FREE Amazing-Encounters Sample-The Sky Isles Preview
FREE Amazing-Encounters Sample-The Sky Isles Preview
FREE Amazing-Encounters Sample-The Sky Isles Preview
2
F
Recommended Tier: 3
ew have ever seen the earth motes that are especially fond of arson. Many monks tried to fight
make up the Sky Isles thousands of the fiendish, ash-covered cat to no avail. Many perished
feet above the ground, but those in the attempt, and their place of meditation and
fortunate ones will never forget the training—made primarily of wood—quickly succumbed
sight. Reaching this amazingly beautiful to the vile powers of the bakeneko, who laughed while
place is a challenge; a visitor must climb sowing chaos.
the tallest mountain and from there, make their way The survivors traveled far away from their homes
upward from one floating rock to another. Shining with the goal of rebuilding. Having climbed to the top
white clouds mostly obscure the land beneath the Isles, of the highest mountain they could find, they found
although a few openings allow stray sunbeams to reach that there was still a way to the skies—quite literally.
the earth. The largest earth mote is home to the little Following this path took them to the bright floating
village of Neverdark; surrounded by luminous clouds isles touching the crystal clear skies. There, they settled,
and other smaller earth motes, Neverdark is constantly using as much stone and metal as possible for building
illuminated. Brilliant sunlight streams through the materials instead of wood.
crystal clear skies above the Isles by day, and at night They created the Way of the Phoenix as part of the
moonlight and starshine bathe them in soft radiance. Clan of the Phoenix so they could be prepared if any
similar evil would find them again. The training is
Secular Seclusion brutal, involving being subjected to fire and resisting
Centuries ago, a small group of monks was looking as long as possible. With time, the Phoenix Monks, as
to restart their lives after having had their monastery they called themselves, perfected the practice, learning
burned down by a bakeneko. Resembling black cats, not only to resist the fire’s power but to turn it to
bakenekos are sadistic neko yokais—cat demons—who their advantage.
3
Neverdark Strong Values
Under the extreme dedication and discipline of the “The strong shall respect life with unending serenity.”
Phoenix Monks, Neverdark prospered. Their new Because of what the founders went through in the past,
home being unknown to most of the rest of the world Phoenix Monks made sure to pass on their history and
surely helped. On rare occasions, the monks received values from generation to generation. This created a
visitors skillful enough to reach the Sky Isles. A few small society with strong ties, its members respecting
of these travelers wanted to stay and live there, which and valuing each other. The rare acts of disrespect are
the monks didn’t object to as long as the newcomers severely punished by leaving the offender tied by their
followed their rules and way of life. feet upside down, pointing at the clouds below the
The monks live and work on rice plantations as well floating island.
as growing other types of vegetables and fruits. Game is Calm and patience are cultivated and are qualities
rare, with only the occasional mountain goat reaching that most monks possess and pride themselves on.
the Isles, so they rely on trout and eggs for their protein They learn to hold anger, hatred, and fear in check,
intake. The rocky cliffs that hug the village are rich only to be released during a life or death fight, which
in quality stone and ore. Most trees have been felled makes them fearsome combatants.
and used to make small kitchen utensils such as bowls Because of their past failure, they strive for success,
and plates. which makes most of them intolerant to weakness and
Few things threaten the village; only a single attack mistakes. Everyone is allowed to make grave mistakes…
has occurred since the bakeneko tragedy. Around once. Further failures and errors will result in the
a decade ago, a blue dragon hunting for the rare monk in question being subjected to the Test of Truth.
winged leopards that inhabit these lands tracked one The price of failure is death, as Neverdark has no room
to the monks’ home. The dragon tried to negotiate for weaklings.
the monks’ lives in exchange for the beasts, which
resulted in a ferocious confrontation. Mounted on
the very beasts the dragon wished to eat, the Phoenix
Monks triumphed; a sanctuary around the dragon’s
bones commemorates the day they stood strong for
their home.
4
Isolated Location
Unlike most of the other locations presented in this Winged Leopard
supplement, the Sky Isles are difficult to randomly come Large Monstrosity, Unaligned
across. Because of this, the first three encounters are
connected and linked, assuming that a party will find it —
Armor Class 14
precisely by chance. There are other ways to plug this Hit Points 60 (8d10 + 16)
location into your game: Speed 40 ft., fly 60 ft.
The party hears about the winged leopards and learns that —
STR DEX CON INT WIS CHA
they can be found in the Sky Isles. 16 (+3) 18 (+4) 15 (+2) 3 (–4) 14 (+2) 14 (+2)
A Tier3/Tier4 party with flying resources could spot some
shadows in the clouds or see the winged leopards flying —
Skills Perception +4
towards the shadow. As a twist, similar to “The Way Up” Senses darkvision 60 ft., passive Perception 14
encounter, the beasts could be under attack. Challenge 2 (450 XP) Proficiency +2
It can be used to enrich a monk’s backstory, having been
—
Keen Senses. The winged leopard has advantage on Wisdom
the character’s training grounds.
The characters are preparing to face a powerful, fire- (Perception) checks.
related foe and hear that the Phoenix Monks have mastered
Magic Resistance. The winged leopard has advantage on saving
enduring burns, some even being able to control flames.
throws against spells and other magical effects.
Passing the Test of Truth could grant them the Fiery Blessing.
Pounce. If the winged leopard moves on the ground at least
20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target is
Creatures and NPCs prone, the winged leopard can make one bite attack against it as
a bonus action.
The stat blocks of the creatures which are used
throughout most encounters are presented below: Flyby. The winged leopard doesn’t provoke attacks of
opportunity when it flies out of an enemy’s reach.
Actions
Multiattack. The winged leopard makes two attacks: one with
its beak and one with its claws.
5
Phoenix Monk Apprentice Phoenix Monk
Medium Humanoid (any race), Any Alignment Medium Humanoid (any race), Any Alignment
—
Armor Class 13 (unarmored defense) —
Armor Class 15 (unarmored defense)
Hit Points 27 (5d8 + 5) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 40 ft.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
—
Saving Throws Dex +4 —
Saving Throws Dex +5, Wis +4
Skills Acrobatics +4, Perception +3 Skills Acrobatics +5, Animal Handling +4, Perception +4
Senses passive Perception 13 Damage Resistances fire
Languages Common, plus any two of your choice Senses passive Perception 14
Challenge 1/2 (100 XP) Languages Common, plus any two of your choice
Challenge 3 (700 XP) Proficiency +2
—
Unarmored Defenses. When the apprentice is wearing no
armor and wielding no shield, it can add its Wisdom modifier to —
Unarmored Defenses. When the monk is wearing no armor and
its armor class (already included in the stat blocks). wielding no shield, it can add its Wisdom modifier to its armor
class (already included in the stat blocks).
Actions
Multiattack. The apprentice makes two attacks. Actions
Multiattack. The monk makes two unarmed or
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., quarterstaff attacks.
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one one target. Hit: 7 (1d8 + 3) bludgeoning damage.
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Distracting Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., target. Hit: 6 (1d6 + 3) bludgeoning damage.
one creature. Hit: 5 (1d6 + 2) bludgeoning damage. The next
attack made by the creature is made with disadvantage. Paralyzing Dart (1/Day). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Bonus Actions The creature must succeed on a DC 13 Constitution saving throw
or become paralyzed for 1 minute. The target can repeat the
Ki Senses (1/Day). The apprentice can take the Dodge action.
saving throw at the end of each of its turns, ending the effect on
Ki Fighting (2/Day). The apprentice can make an itself on a success.
unarmed strike.
Bonus Actions
Ki Senses (2/Day). The monk can take the Dodge or Dash action.
6
Phoenix Firepalm Phoenix Mage
Medium Humanoid (any race), Any Alignment Medium Humanoid (any race), Any Alignment
—
Armor Class 16 (unarmored defense) —
Armor Class 17 (unarmored defense)
Hit Points 97 (15d8 + 30) Hit Points 110 (20d8 + 40)
Speed 40 ft. Speed 40 ft.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 12 (+1) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 13 (+1) 18 (+4) 16 (+3) 14 (+2)
—
Saving Throws Dex +7, Wis +5 —
Saving Throws Dex +8, Int +8, Wis +7
Skills Acrobatics +7, Animal Handling +5, Perception +5 Skills Arcana +8, History +8, Perception +7
Damage Resistances fire Damage Resistances fire
Senses passive Perception 15 Senses passive Perception 17
Languages Common, plus any two of your choice Languages Common, plus any three of your choice
Challenge 8 (3,900 XP) Proficiency +3 Challenge 9 (5,000 XP) Proficiency +4
—
Unarmored Defenses. When the firepalm is wearing no armor —
Unarmored Defenses. When the mage is wearing no armor and
and wielding no shield, it can add its Wisdom modifier to its wielding no shield, it can add its Wisdom modifier to its armor
armor class (already included in the stat blocks). class (already included in the stat blocks).
Actions Actions
Multiattack. The firepalm makes two unarmed, quarterstaff, or Multiattack. The mage makes two Unarmed, Quarterstaff or
fire channeling attacks. Fire and Ice Strike attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 11 one target. Hit: 9 (1d10 + 4) bludgeoning damage.
(2d10) fire damage.
Fire and Ice Strike. Ranged Spell Attack: +8 to hit, range
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 120 ft., one target. Hit: 16 (3d10) fire damage and 13 (3d8)
target. Hit: 7 (1d6 + 4) bludgeoning damage. cold damage.
Stunning Strike (Recharge 5–6). Melee Weapon Attack: +7 to hit, Spellcasting. The mage casts one of the following spells, using
reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. Intelligence as the spellcasting ability (spell save DC 16):
The creature must succeed on a DC 15 Constitution saving throw or
be stunned until the end of the firepalm’s next turn. At will: mage hand, light
3/day each: mirror image, shield, gust of wind
Fire Channeling. Ranged Spell Attack: +6 to hit, range 120 ft., 1/day each: dispel magic, hypnotic pattern, wall of force
one creature. Hit: 16 (3d10) fire damage.
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Bonus Actions target. Hit: 7 (1d6 + 3) bludgeoning damage.
Ki Senses (Recharge 5–6). As a bonus action, the firepalm can
take the Dodge, Dash, or Disengage action. Bonus Actions
Ki Casting (Recharge 5–6). The mage casts a spell.
Ki Fighting (Recharge 4–6). As a bonus action, the firepalm
can make two unarmed strike. Reactions
Superior Reflexes. The mage adds 4 to its AC against one melee
Reactions attack that would hit it. To do so, the mage must see the attacker
Deflect Missiles. The firepalm deflects or catches the missile and be wielding a melee weapon. In addition, the mage can cast
when it’s hit by a ranged weapon attack. When it does so, the the shield spell as part of the same reaction.
.
damage it takes from the attack is reduced by 1d10 + 4. If it
reduces the damage to 0, the firepalm can catch the missile if it
is small enough for it to hold in one hand and it has at least one
hand free. If the firepalm catches a missile in this way, it can make
a ranged attack with a range of 20/60 ft. using the weapon or piece
of ammunition it just caught, as part of the same reaction.
7
8
Fire Channelling. Ranged Spell Attack: +9 to hit, range 120 ft.,
Master Phoenix Monk one creature. Hit: 22 (4d10) fire damage.
Medium Humanoid (any race), Any Alignment
Paralyzing Dart (1/Day). Ranged Weapon Attack: +10 to hit,
—
Armor Class 20 (unarmored defense) range 30/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Hit Points 162 (25d8 + 50) The creature must succeed on a DC 18 Constitution saving throw
Speed 50 ft. or become paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect on
— itself on a success.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 16 (+3) 18 (+4) 18 (+4) Bonus Actions
— Ki Senses. As a bonus action, the master can take the Dodge,
Saving Throws Str +6, Dex +8, Con +8, Int +8, Wis +9, Cha +9 Dash or Disengage action.
