Scoundrel's Guide To The Scharde Islands
Scoundrel's Guide To The Scharde Islands
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2
TABLE OF CONTENTS
3
4
INTRODUCTION
T
Cast your spyglass up
on any corner of this he veteran captain and warcaster Bartolo
and ye’ll discover som vast archipelago
ething t’ chill the blo “Broadsides Bart” Montador is one of those rare
bones. The Scharde Isl od an’ rattle the
ands. Nowhere in all figures who can skirt the line between legitimate
place so little underst of creation is a
ood. Every spur o’ ro
ck and jungle-topped privateering and outright piracy. Across a long
atoll hides secrets that’
re best left undiscove and storied career, Broadsides Bart has sailed every inch of
run out o’ fools who red. But ye’ll never
set their sails toward
on western Immoren’s coastline and has delved deep into the
their heads full o’ wo e of those islands,
nder an’ treasure. I sh treacherous Scharde Islands.
found a fair few o’ th ou ld know: I’ve
eir ships gutted on a
hi Seafaring is a dangerous business, especially for those
bones o’ the crew who dd en reef or the
made their way onto bold—or foolish—enough to explore the islands off the
meet their end at the an island only t’
teeth o’ some ’orrible
blighted nasty. If Broken Coast. In an effort to save a few souls from the briny
ye’ve pointed your ow
n bow at the Schardes, deep and to deny the necromancers of the Nightmare Empire
wise words can alter and no amount o’
your course, then at
lea the corpses they desire, Broadsides Bart has gathered a
words. If ye do, ye mi st try t’ heed my
ght yet survive a little collection of experts to put together a manual of sorts, a guide
if not? Then I’ll tip my while longer. An’
hat to your bones an for scoundrels who make their living on the sea.
your memory. d have a drink in
The Scoundrel’s Guide to the Scharde Islands contains all-new
—Captain Bartolo M rules to help you take your games of Iron Kingdoms: Requiem
ontador to the high seas and into the heart of the Nightmare Empire.
These optional rules expand the horizon of your adventures
in new and exciting ways with rules for fierce naval combat,
perilous nautical hazards, new and powerful magical items,
and a crop of new monsters unique to the Scharde Islands.
The material presented within is not mandatory for your
games of Iron Kingdoms: Requiem, and Game Masters are
encouraged to take what they find compelling and leave
behind what they don’t. These are options for a richer and
more engaging experience in your adventures set in the
Nightmare Empire and the surrounding islands. You can
choose to use some or all of the following content; they’re
more like guidelines than rules, as a famous pirate once said.
Throughout the book, Broadsides Bart and his associates
will chime in here and there with bits of advice and
observations on the topic at hand. A savvy sailor will take
those words to heart, since they are the wisdom of those who
have survived—and thrived—among the Scharde Islands.
INTRODUCTION
5
1 NAVAL COMBAT IN THE
IRON KINGDOMS
ILLO
6
On the sea, your sh
stands between you
ip is your nation,
and a cold and wa
your home, and al
l that SHIP CLASSES
ship, love your ship tery grave. Know yo
, and fear for its sa ur Ships come in all sizes, referred to “classes” to distinguish
steam, by sail, or by fety. Whether you
oar, a well-loved sh go by them from creature sizes; a tiny ship can still be a Large—
her power to carry ip will do everythi
her crew back hom ng in or even a Huge—object when compared to a creature. A
e again.
ship’s class not only determines its size, but also its Armor
—Broadsides Bart Class, damage threshold, critical threshold, and base
Maneuverability modifier, as well as how many weapons it
can bring to bear. Smaller ships not able to withstand much
F
damage but make up for it by being lighter and easier to
or millennia the people of western Immoren maneuver. Heavier ships sacrifice maneuverability for thicker
and the Scharde Islands have viewed the black waters armor and increased cargo and weapon capacity.
of the Meredius as a frontier and a resource. Other Tiny. A tiny “ship” is typically called a boat and is often
lands were out there—a few they could see, and many propelled by oars or poles. A rowboat would be in this class,
others they could imagine. These waters provided a place as would a windsail board used by some Scharde Islanders.
to fish and harvest food, and later a way to move goods and This size of craft almost never has armament of its own.
people, but have always held mysteries and dangers that cold, Small. Clippers, Ordic caravels, and Satyxis dhoze all fall
vast, uncaring mistress saw to provide. Soon, as the people within this class. Quick and agile, such ships are used for
of Immoren grew more accustomed to practicing their trades a variety of purposes. Smugglers favor them, as do some
there, they also brought their wars. Rare is the ship these days merchants, especially on Western Immoren’s rivers. Many
that does not carry basic armament. pirates favor small ships for their superior maneuverability.
Medium. This class includes warships, ironhulls, and flat-
bottomed riverboats that carry passengers.
Large. Military flagships and some Cryxian blackships
fall into this class. They are reasonably maneuverable
but also can withstand considerable damage and mount
impressive weaponry.
Huge. Huge ships include galleons and some Cryxian
blackships.
Gargantuan. Very few ships in Western Immoren are
in this class—mostly the largest blackships in the Cryxian
navy. Cryxian blackships are exclusively wind-powered,
with the largest having four or more masts, and make use of
weather magic to ensure favorable wind; the rare few ships
of this class from other nations, lacking Orgoth propulsion
magic, add steam engines to power immense side-mounted
paddlewheels and often also sport banks of oars.
Such gigantic vessels serve as the command centers of
fleets, often carrying a few small or medium ships for troop
deployment and combat with more agile ships, and several
tiny ones as lifeboats and landing craft. These ships can
have crews of nearly a thousand, augmented by multiple
steamjacks for labor or defense.
SHIP CLASS
Damage Critical Weapon
Ship Class Length AC Threshold Threshold Maneuverability Batteries
Tiny Up to 10 ft. 15 5 10 +5 0
Small 11–50 ft. 14 10 20 +4 1
Medium 51–75 ft. 13 15 30 +3 2
Large 76–150 ft. 12 20 40 +2 3
Huge 151–250 ft. 11 20 40 +1 4
Gargantuan 250+ ft. 10 25 50 +0 5
BONUS ACTIONS
This section details any special bonus actions the ship can
perform due to crew, upgrades, or other sources.
RANGE
0: Grappled. Ships are adjacent to one another, and
crew from either ship can board the other.
1–2: Short. Ships are 50 to 150 feet apart. A few weapon
batteries can fire at this range.
3–4: Medium. Ships are 150 to 1,500 feet apart. Most ship
weapons can fire at this range.
5: Long. Ships are 1,500 feet to a mile apart. This is the
maximum range for most weapons.
6: Distant. More than a mile away, the ships are still within
sight under normal weather conditions in the daytime.
MOVEMENT
Each ship has an abstract speed for tactical movement in
combat and a travel pace for long-distance voyaging. Because
the sea is not entirely predictable, movement in combat
usually requires a maneuver check, with failure typically
resulting in no progress toward the goal. A failed check might
represent a large wave pushing the ship off course, a sudden
wind (or sudden absence of wind) impeding movement, a sail
tangled, or any number of minor inconveniences.
Travel pace typically does not require these checks, as a
crew is assumed to address such setbacks throughout the
course of an hour or a day.
MANEUVERABILITY
Maneuverability represents the ability of a ship’s commander
to harness both the ship’s and its crew’s capabilities to steer
and move it effectively, especially in hazardous conditions.
Maneuver Checks. A maneuver check is required when
the ship attempts to perform a maneuver (see “Phase
1: Maneuver and Move”). Roll a d20 and add the ship’s
maneuver check modifier to the roll.
PROPULSION
Seafaring technology both ancient and modern coexists
in western Immoren and the Scharde Islands, with steam-
powered and sail-driven ships—or hybrids of the two—
voyaging near and far.
SAILS
Sails are the most common method of propulsion on the
Meredius, where wind is plentiful. Sail power is heavily
dependent on wind direction and strength. Ships with sails
tend to be taller and therefore more visible at a distance.
Further, to get the most out of the wind the crew must climb
high into the rigging to deploy and maintain the sails, which
can be dangerous.
A ship must have at least one-quarter of its crew assigned
to operating the sails in order to move.
12
SHIP-TO-SHIP Board. Some of the crew board a ship in grappled range
as others use grappling hooks and other tools to bring the
COMBAT ships’ decks together. Crew attempting to board must make
a Strength (Athletics) check or Dexterity (Acrobatics) check
Naval combat works very much like other combat in the with a DC equal to 8 + the opposing crew’s proficiency
game: initiative is rolled, then turns play out with movement bonus. On a successful check, the crew boards the other ship.
and attacks. One important distinction is that naval combat On a failed check, they are repelled.
can happen concurrently with individual combat. Ships act Stealth. If the ship already has cover, a successful DC
as both characters and battlefields, so placing ships into the 13 maneuver check can block line of sight between it and
standard initiative order can drastically slow down game play. another ship, fleet, or creature. Ships larger than small class
Because of this, it is recommended to start each round with have disadvantage on this check, and huge or larger ships fail
all ships taking their actions in initiative order, then have all it automatically.
characters take their turns with their individual initiatives. Dash. The crew focus their efforts on stoking engines,
Unlike individual combat, ship combat happens in phases angling sails, or pushing rowers to move faster. The ship’s
that always occur in the same order. crew makes a DC 12 check using only their proficiency
bonus. On a success, the ship moves 1 closer to or farther
NAVAL COMBAT PHASES from another vessel.
Evade. The crew attempt to avoid attacks against the ship.
PHASE 1: MANEUVER AND MOVE This requires a DC 10 maneuver check; a success imposes
Unless a ship is stationary in calm seas and its controller has disadvantage on attacks targeting the ship until the start of
no plans to move, this phase begins with the ship declaring its next turn.
a maneuver and making a maneuver check. In general, the
check DC is 10, but if the controller of the other ship is PHASE 3: BONUS ACTION(S)
resisting the declared maneuver, it is an opposed check with a A ship’s crew can often perform one or more bonus actions
DC of 8 + the opposing ship’s Maneuver check bonus. on its turn, up to a maximum of five. The number of bonus
A ship can take one of the following maneuvers on its turn. actions allowed is equal to the crew’s proficiency bonus.
Outrun/Pursue. The ship attempts to increase or decrease Thus, a crew of green quality can take no bonus actions,
distance in relation to another target ship. On a successful though they may perform one in place of the ship’s normal
maneuver check, the ship moves its speed toward or away action. Specialized crew or equipment might grant a ship
from the target. additional specific bonus actions, but the total still cannot
Outgun. This maneuver positions the ship to better deliver exceed five.
attacks and is always opposed. On a successful maneuver Crew Actions. Various special actions are available to the
check, add the ship’s Maneuver check bonus to the damage crew, as detailed in “Crew Actions” below.
dealt by its weapon batteries this turn. Special Loading. Some ship’s weapons (such as ballistae)
Ram. The intent of this maneuver is to deliver damage require special loading to be able to attack on the
to a target ship by sailing directly into it. This check is following round.
always opposed. Attack. The crew fire another battery that has not yet
The ramming ship must start at a range of no more than its attacked this round.
speed and ends the maneuver in grappled range. A ramming Spell. An NPC spellcaster casts a spell that affects this ship
action works much like hitting an obstruction. The ramming or another ship.
ship and target take bludgeoning damage as if hitting an
obstacle at 15 ft per round, times the speed of the ramming CREW ACTIONS
vessel.The ramming ship deals an additional 1d8 bludgeoning During the Bonus Action phase of naval combat, the ship’s
damage per class larger than its target. So a Large Blackship crew may perform crew actions; if no bonus action is
ramming a small carvavel with Speed 3 deals 9d8 damage based possible, the crew can take an action in the Action phase
on its speed plus 2d8 for being two classes larger, for a total of instead of the normal ship action. These actions typically
11d8 damage to the caravel and 9d8 damage to the Blackship. address damage or an ongoing issue, such as a fire on deck.
Bailing Water/Sealing Holes. The crew use buckets and
PHASE 2: ACTION pumps to remove water from a flooded area and pack holes with
The ship’s action is the primary focus of its crew for the materials nearby—often cloth, such as from hammocks—that
round and is typically handled in a single roll that determines expand after absorbing water, creating a temporary seal until the
the action’s success and effectiveness. ship can be repaired. A successful DC 12 crew check seals holes
Attack. Make an attack with the ship’s weapons, using the and repairs damage caused by a hull puncture by 1d6 + crew
crew’s proficiency bonus. Make a single attack roll for one of proficiency bonus, made with advantage if the ship has pumps.
the ship’s weapon batteries against the target ship’s AC. On Douse Fire. The crew attempt to contain a fire, requiring a
a success, roll damage and apply any in excess of the target crew check with a DC of 8 + the current number of damage
ship’s damage threshold to its hull points. dice of the fire. Success removes one damage die from the
15
WEAPON BATTERIES BATTERIES
The following are examples of typical ship armament,
Ship weaponry in the Iron Kingdoms ranges from devices presented in alphabetical order.
that throw projectiles, such as ballistae and catapults, to
cannons and alchemically or magically enhanced armaments. ALCHEMICAL PROJECTORS
A weapon battery consists of multiple individual weapons Cost: 1,000 gp
that fire collectively. When attacking, a battery fires all the Crew: 8 (minimum 2)
weapons that make it up. A ship can have multiple batteries, Range: Short/medium
as determined by its class. Damage: 6d6, or 3d6 at half crew
Expensive and dangerous to use, these weapons spray
FIRING WEAPON BATTERIES pressurized streams of alchemical substances. The nature of
To fire a weapon battery, it must be operated by a required the substance determines the effect it has on an enemy ship.
number of crew. The crew make an attack roll using their Among the Protectorate of Menoth, burning Menoth’s Fury
proficiency bonus to hit. On a die roll of 20, the battery scores a is common, while the vessels of Cryx favor corrosive fluids,
critical hit: in addition to dealing damage, the target vessel’s crew and Khador’s alchemists have developed a cryogenic fluid that
is reduced by 1d4 + the attacking crew’s proficiency bonus. This freezes on contact.
reduction represents not only those killed in the attack but also An alchemical projector battery deals acid, cold, or fire
crew who are injured, thrown overboard, or otherwise taken out damage. This damage ignores a vessel’s damage threshold.
of action while trying to rescue or aid their fellows. Misfire (3). These weapons are prone to mishaps, often
resulting in harm to their own crew. If the weapon suffers a
BATTERY CREW misfire, reduce the battery's crew by 1.
A weapon battery requires a minimum number of crew
to properly load, aim, and fire. However, since a battery
represents multiple weapons, it can be operated by fewer
crew with a reduced output. If the battery crew falls below
half the required number, that battery cannot be operated.
As with ranged weapons in individual combat, the second
range is the weapon’s maximum and attack rolls at that range
have disadvantage.
16
BALLISTAE CANNONS, 24-POUND
Cost: 500 gp Cost: 3,000 gp
Crew: 12 (minimum 3) Crew: 12 (minimum 3)
Range: Short/medium Range: Medium/long
Damage: 6d6 piercing, or 3d6 piercing at half crew Damage: 6d12 bludgeoning, or 3d12 bludgeoning
Ballistae resemble giant crossbows that fire spear-like projectiles. at half crew
Ancient weapons and not as effective as cannons, they still find use The larger 24-pound cannon batteries require more crew
among those without easy access to blasting powder, such as the to operate than the common 12-pounders but pack a
Idrian pirate crews sailing near the Protectorate of Menoth’s coast. heavier punch.
Special Loading. The crew must use an action to reload
the weapon; otherwise, it will be unable to fire on CANNONS, 36-POUND
the next round. Cost: 5,000 gp
Crew: 16 (minimum 4)
CANNONS, 12-POUND Range: Medium/long
Cost: 1,500 gp Damage: 10d12 bludgeoning, or 5d12 bludgeoning
Crew: 8 (minimum 2) at half crew
Range: Medium/long Heavy 36-pound cannon batteries are seen on the largest
Damage: 4d12 bludgeoning, or 2d12 bludgeoning ships and can obliterate smaller vessels.
at half crew
For centuries, cannons have been the gold standard of naval CARRONADES
weaponry for their relative ease of use and destructive power. Cost: 1,500 gp
The 12-pound cannon is the most common type deployed on Crew: 8 (minimum 2)
large and smaller ships. Range: Short/medium
Damage: 8d12 bludgeoning, or 4d12 bludgeoning
at half crew
Carronades are powerful, heavy cannons with a short
effective range.
LONG NINE
Cost: 1,000 gp
Crew: 4 (minimum 1)
Range: Long/distant
Damage: 4d10 piercing, or 2d10 piercing at half crew
This is a long-barreled 9-pound cannon that is most often used as
a chase gun at the bow or stern of a ship. They lack the destructive
power of larger weapons, but long nines are ideal for driving off
pursuers or launching an opening salvo at distant targets.
17
SAMPLE SHIPS
This section provides stat blocks and other details for some of
the most common ships.
The following sample ships are presented in order of class.
TINY SHIPS
DINGHY
This is a rowboat for traveling short distances, perhaps when
fishing along the coast or on a river, or as a lifeboat or launch
for a larger ship.
Dinghy
Tiny ship (10 feet by 5 feet)
Armor Class 15
Damage Threshold 5 (Critical Threshold 10)
Hull Points 50
Initiative +5
Crew 1–2, maximum 5
Crew Quality Trained
Crew Proficiency Bonus +2
Maneuver Check +8
Speed (oars) 2 (2 crew; minimum 1)
Travel Pace 4 miles per hour/96 miles per day
Tonnage 100 lb.
Damage Immunities poison, psychic WINDSAIL
Condition Immunities blinded, charmed, deafened, exhaustion, A smooth wooden board with a sail that a trained rider can
frightened, incapacitated, paralyzed, petrified, poisoned, use to sail short distances.
stunned, unconscious
Oars. The ship requires at least one crew member to row the
oars for it to move.
