Their per capita annual income is about 700 silver.
table requires a different DC 22 check — Intelligence Right now you’re casually wearing enchanted items that cost more than
(Arcana), Wisdom (Medicine), Intelligence (Nature), and the entire district earns in a year. Of course, that’s ignoring the fabulous
Intelligence (Religion). Failing even a single check causes prosperity of the owners.
Delft’s heart to stop, and the ritual to go out of control, “You were present during Aodhan’s announcement that he intended
dealing 28 (8d6) lightning damage in a 15-foot radius (DC to seek peace with Danor, a speech given from the deck of the most
22 Dexterity saving throw halves this damage). powerful weapon in the world. The hypocrisy was astounding, but what
On success or failure, the shields over the keep and the unsettled me most was that he seemed blind to it.
fortress vanish (at this point, if the party had allies on the “This nation is a source of greater misery than any other in five
ready just outside the fort they can rush inside. Otherwise, centuries, and you are the hand that wields the scourge. Set it down,
even if the party takes a brief rest, it takes more than 5 constables, before the world changes and discovers what villains you
minutes for reinforcements to get onto the island and into truly are.”
the keep.)
• I. Kitchen. Stanfield has used this as a makeshift prison. If During his speech, the Risuri soldiers don’t seem to get it at first,
the party has any associates whom the GM would like to but by his third round some of them stop fighting. In the fourth
keep as hostages, they’re here. round they all stop, realizing they’re not serving the loyal servant
• J. Arrow Slit Overwatch. One of the squads attacks from of the king they thought the governor was. They look to the party
here as the party approaches, though they can only target a for guidance.
single foe with Fusillade when firing through the arrow slits.
• K. Rooftops. Each rooftop has a 5-foot high stone wall to Aftermath.
provide cover. Planks placed between the buildings act as Once the party has secured the room (and killed the staircase),
bridges, but could be kicked away to stymie enemies. they have a chance to rest and figure out how to reach the roof.
• L. More Rooftops. As above. Simple options include teleportation, levitation, flight, or using
• M. Even More Rooftops. the monarch’s ability to just extrude a new staircase of rough rock
• N. Over the Ritual. The beam of lightning that crackles into from the earth itself.
the ceiling is blindingly bright, and attacks against creatures

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Act Three: Pillars of Heaven

Phenomenal Cosmic Power The Eldritch Machine


• Roland Stanfield
Action. Tactical. • 1 holy warrior incarnation
Stanfield operates an eldritch machine, trying to sway Risur to the • 1 loremaster incarnation
Ob’s control before the party can stop him. • 1 politician incarnation
The fall of the shield panics Stanfield, and he shifts his plans • 1 technologist incarnation
from finishing the ritual to preparing to kill the party. If they de-
stroy the lighthouse, all his work will be for naught. He takes cover Terrain.
east of the control panel on the raised platform (Area B), while The top of the tower is lined with 5-foot high walls, with occasional
his four last incarnations wait beside the Area D lighthouse (holy 10-foot high adornments. Between these, eight brass lanterns glow
warrior), the E7 lantern (loremaster), the Area C capacitor (politi- different colors, fed a stream of gas that is refined by the red de-
cian), and the E4 lantern (technologist). vices adjacent to them. The lanterns emit beams, which start the
Stanfield doesn’t have another speech prepared. Honestly he encounter all aimed directly at the central lighthouse.
thought he would have killed them by now. As the battle progresses A pipeline runs 3 feet off the ground at that awkward “do I climb
and his incarnations are destroyed, his serene façade cracks, red over it or crawl under it” height. The raised platform has control
seams of light flicker across the lines that trace his body, and he switches to turn lanterns on and off, but Stanfield can manipulate
starts to lose his temper. them telekinetically. He can also telekinetically change the aim of

32 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

the lanterns. Innate Spellcasting. Roland’s innate spellcasting ability is Intelligence.


