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Voyage to Hestavar

Voyage to Hestavar

TO HESTAVAR

AN ASTRONAUTICAL ADVENTURE IN THE ASTRAL SEA FOR CHARACTERS OF LEVELS 8-10

Sample file

BY PATRICK TIERNEY Contents Chapter 1 — Into The Void 2 Veil’s Edge...... 2 The Veilborn Institute...... 2 The Veil’s Edge Embassy...... 2 The Docks...... 2 oyage to estavar The ...... 2 V H Planar Ships In Combat...... 2 oyage to Hestavar is an adventure in the Planar Ships and Initiative...... 3 Astral Sea, and takes place over seven Special Crew Actions...... 3 days on the good ship Resplendent. A Crew in Combat...... 3 group of 4-6 characters of levels 8-10 find Crew Casualties...... 3 themselves aboard a ship transporting Crashing a Ship...... 4 an ambassador to the city of Hestavar, The Ship and Her Crew...... 4 a shining city where it is always noon and where, most The Crew of the Resplendent ������������������������������������������������������������������������������������������� 4 importantly,V beings from all across the planes can trade in a Downtime Activities...... 5 neutral ground. The markets of Hestavar are legendary, and if The Astral Sea...... 5 the characters get the ambassador there safely, they can gain Mutability...... 5 accesss to the city itsself. Gravity...... 6 However, dangers lurk in the Astral Sea as well. The rogue Events in the Astral Sea...... 6 Mind Flayer pirate Admiral Qerbekt wants access to the Clash with the Daquin...... 7 treasures of Hestavar as well, and they will stop at nothing to Encounter: The Daquin...... 7 achieve their goal. This means that diplomatic ships like the The Daquin’s Strategy...... 10 Resplendent are in danger. Qerbekt dreams of the places he The Aftermath...... 10 could go flying under a stolen diplomatic flag. This adventure is divided into three sections. The first Chapter 2 — Intrigue in Gi’ir 12 section, Into the Void, includes all the information needed to Gi’ir...... 12 have an adventure in the Astral Sea. This includes updated The Shore’s Leave...... 12 rules for ship combat that covers ships that can traverse the Talking to Saul...... 13 Astral Sea and rules that cover the changeable physics of the Talking to Crag...... 13 plane. It also has suggestions for activities that characters can Ship’s Chandler and General Store ��������������������������������������������������������������������������������� 13 do to fill their downtime on the ship between major story Gi’ir Monastery...... 14 beats, as well as random events that can happen in the Astral Azharin...... 14 Sea. Finally, it covers the first major story event, an attack by Tips for Intrigue in Gi’ir...... 14 the Daquin, a ship in Qerbekt’s fleet. Jirrath...... 14 The second section, Intrigue in Gi’ir, features information on the islet of Gi’ir, a small inhabited rock in the Astral Sea at Chapter 3 — Over Hestavar 16 which the Resplendent must stop to resupply. It also includes The Penultimate Day...... 16 information for players to participate in a mystery involving a The Final Day...... 16 Githyanki fugitive running from Qerbekt. Players can also buy Handing Over Jirrath...... 17 drinks and supplies on Gi’ir, including a magic item listed in Saving Jirrath...... 17 this chapter. The Battle...... 17 The final section consists of the Resplendent’s ultimate The Reloseer...... 17 battle with Qerbekt. This section includes multiple ships with The Leshere...... 17 different tactics, and players will have to strategize if they The Mindbreaker...... 17 want their characters to survive. If they manage to destroy Hestavar Defenses...... 18 the fleet, they gain access to Hestavar. The adventure can end The Aftermath...... 26 here, or you can use this as a jumping off point and continue their adventures in the Bright City. Conclusion 28 Whether you want a one-shot adventure or the start of a If Olathir Survives...... 28 longer journey, enjoy Voyage to Hestavar. If Olathir Dies...... 28 A Player Character Replaces an Officer ������������������������������������������������������������������������� 28 Acknowledgements 29