Skills Acrobatics +10, Animal Handling +10, Perception +10,
Persuasion +9 Ki Fighting. As a bonus action, the master can make two
Damage Resistances fire unarmed strikes.
Senses passive Perception 20
Languages Common, plus any two of your choice Reactions
Challenge 16 (15,000 XP) Proficiency +5 Deflect Missiles. The master deflects or catches the missile
— when it’s hit by a ranged weapon attack. When it does so, the
Unarmored Defenses. When the master is wearing no armor damage it takes from the attack is reduced by 1d10 + 4. If it
and wielding no shield, it can add its Wisdom modifier to its reduces the damage to 0, the master can catch the missile if it
armor class (already included in the stat blocks). In addition, is small enough for it to hold in one hand and it has at least one
when the master makes a melee attack against a creature, it hand free. If the master catches a missile in this way, it can make
doesn’t provoke opportunity attacks from that creature for the a ranged attack with a range of 20/60 ft. using the weapon or
rest of the turn, whether it hits or not. piece of ammunition it just caught, as part of the same reaction.
Ki-Empowered Strikes. The master’s attacks count as magical Parry. The master adds 5 to its AC against one melee attack that
for the purpose of overcoming resistance and immunity to would hit it. To do so, the master must see the attacker and be
nonmagical attacks and damage. wielding a melee weapon.
9
OVERARCHING PLOT — The Reencounter
Sethlok, the bakeneko who destroyed the Phoenix home. The second part of the plot involves deceiving
Monks’ monastery centuries ago, has grown bored in the monks into believing that the Golden Phoenix, a
recent years. Remembering the pleasure it experienced fabulous creature from an old myth, could help them
in the devastation, the fiend decided to find the monks against the upcoming threat from the bakeneko.
again. Using its fiendish ties, it didn’t take the neko Ancient legends tell that this legendary being has the
yokai long to learn the monks’ location. power to generate a fire so intense that it can defeat
Even with all its power, the bakeneko struggled ancient red dragons and fire elementals, and even melt
to reach the Sky Isles to reconnoiter. Having finally stone. The monks would think the phoenix would be
reached its destination, Sethlok carefully spied on the the perfect means to end a bakeneko’s life.
monks, noting with amusement the ways in which However, what the monks don’t know—but
the monks had adapted their way of life since the last Sethlok does—is that the Golden Phoenix has become
time the bakeneko met them. Thrilled by the added corrupted, turning into a yokai itself, becoming a Yokai
challenge, the cat started crafting a plan to be the Phoenix. The bakeneko can already gleefully picture
harbinger of chaos once more. the monks’ desperation at the sight of their home being
Sethlok, smarter than other creatures of its kind, reduced to ashes once more.
intends to trick the Phoenix Monks into bringing Kayden, the leader of the Phoenix Monks, is
about their own demise. By calling in favors earned determined to stop Sethlok this time, resorting to
over its long life, the yokai planted false information desperate measures to ensure that their home will
that convinced the monks that their ancient enemy not fall again.
had grown stronger and had located the monks’ new
10
Encounters Overview
Name Description Type Location
The Way Up Playful winged leopards perched atop earth motes Exploration/Combat A mountain top
The Skywalk Bridge that takes people to Neverdark Exploration/Combat Earth motes
A Sight for Sore Eyes Welcome to Neverdark! Exploration/Combat/Social Neverdark
Show Some Respect A peaceful shrine, but not quite Exploration/Combat/Social Neverdark/Earth motes
The Hunt The black goat is spotted and hunted Exploration/Combat/Social Neverdark/Earth motes
The Test of Truth No room for weaknesses Exploration/Combat/Social Neverdark
The Fiery Incantation An act of desperation Combat/Social Neverdark/Fireborn Monastery
12
Condition: Failing three group checks before
reaching the fourth success.
The Threat
DC: 12 / 14 / 16 / 18 At any point during the climb, the winged leopards and
Possible Skills: Athletics, Acrobatics, the party may be attacked by flying enemies. Check the
Perception, Nature group’s composition in the table below.
Group Check: A success on a group check means
that the party used their own abilities, skills, and scaling combat
knowledge to help each other to reach higher earth Tier Level Range Creatures
motes. A failure means that the party struggled and 1 1–2 1 manticore*
didn’t progress further. 1 3–4 2 manticores
Falling: If a character falls, one of the winged 2 5–7 1 chimera, 1 manticore
leopards dives to save them, carrying them up to the 2 8–10 3 chimeras
bridge (the Skywalk) that leads to Neverdark, and waits 3 11–13 3 chimeras, 3 manticores
with the character for the rest of the party to catch up.
3 14–16 1 adult blue dragon
Using the Map 4 17–18 1 adult red dragon
Alternatively, if you prefer to run this in a more visual 4 19–20 2 adult blue dragons
and direct way, the map below can help you. The
platform on the southwest corner is the mountaintop * If the party is at 1st level, remove the multiattack
and is considered ground zero for height calculation feature from the manticore
purposes. All earth motes are floating above it, and
their current height is indicated on the map. Their focus is the winged leopards—which will
The winged leopards will wait for the characters at defend themselves—but the attacker(s) will engage the
mote J, which leads to the Skywalk (see “The Skywalk” characters if they intervene in the hunt. The attacker(s)
encounter). Without flying, there are two main ways to will flee if the situation goes against them.
traverse from one mote to another: If the party helps the winged leopards, they are
Climb ropes (cr): while these could potentially help thankful and will allow any character to mount them.
save time, some of the ropes are set in dangerous The leopards won’t become their companions, though,
locations, where a mistake could mean a fatal fall. and will only allow a character to ride until they
Climbing such ropes is also more difficult. Climbing reach Neverdark.
such ropes requires a successful DC 15 / 17 / 19 / 21
Athletics check.
Outcomes
Suspended ropes (sr): these ropes are tied around tree Some of the possible outcomes are listed here:
trunks, or in some occasions, fixed by a small wooden The group ignores the winged leopards.
pillar. Using these ropes to cross from one earth mote The party attempts to follow them, succeeding in
to another is slightly easier, requiring a successful DC reaching the top mote.
10 / 12 / 14 / 16 Athletics check. The party attempts to follow them, failing to reach the
In case of a failure, allow a character to roll a top without help.
DC 10 / 12 / 14 / 16 Dexterity saving throw. On a The adventurers fight off the threat, saving the
success the character manages to grab the rope before winged leopards.
falling. If they fail a second time on the same rope, the
character falls (see Falling under “The Chase”). Rewards
If there is interaction with the winged leopards, award
the group with XP for an easy encounter. If they reach
the top on their own, award the group with XP for a
hard encounter.
13
14
The Skywalk The Encounter
Encounter Type: Exploration/Puzzle/Combat At this point, the winged leopards interact with
Encounter Overview: After climbing and reaching the party one last time, as if to bid them farewell
their way up through the earth motes, the party arrives before flying away to Neverdark. If any character
at a suspended green bridge that leads to a massive has managed to befriend one of the creatures, the
earth mote in the distance. leopard accompanies that character, circling above
Encounter Location: Sky Isles earth motes and seemingly cheering as that character progresses
towards Neverdark. Upon reaching the bridge at mote
Background J, read or paraphrase the following:
In order to protect themselves from unwanted Ahead of you, under the clear sky and above the white
intruders, the few monks who studied magic created a clouds, lies a bridge made of green stone blocks,
bridge that would ensure that only skilled people could floating like the rocks on which you currently stand.
reach Neverdark. Thus, the bridge offers challenges to The bridge connects this earth mote to a massive island
people attempting to cross it. of green that has a tall mountain and streams. Even
Overarching Plot: The monks, in an effort to from this distance, you can spot buildings as well.
increase their chances of attracting the type of people The bridge is made of seven blocks of green stone of
they need for the incantation, added a wooden sign varying lengths, all 10 feet wide. Each block is separated
that reads: “Ahead lies the shining Neverdark, with from the next by a gap, the width of which varies.
beauty beyond imagination. If you can reach us, we will Vegetation grows on the blocks and long, thick vines
welcome you. Good luck.” descend as much as thirty feet below the bridge level.
At the base of the bridge is an inscription engraved
in the rock that reads: “One step at a time.” Any
character who decides to spend a minute observing
the bridge can attempt a DC 15 / 17 / 19 / 21 Wisdom
(Perception) check. On a success, that character gains
advantage in all checks to cross the bridge. The first
time a character sets foot on the edge, Blocks 2 through
7 quickly sink, vanishing from view into the clouds.
15
The Bridge
Each block behaves in a different way, and the way they
work is explained below. If for any reason a character
falls, allow that character to roll a DC 10 / 12 / 14 /
16 Dexterity saving throw. On a failure, the character
plummets to the ground, thousands of feet below. On
a success, the character grabs a vine and can climb back
to the bridge by making a successful DC 10 / 12 / 14 /
16 Strength (Athletics) check. A failure on such a check
triggers the Dexterity saving throw above, once more.
A second failure results in the character falling. Each
block appears in sequence when the previous block
is reached, rising from the clouds at impressive speed
and stopping suddenly at the bridge level. Any time
one character reaches a new block, the gap they just
traversed fills with fast-rising stones, which make it
possible for the rest of the party to safely cross and join
that character.
Base
Length: NA
Distance to Next Block: 10 ft.
Located 10 feet away from the base of the bridge, it
can be reached by any character whose Strength score
is greater than 10 by simply jumping to it. A character
with a Strength score less than 10 must succeed on a
DC 10 / 12 / 14 / 16 Strength (Athletics) check to make
the jump with a running start; without the running
start, the check is made at disadvantage.
Block 1
Length: 5 ft.
Distance to Next Block: 10 ft.
Repeat the same process as from the base to Block 1.
As there is no space for a running start, any check is at
disadvantage.
Block 2
Length: 15 ft.
Distance to Next Block: 5 ft.
The following words are engraved in the stone: “Again.
Trust your heart. Have a little faith. All will be well.”
Block 3 doesn’t actually rise once Block 2 is reached. Its
position is only 5 feet away from Block 2, and it will
materialize under the character’s feet when they are
about to land.
Block 2 is covered with moss, which has allowed small
blue mushrooms to grow. A successful DC 13 / 14 /
15 / 16 Intelligence (Nature) check reveals that these
mushrooms are edible. If the result exceeds the DC by
5, the character also knows that the mushrooms have
beneficial properties, and were used in the past by
people who needed courage to take bold actions. There
are five emboldening blues growing on this block.
16
Emboldening Blue
When consumed, this small, blue mushroom imbues the scaling combat
consumer with added courage, boldness, and confidence for Tier Level Range Creatures
one hour. In addition, the consumer gains the benefits of the
heroism spell for one hour, gaining 4 / 8 / 12 / 16 temporary hit 1 1–2 4 mud mephits
points. The mushrooms spoil 24 hours after being harvested. 1 3–4 2 gargoyles
2 5–7 1 earth elemental and 4 mud
mephits
Block 3
Length: 10 ft. 2 8–10 1 clay golem
Distance to Next Block: 15 ft. 3 11–13 1 clay golem and 4 gargoyles
For characters who can’t make a 15-foot jump, this 3 14–16 1 stone golem
block can be pulled towards Block 4 by using a rope to a 4 17–18 1 iron golem
small pillar that stands at the southern edge of Block 4. 4 19–20 1 iron golem*
Lassoing the pillar requires a character to make a ranged * This iron golem has twice the hit points and deals twice the the
damage of a standard iron golem.
attack against an AC of 13. On a hit, the character can
pull Block 3 towards Block 4 by making a successful DC Block 7
10 / 12 / 14 / 16 Strength (Athletics) check. Length: 5 ft.