Windsail
Tiny ship (10 feet by 5 feet)
Armor Class 15
Damage Threshold 5 (Critical Threshold 10)
Hull Points 50
Initiative +5
Crew 1, maximum 2
Crew Quality Trained
Crew Proficiency Bonus +2
Maneuver Check +7
Speed (sails) 2 (1 crew)
Tonnage —
Travel Pace 4 miles per hour/96 miles per day
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, incapacitated, paralyzed, petrified, poisoned,
stunned, unconscious
Sails. The ship’s speed decreases by 1 when sailing into the wind
and increases by 1 when sailing with the wind. The ship’s travel
pace decreases by 2 miles per hour/48 miles per day when sailing
against the wind and increases by 2 miles per hour/48 miles per
day when sailing with the wind.
Clipper
Small ship (30 feet by 15 feet)
Armor Class 14
Damage Threshold 10 (Critical Threshold 20)
Hull Points 150
Initiative +4
Warship
Medium ship (50 feet by 20 feet)
Crew 20, maximum 30
Crew Quality Trained Armor Class 13
Crew Proficiency Bonus +2 Damage Threshold 15 (Critical Threshold 30)
Maneuver Check +6 Hull Points 300
Speed (sails) 2 (minimum 5 crew) Initiative +3
Travel Pace 4 miles per hour/96 miles per day Crew 30, maximum 50
Tonnage 25 tons Crew Quality Seasoned
Damage Immunities poison, psychic Crew Proficiency Bonus +3
Condition Immunities blinded, charmed, deafened, exhaustion, Maneuver Check +6 (+4 with steam)
frightened, incapacitated, paralyzed, petrified, poisoned, Speed (sails) 2(minimum 8 crew)
stunned, unconscious Travel Pace 4 miles per hour/96 miles per day
Tonnage 200 tons
Sails. The ship’s speed decreases by 1 when sailing into the wind Damage Immunities poison, psychic
and increases by 1 when sailing with the wind. The ship’s travel Condition Immunities blinded, charmed, deafened, exhaustion,
pace decreases by 2 miles per hour/48 miles per day when sailing frightened, incapacitated, paralyzed, petrified, poisoned,
against the wind and increases by 2 miles per hour/48 miles per stunned, unconscious
day when sailing with the wind.
Weapon Batteries Sails. The ship’s speed decreases by 1 when sailing into the wind
12-Pound Cannons. Ranged Weapon Attack: +2 to hit, range and increases by 1 when sailing with the wind. The ship’s travel
medium/long, one target. Hit: 26 (4d12) bludgeoning damage or pace decreases by 2 miles per hour/48 miles per day when sailing
13 (2d12) bludgeoning damage at half crew. against the wind and increases by 2 miles per hour/48 miles per
day when sailing with the wind.
Steam (Secondary). The ship’s engine requires coal
to operate.
Weapon Batteries
24-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
medium/long, one target. Hit: 39 (6d12) bludgeoning damage or
19 (3d12) bludgeoning damage at half crew.
Long Nine. Ranged Weapon Attack: +3 to hit, range long/distant,
one target. Hit: 22 (4d10) piercing damage or 11 (2d10) piercing
damage at half crew.
Ironhull
Medium ship (60 feet by 25 feet)
Armor Class 12
Damage Threshold 20 (Critical Threshold 40) Blackship Necrofactorium
Hull Points 500 Huge ship (200 feet by 40 feet)
Initiative +2
Crew 250, maximum 450 Armor Class 14
Crew Quality Professional Damage Threshold 20 (Critical Threshold 40)
Crew Proficiency Bonus +4 Hull Points 750
Maneuver Check +6 Initiative +1
Speed (sails) 3 (minimum 65 crew) Crew 300, maximum 600
Travel Pace 6 miles per hour/144 miles per day Crew Quality Seasoned
Tonnage 400 tons Crew Proficiency Bonus +3
Damage Immunities poison, psychic Maneuverability Check +4
Condition Immunities blinded, charmed, deafened, exhaustion, Speed (sails) 3 (minimum 75 crew)
frightened, incapacitated, paralyzed, petrified, poisoned, Travel Pace 6 miles per hour/144 miles per day
stunned, unconscious Tonnage 750 tons
Damage Immunities poison, psychic
Master Gunner. The ship’s attacks add the crew’s proficiency Condition Immunities blinded, charmed, deafened, exhaustion,
bonus to damage. This bonus damage ignores the target’s frightened, incapacitated, paralyzed, petrified, poisoned,
damage threshold. stunned, unconscious
Sails. The ship’s speed decreases by 1 when sailing into the wind
and increases by 1 when sailing with the wind. The ship’s travel Blackship Sails. The ship’s speed increases by 1 and its travel
pace decreases by 2 miles per hour/48 miles per day when sailing pace increases by 2 miles per hour/48 miles per day when sailing
against the wind and increases by 2 miles per hour/48 miles per with the wind. A blackship is never considered to be sailing
day when sailing with the wind. into the wind.
25
SHIP CARGO GENERATOR
These tables come in handy when you quickly need to
determine what lies in the hold of a ship your players have
RANDOM CARGO
You can randomly determine the cargo of a ship using the
just defeated in combat.
following tables. First, find the size of the ship on the Ship
The cargo presented here represents typical trade goods.
Class and Cargo table, then roll d100 to determine how much
You can assume that most vessels have sufficient rations,
cargo it carries and what kind.
water, and alcohol to sustain the crew, as well as adequate
ammunition for the weapon batteries. At your discretion,
a ship might lack adequate supplies—after all, misfortune
happens often on the Meredius.
SMALL SHIP
d100 Common Cargo Exotic Cargo Illicit Cargo
01–25 — — —
26–30 Roll 1d4 times on the Common — —
Cargo table
31–35 Roll 1d6 times on the Common — —
Cargo table
36–40 — Roll 1d4 times on the Exotic —
Cargo table
41–45 — Roll 1d6 times on the Exotic —
Cargo table
46–50 Roll 1d6 times on the Common Roll 1d4 times on the Exotic —
Cargo table Cargo table
51–60 — — Roll once on the Illicit
Cargo table
61–65 — — Roll 1d4 times on the Illicit
Cargo table
66–70 Roll 1d4 times on the Common — Roll once on the Illicit
Cargo table Cargo table
71–75 Roll 1d6 times on the Common — Roll 1d4 times on the Illicit
Cargo table Cargo table
76–80 — Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table
81–85 — Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table
86–90 Roll 1d4 times on the Common Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table Cargo table
91–95 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table Cargo table
96–100 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d6 times on the Illicit
Cargo table Cargo table Cargo table
27
LARGE SHIP
d100 Common Cargo Exotic Cargo Illicit Cargo
01–5 — — —
6–10 Roll 1d4 times on the Common — —
Cargo table
11–20 Roll 1d6 times on the Common — —
Cargo table
21–25 — Roll 1d4 times on the Exotic —
Cargo table
26–30 — Roll 1d6 times on the Exotic —
Cargo table
31–50 Roll 1d6 times on the Common Roll 1d4 times on the Exotic —
Cargo table Cargo table
51–60 — — Roll once on the Illicit
Cargo table
61–65 — — Roll 1d4 times on the Illicit
Cargo table
66–70 Roll 1d4 times on the Common — Roll once on the Illicit
Cargo table Cargo table
71–75 Roll 1d6 times on the Common — Roll 1d4 times on the Illicit
Cargo table Cargo table
76–80 — Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table
81–85 — Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table
86–90 Roll 1d4 times on the Common Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table Cargo table
91–95 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table Cargo table
96–100 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d6 times on the Illicit
Cargo table Cargo table Cargo table
28
HUGE SHIP
d100 Common Cargo Exotic Cargo Illicit Cargo
01–5 — — —
6–10 Roll 1d4 times on the Common — —
Cargo table
11–20 Roll 1d6 times on the Common — —
Cargo table
21–30 — Roll 1d4 times on the Exotic —
Cargo table
31–40 — Roll 1d6 times on the Exotic —
Cargo table
41–60 Roll 1d6 times on the Common Roll 1d4 times on the Exotic —
Cargo table Cargo table
61–70 — — Roll once on the Illicit
Cargo table
71–75 — — Roll 1d4 times on the Illicit
Cargo table
76–80 Roll 1d4 times on the Common — Roll once on the Illicit
Cargo table Cargo table
81–85 Roll 1d6 times on the Common — Roll 1d4 times on the Illicit
Cargo table Cargo table
86–90 — Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table
91–92 — Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table
93–94 Roll 1d4 times on the Common Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table Cargo table
95–96 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table Cargo table
97–100 Roll 1d6 times on the Common Roll 1d6 times on the Exotic Roll 1d6 times on the Illicit
Cargo table Cargo table Cargo table
30
COMMON CARGO
d12 Cargo
1 2 (1d4) tons of coal worth 100 gp per ton
2 2 (1d4) tons of fish worth 50 gp per ton ILLICIT CARGO
3 2 (1d4) tons of grain worth 20 gp per ton d8 Cargo
4 55 (10d10) pounds of hooaga/cigars worth 1 1 2 (1d4) tons of blighted bones worth 100 gp
gp per pound per ton
5 27 (5d10) 40-gallon barrels of cheap wine or 2 2 (1d4) tons of blighted lumber worth 150 gp
ale worth 8 gp per barrel per ton
6 22 (4d10) sheep, goats, or pigs worth 2 gp 3 55 (10d10) humanoid corpses worth 25 gp
each each to a necrosurgeon or necromancer
7 2 (1d4) tons of lumber worth 25 gp per ton 4 7 (2d6) illicit alchemical ingredients/poisons
8 55 (10d10) pounds of replacement machine worth 100 gp each
parts worth 20 gp per pound 5 55 (10d10) 100 pounds of necrotite worth 6
9 27 (5d10) 40-gallon barrels of whale oil worth gp per pound
32 gp per barrel 6 2 (1d4) Orgoth artifacts worth 300 gp each
10 2 (1d4) tons of raw ore (such as iron or 7 16 (3d10) humanoid prisoners
copper) worth 200 gp per ton 8 5 (2d4) stolen art objects worth 250 gp each
11 2 (1d4) tons of salt worth 100 gp per ton
12 2 (1d4) tons of stone worth 100 gp per ton
EXOTIC CARGO
d12 Cargo
1 27 (5d10) 80-pound barrels of blasting
powder (half black, half red) worth 80 gp per
barrel
2 55 (10d10) pounds of spices worth 3 gp per
pound
3 11 (2d10) 40-gallon barrels of fine wine or ale
worth 400 gp per barrel
4 2 (1d4) 50-gallon barrels of ambergris worth
110 gp per barrel
5 2 (1d4) tons of sugar worth 200 gp per ton
6 55 (10d10) pounds of tea worth 4 gp per
pound
7 55 (10d10) pounds of coffee worth 3 gp per
pound
8 7 (2d6) alchemical ingredients worth 25 gp
each
9 22 (4d10) exotic animals worth 5 gp each
10 11 (2d10) 40-gallon barrels of Menoth’s Fury
worth 120 gp per barrel
11 11 (2d10) square yards of silk worth 10 gp per
square yard
12 55 (10d10) pounds of mechanikal
components worth 50 gp per pound
BLIGHTED JELLIES
Jellyfish are free-swimming marine animals with umbrella-
shaped bells and trailing tentacles. Enormous blooms of
blighted jellyfish sometimes infest the waters surrounding
Cryx. These collectives (also called “doom blooms”) are
normally encountered in 5-foot patches floating just near
the surface.
A blighted jelly bloom reeks of death and deals 5 (1d10)
necrotic damage to any creature that comes into contact with
it. This damage continues at the start of each of the creature’s
turns until it uses an action to remove or destroy the jelly.
The blighted jellies bring rot and decay to nonmagical wood
and metal, instead dealing 11 (2d10) necrotic damage to
objects of these types.
A blighted jelly bloom is vulnerable to an acid, cold, fire or
radiant damage. Each 5-foot patch has 10 hp.
34
MAELSTROM ICE FLOE
An ice floe is a large flat slab of floating ice, upwards of 60
Usually appearing in a strait or a channel, but in some cases feet long at its widest point. Ice floes are most common in the
on the open sea, a maelstrom is a powerful whirlpool. Vessels Khardic Sea but can be found in the temperate climes of the
that come into contact with a maelstrom are in danger of Scharde Isles during the colder months.
being captured by this horrendous force of nature.
The circular area covered by the maelstrom is rough sea
(see that entry), and any creature that starts its turn there
ROCKY OUTCROPPING
A huge chunk of sediment juts out of the ocean or along the
must succeed on a Strength saving throw or take bludgeoning shoreline. Most are flat and squarish, but some outcroppings
damage and be pulled 10 feet toward the center. The DC for are long and jagged. Jagged rocks deal piercing damage to
the saving throw, as well as the damage dealt, depends on the objects and creatures that collide with them rather than
size of the maelstrom (see below). bludgeoning.
Maelstrom Save/Check Bludgeoning
2d6 Diameter (Feet) DC Damage RUINS
2–4 15–30 14 3d6 These might be remnants of a bygone civilization or the
5–7 40–60 16 6d6 leftovers of a recently destroyed structure such as a pier or a
dam. Older ruins are likely made of stone, but more recent
8–10 70–140 18 9d6
ones might be of wooden construction.
11–12 150–300 20 12d6
CORAL REEF
Coral reefs are composed of and built by a multitude of tiny
organisms, known as coral polyps. They range from Huge to
Gargantuan in size. The hit points listed in the table below
represent a section of reef that is approximately 20 feet wide
and up to 5 feet thick.
ALBATROSS Klabautermann
Small fey (grymkin), chaotic neutral
Seen as a symbol of good, the albatross is thought to be an
omen of bright fortune. Harming an albatross is forbidden, Armor Class 13
and any who do so are thought to bring misfortune to their Hit Points 44 (8d6 + 16)
crew; such persons are shunned and likely punished severely. Speed 30 ft., swim 20 ft.
CAT STR
14(+2)
DEX CON INT
16(+3) 14(+2) 10(+0)
WIS
12(+1)
CHA
10(+0)
A cat aboard a ship is a welcome sight to sailors. Cats keep
in check the rodents that would otherwise threaten the Skills Athletics +4, Perception +3, Sleight of Hand +5, Stealth +5
food supply, damage cargo, and spread disease, and they are Tools Navigator’s tools +2, Vehicles (water) +2
natural predators of mischievous gremlins that can damage Senses darkvision 60 ft., passive Perception 13
Languages Understands all languages but doesn’t speak.
or even destroy machines aboard a ship. Some crews attribute Challenge 4 (1,100 XP)
supernatural abilities to felines, believing them capable of
predicting or even controlling the weather. Harming a cat or Invisibility. The klabautermann is invisible unless it chooses to
losing one to the sea is a most dire omen. be seen, typically immediately before a calamity.
Innate Spellcasting. The klabautermann’s innate spellcasting
RED SKY ability is Wisdom (spell save DC 13, spell attack +5). It can
innately cast the following spells, requiring no material
In the morning a red sky is a sign that a storm is coming. At components:
night it heralds fair weather. At will: mending, shillelagh, gust of wind, water breathing
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage
36
RIP CURRENT DEVIL’S WRACK
Devil’s wrack is a poisonous marine plant that closely
A rip is a strong, narrow current moving directly away resembles blue henny. A successful DC 15 Wisdom (Survival)
from the shore. It occurs near beaches with breaking waves. check is required to tell the difference between the two
A creature caught in a rip must make a DC 14 Wisdom types of plants.
(Survival) check. On a success the creature recognizes the A creature that ingests devil’s wrack must succeed on a DC
direction of the rip and can move at a perpendicular angle to 14 Constitution saving throw or become poisoned. While
its pull, parallel to shore, to escape. 20 feet of movement in poisoned in this way the creature takes 1 poison damage at
either direction takes the creature out of the current. On a the end of each hour after eating the plant. After taking the
failed check the creature fails to identify the direction of damage, the creature can make another Constitution save. On
the rip current. a success the poisoned condition ends.
On the creature’s turn it must succeed on a DC 25 Strength
saving throw or be pulled 1d12 × 5 feet out to sea. At the start GRIMWEED
of each successive turn, the creature can make an additional Grimweed is a marine plant that floats on the surface of the
Wisdom (Survival) check. If successful it identifies the extent water. It is cultivated by islanders to deny access to areas
of the rip and can attempt to swim free. of shore, preventing incursions from landing. Pirate crews
Fighting the powerful current is exhausting. A creature sometimes deliberately spread grimweed near the ports of
that ends two consecutive turns fighting the current gains their rivals, where it can be a long-term problem.
one level of exhaustion. Creatures with a swim speed are One patch of grimweed covers a 5-foot square. If touched
immune to the effects of a rip current. by a creature or moving object, the weed explodes into a
cloud of tiny, sporelike seed pods that fills a 10-foot cube
SEAWEED originating from the plant. Any creature in the area must
succeed on a DC 15 Constitution saving throw or take 11
“Seaweed” is a general term for the great variety of plants (2d10) poison damage. A creature that takes poison damage
and algae that flourish in the oceans of Caen. Listed here from the grimweed must succeed on a DC 12 Constitution
are some notable examples of seaweed that can be found in saving throw or become infected with grimweed seeds.
the Meredius. An infected creature’s hit point maximum is reduced by
1d4 at the start of each day until cured. At the start of each
BLIGHTED KELP new day the creature makes another Constitution saving
A variety of pelagic plants affected by dragon blight, the throw. If the save succeeds, the creature fights off the effect
canopy of blighted kelp floats on or near the surface and of the seeds and is cured. Once cured, the creature’s hit point
clings to objects that interact with it. The holdfast, a rootlike maximum returns to normal after a long rest. If the creature’s
formation, anchors the blighted kelp to the substrate of the hit point maximum drops to 0, it dies and a grimweed sprout
ocean. The stalk-like stipe reaches to the seabed. grows from its corpse. A sprout that is kept in water grows to
A creature entering a patch of blighted kelp for the first a 5-foot patch of grimweed in one day.
time on a turn or starting its turn there must succeed on a
DC 12 Dexterity saving throw or become restrained by the
tangling weeds. A restrained creature can use its action to
escape, doing so with a successful DC 12 Strength (Athletics)
or Dexterity (Acrobatics) check. Patches of blighted kelp can
be anywhere from 5 to 500 feet in diameter.