2 Sample file 3 hapter nto he The Veil’s Edge Embassy Planar Ships and Initiative C 1 — I T A ship rolls initiative using its Dexterity, and uses its crew’s The embassy is officially run by Ambassador Olathir, but the oid quality score as a modifier to that roll. V day-to-day operations are controlled by embassy functionary On a ship’s turn, the captain decides which of the ship’s his chapter includes options for daily Yestris Tyrraheal. Both the embassy and the Veil’s Edge actions to use. encounters aboard the Resplendent, rules government are predominantly staffed with eladrin, whose for astral ship combat, and the first major experience in fey courts lets them excel in politics. Special Crew Actions battle of adventure. The Dungeon Master Yestris Tyrraheal is an Eladrin man whose experience in During an encounter, several crew members and officers can roleplay any of the adventure hooks fey politics prepared him well for embassy work. He values have access to different special actions. Adventurers may with their players, or start in media res with precision in his speech, mannerisms, and work, and can not have access to these actions at first, but may, through the ship launching. always be seen in an immaculate embassy uniform. This the progression of the adventure, either train with the crew T creates an illusion of professionalism disrupted only by his to gain access to some actions or replace officers in the constant sweating in the warm Veil’s Edge climate. eil s dge occurrence of an unfortunate accident. V ’ E Tyrraheal is a political creature, and believes that the best Take Aim. As an action, the captain, first mate, or master The boundary between planes is thin at Veil’s Edge. The way to get ahead is pleasing his superiors, appeasing his gunner directs the crew’s firing, aiding in aiming one of seaside city relies on trade, not just from across the sea, but inferiors, and ruthless politicking. At the moment, pleasing the ship’s weapons. Select one of the ship’s weapons that is from other domains as well. The Resplendent, one of the his superiors involves hiring adventurers to protect Olathir within 10 feet of the officer. It gains advantage on the next largest Drommonds in Veil’s Edge, is set to transport the city’s on the journey to Hestavar, for which he will pay 300 gold attack roll it makes before the end of the ship’s next turn. ambassador to establish a trade agreement with the glittering apiece. Of course, he’ll emphasize, the real treasure is free Full Speed Ahead. As an action while on deck, the captain, markets of Hestavar. Both embassy functionary Yestris passage to the wondrous markets of Hestavar. Tyrraheal and planar researcher Stranger Castra are offering first mate, or bosun can exhort the crew to work harder and adventurers passage aboard the Resplendent in exchange for drive the ship forward faster. Roll a d6 an multiple the result their service. The Docks by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If the ship is already benefiting DMs can choose whether to start their players in the The docks are the heart of Veil’s Edge, and trade is its from this action’s bonus, don’t add the bonuses together, the city proper or begin with the players already aboard the lifeblood. The docks consist of two major parts, the harbor higher bonus applies. Resplendent. DMs who begin in Veil’s Edge should know a and the spires. The harbor is where oceangoing ships dock, Come About. As an action while on deck, the captain, first little about the city. bringing goods from relatively nearby islands or the faraway mate, or bosun can exhort the crew to make a hard turn. Veil’s Edge is a city built on the caldera of a long-extinct markets of the Sword Coast. The spires are mooring spots Until the end of the ship’s next turn, the ship can turn more volcano. The only remains of the caldera’s are three for astral ships that trade with Veil’s Edge from the Astral than 90 degrees in any direction during its movement. peaks that dominate the city. Atop the three peaks are Sea and Outer Planes. There are twenty-seven in all, varying Man the Swivel Guns. If a ship has aimable deck cannons, the Veilborn Institute, the Veil’s Edge embassy, and the in size and shape to accomodate different ships. whether mundane or magical, a crew member trained as a Government House, respectively. South of the caldera is the While the docks keep Veil’s Edge alive, there is a dark gunner can use them. They can be prepped as a bonus action bustling port, which includes the city’s harbor, as well as a side to them. Press-ganging is not unheard of, even among and fired as an action. They must be prepped before they dozen mooring spires for astral ships. more respectable ships, in order to secure a full complement can be fired. of crew before launch. Criminals called Snatchers prey on drunk sailors, or even those who fall asleep in any of the The Veilborn Institute Crew in Combat more disreputable inns of Veil’s Edge, and bring them aboard All ships in this adventure have a full complement of crew. The Veilborn Institute researches the nature of the planes. ships for a cut of their signing pay. More physically capable The Resplendent has a crew of forty, not counting officers, Its founder and current director is Stranger Castra, a woman adventurers may find themselves an unwilling sailor. and must have at an active crew of fifteen, each using an of unknown Infernal who created the institute to action each round to operate the ship at full capacity. As investigate her ancestry. She has crimson skin and horns that such, DMs do not have to worry about tracking the specific resemble rams’ horns, which she decorates with jewelry of The Resplendent location of each crew member unless they want to. However, Cold Iron and Ignan Brass. She is bright and inquisitive, but The Resplendent is the largest planar dromond that docks the DM may want to include specific locations of the ship’s her quest for knowledge can at times seem almost predatory. at the spires of Veil’s Edge. It usually trades with the elves of officers in combat, even if they are involved with the She finds it physically difficult to lie, moreso than just being Arborea or the githzerai of Limbo, but occasionally be hired operation of the ship and not combat. Otherwise, assume bad at lying or being morally averse to doing so. for diplomatic missions. It is bedecked in the green and gold that the crew is spread evenly throughout the top two decks The institute itself is an oddly-constructed building, of Olathir’s personal crest, but even the ambassador’s gilding of the ship. full of angles and odd shapes. Its walls are inlaid with cannot fully cover the fact that it is still a merchant ship. It Mind Flayer Spelljammers operate slightly differently. extraplanar metals such as Ingan Brass and Githyanki Silver, bears deep scars along its hull, and the muted ozone smell of Rather than each crew member taking an action to operate in order to resonate with other planes (according to the the Astral Sea remains deep in the grain of the wood. the ship, the captain controls the ship through a psychic architects at least). The Resplendent is outfitted with weaponry that protects network of their crew. Each crew member must maintain The Veilborn Institute often uses its connections to secure it from the dangers of the Astral Sea. In addition to a double concentration to maintain control of the ship, but they passage aboard ships to other planes. Stranger Castra has broadside of mundane cannons, the Resplendent has two can otherwise take actions. If any crew member loses offered researchers passage if they record their observations. deck swivel guns that can fire specialized shot. concentration, they must psychically reconnect with the ship Adventurers associated with the Veilborn Institute, or even as a bonus action to regain concentration. those who impress Castra with their intellect may find Planar Ships In Combat themselves in one of these spots. In this adventure, players will fight aboard many planar Crew Casualties ships. This acts similar to how ship combat works on the Slaying a ship’s crew reduces the capability of the ship. The ocean, with a few major differences. The following section specifics depend on the ship, and are listed under the crew provides guidance on using planar ships in combat. section of the ship’s stat block. 4 Sample file 5 Move up to the speed of one of the ship’s movement components, with one The Resplendent 90-degree turn. If the helm is destroyed, the Resplendent can’t turn. Creatures may attempt to attack crew members as normal, In this section, you can find both the stat block for the Gargantuan Vehicle (70 ft. by 30 ft.) in an attempt to disable the ship. For spells that target an Resplendent and a map of its deck, as well as information on — ovement stral ails Creature Capacity 45 crew, 20 passengers M : A S area of effect, you can assume that the crew is spread evenly the ship’s officers. Armor Class 12 over the top two decks of the ship, and determine the Cargo Capacity 100 tons Travel Pace 5 miles per hour (120 miles per day) percentage of the crew affected based on the percentage of The Crew of the Resplendent Hit Points 50; -10 ft. speed per 25 damage taken — these decks that the spell covers. Alternatively, you can roll The Resplendent has a full crew of forty, with an additional STR DEX CON INT WIS CHA 1d6 per level of the spell. The total of the dice is the number five officers. All of the crew use the Commoner statblock, 20 (+5) 7 (-2) 17 (+3) 0 0 0 Speed (Astral Sea) 35 ft. of crew members caught in the spells area. and all of the officers use the Veteran statblock. Damage— Immunities poison, psychic Weapon: Broadside Cannons Captain Gavem Crain is a gruff human in his 40s. He cares Condition Immunities blinded, charmed, deafened, exhaustion, frightened, Armor Class 17 Crashing a Ship for his crew above his ship and his ship above his mission. incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious If a ship moves into the occupied by a creature or an Regardless, he is one of the most reliable captains that sail — Hit Points 50 each object, the ship might crash. A ship avoids crashing if the the Astral Sea. Actions object is at least two sizes smaller than it. Quartermaster Lucia Eridia is a high elf in charge of the On its turn, the Resplendent can take 3 actions, choosing from the options below. When the Resplendent takes an action to fire the broadside cannons, eight When a ship crashes, it must immediately make a DC ship’s operations. She is a taskmaster, and will assign work It can only take 2 action if it has less than thirty crew, and only 1 action if it has cannons fire at a target on the port or starboard side. fewer than fifteen. It can’t take these actions if it has fewer than five crew. 10 Constitution saving throw. On a failed save, it takes to anyone who does not appear to be doing anything, even Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Hit: 11 (2d8) damage to its hull based on the size of the creature or object those who do not technically work for her. Eridia loves her Fire Broadside. The Resplendent can fire its broadside cannons. bludgeoning damage. Add another 1d8 bludgeoning damage for each 2 points by it crashed into, as shown on the Crash Damage table. It also ship like a child, and wants to keep it in tip-top shape. She is which the attack beats that target’s AC, for a maximum number of damage dice stops moving if the object or creature is one size larger than also in charge of keeping on the sunless Astral Sea. Move. The Resplendent can use its helm to move with its astral sails. As part of equal to the number of working cannons on the side that is firing. it or more. Otherwise, both the ship and the object move in Bosun Lincan Raccam is a drow man in charge of making this action, it can use its naval ram. opposite directions based on their collision, and both move a the crew carry out the captain’s orders. He has a more Weapon: Swivel Cannons distance in feet equal to the damage dealt by the other in the personal relationship with the crew than the sometimes- Hull Armor Class 15 collision. If the object or creature cannot move, either due distant Crain, and is considered one of the crew himself. He Armor Class 15 Hit Points 50 to magic or because it is affixed to a larger object, such as an will often dine and sup with them. Hit Points 500 (damage threshold 20) islet or planetoid, may be destroyed, at the DM’s discretion. Master Gunner Hrarek is the Githzerai weaponsmaster of A creature can operate one of the swivel cannons. Loading the swivel cannon is a A creature struck by a ship must make a Dexterity saving the Resplendent. He is proud of the weaponry with which bonus action, and firing it is an action. This action cannot be taken as a ship action, Control: Helm throw with a DC equal to the 10 + the ship’s Strength the ship is outfitted, especially the swivel cannons on the only as the action of a creature operating the swivel cannon. Armor Class 12 modifier, taking damage based on the ship’s size (as shown deck. He is eager to teach anyone about the noble art of Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 26 (5d10) on the Crash Damage table) on a failed save, or half as much gunnery. He believes that with his weapons, the Resplendent Hit Points 50 bludgeoning damage, or damage based on specialized ammo. damage on a successful save. The same collision physics apply can fight anything head-on. regardless of the result of the save. Tempest Farros is a tiefling in charge of plotting Downtime Activities The Astral Sea the course and keeping a weather eye out for threats. She is Players will have time on the Resplendent can do different The Ship and Her Crew paranoid, perhaps for good reason, that the Astral Sea is a activities between major events. This is by no means an The skies open up into a yawning