Forgotten Islands

by Alexandros

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Introduction

This adventure takes place in 1488 DR almost 100 years after the Spellplague and the end of the Era of Upheaval. Almost ten years ago, the Dernall Forest was under siege by creatures sent through a rift from the Feywild by Great Gark, the Goblin King of Nachtur. The breach in planar integrity was deep in the heart of the forest and the troops of House Kendrick were hard pressed to repel the growing evil presence resolving to a win with a great loss... King Derid Kendrick died on the battlefield. As of 1479 DR, creatures reported to be in the forest included fomorians, goblins,werewolves, and worgs.

A villager, who was hunting in the edges of forest, found an artifact a couple of weeks ago. The artifact was found in the river bank close to a Hunting Hut that he stopped to rest.

The city governor Godebert Silvermaul, ordered a small group to investigate the area and start a digging expedition where the artifact was found. The governor asked for protection on the site in the fear that enemies, usually goblins and other monsters that are lurking in the Dernal Forest, may interrupt the excavation. The characters and two farmers, Blavier Greencarol and Nathan Frostchaser, will arrive one day before the rest of the expedition. This is where the campaign begins.

Αdventure Hook

You can have the players be at the excavation site:

  • for their own reasons
  • have a contract with the governor as guards or miners
  • scholars or artisans that are interested in the artifact
  • sentenced to something that are sent there as hard labors

What DM needs to know about Moonshae Islands

Weather

The Moonshae Isles were a group of islands that formed a roughly circular archipelago with the Sea of Moonshae in the center. They lay roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. The overall climate is temperate maritime with cool summers and milder winters. Usually thick fog covers the islands and rainfalls can last for days. The sea between Sword coast and the island is warmer and gets colder as you go west of Alaron. Weather is getting harsher as you go north of the islands.


Politics

The islands are not easy to be ruled under one power. The distances are long and there is difficulty in moving the army between islands as the sea separates them can really fast sink ships and drown soldiers. Apart from that, there are differences both in the culture and in the origin of the inhabitants as there are many races living in every corner of Moonshaes.

  • After the Spellplague, House Kendrick lost much of their control over the isles. In 1479 DR, much of the Isle of Alaron was ruled by House Kendrick, although the King's forces did not control the entire island. After King Kendrick died his right hand Godebert Silvermaul took charge of the island as Governor elected by the High Council.
  • The Isle of Snowdown is controlled by the vampire Lady Erliza Daressin, who is loyal to Amn.
  • The Isle of Gwynneth is controlled by the Kingdom of Sarifal, which is ruled by elf High Lady Ordalf.
  • The Isle of Norland is ruled by Hergatha, referring to herself as The Storm Maiden, a human raised as Northlander.
  • A tribe of fomorians crossed from the Feywild into Faerûn after the Spellplague and took control of the Island of Oman.
  • The Isle of Moray is under the control of Malarite lycanthropes.

Moonwells

Moonwells are spring-fed pools of fresh, clear water that exist in various locations around the Moonshae Isles. A moonwell always appears in the middle of a deep and wild forest, providing the natural flora and fauna with a source of unspoiled water. In preceding centuries, the moonwells were thought to be gifts from the Earthmother. Those who worshiped her, especially druids, kept a sacred vigil over these places. The waters of the moonwells were said to have magical powers, although what those powers were is not common knowledge.

Various evil forces, including some dark deities, found ways to corrupt the moonwells, turning them into portals from which the vilest of beasts could emerge to threaten the safety and sanctity of the surrounding land. Over a century has passed since the moonwells’ corruption. Since that time, it is thought that the Earthmother dampened the primal nature of the moonwells, ensuring that no force could usurp their powers again.

Practitioners of primal magic and worshipers of nature deities prophesy that, in the time of greatest need, dedicated heroes of the Moonshae Isles will find a way to return the moonwells to their full power, in defense of the homeland against an invasion from another world.

Moonwells are part of the Weave. They are connected through ley lines, creating a complex web where magic energy flows and moonwells are nodes of this web. Changes in one node can affect other moonwells.

Chapter 1: Island of Alaron

The first part of the adventure takes place in a dangerous forest outside of Caer Callidyr city. Characters arrive at this place inside Dernal Forest and as soon as night falls they run into trouble when ambushed by goblins.

A beautiful place, surrounded by trees next to the freshwater of the river that runs fast from the mountains all the way down to the sea, appears in front of you. Under a clear sky, you arrived after a day traveling southwest of High Kings road. While passing by from Lehigh village you had a night's rest and continued west, outside the main road, on a dirt road that led you to this hunters shelter.

Part1: Dig Site

Next to a river bank, a small clearing almost 50ft wide in the river bank that comes down to 20ft in the entrance of the path, our party arrives after almost a day walking on the High Kings Road. It is located 15 miles SW of Caer Callidyr city.

As soon as they arrive, the workers place two marquees and there is also one small wooden hut that hunters occasionally use while in the woods. The place can be lightened during night by small torchers and oil lamps that can be found inside the hut. Also there is a small chest containing 2 healing potions, a dagger and a rope. The cart that arrives with the adventurers has water and food supplies for 4-5 days and mining equipment.

As the night falls, the air fills with the noises of the forest, different birds and leaves rustling, the water of the river running. As time passes those sounds become enchanting in a way that you can fall asleep under the clear night sky. After midnight, four goblins coming from the river bank try to ambush them.

If the players defeat the goblins they can interrogate a goblin that tells the players the rest of the goblins are hiding inside the forest on the abandoned temple. Otherwise a character who succeeds on a DC 10 Wisdom (Survival) check at the area near the river bank finds a track from deeper inside the forest to the digging site. Characters that are native to the islands or succeed on a DC 10 History (Intelligence) check know about the old abandoned temple inside the forest.

A guard named Radolf Bronzebond, soldiers Habreham Gravetalker and Grace Felwatcher followed by a Dwarf miner named Rotbek Silversmith and a Gnome guild artisan miner Melas Drumhunter arrive the next day. After they explain to Radolf what happened the previous night the adventurers could search and investigate the temple into the forest or they can go back to town and inform the Governor. If they choose to go back to Caer Callidyr City, the governor will order them to investigate the temple.

WHAT THE GOBLINS KNOW

If the characters capture or charm any of the goblins here, the goblins can be persuaded to divulge some useful information:

  • Temple is about half day walk south of the place they are
  • Fewer than ten goblins dwell in the lair.
  • They are under the commands of a goblin leader named Kaahberk. His mission is to clear the temple from any intruders and reopen the portal so that more dark creatures pass through and take control of Dernal forest.

Awarding Experience Points

When the party defeats the goblin ambushers award each character with 75XP.

