100% found this document useful (9 votes)
5K views122 pages

Scoundrel's Guide To The Scharde Islands

Uploaded by

Daniel Payar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (9 votes)
5K views122 pages

Scoundrel's Guide To The Scharde Islands

Uploaded by

Daniel Payar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 122

®

Pirates, the undead, even undead pirates haunt the islands of


the Nightmare Empire in this GM’s resource for Iron Kingdoms: Requiem
Creator of the Iron Kingdoms Writers Playtesters
Matthew D. Wilson Matt Goetz, Julian Leiberan-Titus, Devin Haley Antonio, Tony Crawford,
Angela Hickman Newnham, Daniel Dainwood, Marcelo González,
Chief Creative Director Randy Newnham, Michael J. Patrick  Juan Martín Irigoyen, Gabriel Montes,
Matthew D. Wilson Boris David Pereyra, Jesse Rosen,
Editor Peter Sigur, Fernando Ariel Wagner
President Jennifer Clarke Wilkes
Sherry Yeary Kickstarter Producer
Graphic Design Director Charles Foster III
Director of Publications Andrew Hess
Michael G. Ryan Sculpting Director
Graphic Designer Ron Kruzie
Project Manager Shona Mead
Charles Foster III Kickstarter Miniatures Sculptor
Cover Artist Irek Zieliński
RPG Development Manager Carlos Cabrera
Matt Goetz Studio Coordinator
Illustrators Stuart Spengler
Game Development Carlos Cabrera, Eric Deschamps,
Matt Goetz, Loren Lower Gandzel, Crystal Graziano, Engineers
Dave Greco, Alex Konstad, Stuart Spengler, Juha Jokinen
Additional Development Saranit Klinklayku, Susan Luo,
Travis Marg Mitch Malloy, Caryl Manddryk, Proofreaders
Russell Marks, Muttonhead, Nezt, Michael Kessler, Michael G. Ryan
Continuity Justin Oaksford, Nestor Ossandon,
Matt Goetz, Jason Soles Grzegorz Pedrycz, Dave Rapoza, Social Media and Community Support
Daniel Rudnicki, Grzegorz Rutkowski, Adam Oligschlaeger, Loren Lower,
Brian Snoddy, Hugo Solis, John Swinkels
Wolf Strehle, Andrea Uderzo 

We would like to thank the 3,253 backers who were bold enough to venture into the Iron Kingdoms and bring the
Nightmare Empire, Scoundrel’s Guide to the Scharde Islands, and the Tales from the Blackwater Cantina to life.
May your powder stay dry and your aim be true in all your upcoming adventures.

Visit: www.privateerpress.com

Privateer Press, Inc. 21220 87th Ave. S.E. • Woodinville, WA 98072


Tel (425) 643-5900

For online customer service, email [email protected]

This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All
Rights Reserved. All trademarks herein including Privateer Press®, Iron Kingdoms®, Immoren, WARMACHINE®, Cygnar,
Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Trollbloods, Trollblood,
Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Grymkin, gun mage, warjack, warcaster, warbeast, Scharde Islands,
Nightmare Empire, Blackwater, and all associated logos are property of Privateer Press, Inc. This book is a work of fiction. Any
resemblance to actual people, places, or events is purely coincidental. No part of this publication may be stored in any retrieval
system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials
herein, unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the
event that permissions are granted, such duplications shall be intended solely for personal, noncommercial use and must main-
tain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Product information
is subject to change. Ye warn’t be the first swab to violate our copyright. But ye might be the last.

First printing: September 2022. Printed in China.

Scoundrel's Guide to the Scharde Islands....ISBN: 978-1-943693-84-9.....PIP 489

2
TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Hooks, Lines, and Sinkers . . . . . . . . . . . . . . . . . . . . 44


Chapter 1: Naval Combat in the Iron Kingdoms . . . . . 6 Crisis! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Ship Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Mystery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Opportunities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Ship Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Friend or Foe? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Range and Movement . . . . . . . . . . . . . . . . . . . . . . . 10 Making New Friends . . . . . . . . . . . . . . . . . . . . . . . . . 51
Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Friends and Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Blackwater Notables . . . . . . . . . . . . . . . . . . . . . . . . 56
Maneuverability. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Island Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Propulsion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Size and Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Ship-to-Ship Combat . . . . . . . . . . . . . . . . . . . . . . . . 13 Geographical Features . . . . . . . . . . . . . . . . . . . . . . . 60
Naval Combat Phases . . . . . . . . . . . . . . . . . . . . . . . 13 Occupants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Crew Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Wildlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Critical Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Sinking and Destruction . . . . . . . . . . . . . . . . . . . . . 15 Chapter 3: Treasures of the Nightmare Empire . . . . 64
Instant Destruction. . . . . . . . . . . . . . . . . . . . . . . . . . 15 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Sinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Soul-Caged Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Ship Upgrades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Weapon Batteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 chapter 4: thrall creatIon . . . . . . . . . . . . . . . . . . . . . 78
Firing Weapon Batteries . . . . . . . . . . . . . . . . . . . . . . 16 Crafting Thralls . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Batteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 The Corpse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Sample Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Inscribing Thrall Runes and Rune Points. . . . . . . . 79
Tiny Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Caring for and Commanding Thralls . . . . . . . . . . . 81
Small Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Thrall Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Medium Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Thrall Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Large Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Thrall Upgrades . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Huge Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Chapter 5: Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Gargantuan Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Banes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Ship Cargo Generator . . . . . . . . . . . . . . . . . . . . . . . 26 Bane Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Random Cargo . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Bane Lord Tartarus . . . . . . . . . . . . . . . . . . . . . . . . . 93
Seafaring Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Bane Witch Agathia . . . . . . . . . . . . . . . . . . . . . . . . 94
Blighted Jellies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Black Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Graveyard of Ships . . . . . . . . . . . . . . . . . . . . . . . . . 34 Blighted Insect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Maelstrom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Customizing Blighted Insects . . . . . . . . . . . . . . . . . . 98
Obstructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Blighted Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Omens and Taboos . . . . . . . . . . . . . . . . . . . . . . . . . 36 Blighted Charger . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Rip Current . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Blighted Leaper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Seaweed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Blighted Wallowers . . . . . . . . . . . . . . . . . . . . . . . . . 101
Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Customizing Blighted Beasts . . . . . . . . . . . . . . . . . . 101
Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Blood Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Sunburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Brine Thrall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Tides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Carrion Thrall . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Tsunami . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Dragon Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Underwater Hazards . . . . . . . . . . . . . . . . . . . . . . . . 40 Iron Lich Overseer . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Waterspout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Skarlock Thrall . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Skarlock Commander . . . . . . . . . . . . . . . . . . . . . . . 113
Chapter 2: Adventuring in the Scharde Islands . . . 42 Customizing Skarlock Thralls . . . . . . . . . . . . . . . . . 113
What Are We Doing Here? . . . . . . . . . . . . . . . . . . 43 Soul Trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Wraith Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Explorers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Entrepreneurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

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

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


7
8
CREW SHIP STAT BLOCKS
The following statistics defines a ship’s abilities in game.

CREW QUALITY BASIC INFORMATION


Crew Quality Proficiency Bonus The following are the basic features of the ship.
Green +0 Class. The relative size of the ship.
Trained +2 Armor Class. This determines if an attack hits the ship.
Seasoned +3 Damage Threshold (Critical Threshold). A ship ignores
damage that fails to exceed its damage threshold. The critical
Professional +4
threshold (in parentheses) measures its susceptibility to
severe structural damage.
Hull Points. The amount of damage a ship can take before it
A crew’s quality represents their experience and ability. is destroyed.
While it can include a mix of mariners with less or more Initiative. Used to determine the initiative order of the
competence, its overall quality represents their average ship in naval combat. The total initiative is equal to the ship’s
skill. The more experienced the crew, the more efficiently Maneuverability modifier. If the ship’s pilot is proficient
a ship runs. with vehicles (water), the pilot can also add their proficiency
Some actions require a crew check, which is equal to the bonus to this check.
crew’s proficiency bonus unless a specific improvement or Crew. Expressed as a minimum and a maximum number of
effect adds a modifier. crew or passengers.
Green. Green crew members are barely a step above Crew Quality. The quality of the crew serving
landlubbers. They can operate a ship but require more time aboard the ship.
and effort to fulfill commands. Individual green sailors use Crew Proficiency Bonus. This bonus is determined by
the commoner stat block during boarding actions. crew quality.
Trained. Trained crew members know the difference Maneuver Check. This check is made to determine the
between a marlin spike and a belaying pin. Most crews on success of ship actions and equals the ship’s Maneuverability
the Meredius are at least trained. Trained sailors use the modifier plus the crew’s proficiency bonus.
bandit stat block. Speed. An abstracted measure of naval movement.
Seasoned. Seasoned crew members are skilled at the Travel Pace. How far the ship can travel in an hour
tasks required aboard a ship and use the guard stat and in a day.
block in combat. Tonnage. Tonnage represents how much weight a ship can
Professional. Professional sailors are the highest caliber of safely carry in its hold. A ship carrying more weight than this
crew. They use the veteran stat block. amount gains the overloaded condition.
Damage Immunities. As objects, ships have immunity to
poison and psychic damage.
Condition Immunities. As objects, ships are immune to
Overloaded many conditions that affect creatures.
The overloaded condition is unique to ships and similar Traits. Describes any special traits of the ship, including
vehicles that are carrying cargo in excess of the vehicle’s ability its propulsion.
to propel it.
If a ship suffers the overloaded condition, its Maneuverability
bonus becomes 0 and its movement speed is halved, to a
WEAPON BATTERIES
minimum of 1 in a tactical encounter or 1 mile per hour/24 This section details the attacks made by the ship’s
miles per day. weapon batteries.

BONUS ACTIONS
This section details any special bonus actions the ship can
perform due to crew, upgrades, or other sources.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


9
RANGE AND
MOVEMENT
These rules use an abstracted system for movement and
range to speed up naval combat.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


10
11
A ship’s speed decreases by 1 when sailing into the wind OARS
and increases by 1 when sailing with the wind. The ship’s A ship’s oars, sometimes called “sweeps,” are not swift but are
travel pace decreases by 2 miles per hour (48 miles per day) useful when the winds are calm and fuel supplies are low.
when sailing against the wind, and increases by 2 miles per A ship powered by oars requires a minimum number of
hour (48 miles per day) when sailing with the wind. crew to operate them. Each assigned crew member can row
for 8 hours. For each additional hour spent rowing, the
STEAM creature must make a DC 10 Constitution saving throw. The
Steam power provides strong propulsion that does not DC increases by 1 for each additional hour after the first. On
depend on wind or currents. A coal-fired furnace heats a a failed save, the creature gains one level of exhaustion.
boiler that typically drives side-mounted or rear-mounted Oars add a +1 bonus to a ship’s Maneuverability and do not
paddlewheels, or underwater propellers. require wind to provide power. However, ships larger than
Although powerful, steam engines are sometimes sluggish tiny class require a large number of crew to row and typically
to respond and reduce a ship’s Maneuverability by 2 while have a different primary propulsion system. A ship must
they are its sole source of propulsion. have at least one-quarter of its crew (minimum 1) assigned to
Steam power requires large amounts of coal, which takes operating the oars in order to move.
up cargo space. An average steam engine requires 100 pounds
of coal each hour to operate. A ship must have at least
one-quarter of its crew assigned to operating the engine 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

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


13
fire, plus one additional die per 5 points the check exceeds Each critical damage result and its effects are detailed below.
the check DC. This check is made with advantage if the Armament [Ship save DC 13]. One of the ship’s
ship has pumps. weapon batteries is damaged, reducing the battery’s
Jettison Fallen Mast. A fallen mast and its rigging render damage by one die.
the area where they fall difficult terrain and cause crew Crew [No save]. 1d4 crew members, plus one more
checks to be made with disadvantage. Cutting the rigging and crew member per target ship’s class above small, are slain
throwing the mast section overboard can clear the area with by the attack.
a successful DC 12 crew check. Use of a crane negates the Fire [Ship save DC 10]. A portion of the ship catches fire, as
disadvantage on this check. detailed in the “Seafaring Hazards” chapter.
Recovery. The crew tend to the wounded, patching up Hull Puncture [Ship save DC 15]. The attack punches a hole
their injuries and getting them back into fighting shape. Each in the ship’s hull. If the save fails by 10 or more, or a natural
round this action is taken restores missing crew equal to 1d6 1 is rolled, this hole is below the waterline. A hole below
+ the crew’s proficiency bonus, up to the crew maximum. the waterline causes the ship to take on water, dealing 1d6
Repair Hull. Crew use lumber, metal plates, and rivet guns damage on Initiative count 20 of each round that bypasses
to repair damage to the ship. Each round this action is taken its damage threshold until the hole is sealed. If a ship takes
restores lost hull points equal to 1d6 + the crew’s proficiency damage equal to or exceeding one-quarter of its hull points
bonus, up to the hull point maximum. this way, its speed is reduced by half and it has disadvantage
on maneuver checks.
SPECIAL CREW Main Mast [Ship save DC 13]. The main mast is damaged.
Crew with valuable skills, such as carpentry and the ability If the save fails by 10 or more, a 1 is rolled on the die, or this
to calculate the firing arcs of cannons, are a vital asset for the result occurs again, the mast falls. The loss of one of more
function of a ship. The following special crew roles provide masts imposes disadvantage on maneuver checks.
unique benefits to certain crew actions. A falling mast also causes the Crew critical damage result.
Master Carpenter. This crew member doubles the crew’s Primary Propulsion [Ship save DC 12]. The ship’s primary
proficiency bonus when taking the Repair Hull action. propulsion sustains damage and its speed is reduced by one-
Master Gunner. Under this crew member’s guidance, the quarter, cumulative with any subsequent rolls of this effect.
ship’s attacks add the crew’s proficiency bonus to damage. A ship whose speed is reduced to 0 this way has its primary
This bonus damage ignores the target’s damage threshold. propulsion destroyed and suffers additional effects from this
Surgeon. This crew member doubles the crew’s proficiency table based on its type of primary propulsion (no save): sails
bonus when taking the Recovery action. (Main Mast), oars (Crew), steam (Fire).
Rudder [Ship save DC 13]. The rudder is damaged, imposing
CRITICAL DAMAGE disadvantage on maneuver checks. If the save fails by 10 or
When a ship takes damage equal to or exceeding its critical more, a 1 is rolled on the die, or this result occurs again, the
threshold, it suffers critical damage affecting its structure. rudder is destroyed.
This effectively imposes a condition on the ship, determined Secondary Mast [Ship save DC 14]. A secondary mast is
by rolling on the Critical Damage table. damaged. If the save fails by 10 or more, a 1 is rolled on the
Ship Save. Some effects require a ship saving throw and give die, or this result occurs again, the mast falls (see Main Mast
a DC. The roll is modified only by the crew’s proficiency bonus above). The loss of one of more masts imposes disadvantage
and any ship features that address a given critical damage effect. on maneuver checks.
Secondary Propulsion [Ship save DC 12]. The secondary
CRITICAL DAMAGE propulsion is damaged and speed provided by this source
2d6 Effect is reduced by one-quarter, cumulative with any subsequent
rolls of this effect. If there is no other propulsion source and
2 Hull puncture
this is destroyed, additional effects apply as if the primary
3 Fire propulsion is destroyed.
4 Crew
5 Main mast
6 Armament
7 Secondary propulsion
8 Primary propulsion
9 Armament
10 Crew
11 Secondary mast
12 Rudder

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


14
SINKING AND SHIP UPGRADES
DESTRUCTION Ships can incorporate various improvements to protect
vulnerable areas and provide aid in critical damage repairs.
As a ship takes damage, whether holed by a barrage Boiler Plating. Plating the boiler systems with alloys grants
of cannon-fire or consumed by fire, it runs the risk of a steam-powered propulsion system advantage on saving
destruction. throws against damage or destruction.
When a ship’s hull points drop to 0, it either begins sinking Crane. Assists with moving cargo and aids in replacing
or is destroyed, as detailed in the following sections. or jettisoning damaged masts. The ship must be medium
class or larger.
INSTANT DESTRUCTION Doctor’s Suite: Assists with the recovery of injured crew.
Massive damage can destroy a ship instantly. When damage When taking the Recovery crew action, you can choose to
reduces a ship to 0 hull points, the ship is destroyed if any reroll the die. You must use the new roll, even if it is worse.
excess damage equals or exceeds its hull point maximum. Iron Plating. Ships of small class or larger can have their
For example, a dinghy with a maximum of 50 hull points hulls plated in iron armor. This increases the weight of the
currently has 5 hull points. If it takes 55 damage from an attack, ship tremendously, reducing its speed and maneuverability
it is reduced to 0 hull points, but 50 damage remains. Because in exchange for a higher damage threshold. Ships with
the remaining damage equals its hull point maximum, the ship iron plating increase their damage threshold by 5, increase
is instantly destroyed in a blast of splinters. their AC by 2, reduce their speed by 1, and reduce their
Maneuverability by 1.
SINKING Pumps. Aid in bailing water and fighting fire by granting
If damage reduces a ship to 0 hull points and fails to destroy advantage on crew checks.
it, the ship begins sinking. The crew must make a DC 12 Ram. A ship fitted with a ram has resistance to damage it
crew check at the start of each turn to bail water and shore sustains while ramming another ship.
up holes in the hull. If three of these checks succeed, the crew Safety Valve. When this is installed on a steam-powered
manages to prevent the ship from sinking and can make propulsion system, critical damage that destroys this primary
further repairs. However, if three checks are failed, the ship propulsion system does not automatically result in fire—an
slips below the waves and has sunk. additional save at the same DC is allowed to avoid the effect.

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.

But Can't I Just Shoot Them?


While naval combat rages, it is natural for the players to ask
if their characters can individually use their own weapons to
target enemy ships and crew members. And the answer is...
yes. The naval combat ranges are somewhat abstract, and do
not correlate directly to the ranges most PC weapons use. A
ranged weapon with a range up to 100 may attack within Range
1, up to 200 Range 2, up to 300 Range 3. Weapons whose
ranges exceed 300 feat may strike up to Range 4, which is the
farthest range that can be targeted with personal weapons.
Also of note is that unless the sea is relatively becalmed,
characters unused to shipboard combat may find a ship's
swaying disorienting, and should be subject to Dexterity
(Acrobatics) checks DC 10 or above to avoid Disadvantage on
ranged attack rolls.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


18
SMALL SHIPS DHOZE
The dhoze is a Satyxis-manufactured ship that complements
CLIPPER their fast and deadly style of piracy. Its distinctive lateen-
Small and fast, clipper ships are used by merchants and rigged triangular sails strike fear into the hearts of even
navies alike. hardened sailors.
Satyxis crews are almost always of professional quality, and
typically include at least one spellcaster.