BLUE HENNY
Blue henny is an edible marine plant that grows in floating
patches 10 to 50 feet in diameter. A 1-foot-wide patch of
blue henny contains a single pound of edible material, which
can feed a Medium-sized creature for one day. Blue henny
provides the nutrients needed to prevent scurvy.
FIRE SCURVY
If a fire breaks out aboard a vessel made primarily of wood, A disease caused by the lack of vital nutrients, its symptoms
the ship takes 7 (2d6) fire damage for each 5-foot area at the include weakness, fatigue, and soreness of the limbs. If left
start of each round the fire persists. This damage bypasses the unchecked the disease causes deterioration of the gums, loss
ship's Damage Threshold. of hair, and bleeding from the skin. Ultimately the illness can
If no efforts are made to stop the fire it begins to spread. A cause death from infection or bleeding.
fire starts out filling a 5-foot area. At Initiative count 20 of Spending more than 30 days without fresh fruits or
each round the fire persists, it spreads to an adjacent 5-foot vegetables is enough to cause the beginning of scurvy. A
area provided the material in that area is flammable. Choose humanoid creature suffering from the disease must make a DC
a square for the fire to spread to or roll a d8 and consult the 15 Constitution saving throw at the end of the 30 days. On a
diagram below to determine which direction the fire spreads. failed save the creature contracts scurvy and gains one level
Multiple patches of fire spread to unoccupied flammable of exhaustion. At the end of each additional 7 days without
spaces. Left unchecked, a fire can wreak havoc quickly. A proper nutrition, the creature must succeed on another
creature can use its action to put out a 5-foot area of fire, Constitution save or suffer an additional level of exhaustion.
either by dousing it with water or smothering the flame. With each successive saving throw the DC increases by 1.
After the third failed save (and with each successive failure
thereafter) the creature takes 1 point of necrotic damage, and
its hit point maximum is decreased by the same amount.
1 2 3 One day of proper diet and rest prevents incurring further
saving throws and penalties. Each long rest while the creature
has been eating food with plant nutrients (especially citrus
fruits, ginger, or green leafy vegetables) eliminates one level
of exhaustion and increases the creature’s hit point maximum
4 FIRE 5 by 1 until the creature reaches its original maximum.
STEAM ENGINES
Many vessels that traverse the Meredius are hybrids of sail
and steam. Steam engines are powered by the force generated
by steam to push pistons back and forth that, in turn, rotate
6 7 8 one or more paddlewheels to propel the vessel. As with a
steamjack, steam-powered vessels are reliant upon fuel and
flame. Therefore, most ships still have sails for use in times
when steam engines are not a viable option. Creatures in
the boiler room are subject to the effects of severe heat and
dust. A boiler that is poorly maintained or pushed to its
INFESTATION
limits may burst.
Rats, insects, and other vermin are a constant threat to the
If the Game Master determines that a boiler is in danger of
wellbeing of a seagoing vessel and its crew. Sails, ropes, and
bursting, roll a d20. On a roll of 1, the boiler explodes. Each
other gear can be damaged. Food, and drinking water can be
creature in a 15-foot cube originating from the boiler must
spoiled or consumed.
make a Constitution saving throw. On a failed save, a creature
Rat swarms reproduce rapidly. Within 30 days of
takes 3d8 thunder damage, 2d8 fire damage, and is pushed 10
infestation, the number of rats aboard a ship doubles. After
feet away from the center of the blast. On a successful save,
30 days a single swarm of rats becomes two swarms, two
the creature takes half as much thunder and fire damage and
becomes four, and so forth. A swarm consumes 1 ounce
isn’t pushed. In addition, unsecured objects that are completely
of food per day for each hit point it has. Provided there is
within the area of effect are automatically pushed 10 feet away
enough space and food, the rat population continues to
from the center of the blast. Additionally, when the boiler
increase exponentially unless efforts are made to cull them.
explodes, the ship itself takes 5d8 thunder damage, 3d8 fire
damage, and is no longer able to move by steam power.
GENERAL CONDITIONS
Vision underwater is lightly obscured. Past a depth of 600 Hellfire Anemone
feet vision is heavily obscured. Tiny beast, unaligned
At 3,000 feet below the surface and deeper there is no
light. Even creatures with darkvision are blinded unless Armor Class 5
Hit Points 7 (2d4 + 2)
that darkvision stems from a magical source (such as the
Speed 0 ft.
darkvision spell or the warlock eldritch invocation Devil’s
Sight). Racial abilities do not count as magical in this context. STR DEX CON INT WIS CHA
Temperatures at the deepest parts of the ocean are 10 (+0) 1 (−5) 12 (+1) 1 (−5) 3 (–4) 1 (−5)
intensely cold. Creatures without natural immunity to cold
conditions or wearing protective gear suffer the effects of Damage Immunities poison
Condition Immunities poisoned, prone
severe cold.
Senses passive Perception 6
Languages —
GIANT SHELLFISH Challenge 1/8 (25 XP)
Those who seek sunken treasures tell of enormous bivalve
Stinging Body. A creature that comes into contact with the
mollusks—some the size of a person or even larger.
hellfire anemone must make a DC 14 Constitution saving throw.
On a failure it takes 10 (3d6) poison damage and is paralyzed for
1 minute. On a successful save the creature takes half damage
and is not paralyzed. The creature can repeat the saving throw
Giant Shellfish at the end of each of its turns, ending the effect on itself on
a success.
Medium beast, unaligned
Water Breathing. The hellfire anemone can breathe
only underwater.
Armor Class 15 (natural armor)
Hit Points 19 (3d8 + 6) Actions
Speed 0 ft., swim 10 ft. Tentacle. Melee: +2 to hit, reach 5 ft., one target. Hit: 1
bludgeoning damage and the target creature must make a DC 14
STR DEX CON INT WIS CHA Constitution saving throw. On a failure it takes 10 (3d6) poison
20 (+5) 1 (−5) 14 (+2) 1 (−5) 1 (–5) 3 (−4) damage and is paralyzed for 1 minute. On a successful save the
creature takes half damage and is not paralyzed. The creature
Damage Resistances piercing and slashing from nonmagical can repeat the saving throw at the end of each of its turns,
weapons. ending the effect on itself on a success.
Condition Immunities prone
Senses passive Perception 5
Languages —
Challenge 1/8 (25 XP)
WATERSPOUT
Scharde Isles sometimes take on acidic properties, either
due to alchemical pollution from the factories of Blackwater
A waterspout is an intense vortex of water rising out of the and Dreggsmouth or from the inherent corruption of
sea like a twisting column. The surrounding air violently Toruk’s blight.
rotates and connects to the dark clouds above. A waterspout Corrosive mist is slower and more pervasive than the
is a cylinder with a diameter determined by the following destructive precipitation. A creature or object exposed to
table. The height of the cylinder is twice its diameter. corrosive mist takes 1 point of acid damage at the end of
The area covered by the waterspout is rough sea, and any every minute it remains exposed. A breathing creature that
creature that starts its turn there must succeed on a Dexterity inhales the mist for 1 hour or more must succeed on a DC 16
saving throw or take bludgeoning damage and be thrown 10d10 Constitution saving throw or gain one level of exhaustion.
feet in a random direction. The DC for the saving throw, as An area affected by corrosive mist is lightly obscured.
well as the amount of damage dealt, depends on the size of the
waterspout. A creature that takes measures to tie itself to a deck FOG
still takes damage on a failed save but is not thrown. Fog appears when water vapor condenses into droplets or
A vehicle (water) in a waterspout takes this damage at the ice crystals suspended in the air. Fog banks can spread over
start of each of its turns. The vehicle takes damage to each of its several miles and, depending on their thickness, can render
external systems: for example, a ship with sails and a sidewheel an area lightly or heavily obscured.
paddle would take damage to its hull, its sails, and paddle, but
not to a steam engine contained within the vehicle.
WATERSPOUT
Waterspout
Diameter Save/Check Bludgeoning
2d6 (Feet) DC Damage
2–4 15–30 12 2d6
5–7 40–60 14 4d6
8–10 70–140 16 6d6
11–12 150–300 18 8d6
41
2 ADVENTURING IN THE
SCHARDE ISLANDS
42
T
he Nightmare Empire of Cryx churns out specific, on their way to somewhere, wandering where the
hordes of undead to drive an engine of war that rivals winds take them, or even be on an important mission, but
any force in western Immoren. Though the mention they’re always willing to open doors and push buttons. Secrets
of its name evokes dread and horror, adventurers yet must be learned, suspicious happenings investigated, mysteries
dare the uncharted seas of the Scharde Islands to uncover their solved, and ancient knowledge uncovered, curses be damned!
secrets and live to tell the tale of facing their dangers. Adventure An explorer might enjoy an adventure where
awaits anyone who seeks it: heroic battles against nightmarish they get to…
foes, high seas escapades, dungeon delving in ancient ruins, • Investigate a bloodseer facing murder charges after she
uncovering a hidden witch coven, raiding a cursed tomb, even accurately predicts a gruesome death.
raising an undead army to challenge a rival necromancer or • Figure out what is sickening everyone in a small fishing
political machinations against a lich of unfathomable power. village on the coast of Blackrock.
• Assist a revenant in tracking down their murderer and the
WHAT ARE WE magical blade the killer used.
DOING HERE?
• Delve into recently uncovered Orgoth ruins in search of
lost texts.
• Explore the undersea wreckage of The Lady’s Jewels with
ACTION drives a story, and characters want to do stuff
diving gear.
that interests them!
• Find and collect all four Teardrops of Forsaken Promises to
What do you and your players want to get out of a
unlock the Tomb of the Last Oath.
campaign in the Scharde Islands? If the group wants to
explore ancient Orgoth ruins for lost magics, they won’t be
interested in fighting the oppression and exploitation of the ENTREPRENEURS
living workers in Lichgate and building a revolution within Entrepreneurs focus on accumulating whatever is most
the Iron Mongers Guild, no matter how awesome that story valuable to them: money, power, knowledge, followers,
is to you. Great adventures require buy-in from all involved. property—you name it and someone wants it. Entrepreneurs
Once you’ve identified what motivates your characters, you keep their eyes open for, and even orchestrate, opportunities
can create stories that match the interests of the group. Create to acquire their preferred loot or status symbol, and try to
opportunities for them to face encounters and problems that turn any situation to their advantage. Motivated largely by
appeal to them the most, whether that is resolving a crisis, greed and often with questionable ethics, such characters
investigating a mystery, or taking advantage of an opportunity. range from pirates at one extreme to hustlers and shady
Here are a few common character types and motivations and merchants at the other, with tomb-raiders and power-hungry
how they might look in a campaign in the Scharde Islands. arcanists somewhere in between.
An entrepreneur might enjoy an adventure where
HEROES they get to…
Heroes believe in something worth fighting for. They might • Follow up on a lead to “acquire” a caravel of exotic goods
come to the Nightmare Empire with a purpose or stumble returning from Konesta.
upon it during their rampant do-gooding, whether to help the • Join a game of cards at a tavern with an old treasure map as
innocent or destroy the wicked. Even though they might not be the stakes.
able to save everyone or solve every problem, there are plenty of • Follow a decapitated spirit in noble finery to where its
ways to die trying! Some heroes are born of the people who live body—and worldly possessions—lie.
among the horrors of this land and hold out hope that more is • Sneak into an engineer’s workshop to acquire experimental
possible than a life and undeath of endless servitude. mechanikal schematics.
A hero might enjoy an adventure where they get to… • Hire on an overly talkative gang member as a guide, asking
• Recover a valuable heirloom from the pirate ship Grief of many questions to learn of opportunities.
the Night. • Enter the gladiator pits as a fighter after a late-night visit to
• Protect a fishing town’s mayor from pirates who want a the reigning champ with an “herbal” tea.
“change of leadership.”
• Rescue the crew trapped in a listing ship before circling
ture of the
brine thralls rip through the hull. prehensions as to the na
Landlubbers ’ave misap he ar sto ries about how
• Protect a village from an assault by deathbound revenants. Go far en ou gh inl and an’ ye’ll
Schar de s. of the walkin’
• Hunt down and slay the blighted beast that ate the town baker. d in thi s ch ain is nothin’ but a haven
every isl an t ain’t exactly
d blo od thi rst in’ bli ghted beasts. While tha
dead an re islands in
rig ht, neither. There be mo
EXPLORERS wron g, it ain
tha
’t
n
ex
ye
act
cou
ly
ld cou nt in a ’undred lifetime
s, and then
the ch ain er isn’t just
Explorers are in it for adventure and the thrill of discovery. They
bes ide . To say the y’r e all one way or anoth
don’t hesitate to enter an ancient ruin, follow a bloodstained more
it’s flat denyin’ ’em.
glossin’ over the facts,
—Master Gunner
treasure map, delve into the catacombs of Blackwater, eavesdrop
on legendary pirate captains, or follow footprints into the
Dougal MacNaile
festering jungle. Explorers might be questing for something
43
HOOKS, LINES, FLOODWATERS
On a small hill of a forgotten island lie the crumbling ruins
AND SINKERS of a castle in which a pirate king of old ruled atop a pile of
stolen treasures. A forgotten cemetery outside the walls is the
Here are some detailed adventure hooks to get you started resting place for the elite guards who patrolled the island and
on building adventures in the Scharde Islands, starting from cut down intruders.
character motivations. Recent flooding on the island has brought their buried corpses
floating to the surface after resting peacefully for centuries. Risen
CRISIS! as undead by the foul corruption tainting the Scharde Islands,
Crises are problems that need solutions urgently. They’re a they hold yet to the singular mission and focus they did in life.
good way to motivate characters to act right away. You can The ruthless guards continue to patrol the now-inhabited island,
roll on the Crises table for an adventure suggestion or pick mercilessly attacking anyone they see. Villagers from several
one you like. settlements that escaped notice have gathered in the tunnels
underneath the castle, accessible again after a landslide during
the flood. A few of the most able-bodied set out into the stormy
sea seeking help to lay the guards back to rest. Some villagers
CRISES have an alternative plan: they are trying to access the fabled
d6 Crisis treasure room and find a way to destroy the guards.
1 Floodwaters
2 Rescue Mission RESCUE MISSION
3 The Duelist’s Code A man dressed in garish, brightly colored clothes with an
4 Becoming Barnacled actual feather in his cap is rushing around the docks, beside
5 Search Warranted himself with worry and asking for help from anyone who
will listen. He points to an obvious pirate ship heading out
6 Slash and Burn
to sea from the port, saying his first mate was grabbed and
taken aboard. She needs to be rescued before the captors
learn her true identity—one of King Baird of Ord’s many
granddaughters. He is sure she is smart enough not to get
found out easily, but how long before the truth is discovered?
He has a ship ready to go, minus a few crew members—he
says they left without further explanation—and offers passage
to anywhere for those willing to help him; he also trades any
goods he has on board. He stresses that time is of the essence.
44
THE DUELIST’S CODE SLASH AND BURN
In life Lucian Atwater was known for his quick wit, not Edmonia Asches, a self-styled necrobotanist, is researching
his quick draw, an unlucky reputation for a duelist. One increased food production using slash-and-burn agriculture,
night after a few clever but underappreciated insults flew with necrotite as the fertilizer. Her experiments produce
across a Blackwater card table, Lucian was challenged to a glowing green flash fires across the forests, hillsides, and
gunfight. But as he took his first step out the door, he fell fields she is working in, noticeable from far out at sea and
with a bullet between the eyes. His restless spirit has roamed drawing responses from curiosity to horror.
that street ever since, cursing the offense against proper When approached, Edmonia pleads with conviction that
dueling etiquette. the situation is dire: people are starving to death every day,
A necromancer bearing subtle military insignia has and she’s sure her experiments will provide the answer. Her
taken an interest in Lucian and is investigating the nearby research is yielding astounding results and she is desperate
cemetery. The proprietor of the inn where Lucian was shot to keep it going, but she needs more necrotite and can’t
says she’s heard of necromancers tracking down the lingering leave her experiments to go get some. There is a Cryxian
spirits of gunfighters and using their hatred and vengeance watchtower on the island, a couple of Cryxian pirate ships
to transform them into terrifying pistol wraiths. She confides in port, and an old mine shaft at the top of a nearby hill, any
that Lucian wasn’t buried in the cemetery, and she’s willing to of which could be a source. She doesn’t care where it comes
reveal the location of his remains to anyone who promises to from and isn’t going to ask any questions.
put him to rest peacefully.
MYSTERY
BECOMING BARNACLED For explorers, there is nothing quite as alluring as an
A well-known side effect of the barnacles of Cullenrock old-fashioned mystery to solve by investigating places
latching on to a person is that the host feels no pain and and situations. You can roll on the Mysteries table for a
their skin hardens into a tough outer layer of armor, so some suggestion or choose an option you like.
seek these out to augment their fighting capabilities. Others
end up encrusted by the blighted and hungry creatures
after spending time in an infected area. Either way, the
bloodsucking parasites drain the life essence of their host MYSTERIES
as they cover its body, releasing an intoxicating haze that d6 Mystery
reduces its willpower to do anything about it. 1 Smoke and Mirrors Gambit
The trollkin Sculli Hornbender did not intend to become
2 The Book of the Lost Words
infected with the barnacles, but his natural healing ability
3 Mind Mold
has helped stave off the negative effects for some time.
However, he is losing the battle and fears he will soon lie 4 Bug Hunt
down and not get up again, becoming a new site for them 5 Black Sails and Bloodstained Waves
to spread from. He is seeking an alchemist, herbalist, or 6 Skeleton Fleet?
mage who can help, but he isn’t going to make it far alone
in his condition.
MIND MOLD
Phineas Bramble, a singularly focused scholar and
mage, has come to Cryx to study the effects of the
blight on the jungle. Much to his delight, he has
made a bigger discovery than he dared to dream!
He found an extensive underground fungal colony
spanning the entire island, connecting it in an
intricate pattern. Even more fascinating is a bulging
mass of fungi in the center of the network that is so
twisted and warped from the constant influx of blight
that Phineas believes it has become a near-sentient
“brain,” gathering information everywhere its
network reaches.