By the time the party arrives, the capacitor that received energy He can innately cast the following spells, requiring no material
that was drawn from Delft is drained and no longer creates the components.
forcefield. 1/day each: comprehend languages, spare the dying
• A. Staircase Entrance. To Stanfield’s dismay, there’s no Living Memories. Stanfield is linked to his previous incarnations. Each
trap door to cover the stairs. incarnation physically resembles Stanfield, but is slightly translucent
• B. Control Platform. The panel has a lever for each of the and wields equipment appropriate to its talents.
lanterns, allowing them to be turned on or off as a minor   Stanfield acts at Initiative count 30, and the four incarnations
action. You have to squeeze the handle to move the lever, so in this encounter act at 25, 20, 15, and 10 (if the incarnation of
it’s not possible to just shove multiple at once. Stanfield’s first life is also present, it acts on initiative count 5.) Each
• C. Capacitor. It feeds energy to the lanterns, and still of them takes a full turn at that initiative count, and in most ways
has sufficient storage for the ritual. It just can’t create a they act like independent creatures with their own abilities detailed
forcefield any longer. If damaged (AC 11, 40 hit points), it below. Whenever the real Governor Stanfield would take damage or
struggles to provide sufficient power. Each round at initiative be affected by a condition, he can choose to have his nearest active
count 0, roll 1d8 to determine one lantern that doesn’t work incarnation suffer that damage or condition instead. Physical objects
for that round. (like entangling vines) can still impede Stanfield’s movement, but he
• D. Wayfarer’s Lighthouse. Designed to help transition can shunt supernatural effects to his other lives.
Flint, and by proxy the entirety of Risur, easily into the new   Whenever one of Stanfield’s incarnations is destroyed, the glowing
metaphysical reality the Ob have created, this lighthouse is lines on the real Stanfield’s skin dim, and he coughs up a bit of blood.
enchanted to resist attacks. As long as it is being fed energy If the central lantern is destroyed, the magic letting him manifest all
from at least one lantern it is invulnerable. his incarnations ends; all the remaining incarnations fade away, and
• E. Lanterns. Each channels a different plane of energy. he collapses but survives (helpless) long enough to have a final word.
The complicated part of the process that slowly replaced one Old Injury. Stanfield has an old wound on his back that has persisted
plane with another is over. Now each represents one of the throughout his myriad lives. Whenever Stanfield or one of his incarna-
new worlds the Ob is linking reality to. Each lantern has AC tions is knocked prone, he takes 4 (1d8) piercing damage.
15 and 100 hit points. A creature adjacent to the lantern can Planar Beam (Ex) As a bonus action, Stanfield or one of his incarna-