The abandoned temple

Adventurers will be travelling about 15 miles inside the forest south of the excavation site. The forest is quite dense and the further you walk towards the center of the forest the more dangerous it becomes. A character who succeeds on a DC 10 Wisdom (Survival) check can find small feet tracks. Following the trail of tracks they vaguely see some ruins that are almost covered by many leaves and branches as well as old trees with roots on the ruins’ stones. A small entrance can be seen with low light coming from inside.

The place used to be a temple dedicated to god of Mystryl. It's the same place that was used as a portal during the 1479 attack of creatures sent from Feywild under the commands of Great Gark, the Goblin King of Nactur.

The goblins are using this place in an attempt to harness Shadow Weave, reopen the portal and let more creatures from Feywild pass to the Material Plane. Orchestrated again by Great Gark, his spies on Alaron island informed him of the appearance of the artifact. He believes that this artifact will finally give him the power he needs to expand his kingdom into this realm.

General Features

The temple dungeon is under dim light coming from torch wall sconches. Ceiling is 15ft tall and corridors are 5ft wide. Οutside there is an escort of two goblins patrolling the entrance. As they entered the temple they find the following:


  • In the 1st room there are two goblins talking about food and they seem to be bored. There are stone wall carvings about knights on battle ground fighting. Just after the 1st room there is a trap on the floor that seems to be affected only by something heavier than a goblin.

  • In the 2nd room there are two more goblins and ritual markings in the middle of the room. There are remains of what seems to be a place of a Statue. In the bottom there is a 4 pointed star - sign of Mystryl - and underneath is written “The day only comes after a night”. If the players choose to stay in total darkness they will see that in the back left wall there is a small hole glowing magically and if something is pressed inside a mechanism is triggered. If they spend some time investigating the walls they can also find that hole but only after they succeed in a DC 15 Intelligence (Investigation) check. If they succeed to investigate the wall they can find a small lever leading to a hidden room.

  • Adjacent to the 2nd room there are two more rooms. One room is the armory room that inside there is a weapon rack and one goblin. The other room is the room that one goblin boss is using to sleep and stay the most of the time.

Treasure

A chest containing 10 gp, 200 sp, 1700 cp , 1 healing potion.

  • At the hidden room there are two sarcophagus from a cleric and a knight that were protecting the temple during the troubled years. On one there is the same star of Mystryl. The others don't seem to have something to notice. Both of them have skeletons inside that when the adventurers try to drag the heavy stones that are sealing the sarcophagus they start moving and will come outside and try to attack the adventurers.

Treasure

The hidden room contains 7 pp, 5x10 gp gems, 4 scrolls (L1: Bless , Shield of Faith - L2: Dragon's Breath, Enlarge/Reduce) and a chance of a magic item that can be found inside the sarcophagus.

Before leaving the temple and heading back to the dig site characters should do a long rest.

A character that succeeds on a DC 15 Intelligence (History or Religion) check knows the following: “The temple was dedicated to goddess Mystryl. Mystryl was a greater deity and the first incarnation of the goddess of magic and was most notably known as the being who embodied the Weave, the primary source of magic in the cosmos.”

The same information will be acquired by a historian on High King castle when they tell the Governor what they found.

The adventurers should return to dig site and talk to the officer. Radolf will order them to go to the City and tell everything to the governor. They can find some answers at the city about Mystryl and the Weave.

Awarding Experience Points

Exploring the Temple and defeating goblin boss and his allies completes a story milestone. Divide 1400 XP equally among the characters. If the party discovers the secret room and kills the skeletons award them with 200 XP extra. This is the first milestone and should provide enough XP for the characters to attain 2nd level.

Frog Attack

While the characters are near the banks of the river they are attacked by territorial creatures. The adventurers will have to figure out a way to fight when the terrain itself is fighting against them!

Read or paraphrase the following:

“You slide through brackish waters in a small skiff, the smell of rotting vegetation thick in the humid air around you. A chorus of croaking frogs echoes all around you. Suddenly, the water close to you starts to bubble! Slimy, frog-like humanoids with stone-tipped spears emerge, croaking in anger!”

These six bullywugs croak angrily at the characters in their native, ranine language. This land is their territory, and the characters are passing dangerously close to their half-submerged stronghold. The bullywugs want to either drive the characters away to gain favor with their liege-lord, or to kill them and be hailed as heroes. They would rather avoid combat because a fight will most likely result in their own deaths.

Characters that make a successful DC 15 Wisdom (Insight) check determine that the bullywugs are puffing themselves up in an attempt to seem big and scare the characters off. If the characters divert their course and try to avoid the territorial bullywugs, they stop their attack.

Tactics. The bullywugs attack by swimming towards the characters, popping their heads out of the water, and then diving back beneath the surface. If any character dives into the water to pursue them, the bullywugs swarm that character and try to grapple them, then pull them down to the bottom to drown them.

Scaling this Encounter. If your characters are handling the bullywugs’ tactics easily, add a giant frog to this encounter on initiative count 20 of the third turn of combat. The bullywugs command it to attack, and it emerges from beneath a water lily.

Awarding Experience Points

Defeating the bullywugs awards the party with 600 XP that they divide equally among the characters. If the party kills a giant toad, award them with 600 XP extra.




Treasure

Consult the random treasure tables in chapter 7 of the Dungeon Master’s Guide to determine the amount of treasure these creatures are carrying. Choose the Individual Treasure table that suits the challenge rating the encountered creatures. Then roll once for each creature that would logically carry treasure on its person.

For example, after the characters defeat Bullywug Bullies, you would roll six times on the Individual Treasure: Challenge 0–4 table. Even though there are seven monsters with a CR of 0 to 4 in this encounter, one of them is a giant toad that serves the bullywugs—it wouldn’t logically carry any treasure


If the characters don't choose to rest after the Temple, you can use this encounter after “Message Received” and before “Sail with a boat” while characters are on the road.

Part 2: Caer Callidyr city

Caer Callidyr, the capital city of Alaron and the Ffolk people on the Moonshaes islands, is the largest city of the Moonshaes. It's the home of many people, mostly Humans, as well as a few other races, a humble city center of trade and culture.

The High King’s castle that rises on top of a hill on the north west part of the city is made from pure alabaster stone and is the tallest man-made structure in the Moonshaes. The city walls protect from intruders and have six gates leading to six roads on the west, east and south. It was inhabited by the monarchy of the Ffolk but after the death of King Kendrick the city and the island is governed by Governor Godebert, appointed by the council of the city. After the death of King Kendrick, the council in an attempt to reconcile with the once enemies of other islands, dethroned any King Kendrick’s heirs and put an end to monarchy by royalty. Islands are not under a single government. Each one has its own ruler, laws and different people and races. The geography, the sea and the racial differences are making it hard for a single big alliance under one ruler.