Phineas is convinced that consuming even
a bite of this fungal brain will grant access to
unfathomable knowledge, everything the
network has sensed. All he needs is help getting
there. He thinks traveling through the burrow-
mawg tunnels would be the best approach,
but sneaking past the blighted beasts in
the jungle and digging down from above
might also work.
46
BUG HUNT OPPORTUNITIES
A gruesome sickness called the Strangleblood plague is killing The inhabitants of the Scharde Islands are always seeking
people in a small isolated village, and they’ve sent for help. opportunities, whether for power or profit—often at the
The sickness progresses quickly, causing the blood to rapidly expense of others. You can roll on the Opportunities table for
expand while the skin and bones disintegrate, until the victim a suggestion or choose an option you like.
explodes, leaving a bloody mass of unidentifiable guts behind.
A plague doctor of the Brotherhood of the Bloody Shroud,
Alcox Ispar, has been treating the afflicted and determined
that the sickness originated from the bites of blighted OPPORTUNITIES
insects. He’s narrowed the vector down to three possibilities: d6 Opportunity
sanguine defiler mosquitos, blood scorpions, or blood-
1 A Second Chance for Miss Glass
bound harvest ticks. He needs someone to investigate the
2 Who is Holding All the Aces?
surrounding area and capture specimens of all of three strains
of blighted insects if possible so he can develop a remedy. 3 Fighting for Scraps
While he is focused on helping people, another visiting 4 Anyone Can Sign in Blood
doctor has a very different purpose in hunting down the 5 A Burden Too Heavy to Bear
dangerous vermin. Vespra Nox specializes in toxicology and 6 A Question of Morals
believes that a very effective poison could be crafted from the
correct insect. She offers to collaborate and share research
with anyone who helps her collect samples.
A SECOND CHANCE FOR MISS GLASS
BLACK SAILS AND Miss Emeline Glass is a spectral explorer and collector of
BLOODSTAINED WAVES military insignia. She knows that one of the fancy devices
On the Night of Laris, when the Temptress Moon is alone in used to call lightning from the sky—a stormcaller—rests
the night sky, red and full, even the roughest seas calm for her. on a recently sunk Cygnaran ship. She has no use for the
On this night, shadowy visions dance upon the still water. After device, but she knows what a valuable find this is. She’s
the last Night of Laris, a haggard sailor rowed a dinghy into willing to part with the knowledge of its location in exchange
port. He recounted a tale of shadow-formed Orgoth blackships for a favor.
fighting endless armies of undead near Garlghast, where the final The ship is deep underwater, off the coast where it was
battle of the Orgoth invasion was fought, with the baleful red sunk by the Ghost Fleet. Emeline was searching the seabed
moonlight glinting off armor adorned with screaming faces. when the ship sank, and in a fleeting moment became
His ship was ripped apart by cannon crossfire, but he was enamored with one of the officers heroically trying to rescue
able to escape with a handful of others. His shipmates were her crew members from the hold of the doomed vessel.
too injured to row, so he left them on a nearby beach and Unable to help, Emeline left the scene to avoid seeing the
pushed on to seek help. As he left, he saw shadows of Orgoth woman meet her inevitable end in the cold embrace of the
warriors carrying chests from their ships into a cave opening sea. When she returned to gather insignia for her collection,
down the shoreline. He’s eager to return and investigate, she couldn’t find the sailor’s body. She wants to locate and
and rescue his shipmates of course, but he needs help—and a recover it while it’s still intact, convinced she can find a way
bigger ship with a cargo hold, just in case. to bring the woman’s spirit back and have a chance to get
to know her.
THE SKELETON FLEET?
The treacherous waters of the White Shark Reef have claimed
WHO IS HOLDING ALL THE ACES?
Finn o’ the Fish has a funny story to tell from the Golden
so many ships that the wreckage has borne a new danger. On
Albatross last night. A braggart of a treasure-hunter was fresh
moonlit nights when the sea claims a ship and her crew, a chill
off a big find. Bad at gambling and worse at reading a room,
mist settles as the tumultuous tide recedes, and the air fills with
she’d been losing money at a full card table for hours when
creaking and cracking. Splintered and rotting wood, bones,
she suddenly wailed like a banshee and accused herself of
coral, jagged rocks, and shells are propelled to the ocean’s
cheating! Throwing a stack of aces on the table she screeched
surface and fuse into the jagged, skeletal shapes of lost ships.
that her deck, this deck, has special marks on the cards that the
These ghastly forms are driven by the fear and fury of the souls
aces she was dealt did not! Someone was palming her marked
of the sailors who perished here.
cards and she wanted them back!
Only a few have seen such a horror—or wonder—and lived
The bar erupted with everything from laughter to shouts
to tell the tale. Fishers from a nearby island village have seen
of murderous rage. She was saved by the barkeep, who
the ships rise on two occasions and believe they have witnessed
tossed a shoddy cloak over her head, snatched her coin
a new Cryxian “Skeletal Fleet,” a fearsome squadron of ships
purse, and shoved her out the back door with an emphatic
that can appear wherever the sea reaps a sailor’s tomb. Nothing
“Run!” The punchline, according to Finn, is that the lady is
is known about the crew, capabilities, or purpose of these
now trying to hire a crew. She says the map to her big score,
ships. Perhaps it’s time someone investigated?
49
50
MAKING NEW FRIENDS
The first interaction with an NPC can be an interesting way
to generate a memorable impression on the players. This
section offers a few possible locations to set a first encounter.
AT SEA
The Meredius is a rough and unwelcoming sea plagued
with treacherous terrain and hazards, surface threats too
numerous to count, and underwater denizens best left
undisturbed. Despite all this, ships filled with soldiers,
ne’er-do-wells, fishers, merchants, and adventurers
venture out into the roil to face whatever dangers
may come.
You can roll on the Meeting at Sea table to generate
an unusual first encounter with an NPC, or choose a
result you like.
MEETING AT SEA
d6 Meeting
1 A gigantic blighted seabird swoops down and
carries away a crew member to a cliffside aerie
where three other sailors are yelling for rescue.
2 A large ship’s hull, broken in half against a jagged
coral reef and run aground, has been turned into
a makeshift fortress by marooned sailors. With
looks of horror and fear, they emphatically wave
away all who approach.
3 Your ship hits an unexpected ice floe covered
with decaying bodies—and some unidentifiable
figures are heading your way.
4 A fisher brags about an ornate key attached to a
skeletal hand she hauled up. She offers to guide
you to the rest of the skeleton and the treasure
chest it’s holding, for a price. It’s on a nearby
shipwreck, guarded by a tatzylwurm.
5 A Satyxis vessel towing a Khadoran clipper flags
the characters down, offering up the prize for
sale, cheap—too cheap. The crew insists it must
not be left adrift.
6 A woman who travels in a small sloop around
the nearby islands can allegedly get anyone new
identification papers for a new life, matching any
nation of western Immoren. At least, that’s what
this imposter with papers that match yours says.
Using Contrast
Adding children into a city like Blackwater can offset the place’s
vicious and heartless aspects with a bit of levity, but also
enhances the horror by highlighting that there are ordinary
people trying to survive among the macabre undead, ruthless
gangs, and cruel pirates. Still, you should always be cognizant
of the comfort level of your group with vulnerable people as
subject matter. Bad things don’t have to happen to the children
for their presence to have an impact.
ISLAND WILDLIFE
d8 Wildlife
1 This island is oddly devoid of wildlife.
2 This island contains no native mammals or
lizards but is home to a wide spectrum of avian
life. Rats seem to be the only exception to the
rule.
3 This island has the normal variety of wildlife that
would be expected for the climate.
4 This island is crawling with creatures. When
using encounter tables, double the quantity of
creatures encountered.
5 This island is dominated by insects that are
RESOURCES
Some islands serve as nothing more than a location to wait
significantly larger than normal. out a storm or to hide from pirates or the authorities. Others
6 This island has no irritating insects or any are rich with materials, natural and otherwise.
dangerous creatures. It is practically a paradise.
7 This island is dominated by massive reptiles such SIGNIFICANT RESOURCE
as crocodiles, snakes, and lizards. d8 Resource
8 A true monster island. This island is inhabited 1 Trees. The forests of this island yield plenty of
solely by large and dangerous creatures such as lumber.
tatzylwurms or spine rippers. There is likely a 2 Salt. The island contains a shallow lagoon that
particularly enormous and powerful specimen is flooded annually with seawater. When it
that rules over all the rest. evaporates during the dry season, the remaining
salt is ripe for harvesting.
3 Plant life. The island contains useful plants in
abundance—fruit trees, root vegetables, cotton,
tobacco, or other favorable plants grow here.
4 Game. A population of animals that could be
hunted for food and sport or potentially for
domestication resides on this island. This may
include fowl, wild pigs, horses, giant tortoises, or
many others.
5 Menoth’s Fury. The many blackmire pools
on this island are perfect for the refinement
process needed to generate this valuable fuel.
6 Necrotite. This island was once the scene of
a massive amount of slaughter; it’s likely many
battles occurred here over several centuries.
This has caused the ground to be rich in
necrotite ore.
7 Fruit of the sea. The geological structure of
this island provides a haven for a bounty of sea
life, including fish, mollusks, crabs, and shrimp.
8 Mineral wealth. This island is rich in gems or
useful metals such as diamonds, emeralds, gold,
silver, or iron.
62
QUIRKS
Most islands are mundane (at least as much as any location
on Caen can be). If you wish to add a spark of mystery and
magic to an island, roll on the table below.
Island Quirk
d8 Quirk
1 The entire island is an infernal locus. Infernal
creatures seem to boil out of the shadows
and are hostile to any creatures they
encounter.
2 A combination of blight and Caen’s ley lines
intersect on the island. Time on the island
moves at a different rate from the outside
world. A visitor to the island could spend
a day here only to find a year or more has
passed in the world at large or vice versa.
3 The island seems to absorb sound. Normal
conversations sound like whispers; shouts
sound like regular speech. Footsteps
are almost entirely silent, and the tides
themselves are eerily quiet. Wisdom
(Perception) and Intelligence (Investigation)
checks based on hearing are done at
disadvantage.
4 The island constantly rocks and sways like the
deck of a boat at sea. The entire surface is
difficult terrain to anyone unaccustomed to
life at sea.
5 A mystical fog shrouds the island. No changes
in the wind can shift the mists, and the island
is totally concealed from view if at sea.
6 The scale of this island is immense! Trees are
twice the usual size. Cliffs and boulders tower
over explorers who traverse the island. All
native creatures are at least one size category
larger than normal (use the giant variety of
standard creatures).
7 Something about the atmosphere of this
island is hostile to life. Each day a non-native
creature spends here, it must remove one
from its hit point maximum. Hit points lost in
this way cannot be regained until the creature
takes a long rest away from the island.
8 The island was once occupied by the Orgoth.
Buried under its surface lies a complex of
forgotten chambers and corridors, home
to abandoned relics, traps, and the skeletal
remains of those who once lived here.
63
3 TREASURES OF THE
NIGHTMARE EMPIRE
64
Death and plunder. Pl was already 24 or higher.
enty of each to be fou
mechaniks and necro nd around here. The Additionally, when you use an attack to shove a creature,
techs always think th
new and clever. But giv ey’ve created someth the target can be any size. If you succeed, you can throw the
e me some proper tre ing
the reaches of this wo asure. Real magic lit creature up to 20 feet and it lands prone.
rld. Just have to look ters
magic. Old as the Or in the right places. Ol On the first new moon after attuning to this medallion,
goth. Old as the isles. d
Always seems to be an Old as the seas them and each new moon thereafter, you must make a DC
other ancient Orgoth selves.
Always some new sh artifact uncovered. 15 Constitution saving throw. If you fail, your hit point
iny gem blessed by th
behold. So many storie e gods for the bold to maximum is permanently reduced by 5. If you succeed, this
s. Well, you can keep
you understand that your stories, as long reduction is instead just 1. You cannot end your attunement
I’ll be keeping that loo as
t. Now hand it over! with this item unless someone casts a remove curse spell on
—Captain Rahera you. Once you’ve ended the attunement with this item,
your hit point maximum can be restored only with a greater
restoration spell.
T
he seas are vast and the islands uncountable. BLIGHTWINE
While the necrotech laboratories conjure up dark Potion, rare
and terrible technologies, there remain items of true Distilled from blighted fruit and bottled in volcanic
power scattered across the Scharde Islands. Some glass, this wine is dark red to the point of being almost
were left behind by the Orgoth, some imbued by infernal black. Blightwine is enjoyed by true believers of Toruk,
entities, and some grew out of the blight of the Dragonfather. and drinking it is considered both an honor and test.
Others seem born from adventurous exploits, blessed by gods It is believed that those who are truly blessed by the
and powers unknown in sheer awe of the brazen spirit of Dragonfather will remain unharmed while the unworthy
those who sail these waters. This chapter contains a selection are destroyed by the blight. Each bottle contains enough
of new magic items and relics found in the Scharde Islands wine for 10 glasses.
and the Nightmare Empire. When you drink a glass of blightwine you must make a DC
15 Constitution saving throw. Creatures with a blighted
MAGIC ITEMS essence have advantage on this save. Failure means you
These magic items are presented in alphabetical order. take 1d4 necrotic damage and become blight-poisoned (Iron
Each entry includes the item’s category, rarity, and Kingdoms: Requiem, page 237). If you succeed at the saving
magical properties. throw, you take no damage and do not become blight-
poisoned. Instead, your body is filled with incredible power
BLIGHTED EYE and you gain advantage on all ability checks for 24 hours.
Wondrous item, very rare (requires attunement) Drinking just one sip of this wine still requires a saving
This medallion is carved with the symbol of an eye and has throw to resist the necrotic damage, but there is no risk of
been crafted from dark wood that is saturated with the blight becoming blight-poisoned and no benefit for succeeding at
of Toruk. Attuning to the medallion withers your body the saving throw.
over time but lets you hear the whispered foresight of the True blightwine is quite rare, but there is a thriving trade
Dragonfather. When you focus, you can see dangers a split in bootleg blightwine. Usually, drinking fake blightwine
second before they occur. results in taking necrotic damage but offers no other
While attuned to this item, you can take the Dodge action danger or benefit. Only the very brave or very foolish
as a bonus action. delight in drinking false blightwine to prove their strength
On the first new moon after attuning to this medallion, and resilience.
and each new moon thereafter, you must make a DC Characters who are immune to poison are not immune to
15 Constitution saving throw. If you fail, your hit point blight poison.
maximum is permanently reduced by 5. If you succeed, this
reduction is instead just 1. You cannot end your attunement BLOOD BLADE, BATTLETHIRST
with this item unless someone casts a remove curse spell on Weapon (any dagger or sword), rare (requires attunement)
you. Once you’ve ended the attunement with this item, When a blade has drunk the blood of many foes in combat,
your hit point maximum can be restored only with a greater blood magic can sometimes infuse it into a blood blade.
restoration spell. You gain a +1 bonus to attack and damage rolls made with
this magic weapon. While attuned to it, as a bonus action,
BLIGHTED GAUNTLETS you can cut yourself with the blade and let it drink your
Wondrous item, very rare (requires attunement) blood. If you do, you lose 5 hit points and the blade becomes
These black leather gauntlets were crafted from the hide of empowered for 1 minute, drawing out more blood from
a beast that succumbed to Toruk’s blight and empowered by creatures you strike. While it is empowered, this weapon
arcane rituals designed to summon the strength of a dragon. deals an additional 3d6 necrotic damage to any creature you
While you are attuned to and wearing these gauntlets, your hit with it, provided that creature has blood.
Strength score is 24. It has no effect if your Strength score
EXECUTIONER’S AXE
Weapon (greataxe), very rare
(requires attunement)
Arcanists can bring out the power in an axe that has
killed hundreds of people. Some of these axes have
wrought havoc on a battlefield, wielded by powerful
Scharde ogrun warriors. Others have been used for
public executions. Either way, the magic activated
in these axes causes them to seek out the necks of
your enemies.
Attacks with this weapon score a critical hit on
a roll of 19 or 20. While you are attuned to and
you score a critical hit with this weapon, it
deals an extra 10 slashing damage.
This weapon has no benefit on attacks
against a creature that has no head.
67
GRASPING LACERATOR INFERNAL SMOG BELCHER
Weapon (lacerator), very rare Weapon (ogrun battle cannon), rare (requires attunement)
The steel of this weapon is stained red with blood and This ogrun battle cannon is black with glowing green runes
imbued with powerful blood magic that makes it twist and along its side. Unlike the typical smog belcher wielded by
grasp upon command. black ogrun, it has been infused with infernal power to spew
You gain a +1 bonus to attack and damage rolls made with clouds of foul arcane magic.
this magic weapon. Additionally, you can use this weapon to You gain a +1 bonus to attack and damage rolls made with
make grapple attacks using the weapon’s reach. You can make this magic weapon. In addition, the weapon has 4 charges.
Dexterity (Acrobatics) checks to perform such attacks and on As an action, you can expend 1 charge to cast either stinking
rolls to prevent a creature from escaping the grapple instead cloud (save DC 15) or fog cloud as a 3rd-level spell; both have
of Strength (Athletics) checks. the appearance of greasy black smoke.
As a bonus action, you can command this weapon to grind The weapon regains 1d4 charges daily at dawn. If it is out
a creature grappled by it. The grappled creature takes 2d6 of charges, it seizes up and cannot be fired normally until it
slashing damage. has regained at least 1 charge.
Whenever you move a creature grappled by this weapon, While you are attuned to this weapon, you have immunity
and every time it fails an attempt to escape, the creature takes to poison damage and are immune to the poisoned condition.
1d6 slashing damage.
MASK OF UNDEATH
Wondrous item, very rare
Sometimes it is useful to move about undetected among the
undead. An iron lich might say things around a mindless thrall
that aren’t meant for the ears of the living. A mask of undeath is
commissioned by and created for only the most brazen crime
lords, willing to risk everything for the right secret.