Distance to Neverdark: 60 ft.
Block 4
Engraved in the stone on the ground is the following
Length: 25 ft.
message: “Almost there. Do not hesitate. Do not flinch.
Distance to Next Block: 20 ft.
Chase after your goal. One step after the other. Go
The east and west edges of this block are protected by
quickly into the air.”
wooden parapets. A successful DC 12 / 14 / 16 / 18
This block leads to Neverdark’s earth mote and its
Wisdom (Perception) or Intelligence (Investigation)
gap is filled with 12 thin circular floating stones, each
check reveals that the top part of the parapet is tied by
1 foot in diameter. The distance from one such stone
ropes with knots that can be unknotted. The parapets
to the next is 4 feet. To cross this gap, a character must
can then be disassembled and their sturdy boards
take the Dash action and leap from one stone to the
can be placed between Blocks 4 and 5 to create a
other. Each time a stone is touched, it trembles and
makeshift bridge.
falls into the clouds below. If a character isn’t dashing,
Crossing the board bridge requires a successful
they must roll a DC 10 / 12 / 14 / 16 Dexterity saving
DC 12 / 13 / 14 / 15 Dexterity (Acrobatics) check.
throw. On a success, they jump to the next one but if
Guidelines on failures are mentioned above under
they don’t start dashing, they must repeat the saving
“The Bridge.” The parapet pillars are solidly fixed in
throw on each stone. On a failure, they fall to the
the stone and can support up to 300 pounds, so the
ground far below.
crossing character can tie a rope securely to a pillar and
Once a character reaches Neverdark, the last gap is
use it as a safety line. Once a character reaches Block 5,
filled with a rising stone, allowing safe passage for
the impact of the rising stones filling the gap scatters
everyone else.
the wooden boards and they are lost.
18
Since these encounters can be adapted to parties
The Encounter of any level, an exact number is not provided for the
Neverdark is a village with a few buildings scattered Neverdark population. Assume that there are some
about the grassy lands of this massive earth mote and a dozens of monks of various levels of experience for tier
few structures—including the monastery—built into the 1, and increase that number for higher tiers, possibly
natural walls and heights of the tall cliff face that looms reaching over a hundred monks. Most teenagers
over the mainland. The party can reach the village and adults are phoenix monk apprentices, while
proper by following a subtle, natural trail of earth and some could be phoenix monks, and a few are
gravel that leads from the bridge to the settlement. phoenix firepalms. If the party causes any trouble at
After allowing the characters to look around for a few Neverdark, they’ll be asked to leave. If they hurt anyone
moments, read or paraphrase the following: or destroy anything, the monks ask them to surrender
After a short walk on the much-appreciated solid
and face the Test of Truth. Refusing to surrender
ground of this enormous land mass, you can see ahead results in a fight, with the majority of able monks
of you a beautiful field of lush grass. A stream twists helping to defend their own. It’s a fight few parties can
through the grassland and splits near the edge of the hope to survive.
mote, producing a few waterfalls that quickly become Overall, most people behave quite positively towards
a soft rain above the clouds. A rainbow arcs close to the party as Neverdark rarely gets visitors. Many
a massive, multiple-level rocky hill with grass on top, Neverdarkans may potentially approach the characters
and a monastery stands atop the middle platform, and chat with them, asking some of the questions
overlooking the village below. below, but not limited to those:
Kayden (referred to as they/them), in the company • Where are you from?
of four other monks, approaches the party. They are • How have things been below the clouds?
dressed in spotless white robes, the edges of the sleeves • How was the way up?
depicting furious red flames. Most monks here are bald, • Why are you here?
as hair is highly flammable. In their training, the monks • What do you seek?
learn not to fear fire, but they also learn to respect
it. Characters with a passive Perception 15 or higher
will notice that all five monks have subtle burn scars
Locations
on various parts of the body, such as their hands, feet, The main locations of Neverdark are briefly described
face, neck, etc. below. Feel free to further enrich this village in
Kayden is older than the rest and once they reach the any way you see fit. This is not meant to be a fully
party, they join their palms in a greeting movement, developed gazetteer, so the information presented here
slightly bowing while smiling. The other monks do the is the minimum needed to run the Sky Isles adventure.
same. Kayden says in a tranquil voice: Besides the named location below, Neverdark includes
“Brave travelers, we welcome you to our home. We
rice fields to the west and some houses and other
apologize for any trouble or harm you may have buildings in the center near the Shading Hill, as the
experienced while traveling the path that led you here. Neverdarkans call the tall cliffs that the village hugs;
We understand how Neverdark can be a difficult place other locations may be added as needed.
to reach. I am Kayden, the spiritual leader of the Clan of
the Phoenix. You are our most welcome and honored Fair of Colors
guests and you will be treated with utmost respect Since Neverdark is actually a community, this market’s
during your stay here. All we ask is that you return purpose is to serve the people. Here, the Neverdarkans
the same courtesy and agree to follow our guiding can find vegetables, rice, fruits, meat, and eggs, among
principle: ‘The strong shall respect life with unending other goods. The place gets its name from the multi-
serenity.’ Is this something you can agree with?” colored stalls and the paper lanterns that complement
If the party refuses, Kayden apologizes for their the natural lighting from the star-filled night sky. One
trouble to have come here for nothing and asks them to of the mages has potions of healing which they offer to
leave; since they have successfully reached Neverdark, visitors at double the usual price.
the bridge is still intact for safe passage back. If they Overarching Plot: At this point, everyone in
agree, Kayden accompanies them until they reach the Neverdark is aware of the plan to fight off Sethlok.
village proper, briefly explaining the overall features While in the market, the party can notice people
of Neverdark (see below). Upon arriving at the village, reacting in different ways to their presence by making
Kayden says that they have business to attend to and a successful DC 14 / 16 / 18 / 20 Wisdom (Insight)
wishes the characters a delightful stay. check. Most people seem to be curious and happy that
19
the characters have arrived, but a few show concern. If • Helping Neverdark against Sethlok as part of “The
approached, none of these people will willingly reveal Reencounter.”
why they are really concerned; instead they prevaricate • Willingly take part in the Test of Truth and succeed.
and tell the characters that they fear for Neverdark’s
safety, as the more people know about the Sky Isles’s Taming a Winged Leopard
location, the higher the chances are that Sethlok will For the first day, the tamer will help the character form
return. This is a half-truth, so if a character asks for a bond with the winged creature. The character must
an Insight check, roll the Deception check for the succeed on a DC 10 / 12 / 14 / 16 Wisdom (Animal
Neverdarkan with advantage. If asked who Sethlok Handling) check made with advantage because of
is, they explain the information provided in the the tamer’s help. A failure means that the character
Background paragraph above. The characters can try must wait until the next day to try again. After the
to approach one of these people in a quieter location first success, the character must succeed nine times
to ask for more details. If they succeed at a DC 17 / 19 on the same check, being able to try once a day. Once
/ 21 / 23 Charisma (Deception or Persuasion) check, the character attains ten successes, the character and
the Neverdarkan will explain in general terms that the winged leopard have successfully bonded and the
there are rumors that Sethlok will soon strike again creature will allow the character to mount it.
and that Kayden needs the body of a powerful creature
to perform an incantation that will allow them to Sky Grounds
summon the Golden Phoenix. This small arena made of thick glass reflects the shining
skies and is a well-frequented spot in Neverdark. This
Dotted Stables is where Neverdarkans hone their fighting skills and
This is where winged leopards are tamed and trained, master the art of the Way of the Phoenix. During
which is not complicated, given their docile nature. daylight hours, the arena is usually occupied by
However, these creatures are very sensitive and will combatants practicing their art.
break free from their masters if the leopards feel that
they can’t trust them anymore. The stables and its staff
handle fifteen winged leopards. They aren’t for sale;
the only way to acquire one is for the party to gain
Neverdark’s favor. Below are a few ways to do it:
20
Fireborn Monastery Paralyzing Longbow (5/Day). Ranged Weapon Attack: +5
Located atop the central platform of the Shading Hill to hit, range 200/600 ft., one creature. Hit: 7 (1d8 + 3)
is the monastery where all Neverdarkans spend a good piercing damage. The creature must succeed on a DC
part of their childhood and teenage years studying the 13 Constitution saving throw or become paralyzed for
ways of the Phoenix. Even though Kayden is assisted by 1 minute. The target can repeat the saving throw at
two master phoenix monks in the teachings of mind, the end of each of its turns, ending the effect on itself
emotions, and body, Kayden likes to be as involved as on a success.
possible, and so they are. These monks’ primary goal is to defend Neverdark
Overarching Plot: Kayden is working on the from possible flying threats. The towers were
incantation’s preparation, so they’ll be busy in their constructed years ago after the blue dragon attack. Each
office working out the details. If the party visits the of the three towers is staffed by a phoenix firepalm
monastery, the master twins Aryana and Qaeth will and a phoenix monk. The latter is trained to operate
attend them. the ballista.
Overarching Plot: Because of the Sethlok threat,
Meditation Court the number of monks in the towers is doubled and
An open area surrounded by flowering hedges has a supplemented with a phoenix mage, whose goal is to
large brazier in its center with an everburning flame focus on hindering the yokai’s movement.
blazing silently. The partial roof of this place is made
from dragon’s bones, and a dragon’s massive skull Important NPCs
rests in the court. People come and go throughout The population of Neverdark can be dozens to
the day to sit and meditate in the presence of the over a hundred people. You can decide the race
Majestic Flame or the Remembrance Skull. A creature predominance, if any, and anything about specific
who takes a short rest there gains 5 / 10 / 15 / 20 cultural aspects. In general, people are friendly, calm,
temporary hit points. and disciplined. Because of their training, failure is
Overarching Plot: Most people here are meditating, a liability. They are forgiving people when someone
oftentimes with their eyes closed, and in silence. makes their first mistake, but can be very intolerant
However if the party walks around, they come with repeated errors.
across an old woman whispering some words as
Kayden
part of her meditation. Any character with a passive
LN, any gender/any pronouns/any humanoid race, master
Perception of 16 / 18 / 20 / 22 or higher, or any
phoenix monk
character who succeeds on a DC 16 / 18 / 20 / 22
Completely dedicated to their people, Kayden greatly
Wisdom (Perception) check hears the words “provide,”
prides themselves on the new life and home their
“strength,” and “difficult times.” If anyone inquires
people created. They live for the Clan and its people,
about this, the woman becomes hostile at the profound
having sworn to protect Neverdark with their life. No
disrespect shown by the party and refuses to further
one has ever witnessed Kayden lose control over any
interact with them.
situation, but the people are unaware of how worried
Shading Hill Kayden is about a possible return of Sethlok.
A multi-level rocky hill covered with grass, into which Overarching Plot: When Kayden recently received
some buildings have been constructed. Its name refers word of Sethlok, through rumors planted by Sethlok
to the welcome shadow it casts in this ever-bright itself, the leader started to look for alternatives, trying
place. While most Neverdarkans greatly enjoy the sun, to keep the information only to themselves and the two
many still like to walk under the protection of this cliff masters. Kayden had almost given up hope of finding
to get some cooler air. anything to counter the threat when they discovered
a book in the monastery library that mentioned the
All-Seeing Towers fabled Golden Phoenix, a powerful being with flames
Built on top of the Shading Hill, these towers house a so hot that they can kill fire elementals and melt rocks.
few skilled individuals who operate ballistas and wield Since then, Kayden has been obsessed with finding a
longbows with which they fire paralyzing arrows. way to summon this being to help the Clan, should the
The paralysis is caused by coating the arrowheads in rumors about Sethlok’s return be true. The spiritual
a substance that the monks harvest from the winged leader of the Phoenix Monks is willing to do anything
leopards, a process so lengthy that they use their to ensure that the Clan will never be a victim of that
paralyzing missiles sparingly. Replace the Paralyzing neko yokai once again.