portal. The Resplendent’s terrifying void that will kill the entire crew if the ship goes bow points upward and sails through the air toward the The Resplendent will take part in combat according to the exhaustive list and should be considered a starting point. off course. She prefers solid land, but the money aboard a DMs should introduce these options naturally, not as a new tear in the fabric of reality. The wind roars as the ship rules of combat outlined in the Planar Ships in Combat passes the threshold, then silence. The portal closes and the ship was too much for her to pass up. She is always looking sequence of actions they can take. section. DMs should remember that the Resplendent, like for others to help keep an eye out for threats. `Resplendent floats alone in the emptiness of the void. most ships, is treated as both a creature and a battlefield. Train as a gunner. A character can spend a day of downtime training with Hrarek. This will allow them to The Astral Sea is a misty void, sometimes silvery, sometimes operate the guns of the ship, including the deck guns. lavender, sometimes a deep indigo. It is lit only by motes that Train on the ropes. A character can spend a day of resemble distant stars, otherwise ships are lit with lanterns to downtime training with Raccam or Craine. This will allow provide anything brighter than dim light. There is no day or them to add 1d4 to the dice roll of any Full Speed Ahead night in the Astral Sea, and sailors live by rigorous schedules action as a reaction (see Special Crew Actions). to avoid losing sense of time entirely. Islets, planetoids, and Make shot. A character can get permission from Hrarek or other chunks of rock form safe harbors that ships can use to Eridia to use Alchemists’ or Tinkers’ Tools to make magical resupply on long journeys. shot for the deck cannons from supplies in the hold. The DC The Astral Sea is very different from the Material Plane, is based on what they want the shot to do, more debilitating down to the physical laws that govern the plane. effects have a higher DC. Gamble. Before or after shifts, sailors often like to gamble Mutability with their wages. Since the Resplendent has alternating shifts, characters with a gaming set can always find a game. Mutability refers to a plane’s ability to be shaped through Take stock. The quartermaster orders lollygaggers to powerful will. The Material Plane is not mutable; it can only go take stock of a certain type of supplies in the hold and be changed through the application of magic or work. count them to make sure there’s enough. Any character The Astral Sea is mutable. Creatures with a strong enough who doesn’t look like they have enough to do may be will can shape areas of the plane into something that fits ordered about. their needs. Oftentimes, these are deities who, for their own Keep a weather eye. A player can offer to help keep watch. inscruitible reasons, want to carve out a region of the plane Roll on the table in Events in the Astral Sea to find what to reflect their own domains. Others who want to shape the event they see. Astral Sea to their own liking are called Astral Wanderers. These include powerful mages and other planar beings that want to carve out a haven on the Astral Sea. Not all Astral 6 Sample file 7 Wanderers create ports, but almost all ports on the Astral Islets in the Astral Sea do not naturally have gravity. lash with the aquin Ceromorph Genasi (Fire), one Ceromorph Aasimar, and one Sea are under the dominion of an Astral Wanderer. However, many locales shaped by a god or Astral Wanderer C D brainwashed Quaggoth. Ceromorphs are creatures who have On the third day, the Resplendent encounters the Daquin. Due to the mutability of the Astral Sea, spells that alter have their own gravity. This gravity is often shaped to the been implanted with a Mind Flayer tadpole, but are incapable If they choose to take a lookout position, they see it coming objects or terrain may have unpredictable effects. For whims of the being; an islet may have gravity that pulls of undergoing a full transformation into a Mind Flayer. They from a while away. instance, the wall of stone spell may be instantaneous and towards the center of the rock or it may have a “down,” are considered a flayer-kin, and have aspects of both their permanent, or it may dissolve into mist when it takes meaning inhabitants can fall off the edge. The mists of the Astral Sea limit visibility, but you can make original race and Mind Flayers. Monsters like Quaggoths damage. The exact ways that any given spell is affected is out a ship emerging from the haze. Purple tentacles grafted and Ogres are commonly brainwashed or mind controlled to onto an iridescent hull writhe, propelling the ship directly determined by the DM. Events in the Astral Sea follow Mind Flayer or Ceromorph orders, if all Mind Flayers When interacting with objects or areas that originate in towards yours. or Ceromorphs in an area are killed, they will revert to There are many encounters adventurers can have on the the Astral Sea, a creature can attempt to affect it. Otherwise, it attacks the ship unawares. their natural state, which is often aggressive toward anyone Move Object. As an action, a creature can make an Astral Sea. During downtime, players can approach the around them. The crack of cannons breaks the stillness of the mists. The Intelligence check to move an object that is not being worn navigator of the ship to keep an eye out on the horizon. If a Remember, Illithid ships are controlled differently from cannon blast rocks the Resplendent and a ship emerges from or carried. The check is made against a DC based on the player keeps watch, roll on the Astral Encounter table. A DM other ships. Rather than a standard ship’s wheel, illithid ships may also want to roll for an event randomly to keep things the fog - an iridescent spelljammer with grasping tentacles size of the object: DC 5 for Tiny objects, DC 10 for Small or grafted to its hull. have a psychic helm, which is commanded by the captain Medium objects, DC 15 for Large objects, DC 20 for Huge interesting. If you roll an event you have rolled before, reroll. and controlled collectively by the crew. Each crew member objects, and DC 25 for Gargantuan objects. On a success, After reading the appropriate text, have the players must maintain concentration to contribute to the control of they can move the object 5 feet, plus an extra foot for each roll initiative. the ship. The penalties when concentration is lost is listed point by which they beat the DC. On a failure, they can’t try Astral Encounter Table in the individual stat blocks for each ship. If the captain dies, to move the same object until after completing a short rest. Encounter: The Daquin command of the ship is seamlessly passed to another Mind Alter Object. As an action, a creature can make an 1d12 Encounter Flayer or Ceromorph. Brainwashed creatures can contribute Astral Projector. The party encounters the astral form The Daquin is a ship flying under the flag of the Mind Flayer Intelligence check to alter the composition of an object that to the control of a ship only if there is a Mind Flayer or 1 of someone using the astral projection spell. They can pirate Admiral Qerbekt. It is commanded by Mind Flayer is not being worn or carried. The check is made against a DC Ceromorph aboard. be from any plane, and may ask for directions. Captain named Captain Zuk. Their crew consists of one based on the size of the object: DC 20 for Tiny objects, DC Islet. There is a tiny islet off the port bow. If the party wants to stop and explore, they will find disturbed 25 for Small or Medium objects, DC 30 for Large objects, DC 2 35 for Huge objects, and DC 40 for Gargantuan Objects. The ground. Buried in a sack is an Infernal statue worth 50 he aquin Movement: Astral Sails gp. The crew may be suspicious of it. T D DC increases by 5 if they are trying to turn the object into a Gargantuan Vehicle (40 ft. by 30 ft.) Armor Class 12 Dread Husk. In the distance is an odd shape, the dead material they are not familiar with. On a success, they change 3 form of an Astral Dreadnought. If characters can — Hit Points 50; -5 ft. speed per 20 damage taken Creature Capacity 4 crew, 4 passengers the composition of the object to another material of the same crack off bits of its shell, it could have some use. Cargo Capacity 2 tons size and shape. On a failure, they can’t try to alter the same Clash. The sounds of battle echo through the mists. A Speed (Astral Sea) 50 ft. 4 Travel Pace 3 miles per hour (72 miles per day) object until after completing a short rest. Solar and a Pit Fiend are locked in mortal combat. — Stabilize Area. By concentrating for 1 minute, a creature Wreck. The shipwreck of a Githyanki Astral Brig floats STR DEX CON INT WIS CHA Weapon: Ballistae aimlessly in the void. Investigating aboard the ship 5 16 (+3) 7 (-2) 13 (+1) 0 0 0 can make an Intelligence check to keep an area from reveals that the crew’s deaths were the result of a Armor Class 15 changing. The DC is 5 + 1 for every 5 foot square affected. Mind Flayer. Damage— Immunities poison, psychic Hit Points 50 On a success, they lock an area into its current form for 24 Divine Blood. A golden bubble of viscous liquid, Condition Immunities blinded, charmed, deafened, exhaustion, hours, resisting other attempts at altering it. Double this believed to be the blood of dead gods. It can be frightened, incapacitated, paralyzed, petrified, poisoned, prone, A creature can operate one of the ballistae. Loading the ballista duration for every 5 points they beat the DC by. On a failure, 6 bottled. If drunk or submerged in, it grants 5 stunned, unconscious is a bonus action, and firing it is an action. This action cannot be they can’t try to stabilize an area until after completing temporary hit points, -1 on attack rolls and skill checks, — taken as a ship action, only as the action of a creature operating and confusing visions and memories for 1 hour. Actions the ballista. a long rest. Astral Flame. A seeping portal of fiery liquid that sheds Alter Area. By concentrating for 1 minute, a creature can bright light for 100 feet. Flammable objects that come On its turn, the Daquin can take 2 actions, choosing from the options below. It can only take 1 action if it only has one crew Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: make an Intelligence check to attempt to change an area. 7 in contact with it catch fire. Any creature that comes 16 (3d10) piercing damage. in contact with it takes 3d6 radiant damage. It can be member maintaining concentration on controlling the ship. It can’t The DC for this check is 20 + 1 for every 5 foot square take these actions if it has no crew maintaining concentration. affected. Add 10 to the DC if the area has been stabilized. On bottled, carefully. Ships passing. Another trading ship passes, heading Weapon: Forward Cannons The Daquin can fire its forward cannons. a success, they change the terrain of an area for 24 hours. in the other direction from the Resplendent. If any Fire Cannons. Armor Class 17 For example, they can change a bare rocky plain into a 8 characters keeping watch have worked as a sailor in Tentacles. The Daquin can attack with its tentacles. forest. Double this duration for every 5 points you beat the the past, they can decipher the flag signal from the Hit Points 50 each DC by. On a failure, they can’t try to alter an area until after other ship “beware of pirates.” Move. The Daquin can use its psychic helm to move with its When the Daquin takes an action to fire the cannons, each of the 4 completing a long rest. Time Wrinkle. An almost imperceptable rift appears, astral sails. and can only be seen with a DC 20 Perception check. cannons makes an attack against the same target. The crow’s nest passes through it, and any creature Ranged Weapon Attack: +6 to hit, advantage if target is grappled 9 that touches it gains +5 to Initiative rolls and cannot Hull Gravity range 120/480 ft., one target. Hit: 11 (2d10) bludgeoning damage. be surprised for 72 hours. During this time, the Armor Class 15 There is no gravity in the Astral Sea. In the absence of creature can cast Augury once without components, gravity, creatures can move by willing themselves to do so. and age five times as fast as normal for the duration. Hit Points 120 (damage threshold 10) Weapon: Tentacles A creature’s speed in feet is equal to 3 x its Intelligence score. Color Veil. A shimmering, shifting ribbon of color Armor Class 15 A creature moving in this way has a full range of movement, 10 stretching across the void. It casts color spray on Control: Psychic Helm and can travel in any direction in space. creatures that come in contact with it. Armor Class 12 Hit Points 60 11 Night Hag. A Night Hag attacks. Ships that sail the Astral Sea are fitted with enchantments Psychic Wind. A psychic storm is brewing in the Hit Points 50 Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 21 that produce their own gravity. This gravity zone produced 12 distance. All creatures must get belowdecks or suffer (4d10) bludgeoning damage and the target is grappled until the by a ship covers the same horizontal area as the ship, and the effects of Psychic Wind (DMG, page 47-48). Move up to the speed of one of the ship’s movement components, tentacles are destroyed. vertically extends to about ten feet above the tallest mast, with one 90-degree turn. If the psychic helm is destroyed, the above which the strength of gravity deteriorates quickly. Daquin can’t turn. 8 Sample file 9 Mind Flayer Captain Actions Medium aberration, Neutral Evil Multiattack. The mind flayer captain makes two melee attacks, one with their cutlass and one with their tentacles. — Armor Class 15 (studded leather) Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit Points 71 (13d8 + 13) Hit: 7 (1d6 + 3) slashing damage. Speed 30 ft.