When not worn, a mask of undeath looks like the face of a
skull with runes carved into it. While wearing the mask, you
look, sound, and smell like a risen thrall. You appear undead
to all divination magic, you have darkvision with a range
of 60 feet, and you are immune to poison damage and have
immunity to the poisoned condition.
Additionally, this mask has 2 charges. While wearing the
mask, if you take damage that would reduce you to 0 hit
points, the mask expends 1 charge and you drop to 1 hit point
instead. The mask regains 1 charge at sunset each day. If you
expend the mask’s last charge, it is destroyed.
SCOUNDREL’S BAG
Wondrous item, very rare
Golden stitching is the only thing that marks this simple
leather bag as anything special. As an action, you can put your
hand in this bag and think of a coin you have held before that
is made of copper, silver, or gold. When you do, the bag fills
with 500 of those coins. They are real, physical coins that can
be removed from the bag and spent as normal, although they
INQUISITOR’S LANTERN can be detected as magic.
Wondrous item, rare The coins remain in existence until you command the bag to
Placing the head or skull of a Medium or smaller creature in fill again. Each time you do so, all previous coins the bag created
this iron lantern allows you to burn the creature’s soul in a vanish from existence, no matter how far from the bag they are.
green necromantic fire and learn information from it. This
has the same effect as the speak with dead spell except that you
know if the creature is lying. If you remove the head before
they’ve got it
you ask your fifth question, the soul survives and can pass on. scoundrel’s bag thinks
Everyone who finds a e clever. They’ll
If you ask all five questions, the soul is destroyed. y. And they think they’r
made. Limitless mone greedy. Won’t
the move. Won’t get too
play it smart. Stay on a man’s legs off
LUCKY COIN med Grella who’ll rip
cross a black ogrun na -Legs Maloni.
hes, like my friend No
Wondrous item, very rare when her money vanis 500 gold, bury
e you should take your
This gold coin has a screaming face on one side and a He says if you find on years. I say
e refills it for a hundred
scorpion’s tail on the other. It is believed to be enchanted by a the bag, and hope no on face while
eone, stare them in the
mischievous infernal that likes to bend luck. if you’re gonna rob som
The coin has 1 charge. As a bonus action, you can flip
—Captain Rahera
you’re doing it.
this coin. If it does not have its charge, you immediately fall
DAIMONION
Weapon (longsword), legendary (requires attunement)
This jagged longsword has a glowing yellow-and-red eye Oh, is that wha
t they say? The
Blood Axe? Or power’s in the
at the base of its blade that swims and darts about, looking how about in m sword? Not in
my
is not just in m y own arm? Y
out from both sides of the blade. The eye once belonged e, you pock-mar ou sure the power
to leave you lin ked picaroon?
to Lich Lord Daeamortus. Lich Lord Asphyxious defeated gering with do No? Well, I’d ha
closer look? ubts. Why don’ te
Daeamortus, then warped his body and caged his soul within t you come take
a
a powerful weapon, forcing him to serve the very enemy who
had defeated him.
—Captain Raher
When Asphyxious left Caen after the Claiming, rumors a
spread that he did not take this vile weapon with him. If
it has been left behind in this world, though, its location
remains unknown. BLOODWYRM
Daimonion is a soul-caged weapon imprisoning the soul Weapon (dagger), legendary (requires attunement)
of Lich Lord Daeamortus, who is angered at his plight and Bloodwyrm was one of the sacral blades of Skarre Ravenmane,
vengeful toward those he believes have wronged him. He leader of Satyxis and Captain of the Black Fleet. This dagger
will cooperate if he believes you either will help reconfigure is ornately curved with a jagged flare near the hilt and a brass
his soul into a phylactery so that he can be reborn as a lich spike on its pommel.
or you seek to kill any other lich lord, especially any allied Like other blood blades, its repeated use in blood magic (as
with Asphyxious. well as being washed in the blood of countless foes) imbued
You gain a +3 bonus to attack and damage rolls made with this blade with incredible power. Bloodwyrm thirsts for the
this magic weapon. blood of enemies, drinking deeply and granting benefits to
While you are attuned to this weapon and your attack with its wielder.
it scores a critical hit or drops a creature to 0 hit points, you Stories abound of Skarre having lost Bloodwyrm and
can use your reaction to cast a spell of 3rd level or lower that regained it in a variety of ways. It might have been taken
you know or have prepared. This spell must have a normal from her by the warcaster Victoria Haley, or she might have
casting time of 1 action or 1 bonus action. When you do this, had to sacrifice it while escaping the collapse of the Temple of
you cast the spell without expending a spell slot. Garrodh. But other stories say that she has the dagger still, or
Ally Ability: If you are attuned to this weapon and convince that it was lost but not gone for good. Whoever finds it and
Daeamortus to cooperate, you gain the knowledge of 1 wields it would be a formidable foe indeed.
necromancy spell of your choice from the wizard spell This magic weapon deals an additional 2d4 piercing
list. This spell can be of any level and is always considered damage to any target it hits. The first time each round
prepared by you. When you finish a long rest, you can choose you damage a creature with this weapon, you gain 3d4
a different necromancy spell. temporary hit points.
You can cast this spell once without expending a spell slot. While you are attuned to this weapon, as an action you can
If you do, Daimonion goes dormant for 24 hours and you are cut yourself with it to spray corrosive blood on all creatures
no longer attuned to it.
78
T
he most widely practiced necromantic process Following thrall creation, the body takes on supernatural
is the use of complex runes to give motion and qualities. Its flesh becomes increasingly taut and leathery,
mobility to the dead. Thrall runes are glyphs of but it also dramatically increases in strength and durability.
great power derived from Telgesh that represent Natural decay is arrested, and after a few weeks any stench of
necromancy in its most straightforward form. Like putrefaction is reduced to a musty, sickly odor.
mechanika runes, thrall runes can have many different Certain types of thralls require a particular kind of corpse.
effects, depending on the skill and imagination of their The majority use humanoids, but more complex or unusual
crafter and the time spent inscribing them. The simplest thralls can require other raw materials.
thrall requires only a few rudimentary runes, whereas more
powerful creations might have sophisticated inscriptions
covering every square inch of their forms.
To create a thrall, a necromancer needs to assemble the
Necromancer’s Kit
The creation of thralls requires a full surgical kit used in
required body parts and then carefully inscribe the runes conjunction with specialized tools of the trade. In addition to
upon the bones and flesh. Most thralls require a complete set a selection of saws, knives, needles, and drills, a necromancer
of bones, generally human, that are mixed and matched from must also have etching tools, special pigments, oils, heavy
any number of rifled graves as required. A “fresh” thrall is not waxed cord, scales, organ extractors, and other implements.
necessarily better than one crafted from aged bones, or vice Such kits appear harmless in and of themselves, though the
Order of Illumination might wonder why a cobbler needs a fine
versa: only the runes matter. For some necromantic processes, set of mortician’s saws and scales. An assembled kit is easily
the type of corpse and the condition of the body or its history identified by anyone familiar with the art of necromancy.
are relevant, but such requirements are beyond the scope of the
It is impossible to craft a thrall without a necromancer’s kit. A
most common methods of animation. Animating a body has necromancer’s kit can be used as a healer’s kit and costs 50 gp.
no impact on its soul, which has usually already departed.
Different methods exist for applying the runes. Painting
them on a basic thrall is quick and easy, but complex creations
take considerably more work. Bones are etched and then
filled with pigment; flesh is stitched together and tattooed. In INSCRIBING THRALL RUNES
all cases, the more permanent the medium, the better. AND RUNE POINTS
CRAFTING THRALLS
Once the corpse has been suitably prepared, the necromancer
is ready to begin the painstaking process of inscribing the
animating runes. The time this process takes and its difficulty
Once a necromancer has procured the tools, a corpse,
depend on the complexity of the thrall being created. The
and a private location in which to operate, the work of
complexity of thrall runes is measured in rune points, as
creating a thrall can commence. A clandestine place to work
with mechanika. The more complex the thrall, the higher its
undisturbed is of vital importance. Not only can distractions
rune point value.
be disastrous to such painstaking craft, but outside the
Rune points take into account both the type of thrall
Nightmare Empire necromancy is also highly illegal. If
the necromancer is attempting to create and any desired
caught, its practitioners are certain to face execution in every
upgrades. For example, a thrall warrior (3 rune points)
civilized land in western Immoren.
with the Rune-Hardened upgrade (1 rune point) has a rune
point value of 4.
THE CORPSE To create thrall runes, a character must have proficiency
The necromancer must first ensure the corpse is intact, at with a necromancer’s kit and the ability to cast 3rd-
least with regard to the desired type of thrall. Most thralls level spells.
created for labor or defense must have a pair of arms and legs, The length of time required to create a thrall depends on its
but this is not always the case. Cryxian necrosurgeons are total rune points. Each rune point requires 8 hours of labor
particularly skilled in their dark craft, manufacturing thralls spent applying runes, meditating on the work, and coaxing
barely recognizable as having once been human. All thralls the thrall into unlife.
must have a head or skull. Once the required time has passed, the necromancer makes
If the corpse is not in one piece, the necromancer needs an Intelligence check using a necromancer’s kit to determine
to stitch, brace, bolt, or otherwise see to its assembly. success. The DC of the check equals 10 + the thrall’s total
Once complete, the animating energies of thrall creation rune point value. If the check succeeds, the thrall begins its
hold the creature’s form together. However, the process of unlife. If the check fails, the necromancer must carefully and
inscribing the thrall runes requires an intact working surface. painstakingly correct the inscriptions. After another 8 hours
Some thralls are so complex that they must be inscribed of laborious refinement, the character can attempt this check
in stages and concentric layers. When faced with such a again. If the second check is a failure, the work is irreversibly
challenge a necromancer might prefer to work piecemeal, flawed and the corpse cannot be animated as a thrall.
completely rendering the runes on the innermost parts before Once completed, a thrall exists until it is destroyed. A
attaching the rest, then moving to the next most difficult completed thrall cannot have additional runes added to it.
location, and so on.
80
CARING FOR AND objectives and layered orders that include contingencies. As a
general rule, necromancers do not entrust vital and complex
COMMANDING tasks to thralls, which perform best under direct supervision
or with extremely simple tasks, such as an order to kill
THRALLS anyone other than the necromancer who enters a room.
A thrall is friendly to its creator and obeys that person’s
Thralls are thought of as mindless, but this belief is not commands. In combat, the thrall shares its creator’s initiative
entirely true. Most thralls entirely lack self-will and have no count, taking its turn immediately afterward. The thrall can
desires other than a persistent urge to harm the living. Left move and use its reaction on its own, but the only action
to their own devices they simply stand in place, potentially it takes on its turn is Dodge unless its creator uses a bonus
indefinitely, and have no physical needs. The animating action to command it to take a different action, or if it has a
process largely halts or at least greatly slows most aspects of thrall rune that allows it to do so.
decay. Thralls do not fall apart simply from the passage of If its creator is incapacitated, a thrall can take any action
time, although they can suffer damage and eventually collapse of its choice.
when their physical integrity is lost. Once destroyed, a
previously animated corpse usually cannot be animated again,
although in some cases repairs can be made by replacing lost THRALL TYPES
or shattered body parts. The simplest thralls are relatively easy to create, but they
Some aspects of the deceased are thought to persist as an are poor combatants and can follow only basic instructions.
indelible imprint on their remains. These characteristics More complex thralls have greater combat ability and can be
can serve a variety of necromantic processes. For thralls, imparted with rudimentary intelligence. Some necromancers
the animating runes establish a basic pattern of behavior are so skilled they can instill artificial personalities in
but also exploit deeply imprinted conditioning to facilitate their thralls, but they do not affect the thralls’ readiness to
its functioning. For example, bodies retain persistent ability obey orders.
to move, walk, maintain balance, use their hands, and so A typical thrall uses one of the following stat blocks and
on. Regardless of the state or lack of physical sense organs, applies its creator’s proficiency bonus (PB) where stated.
thralls are aware of their surroundings and can see and hear These can be adjusted with qualities from runes as well as
to a similar degree as the living. Even in total darkness, any equipment.
thralls inherently sense living beings and can move directly A thrall’s type determines its initial rune point value. See
toward them. the Rune Point Value table below.
The combination of this lingering imprint and animating
runes allows a thrall to understand basic spoken orders
and act as bid by its creator. More complex functionality
is artificially endowed by the runes employed in a thrall’s Nonhuman Thralls
animation. The complexity of the thrall determines the scope Necrosurgeons and necrotechs do not limit themselves
of the tasks it can perform. The simplest thralls are extremely to humanoid corpses when making thralls. At the GM’s
literal and cannot exercise judgment in processing commands discretion, a character can create any of the following,
provided there is an appropriate corpse to do so: carrion
but can perform rudimentary labor, including digging or thrall (1 rune point), blood hound (2 rune points), or brine
moving heavy objects. thrall (4 rune points).
Advanced thralls can make complex decisions and
See Chapter 5: Bestiary for stat blocks of these new
demonstrate qualities that suggest a personality. Most thrall types.
still lack inherent motivation and exhibit only superficial
indications of anything resembling individuality, such as
posture, mannerisms, and responses to orders. Advanced
thralls can be empowered to speak and relate messages.
Death magic is inherently inimical to life, and most thralls RUNE POINT VALUE
naturally seek to do violence against the living. This tendency Thrall Rune Points
suits them well as warriors and guardians. Thralls can be Risen 1
instructed not to attack certain individuals and might have Warrior 3
limited ability to distinguish friends from foes, although Lieutenant 4
obvious markings might be necessary to avoid accidents. Skarlock 5
For example, a simple thrall might not be able to tell two
people apart but could be told not to attack anyone wearing a
red armband.
Simple thralls require short and direct commands, and
most cannot remember more than one or two orders at
a time. More advanced thralls can be given long-term
Armor Class 12
Hit Points 85 (10d8 + 40)
Speed 30 ft.
Risen Thrall
Medium undead, neutral evil
Thrall Warrior
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Armor Class 9
Speed 20 ft.
Hit Points 59 (7d10 + 21)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (–2) 5 (−3)
STR DEX CON INT WIS CHA
17 (+3) 8 (−1) 16 (+3) 4 (−3) 6 (–2) 5 (−3)
Saving Throws Con 3 + PB
Damage Immunities poison
Saving Throws Con 3 + PB
Condition Immunities poisoned
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 8
Condition Immunities poisoned
Languages Thrallspeak
Senses darkvision 60 ft., passive Perception 8
Challenge 1/4 (50 XP)
Languages Thrallspeak
Challenge 2 (450 XP)
Bonded Proficiency. The thrall’s proficiency bonus is equal to
its creator’s at the time of its creation.
Bonded Proficiency. The thrall’s proficiency bonus is equal to
Pack Tactics. The thrall has advantage on an attack roll against
its creator’s at the time of its creation.
a creature if at least one of the thrall’s allies is within 5 feet of
Martial Aptitude. The thrall is proficient with medium and
the creature and the ally isn’t incapacitated.
heavy armor, and with simple and martial melee weapons.
Undead Fortitude. If damage reduces the thrall to 0 hit points,
Undead Fortitude. If damage reduces the thrall to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
damage taken, unless the damage is radiant or from a critical hit.
On a success, the thrall drops to 1 hit point instead.
On a success, the thrall drops to 1 hit point instead.
Actions Actions
Claws. Melee Weapon Attack: +1 + PB to hit, reach 5 ft., one
Multiattack. The thrall warrior makes two melee attacks with
target. Hit: 1d4 +1 + PB piercing damage.
its claws or a weapon it is wielding.
Claws. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one
target. Hit: 1d4 +3 + PB piercing damage.
THRALL RUNES
Rune Rune Points
Artificial Intellect 2
Channeler 3
Dark Power 2
Death Burst 2
Ghostly 3
Grave Chill 3
Guardian 2
Killer 2
Language 1
Lockstep 1
Preternatural Awareness 1
Rune-Hardened 1
Rune-Powered 1
Speed in Death 2
Walking Spell 1 + spell level
ARTIFICIAL INTELLECT
Thralls have limited awareness, but specialized runes elevate
a thrall’s intellect above its baseline.
The thrall’s Intelligence and Wisdom scores each increase
by 1. Additionally, the thrall gains proficiency with one skill
or tool its creator is proficient with.
CHANNELER
Arcane runes scribed into the flesh and bones of a thrall allow
it to become a vessel for the arcane power of its creator.
These runes are seldom wasted on simple thralls, being most
often employed on more complex and powerful creations.
The thrall becomes a channeler for its creator’s spells (see
“Channeling” on page 175 of the core rules). Each time it
channels a spell, the thrall takes 1d6 radiant damage per slot
level of the spell it channels.
DARK POWER
A necromancer can infuse the inks used to create a thrall’s
runes with a bit of their own magic to make the thrall into an
arcane assistant.
While the thrall is within 60 feet of its creator, its
creator makes saving throws with advantage to maintain
concentration on spells.
84
DEATH BURST LOCKSTEP
A thrall can be imbued with runes that cause it to violently A thrall imbued with these runes moves with martial
explode on the moment of its destruction, showering a wide precision to create a defensive wall against assault.
area with a spray of gore and sharp fragments of bone. The thrall gains proficiency with shields if it does not
When the thrall dies, each creature within 10 feet of it already have it. When a creature the thrall can see attacks a
must make a Dexterity saving throw with a DC equal to 10 target other than it that is within 5 feet of it, the thrall can
+ the thrall’s Constitution modifier, taking 7 (2d6) piercing use its reaction to impose disadvantage on the attack roll. The
damage on a failed save, or half as much damage on a thrall must be wielding a shield to use this reaction.
successful one.
PRETERNATURAL AWARENESS
GHOSTLY The runes grant an unnatural awareness to the thrall. This
Working runes of spectral magic into a thrall allows it to animalistic instinct does not confer any additional intellect
move like a disembodied spirit, passing through walls and but allows the thrall to notice potential foes with great ease.
enemies as if they were barely there. The thrall gains proficiency in Perception and has
The thrall gains the Incorporeal Movement trait: it can advantage on Wisdom (Perception) checks.
move through other creatures and objects as if they were
difficult terrain. The thrall takes 5 (1d10) force damage if it RUNE-HARDENED
ends a turn inside an object. The runes toughen the thrall. Its skin becomes denser, with a
texture similar to that of boiled leather or hard wood.