spend a standard action to re-aim its beam, using a pair of tions chooses a lantern he can see, aiming its beam to fill a 5-foot
crank wheels. radius area anywhere within 500 feet. Until the lantern is re-aimed or
– 1. Jiese, the Plane of Fire. Aspect of inspiration. destroyed, creatures suffer an effect appropriate to the plane of the
– 2. Perlocus, the Plane of Air. Aspect of speech. chosen lantern as long as they remain within the area of the burst.
– 3. Mojang, the Plane of Life. Aspects of artifice and craft. * Jiese. The creature takes 17 (5d6) fire damage if it enters or starts
– 4. Ostea, the Plane of Water. Aspect of healing. its turn in the area.
– 5. Ratios, the Plane of Earth. Aspect of logic. * Perlocus. The creature cannot take hostile actions against Stanfield
– 6. Fourmyle, the Plane of Space. Aspect of empowerment. or his allies.
– 7. Illocus, the Plane of Time. Aspect of expression. * Mojang. Objects in the area are repaired 50 points of damage at the
– 8. Av, the Plane of Death. Aspects of dreams and mirrors. initiative count 0. Destroyed objects cannot be repaired.
* Ostea. The creature is covered in blood and takes 10 (3d6) necrotic
Roland Stanfield damage. Whenever the target takes damage this way, the real
Medium humanoid (deva), lawful evil Stanfield regains that many hit points.
Armor Class 20 (natural armor) * Ratios. The creature is restrained and cannot move from its space.
Hit Points 153 (18d8+72) * Fourmyle. The creature can spend 5 feet of movement to teleport to
Speed 30 ft. any other zone created by a lantern.
STR DEX CON INT WIS CHA * Illocus. As long as the creature is in the area, note the types and
10 (+0) 8 (-1) 18 (+4) 12 (+1) 16 (+3) 23 (+6) amounts of damage it takes. At the start of its turn, it takes damage
Saving Throws Con +10, Dex +5, Wis +9 equal to the damage it has taken since the start of its last turn. This
Skills Arcana +13, Deception +18, History +7, Insight +15, Perception damage is cumulative if the target remains in the area.
+9, Persuasion +15 * Av. Objects in the area take 50 damage at initiative count 0 (ground
Senses passive Perception 25 becomes difficult terrain), as parts of the terrain spiral away, like
Languages Common, Draconic, Dwarvish, Elvish, Primordial dust caught in a whirlwind.
Challenge 17 (18,000 XP) Spellcasting. Roland is an 18th-level spellcaster. His spellcasting
Feat: War Magic. Roland has advantage when he is concentrating on ability is Charisma (spell save DC 20, +12 to hit with spell attacks).
a spell and has to make a Constitution saving throw from taking dam- He knows the following spells:
age, he can wield weapons or a shield in both hands and still make Cantrips (at will): chill touch, guidance, light, mending, sacred flame
somatic components for spellcasting, and can use his reaction to cast 1st level (4 slots): command, cure wounds, sanctuary, shield of faith
a spell (maximum casting time: 1 action) at a creature that provokes 2nd level (3 slots): augury, calm emotions, detect thoughts, enthrall,
an opportunity attack from it. spiritual weapon