—STR DEX CON INT WIS CHA Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (+0) 16 (+3) 12 (+1) 19 (+4) 15 (+2) 17 (+3) Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or — smaller, it is grappled (escape DC 15) and must succeed in a DC 15 Saving Throws Int +7, Wis +5, Cha +6 Intelligence saving throw or be stunned until this grapple ends. Skills Arcana +7, Deception +6, Insight +5, Perception + 5, Persuasion +6, Stealth +6 Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one Senses darkvision 120 ft., passive Perception 15 incapacitated humanoid grappled by the mind flayer captain. Languages Deep Speech, Undercommon, telepathy 120 ft. Hit: The target takes 55 (10d10) piercing damage. If this damage Challenge 7 (2,900 XP) reduces the target to 0 hit points, the mind flayer captain kills the — target by extracting and devouring its brain. Innate Spellcasting. The mind flayer captain’s innate spellcasting ability is Intelligence (spell save DC 15). They can innately cast the Mind Blast (Recharge 5-6). The mind flayer captain magically following spells, requiring no components: emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 • At will: detect thoughts, levitate + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the • 1/day each: dominate monster, plane shift (self only) effect on a success.

Magic Resistance. The mind flayer captain has advantage on saving throws against spells and other magical effects.

Ceromorph Genasi Ceromorph Aasimar Medium aberration, Neutral Evil Medium aberration, Neutral Evil — — Armor Class 13 (leather armor) Armor Class 13 (chain shirt) Hit Points 33 (6d8 + 6) Hit Points 27 (5d8 + 5) Speed 30 ft. Speed 30 ft.

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

Senses— passive Perception 10 Senses— passive Perception 10 Languages Common, Deep Speech, telepathy 30 ft. Languages Common, Celestial, Deep Speech, telepathy 30 ft. Challenge 2 (450 XP) Challenge 2 (450 XP) — — Spellcasting. The ceromorph genasi is a 4th-level spellcaster. Its Spellcasting. The ceromorph aasimar is a 5th-level spellcaster. spellcasting ability is Intelligence (spell save DC 13, +5 to hit with Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit spell attacks). The ceromorph genasi has the following spells with spell attacks). The ceromorph aasimar has the following prepared based on what type of genasi they were: spells prepared:

• Cantrips (at will): firebolt (fire), lightning lure (air), magic • Cantrips (at will): sacred flame, thaumaturgy stone (earth), ray of frost (water) • 1st level (3 slots): cure wounds , guiding bolt • 1st level (4 slots): burning hands (fire), earth tremor (earth), fog cloud (air), ice spike (water) • 2nd level (2 slots): spiritual weapon

• 2nd level (3 slots): gust of wind (air), heat metal (fire), • 3rd level (1 slots): dispel magic, spirit guardians Maximillian’s earthen grasp (earth), Snilloc’s snowball swarm (water) Psychic Eminence. As a bonus action, the ceromorph aasimar can expend a spell slot to cause its melee attacks to magically deal Elementalist. When theceromorph genasi deals spell damage, it an extra 10 (3d6) psychic damage to a target on a hit. This benefit adds +2 psychic damage to it. lasts until the end of the turn. If the ceromorph aasimar expends a spell slot of 2nd level or higher, the damage extra increases by 1d6 for each level above 1st. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Actions Multiattack. The ceromorph aasimar makes two melee attacks.

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. 10 Sample file 11 The Daquin’s Strategy with cushions and rags for the Quaggoth. The captain’s The Daquin is a light ship, and attacks very similar to how quarters is a well-decorated with a mismatch of very nice but a Mind Flayer does, by latching on and killing from inside. very disparate furniture taken from other ships. The walls As it approaches, the Ceromorphs will fire the Ballistae on are inlaid with iridescent abalone nacre that sparkles and the top deck at the Resplendent. When it gets close enough, changes colors depending on the angle. A DC 16 Perception the Daquin will try to grapple the Resplendent with its hull check reveals a removable floorboard, under which is a chest tentacles, then fire its forward cannons directly into the of 300 gp and 200 gp worth of rubies. A character that makes Resplendent’s hull. a DC 10 check with Thieves’ Tools unlocks Zuk’s desk. Meanwhile, the crew and captain will scale the side Inside the desk is a contract written in Undercommon of the Resplendent and board the ship. The crew of the pledging Zuk, his ship, and his crew to the service of Admiral Resplendent will be focused on hacking the crushing Qerbekt, in exchange for being under the protection of the tentacles from the ship, so the adventurers must fight them. feared pirate and being able to fly their flag. Also written They can still take actions while psychically operating the in Undercommon is a letter with additional orders from ship (see Planar Ships in Combat). However, if they take Qerbekt. Roughly translated, it instructs Zuk to attack any an action that requires concentration or lose concentration diplomatic ships it finds and capture them intact, because in some other way, they cease being able to operate the flying under diplomatic flags will let Qerbekt get past the ship until they reassert their connection with the Daquin, defenses of the Bright City of Hestavar, and raid the city for which can be done as a bonus action. While grappling the the treasures within. Resplendent will take as many actions as available to fire its Also in the desk is a scroll of control weather crafted forward cannons. specifically for the Astral Sea. While it does not rain or snow Once on the Resplendent, the crew of the Daquin will in the Astral Sea, the Precipitation Stage 4 is Heavy Fog, attack. Zuk the Mind Flayer Captain will use mind blast which limits visibility to 30 feet, and the Precipitation Stage whenever possible, and will attempt to attack and extract 5 is Dense Fog, which limits visibility to 10 feet. The storm the brain from whoever they think looks smartest. The in Wind Stage 5 is accompanied by a Psychic Wind (see Ceromorph Genasi will use heat metal on the weapon or Dungeon Master’s Guide, Astral Plane). armor of whoever seems to be the strongest warrior, then The cargo hold is mostly empty, stocked with the supplies uses other damage-dealing spells on subsequent turns. The needed for an astronautical voyage. If a character succeeds Ceromorph Aasimar will use a combination of spells and in a DC 14 Perception check, they find a pair of Bracers melee attacks, and it will always use its action and bonus of Boarding. action every turn, if possible. The brainwashed Qaggoth After the characters return from the Daquin, the crew of attacks the characters indiscriminantly. the Resplendent hacks the tentacles from the hull of the ship. If spotted from afar, the Daquin will start about 100 feet They also throw the crew of the Daquin overboard, leaving off the starboard bow, on a level plane with the Resplendent, them to float endlessly through the Astral Sea. and will attempt to grapple onto the starboard side of the boat (where some of the Resplendent’s cannons may be able to reach it). If the Daquin gets a surprise cannon barrage, it Dread Offal Consumable approaches from below the Resplendent. Any creature who eats the meat of an Astral Dreadnought raw takes 4d6 psychic damage and is incapacitated for one minute. he ftermath Any creature who eats the cooked meat of an Astral T A Dreadnought must succeed at a DC 20 Constitution saving throw After the crew of the Daquin is killed, the spelljammer’s or else be poisoned for 1 hour. crushing grip on the Resplendent relaxes. Captain Gavem Craine congratulates the characters for defending against the boarders, and offers them the reward of scavenging the Bracers of Boarding Daquin before the crew hacks it free. Wondrous Item Aboard the Daquin, there is a mess, a small crew’s quarters, While wearing these bracers, when you make a long jump, the magic in this item propels you forward, increasing your jump a hold, and a captain’s quarters. distance by 20 feet. The mess is stocked with around two dozen preserved brains in glass jars. The mess also has piles of foul- smelling Dread Offal, a technically edible meat from Astral Dreadnoughts. It is sold for cheap in mass quantities by dreadnought tars, who hunt Astral Dreadnoughts for the magic items that can be made from them. It is food for the Quaggoth, who does not eat brains, but is not picky about what it does eat. Any creature who eats the cooked meat of an Astral Dreadnought must succeed at a DC 20 Constitution saving throw or else be poisoned for 1 hour. The crew’s quarters includes simple sleeping quarters - two hammocks for the ceromorphs and a corner filled 12 Sample file 13 The tavern is otherwise empty; the crew of the Kord’s Favor Resplendent are still resupplying the ship. Players can ask Weapon (longsword) Salty Saul or Crag Pridewreck about the altercation. While wielding this sword, whenever anything would deal lightning damage to a creature within 30 feet of you, you can use your reaction to take the lightning damage instead. Talking to Saul When you take lightning damage while wielding this sword, Saul doesn’t know much more than the players. He says that your next melee attack with this sword deals an extra 1d6 lightning that Crag fellow is hunting for someone, a Githyanki named damage on a hit. Jirrath. He will pretend to know more in order to get the players to pay for information. With any amount of gold, or other sufficient motivation, he’ll explain that this is a small community, and any newcomers to the islet could only be found at the Gi’ir Monastery.