GRAVE CHILL The thrall gains a +1 bonus to AC, and its Constitution
The cold touch of the grave worked into arcane runes causes increases by 1.
the air around a thrall to freeze unnaturally.
Other non-thrall creatures other than the thrall’s creator RUNE-POWERED
treat the area within 10 feet of the thrall as difficult terrain Runes of power along the thrall’s body increase its strength.
unless they are immune to cold damage. A non-thrall The thrall gains a +1 bonus to Strength and proficiency in
creature other than the thrall’s creator that touches the thrall Strength saving throws.
or hits it with a melee attack while within 5 feet of it takes 7
(2d6) cold damage. SPEED IN DEATH
Thralls are not known for being swift, but runes of speed
GUARDIAN etched into the flesh and bones can make up for typical
Guardian runes make a thrall fiercely protective of its creator undead sluggishness.
and creator’s allies. The thrall willingly hurls itself in the way The thrall’s walking speed increases by 10 feet, and its
of attacks intended for one of these individuals, no matter Dexterity increases by 1.
how dangerous.
The thrall gains proficiency with shields if it does not WALKING SPELL
already have it. When a creature the thrall can see attacks a An uncommon addition to some thralls is working the arcane
target other than it that is within 5 feet of it, the thrall can use runes of a spell into the thrall runes to turn the thrall into an
its reaction to become the target of the attack instead. The vessel for a spell.
thrall must be wielding a shield to use this reaction. The spell increases the thrall’s rune point value by the
spell’s level, to a maximum of 5 (5th level). Cantrips do not
KILLER require additional rune points. The spell must be known
Killer runes infuse the thrall with an unquenchable desire by the thrall’s creator and requires a melee spell attack to be
to destroy its creator’s opponents, causing it to fly into a valid, such as the shocking grasp cantrip.
frenzied and reckless assault. The thrall can cast the spell once. It regains the ability to
At the start of its turn, the thrall can gain advantage on all cast the spell each day at dawn.
melee weapon attack rolls it makes that turn, but attack rolls
against it have advantage until the start of its next turn.
LANGUAGE
Thralls can communicate in Thrallspeak, the language of
the created dead. Some necromancers desire their thralls
to be able to speak with others, whether to communicate
information or intimidate mortals.
The thrall can read, write, and speak an additional
language. This language must be known by the necromancer
who created it.
86
ARMORED FLESH NECROTITE BOMB
Metal plating bolted through the flesh and onto the bones of Thralls are often the initial wave of an assault. To amplify
a thrall provides it with an extra measure of protection. the chaos and damage they inflict, some thrall makers pack
A thrall equipped with this upgrade has a +2 bonus to AC. necrotite-infused bombs into the thralls’ ribcages.
When a thrall equipped with a necrotite bomb drops to
AUGMENTED VISION 0 hit points, each creature within 10 feet of it must make a
Some thrall makers integrate simple necromechanikal eyes Dexterity save with a DC of 10 + the thrall’s Constitution
into their thralls, whether salvaged from destroyed helljacks modifier or take 7 (2d6) fire and 7 (2d6) poison damage on a
or crafted for this specific purpose. Mechanikal lenses grant failed save, or half as much damage on a successful one.
the thrall enhanced vision.
A thrall equipped with this upgrade increases the range of NECROTITE FURNACE
its darkvision to 120 feet. A necrotite furnace is fundamental to the creation of a
mechanithrall. The necrotite it burns provides power for any
BILE CANNON necromechanikal or traditional machine components on the
A bile cannon pumps corrosive sludge out of the thrall’s body, thrall’s body.
providing it with a short-range but effective weapon. It has a A necrotite furnace operates for 12 hours on 5 pounds
range of 20/40 feet and deals 9 (2d8) acid damage. Each time of necrotite.
the thrall fires its bile cannon, its hit point total is reduced by
2 (1d4) hit points. SPIDER LIMBS
A common upgrade for larger, bloated thralls, this spiderlike
CLOCKWORK HEART configuration of four or more metal limbs can bear a
Many mechanithralls have clockwork hearts that pump heavier weight. The additional limbs also grant a measure
alchemical preservatives and putrescent bile through their of protection against being knocked over, as they shift and
bodies. The intended purpose of the heart is to keep the accommodate for one that’s damaged or missing.
rotting flesh intact, but it can also serve as a secondary A thrall equipped with this upgrade can move through
weapon. When the thrall’s flesh is punctured, a jet of toxic nonmagical difficult terrain without penalty and gains
fluids spews out against those unlucky enough to be nearby. immunity to the prone condition. It must have a functioning
If a thrall with this upgrade takes slashing or piercing necrotite furnace to use this upgrade.
damage, each creature within 5 feet of the thrall must make
a Dexterity saving throw. The DC of the save is 10 + the STEAM FISTS
thrall’s Constitution modifier. A creature takes 5 (1d10) Heavy metal fists are the most common weapon used a
poison damage on a failed save, or half as much damage on a functioning in mechanithrall fabrication. Built in pairs, steam
successful one. fists replace a thrall’s claw attack and deal 1d8 + Strength
modifier + PB bludgeoning damage.
INTEGRATED WEAPON A thrall must have a functioning necrotite furnace to use
Thrall makers do not always have the best choice of this upgrade.
corpses to work with. Some are missing limbs, and not
every necrotech has the resources on hand to construct
replacements.
A thrall can have a simple or martial melee weapon Mechanika Runes and Steam Fists
Steam fists are innately mechanikal devices, powered by a
integrated into its body. The weapon must be one-handed mechanithrall’s furnace. Some necrotechs choose to further
or versatile and cannot have the heavy property. The thrall augment a thrall’s fists with mechanika runes (see “Mechanika
does not need to be proficient with the weapon to use Runes,” page 209 of the core rules), adding unique effects or
it, but most thrall makers reserve this upgrade for their elemental damage to the thrall’s strikes.
warriors and lieutenants to get the most effectiveness out of Steam fists can have up to 3 rune points of additional
their creations. runes inscribed. Additional runes must be appropriate for
The cost and weight of an integrated weapon are the same melee weapons.
as the weapon’s basic cost and weight. While the thrall’s furnace is operational, it can produce enough
charges for the thrall to use additional runes once. At the start
LEG PISTONS of the thrall’s turn, roll a d6. On a roll of 5 or 6, enough surplus
energy is produced for the thrall to use its runes again.
Drawing on the steam power of a necrotite furnace, a
mechanithrall’s movement speed is greatly enhanced.
A thrall equipped with leg pistons increases its walking
speed by 10 feet. It must have a functioning necrotite furnace
to use this upgrade.
ILLO
88
Shar ks , sea drak es, dr ag on fish… you’d think the
th just those looking to
Meredius
eat you
BANES
would be bad enough wi no . No . Cryx wasn’t
tak e a dip in the brine, but oh
when yo u got half-rotten The void. A razor-thi
to lea ve thi ng s the re. No, instead you’ve n yet infinite realm
conten t cks, undead world of Caen and th lying between the ph
wi th sm ok est ack s coming out of their ba e intangible world of ysical
creatu res g, and worse. unfathomable torme Urcaen. It is a place of
ur de cks and eat the riggin nts and darkness, wo
ontador
birds tha t sw ar m yo rse even than the helli
—Captain Bartolo M
dominion of the Devo sh
urer Wurm in the sp
that are pulled into its irit realm. Those spiri
infinity are remade ts
into something far da by their experience
rker, colder, and mo
infernals themselves. re alien than even th
I
e
n the following pages, you’ll find information
—Professor Viktor P
about many of the unusual beasts that adventurers can
encounter in a campaign set in the Scharde Islands and
endrake
the Nightmare Empire, including monsters that hunt
the seas and islands, strange creations of mad necrotechs, and
powerful undead warriors that are the backbone of Cryx’s Some darkness never goes away, no matter what the stories
military might. might say, and banes are a testament to ancient blasphemies.
Their existence is a profane clue that Cryxian necromancers
have unlocked dimly understood horrors, as if connected to
some force beyond Caen that thrives on extermination.
What is a Disembodied Soul? Occasionally the dead neither linger on Caen as restless
Several creatures in this section interact with the disembodied
soul… but what is it? spirits nor make the passage to Urcaen. There is a crack
The soul of a living creature leaves its body on death. For
between these realms, a fissure of timeless void, and the
many creatures, particularly humanoid ones, the soul lingers few wayward souls that fall in experience a singular form of
in the mortal plane, Caen, for a short time before passing over endless torment. Still able to peer through the murky veil
to Urcaen, the realm of spirits and gods. Others, notably the separating them from the true realms of Caen and Urcaen,
Dhunian peoples (bogrin and gobbers, farrow, ogrun, and they seethe with hatred and longing and become consumed
trollkin) return to Dhunia to be reincarnated after death.
by destructive lust.
Most souls linger for a short time, measured in hours. Others, Banes are cunning undead warriors inscribed with
more reluctant to pass on, can linger for days or even weeks. countless runes and sigils of their dark rebirth, versatile and
deadly soldiers among the more mindless undead. Wickedly
proficient at killing, they host a darkness that both permeates
their being and seeps into the world of the living. Few
scholars know the means by which these potent creatures are
created, and only the most depraved masters of necromancy
can begin to understand the nature of the malignant power
from whence they arise.
Born of Darkness. Banes are enshrouded in a preternatural
aura that is utterly inimical to living flesh, reaching out
hungrily to choke the living. From within, their eyes display a
malevolent glimmer that reveals a hateful intelligence.
Murderous Glee. The foul creatures delight in slaughter,
seeking any opportunity to sow death. Sometimes they can
even be heard whispering to each other in ancient tongues, as
if coordinating a plan of attack. They march into battle with
the discipline and inexorable confidence that only soldiers
with no fear of death can possess.
Undead Nature. A bane doesn’t require air, food,
drink, or sleep.
Bane Riders
Some bane warriors form the cavalry of Cryx, riding on
thrall steeds. These undead mounts have the same stats as
a warhorse, with the addition of immunity to the poisoned
condition and poison damage, and the bane’s Incorporeal
Movement trait.
CHAPTER 5: BESTIARY
89
BANE WARRIORS
For a soldier, jumping at shadows is at best laughable and
at worst cowardice, but some truly dark things are rightly
feared. Fell creations of blasphemous runes and animated
bones, bane knights are unhallowed vessels of evil summoned
from the void.
The same accursed process that creates these fearsome
creatures also binds to them a cold fury; fueled by chthonian
magic, bane knights are anathema to the living. These
unnatural warriors draw strength from those who strike
at them, brutally punishing their foes while advancing
relentlessly across the battlefield.
Accompanied by a foul wind and a charnel stink, bane
knights glide across the battlefield amid blood and death.
They wield their shadow-forged lances with inhuman
precision, cutting down any obstacle in their path. Adding
to their implacable advance, bane knights can become fully
spectral for a short time, allowing them to pass through
any barrier to reach their victims. Terrifying tales recount
exhausted soldiers returning to the relative safety of their
trenches only to be slain without warning by bane knights
emerging from the walls around them.
Bane Warrior
Medium undead, neutral evil
CHAPTER 5: BESTIARY
90
91
92
BANE LORD TARTARUS Bane Lord Tartarus
Bane Lord Tartarus is both an insidious weapon and a
Large undead, chaotic evil
fearsome general delivered to the mainland centuries ago
by the lich lords of Cryx. His essence is linked to the same Armor Class 17 (natural armor)
great void of darkness bleeding death into Caen, inimical Hit Points 142 (15d10 + 60)
to all life, for which all bane thralls and bane knights serve Speed 30 ft.
as conduits. He cannot deny the unholy impulses of this
STR DEX CON INT WIS CHA
energy and the runes binding him to unliving flesh, and
19 (+4) 16 (+3) 19 (+4) 13 (+1) 16 (+3) 9 (–1)
he calls his host to join him in one slaughter after another.
Only a few beings on Caen fully understand the nature of Saving Throws Dex +9, Con +9, Wis +7
the force permeating Tartarus and those of his kind. Lich Skills Perception +7
Lord Tenebrous was the first lord of Cryx to master the Damage Resistances cold, necrotic; bludgeoning, piercing, and
secrets of piercing this inexplicable realm and contact those slashing from nonmagical attacks
Damage Immunities poison, psychic
lost to its void. Studying ancient texts recovered from the Condition Immunities charmed, exhaustion, frightened,
ruins of Morrdh, he was able to bring the tormented spirits poisoned
back and encase them in rune-carved bone. Some souls are Senses darkvision 60 ft., passive Perception 17
particularly resonant with bane energy and retain their Languages Thrallspeak, Scharde Tongue, Molgur
own identity and power, while others are driven solely by Challenge 14 (11,500 XP)
energies of annihilation. Tartarus is one singularly potent
Brute. A melee weapon deals one extra die of its damage when
soul, recovered and reborn by artifice into something Tartarus hits with it (included in the attack).
truly unholy. Incorporeal Movement. Tartarus can move through other
Nearly three thousand years ago, a Molgur chieftain creatures and objects as if they were difficult terrain. He takes 5
named Horfar Grimmr led a doomed attack against a great (1d10) force damage if he ends his turn inside an object.
wall called the Shield of Thrace. It was one of the last great Legendary Resistance (3/Day). If Tartarus fails a saving throw,
he can choose to succeed instead.
battles of the Molgur against Priest-King Golivant, and in its
Rejuvenation. Tartarus’s body turns to dust when he drops to 0
aftermath the Molgur were shattered. Grimmr was captured hit points, and his equipment is left behind. He gains a new body
by the Menites and tormented for a month before being after 1d10 days, regaining all his hit points and becoming active
thrown on the flames in rituals to expunge the Devourer- again. The new body appears within 200 miles of the location
taint. As his flesh burned, Grimmr’s soul raged and lashed at which he was destroyed. Tartarus immediately seeks out his
out. It was too powerful to be contained yet permanently axe, Rivener, and instantly knows its location regardless of the
physical distance to it.
scarred and disfigured by Menite rites. His weighty soul fell Turn Immunity. Tartarus is immune to effects that turn undead.
through the rift but did not reach Urcaen, languishing instead Void Shroud. While within 10 feet of Tartarus, non-undead
in the void. There it became something other. Past memories creatures regain half as many hit points as normal when they
were erased in his unending suffering. regain hit points.
Over two thousand years the soul that was to be Tartarus Actions
writhed in this hellish state until discovered and called from Multiattack. Tartarus makes three Rivener attacks.
the void by Tenebrous. The lich lord bound the spirit into the Rivener. Melee Weapon Attack: +9 to hit, reach 10 ft., one
stitched-together remains of several unearthed and defiled target. Hit: 16 (2d12 + 3) slashing damage plus 18 (4d8) necrotic
warrior-kings to become a unique necromantic masterpiece. damage. Attacks made with this weapon are magical.
Encased in rune-inscribed armor and given the unholy axe
Rivener, Bane Lord Tartarus now rules over and dominates all
bane thralls in service of the Dragonfather.
Tartarus has wandered the shadows of western Immoren
for centuries, lurking in cursed forests, the dark caverns
below mountains, and swamps where the forgotten dead
lie deep below the murk. He has brought forth his vassals
and pulled other potent souls from the void to give them
bodies, armor, weapons, and purpose. Because his own
essence provides a continuous conduit to the void, the
bane lord spurns the taxing and time-consuming rites to
create these bane warriors. Whereas lesser necromancers
must inscribe complex runes upon the remains of warriors
to imbue them with the spirits of the void, Tartarus need
only cut down the living and cast their souls into the
abyss for a brief moment. Almost effortlessly the hate-
fueled abomination consigns his enemies to an eternity of
tormented service to himself, the void, and Cryx.
CHAPTER 5: BESTIARY
93
BANE WITCH AGATHIA For decades Agathia resided in the solitary watchtower at
Hell’s Hook overlooking Cryx’s barren southern coast. She
Once regarded as both prisoner and oracle, Bane Witch
was imprisoned for having betrayed her former master, Lich
Agathia is one of the more unusual weapons in Cryx’s
Lord Daeamortus, in her dogged pursuit of occult knowledge.
arsenal. In life she was valued for her insight into the occult,
Judging her too valuable to be slain outright, the lich lord
and the tragic circumstances of her death only increased her
cast her soul into the depths of the void to wander endlessly
worth to the dark lords of the Nightmare Empire. Now more
between worlds. A host of thralls attended her motionless
pawn than queen, Agathia has begun to assert her will, and
but living form, and on those rare occasions when Cryxians
she might yet find a way to choose her own fate.
CHAPTER 5: BESTIARY
94
came to her tower seeking advice on otherworldly matters,
her consciousness returned briefly to speak scraps of truth
veiled by riddles. After the fall of Daeamortus, Agathia was
forgotten and her tower abandoned. The thralls that attended
her soon fell apart, and her body died not long thereafter.
While searching for useful salvage, servants of Lich Lord
Tenebrous found Agathia’s body in the tower’s inner chamber.
Tenebrous took a personal interest in her condition. By
plumbing the depths of the void he found and recovered her
soul, discovering her mind was remarkably intact despite
her time in that hellscape. The foremost expert in such
matters, the lich lord reunited Agathia’s soul with
her unliving flesh, creating a uniquely powerful
bane. She returned as a shadow of death, retaining
great insights from her time in the void. Her mind had been
fractured and reshaped, and now Agathia moves through the
world like a sleepwalker, coming fully awake only in the midst
of battle. She remains connected to her past only by fleeting
memories she finds difficult to interpret.
Tenebrous prizes Agathia’s unusual perspective on the world
and the way her transfigured mind interprets arcane mysteries.