When they arrive at the city they enter by one of the main gates of the city walls. They can easily see the alabaster castle of the city that is on top of a hill and can be seen from any spot of the city. The city is crowded, many people are shouting to sell their products, it is the best place to make business in the Moonshae islands. By looking at the people you can tell they are poor but really enjoying their daily lives on the island. The streets are wide, you can see all kinds of people walking, children playing hide and seek laughing and smiling. The fog usually covers the city till midday. Standing still and trying to listen to the sea, seagulls and ships coming and leaving the port is easy from any place in the city.

As soon as they arrive the characters should visit the governor. Entering the alabaster castle main gate guarded by knights, many soldiers are passing by listening to the sound of boots stomping. They don't carry fancy armors but their Tabard, a blue painted Sun, brings out an aura of importance. Immediately after reaching the castle hall, they are escorted to the upper floor where the governor expects them. Governor, a 45 years old human with short blond hair and short beard, having a scar in his right cheek from the battle of the portal 10 years ago is sitting behind a desk wearing silver full plate armor. He was the right hand of King Hendrick and after his death was appointed Governor by the city high council. He welcomes them and is pleased with their mission that they accomplished and awards them with 20 gp each.

The artifact is in the hands of artisans loyal to the castle artisans that are searching its true origin. It's a bit broken, a sign of a really strong power. Some kind of magical aura could be the reason for being indestructible. Godebert believes that maybe there is not enough knowledge in Callidyrr to fully understand the power of this artifact so he has sent a message to High Lady Ordalf ruler of Sarifal and asks for her advice.

The latest events steered governor to seize the opportunity and strengthen the relations with the dwarves that are north of the city at the Fairheight. Under his command he tries to make a strong alliance between the islands and be remembered as a hero of the islands. A Duergar dwarf, named Iskios Grimfoot , is their leader after both Clan Rustfire and Clan Rookoath joined in a common goal. They want to eliminate the mountain orcs and other creatures that a young shadow dragon is leading them at the Fairheight Range. Without losing precious time Godebert asks you to head north tomorrow and find Iskios at Blackstone and bring him to Callidyrr city so he can examine the artifact.

Before leaving the next day for their new adventure there are many places to visit in the city. But as the news travels fast, spies from Snowdown island already know about the artifact. A character with Passive Perception of 12 or higher can understand that they are being followed by two spies while walking on the streets. If they catch those spies and succeed on a DC 13 Charisma(Intimidation) check they learn that they are working for Lady Elriza Daressin, Viceroy of Snowdown island and they know that characters have a task regarding the artifact.

City Locations

Guild Artisan Hall

A place, near City Square, that mostly dwarves are sculpting and creating every piece of armor and equipment that someone can ask. Members of this Guild are both Rotbek and Melas. Though not as glorious as other artisan buildings in Faerun, it still captures the attention of any visitor passing outside as it is decorated with golden dwarven statues and the sound of a non stopping machinery coming from the inside.

The Black Ship Inn

If someone wants to drink a bottle of rum, cold beer and listen to piano music this is the perfect place with a view on the sea. You can find rich people but poor too, sailors and farmers, they even come to make trade deals, a home to every lost soul that needs to rest and listen to stories that are narrowed inside this inn accompanied to the piano sounds of folk music. On the second floor travelers can find a room to sleep at a fairly good price. Owner of the Inn is Zath Dunhar, old captain of Smiley Fish, who loves to tell stories of his sea adventures in the Sea of Fallen stars and how he escaped many times from the almighty pirates.

Market

One of the biggest markets on West Faerun and the best market to always find fresh fish. Daily products harvested from the plains of Alaron island and many other goods that arrive from different places of Sword Coast can be found amongst the benches of this market. The buyer can find not only food supplies but a variety of alchemist materials, clothes, cheap travelling equipment e.t.c.

Shipyard

The naval legacy of Moonshaes influenced throughout history the construction of ships across Faerun. One of the most dangerous seas to sail, the ships built in the Shipyard of Caer Callidyrr are a work of art, perfect balance between speed and force to pierce the huge waves. The shipyard is a big structure that can fit three or four ships inside and one of the most crowded places in the city.

Temple

The temple of the city is a house of gods where clerics and believers find a sanctuary. Dedicated to both Umberlee, goddess of the sea and Talos, god of storms and built in the City Square is one of the oldest structures in the islands. Three stair steps, 20ft wide, lead to the entrance of the temple where there are two statues of Umberlee and Talos one on the left and the other on the right both decorated with silver and gold. Inside the temple, four columns 30ft tall, support the weight of the majestic roof on which colorful paintings can be seen with Umberlee controlling the waves and Talos throwing lightning at his enemies.

Trades Company

This is where the trading between the cities of Moonshae islands and the rest of Faerun happens. A postal office to receive and send letters, packages, or gold that uses all means of delivery services so that everything is on time and the customers are satisfied. The following services are provided:

TC Services
Service Price
Letter delivery ( 10-20 days) 3 cp
Letter delivery ( 5 - 9 days) 1 sp
Letter delivery ( 1 - 4 days) 50 sp
Letter delivery ( instant) 1 gp
Package delivery ( 10 - 20 days) 50 sp
Package delivery ( 1 - 9 days) 1 gp
Gold deposit or withdraw 1 cp per 20 sp

Alchemist Shop

Mr. Trall Feurdik, crazy owner of this shop, sells special potions and materials in exchange for gold or any fair trade. He is an expert alchemist that can craft special potions in request as long as the materials are available. A sign over the front door warns the visitors of this shop: “Customers with animals are not welcome to this shop. We are not responsible for any side effects on your precious friends”.

Mountain Tales

The northwest road of the city leads north on the Fairheight mountains. After 25miles characters arrive at Blackstone, a dwarven village inside a huge cave 150ft tall. A gate through a narrow bridge is the only entrance and thus protects the village. Huts and small houses are built on three layers in a circular way following the cave walls made out of black rock. Connecting those layers and houses are stone passages and stairs with lampposts whose light hardly reaches the cave limits. Ιn the left side of the wall and at the third level above ground is a bigger house where Iskios lives. The characters enter the village and they find themselves in a large central square. They have to ask around villagers to point them to the leaders’ house. If he is not in his house he usually supervises the workers inside the mines, the main income of this village and the rest of the dwarves in Fairheight range. The tunnels start on the right side of the cave. Some of them have rails and are used for work and some of them go deeper inside the mountain creating a complex tunnel web, from Blackstone all the way down to Highrock.