Clipper
Small ship (30 feet by 15 feet)

Armor Class 14 Dhoze


Damage Threshold 10 (Critical Threshold 20) Small ship (30 feet by 10 feet)
Hull Points 150
Initiative +4 Armor Class 14
Crew 20, maximum 35 Damage Threshold 10 (Critical Threshold 20)
Crew Quality Trained Hull Points 150
Crew Proficiency Bonus +2 Initiative +4
Maneuver Check +6 Crew 20, maximum 35
Speed (sails) 3 (minimum 5 crew) Crew Quality Professional
Travel Pace 6 miles per hour/144 miles per day Crew Proficiency Bonus +4
Tonnage 5 tons Maneuver Check +8 (+9 with oars)
Damage Immunities poison, psychic Speed (sails) 3 (minimum 5 crew)
Condition Immunities blinded, charmed, deafened, exhaustion, Tonnage 10 tons
frightened, incapacitated, paralyzed, petrified, poisoned, Travel Pace 6 miles per hour/144 miles per day
stunned, unconscious Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
Sails. The ship’s speed decreases by 1 when sailing into the wind frightened, incapacitated, paralyzed, petrified, poisoned,
and increases by 1 when sailing with the wind. The ship’s travel stunned, unconscious
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 Sails. The ship’s speed decreases by 1 when sailing into the wind
day when sailing with 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
Weapon Batteries against the wind and increases by 2 miles per hour/48 miles per
12-Pound Cannons. Ranged Weapon Attack: +2 to hit, range day when sailing with the wind.
medium/long, one target. Hit: 26 (4d12) bludgeoning damage or Oars (Secondary). The oars require at least 10 crew for the
13 (2d12) bludgeoning damage at half crew. ship to move.
Weapon Batteries
12-Pound Cannons. Ranged Weapon Attack: +4 to hit, range
medium/long, one target. Hit: 26 (4d12) bludgeoning damage or
13 (2d12) bludgeoning damage at half crew.
Bonus Action
Stir the Wind (Recharge 5–6). The ship’s spellcaster calls to
the wind to redirect it. Until the end of the next Maneuver and
Move phase, the ship is considered to be sailing with the wind
and hostile ships are considered to be sailing into the wind.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


19
CARAVEL MEDIUM SHIPS
Favored by coastal traders and many pirates, the caravel is a
highly maneuverable sailing ship that can deliver the goods. WARSHIP
Though designs vary, most nations’ naval vessels fall into this
category. Formidable three-mast sailing ships, warships often
have steam-powered paddlewheels as a secondary means of
Caravel propulsion and carry a dozen or more cannons.
Small ship (40 feet by 20 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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


20
IRONHULL RIVERBOAT
Heavy and sluggish, ironhulls’ namesake iron-armored Riverboats with steam-powered paddlewheels are
structure makes them hard to damage. Their deep draft common on the Dragon’s Tongue and Black rivers,
usually requires their armaments to be on the top deck, and Lake Scarleforth, usually transporting passengers
where they are mounted as turrets. between cities.
An ironhull always has a master gunner crew member. Though riverboats typically do not have weapons, they
almost always have armed crew members.

Ironhull
Medium ship (60 feet by 25 feet)

Armor Class 15 Riverboat


Damage Threshold 20 (Critical Threshold 30) Medium ship (60 feet by 25 feet)
Hull Points 300
Initiative +3 Armor Class 13
Crew 20, maximum 40 Damage Threshold 15 (Critical Threshold 30)
Crew Quality Seasoned Hull Points 300
Crew Proficiency Bonus +3 Initiative +3
Maneuver Check +3 Crew 30, maximum 200
Speed (steam) 1 Crew Quality Trained
Travel Pace 2 miles per hour/48 miles per day Crew Proficiency Bonus +2
Tonnage 50 tons Maneuver Check +3
Damage Immunities poison, psychic Speed (steam) 2
Condition Immunities blinded, charmed, deafened, exhaustion, Travel Pace 4 miles per hour/96 miles per day
frightened, incapacitated, paralyzed, petrified, poisoned, Tonnage 200 tons
stunned, unconscious Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
Master Gunner. The ship’s attacks add the crew’s proficiency frightened, incapacitated, paralyzed, petrified, poisoned,
bonus to damage. This bonus damage ignores the target’s stunned, unconscious
damage threshold.
Steam. The ship’s engine requires coal to operate. Steam. The ship’s engine requires coal to operate.
Weapon Batteries
12-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
medium/long, one target. Hit: 29 (4d12 + 3) bludgeoning damage
or 16 (2d12 + 3) bludgeoning damage at half crew.
24-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
medium/long, one target. Hit: 42 (6d12 + 3) bludgeoning damage
or 22 (3d12 + 3) bludgeoning damage at half crew.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


21
LARGE SHIPS GHOST WARSHIP
Ghostly vessels crewed by undead specters form part of
BLACKSHIP FRIGATE Cryx’s naval fleets, and some independent ghost ships roam
Built with stolen Orgoth technology, Cryx’s blackships are the Meredius.
peerless. With sails always filled by arcane winds, blackship
frigates transport the armies of the Dragonfather to strike at
high-profile targets at sea.
Blackships always have several spellcasters on board, Ghost Warship
including warcasters with battlegroups of helljacks. Large ship (80 feet by 25 feet)
Blackships also add the crew’s proficiency bonus to Armor Class 12
Armor Class. Damage Threshold 20 (Critical Threshold 40)
Hull Points 500
Initiative +2
Crew 250, maximum 450
Blackship Frigate Crew Quality Professional
Crew Proficiency Bonus +4
Large ship (75 feet by 25 feet)
Maneuver Check +6
Armor Class 15 Speed (sails) 3 (minimum 65 crew)
Damage Threshold 20 (Critical Threshold 40) Travel Pace 6 miles per hour/144 miles per day
Hull Points 500 Tonnage —
Initiative +2 Damage Resistances slashing, bludgeoning, and piercing
Crew 100, maximum 200 damage from nonmagical weapons.
Crew Quality Seasoned Damage Immunities poison, psychic
Crew Proficiency Bonus +3 Condition Immunities blinded, charmed, deafened, exhaustion,
Maneuver Check +5 frightened, incapacitated, paralyzed, petrified, poisoned,
Speed (sails) 3 (minimum 25 crew) stunned, unconscious
Travel Pace 6 miles per hour/144 miles per day
Tonnage 350 tons Death Toll. Each time the ship’s cannon attacks deal damage,
Damage Immunities poison, psychic the ship regains lost crew equal to the damage dealt, up to its
Condition Immunities blinded, charmed, deafened, exhaustion, crew maximum.
frightened, incapacitated, paralyzed, petrified, poisoned, Ghost Ship. The ship is immune to damage from ramming
stunned, unconscious attacks. It can move through objects and other ships but takes
39 (6d12) force damage if it ends its movement in an object.
Blackship Sails. The ship’s speed increases by 1 and its travel Sails. The ship’s speed decreases by 1 when sailing into the wind
pace increases by 2 miles per hour/48 miles per day when sailing and increases by 1 when sailing with the wind. The ship’s travel
with the wind. A blackship is never considered to be sailing pace decreases by 2 miles per hour/48 miles per day when sailing
into the wind. against the wind and increases by 2 miles per hour/48 miles per
day when sailing with the wind.
Weapon Batteries
Weapon Batteries
24-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
medium/long, one target. Hit: 39 (6d12) bludgeoning damage or 24-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
19 (3d12) bludgeoning damage at half crew. medium/long, one target. Hit: 39 (6d12) bludgeoning damage or
36-Pound Cannons. Ranged Weapon Attack: +3 to hit, range 19 (3d12) bludgeoning damage at half crew.
medium/long, one target. Hit: 65 (10d12) bludgeoning damage or 36-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
32 (5d12) bludgeoning damage at half crew. medium/long, one target. Hit: 65 (10d12) bludgeoning damage or
Long Nine. Ranged Weapon Attack: +3 to hit, range long/distant, 32 (5d12) bludgeoning damage at half crew.
one target. Hit: 22 (4d10) piercing damage or 11 (2d10) piercing Long Nine. Ranged Weapon Attack: +3 to hit, range long/distant,
damage at half crew. one target. Hit: 22 (4d10) piercing damage or 11 (2d10) piercing
damage at half crew.
Bonus Action
Stir the Wind (Recharge 5–6). The ship’s spellcaster calls to
the wind to redirect it. Until the end of the next Maneuver and
Move phase, the ship is considered to be sailing with the wind
and hostile ships are considered to be sailing into the wind.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


22
HEAVY WARSHIP HUGE SHIPS
As long as the Immorese have sailed the Meredius, the
Scharde have preyed upon their ships. Heavy warships BLACKSHIP NECROFACTORIUM
protect the harbors and patrol the coast. Blackship factory ships, such as the Exhumation,
Heavy warships always have a master gunner and master serve as floating helljack and thrall factories for the
carpenter crew members, as well as one or more spellcasters Dragonfather’s armies.
and at least one marshalled warjack. Blackships always have several spellcasters on board,
including warcasters with battlegroups of helljacks.
Blackships also add the crew’s proficiency bonus to
Armor Class.
Heavy Warship
Large ship (150 feet by 30 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.

Weapon Batteries Weapon Batteries


24-Pound Cannons. Ranged Weapon Attack: +4 to hit, range 24-Pound Cannons. Ranged Weapon Attack: +4 to hit, range
medium/long, one target. Hit: 43 (6d12 + 4) bludgeoning damage medium/long, one target. Hit: 39 (6d12) bludgeoning damage or
or 23 (3d12 + 3) bludgeoning damage at half crew. 19 (3d12) bludgeoning damage at half crew.
36-Pound Cannons. Ranged Weapon Attack: +4 to hit, range 36-Pound Cannons. Ranged Weapon Attack: +4 to hit, range
medium/long, one target. Hit: 69 (10d12 + 4) bludgeoning medium/long, one target. Hit: 65 (10d12) bludgeoning damage or
damage or 36 (5d12 + 4) bludgeoning damage at half crew. 32 (5d12) bludgeoning damage at half crew.
Long Nine. Ranged Weapon Attack: +4 to hit, range long/distant, Carronades. Ranged Weapon Attack: +4 to hit, range short/
one target. Hit: 26 (4d10 + 4) piercing damage or 15 (2d10 + 4) medium, one target. Hit: 52 (8d12) bludgeoning damage or 26
piercing damage at half crew. (4d12) bludgeoning damage at half crew.
Alchemical Projectors. Ranged Weapon Attack: +4 to hit,
range short, one target. Hit: 21 (6d6) acid damage or 10 (3d6)
acid damage at half crew.
Bonus Actions
Bring out the Dead (Recharge 5–6). The ship’s
necrofactorium pumps out thralls to replace fallen crew
members. Each time the ship takes this bonus action, the ship
regains 50 crew, up to its crew maximum.
Stir the Wind (Recharge 5–6). The ship’s spellcaster calls to
the wind to redirect it. Until the end of the next Maneuver and
Move phase, the ship is considered to be sailing with the wind
and hostile ships are considered to be sailing into the wind.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


23
GALLEON GARGANTUAN SHIPS
Massive ships suited for long sea voyages or war, galleons can
carry immense amounts of cargo, cannon, and crew. These BLACKSHIP FLAGBEARER
ships often serve as the flagships of navies. The largest class of the blackships, blackship flagbearers
Galleons always have a master gunner and master such as Skarre Ravenmane’s Widower, serve as mobile
carpenter crew members, as well as one or more spellcasters command centers. These floating fortresses are never
and at least one marshalled warjack. without a fleet of escorts and often have several small, more
maneuverable attack vessels on board and ready to deploy at a
moment’s notice.
Blackship crews always include several spellcasters,
Galleon including warcasters with battlegroups of helljacks.
Huge ship (225 feet by 35 feet)
Blackships also add the crew’s proficiency bonus to
Armor Class 11 Armor Class.
Damage Threshold 20 (Critical Threshold 40)
Hull Points 750
Initiative +1
Crew 200, maximum 400
Crew Quality Seasoned Blackship Flagbearer
Crew Proficiency Bonus +3 Gargantuan ship (250 feet by 50 feet)
Maneuver Check +4
Speed (sails) 2 (minimum 50 crew) Armor Class 14
Travel Pace 4 miles per hour/96 miles per day Damage Threshold 25 (Critical Threshold 50)
Tonnage 500 tons Hull Points 1,500
Damage Immunities poison, psychic Initiative +0
Condition Immunities blinded, charmed, deafened, exhaustion, Crew 400, maximum 1,000
frightened, incapacitated, paralyzed, petrified, poisoned, Crew Quality Professional
stunned, unconscious Crew Proficiency Bonus +4
Maneuver Check +4
Master Gunner. The ship’s attacks add the crew’s proficiency Speed (sails) 3 (minimum 100 crew)
bonus to damage. This bonus damage ignores the target’s Travel Pace 6 miles per hour/144 miles per day
damage threshold. Tonnage 1,000 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.
Blackship Sails. The ship’s speed increases by 1 and its travel
Weapon Batteries pace increases by 2 miles per hour/48 miles per day when sailing
24-Pound Cannons. Ranged Weapon Attack: +3 to hit, range with the wind. A blackship is never considered to be sailing
medium/long, one target. Hit: 42 (6d12 + 3) bludgeoning damage into the wind.
or 22 (3d12 + 3) bludgeoning damage at half crew.
36-Pound Cannons. Ranged Weapon Attack: +3 to hit, range
Weapon Batteries
medium/long, one target. Hit: 68 (10d12 + 3) bludgeoning 24-Pound Cannons. Ranged Weapon Attack: +4 to hit, range
damage or 35 (5d12 + 3) bludgeoning damage at half crew. medium/long, one target. Hit: 39 (6d12) bludgeoning damage or
Carronades. Ranged Weapon Attack: +3 to hit, range short/ 19 (3d12) bludgeoning damage at half crew.
medium, one target. Hit: 55 (8d12 + 3) bludgeoning damage or 29 36-Pound Cannons. Ranged Weapon Attack: +4 to hit, range
(4d12 + 3) bludgeoning damage at half crew. medium/long, one target. Hit: 65 (10d12) bludgeoning damage or
Long Nine. Ranged Weapon Attack: +3 to hit, range long/distant, 32 (5d12) bludgeoning damage at half crew.
one target. Hit: 25 (4d10 + 3) piercing damage or 14 (2d10 + 3) Alchemical Projectors. Ranged Weapon Attack: +4 to hit,
piercing damage at half crew. range short, one target. Hit: 21 (6d6) acid damage or 10 (3d6)
acid damage at half crew.
Carronades. Ranged Weapon Attack: +4 to hit, range short/
medium, one target. Hit: 52 (8d12) bludgeoning damage or 26
(4d12) bludgeoning damage at half crew.
Long Nine. Ranged Weapon Attack: +4 to hit, range long/distant,
one target. Hit: 22 (4d10) piercing damage or 11 (2d10) piercing
damage at half crew.
Bonus Action
Stir the Wind (Recharge 5–6). The ship’s spellcaster calls to
the wind to redirect it. Until the end of the next Maneuver and
Move phase, the ship is considered to be sailing with the wind,
and hostile ships are considered to be sailing into the wind.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


24
art?

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

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


26
MEDIUM SHIP
d100 Common Cargo Exotic Cargo Illicit Cargo
01–10 — — —
15–20 Roll 1d4 times on the Common — —
Cargo table
25–30 Roll 1d6 times on the Common — —
Cargo table
31–35 — Roll 1d4 times on the Exotic —
Cargo table
36–40 — Roll 1d6 times on the Exotic —
Cargo table
41–50 Roll 1d6 times on the Common Roll 1d4 times on the Exotic —
Cargo table Cargo table
51–55 — — Roll once on the Illicit
Cargo table
56–60 — — Roll 1d4 times on the Illicit
Cargo table
61–65 Roll 1d4 times on the Common — Roll once on the Illicit
Cargo table Cargo table
66–70 Roll 1d6 times on the Common — Roll 1d4 times on the Illicit
Cargo table Cargo table
71–75 — Roll 1d4 times on the Exotic Roll once on the Illicit
Cargo table Cargo table
76–80 — Roll 1d6 times on the Exotic Roll 1d4 times on the Illicit
Cargo table Cargo table
81–90 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

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


29
GARGANTUAN SHIP
d100 Common Cargo Exotic Cargo Illicit Cargo
01–05 — — —
6–15 Roll 1d4 times on the Common — —
Cargo table
16–20 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

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

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


31
32
SEAFARING
HAZARDS
The Meredius of Caen is a place of wonder and danger.
Pirates, raiders, sea monsters, and the dreaded Black Fleet all
present threats to travelers. Further, the sea itself is fraught
with peril. The three moons—Calder, Laris, and Artis, cause
the tides to be unpredictable at the best of times and at the
worst, monstrous.
A successful DC 15 Intelligence (Nature) check allows a
traveler to recognize an environmental hazard and provide
the knowledge of how to mitigate the harm if possible. An
additional successful DC 20 Intelligence (Nature) check
grants a traveler advantage on saving throws to avoid taking
damage from an environmental hazard.
All the features listed below represent average examples
of the effect these hazards have on characters. You can make
them more or less deadly by adjusting the damage dice, area
of effect, and saving throw DCs.

Bring me that Horizon


When seas are calm, the sight range to the horizon is limited by
the curvature of Caen to just shy of 3 miles. Crew with a high
vantage point, such as that offered by a crow’s nest, can see
farther still.
This assumes clear weather conditions free of rain, fog, and
heaving waves, all of which modify the visible distance on the
sea. Use 3 miles as a rule of thumb for determining how far off
a character scanning the horizon for hazards can see them.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


33
GRAVEYARD HAUNTED AREA
OF SHIPS d6 Haunting Effect
1 Unnatural Darkness. The area is one degree
The decaying hulls of wrecked ships might be the remnants darker than it should be. If the surrounding
of a naval battle, or victims of violent weather or an attack area is brightly lit, the haunted area is dimly
by a marine monster. A graveyard of ships can comprise a lit. If the surrounding area is dimly lit, the
handful of wrecks to dozens, whether quietly rotting away or
haunted area is shrouded in darkness. The
being dismantled in a salvage operation.
distance of illumination produced by torches,
Wrecks caused by warfare or deadly seafaring hazards
might be haunted. lamps, and other nonmagical sources of light
is cut in half.
HAUNTED AREA 2 Roiling Sea. The ocean surges and plummets
A stretch of coast, a rocky cove, or even an entire region of furiously. The area is considered rough sea;
the sea can become haunted. The most infamous of these in addition, any creature attempting to move
haunted regions is the Sea of a Thousand Souls, where the on board a vessel must succeed on a DC 14
fleets of Tordor battled the ships of the Orgoth in the Battle Dexterity saving throw each time it attempts
of the Thousand Sails. to move or be knocked prone. On a result of
Within a haunted area, undead creatures have advantage
9 or less, the creature is thrown overboard.
on all saving throws. A particularly cursed area might
3 Angry Wind. The air itself seems to
have additional effects. Roll 1d6 or choose from the
following table. scream and cry. The sound is unsettling and
distracting. All Wisdom (Perception) checks
based on sound are made with disadvantage.
4 Ghostly Tentacles. 1d8 spectral appendages
surround the vessel. Each tentacle is Large;
though immaterial, it has AC 18 and a
Strength score of 22. If a creature enters
a space within 5 feet of one, the tentacle
attempts to grapple it. A creature that ends
its turn grappled by a tentacle takes 2 (1d4)
necrotic damage. If a creature resists or
breaks the grapple, that tentacle ceases to
exist immediately. Striking a tentacle with a
magical attack dissipates it. The tentacles are
otherwise immune to harm.
5 Sudden Frost. This haunted area’s
temperature drops to 10 degrees below the
freezing point of water. Flat surfaces, such
as the deck of a ship, are instantaneously
covered with frost. When a creature moves
on the frosted surface for the first time on
a turn, it must succeed on a DC 10 Dexterity
(Acrobatics) check or fall prone.
6 Spectral Images. Drifting wraiths, ghost
ships, glowing words and symbols, or some
other frightful vision floats in the air nearby.
A creature that witnesses this vision must
succeed on a DC 13 Wisdom saving throw or
be frightened until the start of its next turn.
Once a creature succeeds on the saving throw,
it is immune to the fear effect of that image
for 24 hours.

