Alan Tucker - Wisdom Warning, The Demon Wastes v2 PDF
Alan Tucker - Wisdom Warning, The Demon Wastes v2 PDF
Alan Tucker - Wisdom Warning, The Demon Wastes v2 PDF
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Table of Contents 3
Introduction Wisdom and Warning
I
came upon this document quite by happy accident It remains a blemish on our kind’s legacy, and the sac-
in the depths of the Library and have since verified rifice of our allies, that such a place still exists. Even
its authenticity. I have not been able to identify its more so that it lies near such a promising vein of study
precise date of creation, but given its author, it is likely in the Prophecy. Revelations from these new dragon-
quite old—certainly predating Galifar and the unifica- marks are no doubt impending, yet the proximity of the
tion. The information within is far more extensive and fiends makes acting upon them difficult. As part of this
detailed than any other account of the region I’ve been document’s mission, I hope to prove to the Council that
able to find and thus, I am presenting it for submission the creation of a new sector of the Thousand is woven
into the Archives—with my annotations and some addi- to allow Argonessen the ability to proactively counter
tions, of course. Anyone with aspirations of traveling to any machinations by the Lords of Dust.
this area of death and mystery would do well to heed In the wastelands of this region may be the final
the warnings contained within this dissertation and fate of all outside our homeland if we, the stewards of
probably avoid the place at all costs. the world, allow the spawn of Khyber to enact her will.
—Kendal Santor d’Sivis Though we may fear the rise of the Daughter, I believe
Head of the Ninth College of House Sivis limited action within the scope of the Prophecy may
Stack Keeper Emeritus, Library of Korranberg not cause her any unusual slumber. Furthermore,
this new organization may al-
low Argonessen to discipline
those who choose to hide
beyond our traditional reach.
May the information
within this document come
some small way toward
educating the Vast-returned
youth of our ancient foes,
and swaying the Thousand
Council elders to the idea of
a small group who may fight
them on superior ground.
—Endeolorth
4 Introduction
Fah’lrrg (The Demon Wastes)
Historical Record
F
ah’lrrg, from the fiendish tongue, more com- called the Silver Flame by humankind[1]. This force
monly known as the Demon Wastes among the gathered and imprisoned the Overlords within the
lesser races, was created, along with the rest of depths of Khyber and dragons were free once more to
the world as we know it, from our Mother Eberron’s roam the world, unfettered by the demons’ influence.
intervention in the dispute over the Prophecy between The Prophecy, however, was not finished with the
Father Siberys and the Other, Khyber. Eberron placed spawn of Khyber and our war is not over. Some of the
herself between the two combatants, but not before most powerful servants of the Overlords escaped the
a mortal blow had been dealt to Siberys. His essence time of binding and fled into the Demon Wastes. They
rings the world and his tears and scales are found call themselves the “Lords of Dust,” perhaps ironi-
occasionally fallen to the ground as we did. Khyber is cally, for that is all we left them, and they fight every
bound below and she excreted the fiends to eternally moment to release their Overlords once more upon
blight the purity of Eberron. us. Though we wage a battle against the Talons of the
The greatest of these were the Overlords, once rul- Daughter, the lesser races are not so enlightened. One
ers over all, now bound within their mother’s cursed day we will have to fight these fiends on their terrain.
coils by the blood of Siberys and our ancient allies, Let this work help us do so.
the couatl. These celestial beings, with our help,
[1] That these “forces” are one and the same is disputed
transformed their number into an entity—or more ac- by the leaders of the church in Flamekeep. They are not
curately a force of nature—known as Kalok Shash by enamored with the idea that they might not be the sole
the barbarian tribes that now guard the Wastes, and custodians of said flame. —Kendal
Historical Record 5
The Demon Wastes The
Bitter
Sea
Keeper’s
Maw
Lair of the
Keeper
Shaazarak
Vostethatra Desolate
Bloodcliff The Ash
Bay Beacon
Ashtakala
Broken
Demonsong Stone Eldeen
Demonsong Bay Festering Bay
Channel Holt
Gaash Dar
Barren s
Sea a in
The Labyrinth nt
ou
M
Burning Maruk Dar n
Keep or
H
Kashakanta Lake of e
Fire Ic
c agesRotting
ne tain Blade ags
Sto
o un The Shadowcr Eldeen
M
Reaches
Fiendfell
Blood
Crescent
Crescent
Bay
T
his land, which our ancestors helped repurpose Before we examine the land itself, let us familiarize
to serve as a prison for the fiends who once ourselves with the surroundings. The swath of land
lorded over our kind, is a wasteland, as the known as the Demon Wastes is bordered on two
modern name for it suggests. Sand, smoke, ash, and sides by ocean, divided roughly into the Barren and
fire fill the skies to varying degrees and the terrain Bitter seas. The western coasts are surrounded by
below is just as inhospitable. Active volcanoes dot the Barren, where the traveling manifest zones of
the landscape, as well as smaller fire pits, lava flows, Dolurrh provide an environment hostile both to fiend
and patches of boiling mud. Ancient—even by our and dragon.
standards—ruins still exist across the Wastes, but This is, as such, a neutral area. We cannot estab-
most have long since been plundered and picked over lish permanent outposts here, though regular obser-
for any treasures they might contain. A handful still vation of the nomadic locals may be helpful. Likewise,
stand, even after all this time, recognizable for their the fiends are prevented from moving through this
alien nature—often strange fusions of volcanic glass region without preparations.
and metal—but these also bear the most powerful The places where the fiends may land by travel-
wards and protectors. Those who foolishly venture ing through this ocean are also of low priority, as the
near are rarely heard from again. students of Vvaraak[2] remain vigilant against many
To best understand our foe, we must first examine
where they live and breed. Therefore, I have endeav- [2] Vvaraak is a prominent culture-hero in the druidic
ored to detail the important features of this horrible traditions of north-western Khorvaire. The oldest tales
land so that a viable plan can be crafted for the inev- are among the orcs, leading some scholars to identify
itable time when we are called upon to push back the Vvaraak as an orc druid, though a few do indicate the
fiendish horde once again. nearly mythological figure was indeed a dragon. —Kendal
6 Geography
supernatural threats, especially those they interpret
as being close to Xoriat. Manipulation of the local
Demonsong Bay
folklore has convinced them most of the fiends are This is a wide indent into the peninsula more than a
such, and they use druidic arts to contain or destroy bay, but it is considered one region due to the spina-
all but the most subtle threats. Cults in the area may gon-blooded harpy flights[3] that nest here. Combining
cause concern. a terrifying song reminiscent of their namesakes with
The Bitter Sea, to the north and east of the land, sharp keratin tails spawned straight from Khyber,
is much more hospitable. Despite the polar chill in these harpies prey upon humanoids of their size or
the currents flowing here, many demons can with- greater, swarming them with spines from a distance,
stand them. Since this is a possible avenue of escape, then closing in when the prey is weakened.
it must be monitored. Simultaneously, it is a possible They attack the native sakah tribes, and are not
staging ground if an assault on the land becomes above harassing weakened fiends. These harpies make
necessary. White and Silver may be the best of us in the waters around Demonsong Bay nigh impassable
such an action, with others flying in from the nearby for humanoid ships. The coast itself is composed
Tlalusk Island. entirely of cliffs, with either rocky pebble beaches or
It is more worrying where they can get to by sea submerged rocks lining the shores. This inhospitality
from here; the major settled areas of the continent is likely the only reason the harpies thrive here, as
lie across a bay, and its inhabitants are particularly individually they are little threat to the more powerful
vulnerable to subtle manipulation. This is a place that beings that stalk these lands.
certainly requires vigilance to achieve total contain-
[3] For more information on these and other unique
ment. Unfortunately, this bay is also an insufficient creatures mentioned within the work, please consult the
barrier for the lesser races, who see the land as a “Creatures” section —Kendal
potential for expansion and resources for plundering,
rather than the prison it should remain.
Wind whips through the twisting passageways like
Bloodcliff Bay a host of keening banshees and dust often obscures
The mouth of one section of the Labyrinth, this is vast stretches of this gnarled landscape, making it
likely the closest thing to a “safe” harbor. The wa- impossible to map from above. Some even claim the
ter, however, is tainted with a reddish substance the earth itself shifts and moves over time, changing the
Ghaash’kala call taarik’urrva, which means “rosy paths through the already challenging terrain so none
molasses” in their tongue. Fitting because the stuff is may ever know the Labyrinth’s secrets. While this may
viscous and sticky, like syrup, but deceptively danger- or may not be true, there are verifiable dangers aplen-
ous, like a rose. Any creature falling into these waters ty within. Rivers of lava, open chasms—possibly lead-
is certain to exhaust themselves and drown. Ships ing to Khyber itself—and rockfalls make ground travel
become mired here as if they ran aground, depending through the region hazardous to all but the hardiest
on the consistency of the “blood.” Some shipwrecks of beings. The place has served to confound many of
decades old have not completely sunk, despite their the lesser fiends, who wander its endless passages
crews being long dead. searching for freedom and create yet another obstacle
It is also one of the few areas in the Demon Wastes for any brave or foolish enough to explore the maze.
uninhabited by fiends. Only those capable of flight In addition, some areas exist where the veils
visit here, possibly in the hope of finding a victim, but between worlds are thin enough to allow passage,
none of them venture far enough that they cannot leading to any number of potentially unpleasant des-
return to the mainland. Aquatic fiends are hampered tinations[4]. It could be the reason this strange, but
just as much by the substance as mundane aquatic seemingly natural geography has been relatively effec-
beasts, causing them to also avoid the bay. tive in keeping most of the fiends from spreading their
Perhaps most insidiously, the substance disap- influence to the rest of the continent.
pears if the water is purified. This leaves mired vic- Bands of couatl-blessed orcs, calling themselves
tims with plenty of water to drink, but they instead the Ghaash’kala, have taken the mantle as guardians
slowly die of hunger. of the Labyrinth. They actively patrol its outer edges,
warning away those who seek to enter and aggres-
The Keeper’s Maw sively confronting any who manage to exit the area.
The northernmost bay in the region, the Keeper’s Their resolve is noble, but their methods and number
Maw hosts ice during the midwinter months. During will be wholly ineffective against a full assault by the
Zarantyr, it is thick enough for humanoids to walk on, hordes of Khyber.
extending the reach of the Carrion Tribes and smaller
[4] Scholars understand these to be “demiplanes” and
fiends for a short time. Some make a habit of camping
theorize they might be what allow those who patrol the
here in the deep winter, earning a respite from the
Labyrinth to cover so much territory. —Kendal
larger beasts and other tribes.
Unfortunately, the influence of the nearby prison
of Katashka has supernaturally tainted these waters. Labyrinth Encounter Tables
Any creature that drowns here rises again within a
day as a drowned one (GoS), a waterlogged undead You can either roll on the tables a number of times for each
with little will except to drag the living beneath the day of travel, or simply go through the lists and pick out some
water. As soon as the ice thins in spring, the drowned encounters you find interesting.
ones lumber and crawl ashore in terrifying numbers,
Saving throw DCs and damage are calculated based on
only to be turned away by the concerted efforts of
Average Party Level (APL) and an additional modifier. As an
both barbarian sects—a mutual, temporary truce of
example, for a party with an average level of 10, encountering
necessity, lest the Wastes be overrun by the undead.
Strong Winds on the Meteorological Sub Table, the saving
The Labyrinth throw DC would be 18 (10 + 8), dealing 3 (10 ÷ 3) d4 slashing
damage. Fractions are rounded down with a minimum result
of 1. DCs are capped at 22. Parties are assumed to have 4-5
By far the most prominent feature in the Demon
characters. DMs may need to make adjustments for smaller
Wastes is the maze of canyons, caves, and rock forma- or larger groups.
tions known as the Labyrinth.
8 Geography
Labyrinth Encounter Table Biological Sub Table (d20)
d10 Sub Table d10 Sub Table d20 Result
1 Meteorological 4 Magical/Planar 1 Deranged Arcanoloth: 1 arcanoloth (MM p313), disguised by
2 Geological 5-10 No Encounter alter self as a rakshasa, mutters to itself as it stumbles forward
3 Biological toward the party, seemingly oblivious. It has been driven mad
Meteorological Sub Table (d4) from wandering for years through the Labyrinth, unable to find
d4 Result a way out. The DM can decide how aggressive the creature is
1 Ash: A cloud of ash has blown into the area. Vision is once it comes within range and notices the adventurers. It may
completely obscured beyond 5 feet. For every 10 minutes also have information the characters need.
spent in the cloud, creatures must succeed on a DC (APL 2-8 Ghaash’kala Scouts: A patrol of 5 Ghaash’kala encounter
+ 2) Constitution saving throw or become poisoned from the party. Depending on the characters’ disposition, this can
ash inhalation until they complete a short or long rest. result in aid or combat.
Creatures with magic which allows free breathing, or those 9-11 Leucrotta Pride: (APL - 3) leucrotta (VGtM p169) prowl
who do not need to breathe, are unaffected. The cloud the Labyrinth for wayward souls. They especially enjoy the
lasts for (APL x 5) minutes. Ghaash’kala. Their keen smell allows them to detect most
2 Blowing Sand and Glass: A whirlwind of sand and volcanic creatures early, allowing them to set up an ambush by
glass shards tears through the area. Creatures must succeed mimicking the cries of a humanoid in distress.
on a DC (APL + 9) Dexterity saving throw or take (APL ÷ 4) 12-13 (For APL 9 and lower) Lone Lamia: 1 lamia (MM p201), under the
d6 slashing damage, half that on a success. guise of a gynosphinx with an injured wing (disguise self spell)
3 Lightning: Static discharge creates a freak lightning storm wanders the Labyrinth searching for someone it can trick into
which crackles between the canyon walls. Creatures must showing it the way out. It pleads for help from anyone it comes
succeed on a DC (APL + 7) Dexterity saving throw or take across, using charm person or suggestion to help persuade if
(APL ÷ 2)d6 lightning damage, or half as much on a success. necessary. If its disguise is discovered, it fights or attempts to flee
4 Strong Wind Gust: The ever-present breezes pick up depending on the strength of its adversaries.
suddenly into a roaring wind. Creatures must succeed on a (For APL 10 and higher) Purple Worm: 1 purple worm (MM
DC (APL + 8) Strength saving throw or fall prone and take p255) bursts from the ground, attacking the most heavily
(APL ÷ 3)d4 slashing damage from being dragged across armored party member.
the sharp, rocky ground. 14-17 Stampede: (APL - 3) nightmares (MM p235) charge in a
crazed rage through the canyon toward the party.
Geological Sub Table (d4) 18-20 Wasp Nest: (APL ÷ 3) hellwasps (BG:DiA p236) have
d4 Result begun construction of a nest here. A hard, amber-colored
1 Cave In/Crevasse: The ground suddenly falls away, revealing substance blocks much of the path ahead, with twisting
a deep crevasse. Creatures must succeed on a DC (APL + tunnels granting access.
8) Dexterity saving throw or fall in. Anyone with a Passive
Perception above (APL + 8) rolls the saving throw with Magical/Planar Sub Table (d8)
advantage. The pit is (APL x 5) feet deep and anyone falling in The party encounters a manifest zone or pocket dimension of the
takes appropriate bludgeoning damage (1d6 per 10 feet fallen). rolled result. Choose a creature native to that plane, or an effect
2 Falling Debris: Rocks and other debris tumble from the that plane might have in Eberron for the party to interact with.
canyon walls above. Creatures must succeed on a DC (APL + d8 Result
6) Dexterity saving throw or take (APL ÷ 2)d6 bludgeoning 1 Dal Quor, the Region of Dreams
damage or half that on a success. 2 Dolurrh, the Realm of the Dead
3 Fire Geyser: A plume of fire erupts beneath the travelers’ 3 Fernia, the Sea of Fire
feet. Creatures must succeed on a DC (APL + 7) Dexterity 4 Kythri, the Churning Chaos
saving throw or take (APL ÷ 3)d10 fire damage, or half as 5 Mabar, the Endless Night
much on a success. 6 Risia, the Plain of Ice
4 Lava Flow: A river of lava emerges from one of the canyon 7 Shavarath, the Battleground
walls, crossing the path ahead and completely blocking it. 8 Xoriat, the Realm of Madness
The lava flow is (APL x 5) feet across. Anyone who enters or Be sure to check out Exploring Eberron, by Keith Baker, et al for more
begins their turn in lava takes 44 (8d10) fire damage. The information on the planes of Eberron!
lava is considered difficult terrain.
