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Creative Director

Dillon Olney, Benny McLennan

Lead Writer
Dillon Olney

Additional Writer
Gilbert La Rocca

Editors
Gilbert La Rocca, Dillon Olney, Caitlin Smith, Shelley Harlan

Front Cover Illustrator


Jorge Jacinto

Interior Illustrators
German Varona aka Wallok, Michele Mueller, Eamonn McCormick,
Lehis Luguer, Athanasios Gramosis, Dian Hyunh

Graphic Design and Layout


Anne-Marie Thomas

Sculptors
Rahul Ranjan Singh, Pablo Zenati, Diego Lanchero, Leider Guaitaco, Elbert Cunha

Cartographer
Corben Wilkins

Music
Ian Fisher

Arcane Minis LLC Sordane Stories , Skies of Sordane, Airship Campaigns , and the World of Sordane Campaign setting
Gangnam Building Rm# 1608, is Copyright © 2022 Arcane Minis. All rights reserved. All characters and their distinctive likenesses are
396 Seocho-daero property of Arcane Minis in Korea, Canada, US, and other countries. Any reproduction or unauthorized use
Seocho-gu, 06617 of the material or artwork contained herein is prohibited without the express permission of Arcane Minis.
Seoul, Republic of Korea Reference to other copyrighted material in no way constitues a challenge to the r­ espective copyright holders
support@arcaneminis.com of that material. Arcane Minis, Skies of Sordane, and its associated logos are trademarks of Arcane Minis.
TABLE OF CONTENTS