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

Vessels whose length is less than the radius of the SANDBAR


maelstrom might be drawn in as well. The vessel’s pilot must Sandbars are composed of sand, as the name implies. They
succeed on an Intelligence check to avoid being drawn into have resistance to bludgeoning damage from collisions
the maelstrom at the end of each turn the vessel spends in with vessels.
contact with it. The DC of the check, as well as the damage to
the vessel, are identical to those for creatures. WRECK
The remains of lost ships can sometimes drag other vessels
OBSTRUCTIONS into the depths to join them. Wrecks often are found near
other obstructions. Most are made of wood, but some are
Usually a mere nuisance, sometimes deadly: obstructions of partially or entirely metal.
many kinds can make travel at sea hazardous.
Obstructions are often hidden below the waterline and Damage
might not be noticed until there is not enough time to change Obstruction AC HP Threshold
course. Choose a DC for the Wisdom (Perception) check Coral reef 14 27 (5d10) —
needed to spot an obstruction based on how concealed it is. Ice floe 15 27 (5d10) 5
A moderately concealed obstruction might have a DC of 15 Rocky outcropping 17 97 (15d12) 25
to spot it, while those fully submerged by water might have a Ruins, stone 17 32 (5d12) 15
DC of 20 or more. Ruins, wood 15 27 (5d10) 10
If a vessel strikes an obstruction, both it and the
Sandbar 10 55 (10d10) —
obstruction take 4 (1d8) bludgeoning damage for every 5
feet of the vessel’s speed at the time of impact. For example, Wreck 14 77 (14d10) 10
a ship traveling at a speed of 45 feet per round takes 41 (9d8)
bludgeoning damage upon impact with a coral reef. The reef
takes the same amount of damage. If the obstruction’s hit
points drop to 0, it is destroyed and the vessel can continue
moving (provided it is still capable). If the obstruction is not
destroyed, the vessel stops immediately.
Example obstructions are described below.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


35
OMENS AND KLABAUTERMANN
TABOOS This variety of grymkin can be helpful or harmful. Many
ships carry a small carving of a short sailor in yellow
Sailors can be superstitious, and many believe that certain with a tobacco pipe and woolen sailor’s cap to please the
items, creatures, and occurrences are signs of good or ill klabautermann. When the klabautermann is happy with
fortune. There is often truth to these beliefs. An adventurer the likeness, it rewards the crew by doing chores and even
can choose to follow or ignore an omen, but most sailors saving sailors from drowning. A klabautermann who has
know well enough to heed them and adjust their relationship been insulted might sabotage the ship, tearing sails, tangling
with landlubbers based on how they react to the signs the sea ropes, and otherwise making the sailors’ lives miserable. The
has granted. klabautermann is almost always invisible, making itself seen
Anyone who disregards an omen or blatantly breaks a only during the direst of circumstances. If a crew member
taboo has disadvantage on Charisma rolls in subsequent sees one, that is a sure sign that tragedy will befall the ship.
dealings with any sailor who witnesses the transgression.
A few typical omens are described below.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


37
SHIPS ROUGH SEA
Rough seas arise when heavy winds blow against the tide
Seagoing vessels come in all shapes and sizes but have several and generate choppy waves. The surface of a vessel in these
common features. Nearly all ships rock and sway on the conditions is difficult terrain even for experienced sailors.
waves, causing all surfaces aboard to be difficult terrain. Proficiency in Vehicles (water) does not negate this difficult
Creatures with proficiency in Vehicles (water) treat the terrain. Any creature without that proficiency must succeed
difficult terrain as normal terrain. on a DC 12 Dexterity saving throw each time it attempts to
Hazards that can occur aboard a ship include the following. move or be knocked prone.

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.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


38
SIREN TIDES
Sailors speak in hushed tones about the sirens. Never seen, Caen has three moons: Calder, Laris, and Artis. The forces
but sometimes heard, they are thought to be the spirits of produced by these celestial bodies are virtually unpredictable
passengers who died aboard doomed vessels lost at sea. and makes the ebbing and rising of the tumultuous tides of
Another theory is that they are rather a kind of sea-spirit, the Meredius Sea difficult to determine. Without a suitable
similar to those that haunt the deep marshes and swamps instrument, Intelligence (Nature) checks to predict the tides
of the mainland. Whatever their origin, the devastation are impossible. Even with the proper equipment and training,
wrought by sirens is irrefutable. checks to predict tides and weather on the sea are always
Sirens are usually encountered on starless nights or in made with disadvantage.
heavy fog. At first their call is heard at a distance. Those A dedicated device known as a weatherometer provides
who have survived describe it as a cross between crying and advantage on Intelligence (Nature) checks to predict
soulful singing. Some reports claim that the voice offered conditions on the sea (thus negating the disadvantage
them their heart’s desire. imposed by the moons of Caen).
If a crew is foolish enough to investigate, it might already
be too late. All humanoid creatures who hear the siren’s call
must make a DC 14 Wisdom saving throw. On a successful
TSUNAMI
save, nothing happens and the creature is immune to the A succession of waves caused by the displacement of
song of that siren for 24 hours. On a failure the creature is gargantuan amounts of water, tsunamis might be generated
charmed and driven to move toward the source of the call as by earthquakes, volcanic eruptions, and other powerful
quickly as possible. If on board a vessel, the creature attempts subaquatic disturbances.
to control the vessel and steer it in the desired direction. On the open water a tsunami wave travels an average
A creature that fails its saving throw by 5 or more moves of 500 miles per hour (4,400 feet per round) but is only
toward the source of the call without regard for its own about 1 foot above sea level. On entering shallow water,
safety, even leaping into the sea or into dangerous terrain to such as a harbor, the phenomenon becomes catastrophic.
reach the source. At the end of each of its turns a creature Shoaling causes tsunami waves’ speed to drop to 50 miles
makes an additional Wisdom saving throw. If successful the per hour (440 feet per round), but their amplitude increases
charm ends.; the creature behaves normally and is immune to exponentially. An average tsunami wave is 30 to 50 feet high.
the song of that siren for 24 hours. However, there have been reports of waves as much as 1,000
Siren calls almost always occur near jagged rocks feet above sea level. A tsunami event can cause multiple
or other hidden obstructions that can damage vessels waves occurring several minutes apart.
encountering them. A tsunami wave in shallow water is 30 (1d10 × 1d10) feet
in height above sea level. A creature struck by the wave
SUNBURN must make a DC 25 Strength saving throw, taking 2 (1d4)
bludgeoning damage on a failed save for every foot of height
Life aboard a ship sometimes exposes one to glaring sunlight. the wave has, or half as much damage on a successful one.
Working at midday without proper protection from the sun A creature that fails the saving throw is carried with the
can lead to sunburn—a painful inconvenience when mild, but wave until it ends. Any structure on land or vessel in shallow
potentially very dangerous. water hit by the wave takes the same damage. If a structure
A humanoid creature exposed to direct sunlight for 1 hour drops to 0 hit points, it collapses and potentially damages
without proper protection must make a DC 15 Constitution nearby creatures.
saving throw. On a success the creature’s skin is irritated and A tsunami wave travels inland a distance equal to 20 × its
mildly burned, but it suffers no ill effects. On a failure the height in feet unless stopped by a structure large enough
creature takes 1 point of radiant damage and is poisoned until to withstand the damage it deals, or a natural landform
it finishes a short or long rest. exceeding its height blocks the path.
Clothing that covers most of the body is ideal for
protection from the sun’s rays, but under conditions of severe
heat it can be impractical. Some Scharde Islanders have
taken to covering exposed skin in a paste made from water
weeds, rice, and spices. This ointment provides advantage on
saving throws to resist sunburn and can be fashioned with a
successful DC 12 Wisdom (Survival) check.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


39
UNDERWATER HELLFIRE ANEMONE
HAZARDS
Although they resemble plants, sea anemones are predatory
marine animals related to coral and jellyfish. Though their
stings are painful and deadly to the small sea creatures they
The depths of the ocean are the biggest natural mystery in the
prey upon, most are harmless to humanoids.
world of Caen. Little has been explored, but with the proper
One exception is the hellfire anemone. It resembles a
mechanikal devices and magic, a daring adventurer could
colorless cluster of flowerheads resting on the seafloor and is
plumb the briny depths in search of incredible wonders—
commonly found in tide pools.
and dangers.

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)

Water Breathing. The giant shellfish can breathe


only underwater.
Reactions
Snap. When a creature comes within 5 feet of a giant shellfish, it
can use its reaction to snap closed. The creature that triggered
the reaction must succeed on a DC 15 Dexterity saving throw
or take 4 (2d4) bludgeoning damage and be grappled by the
shellfish (escape DC 15). Each time the creature starts its turn
grappled it takes an additional 4 (2d4) bludgeoning damage. The
giant shellfish can have only one creature grappled at a time.

CHAPTER 1: NAVAL COMBAT IN THE IRON KINGDOMS


40
THE BENDS
Also known as decompression sickness, the bends are caused
WEATHER
Terrible storms at sea can be devastating. Aside from the
by dissolved gases in the bloodstream coming out of solution
normal effects of strong winds, heavy precipitation, and
and forming bubbles. Tissue and blood vessels are damaged other extremes of the elements, ability checks for navigation
by the pressure of the gas, and if enough of it gets trapped in are made with disadvantage. Lightning has the potential to
the joints, the bubbles cause excruciating pain. cause fires aboard a vessel, and extremes of cold can create
A creature returning to the surface after a dive of 100 obstructive ice floes. Listed below are other hazardous
feet or more must make a Constitution saving throw. The weather conditions to travelers on the seas of Caen.
DC of the save is 11 + 1 for each 100 feet below the surface
the creature is rising from. On a failed save the creature CALM
takes 3 (1d6) force damage for every 50 feet it has ascended The seemingly most harmless scenario at sea could be
and has the bends. A creature with the bends is poisoned. disastrous if it continues for too long. A calm is a period with
After finishing a long rest, the creature can make another little or no wind. Ships that rely on wind power cannot move
Constitution saving throw, ending the effect on a success. under this condition. A calm typically lasts for 2d6 hours.
Rising at a rate of 30 feet per minute or slower prevents the
bends. Creatures with a swim speed or under the effect of the
water breathing spell, or a magic item that allows breathing
CORROSIVE MIST
Much like the caustic downpours common to the Borderlands
underwater, are immune to the bends.
region of western Immoren, mists that form around the

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.

SEARCH WARRANTED SMOKE AND MIRRORS GAMBIT


A few pirate ships flying Cryxian colors have anchored not Mysteria’s Marvelous Menagerie is a spectacle of undead
far from the port at Konesta, so ships can’t easily get through abominations, blighted beasts, garish thralls with painted
to the port without coming into their range. The Cryxians faces, and little stitched-together horrors designed to look
let some ships pass without interference. Others they hail like toys come to life, all working in unison to perform a
down and board—so far none have fought or ran—bringing macabre routine. The theatrical show, held in a big traveling
with them obviously blighted and disfigured beasts. Cryxian tent, involves intricate tricks such as the Flying Acrobat’s
military units then conduct a thorough search of the ship, Twist and the Mime’s Reversal, in which the strange crew
followed by a brief statement read aloud from a scroll to demonstrates acrobatic stunts, gymnastics, and aerial
everyone on board, before they depart and let the ship go maneuvers. It is obvious that each creature was collected,
free. Those who have experienced the harrowing encounter built, reanimated, and trained for a specific purpose.
refuse to speak of it. Havisa the Pale, a specter on patrol duty, has been watching
The Golden Grin is headed to Konesta on business, and the the troupe in fascination for a week. She’s been secretly
captain is looking to hire a few extra people to help secure practicing the “Squish-Squash, Thump ’n’ Stump” dance they
their cargo. He states that the Grin is light and fast, and he has are learning for the new Smoke and Mirrors Gambit routine,
no intention of being boarded by Cryxian military, a pirate and she’s convinced they’re about to pull off something big.
ship, or anyone else. The characters can observe the existing She’s not sure whether to join them or stop them, and she
crew stocking up on munitions, alchemical supplies, and needs help deciding.
good-luck charms.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


45
THE BOOK OF THE LOST WORDS
Ashford Hopperton, an explorer of no renown, lucked
into the windfall of a lifetime when his ship got blown
far off course and ran aground on a small island with
pristine ruins undiscovered in the jungle. Back in port he
quickly sold, spent, traded, or gambled away everything
he had found there, including a strange old tome
in a lost language that felt warm to the touch. The
book went to the necrosurgeon Seren Nethersoul,
who had a disturbingly eager gleam in her eye and
muttered continuously to two little stitched-together
abominations, saying something like “the Lost Words
of Mastery over Blood.” Ashford thought twice about
selling to her, but the coin was heavy and his flask
was light, so he left the book with an unsettling
giggle behind him.
The next morning, Ashford remembered nothing
but awoke with the book in his hands and a sinking
feeling in his gut. He tried to burn it to no avail,
then proceeded to dump it in the sea, rip out the
pages, give it away, and even stab it through with a
sword—but no matter what, it ended up back with
him, unscathed. He’s looking for an escort to help him
return the book to where he found it: a pedestal in the
middle of balefire braziers standing in the ruins. He’s
anxious to get going, because he’s heard Nethersoul
and her “pets” are looking for him; as well, the
words of the book seem to be sliding out onto his
skin and soaking into his blood, turning it black.

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?

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


47
a hoard of treasure, is on those cards, and she needs her A BURDEN TOO HEAVY TO BEAR
aces back to retrieve it. Her crew didn’t return from the last Legends tell of a ship so treasure-laden even minor waves
trip to sea, and she is looking for others to accompany her, would wash its decks, and rather than toss any treasure
with payment on recovery of the treasure. Finn can’t stop overboard, the captain jettisoned everything else, including
laughing by the end of his story, but a discerning observer rations, dooming the crew as the fickle winds and tides kept
can see that the ace he’s casually flicking has subtle markings them far from any food or safety.
on its back. Centuries later a treasure ship crewed by the restless dead
sails the seas half-sunk in the deepest part of the ocean far
FIGHTING FOR SCRAPS from any islands or landmarks. Its hold bulges with coins
Zopeth the Carver and Siphos Rotheart are young, and relics from a civilization long lost, intricate jewelry
imaginative necrotechs, both tasked with the never-ending with flawless gemstones, exquisite weapons and armor,
drudgery of creating thralls for Cryx’s armies. To break up precious silks, and items of immense magical power. A few
the monotony, they set up a fighting competition where are rumored to have come across it over the years, and the
any necrotechs who choose—and pay an entry fee—can stories all say taking treasure from the fabled ship comes
enter their favorite scrap thralls into a grand melee, called with a heavier weight than any of them were prepared for.
a “Heap.” The last thrall standing wins the prize purse for A traveling merchant from Konesta, after her fourth glass of
its creator, who also gets their choice of any parts left, wine, speaks of the ship in hushed tones. She says she knows
attached or not. where it is, and that people always tell the story wrong.
The only trouble is that Zopeth and Siphon always draw;
what begins as an exciting brawl ends with a drawn-out A QUESTION OF MORALS
slugfest and no clear winner. They are both searching for
an edge in the next Heap and have hefty purses to spend for
le mud-maggot
unique parts (flesh or metal), ideas, or tactics. They are more b-covered, thieving litt
“I hope you putrid, sca ing witherberry,
rot and choke on sting
than willing to outbid, backstab, steal, sabotage, or otherwise marauders all get cave filer worms
m the inside out by de
manipulate each other’s chance in the Heap in the name of a then get slowly eaten fro
good rivalry, but they won’t cross the line and interfere with ath!”
while you starve to de
hole
—Some guy shoved in a
each other’s real work.

ANYONE CAN SIGN IN BLOOD


The sea drakes in the Cullenrock area of the Broken Coast
expel an ink when they feel threatened. When harvested A band of illiterate buffoons who style themselves pirates
and dried properly, the ink turns shades of dark red and are just the kind of salt-crusted scoundrels to rush in
deep purple that are impossible to replicate. Fiona the brandishing swords and guns when they surprised a
Firestarter, the boss of a Blackwater gang called the Squids, group of proper ladies and gentlemen on a distant island,
has proclaimed that as a symbol of the Squids’ status and preparing for an expedition into a buried ruin. Those
wealth, all their paperwork will now be signed only in sea dastardly slubberdegullions took the academics and explorers
drake ink—preferably purple, though red will do for less as prisoners, disregarding the lengthy planning and
important business. consideration such an impressive expedition necessitates. The
The problem is that the Squids have run out of all shades inconsiderate oafs set explosive charges next to the intricately
of purple ink and are dangerously low on reds, and there is a etched door the science team had carefully excavated and
mountain of paperwork to be done: purchase and protection blew a hole in the wall. With no regard for the precious
orders, bribes, payroll, tithes to Toruk—the bureaucracy of archeological records and artifacts they had destroyed, the
organized crime never ends. Ashby Tiller and Azula Stone, cutthroat hooligans shoved everyone into the hole: explorers,
each in charge of different gang activities and with their own scholars, and even the guy who was hired just to carry stuff.
priorities, have posted separate bounties for the special ink. It would take the coldest of blood to cover the exit and
A seasoned whaler eyeing the bounty board muses that a leave these captives tied up in the dark, without so much
single trip could be lucrative enough to satisfy both needs and as a torch, a sword, or a pen between them, laughing and
then some. One bold enough might play a dangerous game of taunting that they could buy their way out with the treasures
supply and demand with the desperate pair to yield an even inside. Anyone who came upon such a scene, a group of
higher reward—assuming one could even find or take on obvious ne’er-do-wells lounging in an expedition base camp
a sea drake. full of expensive equipment, would probably suspect any
reassurances of the legitimacy of their adventuring company.
The question is, are the newcomers a band of villainous
swine as well, or heroes who have come to save the day?

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


48
FRIEND OR FOE? Adventures in the Scharde Islands provide a great opportunity
to present NPCs who aren’t obvious friends or foes. For
In a realm as treacherous as the Nightmare Empire, it is example, as the characters are led into the jungle by a chipper,
hard to know who to trust. The answer is obvious—no one! smiling new friend, are they being taken to the secret meeting
Circumstances push people together and positive feelings spot as agreed on, or are they about to be fed to a blighted gorax?
might develop over time, but in the Scharde Islands, where A simple way to look at NPCs is their goals. When those
hordes of undead aren’t even the scariest things around, those align with the players’ objectives, they are allies; when
friendships might not hold much water. Conversely, a mutual they do not, they are antagonists. Sometimes a character
enemy can unite the strangest bedfellows. When faced with a can be both, or switch between roles over the course of the
significant enough threat, unlikely alliances are formed—for a adventure. Make sure your NPCs have clear goals so that if
short time, at least. you get stuck, you can give the players something to react to.