Dart attack by a Paralyzing Longbow attack, as follows:
21
Aryana and Qaeth scaling combat
LN female (she/her) and male (he/him) human, master Tier Melee Character Spellcaster Character
phoenix monks 1 phoenix monk apprentice acolyte or priest
These twins are Kayden’s most trusted companions, 2 phoenix monk mage
the trio having a strong bond. They spend a good 3 phoenix firepalm phoenix mage
part of the day together and all seem to share the 4 master phoenix monk archmage
same opinions and ideas. Like Kayden, the twins have
made the Clan their life focus. They live for the work, For melee combat, the rules are simple:
although they make a great effort to be with the people, 1. No lethal damage
their fellow companions, and interact with other 2. No ranged attacks
Neverdarkans whenever possible. 3. The combatants must keep both feet on the
Dancing is one of Aryana’s passions, and she battleground or they lose
loves to practice her dance to the sounds of her 4. Any combatant can surrender by kneeling and
brother’s lute. Qaeth greatly enjoys playing it, and acknowledging defeat
the twins often perform in the moonlight, gathering For spellcaster combat, the first rule above is replaced
many Neverdarkans who drink tea and sing and by “No destructive spells,” meaning that spells like
dance with them. fireball, lightning bolt, and other spells that could either
Overarching Plot: While Qaeth agrees completely harm the environment or hurt people, are forbidden.
with Kayden’s plans and ideas, Aryana is not as Also, rule 2 is excluded. Spellcasters will also wield
convinced. She expressed her concerns once but was quarterstaffs.
reprimanded by the other two, so she now keeps her Strategy: The monk tries to push the opponent out
different views to herself, fearing the punishment she of the arena and moves around the battlefield to lure
could receive if she insists on the topic. the opponent closer to the border and make it easier to
Threyss follow this strategy. If the opponent isn’t falling for this
LG male (he/they), any race, phoenix firepalm trick, the monk faces them head on while still trying to
Threyss is Kayden’s son and the responsibility and move around them.
stress of being the only son of the spiritual leader If the character is victorious, the monk—whose
weighs heavily upon him. One of the best hunters of name is Ylxa— offers to train with that character for
Neverdark, Threyss enjoys reading in his free time. two hours per day for seven days. Once this training
He’s embarrassed that he failed to bring back the famed is complete, the character gains the Fiery Blessing
black goat to Neverdark the last time it was spotted. (see sidebar).
Overarching Plot: Kayden told their son about the
Fiery Blessing
plan, and Threyss is anxious to prove himself after The character receives a boon that lasts for 10 days. During
having once failed the community with the black goat. this time, the character gains resistance to fire damage.
Once the boon has expired, the character gains the use of
Events an absorb elements spell with no time limit. Once used, all
benefits of the blessing are gone.
Below are some activities you can present to the party
in order to give them an opportunity to learn more
about the people and place.
Friendly Sparring
The monks are excited to receive visitors and challenge
them to a fight at the Sky Grounds. This news spreads
quickly and many Neverdarkans go there to watch.
One of the monks promises to teach the party how to
be strong against fire. The monk stat block depends
on the party tier of play. In addition, since each tier of
play has a wide range of levels, adjustments to their hit
points and damage can be made. The monk provides a
quarterstaff to the character, if they need a weapon.
If a spellcaster would like to answer the challenge, use
the “Spellcaster Character” column instead.
22
23
The Top of the World one week. Any creature that consumes its petals gains
A teenager called Cassel, thrilled by the presence of the benefit of an aid spell until their next long rest.
outsiders, offers to take the party to the top of the However, instead of increasing the creature’s hit points
Shading Hill, telling them that the view is mesmerizing. by 5, the creature gains 5 / 10 / 15 / 20 hit points.
If the party isn’t willing to climb up, the boy also There are no challenges in descending back to the
mentions that there are some rare flowers up there, village; they just must return via the same route.
and while they aren’t to be harvested in quantity, no
Welcome Party
one will notice if they take one each. Since people are
Some of the Neverdarkans suggest to Aryana and Qaeth
generally not allowed to go up there, Cassel prefers to
that they should throw one of their parties to celebrate
ascend through less-frequently used routes instead of
the arrival of visitors, to which the twins agree.
taking the stairs.
Rumors of the fete quickly spread and the characters
If the party agrees to follow Cassel, he’ll lead the
hear about it. People begin preparing tents and
way and climb to the top via the fastest route possible,
bringing food to the Sky Grounds. The twins arrive
which he’s already very used to. To make things
about an hour later and ask one of the Neverdarkans
simpler, ask for an Athletics group check for each of the
to escort the characters to the gathering if they aren’t
three platforms. A success means that the party reaches
there yet. Refusing the invitation is seen as an act
the next level, be it the next platform or the top. A
of disrespect.
failure means that the party struggled to reach the next
Qaeth plays his lute while Aryana dances, and many
level, each character taking bludgeoning damage from
people in the audience join in the singing and dancing
multiple falls equal to 2d6 / 3d6 / 6d6 / 8d6. The DCs
also. All kinds of food are served, from delicious ripe
for each platform are as follows:
fruits to meats and rice balls. Various teas round out
• First platform: DC 12 / 14 / 16 / 18 the refreshments.
• Central platform: DC 13 / 15 / 17 / 19 During the party, many Neverdarkans will approach
• Top: DC 13 / 16 / 19 / 22 the characters and interact with them. Some will
ask them questions, some will invite them to dance,
Three watchtowers on the top platform complicate
etc. If you haven’t yet run Friendly Spar, this is an
the ascent; besides climbing, the party must avoid
opportunity to do so.
being caught. Cassel warns the characters about this
Overarching Plot: A character who tries to scan
and takes the stealthier way. If the party doesn’t take
the audience by making a successful Wisdom (Insight)
precautions to avoid notice or if they are spotted while
check can notice similar reactions to the ones listed in
trying to sneak up, the guards call the party to approach
the “Fair of Colors.” However because of the festive
the tower. Cassel, knowing this is his fault, surrenders
nature of the situation, the DC is 16 / 18 / 20 / 22.
and defends the group, saying that he tricked them into
going up. If a fight occurs, Cassel begs the party to stop Outcomes
and surrender.
Succeeding in a group Stealth check is enough for As this is a very open encounter in which the party is
the party to reach the base of the tower located at free to explore Neverdark on their own, the outcomes
the top, which allows them to avoid the notice of the are unpredictable.
watchtower guards. The monks stationed at the towers Rewards
are more watching the skies, not the ground. Cassel
is right; the view is beautiful. Read or paraphrase If a character wins the Friendly Spar fight, award the
the following: group with XP for a hard encounter. If they reach the
top of the Shading Hill, award the group with XP for
a medium encounter. If they positively interact with
You feel literally at the top of the world. The brilliant,
the monks at the Welcome Party, Aryana gives them a
crystal clear sky above you, small earth motes floating
past over white clouds that look like wool...you revel in gem worth 250 / 500 / 1,000 / 2,000 gp. Also award the
the feel of the soft grass beneath your feet. As pleasant group with XP for an easy encounter.
as it is to walk atop this hill, you know that venturing
too far from the tower’s base could reveal your
position. A few feet ahead of you are bright red flowers
which deliver a tantalizing scent to your nostrils.
The flowers are called invigorating flowers. A flower
can live up to 24 hours once harvested unless it’s placed
in a vase filled with water, in which case they live for
24
25
Once the party arrives, the leopards fly up and
Show Some Respect out of sight.
Encounter Type: Social/Exploration/Combat 3. The party hears the news that someone
Encounter Overview: While the party is visiting this violated the Clan’s rules and that proper
gorgeous shrine, having the opportunity to interact punishment will be meted out.
with an NPC, one of the Neverdarkans is taken there to If hooks 1 or 2 are used, read or paraphrase the
be punished for an infraction. The party can watch the following once the party reaches the shrine:
scene or try to intervene. Soon after entering, you spot a small, white gazebo
Encounter Location: Neverdark built atop a tiny earth mote which can be reached by
stepping across floating stone tiles. Surrounding this
Background gazebo are many waterfalls, their sound acting as a
Considered a place for more solitary meditation as it’s calming white noise. You see a person kneeling in the
center of the gazebo, with their back toward you.
much less crowded than the Meditation Court, the
Refreshing Shrine is equally attractive for the cooling The person praying is a Neverdarkan named Layssa,
spray from the waterfall. When the party arrives, and meeting her can go one of two ways:
they find only a single monk there, praying in silence. Standalone Encounter: She’s praying to their god,
But a commotion shatters the tranquil scene when a thankful for the prosperity of their community. If
Neverdarkan is brought to the shrine to receive the interrupted, she’s surprised but happy to finally see the
punishment reserved for those who disrespect the visitors that her people have been talking about. She
Clan’s values. happily chats with the characters.
Overarching Plot: If the party climbed the Shading Overarching Plot: If following this plotline, she’s
Hill with Cassel and avoided detection, Kayden asks praying for forgiveness as she’s not proud of what
one of the monks, Yeghel, to help them with a situation Kayden has asked their people to do with the visitors.
to lure the party into making a mistake. Yeghel, eager In this situation, if interrupted, she seems wary and
to help the tribe but not completely thrilled about nervous, but she’ll never betray the Clan. Instead, she
the plan itself, goes to a public place and starts a tells the characters a half-truth, mentioning the rumors
discussion—which quickly escalates—with an elderly of Sethlok’s return.
monk, to force a situation in which people will witness If hooks 1 or 2 were used, after a brief roleplay with
Yeghel’s disrespect. Once he is tied upside down, if the Layssa, a group of monks arrive carrying the offender;
party takes the bait, Yeghel will plead for help. if hook 3 was used, skip the interaction with Layssa
and proceed with the encounter. This person to be
The Encounter punished could either be Cassel if they were spotted
The Refreshing Shrine is an open cave within the during the “Top of the World” encounter under “A
Shading Hill, a hollow cylinder with no roof or solid Sight for Sore Eyes,” or it could be Yeghel. If anyone
ground, surrounded by waterfalls. In the center is a is meditating in the shrine, the monks ask for them to
small earth mote with a shining shrine built atop it, leave, and take the offender to the center of the shrine.
which can be reached by traversing floating tiles. One of the monks states that the offender has failed to
If a creature rests for 10 minutes within the shrine and live up to the Clan’s standard, having committed an
comes in contact with the mist from the waterfall, they act of profound disrespect, and gives a rough outline
regain 1d4 / 2d4 / 3d4 / 4d4 hit points and are cured of of the offense (either climbing the forbidden hill or
the poisoned condition and any of its effects disrespecting the elderly).
The main hooks to trigger this encounter, which The monks proceed to grab one of the chains affixed
requires the party to be in the secluded shrine, are to the edge of the central mote, tying it to the offender’s
listed below: feet. The prisoner is gagged, then the monks throw
1. The characters hear about the special him over the edge, where he remains suspended upside
properties of the Refreshing Shrine and may down for a day.
decide to investigate. If the party tries to intervene, they are warned once
2. Sometimes winged leopards like to fly through to stand back. If the party persists, the monks attack
the waterfalls and the party may spot a trio unless one of the characters offers to take the offender’s
of the creatures teasing each other while place. Consult the table below for the composition of
flying towards the hill. Once they see the the group of monks.
characters, they’ll tease them instead, and then
fly toward the shrine as if to lead them there.