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Act Three: Pillars of Heaven

3rd level (3 slots): bestow curse, protection from energy, spiritual Holy Warrior Incarnation
guardians Medium humanoid (deva), lawful evil
4th level (3 slots): death ward, divination, freedom of movement Armor Class 21 (natural armor, shield)
5th level (3 slots): commune, hold monster, scrying Hit Points 119 (14d8+56)
6th level (3 slots): blade barrier, forbiddance, heal Speed 30 ft.
7th level (1 slot): etherealness, reverse gravity STR DEX CON INT WIS CHA
8th level (1 slot): mind blank, power word stun 16 (+3) 8 (–1) 19 (+4) 10 (+0) 16 (+3) 14 (+2)
9th level (1 slot): storm of vengeance Saving Throws Dex +4, Con +9, Wis +8
Actions Skills Deception +12, Intimidation +12, Perception +13, Religion +10
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range Senses darkvision 60 ft., passive Perception 23
20/40 ft., one target. Hit: 2 (1d4) piercing damage. Languages Primordial
Challenge 13 (10,000 XP)
Incarnations. Feat: War Magic. The incarnation has advantage when it is concentrat-
Stanfield has four other incarnations present in this battle. ing on a spell and has to make a Constitution saving throw from taking
damage, it can wield weapons or a shield in both hands and still make
Loremaster Incarnation somatic components for spellcasting, and can use its reaction to cast
Medium humanoid (deva), lawful evil a spell (maximum casting time: 1 action) at a creature that provokes
Armor Class 19 (natural armor) an opportunity attack from it.
Hit Points 91 (14d8+28) Innate Spellcasting. The incarnation’s innate spellcasting ability is
Speed 30 ft. Intelligence. It can innately cast the following spells, requiring no
STR DEX CON INT WIS CHA material components.
10 (+0) 8 (-1) 12 (+1) 21 (+5) 16 (+3) 14 (+2) 1/day each: comprehend languages, spare the dying
Saving Throws Con +6, Wis +8, Cha +7 Spellcasting. The incarnation is a 9th-level spellcaster. Its spellcasting
Skills Arcana +15, Deception +12, History +10, Perception +13 ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The
Senses passive Perception 23 incarnation has the following spells prepared:
Languages Common, Draconic, Dwarvish, Elvish, Primordial Cantrips (at will): chill touch, guidance, resistance, spare the dying
Challenge 13 (10,000 XP) 1st level (4 slots): bless, detect magic, divine favor, guiding bolt,
Feat: War Magic. The incarnation has advantage when it is concentrat- shield of faith
ing on a spell and has to make a Constitution saving throw from taking 2nd level (3 slots): enhance ability, hold person
damage, it can wield weapons or a shield in both hands and still make 3rd level (3 slots): dispel magic
somatic components for spellcasting, and can use its reaction to cast 4th level (3 slots): blight, stone shape
a spell (maximum casting time: 1 action) at a creature that provokes 5th level (1 slots): contagion
an opportunity attack from it. Actions
Loremaster. The incarnation has advantage on Intelligence checks and Multiattack. The incarnation attacks four times or it attacks twice and
when making an Intelligence check that could benefit from having casts one spell.
proficiency, it is considered proficient (+5 proficiency bonus). Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Innate Spellcasting. The incarnation’s innate spellcasting ability is Hit: 7 (1d8+4) slashing damage, or 8 (1d10+3) slashing damage if
Intelligence. It can innately cast the following spells, requiring no wielded with two hands.
material components.
1/day each: comprehend languages, spare the dying Politician Incarnation
Spellcasting. The incarnation is a 14th-level spellcaster. Its spellcast- Medium humanoid (deva), lawful evil
ing ability is Intelligence (spell save DC 18, +10 to hit with spell Armor Class 19 (natural armor)
attacks). The incarnation has the following spells prepared: Hit Points 105 (14d8+42)
Cantrips (at will): mending, message, ray of frost, true strike Speed 30 ft.
1st level (4 slots): faerie fire, grease, magic missile, shield STR DEX CON INT WIS CHA
2nd level (3 slots): blur, enhance ability, scorching ray, see invisibility 10 (+0) 20 (+5) 16 (+3) 13 (+1) 11 (+0) 17 (+3)
3rd level (3 slots): blink, clairvoyance, dispel magic, fireball, Saving Throws Dex +10, Wis +5, Cha +8
lightning bolt, stinking cloud Skills Acrobatics +10, Deception +13, Insight +10, Intimidation +13,
4th level (3 slots): greater invisibility, ice storm Perception +10, Sleight of Hand +15, Stealth +15
5th level (2 slots): cone of cold, telepathic bond, wall of force Senses darkvision 60 ft., passive Perception 20
6th level (1 slots): disintegrate, true seeing Languages Common, Primordial
7th level (1 slots): prismatic spray Challenge 13 (10,000 XP)
Actions Cunning Action (1/Turn). The incarnation can take a bonus action
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. to take the Dash, Disengage, Hide, Use Object action, to make a
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a
wielded with two hands. trap or open a lock.