Geography 9
Stone Cage Mountains The Shadowcrags
by Joe Raso
Named for their peculiar shape, the Stone Cage
mountains are thin, narrow mountains that resem- If there is a positive aspect to the fiendish taint lying
ble worked iron. Knife-like from the air, the equally within these lands, it is that a rugged mountain chain
thin ravines between them vent chunks of ice into the shields the remainder of the continent from the foul-
air, which settles on the volcanic ground nearby and ness within. The western portion of these mountains
melts. This is one of the few sources of pure fresh wa- is regularly enshrouded by a thick gray mist which
ter in the region, but it is the nature of this land that lies thick upon the lower elevations. I am confident
nothing stays untainted for long. the caliginous setting is not due to an encroachment
By the time the water reaches the lowlands, it from Mabar, but rather a natural manifestation of the
carries with it an ichor of undetermined source. Said land’s unique geography.
ichor is most similar to Khyber dragonshards in color Though there can be little doubt that agents of the
and apparently sharing the ability to bind creatures to Lords of Dust manage to seep through cracks of this
it. It is not uncommon to encounter watery simulacra physical barrier, large scale, land-based incursions
of creatures common to the area; including the tribes will certainly be hindered by the environment’s inhib-
of the area and the more common fiendish mortals. iting nature. The northern face of these mountains
How this happens is still undetermined, as the simu- drops precipitously to a broken expanse of canyons,
lacra remain as hostile as their living counterparts. blackened sand, and volcanic glass. Few passes carve
Perhaps most interestingly, these simulacra ap- through this geological barrier with most carefully
pear within the mountains themselves, yet appear dis- guarded by the Maruk Ghaash’kala.
similar to any known creature. These giant simulacra
do not appear to be hostile, but the risk of a dragon
The Seer’s Ruin
coming into contact with the ichor is too great to risk High upon a remote mountain pass at the western
close examination for now. end of the Shadowcrags stands a crumbling ruin of
gray stone. No records exist in Korranberg’s collec-
tion describing the origin of this structure, but as
Creating Simulacra recently as 50 years ago, transcriptions of Gatekeeper
oral histories refer to the ruin as the home of an aged
The simulacrum takes the same stats as its creature of dusk hag. The name of the hag is curiously absent
origin, whether NPC or PC, with a few changes. First, the from these narratives. Some scholars speculate the
simulacrum is immune to piercing and poison damage, but stories may refer to Sora Teraza before she joined with
vulnerable to fire and slicing. In addition, the simulacrum’s her sisters to create the nation of Droaam. I hope to
maximum hit points are half that of the original creature send an expedition to the ruin to determine if there is
and its alignment is diametrically opposed (e.g. a any truth to this rumor. Preliminary scouting of the
simulacrum of a lawful good creature is chaotic evil). If the area has sighted packs of horrid wolves in the nearby
simulacrum kills its counterpart, it gains their coloration
mountain slopes. Occasional wisps of smoke issuing
and attempts to replace them. It is still made of water and
from the ruin suggest that it may still be occupied.
retains its immunities and vulnerabilities.
—Kendal
Ruin Overview
The Seer’s Ruin sits within a well-hidden mountain
pass joining the Eldeen Reaches with the Demon
Wastes. The ruin is a small fortification of ancient
Dhakaani construction. It now crumbles beneath the
weight of centuries since the empire’s fall. The name
and purpose of this place has long been forgotten.
Currently, the ruin is occupied by Bazsallaradh, a
rogue silver dragon obsessed with parsing the secrets
of the Draconic Prophecy. She was once a member of
10 Geography
the Chamber, but has refused to communicate with
her fellow dragons for some time.
The Seer’s Ruin Adventure Seeds
Bazsallaradh arrived at the ruin seeking insights
into the Prophecy left behind by Sora Teraza. The The Seer’s Ruin is best suited for a party of 4-6 with an
dragon is convinced the location has a special tie to average level of 7-8, but could be adapted to a range of
the Prophecy and continues to pursue her research 5-10. Here are suggestions for integrating this location into
within. She is aided by a pair of orc Gatekeepers and your campaign:
their trained horrid animals. The orcs believe the
dragon follows the legacy of Vvaraak and needs their • A desperate patron beseeches the adventurers to find
help to reveal the secrets of the Draconic Prophecy. a missing loved one. Clues lead to a remote ruin hidden
Bazsallaradh speaks of a pending invasion from Xori- within the Shadowcrags.
at and her work is essential to protect Khorvaire. • A disguised Chamber agent hires the adventurers
In truth, the dragon is desperate to save her- to discover what Bazsallaradh has been up to in the
self from real and imagined threats. She heartlessly Shadowcrags since they lost touch with the rogue dragon.
probes dragonmarked individuals her orc servants
bring to her, hoping to decipher strands of the Proph- • A rakshasa openly approaches the party seeking
ecy. Most captives die under her investigations. their aid in removing a dragon from its lair in the
Shadowcrags. It suggests they have a mutual enemy,
Approaching the Ruin claiming the dragon has abducted numerous dragon-
The mountains surrounding the ruin are perpetually marked individuals from across Khorvaire.
smothered by a thick fog, making travel in the region • A courier delivers a cryptic prophecy to the
exceedingly difficult. The lands within 1 mile of the adventurers, claiming it was sent by Sora Teraza herself.
ruins are considered heavily obscured. Spells that It says the secrets to their destiny lie within a ruined
disperse clouds or vapor temporarily remove the thick keep high within the Shadowcrags.
fog in the spell’s area of effect, but it returns as soon
as the spell’s duration ends. • A Korranberg scholar hires the adventurers to explore the
Strangely, the fog thins as it nears the ruin. ruin in hope of finding details about its past occupants.
Within 60 feet of the structure, the area is considered
lightly obscured, and within 30 feet of the ruin’s walls
the fog is completely absent, providing clear views of
the ancient keep’s immediate surroundings.
The Structure
The ruin was once a small, well-made fortress craft-
ed by goblins of the Dhakaani Empire. Its black
stone walls bear evidence of terrible battles with the
Daelkyr. Time continues to erode the structure, open-
ing many gaps in its once-proud walls.
Loose Rubble. In and around the ruin, areas
of loose rubble are considered difficult terrain. The
crumbling stone crunches loudly beneath anyone
walking across it, causing Dexterity (Stealth) checks
to be made with disadvantage.
Lighting. Unless specified otherwise, natural light
provides the only illumination within the ruin.
Construction. Most rooms in the ruin have
10-foot-high ceilings. The floors are made of well-craft-
ed interlocking stone.
Geography 11
= 5 feet
14 Geography
what once must have been a glorious meeting room. sized humanoid can easily squeeze through. The room
Broken window frames tenuously hold a few remaining contains a simple bench, a large barrel of fresh water,
shards of stained glass. Tattered fragments of banners empty buckets, a ladle, and a scrub brush.
hang limply on the stone walls. Crates and barrels of Yagmutt and Hydak have set up this room as a
supplies are stacked around the edge of this room. makeshift privy and washing area.
The room contains supplies Yagmutt and Hydak
have brought to the ruin. There is enough food and
Area 8: Gallery of Honor
equipment for the two orcs to live comfortably for a A 3-foot high pile of loose rubble is all that remains
number of months. of the southern wall of this gallery. Decrepit mosaics
of glorious goblinoid warriors cling to the remaining
Area 6: Orc Chambers walls. A mighty 8-foot-tall stone statue of a hobgoblin
Fur pelts are carefully arranged on the floor of this warrior stands in front of the eastern wall. The stat-
room. A hooded lantern and a collection of grooming ue’s right hand reaches forward as if its fingers once
items rest upon a simple wooden table, underneath wrapped around a now missing item.
which rests a wooden coffer. Well fashioned leath- Characters who search the wall across from the
er packs lean against a corner of the room. A large statue and succeed on a DC 15 Wisdom (Perception)
gnawed bone lies in the middle of the floor and a check find a secret door. A successful DC 13 Intelli-
stone fire pit fashioned from the ruin’s rubble sits at gence (Investigation) check is required to discover
the north-side of the room. Glowing embers warm how to open it. The secret door may also be forced
the area and its smoke escapes out large holes in the open with a successful DC 20 Strength (Athletics)
outer wall. The fire pit and hooded lantern illuminate check.
the area at night. Treasure. The statue once held Ghazalog’s Spear,
Yagmutt and Hydak use this room as their person- which is now in the possession of Hydak. The statue
al chamber. If not otherwise alerted, Hydak is found still wears Ghazalog’s Armor.
resting here along with T’char, his trained horrid wolf.
The wolf follows directions given to it by either Hydak Ghazalog’s Armor
Armor (splint), rare (requires attunement)
or Yagmutt. If Hydak believes the ruin is threatened
by intruders that their horrid animals cannot defeat, This splint mail armor once belonged to the hobgob-
he rushes to Area 10 to warn Yagmutt. He defends lin hero Ghazalog. Its black enameled metal remains
his mate no matter the cost. unblemished despite the centuries that have passed
Social. Hydak can be swayed to help the heroes since its creation. While worn, this armor provides
defeat Bazsallaradh if they convince him that the a +1 bonus to AC and grants you resistance to blud-
dragon is pursuing its own selfish motives. This is a geoning damage.
difficult task requiring a successful DC 20 Charisma Area 9: Rat’s Warren
(Persuasion) or Charisma (Deception) check. Hydak
The outer wall of this room has fallen away leaving a
could also be intimidated, but because he is a head-
pile of loose rubble. The stench of animals and urine
strong warrior, this requires a successful DC 25 Cha-
is overpowering.
risma (Intimidation) check. These checks are made
A group of eight trained horrid rats (p16) reside
with advantage if the adventurers suggest Yagmutt’s
here. Unless they have already engaged the adventur-
life is in danger.
ers, the rats voraciously attack any who enter. The
Treasure. The unlocked wooden coffer contains
bones of previous victims of Bazsallaradh are scat-
25 gp, a small ruby worth 50 gp, and a well-executed
tered throughout this chamber. The rats follow any
bone carving of a bear. The packs contain the orcs’
directions given to them by either Hydak or Yagmutt.
traveling clothes. Hydak possesses Ghazalog’s Spear
(see Ruin Inhabitants above). Area 10: Prophetic Abattoir
Area 7: Privy The walls and floor of this large stone room are cov-
ered by glowing silvery sigils. A large desk covered in
Cool mountain air easily enters through a series of
books and papers is pushed against the western wall.
openings in the outer wall. These were once arrow slits,
A pair of everbright lanterns on the walls illuminate
but time has worn them into openings that a medium
a female half-orc holding down an individual lying in
Geography 15
the center of the room. A middle-aged human woman seriously threatened, abandoning Yagmutt to her fate.
with white hair and silver robes pushes a sharp spear Yagmutt fervently defends Bazsallaradh and her work.
into the captive’s shoulder. The victim moans in pain Social. Convincing Bazsallaradh that the adven-
as the vibrant dragonmark on its shoulder flares with turers mean her no harm is a very hard task requiring
a sudden flash of light. a successful DC 25 Charisma (Persuasion) or Cha-
Bazsallaradh is busy “investigating” the dragon- risma (Deception) check. She cannot be intimidated.
mark of another unfortunate captive with the help of Yagmutt completely believes in the dragon and will
Yagmutt. The captive has endured days of torture and gladly sacrifice herself to save Bazsallaradh, unless
is close to death. They have only 1 hit point remaining Hydak is present. If Hydak has joined the adventur-
and 4 levels of exhaustion. ers, they can convince Yagmutt that Basallaradh has
If the adventurers were sent to find a missing fooled her with a successful DC 20 Charisma (Per-
person, it is the captive being examined. The bodies suasion) check.
of two past victims lie piled in the corner waiting to be Treasure. Bazsallaradh has amassed a large col-
fed to either the horrid rats in Area 9 or the manti- lection of books and scrolls filled with studies of the
core atop Area 2. draconic prophecy. These are collectively worth 100 gp
The thick walls of this chamber and the well-made to interested buyers. The two everbright lanterns are
secret door block most external sounds from enter- easily removed from the walls. Anyone searching the
ing this room. Bazsallaradh and Yagmutt are deeply collection and succeeding on a DC 10 Wisdom (Per-
focused on their examination. While the secret door to
this room remains closed, Basallaradh and Yagmutt
have disadvantage on Wisdom (Perception) checks to Horrid Rat
notice events outside of the chamber Small beast, neutral evil
Sigils of Foresight. A successful DC 10 Intelli- Armor Class 15 (natural armor)
gence (Arcana) check reveals that the sigils covering Hit Points 11 (2d6 + 4)
the room are representations of aberrant dragon- Speed 30 ft.
marks. These marks were carved by a past occupant STR DEX CON INT WIS CHA
of the ruin. 7 (−2) 15 (+2) 15 (+2) 2 (−4) 10 (+0) 4 (−3)
Basallaradh discovered how to invoke the power Damage Immunities acid
stored within the runes of this room. Once per en- Condition Immunities charmed
counter, as a bonus action, the dragon can invoke this Senses passive Perception 11
power, causing the sigils to flare and force all crea- Languages —
Challenge 2 (450 XP)
tures within the room to make a DC 15 Wisdom sav-
ing throw. Creatures may choose to fail this saving Ill-Tempered. Wisdom (Animal Handling) checks involving a horrid
throw to be affected by the sigil’s magic. rat are always made with disadvantage.
Those who fail the saving throw gain the bene-
Keen Hearing and Smell. The rat has advantage on Wisdom
fits of premonition. They must immediately roll two (Perception) checks that rely on hearing or smell.
d20s, which become their foretelling rolls. For the next
minute, they can replace any attack roll, saving throw, Pack Tactics. The rat has advantage on an attack roll against a
creature if at least one of the rat’s allies is within 5 feet of the
or ability check made by them, or a creature they can
creature and the ally isn’t incapacitated.
see, with one of these foretelling rolls. Each foretelling
roll may be used only once. They must choose to use Actions
a foretelling roll before the result of the attack, saving Multiattack. The horrid rat makes two attacks.
throw, or ability check is known. If a creature uses a
foretelling roll to replace a die roll, another creature can Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
supplant that foretelling roll with one of their own. (2d4 + 2) piercing damage and 3 (1d6) acid damage. If the target is
a creature, it must succeed on a DC 12 Constitution saving throw
Basallardh and Yagmutt are aware of this effect
or contract a disease. Until the disease is cured, the target can’t
and will choose to fail their saving throws when this regain hit points except by magical means, and the target’s hit point
room’s power is invoked. maximum decreases by 3 (1d6) every 24 hours. If the target’s hit
Tactics. Bazsallaradh aggressively defends this point maximum drops to 0 as a result of this disease, the target dies.
room and her research. However, she attempts to flee if
16 Geography
ception) check discovers two spellshards.
One shard contains prophetic statements dictated Lake of Fire
by a mysterious dusk hag. The details of these proph-
ecies are left to the discretion of the DM. Of all the fire pits and volcanoes that dot the Wastes,
The second spellshard contains the spell book of the Lake of Fire is certainly the grandest and most
someone who died under Bazsallaradh’s examina- deadly. Located at the southern end of the Labyrinth,
tions. This spellshard contains six 1st-level spells and its maw spans nearly a mile and actively belches fresh
four 2nd-level spells. lava onto the landscape. Its geologic power aside, the
molten lake is also said to possess magical properties.
Horrid Rat and Horrid Wolf were originally published by Anthony J. Turco in Some rites—particularly those involving evocation
The Korranberg Chronicle – Threat Dispatch. or summoning—are reportedly enhanced when per-
formed in proximity to the lake.[5] Because of this, it
Horrid Wolf may be a potential staging area for a fiendish uprising
Large beast, neutral evil and bears close scrutiny. Demonic activity is certainly
Armor Class 17 (natural armor) higher here than in much of the Wastes and stories of
Hit Points 47 (5d10 + 20) Khyber-spawned beings rising from the lava abound
Speed 50 ft. through the centuries. Some of our own kind have
STR DEX CON INT WIS CHA been drawn to the Lake of Fire by stories of artifacts
17 (+3) 15 (+2) 19 (+4) 3 (−4) 12 (+1) 7 (−2) and other treasures that have been cast into the fires
Skills Perception +3, Stealth +4 in often-vain attempts to destroy them. We must not,
Damage Immunities acid however, let our avarice cloud our judgement where
Condition Immunities charmed this feature is concerned and keep in mind its poten-
Senses passive Perception 13 tial threat to Eberron.