He covets the secrets buried within her memories. Bound
to the lich lord’s service, Agathia plunders tombs and sacred
grounds in the pursuit of lost and ancient lore, bringing
him treasures to add to his vast repository. Unknown to
Tenebrous, Agathia’s memories have begun to return,
and she has taken a secret interest in unearthing the
mysteries of her past. The lich lord’s trust has enabled
her to operate with minimal oversight, a fact she
has exploited to extend her missions abroad
and visit sites of her own choosing.
On more than one occasion she has
convinced her master to send her on
expeditions more beneficial to her
research than to his.
Though Agathia remains a potent oracle, her
sense of time has become fractured, and it is not
always possible for the bane witch to tell whether
the visions revealed to her are glimpses of the future or
remnants of her forgotten past. She might fly into fits of rage
or sink into feelings of hopelessness that shatter her stoic
demeanor, though she is careful to conceal these outbursts
from her master. Tenebrous is as yet unaware of her personal
interests and growing autonomy. As slivers of her memory
return, Agathia’s silent disobedience grows, and while she
continues to give her master the valuable relics she obtains,
she is not above examining them for herself first, seeking
pieces of a key to unlock her mind.
Battle Group. As a commander in the Cryxian army,
Agathia is seldom encountered alone. When designing an
encounter that includes Agathia, she should be in command
of between 2 and 5 warjacks and an escort of 3 to 8
Bane Warriors.
95
BLACK TROLL Feculent Decay. A black troll, despite its regeneration, is in
a constant state of decay. Necrotic flesh sloughs from its body
Black trolls are the most despised of all their kind, undead only to be regenerated moments later, and the troll’s entire
abominations that are a twisted mockery of other trolls. body appears made from a noxious soup of rotting meat.
Trollkin especially revile black trolls, who their legends claim Undead Nature. A black troll does not need to eat,
are born of a tainted bloodline and thus depend on drinking sleep, or breathe.
the blood of others. All black trolls are solitary creatures that
live only for torment. They raid troll and human settlements o forces in
rd e Isl ands comprise tw
alike, murdering and pillaging as they go.
The black trolls of
th e Sc ha e: regeneration
em in gly perfect balanc
Fratricidal by Nature. In combat, black trolls are shifty
opposition that m
ai nt ai n a se ked by the blight
ve be en irreversibly mar
and clever. They try to isolate opponents, slaying them one
and rot. Their bl
oo dl in es ha and regrowth.
by one. They take great pleasure in slaughtering the living is t in a sta te of constant decay
of Toruk, and th
ey ex ere not such
members of their own kind, which in turn rise as new black bl e ex is te nc e, if the black trolls w
It would be a pitia s.
trolls. The only strains that seem unaffected by this are the
merciless and bloo
dthirsty creature
V ik to r Pendra ke
pygmy trolls and trollkin—though that fact does little to
dissuade black trolls from attacking the blighted trollkin of —P ro f essor
the Scharde Isles.
96
Black Troll Regeneration. The troll regains 10 hit points at the start of its
turn. If the troll takes fire or radiant damage, this trait doesn’t
Large undead, neutral evil
function at the start of the troll’s next turn. The troll dies only
if it starts its turn with 0 hit points and doesn’t regenerate.
Armor Class 16 (natural armor)
Troll Bane. Any hit with a physical attack made by a black troll
Hit Points 157 (15d10 + 75)
against any other species of troll negates their regeneration
Speed 30 ft.
until the start of the black troll’s next turn. Any troll (excluding
pygmy trolls and trollkin) killed by a black troll rises as a black
STR DEX CON INT WIS CHA
troll within 1d10 days. The black troll has no control over
22 (+6) 12 (+1) 20 (+5) 6 (−2) 10 (+0) 8 (−1)
this spawn.
Saving Throws Str +9, Con +8 Actions
Skills Perception +3 Multiattack. The troll makes two claw attacks.
Damage Immunities necrotic, poison Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Condition Immunities poisoned target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6)
Senses darkvision 60 ft., passive Perception 13 necrotic damage.
Languages — Touch of Corruption. Ranged Weapon Attack: +9 to hit,
Challenge 8 (3,900 XP) reach 20 ft., one target. Hit: 19 (4d8 + 1 necrotic damage and
the target is grappled (escape DC 16). Until this grapple ends,
Festering. A creature that touches the troll or hits it the target is restrained and takes 7 (2d6) necrotic damage at
with a melee attack while within 5 feet of it takes 5 (1d10) the start of each of its turns, and the black troll can’t grapple
necrotic damage. another target. The black troll regains lost hit points equal to
half the necrotic damage dealt by this attack.
97
BLIGHTED INSECT CUSTOMIZING
BLIGHTED INSECTS
hour marching The blight of Toruk manifests in unanticipated forms, and
k to me ab ou t mo squitos. After half an the blighted fauna of Cryx also vary drastically, not merely
Don’t tal ging—no,
the sw am ps of the Schardes, you’ll be beg within a species but also among individuals. To customize
throu gh odsmeath Marsh
to ge t ch ew ed on by some regular Blo a blighted insect, roll once on the Primary Features table
pra yin g ands don’t just
s. Th e bli gh ted bastards out on the isl and then once on the Secondary Features table (or choose
mo squ ito time they’re
yo ur blo od —t he y wa nt it to hurt the whole one option from each) and add those features to the basic
want
ontador
drinking it. creature’s stat block. When applying features to a swarm, the
PRIMARY FEATURES
d4 Feature
1 Potent Venom. A creature poisoned by the
Colonies of biting, stinging insects make their homes across
insect’s bite regains half as many hit points from
the fetid swamps and jungles of the Scharde Islands. The
Dragonfather’s blight makes these infestations far more healing and rests while it remains poisoned.
dangerous than the common pests of the mainland: they 2 Blood Frenzy. The insect has advantage on
grow to incredible size and possess blight-augmented venom melee attack rolls against any creature that
that causes flesh to swell to the point of bursting within doesn’t have all its hit points.
moments or turn necrotic and ooze off their victims. 3 Blood Feed. When the insect damages a non-
Blight Vectors. Most of the pestilent insects of the Scharde construct, non-undead creature with its bite
Islands feed on blood. This is dangerous enough on its own,
attack, it regains hit points equal to half the
but those who survive an attack by them often begin to suffer
piercing damage dealt.
the residual effects of blight. Some colonies of these insects
have carried Toruk’s gift far beyond the region, spreading it 4 Pack Tactics. The insect has advantage on
among the inhabitants of distant islands. attack rolls against a creature if at least one of
Menagerie of Miseries. Like most wildlife of the Scharde the insect’s allies is within 5 feet of the creature
Islands, the insects of the region are fundamentally and and the ally isn’t incapacitated.
unpredictably changed by Toruk’s touch. Whole colonies
might manifest similar alterations, but it is just as likely that SECONDARY FEATURES
individual members show their blighted gifts in uniquely d4 Feature
horrifying ways. 1 Flyby. The insect doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach.
2 Eyeless Sight. The insect gains blindsight with a
range of 60 feet.
3 Extraordinary Leap. The distance of the
insect’s long jumps is tripled; every foot of its
walking speed that it spends on the jump allows
it to move 3 feet.
4 Burrower. The insect gains a burrow speed
equal to its walking speed.
98
Swarm of Blighted Insects
Large swarm of small beasts (blighted), unaligned
Avoidance. If the insect is subjected to an effect that allows Avoidance. If the swarm is subjected to an effect that allows
it to make a saving throw to take only half damage, it instead 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 takes no damage if it succeeds on the saving throw, and only half
damage if it fails. damage if it fails.
Spider Climb. The insect can climb difficult surfaces, Spider Climb. The swarm can climb difficult surfaces,
including upside down on ceilings, without needing to make an including upside down on ceilings, without needing to make an
ability check. ability check.
Swarm. The swarm can occupy another creature’s space and
Actions vice versa, and the swarm can move through any opening large
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: enough for a Small insect. The swarm can’t regain hit points or
5 (1d4 + 3) piercing damage, and the target must succeed on a gain temporary hit points.
DC 11 Constitution saving throw or take 10 (3d6) poison damage.
If this poison damage reduces the target to 0 hit points, the Actions
target is stable but poisoned for 1 hour, even after regaining hit Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
points, and is paralyzed while poisoned in this way. 12 (4d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage
if the swarm has half its hit points or fewer. The target must
succeed on a DC 11 Constitution saving throw or take 22 (4d10)
poison damage. If this poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way.
99
100
BLIGHTED BEAST CUSTOMIZING
The Scharde Islands are home to a vast array of wildlife found BLIGHTED BEASTS
nowhere else in the world. Geographically isolated from the The blight of Toruk manifests in unanticipated ways, and the
mainland, almost none of these creatures have ever appeared blighted fauna of Cryx also vary drastically, not merely within
there and are known only by the inhabitants of the countless a species but also among individuals. To customize a blighted
islands off the Broken Coast. beast, choose a core creature (blighted charger, blighted
Variety Beyond Counting. If these creatures were not leaper, or blighted wallower); roll once on the Primary
unusual enough to the mainlanders of the Iron Kingdoms, Features table and then once on the Secondary Features
they are made even more bizarre by the pervasive effects of table (or choose one option from each) and add those features
Toruk’s blight. The blight seeps across the Scharde Islands, to the basic creature’s stat block.
more concentrated the closer an isle is to Cryx and the
heart of Toruk’s domain. The creatures dwelling on such PRIMARY FEATURES
islands, and particularly within Cryx itself, are remade d8 Feature
in infinite varieties as the blight twists and alters their 1 Bladed Hide. At the start of each of its turns,
physiology. Under the corrupting influence of Toruk, some the beast deals 5 (2d4) piercing damage to any
of these creatures are scarcely recognizable as members creature grappling it.
of their species. Any attempt to classify them would be 2 Blight-Scaled. The beast gains resistance to
as difficult as it is pointless: they have become so altered piercing and slashing damage from nonmagical
that it is impossible to know what creature they once
attacks.
might have been.
3 Death Burst. When the beast dies, it explodes
Built Blight Tough. Despite individual variations, the
wildlife of the Scharde Islands shares some common aspects. in a burst of blighted meat. Each creature within
These creatures are prone to aggression and predatory 10 feet of the exploding beast must make a DC
behavior—even ones that might have once been plant-eaters. 13 Dexterity saving throw, taking 7 (2d6) necrotic
Their bones are unnaturally dense, hardened by blight. Many damage on a failed save, or half as much damage
grow vicious fangs or tusks, horns, and thorny protrusions on a successful one.
from their hides. 4 Regeneration. The beast regains 10 hit points
at the start of its turn. If the beast takes acid or
BLIGHTED CHARGER fire damage, this trait doesn’t function at the
Chargers are large, predominantly land-dwelling creatures.
start of the beast’s next turn. The beast dies only
They are powerfully muscled, and most have large horns or
if it starts its turn with 0 hit points and doesn’t
antlers to gore prey. In some Scharde communities, these
beasts are used as irascible but mighty beasts of burden. regenerate.
5 Stench. Any creature other than a blighted
BLIGHTED LEAPERS creature that starts its turn within 10 feet of
Leapers are agile predators most often compared to the crag the beast must succeed on a DC 13 Constitution
lions and other great cats of western Immoren. Stealthy saving throw or be poisoned until the start of
creatures that stalk their prey, leapers attack from ambush the creature’s next turn. On a successful saving
with a sudden pounce. throw, the creature is immune to the stench of
any blighted creature for 1 hour.
BLIGHTED WALLOWERS 6 Blood Frenzy. The beast has advantage on
Large and ungainly, wallowers are found in the blighted melee attack rolls against any creature that
waterways and lagoons of the Scharde Islands or rolling in
doesn’t have all its hit points.
the muddy waters of inland swamps. These creatures typically
7 Magic Resistance. The beast has advantage on
have large tusks to impale anyone clumsy or unfortunate
enough to come within reach. saving throws against spells and other magical
effects.
d horns 8 Strange Anatomy. The beast’s anatomy is
al l th os e sk ulls, tusks, an
wondered whe
re
ok a trip out to unlike that of any normal creature. A critical hit
Have you ever ? So did I until I to dise of scored against the beast becomes a normal hit.
on Cryxian ′ja
cks co m e fr om
th er e, I sa w a butcher’s para
the Meat Mar
ke t set some of
Blackwater. In . L oo ke d to me like they’d the
itters, all cut up r the necrotechs. The rest of
huge, weird cr e fo
ing skulls asid
the nastier look h onions.
th ey w er e frying up wit
a r to lo Mon tador
B
creature s
—C a p ta in
CHAPTER 5: BESTIARY
101
SECONDARY FEATURES
d8 Feature
1 Amphibious. The beast can breathe air and
water.
2 Eyeless Sight. The beast gains blindsight with a
range of 60 feet.
3 Shadow Stealth. While in dim light or darkness,
the beast can take the Hide action as a bonus
action. Blighted Leaper
Large beast (blighted), neutral evil
4 Wriggling. The beast can enter a space
large enough for a Medium creature without Armor Class 16 (natural armor)
squeezing. Hit Points 51 (6d10 + 18)
Speed 40 ft., climb 20 ft.
5 Standing Leap. The beast’s long jump is up to
20 feet and its high jump is up to 10 feet, with or STR DEX CON INT WIS CHA
without a running start. 14 (+2) 18 (+4) 16 (+3) 2 (−4) 12 (+1) 6 (−2)
6 Sure-Footed. The beast has advantage on
Condition Immunities charmed, frightened
Strength and Dexterity saving throws made Senses darkvision 60 ft., passive Perception 11
against effects that would knock it prone. Languages —
Challenge 2 (450 XP)
7 Spider Climb. The beast can climb difficult
surfaces, including upside down on ceilings, Pounce. If the beast moves at least 20 feet straight toward a
without needing to make an ability check. creature and then hits it with a claw attack on the same turn,
8 Aggressive. As a bonus action, the beast can that target must succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the beast can make one
move up to its speed toward a hostile creature bite attack against it as a bonus action.
that it can see. Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Blighted Charger Hit: 11 (2d6 + 4) slashing damage.
Large beast (blighted), neutral evil
CHAPTER 5: BESTIARY
102
BLOOD HOUND Blood Hound
Medium undead (necrotech), lawful evil
On battlefields across western Immoren and the Scharde
Islands, corpses in all different states of dismemberment serve Armor Class 14 (natural armor)
the necrotechs and necrosurgeons of the Nightmare Empire. Hit Points 22 (3d8 + 9)
Where possible these corpses are fashioned into humanoid Speed 40 ft.
mechanithralls, bile thralls, and the like, but some bodies can
provide only a handful of useful materials. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (−4) 8 (−1) 6 (−2)
In these instances, the dark engineers of Cryx turn to other
sources of body parts, as is sometimes seen in the horrifying Skills Perception +1, Stealth +4
human-horse fusions known as soulhunters. Blood hounds Damage Immunities poison
are another such creation, combining human remains with Condition Immunities poisoned
those of wolves, mastiffs, or other four-legged creatures. Senses darkvision 60 ft., passive Perception 11
Languages —
Blood hounds are swift, disposable weapons in the arsenal
Challenge 1/2 (100 XP)
of the Nightmare Empire. Packs of them spread chaos
ahead of the main force or stalk the countryside to pick off Pack Tactics. The blood hound has advantage on attack rolls
wandering prey. Their strange cries, a mixture of a wolf’s against a creature if at least one of the blood hound’s allies is
howl and the pained screeching of a human, are a baleful within 5 feet of the creature and the ally isn’t incapacitated.
warning that the forces of the Dragonfather draw near. Actions
Firebox Reliance. A foul necrotite furnace powers a blood Iron Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
hound’s body. A blood hound requires necrotite to function target. Hit: 6 (1d6 + 3) piercing damage. If the target is a
and will become inert and insensate if its supply of the creature, it must succeed on a DC 13 Strength saving throw or
death-tainted coal runs out. These fireboxes require refueling be knocked prone.
Reactions
(roughly 1 pound of necrotite) every 12 hours. Hit and Run. After hitting a creature with an iron maw attack,
Necrotech Nature. A blood hound doesn’t require food, a blood hound can use its reaction to immediately move
drink, or sleep. Its furnace requires necrotite and air up to its walking speed. This movement does not provoke
to function. opportunity attacks.
y are a
t the Cryxians, but the
Say what you will abou in handy, intact
times people don’t die
resourceful bunch. Some crosurgeons, but
it convenient for the ne
ways that would make torso or set of legs
m. Why waste a good
that never stopped the s, maybe the
u’ve got a pile of dog bit
from a human when yo ng about?
e extra-sharp teeth lyi
tail of a gator, and som
drake
—Professor Viktor Pen
103
BRINE THRALL Brine Thrall
Large undead (necrotech), unaligned
Insane necrotechs dwelling in the coastal communities of the
Nightmare Empire sometimes luck into the half-consumed Armor Class 14 (natural armor)
corpses of predatory sea creatures that wash up on the shores Hit Points 115 (11d10 + 55)
of their islands. Hauling the crab-infested bodies into their Speed 0 ft., swim 40 ft.
workshops, they go about retrofitting them with necrotite
furnaces, replacing rotted fins with bits of bonejack hull, and STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 2 (−4) 12 (+1) 5 (−3)
outfitting their creations with augmented jaws filled with
grasping pincers, whirling saws, or anything else the creator Skills Perception +4, Stealth +3
has close at hand. Damage Immunities poison
These aquatic constructs act as a kind of living minefield Condition Immunities poisoned
that prowls the waterways of the Scharde Islands to ensure Senses blindsight 60 ft., passive Perception 14
Languages —
against unwanted visitors. When an intruder’s vessel comes
Challenge 5 (1,800 XP)
too close to its creator’s island, the creature waits patiently
until longboats hit the water, then launches a sudden and Blood Frenzy. The brine thrall has advantage on melee attack
frenzied assault, knocking sailors into the water where it can rolls against any creature that doesn’t have all its hit points.
drag them deeper and maul their bodies. Siege Monster. The brine thrall deals double damage to objects
Take a Deep Breath. Like all necrotech thralls, these creatures and structures.