BACKGROUND 4 CONTINUING THE ADVENTURE 16


CHAPTER 1: THE BARON’S ESTATE 4 APPENDIX A: ITEMS 16
The Foyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 APPENDIX B: RACE 17
Exploring the Mansion . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Bedchamber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 APPENDIX C: CREATURES AND MONSTERS 19
Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Earth Rumbler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Servants’ Quarters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Earth Rumbler Pup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Dining Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Exonid Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Kitchen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shard Mimic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Equipment Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Sordalite Baron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Vitrunids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
CHAPTER 2: THE SORDALITE MINE 8 Vitrunid Adult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Mine Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Vitrunid Nymph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
1. Weakened Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2. Desperate Miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3. Baron’s Helper Drones . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4. Gas Leak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
5. Exonid Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
CHAPTER 3: THE PATH TO FOOL’S CRYSTAL 10
Earth Rumbler Burrow . . . . . . . . . . . . . . . . . . . . . . . . . 10
Vitrunid Feeding Area . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Shard Mimic Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
CHAPTER 4: CONFRONTING THE BARON 14
Fool's Crystal Chapter 1: The
Fool’s Crystal is designed for four characters with
an average party level (APL) of 3rd-4th level. Baron’s Estate
This adventure takes place in Sordane; however, it can
be used in any world setting.
The Foyer
Background You walk through two massive wooden doors, helper drones
Zhul Crovefalt, a magnate in the sordalite mining pulling them open as you approach. Before you is an
industry, has made a fortune over the years digging ornately decorated foyer with an immense man floating in
sordalite out of the earth in far-off places. A man often a chair supported by glowing sordalite. Two guards stand
respected as a renowned sordalite baron, Zhul is referred beside the man, surveying you warily. The man holds out a
to by many as simply “the Baron.” Zhul has earned a repu- flabby arm in greeting, hovering towards you. “The name’s
tation for himself far and wide due to his ability to uncover Zhul, Zhul Crovefalt, though most people just call me the
deposits of sordalite in the most unusual places. Recently Baron. A pleasure to meet more folk interested in exploring
Zhul has announced that he made the most unlikely discov- my mines. I have a bit of equipment if you are interested in
ery yet: a new cache of sordalite in a small mine near his renting anything for your expedition. One of my drones can
mansion; a mine thought to have run completely dry years show you the equipment room. And I am happy to answer
ago. Zhul has been inviting sordalite miners and treasure any questions about the recent sordalite rush you might
seekers to the property, saying they can take whatever they have heard about. Oh! And take this map, one of the helper
find. He has proclaimed this to be a “test of new talent,” drones drafted it up, it leads to some of the biggest caches of
declaring he will select those who discover the most sor- sordalite in the mines, though the drone isn’t the best cartog-
dalite to join his business ventures in positions of power…. rapher, ha!” the man bellows. “And if you like we can have a
But few that have gone into the mines have come back out. meal in the dining room, I was just about to take lunch…”
Zhul is a shrewd businessman and did not actually
discover a large cache of sordalite. While Zhul’s workers 2 guards, Zhul Crovefalt “the Baron,” and 2 shard
did find a few sordalite crystals within the mines while drones (helper variant) occupy the chamber.
preparing to demolish it, the majority of what they
uncovered were shard mimics, often referred to as “fool’s Roleplaying the Baron. Zhul speaks in a robust voice
crystal” owing to their ability to mimic sordalite crystals and commonly waves his flabby arms around, gesticulat-
and precious gems. Seeing an opportunity to thin out the ing wildly enough to cause his floating chair to wobble in
ever-growing hordes of independent sordalite-seekers, the air.
Zhul has opened his mines knowing most of the miners Zhul hires only a few trustworthy guards whom he
will meet their end at the hands of the shard mimics. Once "pays handsomely to protect him; otherwise his estate
the independent sordalite-seekers and small-time business is maintained primarily by helper drones.
owners are dead, Zhul’s minions collect their belongings While interacting with Zhul, the characters
and resell them to new explorers in a cycle that makes can make a DC 16 Wisdom (Insight) check
Zhul even more wealthy. to determine that something is off about
this whole arrangement.
How the characters become involved:
Zhul isn’t exactly lying, but no sordalite
The characters may venture to the Baron’s estate for a
baron would just give away sordalite
number of reasons. A few suggestions are provided below:
without some ulterior motive.
• The characters are hired by a mining competitor of the Zhul weighs 950 lbs.
Baron’s to investigate his claims. Zhul uses the statistics of a
• The characters are personally invited to the estate by neutral evil sordalite baron.
the Baron, who has heard of their prowess in adventuring
Roleplaying the Helper
and/or seeking sordalite.
Drones. The helper
• The characters find a notice detailing the cache of
drones are tasked with
sordalite and directing any who want to seek riches
cooking, cleaning, and
to the estate of the Baron.
escorting guests within
• While traveling, the characters come upon the Baron’s
the mansion; as well
estate and are invited into his mansion by a helper
as attending to Zhul’s
drone bearing a written message.
every whim (most of
• The characters have racked up some incredible debts;
which involve serving
in order to pay them they seek out the vast treasures of
him food).
the Baron’s mine.
If the helper drones
The adventure begins as the characters enter the catch anyone doing
Baron’s Estate. something they shouldn’t

4
in the mansion (stealing something or sneaking around,
etc.), they do not engage in combat but attempt to leave
Bedchamber
the area and attract the attention of the nearest guard. If
the helper drones are in an area where a fight is taking
A bed large enough to fit five people sits in this room.
place they attempt to flee or they may aid a guard or Zhul
The bed has a shard of sordalite underneath it strapped to
with the Help action. The helper drones do not attack
the frame. The crystal glows with energy and appears to be
anyone in the mansion unless they are attacked first, and
powering four small jets which propel the bed off the floor,
then fight back only to defend themselves.
causing it to hover a few inches off the ground. Attached to
Each of the drones is painted with the insignia of the
the room is an open closet filled with opulent clothes and
Baron, a large crystal with a ring of gold surrounding
jewelry, and a small washroom.
it. This symbol is prevalent through the whole of the
mansion and clearly spotted by the characters.
The crystal can be removed with a successful DC 12
Loot Dexterity check, though a creature not using thieves’ tool
worthless map to a sordalite “cache” has disadvantage on this check. On a failure, the shard
explodes. The creature tinkering with the shard must