When characters find Iskios they see a quite tall dwarf, dense white beards and a curly mustache, holding a silver war pick. He immediately turns his head and under his hood he looks at them with an aggressive look. “Strangers what brings you to our village?” shouts from a distance. They explain who sent them and why they are here. If they succeed on a DC 12 Charisma(Persuasion) check he is willing to trade his services if they take out a camp of Tribal Warriors that is on the north part of the mountains and east of Cairn of Cymrych Hugh. There are seven tribal warriors on this encampment and two Wolves. They have made an agreement with the Orcs of Hardangheit mountains that are trying to expand to the Farheight range. In the last months they constantly attack the dwarf villages.

When the first light of the sun comes out, they begin their way north. Characters can take advantage of the forest that is near the lake, hide and scout before attacking. The encampment lacks defences with an almost circular 30ft radius palisade wall, 10ft tall and with two entrances 10ft wide, one on the north and one on the south. There are two wooden watchtowers one on each entrance where a tribal warrior checks for any intrusion. If a character succeeds on a DC 14 Intelligence (Investigation) check he finds a gap on the wall that they can pass unnoticed after succeeding on a DC 14 Dexterity (Stealth) check. Also there is one tribal warrior patrolling the camp during night when the rest four tribal warriors are sleeping in one hut. Two wolves are confined outside the hut and if they succeed a DC 15 Strength check followed by a DC 10 Strength check they break the chain and get free to attack. If wolves hear any noises they turn their attention towards the direction of the sound.

Awarding Experience Points

Clearing the camp awards the party with 700 XP that they divide equally among the characters.

Message Received

Characters return to town accompanied by Iskios and they go to High King Castle where Godebert welcomes them. When Iskios bows to the Governor he takes his hand and says “I am no King to bow, the times are hard, it's time for all of us to reconsider our values in this land and unite under a common goal and protect our people from the evil that is coming ” . He sits on a big table and explains to Iskios everything about the artifact. Iskios is willing to examine the artifact but in exchange for military assistance from the army of Callidyrr. Godebert agrees to the terms, commands an officer to prepare a binding contract and shows Iskios the room where they keep the artifact. He then comes back to the characters and as he is grateful for their mission he awards them with 50gp each but they should not leave the city. The reason is that while they were at the mountains a message from Karador elves arrived. The response from High Lady Ordalf is the following: “In a good will and a future strategic alliance we request the artifact to be examined by our experts in Karador”. Godebert seeing that another task was succeeded asks them to escort the artifact to Karador and seek further information about the artifact at the Elf territory of Sarifal. There is an elven mage there, an expert on artifacts, called Miracan Elajor, that they can ask about the artifact and also the temple inside Dernal Forest . They don't have good relationships with humans because back in 1375 High Lady Ordalf moved Karador in Sarifal island and proclaimed herself queen of Gwynneth the ancestral lands that Karador once ruled over, thus displacing the human kingdom of Corwell. The governor is willing to give the artifact to the elves so he can find some answers as the stakes are high.

Making allies is hard and friends is even harder. Godebert plays a crucial political game in a fear that the armies of enemies among the islands will try for their own interests to take him out sooner or later. Among citizens of Caer Callidyrr there are spies of Snowdown that are searching for weak spots of both the city and Alaron island. Lady Elrisa Daressin, Viceroy of Westphal and a vampire, is the ruler of Snowdown. She waits for the perfect time and with help from Amnian troops will attack Alaron island. Already Kythyss, a small city on the southern tip of Alaron island, is reported to have many Amnian mercenaries hired for protection. These mercenaries, that serve Westphal, are paid by the poor citizens, mainly fishermen and woodcutters, and at the same time dictate policy to their business.

Iskios Grimfoot


After a long rest in the city characters begin the journey to Karador. Sailing from Callidyrr will take many days but there is a fastest route from the villages on the south part of the island. Governor in fear that Kythyss is full of Amnian mercenaries and spies, he orders the characters to sail from Llewellyn. This small village is in the southwest of Alaron, where once every couple of days a small trading boat sails to Borth, a fishing village east of Gwynneth island. He gives them one voucher that they will have to show to the captain and the artifact that they should keep it hidden and safe at all cost. Captain of the trade boat is human Rodram Chei. The 20ft boat has a crew of two sailors (commoners) .


Attack at sea

Llewellyn is a 100 miles road on the south. Arriving there, two days later, they go to the dock where small fishing boats and a couple of trade boats load their wares. The village is small with one small tavern and about a dozen houses. Their journey to the next island begins with a strong wind, a good sign that Tempus is with them and they will reach Borth in a day. While they are in the middle of the ocean, they see something on the horizon. Unfortunately it is a pirate ship coming from Nelanther islands lurking the crossing of Snowdown. The cog sails faster than the loaded trading boat and soon it flanks. You can see on board a pirate captain (bandit captain) and five pirates (bandits) shouting and preparing to engage. When their ship is 15 feet away from the trading boat they jump at the trading boat.

If characters defeat the pirates they can seize the cog. In any case they continue to sail for Borth. If that happens skip ahead to Chapter 2, “Island of Gwynneth/Sarifal”. In the unlikely event that the pirates defeat the adventurers they leave them unconscious and take them as prisoners to Nelanther Islands. Continue to “Prisoners of Nelanthers”.

Treasure

Characters can find treasure inside the pirate ship's mast. That is 2000 cp, 1000 sp, 100 gp, six 50 gp gems and the magic item “Bottle of Ksidia” (see Appendix A: Magic Items)

Awarding Experience Points

If they defeat the pirates award the party with 1200 XP that they divide equally among the characters. If they fail and they are prisoners, award them with the same amount when they manage to escape.

This is the second story milestone that can advance characters to level 3. Again, if they fail but they do escape Nelanthers island, advance them to level 3 before arriving at Gwynneth island.

Prisoners on Nelanthers

Characters find themselves in an uncomfortable situation. They will have to escape and find a way to leave the island that the pirates took them and head to Gwynneth with the artifact.