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.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


51
IN PORT LONELY PLACES
Many words can describe Cryx, with its belching factories, Amid the scattered islands, along the lost ways, deep in the
bustling docks full of brazen criminals, treacherous back uncharted wilds, inside ruins long forgotten, and in the
alleys and shadowy corners where the darkest deals are mysterious depths of the sea—the lonely places aren’t part of
brokered, and the crowded markets where nothing is too the Cryxian military industrial complex. The people, spirits,
gruesome to be sold or bought—but no one ever calls it beasts, and monsters in these secluded places have other
boring. Cryx also hosts military command and production, as concerns that occupy their time and attention.
well as the center of worship for the Dragonfather, and even You can roll on the Meeting in Lonely Places table to
the home of Lord Toruk himself, so anything can happen! generate an unusual first encounter with an NPC, or choose a
You can roll on the Meeting in Port table to generate result you like.
an unusual first encounter with an NPC, or choose a
result you like. MEETING IN LONELY PLACES
d6 Meeting
MEETING IN PORT 1 In an abandoned junkyard a whistling mechanik
d6 Meeting has created several horrifying-looking
1 Priests of Toruk parade past, singing hymns contraptions from scrap warjack parts. She has
from the Covenants of Sacrifice, and select a put up a “For Sale” sign, but you can’t tell what
bystander as their next offering to Lord Toruk. any of her creations could possibly do.
The chosen one turns to you for help. 2 A ghostly rider racing down the road appears
2 An ogrun representative from the Iron Monger’s to be yelling something, but their voice is silent.
Union is looking to source a valuable mineral The rider loops back numerous times and
from the mainland and needs to “convince” a repeats the wordless message with emphatic
Mercarian League merchant that the deal is a gestures.
good one. 3 In an island clearing stands a waterfall that feeds
3 The door of a nearby alchemy workshop blasts a crystal pool of freezing cold water. A spirit
open and green ooze splatters into the street, behind the waterfall calls out, saying she lost her
dissolving everything it touches as it spreads. necklace at the bottom. She also drowned there
The alchemist runs out, crying “There are more but is more concerned about the necklace.
inside! They’re waking up!” 4 A group of rowdy pirates are having a drunken
4 A notorious criminal strides down the middle fest on the sacred grounds of a Molgur tribe,
of the street, people hastily clearing a path. The and they are about to get ambushed.
figure points at you and whispers something to 5 The groundwater is polluted with alchemical and
a lackey, who pulls out a ledger to record every mining runoff, and nearby ruins have flooded
word spoken between you. with it. An excavation team is setting up a huge
5 Your purse was slit. The coins spill into the pump system to clear the mess, but someone in
street and draw a crowd, when suddenly a the crew is sabotaging it. They need an outsider
woman dives from the shadows. Landing on to investigate.
top of the coins, she shouts “Back off, vultures! 6 You come upon an ancient battlefield littered
They’re with me!” She is definitely holding the with bones. A young squire who fell in battle,
knife that cut the purse. now a revenant, has sorted the weapons and
6 A Bloodgorger trollkin has gone into a frenzy, armor and has been polishing and protecting the
tearing bites out of corpse after corpse being armaments. Some look very well made.
unloaded from a carrion ship and spitting each
out in disgust. It turns its attention to you with a
wild look, foaming at the mouth.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


52
FRIENDS AND FOES Employer or Adversary
This section includes some prebuilt NPCs with additional Vaeren Dreadskull is a valuable contact who has a list of job
hooks and information for your adventures in the opportunities to further her research. If crossed, though,
Nightmare Empire. she could become a powerful antagonist who is hard to hide
from for long.
VAEREN DREADSKULL,
THE DEATHWHISPERER
Vaeren Dreadskull has spent her life studying ancient tomes and Preparation for each interview keeps her busy, so Vaeren has
consulting powerful arcanists, scholars, and practitioners of lost no time to go out and fetch the skulls of the subjects herself, but
arts and secret crafts to harness the innate talents she discovered she has traded favors with a diviner to locate them all. The easy
at a young age and become the greatest Deathwhisperer for ones have been collected already; the remainder will require skill,
generations, a natural necromancer specialized in extracting finesse, or perhaps combat prowess. She pays extremely well and
information from the skulls, spirits, and even souls of the has some useful supplies to help ensure success.
dead. She has far surpassed the capabilities of even experienced Vaeren’s Ledger. Vaeren keeps a ledger of what she calls “those
forensic necromancers. Using advanced techniques, she who made bargains in darkness,” the corpses she wishes to
supplements her spells with strong alchemical concoctions, interrogate, including information on each individual’s death and
components of slain creatures, herbal extracts infused with location if known. If the characters choose to work for her, you
magical energies, physical objects that possess strong auras, and a can roll on the Vaeren’s Ledger table or choose a result you like.
collection of necromantic tomes and scrolls to pull forth secrets,
knowledge, and power from the dead. VAEREN’S LEDGER
It is unknown who Vaeren works for—if anyone—but she Location,
is singularly focused on cataloging what she calls “immensely d10 Subject if known
important and sensitive information, known by only a few 1 On display on a pike inside the Cryx,
to have ever walked Caen.” She seems to believe her work
Quay Slayers’ fortress Blackwater
is urgent, even though some of the subjects she wishes to
2 Consumed by a black troll Cryx,
“interview” are long dead.
jungle
3 A rival necromancer possesses it
and has big plans for it.
Vaeren in Your Campaign 4 Stitched into the body of a thrall
Vaeren can be a source of regular experience and income. If the
characters need to catch up on resources, a skull she needs can that left Dreggsmouth on a
be presented as a quick interlude or tacked on to another quest blackship yesterday
for an easy payday. 5 On board the latest carrion ship Cryx,
Here are a few ideas for implementing Vaeren into your campaign. headed to Cryx, with an eager lineup Blackwater
Quick Adventure Generator. There’s always another body to of corpse-brokers awaiting its arrival
fetch! Decide on a problem for the characters to overcome—or
6 Locked inside the captain’s quarters
roll on the table—choose a location, and pick some stuff to
get in the way. in the wreck of the Strumpet on the
Keep the Party Moving. In a wide-open sea with infinite ocean floor
possibilities, characters can fall into the trap of wandering 7 Tied into the rigging of the Slaughter
aimlessly instead of experiencing memorable stories and fun Fleet ship Howling Doom as a trophy
gameplay. Having a clear objective brings focus when needed:
Get the sword in a skull in a stone for Vaeren, right! 8 Embedded in a blackened stone Scharde
Episodic Campaigns. Structure a campaign as “episodes” of
block, with a cursed blade driven Islands,
individual adventures, using Vaeren to start each by sending the into the skull that can’t be removed. Garlghast
characters on a mission and bringing them back. This framing The skull won’t come out of the
device sets up smooth transitions, downtime opportunities,
and a system to recap past adventures and move right into your
block while the sword remains in it.
next session. 9 A flock of carrion thralls flew away
Campaign Anchor. With her ability to gain information, Vaeren with it, along with a couple of dozen
can serve as an anchor and progress tracker for a campaign. other skulls.
For example, to free a friend who has become a doom reaver, 10 The entire skeleton was exhumed
the party must locate a legendary Orgoth artifact. They need
five important pieces of information to find and safely navigate and made into a skarlock thrall
the ruins, which Vaeren can give them once they retrieve the because of its former skills as an
sources; perhaps the fifth piece of information reveals a major arcane mechanik. Master Necrotech
twist in the adventure.
Dellamorta has it making runeplates
for a special project.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


53
CALLUM BRACK, THE SPY horrors. You can use the Unwelcoming Tides table to
Callum Brack makes his living selling secrets. He was recently determine the conditions of the tides at any given point. You
set up by a rival and given bad intel that he passed along can roll 1d4 to get a result corresponding to low or high tide,
to one of the lich lords of Cryx, leading to a such a costly or roll 1d8 whenever you want a dramatic shift.
ambush that the lich lord has devoted his personal attention,
and ire, to the matter. He has sent two pirate ships loaded UNWELCOMING TIDES
with thralls to redress the grievance and “fetch Brack’s skull d4 d8
to rattle around and see what spills out.” (Low Tide)
Finding him before the thralls do is likely the only chance 1 1 A chill fog sets in and skeletal hands reach
for Brack’s survival. Someone, whether a friend or a bounty up from the sea, dragging down anything
hunter, might want to rescue him and discover—or bury—the they can reach.
secrets he knows, or exploit his remaining contacts and skills.
2 2 The water stills, and a gentle voice from
The Unwelcoming Isles and the Secret of the Tides.
below whispers to join it.
Brack has found a hiding place among an inhospitable,
isolated, and unmapped archipelago known as the 3 3 Hundreds of spectral bodies appear under
Unwelcoming Isles. The confluence of cold ocean currents, the water, looking upward, faces frozen in
strange tides, and unpredictable, bizarre weather makes horror.
travel in this area so challenging that few make the attempt 4 4 The ebbing tide reveals a cave entrance on
and even fewer return. If the name alone weren’t enough a nearby rocky islet; during low tide the
to give pause, the reputation of the Unwelcoming Isles as a tunnels lead to otherwise inaccessible areas.
changing landscape of ship-smashing jagged rocks, reefs, and d4 d8
mountains makes even a brash captain think twice. (High Tide)
The largest of these isles are covered by pools that change
1 5 Flashes of lightning illuminate giant mutated
with the tides, or have cave systems above and below the
flying fish leaping from the water as they
waterline with hidden pathways. Some islands appear only
when the tide is low enough. Rumors tell of a cove called frantically fight each other.
the Tideless Haven inside or on top of one of the larger rock 2 6 A swirling maelstrom forms, with an
formations, completely sheltered from the turbulence of the appearance uncannily like an enormous eye
sea and its many dangers. staring up into the stormy sky.
The combined forces of wind and water complement and 3 7 Violent waves intensify, and the pale green,
contrast the pull of the moons, urging the tides to the highest ghostly echoes of ships smashed against the
and the lowest on record and revealing a few secrets—and
rocks appear, illuminating areas to avoid for
safe passage.
4 8 Entrance into a cove high on a mountainous
Callum Brack’s Notes island becomes accessible. The Tideless
The Veiled Holm at the Branch: No new leads, ask around
Haven, a freshwater pool sheltered from the
Garlghast again?
tides, can be reached from this cove when
City of Skulls: Never ever ever ever going back there, I don’t
care how much she is paying! the tide recedes.
The Weeping Shores: Missing something, seemed normal
The Tideless Haven. Callum Brack has found himself in
The Crimsonlock Sanctum: Promising! Key might be a challenge
trouble more times than he’d like to count, so he is especially
Borderfail Light: B.R. says the light went green for a few interested in finding the perfect places to weather out any
months, dark now storm. He was immediately intrigued by the story of a cove
Nettletide Haunt: Stock up on golden moonglow extract! with no tide in the midst of an especially inhospitable part
Vault of the Forgotten: Someone remembers something. of the Meredius, and after several harrowing trips he finally
Keep inquiring. discovered the Tideless Haven. Navigating the tides is never
The Village at the End: Contradictory stories about this, is the easy, and getting the timing right is at least half luck, but
“end” a time or place? once there Brack can hole up in his personal sanctuary for
Isles of Undoing: Would make a good epithet quite a while.
It’s been well worth the effort: some of his best customers
Petrified Cove: Full of statues, but obviously has a
good guardian…
are pirates under any flag, Cryxians, and Schardefolk. All
have a reputation for tenacity and brutality, and Brack has
Labyrinth of the Broken: S.W. swears some people come and
come to rely on his favorite hideout more and more.
go without the madness
Callum’s Notes. Callum has compiled a list of “very
The Fading Shores of the Last Whisper: Sounds made up? interesting places to investigate.” Characters who assist him,
or pay him for information, can learn about one of these
unusual locations.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


54
FACELESS JAKE, THE MUTINEER A PIRATE'S LIFE
There was once a hardworking sailor named Jake, an The Elusive Rose is a fast, maneuverable ship under the
ordinary third-generation whaler, surviving the best he command of the infamous Olivia Roisin and her first mate
could in the rough seas and shores of the Scharde Islands. Clifford Thorne, aka “Handsome Cliff.” Roisin and Thorne
Unfortunately, Jake ended up working for an unscrupulous have gained a reputation for getting away with notorious
captain and, a piece at a time, ended up on a fast track deeds that seem too exaggerated to be real, but just plausible
toward piracy. The slope was slippery. First it was little enough to contain a bit of truth. The Elusive Rose most often
things: emptying some nets they didn’t set or snaking claims to operate as a passenger or light cargo ship, available
some else’s hunting grounds. Then he progressed to bigger
orders: demanding a portion of a catch from a smaller
crew, or loading up on more weapons and less fishing and
whaling gear. The Crew of the Elusive Rose
Recognizing the inevitable outcome, Jake roused the crew The crew of The Elusive Rose can stand in for any pirate
members who shared his concern. While the others were crew as needed, or provide a backdrop for sea adventures
on a passenger ship that only “occasionally” has to deal with
“helping” another rig lighten their load, Jake led a charge on business or trouble.
the captain, alone on the top deck. What he wasn’t expecting
Captain: Olivia Roisin
was how much the blight had affected the man, twisting his
Commander of the vessel and crew
body and corrupting his mind. The captain struck out with
razor sharp claws dripping black ichor and raked them across Ship’s Mate: ‘Handsome Cliff’ aka Clifford Thorne
Sailing master, runs day-to-day operation
Jake’s face, sending him backward over the railing into the
Dying Strands. Bosun Ropes: Cicily Sparrow
Oversees cables, anchors, sails, rigging, and flags
Stories vary about what happened to the ship and the crew,
but most tales speak of Captain Dreadhand and those who Master Gunner: Sully Swill, “the Electioneer”
followed him into the dark madness of blight and underwent Oversees cannons and powder
transformation as well. Some accounts even tell of them Master-at-arms: Belle ‘Get Kraken!’ Bonney
sacrificing other sailors to an evil monster of the sea as part of Maintains combat readiness of crew and armory, issues
pistols and blades
a dark pact, gaining gifts and undergoing even more wicked
mutations. Notable for the hooked talons they all developed, Quartermaster: Blood Hag Elsed Ward
with the same black ichor as the captain’s, they are usually Oversees stowage of food, rum, and other supplies; maintains
watch; divides spoils
called the Dragon Claws. Captain Dreadhand, the Dragon
Claws, and their ship, the Tendrils of Dread, have become Carpenter: JJ “Timbers” Coon
Maintains hull, decks, and masts
bywords in cautionary tales of the sea.
Jake most assuredly perished on the shore of the Dying Ship’s Pilot: Hildegarde Tidecaller
Strands, gouged by the poisoned claw, blistered by the sun, Charts course, oversees the helm
dehydrated and starving, bitten relentlessly by stinging sand Ship’s Surgeon: Ruby Wright
fleas while harvester maggots ate the rest of his face. Captain Responsible for the health of all aboard
Dreadhand won the fight that day, yet Jake is the one who Sailors: Elton Splinter, Viktor Fane, Seabert, Elma Gloom
has become a nightmare spoken of by sailors in hushed tones. Seasoned crew members
Faceless Jake is consumed by a thirst for vengeance that has Barrelman: Crow’s Nest Barney
strayed well into the realm of monstrosity. Stationed in the barrel of the forward mast to help navigate
Tales say that if Faceless Jake gets hold of a ship’s captain Swabs: Swabby Nash, Rigs, Croaky the Slug
he deems corrupt, he drags them into the Dying Strands to Inexperienced or injured crew delegated undesirable tasks
experience a string of horrors. Jake is said to come only for Rigging Monkey: Whale-Eye Swales
those who have the mark of corruption and targets only
Powder Monkey: Gun Powder Goldie
the captain, taking care not to harm the crew or innocent
bystanders. Sailors who are treated badly sometimes take Cabin Boy: Carly
Youth working as a supply runner and servant
comfort in the idea of a vengeful everyman. Most captains
consider talk of Faceless Jake a major offense and absolutely The Elusive Rose has just taken on a new crew member,
a notorious young sailor named Reggie Fleming. Olivia is
forbid it, lest he be summoned.
convinced he will bring good luck to the ship, citing “The fifth
Perhaps if a team is organized quickly enough, a captain time’s the charm!” but almost every other crew member thinks
taken by Faceless Jake might be rescued, but none have yet she is dead wrong.
attempted it.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


55
for explorers and other adventurous folks to charter to
destinations of their choice—with only an occasional detour.
BLACKWATER NOTABLES
The following sections present a variety of Blackwater gangs
Olivia walks a very fine line morally. Handsome Cliff
and notable individuals the characters might interact with, as
would happily steer them down a darker path, claiming to be
either hirelings, employers, allies, or rivals.
the thorn that draws blood on board the Elusive Rose, but so
far Olivia has kept their business “just this side of Jake.”
Reginald Fleming, the Saboteur. There isn’t much to
THE CUTTHROAT CASTAWAYS,
say about Reggie Fleming. Known as “the dirty dog that “THOSE RASCAL KIDS”
doesn’t drown,” he’s either the luckiest man to sail the seas, Gangs of feral children roam the slums in Blackwater who
and a champion swimmer to boot, or he’s the unluckiest know their way through the Catacombs and have learned
sailor to ever set foot on deck. He’s been on four different how to avoid all the necrotechs, necrosurgeons, stitchers,
ships claimed by catastrophic fates: fire, ambush, powder keg and bogrin on the hunt for fresh meat. These kids know the
explosion, and vanishing mysteriously—with Reggie as the hidden ways to get around and many other secrets too, but
only survivor. There might be something more sinister going getting them to share is a whole other matter. Children might
on, but one would never suspect that from his smiling, eager not sound dangerous, but these gangs have learned a thing or
face. That’s probably why he keeps getting hired on, even two about standing up for themselves, fighting off would-be-
though sailors are a suspicious and superstitious lot. assailants, and staying alive. The smartest of them also see the
value in strategic alliances.
The Cutthroat Castaways are a small gang of skilled
On the matter of pirate orphans and runaways with a keen eye for opportunities to
s, none of them are yo
are thieving, murderi ur friends. They offer their specialized services. The Castaways have avoided
ng, lying, cheating, ba
do-wells who will at ckstabbing, ne’er- takeover by bigger, tougher kids and the attention of major
best leave you with no
remember them by. thing but scars to gangs by obfuscating their identities somehow, perhaps by
That said, there are magical means. People can recognize a Castaway they’ve
a few crews to share
shanty sing-along on a round or two or a sea met before and remember their interactions, but no one
the beach, maybe wa
of the dice, if you’re ger a week’s pay on a seems to be able to recall significant details, and the kids
that kind of fool. Bu roll
ever want to be alone t some pirates you ne never get caught. Asking around only turns up a name, a
with or drink what th ver
let them see where yo ey give you. And don’t knack, or a notable feature of one of the members. The
u keep your coin!
Speaking of coin, esp Castaway Notables table includes a few examples; you can roll
ecially if you’re goin
criminals, keep your g to associate with randomly, pick one who’s suitable, or create your own using
eyes out. Someone ha
an easy target. In a cit s certainly marked yo these as inspiration.
y like Blackwater, ne u
a commodity as anyt wcomers are as much The Castaways possess a wide variety of skills and
hing that gets unloade
dockmaster will tally d on the docks. The knowledge that can add flavor to a scene on the fly. Each has
up your tax and every
in; that’s a good time one who can will listen only a single feature that can be accurately recalled; any other
to look into hiring a
gangs have carved ou gang for protection. So identifying details the players remember from an interaction
t a name for themsel me
Quay Slayers, the Ad ves in Blackwater, lik might or might not be accurate. They all seem vaguely
miralty, the Dragon e the
Boys, and the Black Fish, the Brass Knuc familiar, even when meeting “for the first time,” and if asked
Tooth Fishguts. kle
The Quay Slayers ar about details of a previous encounter will answer vaguely
e the top of the heap,
headquarters, and ha with a large fortress with shrugs and statements like “That sounds like it was fun!”
ve a lot of influence,
On the other hand, th bu t they don’t come chea Logically Puzzled. Ballard “the Bug Smasher” is an
e Black Tooth Fishgu p.
only crawl out of their ts are a smelly lot wh enforcer for the Quay Slayers in Blackwater who is
hiding places along th o
Catacombs to do busin e water and in the perpetually on “pest control,” dealing with annoying minor
ess. They will lead yo
you how to avoid tro u around and show problems. Eager to move up, he wants to catch the attention
uble, if that’s more yo
of the price too, but it’l ur style. For a fraction of the bosses with something significant. Ballard thinks
l cost you a lot of soc
city; associating with ial opportunities in th the Castaways are suspicious: somehow this ragtag band
them is like rolling in e
swine—no one wants the mud and crap wi of street kids manages to avoid capture, questioning, and
it tracked in. Good luc th
—S
k; you’ll need it. even identification so effectively he is certain someone, or
teelhead Captain something, powerful is behind all their tricks. He’s been
trying to find out who, but even after “persuasive interviews”
Dargen Moorland, and days of observation, the most he could do was create
a complicated logic puzzle. “I’m pretty sure Sydney Ten-
Blackwater Chapter Toes isn’t the kid with the weird shield” isn’t getting him
far, though. How many are there? Who do they work for?
Why can’t people remember them? What are they really up
to? Where do the little buggers live? He’s offering the Quay
Slayers’ access and protection in Blackwater and “spending
money” for anyone who can help solve this puzzle.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