Talking to Crag Crag is naturally suspicious, and will refuse to talk to the characters unless they convince him they mean to help him with a DC 16 Deception or Persuasion check. If convinced, he will tell them that he and his crew are spies for Admiral Qerbekt, strictly freelance, since a psionic barrier around Gi’ir prevents anyone under a Mind Flayer’s control from entering. He is looking for a Githyanki woman named Jirrath that escaped from Qerbekt in the past. He says Qerbekt doesn’t leave survivors. He says he’ll pay the characters something if they bring him Jirrath. An DC 18 Insight check reveals that he intends to backstab them if they help him out. Chapter 2 — Intrigue in and the Gi’ir monastery, home to the Githzerai monk that shapes the islet. Ship’s Chandler and General Store Gi’ir The Ship’s Chandler and General Store does not have a he hore s eave n this chapter, the Resplendent docks at the T S ’ L name; it doesn’t need to, since it is the only place to buy rocky islet of Gi’ir to resupply. Keep in mind that The Shore’s Leave is perhaps the most prosperous enterprise goods on Gi’ir. The proprietor of the store is a female this occurs on the 5th day of the 7 day journey, in Gi’ir. While the steady stream of trade from ships keeps Githzerai Commoner named Dharnel, an old friend of meaning that there is a day of downtime between Gi’ir alive, no one is more willing to part with their gold than Azharin, the monk who leads the monastery and makes the end of the last chapter and the beginning of sailors with half a journey’s worth of wages burning a hole in Gi’ir habitable. Dharnel is simple and plainspoken, but this one. Use the Events in the Astral Sea and their pocket. will not hesitate to use detect thoughts to gain the advantage Downtime Activities sections for things that can happen The Shore’s Leave is a tavern, but it is not an inn. The when haggling. Iduring downtime. only rooms on the premises are those let to the tavern’s Physically, the store is as plain as its owner. It is built from On Gi’ir, events can happen in a different order than employees, as sailors usually have a bunk readily available on unvarnished wood, and the interior is undecorated. The roof presented here, so familiarize yourself with the whole their ship. is a straw thatch that has been transmuted into more sturdy chapter before running it for players. The tavern’s owner, a human Commoner named Salty wood. The only purpose for the building is to protect the Saul, is a sour curmudgeon who waters down the drinks. goods from the elements. He’s not the most personable bartender, but he’s the only one The store sells, as the name suggests, general goods and Gi’ir who sells alcohol on the barren rock that is Gi’ir. He does ship supplies. The store has in stock 4 healing potions for the The Resplendent approaches one of the two docking spires of keep a 300gp bottle of wine locked behind the bar, in case steep price of 80gp. It also sells a magic sword called Kord’s Gi’ir; the other already has a small sloop moored to it. Below, someone with more money comes in and doesn’t want to Favor for 300gp. All prices are subject to haggling, as is the the rocky islet of Gi’ir hangs in the vastness of the void, the only drink his usual swill. norm on the Astral Sea. land for miles. When the players arrive, they will find Crag Pridewreck, When players enter the store, it is hectic. Most of the Gi’ir is an important port on several trade routes on the Earth Genasi and the captain of the other ship docked on crew of the Resplendent is there, loading supplies the Astral Sea, by virtue of being the only occupied islet for days. Qi’ir, interrogating Saul. Unbeknownst to all involved, Captain Craine traded for. If a character makes a DC 12 Ships that get lost in the mists of the Astral Sea and miss Gi’ir Crag is a hired spy for Qerbekt. Read the following to Perception check, they may notice three individuals who usually never reach their destination. It is the only place to set the scene: are not members of the Resplendent’s crew. They are three resupply for many ships. As you enter the lantern-lit bar, you find a stout Earth Genasi in Spies from Crag Pridewreck’s crew, one elf and two tieflings. Despite its importance, Gi’ir itself is a desolate scrap of sailor’s rags assaulting the bartender. He has him by the collar, They are keeping an eye on the sailors moving about and the rock. It has a small population, and is sustained by the trade and nearly pulls him over the bar as he shouts, “I know Jirrath is goods they are carrying. that comes through as ships dock for the night. Gi’ir has no here on this scrap of rock!” One of the crates secretly contains Jirrath, the Githyanki method of growing food or producing goods, and if the trade fugitive that Crag is looking for. Dharnel has arranged with from ships disappeared, the islet would die. When the Earth Genasi sees you come in, he releases the Monk Azharin to help her stow away on the Resplendent. bartender and retreats to the back corner of the tavern, There are three central locations on Gi’ir: The local tavern, Dharnel will not betray this information except in very keeping an eye on you. The Shore’s Leave; the ship chandler and general store; 14 Sample file 15 extreme circumstances, or if the characters can prove they Azharin is considered a radical in Githzerai society, largely have already spoken to Azharin about it. due to his sympathy towards the Githyanki. He welcomed Jirrath partly because he wanted to keep her safe, but largely Gi’ir Monastery because younger and less-experienced Githyanki are more likely to believe in and spread his views of unity than those The Gi’ir Monastery is fairly simple Githzerai monastery, more entrenched in Githyanki society, who have more to but is the largest building on the islet. It consists of a large win and more to lose. central room for instruction and communal living, which is Azharin is not officially a pariah in Githzerai society, but surrounded by living quarters for the trainees and monks, he is not welcome either. Gi’ir is his attempt to establish a mostly Gith, but some Genasi and other races. There are place where his teachings are welcome. Eventually, he plans about 20 trainees and 10 monks at any time; the trainees to return to Limbo and reintroduce his ideas to Githzerai sleep in rooms of two, while the monks have their own society. He figures that dozens of monks willing to follow small rooms. Attached to the monastery building is an him won’t be a detriment to his plan either. enclosed courtyard. Trainees use this courtyard to practice This section is not intended for combat, but if a fight does shaping mutable material, and it is filled with half-formed break out, the trainees and monks training under Azharin pillars, trees, and walls from different attempts to shape use the Githzerai Monk stat block(Monster Manual pg. 162), the land there. even if they are not Githzerai. Azharin uses the Githzerai Until this morning, Jirrath was a trainee at the monastery Anarch stat block (Mordenkainen’s Tome of Foes pg. 207). This under the name Lirayah, and disguised as a Githzerai outcast. fight is not recommended for the players. When word got to the Azharin, the leader of the monastery, that Crag Pridewreck was asking around the Chandler and General Store about Jirrath, he arranged with Dharnel to Tips for Intrigue in Gi’ir have her smuggled in a crate aboard the next ship out of Gi’ir This chapter of the adventure focuses less on combat and to keep her safe from Qerbekt. more on social aspects and problem solving. It combines Azharin will not reveal this information without a very a shopping break with a mystery. As the DM, you should good reason. If he is convinced that the characters mean put enough narrative emphasis on Crag Pridewreck and to help Jirrath, he may explain the situation to them and his crew to draw in the players into the mystery. After all, send them to Dharnel to surreptitiously load the crate onto this leg of the adventure breaks up a few days of downtime, the Resplendent. Gathering more information about the and while players may have encounters during downtime it situation will also make him more likely to tell the truth, in is important to hook the players to solidify Qerbekt as the order to stop the characters from getting the wrong idea and ultimate villain. disrupting the plan. However, if they mean harm to Jirrath, However, it is fine if the characters end up not solving the they will have to make a Deception Check against his Insight mystery. If no one intervenes, Jirrath will be loaded onto the check in addition to the above. Resplendent. Characters can find her in the hold later on. If Characters may also investigate other residents of the your players are stumped, but they’ve delved enough into the Gi’ir Monastery to get more information on the situation. mystery that they are intrigued, you can try to organically They may tell characters background information on the drop more hints to get them on track or shift the tone to monastery, or they may, with the right line of questioning, imply that the rest of the mystery can be solved later. reveal that a trainee named Lirayah - Jirrath’s pseudonym - Remember, if players are unsympathetic toward Jirrath, hasn’t been seen since this morning. This information may siding with Crag may not ultimately change the ending. Crag be unusual to them, but not especially worrying yet. Orera, intends to backstab the characters if they help him; if they would give Qerbekt the access to Hestavar that they so Pridewreck, Qerbekt’s spy looking for Jirrath on Gi’ir, has Mirelzal, Branag, and Dorth are names that DMs can use for hand over Jirrath to him, he and his crew will fight them desperately craved. forced Azharin to rush his plans and smuggle Jirrath aboard different trainees or monks. in the Shore’s Leave to get out of paying them. If they do When the Silver Wind was attacked and the battle took the next ship headed to Hestavar instead. end up killing Jirrath, have them discover a piece of paper a turn for the worse, the captain gave the lowly deckhand Physically, Jirrath is plain and unassuming. She has straight Azharin in her pocket, a sigil sequence for the embassy in Hestavar. Jirrath the piece of paper with the sigil sequence written on dark hair cut short just below the ears. She is wiry and tough, The Gi’ir Monastery is a Githzerai Monastery led by Monk That way, Qerbekt still has a reason to pursue the players it, put her in a large chest, and threw the chest into the Astral with wear from life aboard a githyanki vessel, including scars Azharin. Azharin is trained in the ways of the Githzerai (see Chapter 3). Anarchs who shape the very essence of their home plane Sea. Qerbekt only found out hours later after capturing and both faint and fresh. of Limbo. However, Azharin is not an Anarch himself, due interrogating the captain. Jirrath’s mood is currently dominated by fear, as she is irrath to his unconventional views, namely, his dedication to a J The chest was found by the Harrier, a ship bound for Gi’ir. terrified that Qerbekt is going to find and kill her before she reunited Gith race. He uses his Anarch training to make Gi’ir Jirrath is the center of this part of the adventure, even if the Jirrath, who, being a poor deckhand, had no identifying