En5ider - 312 - ZEITGEIST 9 - The Last Starry Sky - Part 2
En5ider - 312 - ZEITGEIST 9 - The Last Starry Sky - Part 2
• 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.
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.
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.
Foyer Foes
• 1 skeletal dragon tyrant
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.
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.
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.
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.
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).
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.
58
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,
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
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.
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.
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.
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
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