Languages —
Challenge 4 (1,100 XP) [5] Arcane scholars are divided in this assertion. Verification
Ill-Tempered. Wisdom (Animal Handling) checks involving a horrid is, of course, problematic because of the aforementioned
wolf are always made with disadvantage. demonic fascination with the area. —Kendal
Actions
Multiattack. The horrid wolf makes two attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17
(4d6 + 3) piercing damage and 7 (2d6) acid damage. If the target is
a creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Icehorn Mountains Once by Ice, Twice by Madness
by Kayla Bayens
For those moving on foot, the Icehorn Mountains are Adventure Overview
a torturous and cold place on the best of days. The
A major encampment houses a few bands of
fierce winds sweeping down the slopes are enough
Ghaash’kala who are hunkering down for the long
to challenge even the most capable flier as well. Cold
winter. This time of year rarely brings explorers to the
clings to these stone giants and acts as the last ob-
Demon Wastes, but they are still vigilant with frequent
stacle for anyone hoping to exit the Demon Wastes
patrols and scouting parties. Warriors from the Maruk
by land. Augmenting the elements are roving bands
tribe, led by their spiritual leader, or sar’malaan,
of Ghaash’kala, who patrol the passes even during
Lhare Suusha have taken up the mantle of protection
the harshest of winter conditions. Thus far, this two-
for the Icehorn Mountains this season. Adventuring
clawed approach has sufficed to keep the fiends bot-
parties can try to avoid the encampment, but patrols,
tled up. Only time will tell if they are able to discover a
scouts, and riders are likely to spot them and escort
way to circumvent their geographic obstacles.
them to the camp to speak with the sar’malaan.
The mountain range also serves as a deterrent to
Caverns and tunnels tangle through the moun-
the thrill-seekers and the profiteers who inevitably
tains but many lead nowhere or to sheer drops. The
try to explore what should remain hidden. Unfortu-
Ghaash’kala know of a cavern, long forgotten by most,
nately, it is slightly less successful at this secondary
that leads through the heart of the Icehorn Moun-
purpose, though the Ghaash’kala are a boon in this
tains, allowing travelers to avoid the deadly creatures
as well.
18 Geography
lurking in the mountain passes, as well as the storms
that suddenly appear out of nowhere. These caverns
Once by Ice, Twice by Madness Adventure
and tunnels are home to a number of undead and
some strange sludge, in addition to plenty of traps set Seeds
by the Ghaash’kala to snare the unwary. Convincing
This adventure is best suited for a party of 4 - 5 with an
the sar’malaan to help grants knowledge to the char-
average level of 2 - 5 as an introduction to the Demon
acters about how to circumvent some of the dangers.
Wastes, but could be adapted to a higher range as needed.
Approaching the Camp There are notes per area on how this can be accomplished.
Here are suggestions for integrating this location into your
A crevice opens up in the mountainside revealing
campaign:
tight-packed snow from many footfalls leading to some
low snowy walls packed around the perimeter of an • The party is recruited by House Tharashk and are on
encampment. The party is stopped a few times on the their way to Blood Crescent to support operations
way by scouts who give the group’s escorts (if they there.
have some) a nod before disappearing into the snow
• A rich merchant has offered a large sum of gold for any
again. If the party manages to arrive without guides,
dragonshards they recover in the mountains or wastes
they must talk with the guards first.
beyond.
Walkthrough of Ghaash’kala Camp • A group of panicked parents stumbles into the party
Area 1: Southern Entrance and begs for help with a group of raiders who snatched
the village’s children and dragged them into the
Here, wooden walls are packed with snow and ice for
mountains.
additional height. There is 1 Young Ghaash’kala War-
rior (p23) on the outside and another on the inside of • The Church of the Silver Flame has sent the party on a
the gate. mission to retrieve a powerful artifact from the Demon
Wastes which, if it falls into the wrong hands may
Area 2: Food Storage herald a new Age of Demons.
Smoked meats hang from the ceiling; crates and bar-
rels are full of nonperishable foods.
Area 3: Sar’malaan’s Entertaining Hall The building’s frame is made from thick bent beams
Multiple people enter and leave the largest building that stretch the animal skins taut. Two intimidating
in the encampment directly to the right as the par- warriors guard either side of the entrance. (See: Meet-
ty passes through the main gate. The party’s escort ing with the Sar’malaan)
marches them toward it. Area 4: Weapons Storage
This interesting structure is covered in animal
skins with rough paintings displaying battles against Stacks of well maintained weapons are arrayed in
black smudges and grotesque, twisted beings in red. this tight space. A sharpening stone waits in the
corner for use.
Area 5: Camp Square
Multiple Paths As you pass the gate, you see people are busy prepar-
ing against a coming storm though there isn’t a cloud
Depending on how the group interacts with the in the sky. Workers cut and pile additional wood,
Ghaash’kala and decide to go about things, there are a others smoke the meat handed to them by a carver
few paths the adventure can take. The party can convince who slices long strips off a strange creature, and more
the Ghaash’kala to let them enter and travel across the perform maintenance on the various structures.
mountains; they can antagonize the Ghaash’kala by trying Buildings seem to be constructed of wooden
to sneak in and be hunted by them; or they can try their frames with animal skins pulled taunt between them
luck with a hidden tunnel that eventually leads to the and rubbed down with animal fat or wax. There are
Labyrinth. also structures going into the mountainside on either
side of the widened crevice.
Geography 19
Icehorn
Ghaash’kala Camp
Geography 21
of vampire bats live in the cavern systems, attacking through wearing their armor. Anyone wearing chain
the party if disturbed. mail or studded leather has a 20% of getting caught
A banished Carrion Tribe (Enshrouded) member on a protruding rock and becoming stuck. A success-
named Thyacrel hides in the tunnels as well. She can ful DC 12 Strength (Athletics) or Dexterity (Acro-
be convinced to guide the party through the tunnels batics) check is required to free themselves.
in exchange for food.
Area 1
Walkthrough of Cavern Areas The smell of musk is strong in the air as water drips
Entrance A from the ceiling. The slick and uneven stone floor is
considered rough terrain. Upon entering, 2 Swarms
Squeezing through a tight tunnel the party must nav-
of Vampire Bats (p25) descend upon the group.
igate a few tight turns before finding relief as it opens
A slightly larger, hand-carved tunnel, with bits of
up into Area 1. Most Medium-sized creatures find this
crumbling wall, leads away to Area 2. Moisture slicks
extremely uncomfortable and tight without wearing
the walls and a slippery slime coats it. Toward the end
any gear. Any members in heavy armor cannot pass
of the tunnel a crack opens up in the floor.
Area 2
The damp musk smell mixes with that of rotting
flesh. A deep crack cuts across the stone floor, mar-
ring what appears to be a faded mosaic lost to time.
Every small sound echoes through the cavernous
Icehorn Cavern
= 5 feet
22 Geography
room, which is surrounded by small chambers con-
Exit B
taining entombed bodies from long ago. A successful
DC 14 Dexterity (Stealth) check must be made or Before fully exiting, a successful DC 10 Strength
3 corrupted corpses are alerted and attack. To scale (Athletics) or Dexterity (Acrobatics) check is need-
add 1 corrupted corpse per level over 5. ed to leap across the widened crack that cuts across
Once the corrupted corpses are defeated a scared the tunnel. Warmer air hits you full in the face as the
shaking Thyacrel creeps out of one of the tombs and smell of sulfur increases with each step. You have en-
tries unsuccessfully to sneak past the group. tered the twisting passages of the Labyrinth!
Area 3
Smooth tiles hold a light layer of dust here and the
smell turns sulfurous. A dart trap is at the entrance Young Ghaash’kala Warrior
to this hallway, requiring a successful DC 11 Wisdom Medium humanoid orc, any good alignment
(Perception) or Intelligence (Investigation) check to Armor Class 16 (hide armor)
spot, and a successful DC 13 Dexterity check with Hit Points 22 (4d8 + 4)
thieves’ tools to disarm. If triggered, it shoots from Speed 35 ft.
the wall across the hallway causing 18 (4d8) piercing STR DEX CON INT WIS CHA
damage. Around the corner there is a spiked pit trap 15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
requiring a successful DC 12 Wisdom (Perception) Saving Throws Str +4, Con +4
or Intelligence (Investigation) check to spot, and a Skills Athletics +4, Perception +3, Stealth +4, Survival +6
successful DC 14 Dexterity check to navigate. Fail- Damage Resistances cold, fire
Senses passive Perception 14
ure results in a fall, dealing 10 (2d6 +3) bludgeoning Languages common, orcish
damage and 5 (2d4) piercing damage. To scale add 2 Challenge 2 (450 XP)
swarms of vampire bats per 3 levels over 5.
Martial Role. The warrior has one of the following traits of your
Area 4 choice:
Locked doors, requiring a successful DC 13 Dexteri- Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
ty check with thieves’ tools to open, lead to a room
of crates and broken urns. Dust chokes the air and Pack Tactics. The warrior has advantage on attack rolls against a
the rotting smell weakens here. A successful DC 10 creature if at least one of the warrior’s allies is within 5 feet of the
Intelligence (Investigation) check finds 8 gp, a small creature and the ally isn’t incapacitated.
ruby jewel worth 20 gp, and a rusty dagger. Charac-
Actions
ters rolling 15 or above on the check find an addition-
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
al 21 gp and a scroll of firebolt. A single black ichor
20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
(p25) lurks in the center of the chamber, looking like piercing damage if used with two hands to make a melee attack. The
a simple dark pool, and lunges at the party when they target must make a DC 12 Strength saving throw or be pinned and
come within range. considered grappled.
Area 5 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
These doors are trapped with a tripwire requiring a
used with two hands.
successful DC 12 Wisdom (Perception) or Intelli-
gence (Investigation) check to spot, and a success- Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
ful DC 14 Dexterity check using thieves’ tools to target. Hit: 5 (1d8 + 1) piercing damage. The target must make a DC
disarm. If triggered, it releases an acid splash dealing 13 Constitution saving throw or take an additional 9 (2d6 +2) poison
damage.
1d6 acid damage. Upon opening the door, 1 corrupted
corpse lunges at the group, giving them the Surprised Reactions
status. To scale add 1 corrupted corpse per level over 5. Protection (Defender Only). The warrior imposes disadvantage on
the attack roll of a creature within 5 feet of it whose target isn’t the
warrior. The warrior must be able to see the attacker.
Geography 23
Mangy Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
Skills Perception +3, Stealth +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)
Diseased. The corpse is rife with disease. Any living creature that
comes in contact with the corpse must make a DC 11 Constitution
saving throw or take on a random condition (d4) from this list: (1)
Blinded, (2) Frightened, (3) Poisoned, (4) Paralyzed.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage. The target must make a DC 12 Constitution
saving throw or gain the poisoned condition for 1 minute.
24 Geography
Black Ichor Swarm of Vampire Bats
Large ooze, unaligned Medium swarm of Tiny beasts, unaligned
Armor Class 10 Armor Class 12 (natural armor)
Hit Points 25 (3d10 + 9) Hit Points 22 (5d8)
Speed 10 ft., climb 10 ft. Speed 0 ft., fly 30 ft,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4) 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
Skills Stealth +2 Damage Resistances bludgeoning, piercing, slashing
Damage Resistances acid, cold, fire Condition Immunities charmed, frightened, grappled, paralyzed,
Damage Immunities necrotic petrified, prone, restrained, stunned
Condition Immunities blinded, charmed, deafened, exhaustion, Senses blindsight 60 ft., passive Perception 11
frightened, prone Languages —
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 1/2 (100 XP)
Perception 8
Languages — Echolocation. The swarm can’t use its blindsight while deafened.
Challenge 1 (200 XP)
Keen Hearing. The swarm has advantage on Wisdom (Perception)
Amorphous. The ichor can move through a space as narrow as 1 checks that rely on hearing.
inch wide without squeezing.
Swarm. The swarm can occupy another creature’s space and vice
Corrode Metal. Any nonmagical weapon made of metal that hits versa, and the swarm can move through any opening large enough
the ichor corrodes. After dealing damage, the weapon takes a for a Tiny bat.
permanent and cumulative −1 penalty to damage rolls. If its penalty
Regeneration. The swarm regains 5 hit points at the start of its turn
drops to −5, the weapon is destroyed. Nonmagical ammunition
if it has at least 1 hit point and isn’t in sunlight or running water. If
made of metal that hits the ooze is destroyed after dealing damage.
the swarm takes radiant damage or damage from holy water, this
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
trait doesn’t function at the start of the swarm’s next turn.
False Appearance. While the ichor remains motionless, it is
Sunlight Hypersensitivity. The swarm takes 2 radiant damage when
indistinguishable from an oily black pool.
it starts its turn in sunlight. While in sunlight, it has disadvantage on
Spider Climb. The ichor can climb difficult surfaces, including upside attack rolls and ability checks.
down on ceilings, without needing to make an ability check.
Actions
Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: the swarm’s space. Hit: 11 (2d4 + 6) piercing damage and 7 (2d6)
4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the necrotic damage, or 8 (1d4 + 6) piercing damage and 3 (1d6)
target is wearing nonmagical metal armor, its armor is partly corroded necrotic damage if the swarm has half of its hit points or fewer. The
and takes a permanent and cumulative −1 penalty to the AC it offers. target’s hit point maximum is reduced by an amount equal to the
The armor is destroyed if the penalty reduces its AC to 10. necrotic damage taken, and the swarm regains hit points equal to
that amount. The reduction lasts until the target finishes a long rest.
Reactions The target dies if this effect reduces its hit point maximum to 0. A
humanoid slain in this way and then buried in the ground rises the
Split. When an ichor that is Medium or larger is subjected to
following night as a vampire spawn.
necrotic or slashing damage, it splits into two new ichor pools if it
has at least 10 hit points. Each new ichor has hit points equal to half
the original ichor’s, rounded down. New ichor pools are one size
smaller than the original ichor.
The Ash Beacon
Narstone
by Cat Evans
The Ash Beacon is a grand and civilized name for a Narstone, the fossilized bones of demons, is found
threatening natural feature: an active volcano that throughout the Demon Wastes. When used as a
sits on the northern end of the Demon Wastes, spew- component for a summoning spell, narstones grant any
ing ash and smoke for miles around. The only mark in creature or creatures summoned by the spell a +1 bonus
its favor is that it’s been ignored for centuries, giving to their Armor Class for the duration of the spell. A single
the carcasses of demons slain in ancient battles time spell’s worth of narstone can sell for hundreds of gold
pieces, to the right buyer.
to rot down to rich narstone deposits, prized by sum-
moners and conjurers across Khorvaire.
Unfortunately, this narstone is a sufficiently
precious resource that reckless, profiteering mining
companies have begun to move in on The Ash Beacon Overview
to stripmine the land around it. One can only guess at There are three factions in the vicinity of The Ash
the dangers and misery they will uncover. Beacon. The Longshadow Mining Corporation camp,
whose workers are a mixture of warforged and Aun-
26 Geography
dairian humans from Fairhaven, sits on the southern (MM p73), Selix has held the Ash Beacon since the
side of the volcano. The Sk’arash Ghaash’kala patrol battle fought there thousands of years ago between
the area, harassing the mining operation. And, inside dragons and rakshasa. She and a badly injured couatl
the volcano, the fiend Selix torments one of the last named Mecayatl were among the only survivors of
living couatls, just as it has for centuries. the battle. Assisted by two chain devils, Selix dragged
the couatl into the volcano and proceeded to wreak
(1) Longshadow Camp revenge for every defeat it and its allies had inflicted
This sprawling camp and open-pit mining operation upon the fiends. She’s barely looked up from this task
is eating away at several square miles of land. Run by in the millennia that have passed since. Selix has a lot
Valeray d’Cannith, supported by the warforged over- of anger to work out.
seers Duster and Drill, the camp ships out a caravan
of narstone every two weeks. The Screaming Sickness
Production has diminished lately, due to the This is the reason the Ghaash’kala are so intent on
Screaming Sickness which has become increasingly keeping outsiders away from the Ash Beacon. The
prevalent among the human miners (see below). psychic screams of the tortured celestial within seep
The camp itself is made up of a few poorly con- out into the world, poisoning the minds and spirits of
structed wooden buildings, a large number of sturdy
tents, and the mine itself, which takes the form of
a huge spiral boring down into the earth. Security
is tight, with warforged guards constantly alert for
Ghaash’kala raids, or threats from the many mon-
strous denizens of the area.
(2) Sk’arash Ghaash’kala
This tribe, led by the half-orc Ferrike,
followed the Longshadow Corporation
across the northern Demon Wastes.
When Longshadow initially sent an
expedition into the Wastes, the Sk’arash
tried to drive them out. They failed, taking heavy
losses in the process. But the Ghaash’kala know what
lurks in the depths of the Ash Beacon, and outsiders
must be kept away, for fear of stirring it up.