26
27
scaling combat
Tier Level Range Creatures
The Hunt
1 1–2 3 phoenix monk apprentices Encounter Type: Social/Exploration
1 3–4 1 phoenix monk and 2 phoenix monk
Encounter Overview: The characters hear about the
apprentices famed black goat which has been spotted a few times
2 5–7 4 phoenix monks but nobody has managed to kill it. The leader’s son,
2 8–10 1 phoenix monk firepalm and 2 who tried and failed once, feels confident that he can
phoenix monks now hunt it down. He invites the party to accompany
3 11–13 2 phoenix monk firepalm and 2 him and get to know a bit more about the Sky Isles.
phoenix monks Encounter Location: Sky Isles earth motes, north
3 14–16 2 phoenix monk firepalm and 1 of Neverdark
phoenix mage
4 17–18 1 phoenix monk firepalm and 1 master Background
phoenix monk
4 19–20 2 master phoenix monks
On rare occasions, black mountain goats venture
through the earth motes when they come close enough
If a fight breaks out, one of the Neverdarkans goes to to each other for them to make the jump. Stories
notify Kayden. Assuming that the party doesn’t kill any recorded by the monks’ ancestors tell of the delicious
monk in the process, they’re forgiven, but warned that taste of the meat of the black goats. This creature
such a situation shouldn’t happen again. has been spotted once in recent years and Threyss,
Kayden’s son, attempted to hunt it down but failed.
Outcomes One of the children has just spotted it again and word
quickly spread through Neverdark.
Some of the possible outcomes are listed below:
• The party ignores the Refreshing Shrine. The Encounter
• The group goes there but doesn’t interrupt Layssa. Soon everyone has heard of the appearance of the black
• The characters interact with Layssa. goat, and Threyss promises the community that this
• The party witnessed the punishment without time he’ll bring it back to Neverdark for a feast where
interfering. everyone can taste this rare delicacy. If the characters are
• The party interferes somehow. present when Threyss addresses the Neverdarkans at
the fair, he invites them to tag along. He insists that he
Rewards doesn’t need their help but that it’s a good opportunity
If the characters interact with Layssa, award the group for them to get to know more about the isles and also for
with XP for an easy encounter. If they save Cassel/ him to get to know them better. He also mentions that
Yeghel from punishment, award the group with XP for there could be some emboldening blue mushrooms there.
a hard encounter. If they deal with the monks without According to the children, the beast has been spotted
killing any of them, award the group with XP for a north of the village, on the biggest earth mote after the
deadly encounter. one Neverdark was built on. To reach that place, they
need to traverse through some smaller motes, similar to
“The Way Up” encounter, but the earth motes on this
side have rope bridges that the monks have built.
During their way there, Threyss asks questions about
who they are, why they are there, how things are at the
ground level, etc. If the party asks him what he knows
about the goat, he can tell the party only a few things:
• The black goat is really fast.
• It can vanish from view and jump long and high
distances.
• Its senses must be extremely sharp, as it’s difficult to
surprise it.
• Legends say its meat is delicious beyond belief.
Once they reach the proper mote, he slows his pace
and grabs his bow, signaling for you to stay behind
him. He starts looking for tracks, carefully scanning the
28
wilderness ahead to try to spot the creature. He walks If Kayden learns that he took a paralyzing arrow
forward very slowly. to hunt a goat, Threyss will probably be faced with
Any character can decide to help, though Threyss the Test of Truth, but he’s counting on no one
becomes angry when he realizes that the party is taking finding that out.
action that could potentially interfere with his hunt. Finding the black goat (see below) requires two
He informs them that they’re on their own and that successful DC 15 / 17 / 19 / 21 Wisdom (Survival)
he’s going to find the creature before the party does. checks. If the party achieves two success before Threyss
Threyss is a phoenix firepalm with the following does, on the second success, read or paraphrase
changes to his stat block: the following:
• His Wisdom score is 16
• He has a +6 bonus to the Survival skill After following goat tracks bigger than the ordinary,
• His bonus to the Animal Handling and Perception you finally spot a large goat with black fur and horns.
skills is +6 It’s atop a tall rock eating apples from a tree.
• He wields a longbow and has one paralyzing arrow,
gaining the attack below: At this point, if the party doesn’t immediately hide,
• Paralyzing Longbow. Melee Weapon Attack: +7 to hit, the goat spots the characters. Roll for initiative as the
range 200/600 ft., one target. Hit: 8 (1d8 + 4) piercing goat attempts to flee. Check “The Chase” section below.
damage. If the paralyzing arrow is used and the target Else, allow the party to take action against the surprised
is a creature, it must succeed on a DC 13 Constitution goat. If they don’t kill it, check “The Chase.”
saving throw or become paralyzed for 1 minute. The If Threyss rolls two successes before the party
target can repeat the saving throw at the end of each does, he’ll hide, aim, and attempt to hit the goat with
of its turns, ending the effect on itself on a success. a paralyzing arrow. In this case, read or paraphrase
the following:
The Chase
The goat will attempt to run in the opposite direction,
going back to the mountains north of the Sky Isles.
It only engages in combat if cornered, fighting until
it is killed.
The stats block below is aimed at Tier 1 play. For
every Tier above 1, multiply the creature’s hit points by
the current tier of play so the chase doesn’t end too fast.
29
30
Black Goat The Test of Truth
Large Fey, Unaligned
Encounter Type: Social/Exploration/Combat
—
Armor Class 13 Encounter Overview: One of the Neverdarkans,
Hit Points 30 (4d10 + 8) or even one of the characters, is subjected to the test,
Speed 40 ft, climb 30 ft.
which attracts the attention of the whole community. If
—
STR DEX CON INT WIS CHA the person being tested is a Neverdarkan, they’ll plead
16 (+3) 17 (+3) 15 (+2) 3 (‑4) 12 (+1) 7 (‑2)
for one of the characters to act as their Champion in
—
Saving Throws Str +5, Dex +5 this incredible challenge.
Skills Perception +5 Encounter Location: Neverdark
Senses passive Perception 15
Challenge 1 (450 XP) Proficiency +2
Background
—
Charge. If the goat moves at least 20 ft. straight toward a target and
The Test of Truth was created long ago to ensure that
then hits it with a ram attack on the same turn, the target takes an
extra 7 (2d6) bludgeoning damage. If the target is a creature, it must the members of the Clan of the Phoenix would be as
succeed on a DC 13 Strength saving throw or be knocked prone. capable as possible to defend the people from a possible
return of Sethlok. When a Neverdarkan fails, for
Sure-Footed. The goat has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone. instance, one of the tests from the Way of the Phoenix,
they’re treated with sympathy and are supported to
Fey Jump. The goat can double the distance or height for any of
grow and improve before taking the test again. Should
its jumps.
they fail a second time, however, they’re subjected to
Actions the Test of Truth. They are given the opportunity to
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: practice for a week before this ordeal, if they wish.
10 (2d6 + 3) bludgeoning damage. This trial offers a Neverdarkan a third chance to
prove that they won’t be a weak link if the Clan is
Reactions ever challenged again. In this test, mind and body
Vanish. When missed by an attack, the goat can become invisible
are tested. Any Neverdarkan who succeeds in
until the end of its next turn.
meeting its challenges emerges stronger, smarter,
and more prepared to face adversities. Those who
The party can find 1d4 emboldening blues by succeeding fail are “embraced by the clouds and grounds below”;
on a DC 14 / 16 / 18 / 20 Wisdom (Survival) check. i.e., they die.
If the party didn’t hinder Threyss and he managed
Developments to bring back the black goat, a monk named Fayril is
brought forth for the test after having been caught for
If the party hinders Threyss, hunts the goat on their
a second time falling asleep on guard duty at the All-
own, or if the goat escapes, the monk is angry at
Seeing Tower. Fayril and his wife recently had a baby
the party, knowing what awaits him. Any of these
and he hasn’t been sleeping well because the newborn
scenarios is a failure for Threyss, so he departs for
has been sick. Fearing that this sickness could be seen as
Neverdark ahead of the party.
a weakness, he and his wife have been trying to manage
Outcomes the situation themselves.
Overarching Plot: Threyss is subjected to the test as
Some of the possible outcomes are listed below:
part of Kayden’s plan.
• The party ignores Threyss.
• The party follows Threyss’s lead on the hunt. The Encounter
• The group hunts the goat themselves. Regardless of who is being tested, once back from the
• The goat escapes. hunt, or at any time you feel appropriate in Neverdark,
read or paraphrase the following:
Rewards A mass of people has gathered around the Sky
If the characters interact with Threyss before reaching Grounds, and you hear the words “Test of Truth”
the goat, award the group with XP for an easy repeated many times by the crowd. Some people look
excited, while others seem concerned.
encounter. If the party hunts the goat on their own,
award the group with XP for a hard encounter. If the If the characters ask people in the crowd about the
party helps Threyss without hindering him, award the test, they can learn the information mentioned in the
group with XP for a deadly encounter. Background (above) about the Test of Truth.
31
A short time later, a man, accompanied by Kayden, Stillness
Aryana, and Qaeth, is brought up. All four enter The goal of this trial is to assess the Tested One’s
the Sky Grounds and Kayden addresses the public, behavior under pressure. The Tested One sees an
saying loudly: unending rocky wasteland, with dark and angry skies
“My fellow brothers and sisters, I stand before you, above. A wooden sign reads: “Haste is the enemy of
saddened by the obligations my position requires of perfection.” A paved path leads to a dark cave 100 feet
me. I take no pleasure in such situations, but we all ahead with a stone archway at the entrance. Lightning
know that we are only as strong as the weakest link. strikes the ground violently, shaking it. A child appears
This man must prove his worth to the Phoenix so that in the cave opening, waving to the Tested One and
his past failures can be buried in the past and he can be shouting, “Come quickly! Hurry up!”
reborn as a new man...a strong Neverdarkan. Let the
Ask the Tested One to roll initiative. The lightning
trial begin!”
acts on initiative 10. If the Tested One walks instead
At this point, the one facing the ordeal invokes the of running (i.e., without taking the Dash action), they
Phoenix Champion rule, which states that another reach the cave safely; however, describe how close the
person can undergo the trial on behalf of the violator, lightning strikes each round. If they Dash, they must
believing in the violator’s potential to learn and become succeed on a DC 13/15/17/19 Dexterity saving throw
a strong link. If the champion fails, both the champion or take lightning damage equal to a quarter of their
and the person they’re defending suffer the same fate. maximum hit points. Upon reaching the cave, the
On a success, the champion assumes responsibility Tested One is transported to the next phase.
for mentoring the person; should the person commit
another violation, both the champion and the offender Reflection
are sentenced to death. Thus far, this latter eventuality The Tested One is now in the center of a huge,
has never occurred. empty arena. If a character has assumed the role of
If Fayril is the one to be tested, he is desperate and champion, a reflection of themselves appears before
unprepared; if it’s Threyss, he is following Kayden’s them. This reflection has the same stat block as the
plan. They use the following arguments to invoke the character. The reflection states: “You shall not prevail.
Phoenix Rule: I am you. I know your every thought.” Then it attacks
the character.