56
CASTAWAY NOTABLES
d12 Name Knack Feature
1 Sly Tony, Owed a favor by a low-level member of Wears goggles with no lenses
the Honest every gang
2 Little Cricket Very good liar with a “trustworthy look” Is actually a gobber
3 Sydney Ten-Toes Can see in the dark Has a dark purple mohawk
and a knuckle tattoo
4 Bloody Blades, Knows where to get that Collects bugs in a jar, won’t say why
the Enforcer
5 Mopes the Spider Has lockpick kit; knows how to use it Has slingshot, always drawn;
ammo varies
6 Kit Razor Can tie or untie any knot and get out of Carries a shield with a strange symbol
any cuffs or restraint
7 J, the Professional Has a source for non-blighted fruit, Has a pocket watch on a chain;
sometimes even free! checks time often
8 The Other Twins: Knows a “fair” trader who doesn’t steal Remarkably clean, even in Smolders
Lucky Sam and or murder on the side or Catacombs
Jamie the Jinx
9 Silent Clem, Has a secret hiding spot in the market Pockets full of “important” paper
the Viper for goods or a person scraps collected all over town
10 Dead-Eye Bobbie Has a really good disguise, might not be Eyes glow with blue light when talking
Bison appropriate
11 Numbers Noel A whiz at math and can understand Always has rat “friends” on or
every language around him
12 Ashe, The Unseen A fair pickpocket who always gets something, Has a stringed instrument handy;
Echo but not always from the right mark busks when bored

Even though Blackwater and its larger setting is dangerous


and unsettling, the contrast of a silly quirk or a toothless
grin instead of a fanged snarl can create a memorable story
moment that draws attention to the nefarious actions
of important characters, or provides a little relief from
the otherwise bleak environment and the terrible things
happening there. These NPCs are presented as gender-
neutral and without a lot of physical or racial features, so it is
easy to apply the style and flavor that suits your needs.

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.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


57
MAMA “MUTTONCHOP” MARTHA, MARTHA’S MINIONS, MAYBE
THE BAKER d6 Potential Minion
Mama “Muttonchop” Martha is a well-known and respected 1 “Three-Sheets” Shay Shackleton. A docker who
baker in the meat market, specializing in savory pies with a has worked at the Blackwater Docks longer than
side of hot secrets. Martha gets her “meats and receipts” from most have been alive, Shay has access to shipping
various employees around town, a group of individuals she records, loads and unloads a lot of cargo, and
handpicks for their ability to do three things: get her secret “accidentally” drops a crate occasionally to see
ingredient, make sure she always has fresh meat for the pies, what’s inside. Shay spends most nights drinking
and keep a low profile.
and gambling at the Rusty Anchor or the Golden
Martha’s special recipe of one part intelligence network,
one part assassins-for-hire, and one part “family-style” Albatross. A keen observer might wonder how Shay
business has worked well for close to twenty years, and stays intoxicated carrying an empty tankard all night.
she has established herself as a prominent feature in the 2 Zaros Fang, Alchemist. A sign outside a
marketplace. No one would dare to call her a gang leader or ramshackle shop in the Smolders reads: “Phantom
her very legitimate business a cover for any wrongdoing. Humors: Alchemicals, Mutagens, and Toxins.” On a
Out of vested self-interest, the gang leaders all show Mama smaller sign below: “Testing Grounds for Modified
Martha respect and don’t interfere with her affairs. Toxigenics: Subjects Wanted, Inquire Within.”
Anyone can sell secrets, and many try, but what makes
3 Frankie Lemon, Butcher. Frankie works at the
Martha special is the quality of the merchandise. For an extra
fee, her servings of information and sides of gossip come butcher stall across from Martha in the market,
with written receipts that detail evidence to back them up: frequently telling jokes and finding reasons to
ledger pages, shipping logs, testimonials, correspondence, walk over to the pie shop. The attention makes
and sometimes even signed confessions. Martha blush. Frankie claims no ulterior motive,
No one knows how many employees Martha has or who but “just likes her smile.” A knife expert, Frankie
they are. From time to time a sign appears outside the shop works very quickly.
that says “Hiring, Inquire Within,” but it doesn’t stay up for
4 Lottie “the Hammer” Buckle, “Mechanik.”
long. Certain people are avoided for their connection with
Lottie carries a locked toolbox and a big hammer,
Martha; are they customers, employees, friends, or do they
just really like pie? and wears oversized coveralls caked in grease and
Mama Martha’s Minions, Maybe. The following are grime. No one can actually recall seeing Lottie fix
some of Mama “Muttonchop” Martha’s potential minions. any ’jacks, engines, or other machines—or even
The Blackwater authorities don’t know which—if any—of open the toolbox. When a machine goes haywire,
these personalities are officially employed by Martha. breaks, or needs a little extra care, Lottie doesn’t
Individually these characters and others you invent might volunteer and is suddenly busy elsewhere.
have friendships or rivalries with the characters, be a source 5 Moonie “No Money” Marbles and Cheatin’ Cass,
of entertainment and news, serve as allies for an adventure,
Professional Swindlers. This pair of fraternal
or are just friendly faces among a crowd of monstrosities.
However, Martha and her minions collectively are not quite twins change their names and looks as often as
so friendly. At least some of them are spies and assassins who some people change their clothes. Most folks that
are completely fine with violence and even cannibalism! know them—for good or ill—just call them the “Eel
Keeping the full roster of Martha’s employees secret from Twins” or “the one with the red hair and the other
the characters gives you the opportunity to make the best use one.” They have pulled every con in the book and
of their talents. You can roll on the Martha’s Minions, Maybe invented new ones. The only reason they aren’t
table or choose one that suits your needs. swimming with the fishes of Belken Bay is because
Mama Martha has a special place in her heart for
the twins and treats them like her own—sometimes
affectionate, sometimes with tough love, but always
fiercely protective.
6 “True-Story” Brickjaw, the Bouncer. Brickjaw
works at the Unnatural Traveler, an inn by the
Blackwater docks, and keeps rowdy pirates and
sailors from destroying the place but doesn’t care
what they do to each other. Brickjaw enforces
two rules: hands off the employees and payment
before service. Brickjaw operates a side business
buying and selling good-luck charms.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


58
MIDNIGHT, THE LOYAL COMPANION Once the characters have helped Midnight solve her
Midnight is a spectral dog who can manifest in many problem, she becomes a loyal friend who comes and goes
different canine forms, but once she has shown herself as she pleases but would never betray them. If she trusts
to someone, she will always appear the same way. When them enough to be close, they can see that she has a key ring
examined closely, a shifting pattern of stars like the night sky around her neck with an assortment of incorporeal keys of
seems to shine through her faint green glow. different shapes and styles.
Midnight might first be noticed watching from afar, for
centuries of interacting with those not of her kind has taught MIDNIGHT’S KEYS
her that not all are friendly, and there are plenty she just Wondrous Item, rare
does not care to spend time with. Over the centuries of her The spectral keys around the ghostly hound’s neck can unlock
existence she has gone by many names, but if the characters all manner of mundane, mechanikal, and arcane locks.
have a way to communicate with her, she indicates that she Anyone Midnight considers a loyal friend can interact
thought her very first name, Midnight, was a good one. with the keys on her collar. Otherwise, the keys are spectral
Midnight always has something that she wants to show and intangible. A character can spend an action to search
the party or help with, but she might not always share through the keys to find one that can unlock any nonmagical
their priorities. To determine what she wants, roll on the lock. If a door is secured by the arcane lock spell, using one of
Midnight’s Request table or choose a request you like. Midnight’s keys suppresses the spell for 1 minute.
After using one of Midnight’s keys, they all fade from
MIDNIGHT’S REQUEST existence and reappear only at the following midnight.
1d6 Request
1 Midnight follows spectral footprints to a dirt
mound, urging someone along, and there digs
frantically but to no effect. Someone who helps
can uncover a small chest buried there. As
soon as it is opened, Midnight grabs a Cygnaran
accumulator from the chest and starts prancing
around with it in her mouth, tail wagging.
2 She is guarding someone who has clearly died,
and she is very distressed. She appears to be
asking for help and warning people away at the
same time. If anyone does get close, a vengeful
spirit rushes forward to attack.
3 Passing through camp on the trail of something,
Midnight sniffs the ground and stops to smell
the air. She checks a torn cloth on a tree branch,
continues on to the entrance of a dark cave,
then points.
4 Midnight is walking with a limp and has what
appears to be a giant thorn or sharp stick
through her paw. Of course, it’s incorporeal like
she is, but she clearly wants help removing it. Yet
she also seems reluctant to let anyone get close
enough to examine it.
5 She has taken a liking to the party and seems to
want to tag along. Every evening she brings back
a bone and insists you keep it; close inspection
reveals each is from a different body part.
6 Leading the party to a hidden spot under a rocky
overhang or behind a massive tree, Midnight
indicates they can listen in on an important,
secret meeting. Meanwhile she lies on her back
like she wants a belly rub.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


59
ISLAND GENERATOR GEOGRAPHICAL FEATURES
A small island may have only one unusual geographical
There are countless unique islands among the Scharde Islands feature, which you can determine randomly by rolling on
and the expanses of the Southern Reach, ranging from the Geographical Features table, while a larger island might
tiny bars of sand that seldom emerge from the pounding have several, which you can determine by rolling on the table
waves of the Meredius to islands large enough to support multiple times.
whole communities. Exploring the Scharde Islands and the
Meredius can be a rewarding—if dangerous—prospect. GEOGRAPHICAL FEATURES
The following tables allow the Game Master to randomly d8 Feature
generate an island for whenever the adventuring company 1 A central plateau that rises 2d10×10 feet above
decides to drop anchor and do a bit of exploring. If
the surface of the island and covers 1d10×10
contradictory results are made (such as a barren, rocky
percent of the island’s area.
island being rich in lumber), simply reroll or choose another
result. Alternatively, the Game Master may choose to 2 A river runs through the island, carving a deep
make the contradiction work by blending two seemingly ravine across the island’s surface.
incongruous concepts. 3 A steep cliff with a roaring waterfall that crashes
down on jagged rocks.
SIZE AND TYPE 4 A series of caverns that twist beneath the
The Scharde Islands come in a vast variety of sizes. You can surface of the island.
randomly determine the size and type of an island by rolling 5 The shore of the island is sandy, but the interior is
on the Island Size and Island Type tables. littered with colorful stones of all shapes and sizes.
6 The center of the island is a dry basin that floods
ISLAND SIZE during the rainy season.
d8 Size
7 The island is covered with blackmire pits.
1 The island is a sandbar or reef that barely rises
8 A volcano hidden among the rocks or trees
above the surface.
seethes at the heart of the island. Roll a d20. On
2 The island is approximately a quarter of a square
a roll of 1, the volcano will erupt.
mile.
3 The island is approximately half of a square mile.
4 The island is approximately 1 square mile.
OCCUPANTS
Myriad beings make the Scharde Islands their home. Roll on
5 The island covers approximately 10 square miles. the table below to determine the dominant inhabitants of a
6 The island is approximately 100 square miles. given island.
7 The island is over 500 square miles.
8 The island is massive with a landmass measured ISLAND OCCUPANTS
in thousands of square miles. d10 Occupants
1 The island never had occupants, its population
ISLAND TYPE has died off, or it has been abandoned.
d6 Type 2 The island is an occasional stopover for
1 A tidal island more visible at low tide but smuggler crews from the mainland, who hide
submerged during high tide. It might be out from naval patrols here.
connected to another landmass by a land bridge 3 The island has a population of Molgur that were
that is only apparent at low tide. displaced from the mainland centuries ago.
2 A barrier island that has one side much higher 4 Blighted trollkin have laid claim to the island.
than the other with a leading face that is shaped 5 A community of gobbers, tired of living in the
by the pounding of the waves. shadows of taller folk, have settled here.
3 An island formed by volcanic action. The island 6 Human Schardefolk live here, either in service of
has a large central peak, which may have an or attempting to avoid Lord Toruk.
open or active volcanic caldera. 7 An enclave of ogrun dwell here, far from the
4 A coral island with a broken outer ring of land mountains of their brethren.
surrounding a calm, central lagoon. 8 The island is populated entirely by the undead.
5 A jungle-covered low island with a deep, boggy 9 Gatormen have claimed this island as their own.
interior. 10 Croaks and bog trogs share this island in an
6 A rocky island with looming cliffs of jagged rock. uneasy truce. Each group suspects the other
intends to break the truce at any moment.

CHAPTER 2: ADVENTURING IN THE SCHARDE ISLANDS


60
61
WILDLIFE
The ecosystems of Caen are varied and unique, and nowhere
is this more apparent than the Scharde Islands. The
table below should inspire you when creating islands for
players to explore.

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

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


65
BLOOD BLADE, CONSECRATED To write in the book, you must use blood. Any other form
Weapon (any dagger or sword), rare (requires attunement by a of ink vanishes immediately, never to appear again. The
spellcaster) blood used must be your own, and each question you ask
Over the course of hundreds of rituals and sacrifices, a sacral causes you to lose 3 hit points. If you ask questions using any
blade sometimes becomes consecrated by the powerful blood other blood, the only response is “The blood must be your
magic it has helped to invoke, gaining permanent magical own.” Answers appear on the page written in dark blood.
power that aids in rituals and spellcasting. Both the questions and the answers remain on the page and
You gain a +1 bonus to attack and damage rolls made with can be read again later.
this magic weapon. While attuned to it, as a bonus action, These books are prized by not only infernalists but also
you can cut yourself with the blade and let it drink your smugglers, crime lords, and arcanists who value keeping their
blood. If you do, you lose 5 hit points and the next spell you secrets and don’t mind selling a bit of their souls to get an
cast this turn is empowered. You have advantage on any edge on the competition. Upon the death of its owner, a book
attack roll required by the spell. If the spell requires a saving of secrets often finds its way into the hands of someone else
throw to resist, any creatures affected by it have disadvantage who craves its wealth of infernal knowledge, necromancy
on their saving throws against it. spells, and other valuable arcane secrets.

BOOK OF SECRETS BRUTAL BLADE


Wondrous item, very rare Weapon (greatsword), rare
This simple leatherbound journal bears no title and seems Red runes glow along the blade of this black steel greatsword.
wholly unremarkable. Opening it only reveals several It has a flat tip, a wide blade, and an extended hilt with iron
hundred blank pages. However, any attempt to write in it spikes protruding from both sides. Such weapons are a boon
fails. Ink and other stains sink into its pages and vanish. to anyone who can wield them, but they are particularly
In truth, this book creates a direct connection to an infernal favored by Cryxian ogrun.
curator who guards its secrets and answers the questions of You can make an opportunity attack with this magic weapon
whoever uses it, while pushing them ever further toward against any target creature that moves while within your reach
achieving the curator’s goals. (not just leaving your reach). Creatures that take the Disengage
Each book of secrets has a unique command word tied to it action still do not provoke opportunity attacks from you.
upon its creation. If you speak the book’s command word, Once per round, on your turn, if an attack you make
it reveals all the writing within. Additionally, you can write with this weapon drops the target to 0 hit points, you can
questions in the book to seek the advice and knowledge of the immediately make an additional attack with it against any
book’s curator, as if you had cast the commune spell. other target creature within your reach.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


66
DEAD-EYE PATCH
Wondrous item, very rare (requires attunement)
This black leather eyepatch has infernal runes sewn into
it. Stories say several dozen were made for the favored
underlings of the pirate lords. Time, battle, and piracy have
scattered them about the Nightmare Empire, so it is not
uncommon for a pirate, upon defeating an opponent with an
eyepatch, to try it on—just in case.
While wearing this eyepatch, you can focus your vision
through it as a bonus action. When you do so, your eyes
cloud over with inky blackness and you begin to see through
the eye covered with the patch (even if that eye could not
normally see), Choose one of the following two benefits:
Barrel Sight: Your vision homes in on targets viewed down
the barrel of a gun. You gain advantage on ranged attacks
with any firearm.
Truesight: You gain truesight with a range of 120 feet.
Whichever benefit you choose lasts for 1 minute. After
this, your eyes remain clouded for 1 additional minute; you
are blinded during this time.

DEATH WAIL ARMOR


Armor (full plate), very rare (requires attunement)
Created by the Orgoth for their strongest warriors, this
blackened full plate armor is adorned with a screaming face
in its chest plate. A warrior clad in it could wade into battle
alone and singlehandedly devastate dozens of enemies.
While wearing this armor, you gain a +1 bonus to AC,
and you know and can use the thaumaturgy cantrip.
While attuned to this armor, as an action, you can offer
up some of your life energy to it, causing the face to scream a
horrible death wail. You lose 10 hit points and cast the circle
of death spell (save DC 17) centered on yourself. You
are immune to the effects of the spell. If this hit point
loss would cause you to drop to 0 hit points, you die
immediately and the spell deals maximum damage.
You cannot regain hit points lost in this way until
you have finished a long rest. Once you use this
ability, you cannot use it again until you have
regained the hit points you lost to activate it.

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.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


68
prone and take 1 bludgeoning damage. If it does have its
charge, that charge is expended and you are granted good or
bad luck. Roll 1d20 to determine the result.
1: You have disadvantage on all attacks, ability checks, and
saving throws for the next minute.
2–10: You have disadvantage on the next attack, ability
check, or saving throw you make within the next hour.
11–19: You have advantage on the next attack, ability
check, or saving throw you make within the next minute.
20: You have advantage on all attacks, ability checks, or
saving throws you make for the next hour.
The coin regains its charge daily at dawn.