Ferrike and the tribe’s shaman Ilbis have tried
negotiations, threats, and have now resorted to raid-
ing the mining camp in order to make the operation
unprofitable, and drive the outsiders away that way.
The Ghaash’kala know of the tormented couatl
trapped in the volcano. That knowledge torments
them in turn, for they know facing a fiend as power-
ful as Selix would destroy their tribe. They believe the
couatl has been turned to evil by its years of torture,
and—if asked—would advise killing it, rather than
setting it free.
(3) The Volcano
Deep within the volcano, accessible only by an hours-
long trek through tunnels carved by molten lava,
within which reside magmin, fire elementals, and
salamanders, is the lair of the fiend Selix. An erinyes
Geography 27
humanoids who spend too long in close proximity. dier, neutral) run the mining operation for Valeray.
At first the sickness manifests as nausea, followed Drill loathes the Demon Wastes: this bleak, dead land
by fever. Once in the grip of the fever, sufferers are repulses them. Duster, on the other hand, is simply
wracked with nightmares which give the “disease” its pleased to be something other than a soldier in an
name. Eventually, they cannot sleep at all. If they are endless war.
lucky, death swiftly follows. Drill and Duster use the warforged soldier stat
Humanoids who take a long rest within a mile of block, with the following modifications:
The Ash Beacon must make a Charisma saving throw • 60 hit points
at the end of each rest. This saving throw begins at • Armblade deals 7 (1d8+3) damage
DC 10, but increases by one for every full week of
proximity to The Ash Beacon. The DC decays at the Fellike (nonbinary half-orc veteran, MM p350,
same rate: spending a week away from the volcano chaotic good) is a strapping figure in piecemeal armor,
reduces the DC by one. with a dozen protective talismans about their neck.
Characters who fail this saving throw suffer nau- They take their responsibility as a protector of the
sea and fever, gaining the poisoned condition. Demon Wastes extremely seriously. The Longshadow
Infected characters suffer terrible nightmares of Corporation frustrates them to no end: all attempts
fire and pain, and only gain the benefits of a long rest have failed to convince the idiot human in charge that
if they succeed on a DC 15 Constitution saving throw. the Ghaash’kala know the dangers he faces, and he
After two weeks of these symptoms, sufferers no longer should leave. Fellike is wise enough to keep their peo-
sleep at all—taking levels of Exhaustion as normal. ple several miles away from the Ash Beacon, except
The Screaming Sickness cannot be healed through when they ride close enough to raid.
mundane or magical means, but ends after one month Ilbis (male orc Ghaash’kala clan priest, p34,
away from The Ash Beacon. The Screaming Sickness neutral) is the tribe’s shaman. Young, proud, and less
has no effect on individuals with Dragonmarks. patient than Fellike, he has begun to argue for simply
leaving the miners to their fate.
NPCs
Valeray d’Cannith (human male swashbuckler,
VGtM p217, neutral good) is a tall, handsome man
in his early fifties. He has repeatedly sent letters to
Fairhaven asking his House to suspend the mining
operation, fearing for his own health and the health of
his workers. House Cannith has refused. Val is very
close to abandoning the site—or at least sending the
humanoids away and carrying on with only his war-
forged staff.
If a team of adventurers were to happen by, how-
ever, he might prefer to invest in having them explore
the volcano, which he is sure is the source of the
sickness.
Valeray uses the swashbuckler stat block with the
following modifications granted by his Mark of Making
(E:RftLW p45):
• Proficiency in Arcana (+6 modifier), and +1d4 on
all Arcana checks, or checks with artisan’s tools
• Can cast the mending cantrip at will, and the
magic weapon spell once per day (lasting 1 hour,
and without requiring Concentration)
Drill (agender warforged soldier, E:RftLW, p320,
lawful neutral) and Duster (agender warforged sol-
28 Geography
many crystals contain trapped souls of those foolish
Lair of the Keeper enough to explore there. Magic is inhibited through-
out the region and spells cast there are either altered
A gigantic, open wound lies at the northern tip of this in some seemingly sinister way or are snuffed out en-
land, a gorge many miles wide and long that bores tirely. Even all but the most powerful fiends avoid the
down into the depths of Khyber itself. The entire area place as the appetites of Dolurrh are indiscriminate
exhibits strong manifestations of Dolurrh, which and voracious.
would be enough to cause any sentient being possess- While the area is certainly a danger, for the rea-
ing clear thoughts to steer clear of it, but within the sons stated, I do not believe it to be a bastion of
darkest plumbs of this chasm lies what the mortals fiendish activity. Many other places in the Wastes
here refer to as the Lair of the Keeper. require our focused attention and efforts more than
Falazure[6] himself may lord over this place from this “lair.”[7]
within his prison, or the sense of terror pervading it
may stem from residual energies of the conflict long [7] This dismissal is quite shocking to me and I had to
ago; regardless, it is a zone of death—or worse. Crys- confirm my translation several times before concluding
tals of Khyber grow in large numbers, covering the I had made no errors. Based on our limited knowledge,
walls and floor of the vast canyon. I also understand it would certainly behoove the inhabitants of Khorvaire
to keep a close eye on the Lair of the Keeper in my
[6]Falazure is presumed to be the dragons’ equivalent estimation. —Kendal
of the Keeper. What religion the dragons profess, if any,
remains unknown. —Kendal
Geography 29
Inhabitants
W
ho lives in these forsaken lands? The
fiends, obviously, which I will detail
a bit more here. There is, however,
a surprising population of the lesser races who
have decided to call the Wastes home. Lastly,
there are a handful of other creatures who are
unique to Fah’lrrg.
Demons
A rare few escaped the binding created by the
efforts of our ancestors and the couatls, but
they are of number and power to be of major
concern. Many seem content to remain in the
Wastes. Others lose themselves in the Lab-
yrinth and either wander endlessly, or are
dealt with by the Ghaash’kala or the natural
disasters which pervade the maze of canyons.
Nevertheless, we cannot become complacent
thinking that the magics which bind the
Khyber-spawn to the region will be everlast-
ing. Indications are the fiendish population is
slowly building. Eventually, even those who
are currently unmotivated to venture beyond
the boundaries of their prison may feel the
urge to expand their territory—especially if
overcrowding becomes an issue.
In addition, incursions from humankind and oth-
ers into the land are also on the rise. While the com-
ing conflict[8] may dissuade them temporarily, humans
and their ilk are nearly as curious and motivated by
greed as we are. It is only a matter of time before their
desires for knowledge and profit drive them head- Demons in Eberron: All Fiends, All the Time
long into this place where they do not belong. What
damage might they do to the wards our ancestors Unlike other settings, Eberron does not differentiate
sacrificed so much to create? Increased interaction between types of fiends. To all but the most learned
between the lesser races and demons is a recipe for scholars, demons, devils, and even yugoloths, are all
disaster for everyone but the spawn of Khyber. simply fiends and the words “fiend,”“demon,” and “devil,”
are used interchangeably. This sameness extends to their
[8] Because of my theories regarding the time of origin for interactions; devils may serve demons and vice versa,
this document, I can only assume the author is referring regardless of their natural proclivities for law or chaos. The
to the Last War. Did the Draconic Prophecy foretell that only place in the thirteen planes where a distinction is
horrid chapter in our history? If so, did they also know how drawn is Shavarath, the plane of war. Here separate armies
it would end? These questions lead down a bulette tunnel of devils and demons battle against each other and armies
that is disconcerting to say the least. —Kendal of celestials. The devils sometimes temporarily ally with the
celestials against the demons, but fall back to fighting the
celestials at the earliest opportunity.
30 Inhabitants
Lords of Dust[9] Barbarians
Mentioned previously, these powerful fiends were the
lieutenants to the now-imprisoned Overlords. Referred Two factions of what the lesser races refer to as “bar-
to as “prakhutu,” which translates as “speaker,” these barians”—as if they all didn’t fall into that category—
mighty zealots are at the forefront of all efforts against compete for resources in this desolate land and serve
us. They seek to mold and twist the Prophecy into very different masters.
something which will unleash their masters upon the
world again, propelling us into another Age of Demons
Ghaash’kala
by Jeremy Melloul
where they rule over all.
Dedicated to containing the evil of the Demon Wastes,
Their ability to scheme and manipulate is frighten-
the Ghaash’kala, meaning “ghost-guardians” in Or-
ing. It is only hindered by their seeming unwillingness
cish, are a confederation of four clans. They stand fast
to cooperate fully with one another. They congress in-
against the land’s overwhelming demonic influence,
frequently in their former capital, Ashtakala, presum-
pursuing a divine mission to defeat it or, at the very
ably to update one another on the progress of their
least, prevent it from spreading beyond the Wastes.
nefarious plots and incite further mischief among the
While the Ghaash’kala frequently patrol the
inhabitants of Khorvaire and beyond. Each Lord of
Wastes in order to confront its many horrors, most
Dust, however, is bound so tightly to their individual
make their homes in the Labyrinth, which is also
Overlord that they cannot place trust in their compa-
home to bands of demons and some of the Carrion
triots, as of course the fiendish are ever trying to put
Tribes, the Ghaash’kala’s most common enemy.
themselves ahead at the expense of others. This fail-
The Ghaash’kala’s faith is based around the
ing isn’t unique to demonkind though, and we must
worship of a spiritual force they call Kalok Shash,
resist our own urges in this arena lest our internal
the Binding Flame, which grants them the strength
bickering cede advantage to those who oppose us.
they need to survive the dangers of the Wastes. Those
Make no mistake. The Lords of Dust are each for-
same dangers have led these clans, which were ini-
midable adversaries individually. If they ever overcome
tially founded by orcs, to welcome others, including
their inherent distrust of each other, we will be in for
half-orcs, humans, and tieflings.
the fight of our lives.
Though fierce, the Ghaash’kala are generally
[9] While the draconic author of this document seems peaceful with outsiders who visit the Demon Wastes,
steadfast in their belief of the existence of these though they strenuously discourage all travelers from
“archfiends,” I have my doubts as to whether they are entering. They believe that any who pass beyond its
truly real. I find it hard to believe a group of disparate borders are irrevocably tainted by the land’s demon-
demons could successfully manipulate something as ic influence. Offering their strongholds as havens to
complex as the politics of Khorvaire from such a remote travelers, or rarely guiding them through the Wastes,
location as the Demon Wastes. The sheer size of the the Ghaash’kala are welcome allies in a very dan-
network of spies required for such an undertaking is gerous land. But should any who enter the Demon
preposterous to ponder. Best we focus on the verifiable Wastes try to leave, the Ghaash’kala become their
dangers of that land, of which there are plenty. —Kendal most adamant enemies—refusing to allow passage for
fear they might spread the corruption.
Divine Duty
Pain is pleasure Giving their lives to defend an ignorant world from
demonic horrors, the Ghaash’kala are, by and large,
a noble group. Faith is their key motivator—faith in
Screams are laughter Kalok Shash, the Binding Flame, which casts its light
against the dark of evil.
The Ghaash’kala believe Kalok Shash is a spiritual
32 Inhabitants
lengthy process that covers the entire body with com-
plicated scars, burns, and colored tattoos.
Zealous and dogged, the Jaasakah are the most
unforgiving of the Ghaash’kala, having built a reputa-
tion for being particularly remorseless in their treat-
ment of outsiders. While most Ghaash’kala warriors
only act against those who try to leave, the Jaasakah
go even further, acting preemptively against any who
they deem too risky to leave alive. Generally that tends
to be anyone that is not of the Ghaash’kala clans.
The Kastar
The Kastar (The Swift) clan inhabits the western Lab-
yrinth and the lands west of it. Its kizshmit is Maalo
Sahai (CG female orc fighter), and its sar’malaan is
Naakah Shahar (NG female orc cleric). The Kastar’s
tribal brand is a sunburst pattern with wavy, radiat-
ing rays.
Proud and relentless, the Kastar are the most
wide-ranging of the Ghaash’kala. Kastar warriors are —Brand of the Maruk Tribe
reputed among the clans for their knowledge of the
Labyrinth and their ability to navigate its many dan-
gers safely and quickly. Because of their wide-ranging cleric). The Vaanka’s tribal brands vary greatly among
patrols, most Ghaash’kala that people encounter are their number, as the symbols the Vaanka warriors
members of the Kastar clan. have branded onto them is determined by the priest
and the recipient.
The Maruk Pious and astute, the Vaanka have the greatest
The Maruk (The Mighty) clan inhabits the central spiritual affinity to the Binding Flame. In times of great
Labyrinth. Torgaan Shashaarat (LG male orc paladin) danger or conflict, the clans turn to the Vaanka for
serves as its kizshmit, and its sar’malaan is Lharc their insights. The most individualistic of the clans, the
Suusha (LG female orc cleric). The Maruk’s tribal Vaanka push their priests and warriors to explore their
brand is a small, simple flame with three points. The own personal connection to the Binding Flame and find
Maruk clan guards the central passages through the guidance in it for themselves. Though they rarely en-
Labyrinth, the routes most often used by the Lords of counter people outside the Ghaash’kala, when they do,
Dust and their agents. they often try to expose them to the light of the Binding
Somber and serious, the Maruk are the most war- Flame and recruit them for their cause.
like and adept in battle of the Ghaash’kala, prepared
to die at any moment. The fervor with which they
Ghaash’kala Warriors
approach their fighting also means they tend to have The Ghaash’kala are far less numerous than their
more paladins among their number than the other counterparts, the Carrion Tribes, but they make up
clans. Unfortunately, that same virtue also means for it with skill, equipment, and divine strength.
they suffer the greatest number of casualties of all the The Ghaash’kala Clan Guardians comprise the
clans and must recruit more widely, resulting in the main forces of the clans. Bearing the brand of the
Maruk clan being the most diverse of the four. Binding Flame and able to turn their divine fervor into
martial strength, they are righteous crusaders against
The Vaanka evil. The Ghaash’kala Clan Priests are not the eccle-
The Vaanka (The Final) clan inhabits the northwestern siastical clerics often seen in the rest of the world.
Labyrinth, where it connects to the rest of the Wastes. These are war priests, who have managed to forge
Its kizshmit is Dalkal Mal’fonn (LG female human pal- deeper connections to Kalok Shash and can manifest
adin), and its sar’malaan is Silvik Raam (NG male orc greater divine power.
Inhabitants 33
Ghaash’kala Clan Priest
Medium humanoid, lawful good
Armor Class 15 (studded leather armor, shield)
Hit Points 102 (12d8 + 48)
Ghaash’kala Clan Guardian Speed 30 ft.
Medium humanoid, lawful good
STR DEX CON INT WIS CHA
Armor Class 13 (studded leather armor) 18 (+4) 12 (+1) 18 (+4) 9 (−1) 16 (+3) 10 (+0)
Hit Points 75 (10d8 + 30)
Speed 30 ft. Skills Religion +6
Condition Immunities frightened
STR DEX CON INT WIS CHA Senses passive Perception 13
18 (+4) 12 (+1) 17 (+3) 9 (−1) 13 (+1) 10 (+0) Languages Common, Orcish
Condition Immunities frightened Challenge 5 (1,800 XP)
Senses passive Perception 10
Languages Common, Orcish Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting
Challenge 3 (700 XP) ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has
the following cleric spells prepared:
Reckless. At the start of its turn, the guardian can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls Cantrips (at will): light, guidance, resistance, sacred flame
against it have advantage until the start of its next turn. 1st level (4 slots): bless, command, guiding bolt, healing word,
protection from evil and good, unseen servant
Brand of the Binding Flame. The guardian is connected to Kalok 2nd level (3 slots): continual flame, prayer of healing, spiritual weapon
Shash, empowered by its light. The first time guardian hits a creature 3rd level (2 slots): beacon of hope, spirit guardians
with a melee weapon attack on its turn, the creature becomes the
target of the righteous souls within the flame, hindering its fighting Brand of the Binding Flame. The priest is connected to Kalok Shash,
ability. The target has disadvantage on attack rolls made against the empowered by its light. The first time the priest hits a creature with
guardian until the start of the guardian’s next turn. a melee weapon attack on its turn, the creature becomes the target
of the righteous souls within the flame, hindering its fighting ability.
Actions The target has disadvantage on attack rolls made against the priest
until the start of the priest’s next turn.
Multiattack. The guardian makes two melee attacks with its
longsword or longbow. Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Multiattack. The clan priest makes two melee attacks with its
Hit: 8 (1d8 + 4) slashing damage. longsword.