• Fayril: He admits having personal issues which led On the first turn of every round, the character must
him to fail his duty. He whispers the truth about his succeed on a DC 13 / 15 / 17 / 19 Wisdom saving
baby to the party and pleads for their help. throw or else the reflection will have the benefit of a
• Threyss: He claims that the reason he was foresight spell until the end of the character’s next turn.
unsuccessful in hunting the goat is because the party When defeated, the reflection holds an iron key
got in his way, so they should be the ones being tried. to their neck, which opens a gate in the north of the
A character can agree to become the champion arena, transporting the character to the next stage.
or the party may decline to become involved. If the
Courage
party elects not to help, the offender goes through
The arena gates take the Tested One to a fiery
on their own. Regardless of who is to be the Tested
wasteland with volcanos in the distance and rivers of
One, a phoenix mage approaches them with a scroll
lava nearby. Beside the Tested One are close friends;
and asks them to kneel. The mage recites the words
these could be monks or other members of the party.
of power for about a minute, then gives them a sprig
Not too far away is a massive demon guarding a
of an herb and commands that they eat it. Upon
purple portal. There seems to be no other way out.
consuming this sweet herb, the person’s mind is
The companions look at the Tested One and say:
gripped by strong hallucinations and they become
“Look! The exit! Let’s take down that beast and leave
unaware of their surroundings. The trial has three
this place!” The goal of this test is to see if the Tested
parts: Stillness, Reflection, and Courage. The crowd
One is willing to die for their companions, fighting
can see all movements and hear the words of the
alongside them.
person undergoing the ordeal. If the Tested One dies in
They rush towards the demon, which is a balor; if
their visions, they die in the real world. Under ordinary
the character is of tier 3 or 4, the balor has double hit
circumstances, the leaders of the Clan take the body
points and deals double damage. The only way through
to the edge of the earth mote and, saying a few words
the portal is by sneaking past the demon while the
in honor of the deceased, throw it over. If you are
companions fight it. However, if the character does
following the Overarching Plot, the body is used in the
that, the balor puts its hands through the portal and
incantation to summon the Golden Phoenix.
32
grabs the Tested One, saying with a harsh and raspy
voice: “Leaving your friends for dead? You could be one
Outcomes
of us!” It smiles before attempting to crush the Tested Some of the possible outcomes are listed below:
One. If they survive, they see their companions’ bodies • The party ignores the commotion.
lying on the ground. The portal closes and they have • The party helps and one of the characters participates
to face the demon on their own, which will almost in the trial.
certainly result in the character’s death. If instead, they • The character wins the trial.
stay and fight the demon alongside their companions, • The character fails the trial, dying. The party abides
let the character fight for a round. If the character by the rules.
receives a blow that would be fatal, or at the start • The character fails the trial, dying. The party refuses
of the second round, the hallucinations end and the to allow the monks to take the character’s body away
participant has passed the Test of Truth. and they fight the monks.
Developments
If a character has taken the NPC’s place in the trial and Rewards
fails, the leaders attempt to take the body to be used in If the characters agree to help, either by becoming
the incantation to summon the Golden Phoenix. If the a sacrifice or by offering to fight Sethlok, award the
party interferes, or tries to bring the character back, group with XP for a hard encounter. If the character
Kayden reminds them that they have agreed to follow wins the Test of Truth, award the group with XP for a
the rules of the trial. If the party persists in their efforts deadly encounter. In addition, if Fayril was the original
to reclaim the body, the monks will fight the party, target of the test, he offers the party one of his family
which is likely to result in defeat for the characters as heirlooms, a ring of protection.
other monks from the crowd will join the fight. If the
party loses, they keep the characters unconscious but
alive at the base of the mountain, near “The Way Up.”
The character who died in the trial had their body
consumed by the incantation.
If they succeed on the trial, Kayden offers the party a
ruby worth 500 / 1,000 / 1,500 / 2,000 gp and a magic
item of your choosing, the rarity depending on the
party’s tier, as shown in the table below.
Magic Item
Level Range Rarity
1–2 Uncommon
3–4 Rare
5–7 Very Rare
8–10 Legendary
33
The party won’t have major reasons to be suspicious
The Fiery Incantation of the Golden Phoenix situation, but if for any reason a
Encounter Type: Social/Combat party wants to dissuade Kayden from summoning the
Encounter Overview: This last encounter is when phoenix by assuring them that the party can provide
Kayden tries to either use one of the characters in the the help they need, the they must succeed on a DC 20 /
sacrifice needed as part of the incantation, or where, 22 / 24 / 26 Charisma (Persuasion) check.
failing this, they sacrifice themselves. The goal is to If the characters are successful in convincing Kayden
summon the Golden Phoenix and control it to help to rely on them instead of summoning the mythical
in the fight against Sethlok. Whether or not Kayden creature, the monk tells the party that they know
succeeds, Sethlok attacks the monks and the party can Sethlok’s tactics and that the yokai will surely wreak
decide who they want to help. havoc in the village before getting tired enough to
Encounter Location: Fireborn Monastery actually stop and fight. Kayden suggests that the party
should try to lure Sethlok to the courtyard to give them
Background and the other monks time to make sure that everyone is
Having been tricked into believing the famed Golden safe and secure. Kayden will regroup with the party at
Phoenix could be of help against the bakeneko, Kayden the courtyard once things in the village are taken care
has researched a way to bring forth the phoenix under of. According to the mages’ divination spells, Sethlok is
their control. To achieve this, they must perform to strike on the following day.
a powerful incantation that requires the body of a
The Incantation
powerful sentient being to be mixed with the ashes of a
If the summoning incantation is used, either Kayden,
volcano. This creates a huge bonfire that summons the
or Aryana and Qaeth, will execute the rite. The monks
legendary Golden Phoenix.
spend the rest of the day preparing for Sethlok’s
coming. The party is free to do so as well.
The Golden Phoenix
Use this information in case any character tries to discover The monks explain that they can begin the
information about the Golden Phoenix. By making a incantation only after Sethlok shows itself. At this
successful DC 17 / 18 / 19 / 20 Intelligence (Arcana) check, point, the monks believe that Sethlok will be drawn
a character learns a piece of information below. If the to the courtyard to stop the monks from summoning.
result exceeds the DC, for each point of difference add one
additional piece of information from the list:
Once Sethlok appears (see “Sethlok has Arrived”
• The fabled Golden Phoenix is said to produce a fire so hot below) and the party arrives at the courtyard, read or
that it can melt even stone. paraphrase the following:
• The Golden Phoenix is a unique creature said to inhabit the
depths of the Elemental Plane of Fire, its lair set in a huge
The sky darkens as the ancient words are recited and
gold deposit. chanted. The body of the chosen sacrifice lies in a
• Legends tell that this creature’s flames can even kill massive brazier which is lit during the incantation. After
fire elementals. a few moments, the ground shakes, the brazier breaks,
What most people do not know is that the Golden Phoenix and a gigantic flaming bird with dark feathers emerges
fought a powerful Demon Lord who sought to enlist the from the ground. It emanates dark energy as it flies up
phoenix to their ranks. The demon managed to defeat the to the center of the courtyard.
phoenix, turning it into a yokai under its control. Sethlok
knows this and has used that knowledge to sow a crisis that At this point, Sethlok arrives as well, laughing as it
will bring even greater chaos to the monks’ home. sees its plan unfold as expected. Skip to “The Fight.”
34
35
The bakeneko looks for opportunities to set things take place it’s fighting alone, so the yokai won’t risk
on fire and teases anyone trying to fight it. If the party itself too much. Sethlok attempts to set fire to as
engages, the yokai’s attention focuses on them and it many things as it can to create a more advantageous
tries to assess the party’s power. battlefield. Its focus is on whichever foe seems most
If the party tries to lure Sethlok to the monastery, the dangerous, whether by damage or battlefield control.
yokai gladly takes the bait, as it’s overconfident. On the The first time the bakeneko is spotted in plain sight,
way there, it starts more fires whenever possible. Some read or paraphrase the following:
monks attempt to hit the cat with paralyzing darts, You finally spot the dreaded creature: a cat the size of
though the monks have been instructed not to waste a dog, with ash-encrusted black fur and gleaming eyes;
resources or put themselves in danger trying to go after it’s walking its hind legs and has a smug smile on its
the bakeneko. Instead, they are to defend themselves face. It laughs, saying: “Burn, fools! BURNNNNNN!”
and their families.
If the bakeneko is reduced to 25 percent of its hit
The Fight points, it attempts to flee the scene while using the
If lured to the courtyard, the bakeneko assesses the fire as cover.
situation and plays safe, hiding whenever possible. If the phoenix has been summoned, it fights with
There, it unleashes its most powerful resources as it those who summoned it. Use the yokai phoenix
knows it’s outnumbered and surrounded. (see below) stat block. At this point, Sethlok lets the
Sethlok is a bakeneko (see below) with an Intelligence phoenix cause chaos while it uses its Pyrokinesis to
score of 16. While it wants to have its fun while spread fire around the battlefield; it uses no other
destroying the monks’ home, if the incantation didn’t action or legendary action unless provoked. The
36
phoenix uses its Fiery Hurricane whenever possible,
oftentimes choosing to recharge it with Refuel. The
Developments
phoenix fights until killed; if that occurs, Sethlok flees. If the characters fought beside the monks, the survivors
are eternally grateful and offer to teach each character
Using the Maps the Fiery Blessing with a permanent effect, a process
The Monastery Courtyard map has four versions, as which would take 1d4 + 1 days. The leader also offers
described below: the party a magic item if it hasn’t already provided as
Neko Yokais
• Without the incantation part as “The Test
Neko Yokais, the of Truth”
bakeneko encounter,
included, in addition
are creatures from to
• With the incantation set up, but not executed offering the whole party gold pieces equal to5e
Japanese folklore and they were first introduced to 200 ×
by 2C
• With the incantation set up, and the fire damage the party level. The party will be always welcomesure
Gaming through the Total Party Kill Bestiary Vol 1. Make at
to check out the amazing content 2CG put out!
from Sethlok Neverdark whenever they want to come back.
If a character tries to obtain information about Sethlok,
• With the incantation executed, and the fire damage they learn the following information upon succeeding on a
from Sethlok and the yokai phoenix DC 20 / 22 / 24/ 26 Intelligence (Arcana) check: the bakeneko
is a cat-like fiend that possesses the ability to control flames.
Find below the stat block for the bakeneko and yokai
phoenix at the recommended tiers. For the other tiers,
refer to the Appendix below.
—
Armor Class 15 Actions
Hit Points 180 (24d8 + 72) Multiattack. The bakeneko makes one attack and casts two
Speed 40 ft spells, at least one of which must be a spell it can cast at will. The
bakeneko can forgo making one of these attacks to instead take
— the Hide action.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 10 (+3) 14 (+2) 22 (+6)
Bite. Melee Weapon Attack: +11 to hit, range 5 ft., one creature.
—
Saving Throws Con +9, Wis +10, Cha +10 Hit: 38 (6d10 + 5) piercing damage; the target must succeed
Skills Deception +12, Perception +8, Stealth +11 on a DC 19 Constitution saving throw or take 22 (5d8) poison
Damage Immunities fire, poison damage, and the bakeneko magically regains hit points equal to
Senses darkvision 120 ft., passive Perception 18 the poison damage dealt.
Languages Abyssal, Common
Challenge 17 Proficiency Bonus +6 Spellcasting. The bakeneko casts one of the following spells,
XP 18,000 using Intelligence as the spellcasting ability (spell save DC 19):
—
Firebred. The bakeneko is heavily obscured while within 5 feet At will: firebolt, poison spray
of a space, creature, or object that is on fire. 3/day: burning hands, scorching ray, flaming sphere
2/day: cloudkill, fireball, fire shield, wall of fire
Legendary Resistance (3/Day). If the bakeneko fails a saving 1/day: firestorm
throw, it can choose to succeed instead.
Legendary Actions
Pyrokinesis. The bakeneko can magically control flames it can
The bakeneko can take 3 legendary actions, choosing from the
see within a 120-foot radius, granting it the following benefits:
options below. Only one legendary action option can be used
• When the bakeneko deals fire damage to a creature at a time and only at the end of another creature’s turn. The
or object, it can choose to ignite it. Anything ignited in bakeneko regains spent legendary actions at the start of its turn.
this manner takes fire damage at the end of each of the
Agile Escape. The bakeneko moves up to half its speed without
bakeneko’s turns equal to 7 (3d4). Anything ignited in this
provoking attacks of opportunity and can attempt to Hide
manner can only be extinguished by being completely
Swift Fire. The bakeneko casts a cantrip.
immersed in water.