They wake up and find themselves in chains on the pirate ship. Before dusk they arrive at a small island on Nelanthers. Pirate captain, Nirim Glursk, aspires to become a great pirate and terror of the seas. For now he only has a cog, attacks and steals other ships and makes profit out of the prisoners he sells as slaves. The small fishing village they arrive at is a pirates den. Couple of bars are the first thing to see in the dock with drunk people outside trying to stay on their feet and a really bad smell. They take the characters to the building next to one of the bars. Nirim enters while the characters in chains wait outside with the rest of the crew guarding them. Through the window it seems that Nirim is negotiating with a guy behind a desk and points to the characters. He exits and escorts the characters back to the cog and where they will spend the rest of the day there chained and guarded. Nirim just made a deal selling the prisoners probably the next day to potential buyers that come to this village once every couple days

In the next hours a character that succeeds on a DC 12 Wisdom(Perception) check can notice that on the west, almost as far as the eye can see on the horizon, there is a tall tower. Also on the left and right of the cog they can see one more pirate ship and about 100ft away three fishing boats and a couple of rowboats. When the night comes this tower seems to shed light but not in a way a lighthouse would do. If a character succeeds on a DC 10 Intelligence(Arcana) check can tell that this is a wizards’ tower and usually wizards have ways to teleport between places. Nirim orders the pirates to stay on guard and goes to a house nearby. Characters that are now held below deck, can hear heavy footsteps made from his leather boots leaving the boat. This is a good chance for the players to try and escape. Some of the adventurers gear is close to them but out of reach. They can open or break the chains if they succeed on a DC 12 Dexterity (Sleight of Hand) check or a DC 14 Strength check. On the ship there are five pirates, two of them keep watch over the ship and three of them sleep on deck.

Nearby there are fishing boats and rowboats that the characters can use to sail to Gwynneth or go to the island on the west where the wizard that lives there can help them. If they choose to sail to Gwynneth skip to “Chapter 2: Island of Gwynneth” otherwise continue to “Wizards Lighthouse”

Wizards Lighthouse

As they coast to the west and come close to the tower, the light of the tower now appears to be magically and they are sure now that it's a wizards tower and not a lighthouse. The light goes from white to blue then to red and back to white again. Clouds surround the structure and once every now and then lightning strikes randomly in the nearby fields.

When characters are in a 120ft distance from the tower everything suddenly stops. As they approach they can sense that they are not alone and someone or something is watching them. There are ten steps to the entrance where they can see a wooden door with a ring door knocker. The wizard that is hidden inside will not answer. On the first floor as they enter they see a big coo coo clock and on the left a staircase going up on a clockwise rotation. On the second floor there is a small library with books that are in many languages, most of them in gnomish and elvish. Moving or grabbing the books is not possible as the hand of someone trying to reach them passes through them. On the desk there is a scroll with spell words written in gnomish. A character with Passive Perception of 12 or more can tell that the ink has not yet dried. The back wall opposite of the library has two windows and between them a brooming stick. If someone touches it the stick starts hitting the player. The stairs continue clockwise to the third floor until they stop at two doors. If they enter the left door they see a small kitchen.

The right door is a toy workshop with a small mechanical dragon the size of a bag, next to various cogs and screws. Both rooms have another door that exits to the stairs that continue up to the next floor. The last floor is a circular room with a dome made out of glass and a balcony surrounding the tower. On the right side there is a bed, a telescope next to it and on the floor there is a big circular map,covering almost the whole room, of different places on both material plane and other planes.

A gnome wizard lives in this tower. His name is Tibble Overwrench, and as soon as characters arrive at the third floor, he teleports himself to the first floor inside the coo coo clock. He can see outside of the clock but no one can see him or hear him. When characters enter the last floor they are held by a powerful spell and can't exit without the wizard saying the magic words. The dome suddenly changes from translucent to black. This floor in reality is a more powerful version of Leomund’s Tiny Hut spell. The door opens and a gnome enters the room.

South of the tower, 3 miles away, there are ruins of an ancient village. He takes them to a place like a square with pillars around. They stand in the middle while Tibble starts chanting. He lifts his staff and smote it upon the slabs, his staff starts glowing in different colors, and a teleportation circle emerges and rotates in a really fast pace as the ground underneath them recedes . They fall in a bottomless whole and keep falling. They appear to Gwynneth island, on the lake of Myrlock Vale, and can't tell if the fall lasted for a few minutes or many hours.

Chapter 2: Island of Gwynneth/Sarifal

Adventure continues in the island of Gwynneth, an island in the middle of the Moonshae sea. For most of its history, Northlanders lived on the northern part of the island and the Ffolk lived in the southern lowlands of the island. After the city of Karador raised from the depths of the Myrloch lake, High Lady Ordalf moved the Sarifal realm to Gwynneth island. Her elven army took control of almost every part of the island but there are still places that mortal inhabitants live and on the northern part, mostly inside Winterglen Forest, evil fey are a constant threat for Lady Ordalf. The Unseelie fey, that came across the planar divide as well, are under the commands of hag Urphania.

The Llewyrr elves have lived in Myrloch Vale. Characters are on the way to bring the artifact to Karador and find answers of its origin. An elf Wizard, Miracan Elajor, lives there and if someone knows something it should be him. The road to Karador city, although beautiful, hides dangers especially close to the mountains where the villagers talked about the appearance of a young dragon. Arriving at Karador, they are informed that Miracan has been kidnaped and must be saved from Citadel Umbra, a quest with evil creatures that will stand in their way before successfully bringing him back to Karador.

Part 1: Information of Power

After half a day they arrive at the dock of Borth. A small fishing village where the locals are friendly and don't look for troubles. In charge for the dock incoming ships is a human named Rerof Kusk. Dock lines are used to tie the boat up alongside and then they get off. Near the main street of the dock characters can find a place to rest, eat some food and continue their way to Karador. A road connects Borth, Kingsbay and Pontswain the last village. Koart is the nearest village before they enter the path between the mountains that leads to Myrloch Vale. There is a stable in Borth that someone can buy horses and once every couple days a stagecoach makes the route to deliver goods and packages between villages.

The journey to the mountains is a couple of days from Borth to Koart. Riding on the main road, the weather changes from sunny to thunderstorm in a blink of an eye, typical of the Moonshae islands. Corn fields can be seen left and right of the road as this is the part of the island that the agriculture life thrives. Parallel to the road is Llyrath forest where wildlife is at its finest, untouched by evil creatures. The road continues under Synnoria mountains, a not so harmless place. There are notable alleged sightings of monsters and dragons in the sky but people believe it's a lie. Who can survive to tell the story?

When night comes what seems to be a fairytale now could be true as growls feel the air. Above them behind some clouds a form with wings appears. Before even understanding what is happening a red dragon wyrmling falls from the sky and attacks the characters. It can smell treasure and gold and the caravan carries a lot.

If they defeat the dragon they continue to Koart and arrive at dawn. There is an Inn at the main square of the village, the Sapphire Fang. A night at this Inn costs 1 gp / person and it has only one room. Owner of the Inn narrates to the visitors the war between the Llewyrr elves and High King's troops when Karador rose from the depths of Lake Myrloch and how eventually elves took control of the entire island of Gwynneth.

Awarding Experience Points

If they defeat the dragon award the party with 1100 XP that they divide equally among the characters.