Longbow. Melee Weapon Attack: +3 to hit, ranged 150/600 ft., one Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
target. Hit: 5 (1d8 + 1) piercing damage. Hit: 8 (1d8 + 4) slashing damage.
34 Inhabitants
Carrion Tribes Ritual Practice
by Jeremy Melloul
While the tribes practice different rituals, they all
Initially descended from Sarlonan refugees over a tend to believe that barbaric rage opens themselves
millennium ago, the Carrion Tribes are primarily up to the energies of Khyber, which empowers their
comprised of human savages, along with the ti- bodies and minds. As a result, the strongest and most
ger-like Sakah tieflings, who are revered members of fiend-like hold the positions of greatest authority in all
their tribes. but the rarest of Carrion Tribes.
These tribes are diverse, each of them holding In addition, most of the tribes are cannibalistic
their own customs and beliefs, but sharing a common and believe that a warrior can gain the strength of
way of life: forged in battle and bloodshed against each those they’ve defeated by consuming their body and
other and any other foes they encounter. Most tribes drinking their blood. Some make elaborate rituals out
worship one of the Overlords and answer to an indi- of the practice, especially for particularly powerful
vidual Lord of Dust. These rakshasa rajahs command enemies, like rival champions.
the tribe on behalf of their patrons, though few are
involved in the day-to-day decisions of the tribe. Some
The Sakah
tribes even follow the hags who claim rule over certain Among the Carrion Tribes, some sport characteris-
sections of the Wastes. tics that echo the rakshasa Lords of Dust: sharpened
For those traveling through the Demon Wastes, teeth or claws, strangely colored pupils, tiger-striped
any encounter with the Carrion Tribes is an undesir- skin, or some other sign of the patron’s fiendish
able event. These primitive, bloodthirsty warriors are influence. Sometimes these are evident at birth or
known to slaughter strangers on sight, or capture them they may emerge later, as the barbarians mature and
for dark rituals. Though they generally use nothing grow stronger. The Carrion Tribes believe these indi-
more than hide armor and stone weapons, they are still viduals are blessed and call them “Sakah,” meaning
terrifying foes. Tribe leaders tend to possess superior “touched ones.”
equipment scavenged from defeated enemies. These physical manifestations are sometimes
All the tribes are engaged in an ongoing, brutal accompanied by subtle powers, fiendish boons that
conflict with the Ghaash’kala clans. make them stronger or more cunning. These can in-
clude a talent for sorcery, unnatural charisma, or the
Life in the Tribes ability to change their form at will. Sakahs often rise
Resources are scarce in the Demon Wastes, forcing to positions of prominence within their tribes.
the tribes into a nomadic lifestyle, hunting and scav-
enging for sustenance in the blighted land. Some
Examples of Carrion Tribes
tribes even cull the weak among their number to en- Detailed below are a few of the dozens of tribes that
sure the strongest among them can better thrive and roam the Demon Wastes along with descriptions of
grow stronger. Shaped by their open worship of an- the unique powers that blessed warriors and Sakah
cient fiends, the Carrion Tribes care little for anything may wield.
but battle, bloodshed, and deepening their connection Briarthorn
to their fiendish patrons—primarily by seeking to em- Worship: Drulkalatar
ulate them in any way they can. Symbol: branches of a thorn bush
Signature Spells: thorn whip (cantrip), entangle (1st
Warrior Culture
level), alter self (2nd level), conjure animals (3rd level)
Though they wield primitive weapons and armor, they The Briarthorn tribe is particularly savage. Often
compensate with unnatural strength. It is common rearing fierce beasts to fight by their side, Briarthorn
practice for warriors of the Carrion Tribes to take tro- barbarians exhibit bestial features and qualities,
phies from those they defeat. Some are simply ritualis- including pronounced fangs and claws. While many
tic items taken to mark a battle that was fought, while Carrion Tribes are primarily made up of humans, the
others are more useful, such as weapons and armor Briarthorns have a number of gnolls, who hold an
fashioned from metal. Ritual scarring is prevalent esteemed position within the tribe due to their fiend-
among the tribes and sometimes results in severe de- ish strength. The Briarthorns are led by a savage gnoll
formities, causing them to appear beastly or fiendish.
Inhabitants 35
chieftain named Drecktooth (gnoll flind VGtM p153). Tribe members are accompanied by the putrid
Powerful warriors of the Briarthorn tribe have the stench of death and paint themselves with skulls and
Thornskin trait. other skeletal imagery. Their use of undead warriors
Thornskin. When this creature takes damage makes the Deathbringers one of the stronger tribes,
from a melee attack, they can use a reaction to deal boasting great numbers that do not need food or sleep.
1d10 piercing damage against the creature that at- Their strength grows after every battle, as even their
tacked them. own members can be raised to continue fighting for the
Deathbringers tribe long after their death. Powerful warriors of the
Worship: Katashka, the Gatekeeper Deathbringer tribe have the Gravebound Rage trait.
Symbol: a skeletal hand reaching up through a Gravebound Rage. When this creature is reduced
grave to 0 hit points it may immediately take an attack action
Signature Spells: toll the dead (cantrip), inflict against an enemy within range before falling dead.
wounds (1st level), ray of enfeeblement (2nd level), Enshrouded
animate dead (3rd level) Worship: Hektula, the Bloody Scribe
The Deathbringers are one of the more ritualistic Symbol: a twisted dagger
tribes of the Wastes. Unlike many of their fellow bar- Signature Spells: minor illusion (cantrip), silent
barians, they do not engage in cannibalism, instead image (1st level), darkness (2nd level), fear (3rd level)
taking great care of their enemies’ bodies, keep- While the Enshrouded are not the most brutal or
ing them preserved so they may rise to fight on the dominant of the Carrion Tribes, they are still foes to be
Deathbringers behalf. reckoned with, who attack with far more cunning than
36 Inhabitants
most. They prefer to operate in the dead of night, when While warriors are still held in high esteem in this
their abilities grant them the greatest advantage. tribe, spellcasters and rogues can also hold authority.
All warriors of the Enshrouded tribe have darkvi- The most notable Moon Reaver tribe is led by
sion (30 feet) and the Champions and Sakah Hunters Karka Darkbane, a cruel woman afflicted by a curse
of their tribe are even immune to the effects of mag- that deformed her since birth, leaving one of her arms
ical darkness. Powerful warriors of the Enshrouded short and twisted. Despite that, Karka’s strength is
tribe have the Umbral Strike trait. still prodigious and she wields a mace gifted by the
Umbral Strike. As a bonus action, this creature sinister patron that marked her.
can weave shadow magic into its next attack, causing Powerful warriors of the Moon Reavers tribe have
it to occlude its target’s vision with shadows. A suc- the Ethereal Shifting trait.
cessful attack deals an extra 1d6 psychic damage, and Ethereal Shifting (Recharge after a Long Rest).
the target must succeed on a DC 12 Wisdom saving As an action, this creature gains the benefits of the
throw or be unable to see anything farther than 5 feet blink spell, requiring no material components.
away until the start of its next turn. Plaguebearers
Grayflame Worship: Vraria (Rotting Blade)
Worship: Korliac of the Gray Flame Symbol: a drop of sickly, green poison
Symbol: a gray flame Signature Spells: infestation (cantrip), detect
Signature Spells: fire bolt (cantrip), absorb ele- poison and disease (1st level), acid arrow (2nd level),
ments (1st level), dragon’s breath (2nd level) (fire only), stinking cloud (3rd level)
fireball (3rd level) The Plaguebearers are easily the most disgust-
Wherever the Grayflame Tribe wanders, they leave ing of the Carrion Tribes. They smear their weapons
behind scorched earth and the burnt remains of their with poisons, dung, and filth. Through generations of
enemies. Fierce in battle and wielding powerful fire exposure, they have become remarkably resistant to
magic, the Grayflame barbarians attack their enemies the effects of diseases and poisons. If a Plaguebearer
recklessly—never relenting until either they die or their warrior doesn’t kill their enemy during battle, it’s very
opponents have fallen. The loud battle cries, rhythmic possible their enemy will succumb to lingering infec-
ritual drumming, and signature gray fire are the tell- tions in the aftermath. Plaguebearers typically wield
tale signs of these barbarians. Powerful warriors of the weapons crafted from the bones of their enemies.
Grayflame tribe have the Baleful Roar trait. The Plaguebearers are led by the male half-orc
Baleful Roar (Recharge after a Short or Long Fulgrun Bloodboil (Conjurer VGtM p212—but with
Rest). As an action, this creature can unleash a terri- HP 72), a hideous individual surrounded by a horri-
fying roar. Every hostile creature within 20 feet must ble stench of pus and rot who uses his magic to wield
make a DC 14 Wisdom saving throw. On a failed save, pestilence as a weapon.
the creature is frightened until the start of its next
turn. If the saving throw is successful, the creature is
immune to the Baleful Roar for the next 24 hours.
Moon Reavers
Worship: night hags
Symbol: an eclipsed moon
Signature Spells: chill touch (cantrip), ray of sick-
ness (1st level), hold person (2nd level), bestow curse
(3rd level)
Unlike the other Carrion Tribes, which answer to
the Lords of Dust and Overlords, the Moon Reavers
revere the night hags. Moon Reavers delight in ter-
rorizing their foes, willing to cast aside a direct battle
in favor of harassing their enemies over a prolonged
period of time. The Moon Reavers sometimes use the
bones and skin of those they kill to make masks. —Symbol of the Plaguebearers
Inhabitants 37
Plague Carrier (Recharge after a Long Rest).
Carrion Tribe Warriors
When this creature deals damage with a melee weap-
on attack, they can use a reaction to force the tar- A Carrion Tribe includes a large number of the follow-
get to make a DC 14 Constitution saving throw. On ing warriors.
a failed save, the target is poisoned for 1 hour. On Carrion Tribe Reavers make up the vast majority
a successful save, they are not poisoned and are of Carrion Tribe forces. Carrion Tribe Champions are
immune to the Plague Carrier trait for the next 24 those who have been blessed with the ability to wield
hours. A creature poisoned by the Plague Carrier’s their fiendish rage. A Carrion Tribe Sakah Hunter typi-
plague suffers from one of your choice of diseases cally has the most magical power of any tribesmen.
from the contagion spell.
Treasure Carrion Tribe Champion
Medium humanoid, chaotic evil
The Carrion Tribes frequently take trophies from the
enemies they conquer. Most of these trophies are of Armor Class 14 (hide armor)
Hit Points 76 (9d8 + 36)
little practical value, as only weapons and food tend
Speed 30 ft.
to have any true purpose for the Carrion barbarians.
STR DEX CON INT WIS CHA
Instead they are of symbolic importance to the Carri-
16 (+3) 14 (+2) 18 (+4) 8 (−1) 11 (+0) 8 (−1)
on Tribes - taken to indicate their strength and some-
Senses passive Perception 10
times used in their rituals.
Languages any one language (usually Common)
Carrion Tribe Trophies Challenge 3 (700 XP)
d10 Trophy
Demonic Wrath. At the start of its turn, the Carrion Tribe Champion
1 1d20 human, orc and half-orc teeth
can channel its demonic anger to gain resistance to bludgeoning,
2 Beast hide slashing, and piercing damage until the start of its next turn. In
3 Adventurer’s keepsake addition, if the Champion uses the ability it can make one extra
4 Collection of small animal skulls melee attack that turn.
5 Cape of flayed humanoid skin
Tribe Ability. Carrion Tribe Champions have the signature abilities of
6 Stone carving of a fiend their individual tribes.
7 Necklace of finger bones
8 Horned beast skull mask Actions
9 Bracelet of flayed scars Multiattack. The Carrion Tribe champion makes two melee attacks
10 Random Trinket* with its greatclub.
*Roll on the Trinkets table in Chapter 5 of the Player’s Handbook.
Spiked Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 3) bludgeoning damage.
38 Inhabitants
Carrion Tribe Reaver
Medium humanoid, chaotic evil
Armor Class 13 (hide armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (−1) 11 (+0) 8 (−1)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)
Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage.
Actions
Multiattack. The Carrion Tribe Sakah Hunter makes two melee
attacks or two ranged attacks.
Inhabitants 39
Creatures Crystalmonger
Medium fiend, chaotic evil
Crystalmonger Armor Class 16 (natural armor)
Hit Points 58 (9d8 + 18)
These creatures may have begun their existence as Speed 40 ft.
fey, but have been irrevocably twisted by the negative
STR DEX CON INT WIS CHA
energies of Dolurrh that eminate from the Lair of the 12 (+1) 19 (+4) 15 (+2) 5 (−3) 9 (−1) 7 (−2)
Keeper. Their entire purpose seems to be to safeguard
Damage Immunities fire, necrotic
the Khyber crystals which line the walls of the gigan-
Condition Immunities charmed, frightened, paralyzed
tic canyon in the northern tip of the Demon Wastes. Senses passive Perception 9
Why they do this is unknown. Perhaps their life force Languages —
is tied to the crystals, since the strange creatures Challenge 3 (700 XP)
wither and expire if they spend more than a day away
Fierce Protector. If any creature within 30 feet of a crystalmonger
from their vicinity. Or the reason might have a more possesses a Khyber dragonshard, they fly into an uncontrollable
sinister origin. rage, gaining advantage on all attacks against that creature, but also
Soulless. The crystalmongers are unaffected by granting advantage to anyone attacking the crystalmonger due to
the soul-trapping properties of the crystals which have their recklessness.
snared many unfortunate souls who have wandered
into the area. Whether they possess a special immunity
Actions
or simply have no soul to steal is anyone’s guess. Multiattack. The crystalmonger makes two attacks with its claws.
Bathed in Fire. Volcanic activity is no stranger Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
to the Demon Wastes, but the crystalmongers seem (2d4 + 4) slashing damage plus 2 (1d4) fire damage.
to revel in fire and brimstone as they can often be
observed cavorting in lava flows or pits of boiling
mud that crop up in the area.
Crystal Guardians. Though they don’t ap-
pear to communicate in any recognizable way,
the one thing all crystalmongers hold dear is
the safety of the Khyber crystals growing in
the Lair of the Keeper is paramount. The crea-
tures have been known to completely ignore
explorers to the area, as long as they don’t
touch or go near any of the crystals. Once
they do, however, the creatures fly into a ber-
serk rage and attack until either they or the
offending creature is dead.
40 Inhabitants
Spinagon-Blooded Harpy Spinagon-Blooded Harpy
While they resemble their monstrous namesakes in Medium fiend, chaotic evil
physicality and their ability to manipulate with a Armor Class 12
haunting song, these foul creatures are without ques- Hit Points 44 (8d8 + 8)
tion the spawn of Khyber. The plague of Demonsong Speed 20 ft., fly 40 ft.
Bay, these flying fiends terrorize any that come within STR DEX CON INT WIS CHA
range of the cliffsides they call home. 13 (+1) 15 (+2) 12 (+1) 9 (−1) 10 (+0) 12 (+1)
Paralyzing Song. The spinagon-blooded harpy Damage Resistances cold, fire; bludgeoning, piercing, and slashing
sings a song not to lure victims closer, but to stop from nonmagical weapons
them in their tracks. The enchanting magic of the Senses passive Perception 10
song paralyzes their prey, making it easier to finish Languages —
Challenge 1 (200 XP)
them off with their deadly tail spines.
Poisoned Barbs. With a lightning-fast flick of its Limited Spines. The harpy has twenty tail spines. Used spines
tail, a spinagon-blooded harpy can fling a razor sharp regrow after the harpy finishes a long rest.
spine at a target up to 80 feet away. These projectiles Actions
not only puncture skin with ease, they also carry a
Multiattack. The spinagon-blooded harpy makes two attacks with
dangerous toxin which further incapacitates any un- its claws, or two with its tail spines.
fortunate enough to cross the harpy’s path.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one
target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
Present perhaps a mile wide and rising about 250 feet above
the desert plain. Ashtakala’s formidable walls wind
W
hile I would rather not spend time dis- between these black spires around the circumference
cussing the living arrangements or con- of the uppermost portion of the hill. How much of the
ditions of either the fiends or the lesser wall is actually illusion is undetermined. Explorers
races, it is important to know where concentrations of fortunate enough to return from this Khyber-infested
them are as well as their general disposition. In that city have reported it teems with demons of all kinds,
spirit, I include the following information on these for- although many of those are illusory as well, so a true
mer and current areas of congregation for both demon census of its population is virtually impossible. There
and mortal alike. are, however, enough verifiable fiends who call Ash-
takala home to make it the prime target for concern
Ashtakala regarding a possible resurgence of demonic activity in
the world. Sitting atop Ashtakala is a great palace—the
The last and strongest of the fiends’ true citadels, Ash- seat of power for the Lords of Dust, who continue to
takala, lies within the northern wastelands of Fah’lrrg. meddle in the affairs of Eberron to mysterious ends
This city was broken and destroyed, like all of them, in even more obscure than some aspects of the Prophecy.
the war, but demonkind has since reclaimed and re- Lastly, a perpetual sandstorm of obsidian shards
stored it to a semblance of habitation. Today, much of it and howling wind surrounds the demonic capital,
is illusion—produced and maintained by what source is making surveillance hopeless by both mundane and
unclear—but sufficient reality remains to sustain nu- magical means. For all of these reasons and more,
merous fiends and Shadow knows how many dark arti- we must remain steadfast and vigilant against the
facts and sources of magic lie hidden within its walls. fiendish threat lest the legacy of our ancestors and
Ashtakala
the coatl become a forgotten footnote in our history. (1) Entrance Gates: Pride and Sloth
Fortunately, these storms do subside periodically; it
is imperative that we watch most carefully when these Gigantic gates on the eastern and western sides of the
calms occur. city have been dubbed “Pride” and “Sloth” respective-
ly. Made from huge slabs of black granite 20 feet tall,
they are each guarded by a troop of 6 horned devils
(MM p74) and a host of lesser fiends.