can get to safety. However, under this fear, she is impulsive a habitable islet, altering the terrain for easier construction players never actually meet her. The information in this Githyanki clothing, so said that she was a Githzerai sailor and rash, but Azharin’s tutelage has mellowed out her more and providing gravity. section is not necessarily relevant to the plot, but may inform from Limbo named Lirayah who’s ship had been attacked. destructive impluses. She still feels loyalty toward her former In appearance, Azharin is a wiry old Githzerai mottled details that you include in your narration or dialogue. At Gi’ir, she left the Harrier, intending to join the monastery Githyanki captain despite coming to believe in Azharin’s with green liver spots. He spends most of his time instructing Jirrath is a Githyanki pirate who served as a deckhand under the assumed identity. However, she did not account teachings of Gith unity, and has held onto the Hestavar other Gith monks in the art of shaping the nebulous mutable aboard the Silver Wind. Her ship was attacked by Qerbekt for Azharin’s ability to sense her thoughts and emotions sigil code for this reason; she does not know the true starstuff of the Astral Sea, and otherwise likes to spend two weeks before the players’ arrival in Gi’ir, due to the with his powerful psionics. He learned her true identity, but significance of it. time in quiet contemplation or write political treatises on fact that her captain had a copy of a sigil sequence for a promised to keep it a secret. He also promised that he could These details may not come up in this adventure, but they the Gith. He never uses Githzerai or Githyanki in speech, Hestavar teleportation circle that he had gotten from a fence get her a job as crew on a ship headed to Hestavar, the one can help inform how to roleplay Jirrath. referring only to Gith as a collective. who sold goods in Hestavar’s markets. This sigil sequence place safer from Qerbekt than Gi’ir. The presence of Crag 16 Sample file 17 After five rounds, the Reloseer is only 100 feet away. The Mindbreaker) and Hestavar’s defenses. Remember, all the Resplendent is almost to the edge of Hestavar. Then, two ships in this battle follow the rules found in the section more ships emerge from the mist: the Leshere aiming to cut Planar Ships in Combat. the Resplendent off from below the starboard bow, and the flagship Mindbreaker from above. The Reloseer Read the following aloud: At the start of the battle, the Reloseer is 100 feet behind the Resplendent. It is a fast ship and can maneuver freely As the Mindbreaker emerges from the mist, you all hear a voice in space, which it will use to its advantage. When the in your heads. “Your ship has a stowaway aboard, a Githyanki named Jirrath. By the rights of plunder, she belongs to me. Reloseer catches up to the Resplendent, it flies around the Hand her over, and you can move on peacefully. Qerbekt leaves ship, avoiding the broadside cannons and trying to destroy no survivors.” critical parts of the ship like the masts or deck cannons. It is very lightly crewed, with only a Mind Flayer Captain, a If Jirrath is dead, they demand “a scrap of paper taken off a Ceromorph Bladeling, and a Ceromorph Aasimar. dead Githyanki by one of your crew.” If the Reloseer’s hull is reduced to less than half of its The crew of the Resplendent will have to decide what maximum health, it will attemt to ram the Resplendent, and happens, and the characters are encouraged to participate. its crew will attempt to board the ship. In general, Ambassador Olathir, Quartermaster Eridia, and Navigator Farros are in favor of handing her over, Bosun The Leshere Raccam and Master Gunner Hrarek are against it, and The Leshere starts the battle 50 feet away from the Captain Crain does not want to hand her over but will do Resplendent, out of sight of the Resplendent’s cannons below whatever will protect the ship. If the discussion takes too the port bow. It is the same type of ship as the Daquin (see long, Qerbekt will repeat their demand, saying that they are chapter 1) and will use a similar strategy. It will attempt to not a patient illithid. If it takes too long after that, the ships grapple the ship and fire its forward cannons into its hull. will attack. However, unlike the Daquin crew, they will not board the ship, and instead will use the ballistae and ranged attacks on Handing Over Jirrath the hull as well, in an attempt to break into it. When they break a hole in the hull, they will enter the lower decks of the If the characters sway the vote to hand over Jirrath, the ship and fight their way up through the Resplendent’s crew. crew will raise the white flag on the Resplendent. The The crew of the Leshere consists of a Mind Flayer Mindbreaker will pull alongside the Resplendent and extend Captain, and three Ceromorph Genasi (Fire, Water, and Air, the gangplank. After the crew has searched the hold and respectively). found Jirrath (which the characters can assist with if they know where she is), Ambassador Olathir will take her onto The Mindbreaker Qerbekt’s ship, along with any of the characters that were The Mindbreaker is the flagship of Qerbekt’s fleet. If it starts hired to protect him. next to the Resplendent, such as is described in Handing After Olathir hands Jirrath over to Qerbekt, Qerbekt Over Jirrath, the crew will board the Resplendent, leaving searches her pockets for the sigil sequence. Once he finds it only enough crew behind to fight the remaining characters to his satisfaction, he nods to Olathir, then makes a sword on board the Mindbreaker. attack against Olathir with advantage. Then, have everyone If the Mindbreaker starts away from the Resplendent, Chapter 3 — Over this action, they may hear noises belowdecks that lead them roll for initiative. it will fire its cannons into the Resplendent for two turns, to Jirrath. Again, this is only important if the characters did If Jirrath is dead by this point, the handoff can be done then approach to board. It will approach from above Hestavar not meet Jirrath in Chapter 2. Otherwise, players can choose with the sigil sequence itself. If Olathir is dead, the highest the Resplendent, with its broadside pointed down at the whether they want to interact with Jirrath. ranking officer can make the trade instead. Resplendent’s deck. The crew will then drop ropes into his Chapter includes the final battle of the campaign, an astronautical battle the Resplendent’s gravity zone (see the Gravity section in between the Resplendent and three of The Final Day Saving Jirrath Chapter 1) and rappel down onto the ship. The crew of the Mindbreaker consists of Qerbekt, 2 Qerbekt’s ships, the Reloseer, the Leshere, On the morning of the final day, the players can see the If the characters sway the vote to protect Jirrath, they have Ceromorph Bladelings, 3 Ceromorph Genasi (2 Earth and and the Mindbreaker, above the boundary glowing city of Hestavar through the mists in the distance. until Qerbekt runs out of patience or until they take an 1 Air), a brainwashed Quaggoth, and a brainwashed Ogre. of Hestavar. In the city, it is always noontime, making it look like the first aggressive action toward one of the other ships. Qerbekt will Also on board is Qerbekt’s pet, a Mindstealer Pseudodragon sunrise they have seen since they began their journey. notice if anyone tries to operate any of the swivel cannons, named Jib, who perches on Qerbekt’s shoulder when at rest. T After some time, there comes a shout from the stern. The but a character may cast a spell before they can react. he enultimate ay The Ceromorph Bladelings will attack a single enemy T P D ship is being followed about 500 feet behind by the Reloseer, If the Resplendent does not signal to make the trade, the and attempt to grapple them, then use claw attacks against The crew revels in a night off in Gi’ir, but the next morning which is flying the same flag of Qerbekt you found on the battle will start with the Mindbreaker 100 feet above the them. The Ceromorph Earth Genasi will use Maximillian’s the Resplendent launches again. There is a full day in Daquin. With no interference from the characters, the deck of the Resplendent, pointing down. earthen grasp to lock down mobile opponents, then use between leaving Gi’ir and arriving above Hestavar. Players captain will order the ship to go full speed ahead. Still, the As soon as anyone takes an aggressive action, have damage spells. The Ceromorph Air Genasi will use gust of can take downtime ship actions as described in Events in the Reloseer will gain on the Resplendent, and the characters everyone roll for initiative. wind to knock enemies off the edge of the ship and fog cloud Astral Sea and Downtime Activities, with some exceptions. can spend their turns preparing to engage the Reloseer when to obscure long-range attackers. The Quaggoth and Ogre If a player takes any action that results in them going into it catches up, or, if they have attacks, spells, or abilities with The Battle will attack the Resplendent’s crew indiscriminantly. The the cargo hold, they discover Jirrath hidden in a crate if they enough range, attack the Reloseer. did not meet her in the previous chapter (see the Jirrath There are multiple elements of this battle. These include Mindstealer Pseudodragon will attempt to attack characters section in Chapter 2 for details on her). If no player takes Qerbekt’s three ships (the Reloseer, the Leshere, and the with its tentacles and stinger. 18 Sample file 19 Qerbekt themself will use their mind blast whenever able, Hestavar will not fire its defenses until battle starts. The and their firearm of the neuromancer if no one is stunned. It powers that govern Hestavar have no desire to get involved will then attack stunned enemies. in conflicts that don’t threaten the peace of the city. In the clash with Qerbekt’s fleet, the defenses will only Hestavar Defenses begin to fire once an aggresive move that can be seen from Hestavar has orbital defenses of its own, meant to protect it afar has been taken by any party. In practice, this means against attackers. Part of the way that Hestavar maintains its firing of cannons or use of visible magic. role as a neutral ground for the Outer Planes by responding Hestavar’s defenses fire at the end of the Initiative order. aggressively to battle that occurs in their section of the void. To determine the target, roll 1d4 to see if it aims at the Hestavar’s orbital defenses are mounted on floating islets Reloseer, the Leshere, the Mindbreaker, or the Resplendent, that drift around the outer boundary of the city. There are a respectively. number of these islets, such that one will be in range of any The orbital defenses fire a beam of energy that counts as a altercation in Hestavar space. The defenses themselves are ranged attack. It has an attack of +5. On a hit, it will deal 5d8 powered by the radiant energy of Hestavar, and have a range radiant damage to the hull of whatever ship it is targeting. of several miles. Rather than physical shot, which can be Remember, even if the beam misses, it will be noticeable. buffetted by the winds of the Astral Sea, Hestavar’s defenses Characters will see a brilliant golden beam streak through fire beams of radiant energy with pinpoint accuracy. the void. Hestavar is anything but subtle.