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

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


69
SHIELD OF GNAWING FEAR can do so after you roll the die but before the outcome is
Shield, rare (requires attunement) determined. You choose which of the rolls to use.
This black steel shield made by the Orgoth bears the terrible You regain the use of this ability when you finish
visage of a screaming face full of sharp teeth. In battle, the a long rest.
eyes of this visage glow with an eerie green light. While this jewel is affixed to the masthead of a ship and
While wielding this shield, you can use a bonus action you are a crew member attuned to it, you can reroll any 1
to command it to make a melee bite attack against a rolled on an ability check, attack roll, or saving throw you
target creature within 5 feet of you. It makes this attack make. You must use the results of the second roll.
roll with a +7 bonus. On a hit, the target takes 1d8 + 4 Blood Drinker. This vivid red gem, such as a red ruby or
piercing damage. garnet, is usually acquired in treasure won through a vicious
While attuned to and wielding this shield, you can use an skirmish, a brutal raid, or a deadly duel.
action to cause it to instill fear in others. The face on the While you are attuned to and carrying this jewel, you gain
shield growls and its eyes glow. All creatures in a 15-foot a +3 bonus to damage on the first melee attack you hit with
cone originating from your space must succeed on a DC each round. The damage is of the same type dealt by the
15 Wisdom saving throw or become frightened until the weapon you used.
start of your next turn. A creature that was damaged by While this jewel is affixed to the masthead of a ship and
your shield’s bite attack this turn has disadvantage on this you are a crew member attuned to it, you gain a +2 bonus
saving throw. to damage on the first ranged or melee attack you hit
Once a creature has successfully saved against this effect, it with each round.
is immune to this effect for 24 hours. Fortunata. A sparkling yellow gem, such as a topaz
or citrine, a fortunata is usually found in treasure
SHIPSTONES gained through a big gamble, a bold negotiation, or a
Wondrous item, rare (requires attunement) flamboyant masquerade.
There is power in plunder. Whether it’s the favor of the gods, While you are attuned to and carrying this jewel, any time
the machinations of an infernal, or the raw power of belief, a you acquire gold through plunder or adventure there always
particularly precious jewel or stone gained through derring- seems to be a bit more than expected. The morning after you
do sometimes turns out to be a true charm of luck. Or at least, find or steal any amount of gold, you discover 1d12 additional
so the sailors say. A shipstone is a magical gem or precious gold coins among those you gained.
stone that can be worn and attuned to for a wondrous While this jewel is affixed to the masthead of a ship and
benefit, just like an amulet. What makes this stone special is you are a crew member attuned to it, you find an additional
that it can also be affixed to the masthead of a ship and grant 1d10 gold coins among your belongings on board the
a benefit to an entire crew. morning after any day where treasure worth at least 50 gp
To grant its benefit to a ship, the shipstone must be has been added to the ship’s cargo hold.
permanently affixed to a carved or painted masthead where Storm Eye. This is a deep blue gem, such as a sapphire or
it can sparkle in the sunlight or moonlight, often in the eye lapis lazuli, usually found in treasure won by boarding an
of a sculpted creature. The masthead must be a decorative enemy ship, swimming beneath the waves, or braving a
one worth at least 200 gp. Affixing the jewel properly takes 2 terrible storm.
hours of skilled labor by a shipwright, woodworker, or other While you are attuned to and carrying this jewel, you
appropriate craftsperson. Only one shipstone can be attached have advantage on saving throws against non-magical wind,
to a masthead at time. Attaching multiple shipstones to a thunder, lightning, and water effects, and you can hold your
masthead renders them all inert until they are removed. breath for 15 minutes.
Once a shipstone is affixed to a masthead, any member of the While this jewel is affixed to the masthead of a ship and
ship’s crew can attune to the jewel and gain its benefit while you are a crew member attuned to it, you gain advantage on
on board or within 100 yards of the ship. This attunement all ability checks and saving throws made while on the ship
takes at least 1 hour and is usually in the form of an initiation during a storm or while navigating sea hazards.
ceremony, a raucous celebration, or quiet contemplation of
one’s duties on the ship. SPYGLASS OF DISTANT SHORES
Stories abound of dozens of different shipstones with Wondrous item, very rare
different effects, but four types are most commonly These extremely rare spyglasses are of uncertain origin, but
believed to exist. the screaming faces along their sides cause most scholars
Luckbringer. This is a shimmering translucent gem, such to believe they are of Orgoth make. Once given as gifts to
as an opal or moonstone, usually found in treasure acquired trusted captains of the Black Fleet, many have been lost or
through a daring escape, a death-defying feat, or an act of stolen by enterprising pirates.
utter foolishness. This spyglass has two different crystal lenses at its end
While you are attuned to and carrying this jewel, that can be raised or lowered: one yellow and one blue.
whenever you make an attack roll, an ability check, or a When the yellow lens is in place, you can see as if with
saving throw, you can choose to roll an additional d20. You the see invisibility spell. When the blue lens is in place, you

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


70
can see through up to 1 foot of wood, dirt, rock, or metal.
When both lenses are down, you can think of a location,
SOUL-CAGED ITEMS
Cryxian soul cages capture souls as they escape the body to
person, or object. The spyglass shows you the fastest route
be burned as fuel for spells or various necromantic devices.
to the object as a thread of silver light. This function of the
However, some souls are too powerful (and too valuable) to
spyglass works only while aboard a vessel or while standing
simply consume. The souls of highly trained warriors, skilled
in seawater.
thieves, or powerful spellcasters are sometimes stored in small
soul cages built into weapons or other useful items. Instead
SPYGLASS OF OBLIGATION of burning up quickly, these souls power a single magic item
Wonderous item, very rare indefinitely and imbue a person attuned to the item with some
Powerful crime lords use these devices to keep track of people of the proficiencies and talents they had in life.
working for them or who owe them a great debt. Carved of Ally Power. Most of the time, the soul in an item is angry
blackened bone, this spyglass has a dial in the center with or despairing at being trapped forever. However, if it can be
seven chambers that can be opened and shut. Each chamber compelled to cooperate, it can give more of its knowledge to
is big enough to hold a drop of blood (or a small piece of a person attuned to it. A person attuned to a soul-caged item
flesh or bone from a creature that is undead or otherwise gains the items’ ally power if they have spoken to the soul and
without blood). convinced it to cooperate.
When a chamber that holds a drop of blood or tissue Speaking to the Soul. Each soul-caged item houses a single
is clicked into place, the spyglass allows you to view the soul of a powerful person, but it is not an intelligent item.
creature the sample was taken from. This viewing is as if Such an item cannot talk to or influence the person using it.
you cast scrying, except the creature gets no saving throw Still, anyone attuned to a soul-caged item can feel some part
to resist the effect and you can only see the creature, of the will and memory of the soul within, surging through
not hear it. and granting benefits as the item is used.
An unintended side effect of this connection is that a
SOUL-GATHERING SWORD person attuned to an item can choose to communicate with
Weapon (any sword), very rare (requires attunement) the soul trapped within. Once per day, a person attuned to
When you hit with an attack using this magic sword, the a soul-caged item can ask one question of the soul. The soul
target takes an extra 1d6 necrotic damage. can answer only questions about how it is feeling or what it
This sword can absorb and store the soul of someone it wants, and communicates the message in feelings and images,
kills. While you are attuned to it, if it is empty and you drop or very short answers. It is not a conversation. The question
a creature to 0 hit points with an attack from this sword, you can also be an offer or a bargain.
can use a reaction to immediately kill that creature and draw Getting a soul to cooperate, and thus gaining its ally power,
in its soul. While the sword holds a soul, a line along the usually involves offering to use the item to accomplish a goal
blade glows with an eerie green light. With a command this the soul desires or offering to free the soul after a set time.
soul can be released from the sword to go free or be stored in Any such offer must be something that can be accomplished
a soul cage. in less than a year. A soul will never cooperate again with a
While the sword holds a soul, its extra necrotic damage person who has broken the agreement.
increases to 2d6 and it cannot gather any more souls. Freeing Souls. The soul cages in these items were not
designed to reopen. The only way someone can free the
trapped soul (whether holding up their end of a bargain or
Weapons of the Enemy just because they want to see the soul at peace) is to destroy
Magic items in the Nightmare Empire are often created with the magic item.
the aid of dark powers, vile lich lords, wicked necromancers,
or priests of Toruk. They are rarely the sort of magic a good SOUL-CAGED ASSASSIN BLADE
person would seek out. Still, the vicious and the cruel are not Weapon (shortsword), very rare (requires attunement).
the only people who use these items. Living in this land isn’t
easy. Anyone hoping to defy the evils lurking here will face
The hilt of this black steel shortsword holds the soul of a highly
questions that don’t have easy answers. Is it fair to steal if skilled assassin who failed to carry out their mission, imprisoned
you’re only stealing from a pirate? Is it okay to harness a soul by either their angry employer or their vengeful intended victim.
if that soul belonged to a contemptible person? Are principles While attuned to and wielding this sword, you are
more important than survival? Sooner or later, an adventurer proficient in Stealth and gain the Sneak Attack feature as if
must stand over the terrifying weapon of a fallen enemy and
you were a 1st-level rogue. You can use this feature only on
make a choice: destroy the horrible thing or use it to destroy
something even more horrible. attacks with this sword. If you already have Sneak Attack, the
extra damage from that feature does not increase.
Ally Power: If you are attuned to this sword and convince
the soul inside to cooperate, your extra damage when using
Sneak Attack with it increases to 4d6. If you already have
Sneak Attack, you choose whether to use your own extra
damage or the extra damage provided by the sword, not both.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


71
SOUL-CAGED BARD HURDY-GURDY While attuned to and wielding this wand, you can choose
Wondrous item, very rare (requires attunement) to use the wand’s proficiency bonus instead of your own
This ornate red hurdy-gurdy has carved finger bones for when making spell attack rolls.
keys and a soul cage inside its handle. It contains the soul of Ally Power: If you are attuned to this wand and convince
a skilled bard whose performance dared to mock a powerful the soul inside to cooperate, you can also use its proficiency
crime boss or lich lord. bonus instead of your own when determining the saving
While attuned to and holding this instrument, you are throw DC for spells you cast.
proficient with the hurdy-gurdy and Performance checks to
sing along with it. Additionally, you know the vicious mockery SOUL-CAGED MARINER BELT
cantrip. Charisma is your spellcasting ability for this cantrip, Wondrous item, rare (requires attunement)
and you supply the verbal component by playing and singing This sturdy belt is made from woven rope with a small
a mocking tune on this instrument. soul cage in the buckle that contains the soul of an
Ally Power: If you are attuned to this hurdy-gurdy and convince experienced sailor.
the soul inside to cooperate, you have the following spells While attuned to and wearing this belt, you are
always prepared: charm person, calm emotions, and hypnotic pattern. proficient in Athletics and Perception and proficient with
You must still have the spell slots available to cast these spells. vehicles (water).
Charisma is your spellcasting ability when you cast them, and Ally Power: If you are attuned to this belt and convince the
you provide all verbal, somatic, and material components by soul inside to cooperate, you become very adept at swimming
playing a tune on this instrument and singing along. and gain a swim speed of 30 feet.

SOUL-CAGED GRIFTER CHARM SOUL-CAGED RESEARCHER GOGGLES


Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement)
A soul cage is hidden inside a bejeweled charm that hangs These dark-tinted goggles are made from lenses fitted into the
from this golden necklace. It contains the soul of a con artist, eye sockets of the upper part of a human skull, strapped with
two-faced politician, or another gifted liar. Usually they are leather and worn like a mask. A soul cage affixed to a hole
trapped because they picked the wrong person to scam or carved into the forehead of the skull holds the soul of someone
broke a promise to someone vengeful and powerful. proficient in magical research.
While attuned to and wearing this necklace, you are While attuned to and wearing these goggles, you are
proficient in Deception and Persuasion. proficient in Arcana and Medicine.
Ally Power: If you are attuned to this necklace and convince Ally Power: If you are attuned to these goggles and convince
the soul inside to cooperate, you gain the use of the the soul inside to cooperate, you gain a better understanding
friends cantrip. of creatures’ vital organs and weaknesses. Your weapon
attacks targeting creatures of the beast type score a critical hit
SOUL-CAGED INQUISITOR GAUNTLET on a roll of 19 or 20.
Wondrous item, very rare (requires attunement)
This ornate steel gauntlet has a jeweled soul cage embedded SOUL-CAGED SHAMAN STAFF
in the back of the hand and contains the soul of someone Staff, very rare (requires attunement)
zealously devoted to their deity and religion, such as a fallen This ebony staff is carved with the images of animal skulls. A
Menite cleric or paladin. small soul cage affixed to its top glows faintly green and holds
While attuned to and wearing this gauntlet, you are the soul of a powerful shaman of the Devourer Wurm.
proficient in Intimidation and Religion. While attuned to and wielding this staff, you know and
Ally Power: If you are attuned to this gauntlet and convince can cast the shillelagh cantrip. Wisdom is your spellcasting
the soul inside to cooperate, you can use a reaction to avenge ability for it.
yourself against anyone who has dealt you damage, as if you Ally Power: If you are attuned to this staff and convince the
had cast the hellish rebuke spell (save DC 16). After you have soul inside to cooperate, you have the following spells always
used this ability three times, you cannot use it again until you prepared: entangle, pass without trace, and call lightning. You must
have finished a long rest. still have spell slots available to cast these spells. Wisdom is
your spellcasting ability for them.
SOUL-CAGED MAGE WAND
Wand, uncommon (+3), rare (+4), very rare (+5) (requires SOUL-CAGED THIEF GLOVES
attunement by a spellcaster) Wondrous item, rare (requires attunement)
This iron wand holds the soul of a powerful spellcaster, often These leather gauntlets have intricate boning that runs over
a defeated wizard or sorcerer, but sometimes a druid or cleric. the top of the wrist and fingers and a small jeweled soul cage
A soul-caged mage wand has a proficiency bonus of +3, +4, or on the wrist of the right-hand glove. When the gloves are
+5, depending on the magical power of the soul captured inside being used, a wisp of greenish energy flows from the jewel as
it. Regardless of what kind of spellcasting the soul performed in the soul does its work.
life, this wand can help any spellcaster attuned to it.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


72
While attuned to and wearing these gloves, you are lost for an age or two waiting for a suitable candidate.
proficient with thieves’ tools and in Sleight of Hand. While you are attuned to and wearing this amulet, you can
Ally Power: If you are attuned to these gloves and convince add half your proficiency bonus to any ability check you make
the soul inside to cooperate, you can double your proficiency that doesn’t already include your proficiency bonus.
bonus for any ability check when using thieves’ tools or Ally Power: If you are attuned to this amulet and convince
Sleight of Hand. Kabara to cooperate, choose one skill or tool. You become
proficient with that skill or tool and double your proficiency
SOUL-CAGED WARRIOR SWORD bonus on ability checks with it. Each time you finish a long
Weapon (any sword), uncommon (+3), rare (+4), very rare (+5) rest you can choose a different skill or tool proficiency (but
(requires attunement) only one at a time).
A soul-caged sword is imbued with the soul of a skilled Unlike most souls, Kabara enjoys being inside their
fighter, often a fallen bodyguard but sometimes a worthy amulet and has no desire to go free. Kabara will cooperate
adversary. These weapons are crafted for favored underlings with almost anyone under two conditions. First, you must
who have yet to master the blade but show promise. name a goal you are trying to accomplish that requires
A soul-caged sword has a proficiency bonus of +3, travel. Second, you must agree that after you accomplish
+4, or +5, depending on the martial prowess of the soul this goal or six months have passed (whichever comes
captured inside it. first) you will give Kabara to someone interesting at a
While attuned to and wielding a soul-caged sword, you location that is at least 100 miles away from where you first
are proficient with it and can use the sword’s proficiency obtained the item.
bonus instead of your own for attacks with it. This
proficiency bonus can be used only on attacks with the SOUL-CAGED SAVENYX
sword and no other attacks or checks, even those made while Weapon (trident), legendary (requires attunement)
wielding the sword. This brutal trident has small skulls hanging from it and a
Ally Power: If you are attuned to the sword and convince soul cage affixed where its three jagged blades protrude.
the soul inside to cooperate, you gain the soul’s fighting It contains the soul of Savenyx, a vicious Satyxis warrior
style. Dueling is typical for most soul-caged swords, but who preferred tridents to the traditional lacerator. Even
they can use any fighting style from the fighter class that imprisoned in this weapon, Savenyx enjoys the thrill of
the GM chooses. battle and the warm splash of blood from her defeated foes.
The weapon usually passes to a new wielder who defeats its
SOUL-CAGED WIZARD CIRCLET previous owner in battle.
Wondrous item, very rare (requires attunement) While you are attuned to and wielding this trident, you
This silver circlet is adorned with emeralds and a small soul are proficient with it and gain the power to rage twice per
cage on the forehead that houses the soul of a powerful long rest as a 1st-level barbarian. If you have the Rage class
wizard, usually a battle mage or warcaster who fell to the feature without this weapon, it grants you an additional
forces of Cryx. use per long rest and adds a +1 bonus to your extra damage
While you are attuned to and wearing the circlet, you while raging.
know the acid splash cantrip. Intelligence is your spellcasting Ally Power: If you are attuned to this trident and convince
ability for it. Savenyx to cooperate, your proficiency bonus on attacks with
Ally Power: If you are attuned to this circlet and convince this weapon is +6 while you are raging. In addition, while
the soul inside to cooperate, you have the following spells raging you can make one additional attack with it as a bonus
always prepared: magic missile, invisibility, and fireball. You action on each of your turns.
must still have spell slots available to cast these spells. Savenyx desires only battle and carnage. Being freed
Intelligence is your spellcasting ability for them. from the soul cage is of no interest to her. Instead, she
cooperates only as long as you agree to and continue to
SOUL-CAGED PERSONALITIES meet her conditions. First, you must kill a creature with the
Certain soul-caged items contain unique personalities who trident at least once a week. Undead, constructs, and beasts
offer improved benefits in return for specific conditions. do not count for this requirement as they do not satisfy her
bloodlust. Additionally, she stops cooperating if you ever
SOUL-CAGED KABARA flee or fall in battle. To her, a situation counts as battle
Wondrous item, legendary (requires attunement) only if you have made at least one attack. If you have and
This silver necklace has a thick chain and an ornate amulet you attempt to leave while there are enemies left to fight,
that looks like a glowing green eye. It contains the soul of a or if you drop to 0 hit points at any point, she is disgusted
legendary traveler named Kabara who is said to have traveled by your cowardice and lack of skill, and no longer grants
so long that they learned to do just about everything. Because these benefits.
of Kabara’s particular conditions for cooperation, this item is
usually not found but is given by the previous owner fulfilling
their obligation. Still, not every owner keeps their word and
not every journey goes as planned. Sometimes Kabara gets

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


73
RELICS BONE CLEAVER
Weapon (shortsword), legendary (requires attunement)
Relics are ancient, unique, and incredibly powerful magic This thin, bone-white blade is the devastating sword of
items. Terrifying Orgoth artifacts, weapons infused with the Captain Rahera, Terror of the Wailing Sea. Few people stung
blight and might of dragons, and items wrought from the by the sword of this mercenary warcaster and pirate have
void by horrifying infernals, relics in the Nightmare Empire lived to tell the tale, but those who did report that it slices
are almost always created through the influence of dark through the air with surprising speed and that even a small
powers. Although they convey incredible power to anyone cut causes bone-deep agony an opponent won’t soon forget.
who wields them, relics almost always come with a price. When you damage a creature with this magic weapon, it is
stunned until the end of your current turn. When you score a
critical hit on a creature with this weapon, that creature must
if you’re not make a Constitution saving throw against a DC equal to the
us, and might kill you
Relics are old, dangero sea , so might the damage dealt by your attack. Failure means the creature is
world, so might the
careful. But so might the the bli ghted isles, stunned until the end of your next turn.
roam these places. In
hordes of undead that it. While you are attuned to and wielding Bone Cleaver,
get ground beneath
you seek power or you
—Captain Rahera
when you take the attack action, you can make an extra
melee attack with it as a part of that action. To do so, you
must move at least 10 feet on your turn before you take the
extra attack.