The Endless Storm
(2) Boundless Market
Ashtakala is protected by a nearly ceaseless storm of dust, So named because anything can be bought or sold
sand, and volcanic glass. Anyone trying to move through here. Anathemic to the dark tones and sinister na-
it suffers 11 (3d4 + 4) slashing damage every 10 minutes. ture of the vast majority of Ashtakala’s architecture
Visibility is limited to 5 feet and characters must succeed and decor, the Boundless Market is a riot of color
on a DC 16 Wisdom (Survival) check in order not to become with enthusiastic vendors exalting their wares to any
hopelessly lost and wander aimlessly for 1 hour. They can passersby. Disappointingly, most of the shops, sellers,
repeat the check after the hour has passed. and clientele are illusory, harkening back to the glory
The air clears approximately 500 feet from the edge of days of the city, eons ago. Persistent and resourceful
Ashtakala and never troubles the city itself. shoppers can discover real treasures—for the right
price. More often than not, these sellers are seeking
The storm also prevents scrying or any sort of divination payment in something other than gold.
magic from working on anyone within the storm or
Ashtakala. (3) Drain Works
This building is largely underground, with a descend-
Settlements, Past and Present 43
ing ramp leading to a dimly lit chamber. Columns
sculpted to look like succubi seem to eye anyone
(4) Garden of Eternal Torture
brave, or unfortunate, enough to venture into the Untouched by the illusions that pervade the rest of the
structure’s depths. The dusty interior houses 26 sar- city, this “garden” is little more than a mass of shriv-
cophagi, arranged in two equal rows and construct- eled vines, dust, and ash. A broken stone fountain,
ed of either glass or crystal, allowing anyone to see long dried up, sits in the middle of this dessicated area.
inside. Tubes with grisly suction cups lie within each Trapped on top of the fountain by powerful enchant-
one, awaiting their next victim. One or two contain ments, a couatl thrashes about in obvious pain. Im-
bodies and horrific sucking sounds echo through the prisoned before its brethren sacrificed themselves, with
chamber. These poor creatures are on their way to the help of the dragons, to defeat the fiendish menace,
becoming dust-stuffed, the brainchild of Ethon Pan- Miklatumh has spent thousands of years in constant
jilcuttra, a rakshasa artificer and one of the Lords torment. The magical prison can be breached by dispel
of Dust. These transformed creatures are used as magic cast using a spell slot of at least 8th level, an an-
playthings for the rajahs and others, and sometimes timagic field, or a wish spell. Miklatumh has lost their
employed as spies throughout Khorvaire. sanity and are incapable of conversing or interacting
with anyone who might free them, however a greater
restoration spell or similar magic can bring a sem-
blance of normality back to them. If freed and healed,
Creating a “Dust-Stuffed” Adversary Miklatumh can be a faithful ally.
You can create a dust-stuffed for your campaign by using (5) Demon Glass Gallery
the following template, which increases the CR by 1:
In Ashtakala’s heyday, this building served as an
A dust-stuffed creature uses all the base creature’s statistics information nexus for the rajahs and all the forces of
and abilities except as noted here. Khyber. Demon glasses—gems, fragmented mirrors,
and crystal shards that float and lazily spin—show
• The creature’s type becomes construct and their
glimpses of places in the Wastes and all of Eber-
alignment changes to lawful evil.
ron and beyond. Glowing Infernal runes flicker in
• Their Strength and Dexterity increase by 2 and their different colors as well within the polished glasses.
Constitution increases by 1. They become resistant to Above, skylights of wavy glass allow what light shines
bludgeoning damage. They also gain the following through the ever-raging storm surrounding Ashtaka-
traits and abilities: la to glint off the scrying devices in this vast hall—
which is all a mesmerizing illusion. Even so, some of
• Choking Hazard. When a dust-stuffed takes more than
the demon glasses are still intact and functional and
15 points of damage from a single slashing or piercing
attack, dust billows from the wound. All creatures within would fetch a premium price if liberated from the gal-
a 5-foot radius must succeed on a DC 12 Constitution lery for their material alone. Alas, the magical prop-
saving throw or have disadvantage on attack rolls, saves, erties of most of the glasses cease to work outside
and ability checks while within the cloud. the gallery. Only those that are fully functional can
be removed without issue.
• Indistinguishable. A dust-stuffed projects no If a character chooses to look into one of the glass-
alignment and no magic when abilities or spells such as es, roll on the following table to determine its effect:
detect magic are cast in its vicinity. This does not extend
to any items in its possession. Demon Glass Table
d20 Demon Glass Effects
• Churn (1/Day). A dust-stuffed is fitted with one or more 1-4 Mirror of life trapping. Roll a d12, on a 12 a creature is
stirring rods whose winding keys sprout from its neck, released from the glass in place of the trapped character.
rib-cage, or eye sockets. As an action, it (or someone 4-5 Fully functioning demon glass. The glass can be used
else) can wind its key, which stirs its inner dust into a as the focus for a scrying spell. When so used, it imposes
frenzy and it gains the effects of a haste spell with no disadvantage on the target’s Wisdom save. If sold on the
concentration required.
open market, demon glass can fetch 5,000 gp or more.
6–20 Inactive
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.
Reactions
Dream Eater. When an unconscious creature Jagda can see within
30 feet of her regains consciousness, Jagda can force the creature
to make a DC 15 Wisdom saving throw. Unless the save succeeds,
the creature takes 11 (2d10) psychic damage, and Jagda regains hit
points equal to the amount of damage taken.
Brute. A melee weapon deals one extra die of its damage when
Karbal hits with it (included in the attack).
Reckless. At the start of his turn, Karbal can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against
him have advantage until the start of his next turn.
Actions
Multiattack. Karbal makes two melee attacks.
Innate Spellcasting. Razalheshan’s innate spellcasting ability Cursing Slash. Razalheshan makes a claw attack.
is Charisma (spell save DC 18, +10 to hit with spell attacks).
Fade. Razalheshan turns invisible and moves up to half its
Razalheshan can innately cast the following spells, requiring no
speed. The invisibility lasts until the beginning of its next turn. If
material components:
Razalheshan has illusory duplicates due to Double Self, they fade
At will: detect thoughts, disguise self, friends, mage hand, minor illusion, and reappear as Razalheshan’s true form does.
prestidigitation
Mind Burn. Razalheshan casts dissonant whispers as a first-level
3/day each: charm person, detect magic, dissonant whispers (6th level),
spell.
invisibility, levitate, major image, phantasmal force, sending, suggestion
1/day each: dominate person, fly, hallucinatory terrain, plane shift, Multiply. Razalheshan uses Double Self.
power word pain, project image, synaptic static, true seeing
Razalheshan is a rakshasa, allied with the Lords of Vaelian was a brilliant necromancer from Aerenal who
Dust, who left Khorvaire during the Xoriat invasion fell in love with Razalheshan. When House Vol was
and traveled to Aerenal. There, he met Vaelian, who wiped out, Aerenal became unsafe for other Mabaran
impressed him as no mortal ever had. Eventually, he necromancers, and Vaelian followed Razalheshan back
brought Vaelian home and ensured her beauty would to the Demon Wastes. The two have a quiet and com-
not fade with age. fortable existence as the implicit rulers of Festering
Razalheshan uses the resources of Festering Holt Holt, and the people of the Holt have learned to leave
and Vaelian’s arcane talents to provide a variety of offerings to Vaelian so as not to be fed from themselves.
services for the Lords of Dust. Vaelian carries a wand of paralysis and a spellshard
with the following ritual spells: detect magic, comprehend
languages, identify, and tenser’s floating disk.
Vaelian 5th level (2 slots): negative energy flood, telekinesis, wall of force
Medium undead (shapechanger), lawful evil 6th level (1 slot): circle of death
Armor Class 16 (natural armor) 7th level (1 slot): finger of death
Hit Points 144 (17d8 + 68)
Speed 30 ft.
Actions
Multiattack (Vampire Form Only). Vaelian makes two attacks, only
STR DEX CON INT WIS CHA
one of which can be a bite attack.
18 (+4) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 18 (+4)
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit,
Saving Throws Dex +9, Wis +8, Cha +9
reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of
Skills Arcana +10, History +10, Medicine +8, Investigation +10,
dealing damage, Vaelian can grapple the target (escape DC 18).
Perception +8, Stealth +9, Religion +10
Damage Resistances bludgeoning, piercing, and slashing from Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit,
nonmagical attacks reach 5 ft., one willing creature, or a creature that is grappled by
Damage Immunities necrotic Vaelian, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage
Senses darkvision 120 ft., passive Perception 18 plus 10 (3d6) necrotic damage. The target’s hit point maximum is
Languages Common, Draconic, Elvish, Giant, Infernal reduced by an amount equal to the necrotic damage taken, and
Challenge 15 (13,000 XP) Vaelian regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this effect
Shapechanger. If Vaelian isn’t in sunlight or running water, they can reduces its hit point maximum to 0. A humanoid slain in this way
use their action to polymorph into a Tiny bat or a Medium cloud of and then buried in the ground rises the following night as a vampire
mist, or back into their true form. spawn under Vaelian’s control.
Please refer to the vampire ability (MM p297) for specific features
Charm. Vaelian targets one humanoid they can see within 30 feet.
of the bat and mist forms.
If the target can see Vaelian, they must succeed on a DC 17 Wisdom
Legendary Resistance (3/Day). If Vaelian fails a saving throw, they saving throw or be charmed by Vaelian. The charmed target regards
can choose to succeed instead. Vaelian as a trusted friend to be heeded and protected. Although
Misty Escape. When Vaelian drops to 0 hit points outside their the target isn’t under the Vaelian’s control, it takes Vaelian’s requests
resting place, they transform into a cloud of mist (as in the or actions in the most favorable way it can, and is a willing target for
Shapechanger trait) instead of falling unconscious, provided they Vaelian’s bite attack.
aren’t in sunlight or running water. If Vaelian can’t transform, they Each time Vaelian or Vaelian’s companions do anything harmful to
are destroyed. the target, it can repeat the saving throw, ending the effect on itself
While Vaelian has 0 hit points in mist form, they can’t revert to on a success. Otherwise, the effect lasts 24 hours or until Vaelian is
their vampire form, and they must reach their resting place within destroyed, is on a different plane of existence than the target, or
2 hours or be destroyed. Once in their resting place,Vaelian reverts takes a bonus action to end the effect.
to their vampire form. Vaelian is then paralyzed until an hour has Control Dead. Vaelian targets one undead they can see within 30 feet. If
passed and they regain 1 hit point and are no longer paralyzed. the target can see Vaelian, they must succeed on a DC 17 Wisdom saving
Regeneration. Vaelian regains 20 hit points at the start of their turn throw or Vaelian determines its actions until the end of its next turn.
if they have at least 1 hit point and aren’t in sunlight or running Dance with Death. Vaelian targets a corpse within 60 feet, creating a
water. If Vaelian takes radiant damage or damage from holy water, zombie or skeleton, as appropriate. This creature gains 14 temporary
this trait doesn’t function at the start of their next turn. hit points and deals an additional 5 points of damage with its
Spider Climb. Vaelian can climb difficult surfaces, including upside weapon attacks. It is under Vaelian’s control for 24 hours.
down on ceilings, without needing to make an ability check. Legendary Actions
Vampire Weaknesses. Vaelian has the typical vampire flaws (MM p297). Vaelian can take 3 legendary actions, choosing from the options
Spellcasting. Vaelian is a 14th-level spellcaster. Their spellcasting below. Only one legendary action option can be used at a time and
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). only at the end of another creature’s turn. Vaelian regains spent
Vaelian has the following wizard spells prepared: legendary actions at the start of its turn.
Cantrips (at will): mage hand, mending, mold earth, prestidigitation, Move. Vaelian moves up to their speed without provoking
toll the dead opportunity attacks.
1st level (4 slots): absorb elements, disguise self, magic missile, shield,
protection from good and evil Unarmed Strike. Vaelian makes one unarmed strike.
2nd level (3 slots): gentle repose, locate object, misty step Bite (Costs 2 Actions). Vaelian makes one bite attack.
3rd level (3 slots): animate dead, counterspell, lightning bolt
Necromantic Master (Costs 2 Actions). Vaelian uses Control Dead or
4th level (3 slots): blight, charm monster, dimension door
Dance with Death.
Rotting Blade
Ancient Secrets. Vraria can maintain concentration on two spells at Nightmare Haunting (1/Day). While on the Ethereal Plane, Vraria
once and automatically succeeds on Constitution saving throws to magically touches a sleeping humanoid on the Material Plane. A
maintain concentration due to taking damage. protection from evil and good spell cast on the target prevents this
contact, as does a magic circle. As long as the contact persists, the
Innate Spellcasting. Vraria’s innate spellcasting ability is Charisma target has dreadful visions. If these visions last for at least 1 hour,
(spell save DC 19, +11 to hit with spell attacks). She can innately cast the target gains no benefit from its rest, and its hit point maximum
the following spells, requiring no material components: is reduced by 5 (1d10). If this effect reduces the target’s hit point
maximum to 0, the target dies, and if the target was evil, its soul is
At-will: detect magic, invisibility, magic missile trapped in Vraria’s soul bag. The reduction to the target’s hit point
2/day each: plane shift (self only), ray of enfeeblement, sleep maximum lasts until removed by the greater restoration spell or
similar magic.
Legendary Resistance (2/Day). If Vraria fails a saving throw, she can
choose to succeed instead.
Legendary Actions
Magic Resistance. Vraria has advantage on saving throws against Vraria can take 3 legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Vraria regains spent
Spellcasting. Vraria is an 18th-level spellcaster. Her spellcasting legendary actions at the start of her turn.
ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
Vraria has the following wizard spells prepared: Move. Vraria moves without provoking opportunity attacks.
Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation Cast a Spell. Vraria casts one spell from her Innate Spellcasting trait.
1st level (4 slots): detect magic, fog cloud, identify, protection from Cast a Spell (Costs 2 Actions). Vraria casts one spell from her
good and evil Spellcasting trait.
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, gaseous form Inspired by the Ancient Night Hag from The Korranberg Chronicle: Threat
4th level (3 slots): arcane eye, banishment, blight, greater invisibility Dispatch by Anthony J. Turco
5th level (3 slots): contact other plane, hold monster, scrying
= 10 feet
Leads to The
Fiend’s Prison
(p73).
Once through the secret door, the hallway proceeds Area 9: The Master
for 20 feet before coming to a steep staircase that de- The air here makes everything seem hazy as if there
cends to Area 8. A wobbly plank bridges the gap over are heat waves. A DC 16 Wisdom (Perception)
the stairs, leading to a room where the items needed check shows through the haze, as if looking into
for the ritual are carefully being prepared by 2 Carri- somewhere else, a massive, roaring creature fights
on Tribe Cultists. against tightly-wrapped chains. A DC 17 Intelli-
Casting identify on the items, or succeeding on gence (Religion) check reveals this is the essence
74 Settlements, Past and Present
of Oruk, who uses the Baphomet stat block (MToF
Area 10: A Fast Stream
p143), but with a size of Gargantuan. The haze fades
in and out, as does the appearance of Oruk while the Sounds ahead indicate a fast-moving river somewhere
Lord of Dust, Jurulx (p77), prepares to sacrifice the below. A 35-foot drop leads into a torrent of warm
next batch of prisoners. water about 15 feet deep. Using the river as an escape
If the characters managed to destroy a ritual item requires the characters to hold their breath for a min-
there is no vision of Oruk and the party is met with imum of 2 minutes (see “Suffocating” in the Player’s
an angry Jurulx to deal with as they begin to slaugh- Handbook). Successful navigation of the roiling waters
ter the prisoners from anger. deposits the adventurers on a river bank about half-
If the players manage to keep Jurulx from killing way to Blood Crescent.