The Reloseer Hull Gargantuan Vehicle (55 ft. by 10 ft.) Armor Class 15 — Hit Points 100 (damage threshold 10) Creature Capacity 3 crew Cargo Capacity 0.5 tons Travel Pace 5 miles per hour (120 miles per day) Control: Psychic Helm Armor Class 13 —STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 13 (+1) 0 0 0 Hit Points 50 (damage threshold 10) Damage— Immunities poison, psychic Move up to the speed of one of the ship’s movement components, Condition Immunities blinded, charmed, deafened, exhaustion, with one 90-degree turn. If the psychic helm is destroyed, the frightened, incapacitated, paralyzed, petrified, poisoned, prone, Reloseer can’t turn. stunned, unconscious

— Movement: Astral Sails Actions Armor Class 12 On its turn, the Reloseer can take 2 actions, choosing from the options below. It can only take 1 action if it only has one crew Hit Points 50; -5 ft. speed per 20 damage taken member maintaining concentration on controlling the ship. It can’t take these actions if it has no crew maintaining concentration. Speed (Astral Sea) 80 ft.

Fire Cannon. The Reloseer can fire its forward chain cannon. Weapon: Chain Cannon Move. The Reloseer can use its psychic helm to move with its Armor Class 15 astral sails. Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) slashing damage. This damage is doubled against sails. 20 Sample file 21 The Leshere Movement: Astral Sails Gargantuan Vehicle (40 ft. by 30 ft.) Armor Class 12 — Hit Points 50; -5 ft. speed per 20 damage taken Creature Capacity 4 crew, 4 passengers Cargo Capacity 2 tons Speed (Astral Sea) 50 ft. Travel Pace 3 miles per hour (72 miles per day) — STR DEX CON INT WIS CHA Weapon: Ballistae 16 (+3) 7 (-2) 13 (+1) 0 0 0 Armor Class 15 Damage— Immunities poison, psychic Hit Points 50 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, A creature can operate one of the ballistae. Loading the ballista stunned, unconscious is a bonus action, and firing it is an action. This action cannot be — taken as a ship action, only as the action of a creature operating Actions the ballista. On its turn, the Leshere can take 2 actions, choosing from the options below. It can only take 1 action if it only has one crew Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: member maintaining concentration on controlling the ship. It can’t 16 (3d10) piercing damage. take these actions if it has no crew maintaining concentration. Weapon: Forward Cannons Fire Cannons. The Leshere can fire its forward cannons. Armor Class 17

Tentacles. The Leshere can attack with its tentacles. Hit Points 50 each

Move. The Leshere can use its psychic helm to move with its When the Leshere takes an action to fire the cannons, each of the 4 astral sails. cannons makes an attack against the same target.

Hull Ranged Weapon Attack: +6 to hit, advantage if target is grappled Armor Class 15 range 120/480 ft., one target. Hit: 11 (2d10) bludgeoning damage.

Hit Points 120 (damage threshold 10) Weapon: Tentacles Armor Class 15 Control: Psychic Helm Armor Class 12 Hit Points 60

Hit Points 50 Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 21 (4d10) bludgeoning damage and the target is grappled until the Move up to the speed of one of the ship’s movement components, tentacles are destroyed with one 90-degree turn. If the psychic helm is destroyed, the Leshere can’t turn.

22 Sample file 23 Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Admiral Qerbekt Hit: 7 (1d6 + 3) slashing damage. Medium aberration, Neutral Evil — Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Armor Class 15 (studded leather) Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or Hit Points 71 (13d8 + 13) smaller, it is grappled (escape DC 15) and must succeed in a DC 15 Speed 30 ft. Intelligence saving throw or be stunned until this grapple ends. — STR DEX CON INT WIS CHA Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 11 (+0) 16 (+3) 12 (+1) 19 (+4) 15 (+2) 17 (+3) incapacitated humanoid grappled by Admiral Qerbekt. Hit: The Saving— Throws Int +7, Wis +5, Cha +6 target takes 55 (10d10) piercing damage. If this damage reduces Skills Arcana +7, Deception +6, Insight +5, Perception + 5, the target to 0 hit points, Admiral Qerbekt kills the target by Persuasion +6, Stealth +6 extracting and devouring its brain. Senses darkvision 120 ft., passive Perception 15 Firearm of the Necromancer. Ranged Weapon Attack: +7 to hit, Languages Deep Speech, Undercommon, telepathy 120 ft. range 30/60 ft., one target. Hit: 6 (1d10) piercing damage + 2 (1d4) Challenge 7 (2,900 XP) psychic damage. On a critical hit, target must succeed on a DC 15 — Intelligence saving throw or take 22 (4d8 + 4) psychic damage and Innate Spellcasting. Admiral Qerbekt’s innate spellcasting be stunned for 1 minute. A creature can repeat the saving throw at ability is Intelligence (spell save DC 15). They can innately cast the the end of each of its turns, ending the effect on a success. following spells, requiring no components: Mind Blast (Recharge 5-6). Admiral Qerbekt magically emits • At will: detect thoughts, levitate psychic energy in a 60-foot cone. Each creature in that area must • 1/day each: dominate monster, plane shift (self only) succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat Magic Resistance. Admiral Qerbekt has advantage on saving the saving throw at the end of each of its turns, ending the effect throws against spells and other magical effects. on a success.

Actions Reactions Multiattack. Admiral Qerbekt makes two melee attacks, one with Parry. Admiral Qerbekt adds 4 to its AC against one melee attack their cutlass and one with their tentacles. that would hit it. To do so, Qerbekt must see the attacker and be wielding a melee weapon.

Mind Flayer Captain Actions Medium aberration, Neutral Evil Multiattack. The mind flayer captain makes two melee attacks, Hit Points 500 (damage threshold 20) one with their cutlass and one with their tentacles. he indbreaker — T M Armor Class 15 (studded leather) Gargantuan Vehicle (100 ft. by 30 ft.) Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Control: Psychic Helm Hit Points 71 (13d8 + 13) Hit: 7 (1d6 + 3) slashing damage. — Speed 30 ft. Creature Capacity 8 crew, 60 passengers Move up to the speed of one of the ship’s movement components, with one 90-degree turn. The psychic helm is integrated into the Cargo Capacity 200 tons —STR DEX CON INT WIS CHA Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Travel Pace 4 miles per hour (96 miles per day) rest of the ship, and is only destroyed when the hull is reduced to 0 11 (+0) 16 (+3) 12 (+1) 19 (+4) 15 (+2) 17 (+3) Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or hit points. — — smaller, it is grappled (escape DC 15) and must succeed in a DC 15 STR DEX CON INT WIS CHA Saving Throws Int +7, Wis +5, Cha +6 Intelligence saving throw or be stunned until this grapple ends. 20 (+5) 4 (-3) 20 (+5) 0 0 0 Movement: Astral Sails Skills Arcana +7, Deception +6, Insight +5, Perception + 5, Persuasion +6, Stealth +6 Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one Damage— Immunities poison, psychic Armor Class 12 Senses darkvision 120 ft., passive Perception 15 incapacitated humanoid grappled by the mind flayer captain. Condition Immunities blinded, charmed, deafened, exhaustion, Languages Deep Speech, Undercommon, telepathy 120 ft. Hit: The target takes 55 (10d10) piercing damage. If this damage frightened, incapacitated, paralyzed, petrified, poisoned, prone, Hit Points 50; -10 ft. speed per 25 damage taken Challenge 7 (2,900 XP) reduces the target to 0 hit points, the mind flayer captain kills the stunned, unconscious Speed (Astral Sea) 35 ft. — target by extracting and devouring its brain. — Innate Spellcasting. The mind flayer captain’s innate spellcasting Actions ability is Intelligence (spell save DC 15). They can innately cast the Mind Blast (Recharge 5-6). The mind flayer captain magically Weapon: Broadside Cannons On its turn, the Mindbreaker can take 3 actions, choosing from following spells, requiring no components: emits psychic energy in a 60-foot cone. Each creature in that area the options below. It can only take 2 action if it only has five crew Armor Class 17 must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 members maintaining concentration on controlling the ship, and • At will: detect thoughts, levitate + 4) psychic damage and be stunned for 1 minute. A creature can Hit Points 50 each only 1 action if it has fewer than three. It can’t take these actions if it repeat the saving throw at the end of each of its turns, ending the • 1/day each: dominate monster, plane shift (self only) effect on a success. has fewer than two crew maintaining concentration. For each crew When the Mindbreaker takes an action to fire the broadside member less than five, the ship’s speed is reduced by 5 ft. cannons, eight cannons fire at a target on the port or Magic Resistance. The mind flayer captain has advantage on starboard side. Fire Broadside. The Mindbreaker can fire its broadside cannons. saving throws against spells and other magical effects. Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Move. The Mindbreaker can use its psychic helm to move with its Hit: 11 (2d8) bludgeoning damage. Add another 1d8 bludgeoning astral sails. As part of this action, it can use its naval ram. damage for each 2 points by which the attack beats that target’s AC, for a maximum number of damage dice equal to the number of Hull working cannons on the side that is firing. Armor Class 15 24 Sample file 25 Limited Telepathy. The mindstealer pseudodragon can magically eromorph enasi Mindstealer Pseudodragon communicate simple ideas, emotions, and images telepathically C G Tiny aberration, Neutral Evil Medium aberration, Neutral Evil with any creature within 100 ft. of it that can understand — a language. — Armor Class 13 (natural armor) Armor Class 13 (leather armor) Hit Points 7 (2d4 + 2) Hit Points 33 (6d8 + 6) ctions Speed 15 ft., fly 60 ft. A Speed 30 ft. — Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 — STR DEX CON INT WIS CHA (1d4 + 2) piercing damage. STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Skills— Perception +3, Stealth +4 Senses— passive Perception 10 4 (1d4 + 2) piercing damage, and the target must succeed on a DC Damage Resistances Psychic Languages Common, Deep Speech, telepathy 30 ft. 11 Constitution saving throw or become poisoned for 1 hour. If the Senses blindssight 10 ft., darkvision 60 ft., passive Perception 13 Challenge 2 (450 XP) saving throw fails by 5 or more, the target falls unconscious for the Languages understands Common, Draconic, and Deep Speech but same duration, or until it takes damage or another creature uses — can’t speak Spellcasting. The ceromorph genasi is a 4th-level spellcaster. Its an action to shake it awake. Challenge 1/4 (50 XP) spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The ceromorph genasi has the following spells — Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Keen Senses. The mindstealer pseudodragon has advantage on prepared based on what type of genasi they were: Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, Wisdom (Perception) checks that rely on sight, hearing, or smell. it is grappled (escape DC 11). • Cantrips (at will): firebolt (fire), lightning lure (air), magic Magic Resistance. The mindstealer pseudodragon has advantage stone (earth), ray of frost (water) on saving throws against spells and other magical effects. • 1st level (4 slots): burning hands (fire), earth tremor (earth), fog cloud (air), ice spike (water)