34 |  EN5ider Presents: The Last Starry Sky, Part Two


Act Three: Pillars of Heaven

Evasion. If the incarnation is subjected to an effect that allows it to 50 feet in a straight line before vanishing. It passes through physical
make a Dexterity saving throw to take only half damage, the incarna- obstructions harmlessly, but all creatures in its path must make a
tion instead takes no damage if it succeeds on the saving throw, and DC 16 Dexterity saving throw. A creature that fails its save takes 35
only half damage if it fails. (10d6) force damage, is pushed back 5 feet out of the train’s path,
Innate Spellcasting. The incarnation’s innate spellcasting ability is and knocked prone. A creature that succeeds on the saving throw
Intelligence. It can innately cast the following spells, requiring no takes half damage
material components.
1/day each: comprehend languages, spare the dying Tactics.
Sneak Attack (1/Turn). The incarnation deals an extra 24 (7d6) The real Stanfield tries to keep the high ground, raining down high
damage when it hits a target with a weapon attack and has advantage level magic on whoever seems most resilient among the party. The
on the attack roll, or when the target is within 5 feet of an ally of the rest of his incarnations then ignore that constable. The loremaster
incarnation’s that isn’t incapacitated and the incarnation doesn’t have incarnation then lights up a target with upcasted scorching ray,
disadvantage on the attack roll. which the holy warrior incarnation attacks. The politician incarna-
Actions tion will try to flank and backstab that target. The technologist
Multiattack. The incarnation attacks six times. incarnation is an opportunist, but prefers to target enemies who
Dagger of Venom. Melee or Ranged Weapon Attack: +11 to hit, reach try to keep their distance.
5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) magical piercing Every Stanfield will, on its round, spend a bonus action to tele-
damage. kinetically adjust the beam of one of the lanterns, usually to catch
Envenom Dagger (1/Day). The incarnation causes poison to coat a PC in something dangerous, but if necessary they’ll aim a beam
the blade. The poison remains for 1 minute or until an attack using back at the lighthouse, use Mojang to repair a damaged lantern,
this weapon hits a creature. That creature must succeed on a DC 15 or use Fourmyle for coordinated tactical maneuvering. If possible,
Constitution saving throw or take 11 (2d10) poison damage and they’ll combo Jiese and Ratios on the same area, to burn a trapped
become poisoned for 1 minute. creature slowly to death unless an ally can free them without also
REActions entering.
Uncanny Dodge. When an attacker that the incarnation can see hits They make sure to always keep at least three beams pointed at
it with an attack, it can use its reaction to halve the attack’s damage the lighthouse, because if the lighthouse ever has no lanterns illu-
against it. minating it, Stanfield will lose all his powers and his incarnations
will all vanish.
Technologist Incarnation Remember, a PC can re-aim a lantern as an action if they’re
Medium humanoid (deva), lawful evil adjacent to it. Effects like mage hand might also work, but it still
Armor Class 19 (natural armor) takes an action to control the lantern.
Hit Points 105 (14d8+42)
Speed 30 ft. Aftermath.
STR DEX CON INT WIS CHA When Stanfield is finally cut down, or when the lighthouse is
10 (+0) 16 (+3) 17 (+3) 16 (+3) 14 (+2) 11 (+0) snuffed, he coughs and clutches his back as he collapses. Blood
Saving Throws Dex +8, Int +8, Wis +7 pools around him, and his skin drains of color, but he looks sky-
Skills Arcana +13, Deception +10, Perception +12, Sleight of ward as his eyes darken with death.
Hand +13
Senses passive Perception 22 “You might have saved Risur,” he says, “but Nicodemus will complete
Languages Common, Dwarvish, Primordial the ritual on Axis Island. It was a grand folly. Not my folly, though. Yours.
Challenge 13 (10,000 XP) Death has not stopped me before, and I swear even if the whole nation
Innate Spellcasting. The incarnation’s innate spellcasting ability is resists, it will not stop me now.”
Intelligence. It can innately cast the following spells, requiring no
material components. He smiles and releases a dying breath. Everything is growing
1/day each: comprehend languages, spare the dying steadily brighter, lit from above, as a falling star approaches. One
Actions round later the roof of the keep is struck by the falling star. Any
Multiattack. The incarnation attacks twice. skyseer present knows this star’s name: Mishados, named after
Stormburst Rifle. Ranged Weapon Attack: +8 to hit, range 150/300 an incarnation of Srasama, said to be a healer. Every creature in
ft., one target. Hit: 27 (7d6+3) lightning damage. Alternatively, the the lighthouse takes 100 damage (DC 28 Dexterity saving throw
incarnation can fire in a 15-foot cone, dealing 24 (7d6) thunder halves this damage). This damage cannot reduce a character be-
damage to all creatures in the area that fail a DC 16 Strength saving low 1 hit point. The impact levels the building and leaves the
throw. Creatures that fail the save are also pushed back 15 feet. party scattered in the debris, but miraculously doesn’t kill any-
Switching modes with the stormbust rifle is a bonus action. one — except Stanfield.
Subrail Strike (1/Day). The incarnation activates a small contraption Depending on the players’ mood at this point, the GM can just
that quickly grows and disgorges a full-sized locomotive engine made keep this as a straight victory. Or if the party are riding high and
of force. The engine is 10 feet wide and 30 feet long, and it moves aren’t particularly injured, a GM can throw in the twist. As the