Abduction of Miracan

Karador city is accessible by a bridge on the Fens of the Fallon. Adventurers can travel through a small crossing in the mountains south of Koart. The same magical bridge can be created from Sacred Grove of the Earthmother if requested.When adventurers arrive at Karador they are amazed by the city.

A city in the middle of a beautiful lake, inside a green valley. Everywhere you look the view is breathtaking. The first thing someone can see when entering the city walking on a blueish crystal bridge leading to the center of a square is a big tree. The buildings are tall and even if they should be old they look like they were just constructed. There are many trees that are between the buildings and the streets and are almost like alive. They tend to lean their leaves towards the ones that are passing by.

After they enter the city they are escorted to leShay High Lady Ordalf. She resides on a really beautiful abbey, with a really high ceiling and tall columns supporting it. Lady is tall, beautiful characteristics and still has grey-white long hair and a beautiful face but a face that is not young anymore. Her eyes are sparkling blue and the wisdom aura she is emitting dazes the crowd that is talking to her. She is wearing a grey-green robe and holds a scepter.

She welcomes them and when they show her the artifact, she confesses to them that Miracan is missing and most probably has been abducted. Miracan Elajor has fallen to the hands of dark forces that most probably took him to Citadel Umbra. A character that succeeds on a DC 14 Wisdom (Insight) check can tell that she is not telling them everything. What she is trying to hide is that Citadel Umbra is under control of a Hag, named Urphania, that she wants revenge after she was exiled from Feywild by Lady Ordalf. Miracan leaves Karador city when he wants to study new subjects, especially Moonwells and he also visits Sacred Grove of the Earthmother. A place inhabited by druids, which contained a Moon Well that Miracan used as a guidance in his research on artifacts. The last couple of weeks Miracan was sceptic and he asked permission from Lady Ordalf to expand his area of research as he sensed a strange energy.

Lady Ordalf explains the importance of the rescue mission and that Miracan is at grave danger. She is old, her powers are not that powerful anymore, so a mission by her to save him would be risky and as she is the leader of the elves so she has to stay in Karador. Most of Karador army is on a secret mission at the island of Oman but she can't tell why and the rest of her soldiers must stay in the city to protect from any potential intrusion.

As they leave Karador, High Lady Ordalf is escorting them to the east exit of the city. She then raises her hands and a magical bridge, a little smaller than the one they entered Karador, appears floating above the water of the lake. The bridge leads to the shore lake outside of Sacred Grove of Earthmother.

Sacred Grove of the Earthmother

On the lake shore, trees are making a small narrow passage that guides the travellers inside the forest where the Grove is. The taller trees are used by the druids and on them they have built really small tree houses with a door and one or two openings reassembling a window. Between those houses there are wooden platforms and in the middle, above of what appears to be a Moonwell, stands a bigger platform between two houses. On this platform some druids are gathered, talking about various things, and a really thin, white hair, old man sits in the middle of the circle. Branwyn Moonsinger, a human druid in the service of the Earthmother is the Great Druid of the Moonshaes. Branwyn doesn't take any sides between the mortals of Gwynneth and the fey of Sarifal. Elves of Karador usually visit him, so they can exchange knowledge - their deeper understanding of Magic and his tales of Moonshae isles and history of Gwynneth before their arrival.

Examining the Moonwell in the middle of the Grove unveils a high magical power. Looking inside with a quick glance seems that the bottom of the pool is not deep at all. But the more you look the more it attracts you, as there is no bottom at all and expands with no end. A view that can be only imagined as gazing at the stars of the night sky, overwhelmed by its beauty that everything that happens around you suddenly stops.

Moonwell Clues

The adventure continues north of Sacred Grove of Earthmother. There are Moonwells on the north part of the lake in the Myrlock Vale that Miracan could be, investigating them for the source of energy. Characters could look up for clues on those Moonwells. On a successful DC 13 Intelligence (Investigation) check at Mal Tarbat reveals footprints and blood around the moonwell. Those Moonwells. A character that succeeds on a DC 15 Intelligence (Arcana) check while carefully examining the water senses a black magic fog, small as a fist, emitting out of them and understands that these Moonwells have been used by dark feys and are corrupted. A displacer beast with its master, a fey hunter (scout) crossed over to the Material Plane from the portal at Citadel Umbra. They stalk their prey on these moonwells and attack from cover.

Awarding Experience Points:

Divide 1200 XP equally among the characters if the party succeeds.

Winterglen Forest

The intrusion of dark feys made this place sick. The trees, that are not already dead, have spread their branches trying to reach the sunlight, as the sun filters through a thick, leafy canopy sixty feet above. Characters are pushing gnarled branches out of their way and find themselves traversing winding pathways that seem to slowly close in from all sides. While the characters are traveling through the pitch-dark boughs of this forest they should avoid gas spores and violet fungi. Players must succeed on a DC 12 Intelligence (Nature) check to understand that mushrooms are poisonous and will explode when something touches them. Then they must succeed on three DC 14 group Dexterity checks to avoid touching them and the ground is difficult terrain. After a while they arrive at six immense trees that border their way. The knots and gnarls in their bark give the distinct impression that the trees have twisted, snarling faces. If a character has a passive Wisdom (Perception) score of 15 or higher, or searches the clearing and makes a successful DC 15 Wisdom (Perception) check, read or paraphrase this additional portion:

Three humanoid figures peer at you from both sides behind some trees . They have slender bodies and hard, angular features—and wear clothing made of hundreds of rustling leaves.

If the characters begin to explore the trees and don’t notice them, the dryads attack with surprise. While the characters are surprised, the dryads cast entangle on as many of them as they can, and then run to hide again. Once they are hidden, the dryads attack. They fight to the death, pledging their loyalty to Urfania. A magic bow is used by one of the dryads that can be looted as treasure after they defeat them.

Treasure

One of the dryads carries a rare bow (see Appendix A: Dryads Gift) that players can pick and use after identifying it.

Awarding Experience Points

Divide 1200 XP equally among the characters if the party succeeds.

Citadel Umbra

On top of a small hill lies a citadel. The hill is a small circle in the middle of a desert crater. Surrounded by a moat 20ft deep and 30ft wide, the edges of the hill are pretty sharp creating strange rocky shapes. Dense forest around the clearing of the hill leaves a couple of narrow openings, one of which leads to an uphill bridge naturally created.

Citadel rests on a spot that is a rare conjunction: Crossings to both the Feywild and Shadowfell. Leader of this Citadel is a powerful Hag named Urphania and her minions. Lady Ordalf was one of the feys that banished her from the Feywild.