Venomous Fart (Costs 2 Actions). The bakeneko generates
• As a bonus action on each of its turns, the bakeneko can
a poison gas cube of 5 feet on the sides on the square it’s
spread flames from a creature or object that has caught fire.
standing, regaining 27 (6d8) hit points.
This effect fills each 5-foot square on the ground within 5 feet
of the target with fire, dealing fire damage to each creature
and object in the affected area equal to 11 (2d10). When a
creature ends its turn in an affected area or moves into a
space on fire in this manner for the first time on a turn, it
takes fire damage equal to 11 (2d10).
37
Actions
Yokai Phoenix (Tier 3) Multiattack. The makes two attacks: one with its beak and one
Gargantuan Fiend (Demon), Chaotic Evil with its talons.
—
Armor Class 22 (natural armor) Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit Points 330 (20d20 + 120) Hit: 23 (3d10 + 7) piercing damage plus 19 (3d12) fire damage.
Speed 20 ft., fly 100 ft If the target is a creature or a flammable object, it ignites. Until
a creature takes an action to douse the fire, the target takes fire
— damage equal to 13 (2d12) at the start of each of its turns.
STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 22 (+6) 2 (‑4) 20 (+5) 22 (+6)
Talon. Melee Weapon Attack: +13 to hit, reach 15 ft., one
—
Saving Throws Dex +9, Wis +11, Cha +12 target. Hit: 20 (3d8 + 7) slashing damage and 10 (3d6) necrotic
Damage Immunities fire, poison, necrotic damage. If the target is a Medium or smaller creature, it is
Condition Immunities exhaustion, grappled, paralyzed, petrified, grappled (escape DC 23). Until this grapple ends, the target is
poisoned, prone, restrained, stunned restrained. The phoenix can have up to two grappled targets, at
Senses darkvision 120 ft., passive Perception 15 which point it can’t make talon attacks until it’s not grappling two
Languages — creatures anymore.
Challenge 20 (20,000 XP) Proficiency Bonus +6
Fiery Hurricane (Recharge 5–6). The phoenix hovers in place,
—
Abyssal Heat. The fire generated by the phoenix is extremely beating its wings violently, causing a fire storm. All creatures in
hot, capable of melting even stone. The phoenix ignores its a 30-foot cube originating from the phoenix must make a DC 22
targets’ damage resistance and immunity to fire. Dexterity saving throw. They take fire damage equal to 58 (9d12)
on a failure and half as much on a success.
Corrupted Rebirth. When the phoenix dies, it explodes. Each
creature within 30 feet of it must make a DC 22 Dexterity saving Legendary Actions
throw, taking 26 (4d12) fire damage and 26 (4d12) necrotic The phoenix can take 3 legendary actions, choosing from the
damage on a failed save, or half as much damage on a successful options below. Only one legendary action option can be used at a
one. The fire ignites flammable objects in the area that aren’t time and only at the end of another creature’s turn. The phoenix
worn or carried. After 1d4 months, the phoenix is reborn in a regains spent legendary actions at the start of its turn.
volcano located in the Abyss.
Flyby. The phoenix flies up to half its speed and doesn’t provoke
Corrupting Aura of Fire. At the beginning of the phoenix’s turn, opportunity attacks when it flies out of an enemy’s reach.
roll a die. If the result is an odd number, the aura is fiery until Full Aura (Costs 2 Actions). The phoenix activates both
the start of the phoenix’s next turn. On an even result, the aura corrupting and fiery aura effects simultaneously.
is corrupted. Any creature within 10 feet of the phoenix takes Refuel (Costs 3 Actions). The phoenix recharges its
19 (3d12) fire damage if the aura is fiery or 13 (3d8) necrotic fiery hurricane.
damage if the aura is corrupted.
Outcomes Rewards
Some of the possible outcomes are listed below: If the characters manage to interrupt the summoning,
award the group with XP for a hard encounter. If they
• The party falls in the battle, waking up the next day
defeat either Sethlok or the Yokai Phoenix, award the
in a partially destroyed Neverdark.
group with XP for a deadly encounter. If they defeat
• The party manages to convince Kayden to cancel the
both of them, award them double the amount of XP for
incantation and fight Sethlok themselves.
a deadly encounter.
• The group follows the plan and fights the phoenix.
38
39
Appendix: Bosses
NOTE: if the party is at 1st-level, remove the Multiattack from the tier 1 bakeneko.
40
space on fire in this manner for the first time on a turn, it
Bakeneko (Tier 2) takes fire damage equal to 5 (1d10).
Medium Fiend, Typically Chaotic Evil
Toxicology. Whenever the bakeneko is subjected to poison
— damage, it takes no damage and instead regains a number of hit
Armor Class 14 points equal to the poison damage dealt.
Hit Points 120 (16d8 + 48)
Speed 40 ft
Actions
— Multiattack. The bakeneko makes one attack and casts two
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 20 (+5) spells, at least one of which must be a spell it can cast at will. The
bakeneko can forgo making one of these attacks to instead take
—
Saving Throws Con+6, Wis +5, Cha +8 the Hide action.
Skills Deception +8, Perception +5, Stealth +7
Damage Immunities fire, poison Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one creature.
Senses darkvision 120 ft., passive Perception 15 Hit: 13 (2d8 + 4) piercing damage; the target must succeed on a
Languages Abyssal, Common DC 14 Constitution saving throw or take 9 (2d8) poison damage,
Challenge 8 (3,900 XP) Proficiency Bonus +3 and the bakeneko magically regains hit points equal to the poison
damage dealt.
—
Firebred. The bakeneko is heavily obscured while within 5 feet
of a space, creature, or object that is on fire. Spellcasting. The bakeneko casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC 16):
Legendary Resistance (2/Day). If the bakeneko fails a saving
throw, it can choose to succeed instead. At will: firebolt, poison spray
2/day: burning hands, scorching ray, flaming sphere
Pyrokinesis. The bakeneko can magically control flames it can 2/day: cloudkill, fireball, fire shield, wall of fire
see within a 120-foot radius, granting it the following benefits:
41
space on fire in this manner for the first time on a turn, it
Bakeneko (Tier 4) takes fire damage equal to 16 (3d10).
Medium Fiend, Typically Chaotic Evil
Toxicology. Whenever the bakeneko is subjected to poison
— damage, it takes no damage and instead regains a number of hit
Armor Class 16 points equal to the poison damage dealt.
Hit Points 240 (32d8 + 96)
Speed 40 ft.
Actions
— Multiattack. The bakeneko makes one attack and casts two
STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 16 (+3) 10 (+0) 14 (+2) 24 (+7) spells, at least one of which must be a spell it can cast at will. The
bakeneko can forgo making one of these attacks to instead take
—
Saving Throws Con +10, Wis +9, Cha +14 the Hide action.
Skills Deception +14, Perception +9, Stealth +13
Damage Immunities fire Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one creature.
Senses darkvision 120 ft., passive Perception 19 Hit: 13 (2d8 + 4) piercing damage; the target must succeed on a
Languages Common, Abyssal DC 14 Constitution saving throw or take 9 (2d8) poison damage,
Challenge 24 (1,800 XP) Proficiency Bonus +7 and the bakeneko magically regains hit points equal to the poison
damage dealt.
—
Firebred. The bakeneko is heavily obscured while within 5 feet
of a space, creature, or object that is on fire. Spellcasting. The bakeneko casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC 16):
Legendary Resistance (3/Day). If the bakeneko fails a saving
throw, it can choose to succeed instead. At will: firebolt, poison spray
2/day: burning hands, scorching ray, flaming sphere
Pyrokinesis. The bakeneko can magically control flames it can 2/day: cloudkill, fireball, fire shield, wall of fire
see within a 120-foot radius, granting it the following benefits:
Legendary Actions
• When the bakeneko deals fire damage to a creature
The bakeneko can take 2 legendary actions, choosing from the
or object, it can choose to ignite it. Anything ignited in
options below. Only one legendary action option can be used
this manner takes fire damage at the end of each of the
at a time and only at the end of another creature’s turn. The
bakeneko’s turns equal to 10 (3d6). Anything ignited in
bakeneko regains spent legendary actions at the start of its turn.
this manner can only be extinguished by being completely
immersed in water. Agile Escape. The bakeneko moves up to half its speed without
• As a bonus action on each of its turns, the bakeneko can provoking attacks of opportunity and can attempt to Hide
spread flames from a creature or object that has caught fire. Swift Fire. The bakeneko casts a cantrip.
This effect fills each 5-foot square on the ground within 5 feet Venomous Fart (Costs 2 Actions). The bakeneko generates
of the target with fire, dealing fire damage to each creature a poison gas cube of 5 feet on the sides on the square it’s
and object in the affected area equal to 16 (3d10). When a standing, regaining 18 (4d8) hit points.
creature ends its turn in an affected area or moves into a
42
Legendary Resistance (1/Day). If the phoenix fails a saving
Yokai Phoenix (Tier 1) throw, it can choose to succeed instead.
Large Fiend (Demon), Typically Chaotic Evil
Negative Energy. Any creature that takes necrotic damage from
— the phoenix must succeed on a DC 16 Constitution saving throw
Armor Class 17 (natural armor) or have its maximum hit points reduced by the necrotic damage
Hit Points 76 (8d10 + 32) taken. The phoenix regains hit points equal to this reduction.
Speed 20 ft., fly 100 ft.
— Actions
STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 18 (+4) 2 (‑4) 16 (+3) 18 (+4) Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus fire damage equal to
—
Saving Throws Dex +7, Wis +6, Cha +7 6 (1d12).
Damage Immunities fire, poison, necrotic
Condition Immunities exhaustion, grappled, paralyzed, petrified, Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
poisoned, prone, restrained, stunned Hit: 6 (1d6 + 3) slashing damage and 3 (1d6) necrotic damage.
Senses darkvision 120 ft., passive Perception 13 If the target is a Small or smaller creature, it is grappled (escape
Challenge 5 (1,800 XP) Proficiency Bonus +3 DC 18). Until this grapple ends, the target is restrained. The
phoenix can only have one grappled target.
—
Abyssal Heat. The fire generated by the phoenix is extremely
hot, capable of melting even stone. The phoenix ignores its Fiery Hurricane (Recharge 5–6). The phoenix hovers in place,
targets’ damage resistance and immunity to fire. beating its wings violently, causing a fire storm. All creatures in
a 30-foot cube originating from the phoenix must make a DC 17
Corrupted Rebirth. When the phoenix dies, it explodes. Each Dexterity saving throw. They take fire damage equal to 19 (3d12)
creature within 30 feet of it must make a DC 17 Dexterity saving on a failure and half as much on a success.
throw, taking 6 (1d12) fire damage and 6 (1d12) necrotic
damage on a failed save, or half as much damage on a successful Legendary Actions
one. The fire ignites flammable objects in the area that aren’t The phoenix can take 2 legendary actions, choosing from the
worn or carried. After 1d4 months, the phoenix is reborn in a options below. Only one legendary action option can be used at a
volcano located in the Abyss. time and only at the end of another creature’s turn. The phoenix
regains spent legendary actions at the start of its turn.
Corrupting Aura of Fire. At the beginning of the phoenix’s turn,
roll a die. If the result is an odd number, the aura is fiery until Flyby. The phoenix flies up to half its speed and doesn’t provoke
the start of the phoenix’s next turn. On an even result, the aura opportunity attacks when it flies out of an enemy’s reach.
is corrupted. Any creature within 10 feet of the phoenix takes Full Aura (Costs 2 Actions). The phoenix activates both
6 (1d12) fire damage if the aura is fiery or 4 (1d8) necrotic corrupting and fiery aura effects simultaneously.
damage if the aura is corrupted.