EN5ider Presents: The Last Starry Sky, Part Two  | 35


Act Three: Pillars of Heaven

adventurers pull themselves from the rubble, they discover that Onward to Act Three
their magic barely works. Then rocks fall aside as Stanfield rises In Zeitgeist #10: Godmind, the party has to subdue four fey ti-
up, reborn as a rakshasa (this “curse” was teased in the eladrin tans before they can safely leave Risur. The new world order turns
temple in Zeitgeist #8: Diaspora). Asrabey Varal into an enemy of Risur, and he betrays them while
Rakshasa Stanfield’s eyes glow red, and he stalks after the trying to commune with She Who Writhes. Benedict Pemberton
party, intending to cut them down one by one. Use the stats of a has captured Axis Island and has critical intelligence, but is block-
Holy Warrior incarnation, except that he fights with claws, not aded by the Danorans. If the party saves him, he can retrofit the
swords, and no attack can harm him unless it comes from one of party’s ship to be able to fly. The priority then becomes disrupting
the dagger-like shards of the fallen star (the magic item arsenal a gathering in Danor’s capital of heads of state and the world’s
of Dhebisu works as well). A single strike from such a weapon de- brightest minds, whom Nicodemus intends to turn hostile to Risur.
stroys Stanfield utterly, leaving a smoking crater and a clattering, A Gidim expedition force takes advantage of new psychic energy
bleached skeleton. in the world to drive the gathered thinkers mad and create a mon-
strous psychic gestalt bent on consuming all it deems unworthy.
In Zeitgeist #11: Gorged on Ruins, while the world slips into
Brave New World decay around them, the party seeks knowledge and magic to let
When the dust clears, the sky overhead is no longer dotted with a them undo the Obscurati’s ritual. Help can be gained by dealing
field of stars, but instead glows with the uneven haze of a charcoal with each of three threats — a Gidim invasion of Ber, a wintry
nebula. A mere handful of stars wander the night, and skyseers undead army in Drakr, and the execution of gods in Crisillyir
recognize their energy as matching the lanterns of the lighthouse. awakening ancient evil trapped in the volcano that overlooks Alais
Magic above cantrips and orisons doesn’t work, though the Primos. Once they’re ready, the party can fly from this world to The
mana is still there, just not moving as it once did. Already the PCs Gyre, a celestial phenomenon that devours dying worlds.
can feel something nudging them to behave differently, but they In Zeitgeist #12: The Grinding Gears of Heaven, the path to
can easily shake it off. Others aren’t so adept, and the party quickly the gyre takes them to Av, the plane of dreams that is slowly dying
discovers citizens of Risur readily trust and listen to strangers. and drawing the whole world toward annihilation. After saving as
A bright golden glow rises in the air on the western horizon, many of the fey as they can, the party has to explore the motes of
then fades a few minutes later. It isn’t until more than an hour ruined worlds around the Gyre. Undoing the Ob’s ritual requires
later that the entire world rumbles with a deafening sound like an finding new worlds to bind reality to, and each world possesses its
explosion, sweeping in from the same direction. A quick calcula- own dangers and unique magical traits. Combining the right mix
tion of the speed of sound supports any guesses that the explosion of planes could stabilize the world and save it from a final death,
occurred on Axis Island. but the Voice of Rot wants to achieve apotheosis by causing the
Any surviving Danoran ships flee, many of them pulled into the world’s end. The party must confront the fey titan at the center of
deep by She Who Writhes before the kraken withdraws to the the gyre where dead allies, enemies, and legendary figures join the
wider sea. Atop Cauldron Hill stormclouds gather, but instead of battle for the fate of the world.
falling rain, the mountain itself starts to erode and float upward, Finally in Zeitgeist #13: Avatar of Revolution, the party re-
mote by mote. Flint holds its breath, wondering what the new day turns to their homeworld and must rally the people of every nation.
will bring. But hours pass, and when the sun should rise, instead Their faith and fervor fuel a ritual to give the PCs the strength to
the world is greeted only by a patch of the cloudy sky somewhat defeat the colossus, which the Obscurati have restored. The party
less dark. The haze there seems to churn ever so slowly, like two battles Nicodemus and the ghost council on Axis Island, all of
gears — immeasurably titanic to be visible at this cosmic dis- them imbued with godlike power. Nicodemus would rather see the
tance — grinding between their teeth the heavens themselves. world enslaved than reject his grand design, but if he is vanquished,
The new age has dawned. the party’s hands will guide the course of civilization’s next age. e

36 |  EN5ider Presents: The Last Starry Sky, Part Two

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