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.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


74
in a 30-foot cone originating from you. If you do, you lose the number rolled. You know this spell and have it prepared
all temporary hit points granted by Bloodwyrm and creatures until you finish another long rest. In addition to being able
hit by the blood take acid damage equal to the temporary hit to cast this spell with your own spell slots, you can use the
points you lost, or half as much damage with a successful DC amulet to cast it once without using a spell slot. If you do, the
17 Constitution save. When you do this, you can expend and amulet goes dormant and you gain none of its benefits again
roll up to 5 Hit Dice (adding your Constitution modifier to until you have finished a long rest.
each die roll as normal) and add the results as additional acid
damage for this effect. You lose 2 hit points for each Hit Die SIX DEMON CHEST
added this way. Wondrous item, legendary (requires attunement)
There’s much disagreement about the group of infernals
KELIVOR’S LAST GASP known as the Six Demons and this legendary chest they
Wondrous item, legendary (requires attunement) inhabit. One story says they were a group of six umbral
This amulet consists of a fractured moonstone the size of an reavers all sent to assassinate the same powerful and clever
ogrun’s fist hanging on a heavy iron chain. The moonstone rogue, who tricked them and trapped them in the chest.
glows with a faint blue light and is all that remains of the Others say they are curators who decided to work together
shattered phylactery of Iron Lich Kelivor. and share in the harvest of souls. The chest, these stories
Kelivor was a powerful but pompous and foolish claim, is merely the vessel they use to spread their will
necromancer who boasted that he was mightier than the in the world.
Dragonfather himself. Despite ascending to immortality as What the stories do agree upon is that the chest makes
an iron lich, he died before the age of 30 at the hands of Lich whoever possesses it six different kinds of unstoppable.
Lord Divinitus. In the end, the only thing notable about While you are attuned to it, you cannot speak to the infernals
Kelivor was that some part of his power seemed to persist directly but receive flashes, visions, and memories that are
despite the destruction of his phylactery. Stories disagree not your own but seek to nudge you toward death and chaos.
on whether this lingering power was a side effect of some The chest instills a thirst for power in the possessor—and
secret spell cast by Kelivor or an everlasting torment devised perhaps for the infernals as well.
by Divinitus. The metal bracings on this wooden chest are covered in
While attuned to and wearing this amulet, you gain spikes, and the lock looks like a horned infernal with glowing
resistance to necrotic damage and the save DC of your green eyes. Upon attuning to it, you hear mental whispers
necromancy spells increases by 1. from the infernals introducing themselves, offering power in
In addition, when you cast a necromancy spell that requires exchange for blood, and sending images of conquering your
concentration, you can choose to have this amulet sustain enemies or achieving your greatest goals. On any day you are
the spell for you. The spell will last its full duration without imbued with power from this chest, the infernal empowering
any need for you to concentrate on it. You can use the amulet you sends occasional flashes that urge you toward using
to sustain a necromancy spell even if you are currently violence and honoring its name in thanks for its gift.
concentrating on a different spell. The amulet can sustain This chest has 1 charge, which it regains daily at dawn. As
only one spell at a time this way. an action, you can place your hand on the infernal lock and
There is no mind or will left of Kelivor in the stone, just expend the charge. When you do this, the lock bites you and
an echo of his incredible necromancy. Still, some bits of his sucks some of your blood. You lose 5 or 10 hit points (your
learning linger in the stone and seep out erratically as spell choice). Then the chest opens and imbues you with one of its
knowledge you can possess for a limited time. six infernals’ powers. The infernal power continues to affect
After you finish a long rest, roll 1d6 and choose a you until the chest regains its charge at dawn the next day.
necromancy spell from the wizard spell list of a level equal to

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


75
If you choose to lose 5 hit points, roll 1d6 to randomly
SPEAR OF SKARLETHOK
select the infernal. If you lose 10 hit points, you choose which
Weapon (spear), artifact (requires attunement)
infernal empowers you.
This spear looks like a long, sharpened bone, but the
1. Sarthranar the Single-Minded: One of your ability
occasional pulse of green energy that ripples along its length
scores of your choice becomes 30. All your other ability
belies its magical nature.
scores become 8.
The spear is actually a bone from the dragon Skarlethok,
2. Tironath the Quickening: Your Wisdom score becomes 8.
one of the first of Toruk’s children to be killed. Skarlethok’s
You add double your proficiency bonus to initiative checks
and Toruk’s battle raged across a remote isle filled with
and can make an attack with a ranged or finesse weapon as a
vibrant flowers and lush forests. The battle tore on for weeks,
bonus action on each of your turns.
destroying most of the vegetation, scarring the earth, and
3. Ogdreth the Edge of Death: Your Constitution score
transforming the verdant island into a mud-strewn, acid
becomes 8. As long as you have at least 1 hit point, you regain
swamp. The Dragonfather took Skarlethok’s athanc but left
1d6 hit points at the start of each of your turns.
the rest of the great dragon’s body to sink into the mire. Long
4. Kolrikoth the Secret Keeper: You cannot speak. You add
after, a treasure hunter recovered a single bone of Skarlethok
double your proficiency bonus to any Intelligence ability
from the island. It had been honed by the acid into a razor
check you make, even if you are not normally proficient.
point and infused with blight, acid, and the vengeful spirit
Additionally, once before dawn the following day you can
of the defeated dragon. It proved to be a powerful weapon,
perform a 10-minute ritual in which you cut yourself and lose
treacherous both to its wielder and their enemies.
10 hit points. If you do, you gain knowledge as if you had cast
You gain a +3 bonus to attack and damage rolls made with
the legend lore spell.
this magic weapon. This spear has 15 charges. When you
5. Ulruch the Wary: Your Dexterity score becomes 8. You
hit with an attack from this spear, you can choose to expend
gain advantage on Wisdom (Perception) rolls and gain
all current charges (you cannot expend fewer). The spear
truesight with a range of 60 feet.
deals an additional 1d8 acid damage per charge you expend
6. Ogamun the Shifter: Your Strength score becomes 8. As
(DC 22 Constitution save for half). The spear regains 1
an action, you can change your body as if you had cast the
charge per hour.
alter self spell. You can do this any number of times during
While you are attuned to this spear, you are immune
that day, and maintaining your altered form does not require
to acid damage and have advantage on all attacks against
concentration.
creatures that you know worship or serve Toruk.

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


76
Attuning to this spear also afflicts you with blight from the effects of the previous wind end immediately. Once you
Skarlethok. Once per week, while you are attuned, you must summon a particular wind, you cannot summon that wind
make a DC 17 Constitution saving throw. Success means again until the scimitar has regained at least 1 charge.
you resist the effects of the blight. Failure means your body The scimitar regains 1d6 + 1 charges daily at dawn. If you
warps, growing some scales and bony protrusions and expend the last charge, instead of summoning the chosen
permanently reducing your Dexterity by 1. Also, you are wind, the sword vanishes forever and you cast storm of
filled with bloodlust that prevents you from sleeping until vengeance (save DC 19).
you have killed a creature that worships or serves Toruk.
The scales and bones grown by the blight give you natural THREE MOONS PRISM
armor. While wearing no armor, your armor class is 10 + Wondrous item, artifact (requires attunement)
your Dexterity bonus + the number of times you’ve failed to This crystal deck prism glimmers with a faint silvery light.
resist the blight. If your Dexterity is reduced to 0 from the It is ancient, last seen in the hidden vault of the Pirate King
blight, you die. Moorcraig before Toruk destroyed him for refusing to bow
You cannot end your attunement with the Spear of to the Dragonfather.
Skarlethok unless someone casts remove curse on you. Ending This prism must be inserted in the deck of a ship above
your attunement stops any further effects from its blight but a room containing a map. When sunlight shines through
does not restore lost Dexterity or remove any growths. the prism, it merely provides nice illumination for the
room below. When moonlight shines through, it creates
SWORD OF SEVEN WINDS an illusion of waves and tides cast upon any map below it.
Weapon (scimitar), legendary (requires attunement) While attuned to and using this prism with a map of the
The blade of this legendary scimitar has many strange and sea you are currently traveling through, you gain advantage
swooping curves, and it is said to have belonged to many on checks made with navigator’s tools and vehicles (water).
buccaneers throughout the ages. It was first wielded by the Additionally, your ship can travel at double its normal speed.
ancient pirate lord Threnodax, whose daring exploits and The true power of the prism is revealed when all three
ruthless cunning trapped the seven winds. The stories vary on moons are full and shining through it. On such a night, the
whether these winds were ancient spirits of nature drifting on prism reveals upon any map of the sea below it the locations
the seas or infernal powers who lost in battle to Threnodax. of hundreds of ley lines in the Scharde Islands where standing
What the stories do agree on is that when the pirate lord stones emerge from the water, creating areas large enough
was defeated by Toruk, he went out in a storm of vengeance to encompass an entire galleon. Sailing between these
and the blade vanished from sight. Since then it has popped standing stones with the prism in place allows your ship
up over the years, appearing to worthy rogues, spirited and everything on it to travel along the ley lines, teleporting
explorers, and daring pirates. It’s said to come to a brave soul to any one of the other standing stone sites in the Scharde
who yearns more than anything to live a life of adventure Islands and the Continental Corridor.
and freedom. This teleportation doesn’t attract the attention of infernals,
No matter who it appears to, the scimitar always passes on but it is still dangerous. You must guide your ship between
in the same way: vanishing as its wielder inflicts a terrible the standing stones at just the right angle and just the right
storm upon their enemies. time. Finding one of these sites near your ship takes 1 minute
You gain a +2 bonus to attack and damage rolls made with and a DC 20 Wisdom check made with navigator’s tools.
this magic weapon. When you wield this scimitar, a soft wind Failure means you must travel at least 1 mile from your
blows upon you from the south at all times. current location before you can try to find another one.
This scimitar has 7 charges. While attuned to and wielding Once you’ve located one of these sites, you must make an
it, you can use an action to expend 1 charge to summon one Intelligence check with Vehicles (Watercraft). The result of
of the seven winds of your choice and benefit from its effect. check determines where you emerge.
Blasting Wind: Cast the gust of wind spell (save DC 15).
Quickwind: Cast the haste spell. Intelligence
Roaring Wind: Cast thunderwave as a 3rd level spell Check Total Emergence Point
(save DC 15). 20+ The intended location
Slashing Wind: For the next 1 minute, you can make 15 A random sea location 5 miles away
melee attacks with this weapon with a reach of 30 feet. from where you intended
You can make an attack as a part of the action you use to
10 A random sea location 50 miles away
summon this wind.
Trade Wind: Choose a sailing vessel. Wind blows in its sails from where you intended
for the next 8 hours, doubling its normal speed. 9 or less A random sea location 100 miles away
Updraft: Cast the fly spell. from where you intended, and only on
Warding Wind: Cast the wind wall spell. the next full moon of Calder
Any spell cast with the scimitar lasts its full duration and
doesn’t require concentration. However, you can have only
one wind summoned at a time. When you summon a wind,

CHAPTER 3: TREASURES OF THE NIGHTMARE EMPIRE


77
4 THRALL CREATION

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.

CHAPTER 4: THRALL CREATION


79
THE COSTS OF INSCRIPTION THRALL CREATION COST
Though not standardized among necromancers, the rare Rune Points Cost
inks used in inscribing thrall runes are invariably expensive. 1 10 gp
These inks include alchemical solutions imbued with distinct 2 50 gp
arcane qualities, ash from supernaturally active battlefields or 3 100 gp
gravesites, distilled bodily fluids, or traces of rare metals. The
4 250 gp
more complex the thrall’s runes, the more the necromancer
should expect to pay for the appropriate inscribing inks. 5 500 gp
See the Thrall Creation Cost table for the rune points 6+ 500 gp + 375 gp per rune point over 5
and costs associated with thrall creation.

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

CHAPTER 4: THRALL CREATION


81
Skarlock Thrall
Medium undead, neutral evil

Armor Class 12
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (–1) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2)

Damage Immunities poison, psychic


Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Thrallspeak, speaks the language of its creator
Challenge 3 (700 XP)

Spellcasting. The skarlock thrall is a 2nd-level spellcaster that


needs only verbal and runic components to cast its spells. Its
spellcasting ability is Charisma (spell save DC 8 + PB, +2 +PB to
hit with spell attacks). It regains its expended spell slots when it
finishes a short or long rest. A skarlock is imbued with the ability
to cast spells by its creator, drawn from its creator’s repertoire.
Cantrips (at will): The skarlock knows four cantrips known by
its creator.
3 1st–level slots: The skarlock knows three 1st-level spells known
by its creator.
Spell Slave. If a skarlock thrall is within 60 feet of its creator,
it can cast a spell its creator is able to cast. To cast the
spell, the skarlock must have an available spell slot of the
appropriate level.
Turn Resistance. The skarlock has advantage on saving throws
against any effect that turns undead.
Actions
Multiattack. The skarlock thrall makes two claw attacks.
It can replace one of its attacks with a spell.
Claw. Melee Weapon Attack: –1 + PB to hit,
reach 5 ft., one target. Hit: 4 (1d6 – 1 + PB)
slashing damage.

CHAPTER 4: THRALL CREATION


82
Thrall Lieutenant
Medium undead, neutral evil

Armor Class 9 (or as appropriate for worn armor)


Hit Points 59 (7d10 + 21)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (−1) 16 (+3) 10 (+0) 8 (–1) 5 (−3)

Saving Throws Con +3 + PB


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
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.
Martial Aptitude. The thrall is proficient with medium and
heavy armor, and with simple and martial melee weapons.
Undead Fortitude. If damage reduces the thrall to 0 hit points,
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.
On a success, the thrall drops to 1 hit point instead.
Actions
Multiattack. The thrall lieutenant makes two melee attacks with
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.

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.

CHAPTER 4: THRALL CREATION


83
THRALL RUNES
A necromancer can weave a number of refinements and
unnatural traits into thrall runes during the creation process.
These upgrades add to the rune point value of the thrall being
created. New upgrades cannot be added to a thrall after the
creation process is complete.

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.

CHAPTER 4: THRALL CREATION


85
THRALL UPGRADES INSTALLING THRALL UPGRADES
Necromancers of the Nightmare Empire have gone far To install a thrall upgrade, a character must first successfully
beyond the creation of simple undead. By augmenting the create a thrall as described previously in this section. Then,
animated corpses with necrotite-burning furnaces, steam after purchasing or crafting the desired upgrades, they must
fists, and other machine parts, they transform simple thralls spend at least 8 hours integrating the upgrades. At the end of
into more powerful tools: mechanithralls. that time, the creator makes a DC 12 Intelligence check with
Necrotechs happily reinforce dead flesh and bone with tinker’s tools or a mechanik’s toolkit. The DC increases by 1
metal plates and rods. The artificial parts, sinews, and for each additional thrall upgrade after the first.
mechanikal improvements can hold a corpse together If the check is not successful, something has gone wrong.
efficiently. Mechanikal augmentations might include The thrall’s creator must spend another 8 hours assessing and
boilers powering piston fists, skulls and spines anchored to modifying the integration and then attempts the check again.
pneumatics, and conduits for fluids to keep the flesh supple. If this second check fails, the thrall is destroyed, but any
The runes required to create such upgrades require much upgrades can be recovered and used in another thrall.
more time to ensorcel upon the putrefying flesh of any thrall-
worthy corpse. RECOVERING THRALL UPGRADES
Integrating these upgrades is often done at the time of Cryxians are avid recyclers. Those who create mechanithralls
the thrall’s creation but can be performed at any time. The loathe leaving useful components on the battlefield just
Thrall Upgrades table lists the cost and weights of common because they happen to be bolted into the flesh of a thrall that
thrall upgrades. has fallen in combat.
A character can attempt to salvage an upgrade from a
THRALL UPGRADES destroyed thrall. To do so, the character must have access
Upgrade Cost Weight to the thrall’s corpse and tinker’s tools or a mechanik’s
Armored Flesh 10 gp 6 lb. toolkit. Removing an upgrade takes 1 hour and a successful
DC 12 Intelligence check made with tinker’s tools or a
Augmented Vision 25 gp 1/2 lb.
mechanik’s toolkit.
Bile Cannon 75 gp 7 lb. If the check succeeds, the character extracts the upgrade
Clockwork Heart 25 gp 1 lb. and can install it in a new thrall. If the check fails, the upgrade
Integrated Weapon Varies Varies has either been damaged beyond use or was rendered
Leg Pistons 20 gp 12 lb. inoperable in the attempt to remove it.
Necrotite Bomb 100 gp 4 lb.
Necrotite Furnace 50 gp 15 lb.
Spider Limbs 120 gp 35 lb.
Steam Fists 20 gp 4 lb.

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.

CHAPTER 4: THRALL CREATION


87
5 BESTIARY

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

Armor Class 18 (plate armor)


Hit Points 30 (4d8 + 12)
Bane Knight
Medium undead, neutral evil
Speed 30 ft.
Armor Class 18 (plate armor)
STR DEX CON INT WIS CHA Hit Points 51 (6d8 + 24)
17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (–1) Speed 30 ft.
Saving Throws Dexterity +4 STR DEX CON INT WIS CHA
Skills Perception +2 17 (+3) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 8 (–1)
Damage Resistances necrotic
Damage Immunities poison, psychic Saving Throws Dexterity +4
Condition Immunities charmed, frightened, poisoned Skills Perception +2
Senses darkvision 60 ft., passive Perception 12 Damage Resistances necrotic
Languages Thrallspeak, speaks the language of its creator Damage Immunities poison, psychic
Challenge 3 (700 XP) Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Brute. A melee weapon deals one extra die of its damage when Languages Thrallspeak, speaks the language of its creator
the bane hits with it (included in the attack). Challenge 4 (1,100 XP)
Incorporeal Movement. The bane can move through other
creatures and objects as if they were difficult terrain. It takes 5 Brute. A melee weapon deals one extra die of its damage when
(1d10) force damage if it ends its turn inside an object. the bane hits with it (included in the attack).
Turn Resistance. The bane has advantage on saving throws Incorporeal Movement. The bane can move through other
against any effect that turns undead. creatures and objects as if they were difficult terrain. It takes 5
Void Shroud. While within 10 feet of a bane, non-undead (1d10) force damage if it ends its turn inside an object.
creatures regain half as many hit points as normal when they Turn Resistance. The bane has advantage on saving throws
regain hit points. against any effect that turns undead.
Actions Void Shroud. While within 10 feet of a bane, non-undead
Bane Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., creatures regain half as many hit points as normal when they
one target. Hit: 16 (2d12 + 3) slashing damage plus 7 (2d6) regain hit points.
necrotic damage. Actions
Multiattack. The bane knight makes two bane lance attacks.
Bane Lance. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 16 (2d12 + 3) piercing damage plus 7 (2d6)
necrotic damage.

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.