In seeking revenge, she commands an army of dark creatures and wants nothing more than to get revenge for her banishing. When Miracan left Karador, in a quest to learn more about artifacts and the strange energy that he is sensing the past weeks on the island, minions of Urphania found him near Mal Tarbat, abducted him and took him at the citadel.

Urphania didn't know anything about the artifact nor the strange energy. Adventurers must hurry and arrive before she interrogates him. She will torment him and try to learn any weak spots of Karador City and Lady Ordalf.

General Features

Outer walls are 10ft thick made out of stone. On each corner there are towers 50ft tall and can be reached only from the inside through narrow stairs. All doors are made of wood and they are unlocked unless the text states otherwise. Ceilings on all rooms are 10ft high unless otherwise indicated. Most of the rooms lack physical light but there are torch wall sconces. In the center, next to the inn, there is a circular fountain with stagnant water. Barrels, wooden boxes and small bushes can be found in the open area and provide cover. On the square near the fountain one satyr with one blink dog are scouting the perimeter. If characters fail a DC 14 Dexterity(Stealth) check the dog smells them or hears them and alerts Satyr. The man made underground part of the citadel is claustrophobic with very narrow, not more than 5ft wide corridors and 10ft tall. There are no natural light sources but wall sconces can be used to place a torch already carried by the players. On the upper corridor one meenlock waits for its prey in the dark corners. There is also a pit trap west of the stairs, 10ft deep, that can be triggered if characters fail a DC 12 Wisdom (Perception) check and a character that falls into the trap takes 1d6 bludgeoning damage.

  • U1: The armory room has a locked door that can be opened with a successful DC 12 Dexterity check. Inside there are old rusty armors that most of them are not suitable to wear except for one Breastplate. On the floor are dropped one Short Sword and a Shield.

  • U2: This place was used as an inn for the army. Two satyrs are drinking sitting on a table. Two tables in the middle of the room can provide half-cover, or be flipped over as an action to provide three-quarters cover. On the back of the room a saloon door leads to the kitchen.

  • U3: Four pillars, 30ft tall, support the heavy roof of the throne room and can provide cover during combat. Steps leading 5 feet up to a wooden throne. There are two braziers on both sides, 10ft away of the steps, that illuminate the room. One darkling and one blink dog are sitting on the steps.

  • U4: Two doors on both sides lead to the living quarters. This room has a bed, a small library and a desk with some scrolls on top. On the back wall there is a window and underneath a spiral staircase that leads to the lower parts of the citadel.

  • U5: Inside the kitchen mostly dust and broken plates can be found. A door exits to the back side of the inn.

  • U6: The dormitories is an elongated room with two doors and a staircase that also leads to the lower parts of the citadel. On the floor there are straw beds and attached to the wall there are a couple of weapons and armors. A hatchet leads down to the upper corridor. Two darklings and one satyr is sleeping on the straws. If they hear any noise coming outside dormitories or from the inn they run immediately.

  • L1: Once the citadel’s treasury it's now used by the hag as a secure resting place. This room has a round table that can provide half or three-quarters cover depending on the positioning of the player. Hiding inside the closet is one boggle. If someone opens the closet or perceives someone in this room the boggle gets scared and attacks. A large door leads to room L2.

  • L2: This square room is underneath the fountain. Four pillars sustain the ceiling, skeleton bones and other relics are dropped in the floor and an altar is on the west wall used for sacrifices. Broken walls on the north and south of this room create openings that one person can pass through. Any loud noises here alert the Hag in room L6 and Meenlock from the upper corridor.

  • L3: A room with no door where armors and weapons can be found. One splint mail is on an armor stand and a leather armor on the base of the stand, a spear rests on the wall and two daggers inside a small metal box.

  • L4: Locked behind a trapped door a chest can be found. If a character succeeds on a DC 12 Dexterity check, using thieves’ tools, opens the door without triggering the trap. A poisonous cloud, of 10ft radius, is released from the ceiling and spreads down the corridor if the mechanical trap is triggered. Every target that is inside this cloud must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

  • L5: In this jail room, behind bars, characters can find prisoner Miracan. To unlock the door they have to succeed on a DC 18 Strength check to bend the bars or pick with thieves' tools and succeed a DC 14 Dexterity check.

  • L6: The last room of the underground part of Citadel. Green hag Urphania and one boggle are in this room. Meenlock can sense fear coming from this room and comes if a fight happens here and it is still alive. On the floor purple markings are drawn and magic can be sensed coming from this room with a spell like Detect Magic. An unstable portal fades in and out every couple of seconds with sounds and images from both Feywild and Shadowfell can be faintly seen through it. A character examining the portal and succeeds on a DC 12 Intelligence (Arcana) check understands the strange conjunction between the planes.

Developments

If Urphania is left with less than 20 hit points she can try to flee through the portal and if that happens no one else can pass through the portal. If Urphania is killed the portal starts to flicker and then disappears. She was using her magic to keep it open.

Treasure

The chest contains two potions of greater healing, 2300 cp, 600 sp, 50 gp . Inside the closet there are seven gems worth 50gp each, two potions of healing, one potion of climbing and one spell scroll (1st level).

Awarding Experience Points

Divide 4400 XP equally among the characters if the party succeeds.

This is another milestone. It will be enough XP to get players to level 4.

Back to Karador

After they save Miracan they should take him back to Karador. He is exhausted and have signs of torture all over his body. While exploring a moonwell, a blurry image appeared in the waters. He saw Lycanthropes in possession of the 3rd part at the island of Moray that were trying to summon a fearsome monster, but it wasn't clear enough to see the creature. They have tried in the past to resurrect Kazgaroth. Could it be? He won't tell them about the vision because he is dedicated to Lady Ordalf and only if she wants he will share any knowledge with the strangers. If a character succeeds on a DC 15 Charisma (Intimidation) check forces Miracan to unveil his vision.

The journey to Karador through the forest won't be that easy as the danger is not over yet. Evil feys are still inside the forest. At the edge of the corrupt woods, a successful DC 12 Wisdom (Perception) check spots a number of corrupt fey watching the characters’ progress. If they are not noticed, three pixies and three sprites attack with surprise while a faerie dragon stays invisible and attacks after the first round. This dragon smells the gold that the characters are carrying on them, hence the attack, and a deal can be made to spare their lives in exchange for the gold they have.


Appendix A: Magic Items


Bottle of Ksidia

Wondrous Item, uncommon

A small magic bottle made out of glass that contains 250ml of a cold and sweet alcohol drink. When the bottle is empty, it refills in 4 hours.

The containing alcohol can be used on a flesh wound as antiseptic, healing for 1d4 +2 and cannot be used again if the bottle doesn't refill. If the wound is caused by fire it does 1d4+2 damage instead. This alcohol cannot cure poison or any other diseases.