NOTE: if the party is at 1st-level, remove the Multiattack from the tier 1 yokai phoenix.
43
Negative Energy. Any creature that takes necrotic damage from
Yokai Phoenix (Tier 2) the phoenix must succeed on a DC 18 Constitution saving throw
Huge Fiend (Demon), Typically Chaotic Evil or have its maximum hit points reduced by the necrotic damage
taken. The phoenix regains hit points equal to this reduction.
—
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75) Actions
Speed 20 ft., fly 100 ft. Multiattack. The makes two attacks: one with its beak and one
with its talons.
—
STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 20 (+5) 2 (‑4) 18 (+4) 20 (+5) Beak. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 11 (2d4 + 6) piercing damage plus fire damage equal to 13
—
Saving Throws Dex +8, Wis +8, Cha +9 (2d12). If the target is a creature or a flammable object, it ignites.
Damage Immunities fire, poison, necrotic Until a creature takes an action to douse the fire, the target takes
Condition Immunities exhaustion, grappled, paralyzed, petrified, fire damage equal to 6 (1d12) at the start of each of its turns.
poisoned, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 14 Talon. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Challenge 11 (7,200 XP) Proficiency Bonus +4 target. Hit: 13 (2d6 + 6) slashing damage and 7 (2d6) necrotic
damage. If the target is a Medium or smaller creature, it is
—
Abyssal Heat. The fire generated by the phoenix is extremely grappled (escape DC 19). Until this grapple ends, the target is
hot, capable of melting even stone. The phoenix ignores its restrained. The phoenix can have up to two grappled targets, at
targets’ damage resistance and immunity to fire. which point it can’t make talon attacks until it’s not grappling two
creatures anymore.
Corrupted Rebirth. When the phoenix dies, it explodes. Each
creature within 30 feet of it must make a DC 19 Dexterity saving Fiery Hurricane (Recharge 5–6). The phoenix hovers in place,
throw, taking 13 (2d12) fire damage and 13 (2d12) necrotic beating its wings violently, causing a fire storm. All creatures in
damage on a failed save, or half as much damage on a successful a 30-foot cube originating from the phoenix must make a DC 19
one. The fire ignites flammable objects in the area that aren’t Dexterity saving throw. They take fire damage equal to 26 (6d12)
worn or carried. After 1d4 months, the phoenix is reborn in a on a failure and half as much on a success.
volcano located in the Abyss.
Legendary Actions
Corrupting Aura of Fire. At the beginning of the phoenix’s turn,
The phoenix can take 2 legendary actions, choosing from the
roll a die. If the result is an odd number, the aura is fiery until
options below. Only one legendary action option can be used at a
the start of the phoenix’s next turn. On an even result, the aura
time and only at the end of another creature’s turn. The phoenix
is corrupted. Any creature within 10 feet of the phoenix takes
regains spent legendary actions at the start of its turn.
13 (2d12) fire damage if the aura is fiery or 9 (2d8) necrotic
damage if the aura is corrupted. Flyby. The phoenix flies up to half its speed and doesn’t provoke
opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (2/Day). If the phoenix fails a saving
throw, it can choose to succeed instead. Full Aura (Costs 2 Actions). The phoenix activates both
corrupting and fiery aura effects simultaneously.
44
or have its maximum hit points reduced by the necrotic damage
Yokai Phoenix (Tier 4) taken. The phoenix regains hit points equal to this reduction.
Huge Fiend (Demon), Typically Chaotic Evil
Actions
—
Armor Class 24 (natural armor) Multiattack. The makes two attacks: one with its beak and one
Hit Points 525 (30d20 + 210) with its talons.
Speed 20 ft., 100 ft.
Beak. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
— Hit: 30 (4d10 + 8) piercing damage plus fire damage equal to 26
STR DEX CON INT WIS CHA
27 (+8) 16 (+3) 24 (+7) 2 (‑4) 22 (+6) 25 (+7) (4d12). If the target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire, the target takes
—
Saving Throws Dex +10, Wis +13, Cha +14 fire damage equal to 19 (3d12) at the start of each of its turns.
Damage Immunities fire, poison, necrotic
Condition Immunities exhaustion, grappled, paralyzed, petrified, Talon. Melee Weapon Attack: +15 to hit, reach 15 ft., one
poisoned, prone, restrained, stunned target. Hit: 26 (4d8 + 8) slashing damage and 14 (4d6) necrotic
Senses darkvision 120 ft., passive Perception 14 damage. If the target is a Medium or smaller creature, it is
Challenge 24 (62,000 XP) Proficiency Bonus +7 grappled (escape DC 25). Until this grapple ends, the target is
restrained. The phoenix can have up to two grappled targets, at
—
Abyssal Heat. The fire generated by the phoenix is extremely which point it can’t make talon attacks until it’s not grappling two
hot, capable of melting even stone. The phoenix ignores its creatures anymore.
targets’ damage resistance and immunity to fire.
Fiery Hurricane (Recharge 5–6). The phoenix hovers in place,
Corrupted Rebirth. When the phoenix dies, it explodes. Each beating its wings violently, causing a fire storm. All creatures in
creature within 30 feet of it must make a DC 24 Dexterity saving a 30-foot cube originating from the phoenix must make a DC
throw, taking 32 (5d12) fire damage and 32 (5d12) necrotic 24 Dexterity saving throw. They take fire damage equal to 78
damage on a failed save, or half as much damage on a successful (12d12) on a failure and half as much on a success.
one. The fire ignites flammable objects in the area that aren’t
worn or carried. After 1d4 months, the phoenix is reborn in a Legendary Actions
volcano located in the Abyss. The phoenix can take 2 legendary actions, choosing from
the options below. Only one legendary action option can
Corrupting Aura of Fire. At the beginning of the phoenix’s turn,
be used at a time and only at the end of another creature’s
roll a die. If the result is an odd number, the aura is fiery until
turn. The phoenix regains spent legendary actions at the start
the start of the phoenix’s next turn. On an even result, the aura
of its turn.
is corrupted. Any creature within 10 feet of the phoenix takes
26 (4d12) fire damage if the aura is fiery or 18 (4d8) necrotic Flyby. The phoenix flies up to half its speed and doesn’t provoke
damage if the aura is corrupted. opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the phoenix fails a saving Full Aura (Costs 2 Actions). The phoenix activates both
throw, it can choose to succeed instead. corrupting and fiery aura effects simultaneously.
Negative Energy. Any creature that takes necrotic damage from Refuel (Costs 3 Actions). The phoenix recharges its
the phoenix must succeed on a DC 24 Constitution saving throw fiery hurricane.
45
Open Gaming License
The following text is the property of Wizards of the Coast, 6.Notice of License Copyright: You must update the
Inc. and is Copyright 2000 Wizards of the Coast, Inc COPYRIGHT NOTICE portion of this License to include
(“Wizards”). All Rights Reserved. the exact text of the COPYRIGHT NOTICE of any Open
1. Definitions: (a)”Contributors” means the copyright and/ Game Content You are copying, modifying or distributing,
or trademark owners who have contributed Open Game and You must add the title, the copyright date, and the
Content; (b)”Derivative Material” means copyrighted copyright holder’s name to the COPYRIGHT NOTICE of
material including derivative works and translations any original Open Game Content you Distribute.
(including into other computer languages), potation, 7. Use of Product Identity: You agree not to Use any Product
modification, correction, addition, extension, upgrade, Identity, including as an indication as to compatibility,
improvement, compilation, abridgment or other form in except as expressly licensed in another, independent
which an existing work may be recast, transformed or Agreement with the owner of each element of that Product
adapted; (c) “Distribute” means to reproduce, license, Identity. You agree not to indicate compatibility or coadaptability
rent, lease, sell, broadcast, publicly display, transmit or with any Trademark or Registered Trademark
otherwise distribute; (d)”Open Game Content” means the in conjunction with a work containing Open Game Content
game mechanic and includes the methods, procedures, except as expressly licensed in another, independent
processes and routines to the extent such content does not Agreement with the owner of such Trademark or Registered
embody the Product Identity and is an enhancement over Trademark. The use of any Product Identity in Open Game
the prior art and any additional content clearly identified Content does not constitute a challenge to the ownership
as Open Game Content by the Contributor, and means of that Product Identity. The owner of any Product Identity
any work covered by this License, including translations used in Open Game Content shall retain all rights, title and
and derivative works under copyright law, but specifically interest in and to that Product Identity.
excludes Product Identity. (e) “Product Identity” means 8. Identification: If you distribute Open Game Content You
product and product line names, logos and identifying must clearly indicate which portions of the work that you
marks including trade dress; artifacts; creatures characters; are distributing are Open Game Content.
stories, storylines, plots, thematic elements, dialogue, 9. Updating the License: Wizards or its designated Agents
incidents, language, artwork, symbols, designs, depictions, may publish updated versions of this License. You may use
likenesses, formats, poses, concepts, themes and graphic, any authorized version of this License to copy, modify and
photographic and other visual or audio representations; distribute any Open Game Content originally distributed
names and descriptions of characters, spells, enchantments, under any version of this License.
personalities, teams, personas, likenesses and special 10. Copy of this License: You MUST include a copy of this
abilities; places, locations, environments, creatures, License with every copy of the Open Game Content You
equipment, magical or supernatural abilities or effects, Distribute.
logos, symbols, or graphic designs; and any other 11. Use of Contributor Credits: You may not market or
trademark or registered trademark clearly identified as advertise the Open Game Content using the name of any
Product identity by the owner of the Product Identity, and Contributor unless You have written permission from the
which specifically excludes the Open Game Content; (f) Contributor to do so.
“Trademark” means the logos, names, mark, sign, motto, 12. Inability to Comply: If it is impossible for You to comply
designs that are used by a Contributor to identify itself or with any of the terms of this License with respect to some or
its products or the associated products contributed to the all of the Open Game Content due to statute, judicial order,
Open Game License by the Contributor (g) “Use”, “Used” or or governmental regulation then You may not Use any Open
“Using” means to use, Distribute, copy, edit, format, modify, Game Material so affected.
translate and otherwise create Derivative Material of Open 13. Termination: This License will terminate automatically
Game Content. (h) “You” or “Your” means the licensee in if You fail to comply with all terms herein and fail to cure
terms of this agreement. such breach within 30 days of becoming aware of the
2. The License: This License applies to any Open Game breach. All sublicenses shall survive the termination of this
Content that contains a notice indicating that the Open License.
Game Content may only be Used under and in terms of 14. Reformation: If any provision of this License is held to
this License. You must affix such a notice to any Open be unenforceable, such provision shall be reformed only to
Game Content that you Use. No terms may be added to or the extent necessary to make it enforceable.
subtracted from this License except as described by the 15. COPYRIGHT NOTICE Open Game License v 1.0a
License itself. No other terms or conditions may be applied Copyright 2000, Wizards of the Coast, LLC. System
to any Open Game Content distributed using this License. Reference Document 5.1 Copyright 2016, Wizards of the
3.Offer and Acceptance: By Using the Open Game Content Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
You indicate Your acceptance of the terms of this License. Perkins, Rodney Thompson, Peter Lee, James Wyatt,
4. Grant and Consideration: In consideration for agreeing Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
to use this License, the Contributors grant You a perpetual, Townshend, based on original material by E. Gary Gygax
worldwide, royalty-free, nonexclusive license with the exact and Dave Arneson.
terms of this License to Use, the Open Game Content. Amazing Encounters & Places Copyright 2021 Christian Zeuch
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
46