• 2nd level (3 slots): gust of wind (air), heat metal (fire), Maximillian’s earthen grasp (earth), Snilloc’s snowball Quaggoth Ogre swarm (water) Medium humanoid, Neutral Evil Large giant, Chaotic Evil — — Elementalist. When theceromorph genasi deals spell damage, it Armor Class 13 (natural armor) Armor Class 11 (hide armor) adds +2 psychic damage to it. Ceromorph Aasimar Hit Points 45 (6d8 + 18) Hit Points 59 (7d10 + 21) Medium aberration, Neutral Evil Speed 30 ft., climb 30 ft. Speed 30 ft. Actions — —STR DEX CON INT WIS CHA —STR DEX CON INT WIS CHA Armor Class 13 (chain shirt) Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 17 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2) 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) Hit Points 27 (5d8 + 5) range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Speed 30 ft. Skills— Athletics +5 Senses— darkvision 60 ft., passive Perception 8 Damage Immunities poison Languages Common, Giant —STR DEX CON INT WIS CHA Condition Immunities poisoned Challenge 2 (450 XP) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) Senses darkvision 120 ft., passive Perception 10 — — Languages Undercommon Ceromorph Bladeling Senses passive Perception 10 Actions Languages Common, Celestial, Deep Speech, telepathy 30 ft. Challenge 2 (450 XP) Medium aberration, Neutral Evil Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Challenge 2 (450 XP) — — Hit: 13 (2d8 + 4) bludgeoning damage. Armor Class 11 (leather armor) Wounded Fury. While it has 10 hit points or fewer, the quaggoth — has advantage on attack rolls. In addition, it deals anextra 7 (2d6) Hit Points 32 (5d8 + 10) Spellcasting. The ceromorph aasimar is a 5th-level spellcaster. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or damage to any target it hits with a melee attack. Speed 30 ft. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. — with spell attacks). The ceromorph aasimar has the following STR DEX CON INT WIS CHA spells prepared: Actions 15 (+2) 11 (+0) 14 (+2) 15 (+2) 10 (+0) 11 (+0) Multiattack. The quaggothr makes two claw attacks. • Cantrips (at will): sacred flame, thaumaturgy Senses— passive Perception 10 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 Languages Common, Deep Speech, telepathy 30 ft. • 1st level (3 slots): cure wounds , guiding bolt Challenge 1/2 (100 XP) (1d6 + 3) slashing damage. — • 2nd level (2 slots): spiritual weapon Pack Tactics. The ceromorph bladeling has advantage on an attack roll against a creature if at least one of the ceromorph’s • 3rd level (1 slots): dispel magic, spirit guardians allies are within 5 ft. of the creature and the ally isn’t incapacitated: Psychic Eminence. As a bonus action, the ceromorph aasimar can expend a spell slot to cause its melee attacks to magically deal Actions an extra 10 (3d6) psychic damage to a target on a hit. This benefit Multiattack. The ceromorph bladeling makes two melee attacks. lasts until the end of the turn. If the ceromorph aasimar expends a spell slot of 2nd level or higher, the damage extra increases by 1d6 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 for each level above 1st. (1d4 + 2) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Actions Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, Multiattack. The ceromorph aasimar makes two melee attacks. it is grappled (escape DC 15) and must succeed in a DC 15 Dexterity saving throw or take 1d4 piercing damage at the beginning of each Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 of each of the ceromorph bladeling’s turns until this grapple ends. (1d6) slashing damage. 26 Sample file 27 he ftermath T A Firearm of the Neuromancer After the battle, the Resplendent will raise their diplomatic Weapon (pistol), requires attunement flag and Hestavar’s cannons will stop firing. Players can find The Firearm of the Neuromancer deals an extra 1d4 psychic the Firearm of the Neuromancer on Qerbekt’s person. If they damage in addition to the pistol’s 1d10 piercing damage. search his cabin, they’ll find a treasure chest with a lock that On a critical hit, the target must succeed at a a DC of 8 + your can be opened with a Thieves’ Tools check with DC 20. If proficiency bonus + your Intelligence modifier or take 4d8 + 4 psychic damage and be stunned for 1 minute. A creature can repeat you want to continue your adventures in Hestavar on your the saving throw at the end of each of its turns, ending the effect own, they can also find a treasure map leading to a buried on a success. treasure in Hestavar. The Resplendent can fly through the boundary that surrounds Hestavar. Like all ships entering Hestavar, as soon as it passes the boundary it appears floating on a lake in the center of the city.

28 Sample file 29 onclusion as part of the Resplendent’s leadership. This means that they cknowledgements C have a say in where the Resplendent will travel next through A All adventures must come to an end, and here is where the Astral Plane. And, of course, they can hire on other DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Voyage to Hestavar concludes. There are multiple endings adventurers as crew. Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, that the players can experience, depending on their actions. Otherwise, this ending is similar to whichever of the other Ravnica and all other Wizards of the Coast product names, and DMs can choose whether to end the adventure here, or two outcomes is appropriate. their respective logos are trademarks of Wizards of the Coast continue the character’s travels in the Astral Sea or the in the USA and other countries. Bright City of Hestavar. The treasure map players can find in Qerbekt’s cabin can be a good plot hook for adventures in Wand of the Winds This work contains material that is copyright Wizards of Hestavar. Otherwise, the endings are as follows. Wand, requires attunement the Coast and/or other authors. Such material is used with The Wand of the Winds is a magic wand with 5 charges. The wand permission under the Community Content Agreement for allows the wielder to cast gust as an action. It also allows the Dungeon Masters Guild. If Olathir Survives wielder to expend 2 charges to cast gust of wind as an action, or 3 charges to cast warding winds as an action. All other original material in this work is copyright 2020 by The Resplendent is welcomed to Hestavar. Ambassador When the wielder completes a long rest, the Wand of the Winds Patrick Tierney and published under the Community Content regains 1d4 charges, maximum 5. Olathir is accepted by a representative of the god Erathis, and Agreement for Dungeon Masters Guild. invited into opening negotiations to open trade from Veil’s Edge. He pays the characters little attention, but Captain Art Credits Gavem Crain gives the party a wand he inherited from his father, an ocean sailor. It is called the Wand of the Winds. Jacob Adrian Bellevois If the players have sided with Jirrath consistently, she will thank them for helping her and give them a silvered dagger, Pexels on Pixabay her last connection to Githyanki culture. Her time on Gi’ir with Azharin has convinced her to see herself as a Gith. Even b0red on Pixabay though Qerbekt is dead, she intends to stay on Hestavar. The characters also receive their true reward, access to rolandoemail on Pixabay Hestavar itself. The Bright City consists of dozens of islets AlLes on Pixabay of varying sizes, adorned with golden towers and ivory arches, and connected by silver bridges. Within its borders, Annalise Art on Pixabay it is always noon, and the clouds take on a metallic golden tint. It is home to denizens from all across the planes, as blende12 on Pixabay well as exalted heroes of the gods Erathis, Ioun, and Pelor. Its markets hold treasures most have never seen and it Template and additional graphics by Nathanaël Roux (http:// holds untold adventure. DMs can continue the characters’ www.barkalotdesigns.com) adventures in Hestavar from here. Additional graphics provided by Freepik.com, Openclipart, and Wizards of the Coast through Dungeon Masters Guild If Olathir Dies The Resplendent is allowed safe passage into Hestavar. The Other art generated using the Artbreeder neural net highest-ranking officer on the ship attempts to negotiate for Maps created in Dungeondraft, using Dungeondraft assets as Veil’s Edge in place of Olathir, but in the absence of a real well as custom assets ambassador, negotiations break down. The Resplendent is allowed to stay in Hestavar to resupply, but must return to Special thanks to RPG Writer Workshop Veil’s Edge after a few days. The characters will be going back with them. If the ship is still in good shape or the characters have made an effort to repair the ship during the journey, Quartermaster Lucia Eridia will give them a sack of 50 gp, all she can spare after failing to deliver the ambassador, but she appreciates keeping her ship intact. If Olathir died because the players tried to hand over Jirrath to Qerbekt, Jirrath will disappear without a word into the crowds of Hestavar, hoping to blend in with the throngs of people in the city.

A Player Character Replaces an Officer If any player character replaces an officer of the Resplendent, they have a choice to make. They can choose to resign and go on living their lives as adventurers, or they can remain on 30 Sample file 31