Watertight Furnace. The brine thrall needs to surface at
are reliant on burning necrotite to function. Thus they must
least once every 4 hours to prevent its necrotite furnace from
breach on occasion, opening louvered vents along their bodies being extinguished.
to allow fresh air to reach their furnaces. If not, the flame that
Actions
keeps them functioning would smother and all the work and
Threshing Jaws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
material of their creation would be lost to the crushing deep. one target. Hit: 21 (3d10 + 5) slashing damage, and the target is
Firebox Reliance. A foul necrotite furnace powers a brine grappled (escape DC 15). Until this grapple ends, the target is
thrall’s body. A brine thrall requires necrotite to function and restrained, and the brine thrall can’t attack another target.
will become inert and insensate if its supply of the death-
tainted coal runs out. These fireboxes require refueling
(roughly 20 pounds of necrotite) every 96 hours.
Necrotech Nature. A brine thrall doesn’t require food, drink,
or sleep. Its furnace requires necrotite and air to function. We were creeping sou
th through Barrel Br
reavers we’d spotted anch to avoid some
lurking north of Blac
mistake again. Some krock. I’ll never make
thing ripped our hull that
We thought we’d hit open from stem to ste
a reef. We were wron rn .
the water, where that g. Sixty of us went in
thing was waiting. Fo to
almost seemed to be ali ur of us made it out.
ve until it swam up on It
its eyes, white, dead you. Then you saw
eyes, and the blades
ought to be… spinning where its tee
th
—Captain Bartolo M
ontador
104
105
106
CARRION THRALL Carrion Thrall
Small undead, neutral evil
en navigating
eye on the sea birds wh Armor Class 13
Sailors know to keep an t can lead you to a Hit Points 14 (4d6)
de Isl an ds . So me mi ght be gulls tha
the Schar are just as likely Speed 10 ft., fly 40 ft.
rm, but out there they
safe shore during a sto worse, a pa of carrio
ck n thralls.
mn ed scy lla flo ck , or STR DEX CON INT WIS CHA
to be a da ole new kind of
ng, you’re in for a wh 10 (+0) 17 (+3) 10 (+0) 3 (−4) 8 (−1) 6 (−2)
If it’s thralls on the wi behind…
makers are seldom far
trouble, because their
ontador
—Captain Bartolo M
Skills Perception +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 1 (200 XP)
Finisher. The thrall’s melee attack deals one extra die of damage
(1d6) against any creature that doesn’t have all of its hit points.
Flyby. The thrall doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
CHAPTER 5: BESTIARY
107
DRAGON KNIGHT Dragon Knight
Large humanoid (blighted), neutral evil
Damned souls in Skell Armor Class 21 (necromechanikal armor)
who worship in the Bl
receive visions they cla ack Temple sometime Hit Points 93 (11d10 + 33)
im come from the Dr s
They allow themselve agonfather himself. Speed 25 ft.
s to be entombed in ar
ashes of Toruk’s bligh mor forged with the
t and tempered on th STR DEX CON INT WIS CHA
River, worked with fou e banks of the Scalesfl
l runes by the Church ow 19 (+4) 8(−1) 17 (+3) 10 (+0) 12 (+1) 8 (−1)
who wear these walki of Toruk. Those
ng coffins are the drag
corrupted and devout on knights, the most
mortals who serve th Saving Throws Constitution +6
e dragon.
—Professor Viktor P
Skills Intimidation +2
endrake
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities necrotic
Senses passive Perception 11
Languages Scharde-tongue
Many of the Dragonfather’s most devout warriors number Challenge 6 (2,300 XP)
among the intelligent undead—but not all. Across the
Nightmare Empire are those who choose to serve the Blight Conduit. Runes inscribed in the knight’s armor allow
it to channel the spells of Toruk’s servants. The knight is a
Dragonfather in life and, when their frail mortal forms finally channeler for a friendly caster’s spells from the necromancy
succumb to age and the ravages of blight, eternally thereafter. school of magic.
These are the dragon knights. They dwell as close to the Hellwrought. The knight’s heavy necromechanikal armor
city of Skell as possible, where the falling flakes of blighted provides it with a damage threshold of 10. A single attack or
ash coat their flesh and seep into their tissues. The gifts effect that deals less than this amount does not damage the
of Toruk manifest as rampant tumors, twisted bodies, knight. The armor requires a load of 10 pounds of necrotite or
20 pounds of coal and 8 gallons of water for 5 hours of general
and minds shattered by their proximity to the first and use or 1 hour of combat. If the armor does not have power, the
greatest of dragons. knight’s base speed becomes 0.
Entombed in Hellwrought Iron. Dragon knights compensate Legendary Resistance (1/Day). If the knight fails a saving
for their failing bodies with suits of necromechanikal throw, it can choose to succeed instead.
armor powered by refined necrotite. Modeled after the Magic Weapons. The knight’s weapon attacks are magical.
Man-O-War of Khador, but tailored to the sensibilities of Actions
Cryxians, these armored battle suits render them something Multiattack. The knight makes three blood cleaver attacks.
between predatory helljacks and the heaviest thralls of the Blood Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Nightmare Empire. one target. Hit: 9 (1d10 + 4) slashing damage plus 5 (1d10)
necrotic damage.
Once such devoted mortals make the decision to wear the Miasma of Desecration (2/day). The dragon knight releases
black armor of their knighthood, the choice is permanent. a cloud of corruptive energy that fills a 10-foot-radius sphere
The armor is grafted onto their flesh and bound shut, centered on it. Other non-construct, non-undead creatures in
preventing them from ever removing it—and even if they the sphere must succeed on a DC 13 Constitution saving throw
could, death would happen soon after. The necromechanika or be poisoned for 1 minute.
that powers their hellwrought armor takes over for failing
organs and decaying flesh, its structure compensating for
bones that have turned chalky and fragile. Within these
suits of powered armor the dragon knights are terrifying
in battle and unshakeable in their devotion, but the bodies
that guide them are feeble things that have wasted away
almost to nothing.
Service Even in Death. It is not commonly known that
many of the oldest dragon knights are centuries dead. They
are not, however, undead as are the iron liches or other
unliving servants of Toruk. Instead, the armor they wore in
life resonates with a whisper of the warrior-spirit who once
wore it, an unthinking machine of death and devastation
guided by the echo of a broken mind. Within these silent
knights, only dust and bones remain.
CHAPTER 5: BESTIARY
108
ILLO
109
IRON LICH The last battle again
Nightmare Empire, an
st the Orgoth took th
e full force of the
OVERSEER
d even then, it almost
The tens of thousand was not enough.
s of thralls, hundred
even the lich lords th s of iron liches, and
at were sent to destroy
Drakkerung suffered the defenders of Drer
casualties that would
for any other nation have been catastroph
on Caen. The Cryxian ic—
bits and pieces that we s simply looked at th
re left behind and sa e
make out of this?” id “Okay, but what ca
nI
—Professor Viktor P
endrake
CHAPTER 5: BESTIARY
110
Iron Lich Overseer Reconstruction. If it has a phylactery, a destroyed overseer
can have a new body built. Building a new body requires 5,000
Large undead (necrotech), chaotic evil
gp in materials and 1d10 days. After gaining a new body, the
overseer regains all hit points and becomes active again.
Armor Class 16 (natural armor)
Special Equipment. The overseer has a fell spear and three
Hit Points 93 (11d10 + 33)
empty soul cages.
Speed 30 ft.
Spellcasting. The overseer is a 10th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
STR DEX CON INT WIS CHA
with spell attacks). The iron lich overseer has the following
14 (+2) 10 (+0) 16 (+3) 17 (+3) 12 (+1) 12 (+1)
wizard spells prepared.
Cantrips (at will): acid splash, chill touch, message, poison
Saving Throws Con +6
spray, ray of frost
Skills Arcana +6, History +6, Perception +4
1st Level (4 slots): shield, thunderwave, whipping winds
Damage Resistances bludgeoning, piercing, and slashing from
2nd Level (3 slots): curse of shadows, darkness, ray
nonmagical attacks
of enfeeblement
Damage Immunities poison
3rd Level (3 slots): counterspell, hellfire, speak with dead
Condition Immunities charmed, exhaustion, frightened,
4th Level (3 slots): blight, confusion, void gate
paralyzed, poisoned
5th Level (2 slots): breath of corruption
Senses darkvision 60 ft., passive Perception 14
Three Heads. The overseer has advantage on Wisdom
Languages any languages it knew in life plus up to three other
(Perception) checks and on saving throws against being blinded,
languages
deafened, and stunned. It can maintain concentration on two
Challenge 6 (2,300 XP)
spells at the same time, but if it fails a saving throw to maintain
its concentration, then it loses concentration on all spells.
Jack Marshal. The iron lich overseer is proficient in
Turn Resistance. The overseer has advantage on saving
marshaling steamjacks.
throws against any effect that turns undead.
Drive: Void Shroud. The overseer can marshal a steamjack
under its control to grant it an aura inimical to life. Until the Actions
start of the overseer’s next turn, any non-undead creature Multiattack. The overseer makes two fell spear or mechano-
within 10 feet of the steamjack cannot regain hit points. claws attacks. It can replace one of these attacks with a spell.
Firebox Vulnerability. The overseer requires necrotite to Fell Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one
function. It requires refueling (roughly 5 pounds of necrotite) target. Hit: 12 (2d8 + 3) piercing damage.
after every 12 hours of normal activity or every 6 hours Mechano-Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
of strenuous activity. If not refueled, it suffers one level one target. Hit: 10 (2d6 + 3) slashing damage.
of exhaustion each hour, bypassing its normal immunity Consume Souls. As an action, the iron lich can consume 1 Hit
to exhaustion. The overseer can’t be killed as a result of Die of souls from its soul cage to replenish an expended 1st
exhaustion but becomes stunned at level 6 until its firebox is level spell slot.
refilled and lit.
The firebox fails when completely submerged in water or any
Reactions
other liquid. The overseer is stunned when its firebox is unlit. Soul Cage. If a living creature with a soul dies while within
Legendary Resistance (1/Day). If the overseer fails a saving 15 feet of the overseer, the overseer can use its reaction to
throw, it can choose to succeed instead. capture the soul in one of its soul cages. Each soul cage can
contain only a single soul of a creature with up to 10 Hit Dice.
An iron lich overseer exists to extend the will of its masters Triplets of Evil. The restructured liches are composite
and their machines beyond their ordinary reach. Liches draw beings with a single body and a unified consciousness. The
on the vitality of the souls they harvest to fight with terrible restoration process ensures some degree of cooperation
ferocity. The overseer slowly turns as the battle unfolds, between these competing personalities, and in time they
each of its three faces surveying the enemy as it unleashes merge into a single mind—undeniably insane, but with
volleys of arcane destruction, all the while delivering mental heightened awareness as well as amplified cognitive and
commands to the helljacks that follow it to war. arcane powers. Following the success of these initial
Crisis is Another Word for Opportunity. The first overseers experiments, the lich lords began using the consciousness-
were created in the aftermath of the annihilation of Drer blending process to punish effective but willful servants.
Drakkerung, when the Orgoth warwitches unleashed Firebox Reliance. A foul necrotite furnace powers an iron
unparalleled destruction upon the Cryxian army. The lich lich’s body. An iron lich requires necrotite to function and
lords left no tool to decay, no matter how badly damaged. will become inert and insensate if its supply of the death-
This included powerful necromancers who had suffered tainted coal runs out. These fireboxes require refueling
massive physical and mental trauma but were not entirely (roughly 5 pounds of necrotite) every 12 hours.
destroyed. Because of their unique skills and arcane talents, a Necrotech Nature. An iron lich doesn’t require food, drink,
method was found to preserve them. or sleep. Its furnace requires necrotite and air to function.
CHAPTER 5: BESTIARY
111
SKARLOCK THRALL sigils blackens their bones and desiccated flesh, instilling
tremendous necromantic power and sorcerous potential into
Skarlock thralls are insidious creatures of blackest sorcery. their physical forms.
Linked to their warcasters by bonds so powerful they can act From its very fabrication, each skarlock is inextricably
in their masters’ stead, skarlocks move against enemies with bound to its master and is incapable of disloyalty. As part
confidence born of a hateful intelligence that shines from of the bonding process, skarlocks become conduits for the
their eye sockets. unique arcane abilities of their warcasters, who often send
Unique beings, skarlock thralls possess extensive them forth to unleash this power from a distance. Lesser
personalities and agendas. More than any other constructed minions make every effort to appease the creatures, knowing
thrall, skarlocks retain the memories and lore they gained that each represents the eyes and ears of a malevolent and
during life in addition to knowledge absorbed during the powerful master.
inscription of their animating runes. A dense inlay of dark Undead Nature. A skarlock doesn’t require air, food,
drink, or sleep.
112
SKARLOCK COMMANDER SKARLOCK IDEALS
Relentless and devoid of passion but clever enough to d4 Ideal
be unpredictable, skarlock commanders serve as vital 1 Power. I seek great power in my master’s name.
intermediaries between Cryx’s generals and its teeming (Evil)
hordes of mindless thralls, driving those lesser creations like 2 Freedom. I cannot act against my master, but
a knife into the vital organs of opposing armies. Under the once they are destroyed, I can choose my own
protection of the commanders’ necromantic powers, the path. (Chaotic)
ranks of mechanithralls reach their full potential.
3 Obedience. I was created to serve. (Lawful)
Intricate runes carved into flesh and etched upon bone by
necromancers make the skarlock commanders among the 4 Knowledge. I finally have the time to learn
most complex thralls of Cryx. While lacking true self-will, everything there is to know. (Neutral)
these advanced thralls possess a cold intelligence as well as
unwavering devotion exceeding any mortal commander’s. SKARLOCK BONDS
They have no need of valor, for their dedication is crafted d4 Bond
into their very being. 1 I must know the fate of the family I had in life.
Each commander carries a fell spear, an accursed 2 I will prove to my master that I am more than a
weapon crafted in the charnel forges of Cryx, and wields common runner of errands.
potent magic. As they lead the march across the field, the 3 I will destroy a rival skarlock my master favors.
commanders tear free the souls of those overtaken by their
4 I will find any occult knowledge I can to grow my
thralls, each victim fueling another blast of dark magic to
drive the masses of fetid flesh and machine deeper into the master’s library of the occult—and thereby my
heart of enemy lines. own as well.
Undead Nature. A skarlock doesn’t require air, food,
SKARLOCK FLAWS
drink, or sleep.
d4 Flaw
1 I am constantly afraid my master will destroy
CUSTOMIZING and replace me.
SKARLOCK THRALLS 2 I see the negative outcome in everything.
Skarlocks are purpose-built and can take on a wide variety 3 I obsess over perfecting my tasks so much that
of functions for their creators. Combined with their they take twice as long to complete.
retained memories and personalities, each skarlock is a
4 I seek the approval of those who hold higher
unique individual.
station than me.
Consider giving a skarlock an existing background and its
benefits, or you can use the following tables.
SKARLOCK SKILLS
Skills below include the skarlock’s ability modifier and
SKARLOCK NAMES
proficiency bonus.
Names: Aurux, Crebius, Malius, Puparis, Servus, Vermisus
d4 Skills
SKARLOCK PERSONALITY TRAITS 1 Perception +3, Stealth +4
d4 Personality Trait 2 Deception +4, Insight +3
1 If there are two solutions to a problem, I always 3 Arcana +4, History +4
find a third. 4 Investigation +4, Persuasion +4
2 Time has no meaning for the undead—unless
you’re me. I always keep a tally of how long tasks
dead toadies of
take to complete. Caen as loyal as the un
There is no servant on incapable of going
3 When I have a little bit of authority, I like to let e. They are physically
the Nightmare Empir ch sedition
people know about it. wi she s of the ir cre ators, no matter how mu
against the they get to carry
their hearts. In return,
4 I was built to serve and will do so to the best of they might harbor in until they are destroy
ed or, more
im s of the ir ma ste rs
my abilities. out the wh
ething better.
often, replaced with som
drake
—Professor Viktor Pen
CHAPTER 5: BESTIARY
113
Skarlock Thrall
Medium undead, neutral evil
CHAPTER 5: BESTIARY
114
115
SOUL TRAPPER Soul Trapper
Medium undead (necrotech), alignment
CHAPTER 5: BESTIARY
116
117
118
WRAITH ENGINE Wraith Engine
Huge construct (necrotech), neutral evil
CHAPTER 5: BESTIARY
119
OPEN GAME LICENSE Version 1.0a
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Iron Kingdoms: Nightmare Empire, Iron Kingdoms: Scoundrel’s Guide to the Scharde Islands, and Iron Kingdoms: Tales from the Blackwater Cantina are © 2022 Privateer Press, Inc.
The following terms are © 2001–2022 Privateer Press, Inc.: archon, argus, athanc, blackclads, bog trog, boneswarm, bratya, burrow-mawg, cephalyx, The Claiming, cortex, deathjack,
deathless, devil’s gasp, doom reaver, dracodile, excruciator, farrow, fell caller, grymkin, gun mage, hollowman, Iron Kingdoms, ’jack, junker hulk, mage hunter, mechanika, mechanikal,
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Published under Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
120
Across the water from the Iron Kingdoms lie the lands of Cryx and the Scharde Islands. Now Game Masters can
expand their players’ adventures into the realms of pirates and the undead with the Scoundrel’s Guide to the Scharde
Islands, the essential companion to Nightmare Empire, the latest expansion to Iron Kingdoms: Requiem for 5e. Learn about
the legendary pirates and villains who carve out a living in these forbidden waters and discover the hardships of the
Nightmare Empire as well as the ways a canny crew can twist them to their advantage...
The Scoundrel’s Guide to the Scharde Islands gives a Game Master secrets of the Nightmare Empire and the Scharde Islands
to expand their games:
• An in-depth exploration of the creation and control of the undead known as thralls
• A Game Master’s guide to building adventurers among the deadly islands
• New and shocking magical items for pirates and privateers alike
• New monsters that even the undead of the islands fear
• And more!
The perfect companion to Iron Kingdoms: Nightmare Empire, the Scoundrel’s Guide to the Scharde Islands is a must-have for
any Game Master.
ISBN: 978-1-943693-84-1
PIP 489
www.privateerpress.com