Bane Witch Agathia Spellcasting. Agathia is a 20th-level spellcaster. Her


spellcasting ability is Intelligence (spell save DC 18, +10 to hit
Medium undead, neutral evil
with spell attacks). Casting a spell requires Agathia to spend a
number of focus points equal to the spell’s level. She has the
Armor Class 17 (natural armor)
following spells prepared:
Hit Points 187 (22d8 + 88)
Cantrips (at will): arcane bolt, light, sense cortex, true strike
Speed 30 ft.
1st level: bleed, conceal cortex, detect magic, fog cloud, shield
2nd level: infernal machine, seize gears, misty step,
STR DEX CON INT WIS CHA
shatter, parasite
14 (+2) 16 (+3) 19 (+4) 20 (+5) 16 (+3) 13 (+1)
3rd level: counterspell, dark fire, hellfire
4th level: spectral steel, stygian abyss
Saving Throws Dex +9, Con +9, Wis +7
5th level: death knell, chasten, shadowmancer
Skills Arcana +10, Stealth +8, Perception +8
Steamjack Control. Agathia can be bonded to up to five
Damage Resistances cold, necrotic; bludgeoning, piercing, and
steamjacks. Each of Agathia’s bonded steamjacks gains 2 focus
slashing from nonmagical attacks
points at the start of its turn if it is within 80 feet of Agathia.
Damage Immunities poison, psychic
Turn Immunity. Agathia is immune to effects that
Condition Immunities charmed, exhaustion, frightened,
turn undead.
poisoned
Void Shroud. While within 10 feet of Agathia, non-undead
Senses darkvision 60 ft., passive Perception 17
creatures regain half as many hit points as normal when they
Languages Thrallspeak, Scharde Tongue
regain hit points.
Challenge 16 (15,000 XP)
Warcaster. Agathia has 8 focus points and a control range of
80 feet. She regains 4 focus points at the start of each of her
Focus Manipulation. Agathia and her bonded steamjacks can
turns, to a maximum of 8.
use any of the following abilities:
• Attack Bonus. Spend 1 focus point after making an attack Actions
with a bonded mechanikal weapon to have advantage on the Multiattack. Agathia makes two Death’s Kiss attacks. She can
next attack roll made this turn. replace one of these attacks with a spell.
• Damage Bonus. Spend any number of focus points after Death’s Kiss (+2 greataxe). Melee Weapon Attack: +11 to hit,
making an attack with a bonded mechanikal weapon to deal an reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus
extra 1d8 weapon damage for each focus point spent this way. 22 (4d10) necrotic damage. Attacks made with this weapon
• Extra Attack. Once each turn, spend 1 focus point to make are magical.
an additional attack when taking the Attack action. Shadowfall (1/Day). From her time in the void, Agathia
• Reduce Damage (Agathia Only). Spend 1 focus point to learned mastery over darkness itself. She can create shadows
reduce damage taken by 5. (This ability can be used each time so dark they serve as holes in reality, enabling her army to
damage is taken). vanish from one place and reappear in another to take her
• Shake It Off. Spend 1 focus point to have advantage on a enemies completely by surprise. Agathia and friendly construct
saving throw. and undead creatures within her control range become heavily
Incorporeal Movement. Agathia can move through other obscured until the start of Agathia’s next turn and gain the
creatures and objects as if they were difficult terrain. She takes 5 benefit of her Incorporeal Movement trait. At the start of
(1d10) force damage if she ends her turn inside an object. its turn, a friendly construct or undead creature in Agathia’s
Legendary Resistance (3/Day). If Agathia fails a saving throw, control range can teleport to an unoccupied space within 30
she can choose to succeed instead. feet of its current position that it or Agathia can see.
Rejuvenation. Agathia’s body turns to dust when she drops to
0 hit points, and her equipment is left behind. She gains a new
body after 1d10 days, regaining all her hit points and becoming
active again. The new body appears within the walls of Hell’s
Hook, the lighthouse at the north end of Cryx.

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

—Captain Bartolo M whole swarm benefits from them.

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

Blighted Insect Armor Class 15 (natural armor)


Small beast (blighted), unaligned Hit Points 78 (12d10 + 12)
Speed 15 ft., fly 30 ft.
Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4) STR DEX CON INT WIS CHA
Speed 15 ft., fly 30 ft. 4 (−3) 17 (+3) 12 (+1) 2 (−4) 8 (−1) 6 (−2)

STR DEX CON INT WIS CHA Saving Throws Dex +5


4 (−3) 17 (+3) 12 (+1) 2 (−4) 8 (−1) 6 (−2) Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Saving Throws Dex +5 paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages — Languages —
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

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

Armor Class 14 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA Blighted Wallower


20 (+5) 8 (−1) 16 (+3) 2 (−4) 12 (+1) 6 (−2) Large beast (blighted), neutral evil

Condition Immunities charmed, frightened Armor Class 15 (natural armor)


Senses darkvision 60 ft., passive Perception 11 Hit Points 59 (7d10 + 21)
Languages — Speed 20 ft., swim 40 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Charge. If the beast moves at least 20 feet straight toward a 16 (+3) 16 (+3) 16 (+3) 2 (−4) 12 (+1) 6 (−2)
target and then hits it with a gore attack on the same turn, the
target takes an extra 3 (1d6) slashing damage. If the target is a Condition Immunities charmed, frightened
creature, it must succeed on a DC 15 Strength saving throw or Senses darkvision 60 ft., passive Perception 11
be knocked prone. Languages —
Challenge 2 (450 XP)
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hold Breath. The beast can hold its breath for 1 hour.
Hit: 9 (1d8 + 5) slashing damage. Lagoon Monster. While submerged in water, the beast has
advantage on attack rolls targeting creatures that do not have a
swim speed.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage.

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.

There is no raw material that the necrosurgeons of Cryx


cannot modify to serve the Dragonfather and his agents.
Flocks of carrion thralls, blotting out the sky with mechanically
strengthened wings, are frequently the forerunners of a full
Cryxian onslaught. These little necromechanikal creatures,
simple to create and animate, have persisted in the shadows of
the Nightmare Empire for generations, and despite substantial
breakthroughs in thrall production, they continue to prove
their utility both as spies and as harrying troops on the
battlefield. Difficult to distinguish from wild birds at a distance,
they offer Cryxian generals crucial reconnaissance on enemy
unit movements and deployments. These miniature thralls can
work for lengthy periods of time, making them ideal sentries
to guard Cryx’s hidden strongholds on the mainland and to
provide a powerful early warning system to guarantee the
Cryxian presence goes undiscovered by regular patrols.
Carrion thralls keep in constant motion throughout a fight,
darting down to rip at their foes’ eyes and exposed skin before
rapidly soaring out of reach. Their thrall runes, along with
their predatory tendencies from life, make them exceptionally
lethal against injured adversaries. Cryxian generals used
carrion thralls in large numbers in the aftermath of the
kingdoms’ conflicts, taking advantage of this inclination as
well as their speed and simplicity of production to spread
horror and agony among the remaining enemy warriors.
The resources necessary to construct these thralls are little in
comparison to the devastation wreaked by their attacks.
Firebox Reliance. A foul necrotite furnace powers a carrion
thrall’s body. A carron thrall requires necrotite to function
and will become inert and insensate if its supply of the
death-tainted coal runs out. These fireboxes require refueling
(roughly half a pound of necrotite) every 36 hours.
Necrotech Nature. A carrion thrall doesn’t require food, drink,
or sleep. Its furnace requires necrotite and air to function.

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

Armor Class 16 (natural armor)


Hit Points 85 (10d8 + 40)
Speed 30 ft. Skarlock Commander
Medium undead, neutral evil
STR DEX CON INT WIS CHA
8 (–1) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) Armor Class 16 (natural armor)
Hit Points 75 (10d8+30)
Damage Immunities poison, psychic Speed 30 ft.
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 11 STR DEX CON INT WIS CHA
Languages Thrallspeak, speaks the language of its creator 8 (–1) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2)
Challenge 3 (700 XP)
Damage Immunities poison, psychic
Special Equipment. A skarlock thrall carries a soul cage. Condition Immunities charmed, poisoned, prone
Spellcasting. The skarlock thrall is a 2nd-level spellcaster that Senses darkvision 60 ft., passive Perception 11
needs only verbal and runic components to cast its spells. Its Languages Thrallspeak, speaks the language of its creator
spellcasting ability is Charisma (spell save DC 12, +4 to hit with Challenge 3 (700 XP)
spell attacks). It regains its expended spell slots when it finishes
a short or long rest. A skarlock is imbued with the ability to Bolster Undead. Unless the skarlock commander is
cast spells by its creator, drawn from its creator’s repertoire. incapacitated, it and undead creatures of its choice within 30
The following spells are typical examples of those imbued by a feet of it have advantage on saving throws against features that
Cryxian necromancer the skarlock knows. turn undead.
Cantrips (at will): acid splash, chill touch, message, Special Equipment. A skarlock commander carries a fell spear
shocking grasp and a soul cage.
1st-level (3 slots): hellish rebuke, charm person, silent image. Spellcasting. The skarlock commander is a 4th-level spellcaster
Spell Slave. If a skarlock is within 60 feet of its creator, that needs only verbal and runic components to cast its spells.
it can cast a spell its creator is able to cast. To cast the Its spellcasting ability is Charisma (spell save DC 12, +4 to hit
spell, the skarlock must have an available spell slot of the with spell attacks). It regains its expended spell slots when it
appropriate level. finishes a short or long rest. A skarlock is imbued with the ability
Strength of Death. After using the Consume Souls action, the to cast spells by its creator and must be drawn from its creator’s
skarlock gains advantage on melee attack rolls until the end of repertoire. The following spells are typical examples of those
its next turn. imbued by a Cryxian necromancer the skarlock knows.
Turn Resistance. The skarlock has advantage on saving throws Cantrips (at will): acid splash, chill touch, message,
against any effect that turns undead. shocking grasp
Actions (4 1st-level and 2 2nd-level slots): curse of shadows, darkness,
doom spiral, hellbound, ray of enfeeblement, web
Multiattack. The skarlock thrall makes two claws attacks. It can
Spell Slave. If a skarlock is within 60 feet of its creator,
replace one of its attacks with a spell.
it can cast a spell its creator is able to cast. To cast the
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
spell, the skarlock must have an available spell slot of the
Hit: 2 (1d6 – 1) slashing damage.
appropriate level.
Consume Souls. As an action, the skarlock thrall can consume
Strength of Death. After using the Consume Souls action, the
1 Hit Die of souls from its soul cage to replenish an expended 1st
skarlock gains advantage on melee attack rolls until the end of
level spell slot.
its next turn.
Reactions Actions
Soul Cage. If a living creature with a soul dies while within 15
Multiattack. The skarlock commander makes two fell spear
feet of the skarlock, the skarlock can use its reaction to capture
attacks. It can replace one of its attacks with a spell.
the soul in one of its soul cages. Each soul cage can contain only
Fell Spear. Melee Weapon Attack: +1 to hit, reach 5 ft., one
a single soul of a creature with up to 10 Hit Dice.
target. Hit: 3 (1d8 – 1) piercing damage plus 7 (2d6) necrotic
damage, or 4 (1d10 +1) piercing damage plus 7 (2d6) necrotic
damage if used with two hands.
Consume Souls. As an action, the skarlock commander can
consume one or more Hit Dice of souls from its soul cage to
replenish expended spell slots. Consuming 1 Hit Die replenishes
a 1st-level spell slot, and consuming 2 Hit Dice replenishes a 2nd-
level spell slot.
Reactions
Soul Cage. If a living creature with a soul dies while within 15
feet of the skarlock, the skarlock can use its reaction to 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.

CHAPTER 5: BESTIARY
114
115
SOUL TRAPPER Soul Trapper
Medium undead (necrotech), alignment

Armor Class 12 (natural armor)


arlock thralls,
the more dangerous sk
They might look like Dova tax
Hit Points 13 (3d8)
greedier than a Carre Speed 25 ft.
but these creatures are et—often to the
gold, it is souls they cov
collector. Rather than ch arging into a STR DEX CON INT WIS CHA
fall. I’ve seen one go
point of their own down the spirit of a 7 (–2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 5 (−3)
e in an effort to pluck
barrage of broadside fir
.
recently departed sailor
dor
Skills Stealth +3

aptain Bartolo Monta


Damage Immunities necrotic, poison
—C Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages of its manufacturer but
can’t speak
Challenge 1/4 (50 XP)
Every soul that escapes the Nightmare Empire in its battles
is seen as a wasted opportunity. Unsatisfied with this Soul Shroud. While it is carrying a soul, the soul trapper can
inefficiency, the lich lords tasked the Cryxian necromancers take the Hide action as a bonus action on each of its turns.
with devising a thrall that shared the insatiable hunger of its Additionally, while carrying a soul, the soul trapper can move
masters. The necromancers answered with the soul trapper. through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside
The soul trapper treads the front lines with both eagerness
an object.
and desperation. The thrall continually wrests souls of the
recently departed from the air, its limbs darting here and Actions
there like the workings of a manic threshing machine. It Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage. If the soul trapper is carrying a
crams its stolen harvest into prepared chambers functioning
soul, its claws attack deals an extra 3 (1d6) necrotic damage.
as soul cages within its body, where the trapper becomes Soul Transfer. The soul trapper targets one friendly creature it
their keeper until they can be transferred to other, can see that can collect souls within 30 feet of it and transfers
mightier entities. any souls it is carrying to the target. The soul trapper can choose
Avid Collectors. The runes carved upon the undead flesh to transfer some or all of its carried Hit Dice of souls to the
within the soul trapper’s carapace imbue the creation with target creature.
an incessant need to gather as many souls as possible, Reactions
seeking to ease a hunger that never relents. Once the thrall Soul Vessel. If a living creature with a soul dies while within 15
claims souls, they are soon seized by its superiors, leaving it feet of the soul trapper, the soul trapper can use its reaction to
capture the soul as though with a soul cage. It can contain souls
nothing but a sense of emptiness and craving. The screams
of living creatures up to 30 Hit Dice.
of tormented souls can be heard echoing from its ribcage
long after they have gone. Despite being driven mainly by its
insatiable appetite for fresh souls, the soul trapper possesses
intelligence superior to that of most thralls, which makes it
self-sufficient—and all the more treacherous.
Firebox Reliance. A foul necrotite furnace powers a soul
trapper’s body. A soul trapper requires necrotite to function
and will become inert and insensate if its supply of the
death-tainted coal runs out. These fireboxes require refueling
(roughly 5 pounds of necrotite) every 12 hours.
Necrotech Nature. A soul trapper doesn’t require food,
drink, or sleep. Its furnace requires necrotite and air
to function.

CHAPTER 5: BESTIARY
116
117
118
WRAITH ENGINE Wraith Engine
Huge construct (necrotech), neutral evil

a graveyard Armor Class 18 (natural armor)


h en gin e is mo re tha n just a machine. It is Hit Points 190 (20d12 + 60)
The wrait e prison that
d into a metal-and-bon Speed 35 ft.
of tortured spirits boun ere ver it goes.
of the void with it wh
carries the corruption
drake
—Professor Viktor Pen
STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from


nonmagical attacks
Damage Immunities poison, psychic
A wraith engine is a malevolent intellect tied to devilish Condition Immunities charmed, frightened, poisoned, prone
machinery. It lurches across the battlefield, accompanied by Senses darkvision 60 ft., passive Perception 10
the clatter of grinding steel and the ceaseless howling of the Languages Understands the languages of its creator but can’t
discarnate dead imprisoned within its frame. Untethered speak
Challenge 10 (5,900 XP)
from a stable, coherent shape, the engine alternates between
ghostly and physical forms, spreading death and misery across Void Shroud. While within 10 feet of the wraith engine, non-
the enemy ranks. Those who do not run are mowed down undead creatures cannot regain hit points.
like wheat by a scythe, their souls harvested to power its Immutable Form. The wraith engine is immune to any spell or
heinous mechanism. Tortured, fractured spirits are locked effect that would alter its form.
for eternity into its construction. It exudes the power of the Incorporeal Movement. The wraith engine can move through
other creatures and objects as if they were difficult terrain. It
tomb; an echo of the nothingness appears in its presence,
takes 5 (1d10) force damage if it ends its turn inside an object.
strengthening the phantom dead that trail in its shadow. Its Unhallowed. While within 60 feet of a wraith engine, allied
malignancy saps the physical world’s life, corrupting the flesh undead creatures gain +2 AC against ranged attacks.
of those who come too close. Actions
The wraith engine is the culmination of centuries of Multiattack. The wraith engine makes three scything
necromantic research and refinement. Lich Lord Tenebrous blades attacks.
has stood at the forefront of these efforts, never hesitating to Scything Blades. Melee Weapon Attack: +9 to hit, reach 10 ft.,
coerce and threaten the most brilliant and depraved minds one target. Hit: 21 (3d10 + 5) slashing damage.
of the Scharde Islands to labor on his private projects. In the Void Phase. The wraith engine enters the void from the physical
world, or vice versa. It is visible in the physical world while it is
wraith engine they created a terrible machine that draws
in the void, and vice versa, yet it can’t affect or be affected by
power from refined necrotite and from the malevolent anything in the physical world while it is within the void.
energies of the void.
From Many, One. Cryxian necrotechs ritually sacrifice
Reactions
Soul Bondage (Recharge 6). The wraith engine chooses a
hundreds of living victims in the creation of a wraith
target living humanoid that drops to 0 hit points within 10 feet
engine, binding the spirits within the machine’s numerous of it that it can see. The wraith engine pulls that target inside
components. The mechanism is etched with blasphemous its torso and imprisons it there. A creature imprisoned in this
binding runes, amalgamating the spirits into a collective manner has disadvantage on death saving throws. If the creature
machine intelligence loyal to its Cryxian masters. dies while imprisoned this way, the wraith engine immediately
A Foot in Both Worlds. As this apparatus powers up, it recharges this ability. Additionally, at the start of its next turn,
the wraith engine expels the slain creature as a bonus action,
oscillates between the physical world and the nightmare and the creature becomes a machine wraith (Monsternomicon,
of the void. The mere presence of a wraith engine wounds page 120). A wraith engine can imprison only one creature
living creatures, and the raw energies of the void roiling at a time.
around the machine weakens their resilience. Its mindless
thirst for death can never be slaked, so its masters keep it
chained until it can feast unhindered on the field of battle.
Firebox Reliance. A foul necrotite furnace powers a wraith
engine’s body. A wraith engine requires necrotite to function
and will become inert and insensate if its supply of the
death-tainted coal runs out. These fireboxes require refueling
(roughly 50 pounds of necrotite) every 12 hours.
Necrotech Nature. A wraith engine doesn’t require food,
drink, or sleep. Its furnace requires necrotite and air
to function.

CHAPTER 5: BESTIARY
119
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product
line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes
the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) "You" Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2 or "Your"
means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You
must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms
of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

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,
mechanithrall, ogrun, pistol wraith, proper names (including those used in the names of spells or items), raevhan buffalo, razorbat, riven, saqu, scylla flock, skigg, slaughterhouse,
steamjack, tatyzlwurm, thrall, thrullg, totem hunter, vektiss, warcaster, warjack, warpwolf, witchwood, wold guardian, wold watch, wold wight, wold wyrd

All contents © 2001–2022 Privateer Press, Inc. All right reserved. All trademarks contained herein and their logos are property of Privateer Press, Inc. 21220 87th Ave. S.E.,
Woodinville, WA 98072

www.privateerpress.com

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

You might also like