5 more of the 8 prisoners, the vision of Oruk starts to
flicker and fade. Seeing this sends Jurulx into a rage.
This is treated as the barbarian’s Rage feature (PH
p48), but for the fact Jurulx can still cast spells at the
cost of disadvantage on spell attacks.
Carrion Tribe Cultist
Medium humanoid (any race), any evil alignment
Armor Class 18 (stone breastplate)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 14 (+2)
Sakah
Skills Deception +7, Persuasion +7, Religion +4 Medium humanoid, neutral evil
Damage Resistances necrotic
Armor Class 12 (natural armor)
Senses darkvision 60 ft., passive Perception 14
Hit Points 81 (18d8)
Languages Abyssal, Common, Infernal
Speed 30 ft.
Challenge 9 (5,000 XP)
STR DEX CON INT WIS CHA
Dark Devotion. The fanatic has advantage on saving throws against 9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
being charmed or frightened.
Skills Arcana +6, Deception +5, Perception +4, Stealth +5, Religion
Spellcasting. The cultist is a 12th-level spellcaster. Its spellcasting +6
ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Senses darkvision 120 ft., passive Perception 14
The cultist has the following wizard spells prepared: Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life, mage armor, ray of sickness Innate Spellcasting. The sakah’s innate spellcasting ability is
2nd level (3 slots): blindness/deafness, ray of enfeeblement, web Charisma (spell save DC 12). It can innately cast the following spells,
3rd level (3 slots): animate dead, bestow curse, vampiric touch requiring no material components:
4th level (3 slots): blight, dimension door, stoneskin
At will: chill touch
5th level (2 slots): Bigby’s hand, cloudkill
1/day each: enthrall, inflict wounds, ray of enfeeblement
6th level (1 slot): circle of death
Spellcasting. The sakah is a 10th-level spellcaster. Its spellcasting
Grim Harvest (1/Turn). When a cultist kills a creature that is neither
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
a construct nor undead with a spell of 1st level or higher, the cultist
The sakah has the following wizard spells prepared:
regains hit points equal to twice the spell’s level, or three times if it is
a necromancy spell. Cantrips (at will): fire bolt, green-flamed blade, ray of frost, toll the dead
1st level (4 slots): burning hands, magic missile, ray of sickness, shield
Actions 2nd level (3 slots): crown of madness, dragon’s breath, phantasmal
Multiattack. The cultist makes two melee attacks. force
3rd level (3 slots): bestow curse, vampiric touch
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 4th level (3 slots): black tentacles, sickening radiance
Hit: 8 (2d6 + 1) slashing damage. The target must make a DC 17 5th level (2 slots): enervation
Constitution saving throw or take an additional 19 (3d10 + 3)
necrotic damage. Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage
creature. Hit: 14 (4d4 + 4) necrotic damage. if used with two hands, plus 3 (1d6) poison damage.
Kashakanta Surface
= 10 feet
Kashakanta
Underground
Magic Item
Cloak of the Bestial Hunt
Wondrous item, rare (requires attunement)
This heavy, black fur-lined cloak is adorned with bes- The third time you use the cloak, and each time
tial fangs. As an action, you can command the cloak thereafter, you must make a DC 15 Charisma saving
to transform you into a werewolf’s hybrid form for up throw. On a failed save, the transformation lasts until
to 1 hour. The transformation otherwise functions as dispelled or until you drop to 0 hit points, and you
the polymorph spell, but you can use a bonus action can’t willingly return to your normal form. If you ever
to revert to your normal form. remain in werewolf form for 6 hours, the transforma-
Curse. This cloak is cursed by the Wild Heart, and tion becomes permanent and you lose your sense of
becoming attuned to it extends the curse to you. Until self. Thereafter, only remove curse or similar magic al-
the curse is broken with remove curse or similar mag- lows you to regain your identity and return to normal.
ic, you are unwilling to part with the cloak, keeping it If you remain in this permanent form for 6 days, only
within reach at all times. a wish spell can reverse the transformation.
Burning Keep
Lower Level
Ceilings in both the Lower Level and the Secret Lab-
this space to spar during the long periods of inactiv-
oratory are 10 feet in height unless otherwise noted.
ity within the fortress. Exits lead in many directions.
These areas are hot and musty from the press of
Access to the chambers where spined devils man
fiendish bodies and the lava flows farther below.
the arrow slits is granted by several petrified wooden
doors. A set of stone stairs in southern end leads to Area 7: Ground Level Access
the Upper Level. The trap door in Area 5 leads into this well-used cham-
Area 3: Upper Level Access ber, which grants access to the living areas for the
Burning Keep’s inhabitants. The western door opens
This chamber houses two arrow slits and a set of
to a common area and Sir’s quarters, while the eastern
stone stairs leading to the Upper Level. At least 2
door leads to a curved hall and stairs down to the bar-
spined devils are here at all times.
racks for the spined devils and merregons. Rikha’trrj’s
Area 4: Armory private quarters and workshops are also this way.
Behind a locked door, requiring a successful DC 18 Area 8: Common Room
Dexterity check using thieves’ tools to pick, lies
The spined devils and merregons use this space to feed
the keep’s main armory. It is filled with forks for the
and sometimes relax. There is a 10-foot square storage
spined devils, as well as halberds, heavy crossbows,
room to the north which holds items of fiendish sus-
and bolts for the merregons. Ammunition for any
tenance such as pickled blood, larvae, and a few jars
siege weapons is also stored here.
of souls kept for special occasions in a locked chest at
Area 5: Lower Level Access the back. A successful DC 16 Dexterity check using
A set of two doors, 10 feet apart, guard the entrance thieves’ tools opens it and a successful DC 14 Intel-
to this room. A successful DC 18 Intelligence (Inves- ligence (Arcana) or Intelligence (Religion) check can
tigation) check alerts the character to the glyph of determine the contents of the cloudy jars.
warding which Rikha’trrj has set on the floor between Area 9: Sir’s Chamber
the doors, triggered by any non-fiend who steps on
The door to Sir’s quarters is locked, requiring a suc-
it. Once triggered, a cloudkill fills the area, spreading
cessful DC 17 Dexterity check using thieves’ tools
into any other open space within range.
to open, or the key which Sir has in his possession.
Inside the room are more arrow slits and a trap
The room is sparsely furnished with a desk and chair
90 Settlements, Past and Present
Burning Keep Area 11: Curio Storage
Stairs and a long hallway lead to a locked door re-
quiring a successful DC 19 Dexterity check using
thieves’ tools to open. Inside, the room is packed
with tables and shelves, piled high with ingredients
and curios from all over Eberron. Characters who
search for at least 10 minutes and make a successful
DC 13 Intelligence (Investigation) check can find a
number of small valuables. Roll 4 times on the 50 gp
Gemstone table and 2 times on the 25 gp Art Object
table (DMG p134). Characters who roll 20 or higher
on the check find 1 item from the 750 gp Art Object
table (DMG p135). DMs can also place random items
relevant to their campaigns here if desired. Rikha’trrj
10 feet
has had many years in which to acquire a plethora of
= trinkets and baubles.
Area 12: Rikha’trrj’s Chamber
Rikha’trrj makes her home, such as it is, in this room.
It looks as though a tornado had a fight with a hurri-
cane. Tattered clothing, trinkets, spell components—
even a few dessicated body parts—lie everywhere.
While it appears to be utter chaos, Rikha’trrj knows
exactly where everything is in the room and knows at
a glance if anything has been disturbed. A dedicated
search of at least 20 minutes and a successful DC 22
Intelligence (Investigation) check reveals a lockbox
inlaid with jade and onyx. Unlocking it requires a suc-
cessful DC 24 Dexterity check using thieves’ tools.
Failure activates a poison dart trap dealing 21 (6d6)
poison damage and the target is poisoned for the next
along the west wall and bookcases lining the south hour. A successful DC 24 Intelligence (Investiga-
wall. Searching the bookcases reveals reams of docu- tion) check spots and identifies the trap beforehand
ments all written in Infernal. Characters who can read and a similarly successful DC 22 Dexterity check
the language and spend 10 minutes or more with a using thieves’ tools deactivates it. Inside the lockbox
successful DC 15 Intelligence (Investigation) check (which itself is worth 500 gp) is 450 pp.
can find detailed notes on Rikha’trrj’s dealings with
various political groups, including the Lords of Dust, Area 13: Trapped Hallway
as well as contracts involving other fiendish entities. This hallway extends 20 feet to a set of stairs leading
DMs can use these as breadcrumbs for further adven- to some of Ethon Panjilcuttra’s old workshops of more
ture in the Demon Wastes and beyond. mundane interest. The walls are carved with strange
runes that seem to flicker with their own light, but are
Area 10 (2): Barracks
themselves harmless. The floor from the door to the
These two rooms serve as resting areas for the spined stairs, however, is trapped in the following way: the
devils and merregons. The spined devils occupy the stone is 1 foot thick with a 6-inch iron “axle” running
first room along the hallway and (25) 10d4 of the through it down the center, the length of the hallway.
creatures are here any time a general alarm has not If pressure is applied on either side, the entire length
been sounded. The second room contains 7 (3d4) of floor spins, revealing a 10-foot deep pit beneath
merregons if they are unalerted. The fiends carry no filled with acid. Characters who step on the floor must
valuables other than their weapons.
Settlements, Past and Present 91
make a DC 16 Dexterity saving throw or fall into the party’s presence from an alarm spell she sets up
pit, taking 3 (1d6) bludgeoning damage and 18 (4d8) in Area 17 whenever she comes down to work. She
acid damage. Have the party roll initiative and apply immediately casts detect thoughts and invisibility
the acid damage again at the start of each character’s (thanks to her Ancient Secrets ability), then moves to
turn who has fallen in the pit. The walls and floor are the opposite side of Area 22 to await anyone coming
coated with glass, making climbing out nearly impos- through the secret passage.
sible and the spinning floor is no help. Characters
whose passive Investigation or Perception is 25 or
Area 18: Warforged Workshop
above, or those who actively search as they enter the Workbenches span both the north and south walls
hallway and make a successful DC 20 Intelligence here, cluttered with every tinkerer’s tool known to
(Investigation) check can determine the presence exist and some unique to Ethon Panjilcuttra’s genius.
and nature of the trap. On a pedestal against the western wall stands an
armored figure, not unlike a warforged. A thick layer
Area 14: Alchemy Lab of dust cloaks its head and shoulders and lifeless eyes
Here the party finds what appears to be a normal stare forward as if waiting for a command.
alchemical laboratory, stocked with standard supplies While many will expect the figure to animate, it is
and apparatus. Characters with a passive Investi- indeed without life or magical energy. Perhaps Ethon
gation or Perception of 18 or higher, or those who experimented on a warforged in order to understand
actively search and make a successful DC 16 Intelli- its workings… or could Ethon somehow have provid-
gence (Investigation) or Wisdom (Perception) check ed the spark of inspiration House Cannith needed to
notice a secret door located in the southern wall. The make the warforged a reality?
short passage leads to Area 16.
Area 15: Workshop
This chamber houses a tinkerer’s workshop, again full
of equipment one would expect in such a place. It is
dusty and seems to have been vacant and unused for
quite some time.
Area 16: Secret Lab Access
A few discarded items, such as broken metal rods and
gears, are scattered throughout this space. An uncon-
cealed trap door leading to Area 17 is in the south-
east corner of the floor.
Secret Laboratory
Area 17: Resting Area
As the characters climb down the ladder into this
room, sconces on the wall light up to reveal a rough
stone chamber, approximately 30 feet square. There
is a worn cot in the southeast corner, but it is cov-
ered with a layer of dust and doesn’t look like it’s
been used in some time. An unlocked door opens to
a hallway leading north. Characters with a passive
Investigation or Perception of 18 or higher, or those
who actively search and make a successful DC 16
Intelligence (Investigation) or Wisdom (Perception)
check notice a secret door located in the western wall.
The short passage leads to Area 22.
If Rikha’trrj is in Area 22, she is alerted to the
92 Settlements, Past and Present
Area 19: Storage Aberrant Dust-Stuffed
During the rakshasa artificer’s tenure in Burning Medium construct, chaotic evil
Keep, this room was the epitome of organization and Armor Class 14 (natural armor)
precision. Every scrap of armor, every gear, every cog Hit Points 75 (10d8 + 30)
had a place. Rare ores and minerals, magic-infused Speed 30 ft.
inks, and carefully preserved organics were cataloged STR DEX CON INT WIS CHA
and inventoried. Now, the shelves are plundered and 17 (+3) 15 (+2) 16 (+3) 2 (−4) 8 (−1) 6 (−2)
the chamber is a shambles. Rikha’trrj understands the Damage Resistances bludgeoning, necrotic
value of the items here, but not the purpose for most of Damage Immunities poison
them. Her methods, while effective, are haphazard and Condition Immunities charmed, frightened
her treatment of this storage area is a prime example. Senses darkvision 60 ft., passive Perception 9
Languages Common, Infernal (vaguely understands but can’t speak)
Area 20 (2): Holding Cells Challenge 3 (700 XP)
These two small cells are used to hold creatures await- Choking Hazard. When an aberrant dust-stuffed takes more than
ing their turn as Rikha’trrj’s experiments in Area 22. 15 points of damage from a single slashing or piercing attack, dust
A faint scent of blood and urine wafts from each, but billows from the wound. All creatures within a 5-foot radius must
otherwise they are empty and the doors stand open. succeed on a DC 12 Constitution saving throw or have disadvantage
on attack rolls, saves, and ability checks while within the cloud.
Area 21: Lava Cavern
Indistinguishable. An aberrant dust-stuffed projects no alignment
Both doors leading into this twisting cavern are locked and no magic when abilities or spells such as detect magic are cast in
and barred from the outside. The heat is oppressive its vicinity. This does not extend to any items in its possession.
and anyone entering the area must make a DC 9 Con-
stitution saving throw or gain a level of exhaustion. Actions
Sulphurous fumes sting nostrils and the bubbling Multiattack. The aberrant dust-stuffed makes two slam attacks.
of lava can be heard from the western and southern
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
reaches. Nothing could live in this environment for (2d8 + 3) bludgeoning damage.
long, but the creatures that inhabit the cave aren’t
technically alive. Churn (1/Day). An aberrant dust-stuffed is fitted with one or more
stirring rods whose winding keys sprout from its neck, rib-cage, or
Rikha’trrj’s failed experiments with Ethon’s sar-
eye sockets. As an action, it (or someone else) can wind its key, which
cophagus reside here, the aberrant dust-stuffed. stirs its inner dust into a frenzy and it gains the effects of a haste
Hags are hoarders at heart and Rikha’trrj feels these spell with no concentration required.
mindless failures may still prove useful at some point.
Rather than destroy them, she has imprisoned them
here. DMs should populate the area with as many ab- blood counterparts. Ethon subsequently perfected
errant dust-stuffed as they see fit to challenge or creep his technique, resulting in the Drain Works located in
out the party. Most have either orcish or half-orcish Ashtakala. Rikha’trrj found the equipment Ethon left
features and the rest appear to be of full human stock. behind after she moved into the abandoned Burning
If the adventurers don’t enter with at least a modicum Keep and has been trying to duplicate Ethon’s work
of stealth, the dust-stuffed twist their keys (use their ever since—but with a twist. Rikha’trrj wants to not
Churn ability) and attack immediately. only create dust-stuffed humanoids to use as her own
spies, she desires fiendish dust-stuffed creations to
Area 22: Secret Laboratory infiltrate the inner circles of the rakshasas, perhaps
Within this workspace is the precursor to one of even the mighty Lords of Dust. Unfortunately, her
Ethon Panjilcuttra’s crowning achievements: a Drain experiments to date have only resulted in the aberrant
Works sarcophagus. It is, however, an early proto- dust-stuffed, which she keeps in Area 21.
type and does not function correctly. It drains the The sarcophagus dominates the center of the
life from humanoid creatures and refills their husks room. With a delicate, crystalline appearance, its
with a magical dust just fine, but the resulting dust- beauty belies its deadly nature. An abundance of
stuffed entities are nearly mindless zombies, rather glowing suction cups and tubes fill the interior,
than viable doppelgangers of their original flesh and waiting patiently for their next victim. Two 6-foot-tall
Settlements, Past and Present 93
cylindrical metal tanks stand against the western wall Rikha’trrj is not normally merciful with intruders,
with tubes running from their bases to the sarcoph- however, she is in need of more subjects for her exper-
agus. They hold the “dust” which is pumped into the iments. Her priorities for a fight are: capture, kill, or
empty creature husk after draining. Shelves full of escape if the first two prove impossible. She is willing
phosphorescent jars, boxes of pungent herbs, and col- to negotiate if the party doesn’t act overly bloodthirsty.
orful gemstones line the other walls in this room—an
alchemist’s dream.