Broom stick

Weapon (staff), rare

This stick appears as a normal brooming stick. If someone touches it the stick flies and hits the player. It has +3 to hit and on a successful hit does 1d6+2 bludgeoning damage. The staff is indestructible

Dryad's Gift (Bow)

Weapon (longbow), rare (requires attunement)

A beautiful dryad removes a branch from her tree. As it transforms itself from a branch to the rough shape of a bow, she pulls a few strands of her hair, and they weave into themselves to become a string. She kisses the bow, and its shape shifts again, the center strong and thick, the ends firm but flexible, and the string tight.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Ordinary branches, when drawn, transform themselves into arrows. They transform back into branches shortly after landing, or when removed from the wound of a living creature.

The string of this bow is unbreakable by nonmagical means, and to the user it smells faintly of sweet flowers. The user gains advantage to any saves based on harmful odors and creatures that try to perceive the wielder of this bow by scent must do so with disadvantage.

This living bow can speak with the forest. By concentrating on a known recipient, and speaking to the bow, the wielder can send a brief message of up to twenty five words. This message can only travel within the boundaries of a continuous forest, travels as fast as the wind, and can be understood by the intended recipient. The recipient can reply immediately with a message under the same restrictions. Note that this message is not private, and can be overheard by those able to speak with plants anywhere within the forest. To others, it is simply the rustle of branches and leaves in the wind.

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.




Credits to Quintus_J

Sword of Magic Bond

Weapon (sword), rare

On one side of this silver, single edged blade an eight-pointed star is engraved.

You create a magical bond with this weapon. As a bonus action, you can summon that weapon, causing it to teleport instantly to your hand, as long as it is on the same plane of existence.

Final Words

Wondrous item, very rare (requires attunement)

This amulet has a shape of a icosahedron of color black. When binding with the amulet the wearer needs to say what words will be used before his/her last breath. When the time comes, the character says those words and the magic power of a Celestial trapped inside the amulet is unleashed. The amulet starts glowing, turns from black to white and emits bright light till it finally shatters sheding its light in all directions.

Any hostile creature in 60ft radius sphere takes 20d8 radiant damage and must succeed on a DC 17 Constitution saving throw or become stunned until the end of its next turn. Any ally is healed for the same ammount. The user of the amulet dies and can be ressurected only by Wish spell. The use of the amulet is unique and when used it turns into dust.

Appendix B: Monsters

This section contains stat blocks and short descriptions for the creatures that appear in Forgotten Islands.


Bandit

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/8 (25 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.


Bandit Captain

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages any two languages Challenge 2 (450 XP)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.


Goblin

Small humanoid (goblinoid), neutral evil


  • Armor Class 15 (leather armor, shield)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Tribal Warrior

Medium humanoid (any race), any alignment


  • Armor Class 12 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (−1) 11 (+0) 8 (−1)

  • Senses passive Perception 10
  • Languages any one language
  • Challenge 1/8 (25 XP)

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.


Spy

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages any two languages
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 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 spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.


Red Dragon Wyrmling

Medium dragon, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.


Displacer Beast

Large monstrosity, lawful evil


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

Αvoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.


Gas Spore

Large plant, unaligned


  • Armor Class 5
  • Hit Points 1 (1d10 - 4)
  • Speed 0 ft., fly 10ft. (hover)

STR DEX CON INT WIS CHA
5 (−3) 1 (−5) 3 (-4) 1 (−5) 1 (−5) 1 (−5)

  • Damage Immunities poison
  • Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
  • Languages
  • Challenge 1/2 (100 XP)

Death Burst. The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Eerie Resemblance. The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.


Violet Fungus

Medium plant, unaligned


  • Armor Class 5
  • Hit Points 18 (4d8)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
3 (−4) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5)

  • Condition Immunities blinded, deafened, frightened
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1/4 (50 XP)

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.


Scout

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.


A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.



Dryad

Medium fey, neutral


  • Armor Class 11 (16 with barkskin)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.




Satyr

Medium fey, chaotic neutral


  • Armor Class 14 (leather armor)
  • Hit Points 31 (7d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12


  • Languages Common, Elvish, Sylvan
  • Challenge 1/2 (100 XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage



Green Hag

Medium fey, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

  • Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic, Sylvan
  • Challenge 3 (700 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.



Darkling

Small fey, chaotic neutral


  • Armor Class 14 (leather armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages Elvish, Sylvan
  • Challenge l/2 (100 XP)

Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.

Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.



Boggle

Small fey, chaotic neutral


  • Armor Class 14
  • Hit Points 18 (4d6+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Sleight of Hand +6, Stealth +6 Damage Resistances: fire
Senses darkvision 60 ft.
Languages Sylvan
Challenge 1/8 (25 XP)


Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.

Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -2 ) bludgeoning damage.

Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.



Meenlock

Small fey, neutral evil


  • Armor Class 15 (leather armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Skills Perception +4, Stealth +6, Survival +2
  • Condition Immunities frightened
  • Senses darkvision 120 ft., passive Perception 14
  • Languages telepathy 120 ft
  • Challenge 2 (450 XP)

Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start ofthe creature's next turn.

Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Teleport (Recharge 5-6). As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC ll Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success


Sprite

Tiny fey, neutral good


  • Armor Class 15 (leather armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.


Pixie

Tiny fey, neutral good


  • Armor Class 15
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (−4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 1/4 (50 XP)

Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep


Actions

Superior Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.



Faerie dragon

Tiny dragon, chaotic good


  • Armor Class 15
  • Hit Points 14 (4d4+4)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (−4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)

  • Skills Arcana +4, Perception +3, Stealth +7
  • Senses darkvision 60ft., passive Perception 13
  • Languages Draconic, Sylvan
  • Challenge 1 (200 XP) for a red, orange or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Superior Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material component. As the dragon ages and changes color, it gains additional spells as shown below:

Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day each: color spray
Yellow, 1/day each: minor image
Green, 1/day each: suggestion
Blue, 1/day each: major image
Indigo, 1/day each: hallucinatory terrain
Violet, 1/day each: polymorph


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Dragon Color Age Range
Red 5 years or less
Orange 6-10 years
Yellow 11-20 years
Green 21-30 years
Blue 31-40 years
Indigo 41-50 years
Violet 51 years or more

Appendix C: NPC


Cpt Rodram Chei

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 30 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 18 (-1)

  • Saving Throws Str +3, Dex +3
  • Skills Athletics +3, Perception +2
  • Senses passive Perception 14
  • Languages Any two languages
  • Challenge 1 (200 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Combat Inspiration (1/Day). Captain yells "Diee you filthy animals" and enters a rage mode. He makes three attacks this round.

 

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