Cantrips (at will): fire bolt, frostbite, light, mage hand, prestidigitation Cast a Spell (Costs 2 Actions). Rikha’trrj casts one spell from her
1st level (4 slots): detect magic, fog cloud, identify, protection from Spellcasting trait.
good and evil
2nd level (3 slots): detect thoughts, mirror image, misty step Items
3rd level (3 slots): counterspell, fly, magic circle Rikha’trrj wears a +2 ring of protection
4th level (3 slots): banishment, blight, phantasmal killer Inspired by the Ancient Night Hag from
5th level (3 slots): cloudkill, contact other plane, hold monster The Korranberg Chronicle: Threat Dispatch by Anthony J. Turco
6th level (1 slot): globe of invulnerability
What would I say about Broken Stone? Not a lot in Broken Stone is best suited for a party of 4-6 with an average
honesty as it is terribly easy to fly right over without level of 9-10, but can be easily adapted to a range of 7-12.
noticing that there was a settlement at all. The most Here are a few ideas to introduce it in your campaign:
notable feature is the enormous shard of jagged glass • The Church of the Silver Flame has received reputable
jutting from the black earth. It made an excellent information claiming that an unusual number of fiends
outpost for our enemies during the Great War though, have been sighted near Broken Stone. They request
for that very same reason. Fiends of all types roamed your group to perform reconnaissance and possibly
the tunnels hidden beneath the surface, pouring forth eliminate this evil blight.
with their frightful weapons to wage battle upon us or
even amongst themselves at times. • The sphinx Flamewind who has been studying the
I have heard that one of the Carrion Tribes inhab- Draconic Prophecy requests that your group travel to
its Broken Stone now, claiming loyalty to Malathar, Broken Stone to study the large piece of glass located
there and note down any unusual properties it might
but I see no reason to believe that as more than a sto-
have for her.
ry meant to warn off foolish travelers. Still, the area
is treacherous, covered with dangerous ravines that • Explorers on a ship in Bloodcliff Bay have sent back
swallow the unwary, and prone to fearsome storms unusual reports of large plumes of black smoke issuing
that rage for days with whirling sands and lightning. from this area. They request additional help to travel
I wouldn’t advise heading that way if you value your inland to investigate.
life, at least not without powerful enchantments to
protect you. If anything does inhabit those tunnels, it
is likely worse than anyone could guess.
The Surrounding Area
Situated close by to the point where the labyrinth
Braving the Storm
meets the edge of Bloodcliff Bay, Broken Stone lies
If anyone is foolish enough to attempt to travel in one of
beneath a vast plain of black rock and sand criss-
these storms, they find themselves confronted with the
crossed with sharp peaks, ravines, and pits. Most of following potential difficulties:
the land is considered difficult terrain and caution
should be exercised at all times. The large jagged Combine the Meteorological and Geological Sub Tables (roll
chunk of glass marking its location stands out on the a d8) on page 9 for some random environmental effects
rare clear day in an area ravaged by frequent storms. around Broken Stone.
Storms hurl the black sand through the air obscuring
sight for more than 30 feet. Frequent lightning strikes
also hamper vision, with intense flashes in the sky Tunnels meander for unknown distances beneath
alternating with the almost pitch black created by the the surface. Falling into one of the pits or ravines
whirling dust. Travel through one of these storms is could potentially deposit someone into these tunnels
extremely treacherous with would-be explorers fre- if they manage to survive the fall, but then there is
quently falling into a ravine or pit on accident and the new challenge of finding a way out through the
never being seen again. twisting maze.
Broken Stone:
The Shard
= 5 feet
96 Settlements, Past and Present
if they had been bitten in two. The walls of this area
Area 1: The Shard
are made of roughly hewn, black crystal material.
Before you rises an immense shard of black glass,
almost 30 feet tall and easily 5 feet on each side. On a Area 3: Central Hallway
clear day, the jagged shard can be seen from Bloodcliff Leading east from the entry chamber, this 10-foot-
Bay, but on most days, you can be nearly upon it before wide hallway stretches out for 300 feet with a number
you see it. An eerie feeling settles upon you as you of tunnels and rooms opening off of it. The hallway
approach, almost as if a chill has settled into your very offers no light other than what the characters brought
bones. It is obvious this shard has been here for thou- with them.
sands of years, managing to survive countless storms
and who knows what other natural phenomena. Area 4: Barracks
Around the shard, approximately 50 feet out from Set back 5 feet from the hallway, a large iron door opens
it, there are several rock formations which provide a into a cavern approximately 40 feet by 55 feet in size.
small respite from the worst of the wind. In the shad- The walls of this room are made of a deep purple crystal
ow of one of these rocks, an opening leads down into and a faint glow emanates from them. 3 zakya raksha-
a tunnel. If the characters are not stealthy as they sa (E:RftLW p309) are resting in this area. Sounds of
approach the shard, 3 glabrezu (MM p58) appear from combat from the entryway draw their attention.
this opening. Area 5: Prison Cells
Area 2: Entryway Behind a locked door, requiring a successful DC 18
In the shadow of a large rock, a 10-foot-wide opening Dexterity check using thieves’ tools to pick, lies a
gradually slopes downward, continuing for 60 feet un- short 50-foot-long hallway lined on either side with sev-
til it opens into a small 20-foot square chamber. If the eral cells. 2 shadow demons (MM p64) stand just in-
characters did not see the glabrezu exit the tunnel, it side the door. The rear and side walls of these cells are
can be located with a successful DC 13 Wisdom (Per- made of the same rough black crystal as the entryway
ception) check. If the glabrezu did not emerge, they area with the front wall and doors constructed with
are located in this area. Sounds of combat in this area adamantium bars. None of the cells contain living pris-
alert the creatures in the Barracks (Area 4). oners at present. The two cells furthest back contain
The area is dark save for any light sources the two humanoid bodies in various states of decay. A suc-
characters brought with them. It is empty but for a cessful DC 14 Wisdom (Medicine) check shows these
small pile of bones, a tattered rucksack containing 17 bodies have been down here for at least five weeks. A
sp and 30 cp, and a broken sword. If examined, the successful DC 15 Intelligence (Investigation) check
bones appear to be human. They are mostly broken as reveals a spell scroll of protection from evil and good and
a potion of superior healing on the bodies.
Area 6: Ancillary Tunnels
Branching off from the main hallway, and
then farther off from the side tunnels, and
then farther still off from them, a vast net-
work of warrens fans out from the entryway,
connecting other clusters of rooms and other
hidden exits. These tunnels twist and turn
seemingly at random, making them very
difficult to navigate. If the characters decide
to explore these at length, they encounter
1d6 bulezau (MToF p131) for each hour
they spend exploring and they must make a
successful DC 16 Wisdom (Survival) check
as a group in order to find their way out of
the maze to the surface. On a failure, they
are able to attempt this check again after the
Settlements, Past and Present 97
Leads to The
Shard (p96).
= 10 feet
Broken Stone
Underground
Actions
Multiattack. Eevershak makes three melee weapon attacks.
Alternatively, she can make two ranged attacks with her javelins.
Shaazarak
Amulet of Velraasa
Wondrous item, rare (requires attunement by a shapeshifter)
Recovered from subterranean ruins within the Demon
Wastes, the amulet looks like a simple necklace, a
brass pendant set with blood-red stones. While wear-
ing this amulet a shapeshifter—including a druid
with Wild Shape—gains the ability to transform into
a swarm of creatures. The creatures making up the
swarm must be ones the shapeshifter could already
transform into, and must be at least two size catego-
ries smaller than their natural form. While the wearer
is transformed, the amulet is magically incorporated
into the swarm.
While in swarm form, the shapeshifter gains resis-
tance to bludgeoning, piercing and slashing damage.
They are also immune to the following conditions: grap-
pled, paralyzed, petrified, prone, restrained, stunned.
Curse. Any time the wearer uses this amulet Desolate Adventure Seeds
to transform into a swarm of creatures, they must
change back to their natural form within an hour, • The party is hired to accompany and protect a pair of
otherwise they will lose the ability to transform and reporters from the Korranberg Chronicle who intend
will be trapped as the swarm. The effects of the curse to explore Desolate and write a series of travelogue
end on their own after 24 hours but can also be ended articles on their experiences.
through the use of a remove curse spell.
• House Lyrandar are taking the first steps to
The Bartells reestablishing Newholt as a beachhead in the Demon
The Bartell family are four wererats based in the Wastes. You are members of a post-war exploring party
Lamplight Inn in the harbor district. They attack any sponsored by the house, sent to investigate Desolate
and report back on the state of the town and any
intruders in the inn itself but otherwise do not engage
Lyrandar assets still there.
in combat. Poorly-guarded ships at the harbor are
tempting targets for the younger members of the Bartell • Shipwrecked during a voyage across Eldeen Bay, the
family, who use their natural stealth to sneak aboard party must explore the abandoned town for supplies.
and steal any valuables they can get their hands on.
• A journal discovered at the end of the Last War hints
The Redaekers at a small fortune buried in the cellar of the bishop’s
The Redaeker family consists of four wererat siblings residence.
who hold territory in the eastern portion of the Reviv- • The party is tasked to rescue a crew of Eldeen fisherfolk
al district—several houses and a musical instrument trapped in Desolate. Upon arrival, they discover the
shop which bears the family name. fishing boat scuttled in the harbor and occupied
The Haunted Schoolhouse by sahuagin (MM p263). The crew have fled and are
sheltering in the druid grove, but are besieged by
In the very center of Revival’s housing neighborhood is harpies (MM p181) and running low on food.
a small schoolhouse where the settlers’ children were
educated. At first glance, nothing about the school-
Settlements, Past and Present 115
house seems amiss, aside from its dilapidated state If the children’s remains are found and returned to
and the school bell lying forlornly near the entrance. their former homes, the ghosts might be able to find
But players succeeding on a DC 15 Wisdom (Per- peace. Characters succeeding in a DC 13 Intelligence
ception) check notice the rats and seabirds common (Investigation) check can find a registry of children’s
to the rest of the district are conspicuously absent names who attended the school so long ago inside a
from this area. An unnatural and oppressive stillness broken desk at the back of the main room. Bones and
hangs over the schoolhouse, which is haunted by the tattered clothing are scattered throughout the space.
ghosts (MM p148) of three children who were killed in DMs can decide how difficult it is to match up the
the school when Newholt fell. They exist in a state of remains with names and determine where their fam-
permanent despair—all they want is for their parents ilies lived in the town, depending on how much of an
to collect them and take them home, but of course adventure they want to make of the experience.
they never come. The children don’t understand they None of the wererats go near the school. They all
are dead and are unaware of any passage of time know what’s in there.
since their deaths more than a century ago. The ghost
children have little control over their powers and tend
to lash out at living visitors. If the ghosts are defeated
in combat, they reappear after 1 hour.
S
of our ancient enemy may certainly prove useful as
o, mine elders, as I hope this informs the youth
an educational tool, or it can be a template for a more
and the uninvolved of the dangers of this land, I
focused, surgical period in our maintenance of the
also hope it sways your minds towards the cre-
world we have been rightly given by our Father and
ation of a section allowed limited intervention beyond
Mother to protect and cultivate.
our traditional stronghold for the purposes of counter-
—Endeolorth
ing the plans our ancient enemies seek to implement.
It is prudent and wise that we do not involve ourselves
on a greater scale—we cannot allow the Daughter
any more influence than what is safe for our own
Final Thoughts
race—however the war with the fiends has not ceased. And thus, I present this manuscript for the record
If anything, it has intensified beneath the notice of and cataloging within the hallowed shelves of the
lesser races. library. I do hope, however, it does not sit idly there,
This small chamber of trained youth shall in- waiting in vain to impart its important information.
filtrate the society of the lesser races to seek signs, Many of the warnings here are dire indeed and de-
follow the rise and fall of their kingdoms, and subtly serve further research and follow up from the Houses.
alter their paths through the world in service of the Take heed, any who read this: the Demon Wastes
Prophecy and the greater good of Argonessen. Under are waiting and watching.
the vision of Chronepsis and the guidance of Siberys, —Kendal Santor d’Sivis
we may even find benefit in using the lesser races in Head of the Ninth College of House Sivis
pursuit of our goals. A single claw may suffice where Stack Keeper Emeritus, Library of Korranberg
a hand may not. As the Prophecy expands into the
lesser races, closer interaction could provide more
accurate predictions and a greater ability to act.
Appendix: Creature Lists
Stat Blocks by Stat Blocks by
Creature Type Challenge Rating
Beasts Challenge 1/2 (100 XP) Challenge 14 (11,500 XP)
Horrid Rat . . . . . . . . . . . . . 16 Corrupted Corpse . . . . . . . . . 24 Lord of Dust Jurulx . . . . . . . . 77
Horrid Wolf . . . . . . . . . . . . 17 Swarm of Vampire Bats . . . . . . 25 Razalheshan . . . . . . . . . . . . 54
Mangy Wolf . . . . . . . . . . . . 24 Challenge 1 (200 XP) Rikha’trrj (Ancient Night Hag) . . . 94
Swarm of Vampire Bats . . . . . . 25 Black Ichor . . . . . . . . . . . . 25 Vraria (Ancient Night Hag) . . . . . 65
Constructs Carrion Tribe Reaver . . . . . . . . 39 Challenge 15 (13,000 XP)
Aberrant Dust-Stuffed . . . . . . . 93 Mangy Wolf . . . . . . . . . . . . 24 Vaelian . . . . . . . . . . . . . . 55
Fey Spinagon-Blooded Harpy . . . . . 41 Challenge 16 (15,000 XP)
Jagda the Cruel . . . . . . . . . . 52 Challenge 2 (450 XP) Torakar the Bone Whisperer . . . . 87
Fiends Horrid Rat . . . . . . . . . . . . . 16
Crystalmonger . . . . . . . . . . . 40 Young Ghaash’kala Warrior . . . . 23
Eevershak (Zakya Rakshasa) . . . 100 Challenge 3 (700 XP)
Lord of Dust Jurulx . . . . . . . . 77 Aberrant Dust-Stuffed . . . . . . . 93
Razalheshan . . . . . . . . . . . . 54 Carrion Tribe Champion . . . . . . 38
Rikha’trrj (Ancient Night Hag) . . . 94 Carrion Tribe Sakah Hunter . . . . 39
Speaker-in-Shadows . . . . . . . . 81 Crystalmonger . . . . . . . . . . . 40
Spinagon-Blooded Harpy . . . . . 41 Ghaash’kala Clan Guardian . . . . 34
Torakar the Bone Whisperer . . . . 87 Challenge 4 (1,100 XP)
Vraria (Ancient Night Hag) . . . . . 65 Horrid Wolf . . . . . . . . . . . . 17
Humanoids Challenge 5 (1,800 XP)
Carrion Tribe Champion . . . . . . 38 Ghaash’kala Clan Priest . . . . . . 34
Carrion Tribe Cultist . . . . . . . . 76 Karbal (Bugbear) . . . . . . . . . . 53
Carrion Tribe Reaver . . . . . . . . 39
Carrion Tribe Sakah Hunter . . . . 39 Challenge 6 (2,300 XP)
Ghaash’kala Clan Guardian . . . . 34 Eevershak (Zakya Rakshasa) . . . 100
Ghaash’kala Clan Priest . . . . . . 34 Jagda the Cruel . . . . . . . . . . 52
Karbal (Bugbear) . . . . . . . . . . 53 Challenge 7 (2,900 XP)
Sakah . . . . . . . . . . . . . . . 76 Sakah . . . . . . . . . . . . . . . 76
Young Ghaash’kala Warrior . . . . 23 Challenge 9 (5,000 XP)
Oozes Carrion Tribe Cultist . . . . . . . . 76
Black Ichor . . . . . . . . . . . . 25 Challenge 11 (7,200 XP)
Undead Speaker-in-Shadows . . . . . . . . 81
Corrupted Corpse . . . . . . . . . 24
Vaelian . . . . . . . . . . . . . . 55