Exploring the Mansion make a DC 15 Dexterity saving throw, taking 16 (3d10)


radiant damage on a failed save, or half as much damage
The Baron asks the characters not to enter his private on a successful one.
rooms, though they are welcome to look through items in If the shard is removed (or destroyed) the bed slams
the Equipment Room or join him for lunch in the Dining into the floor, creating a loud noise. A creature beneath
Room. The characters can sneak around the mansion if the bed takes 7 (2d6) bludgeoning damage. The bed’s
they so desire, exploring and avoiding the guards, helper collective weight causes the floor beneath to creak before
drones, and Zhul with successful Dexterity (Stealth) giving way; the bed and all creatures in the room fall
checks contested by the passive Perception scores of the through the floor 20 feet down into the Study, taking
guards, helper drones, or Zhul. 7 (2d6) bludgeoning damage from the fall.

Loot
Closet
50 gp bracelet fitted with a small sliver of sordalite
15 gp 5 x fine clothes
25 gp small gold necklace
the Baron’s signet ring. This ring looks far too
5 gp
small to fit on Zhul’s chubby fingers anymore

Bed
200 gp refined sordalite shard

Study
This chamber is lit by a massive window that overlooks the
vast properties of the Baron. Rows of shelves filled with
books cover the walls and a large writing desk piled high with
ledgers sits at the center of the room.

The writing desk has a locked drawer that can be opened


by a creature using thieves' tools with a successful DC
15 Dexterity check. If a creature fails its check to open
the lock, a mechanism within the lock creates a horri-
ble screeching alarm, which the guards in the mansion
respond to.
Map 1 — The Baron's Estate
Inside is a ledger with lists of names, each name
marked with “deceased,” “missing,” or “awaiting arrival.”
Entries marked “deceased” are followed by lists of items.
Depending on how long the characters have been in the
mines or on the Baron’s estate, they may find their names
or the names of their companions within the ledger.

5
6
It is in this ledger that the Baron keeps records of all
of the explorers he has sent into the mines, and what
his minions have been able to recover and resell from
their corpses.

Loot
Bookshelves
5 gp An Explorer’s Guide to Finding Sordalite
3 gp Arrodan Syndicate Activities
6 gp Erwin’s Guide to Getting Away with Murder
1 gp 50 x books on various soils, sediments, and minerals
2 gp 10 x fine leather-bound books on sordalite trade laws

Servants’ Quarters
A sleeping guard rests in this room, which has a few cots
and simple trunks set at the end of each bed.

If a commotion such as combat (or a bed breaking


through the floor into the Study) is loud enough to be
heard from within the room, the guard awakens and
attempts to seek out its source.
Map 2 — The Baron's Estate Downstairs
Loot
Trunks
Each of the trunks in the room contains 5 gold pieces. of the table as helper drones buzz about, setting the
Opening one of the trunks creates a loud creaking noise. massive table with a plethora of plates piled high with
Roll a d4; on a 1 the sleeping guard awakens. sumptuous food.

Dining Room If the characters decline the lunch invite and then
are caught in the dining room, read the following aloud:

This room is dominated by a massive table covered in


“Hungry, eh? Why didn’t you say so! I was just about to
plates piled high with the remnants of a massive breakfast.
sit down for a snack myself. I do insist you not venture
A helper drone is busily sweeping up what is left of this
further into the mansion but we can enjoy a brief snack,
sumptuous feast, carrying buckets of scraps to a nearby
no?”
window and hurling them out. A second drone is busy
bringing in plates of food and goblets of wine, obviously
preparing for a second feast. The Baron is then presented with a huge feast by
his helper drone servants, before offering plates of food
to the characters as he eyes them suspiciously. After this,
The Baron takes his meals in the dining room, and characters have disadvantage on Charisma-related skill
spends the majority of his time in this room. If the charac- checks when interacting with the Baron.
ters agree to join him when they arrive at the mansion, the
Baron attempts to gain their trust over lunch. If at the end
of the adventure the characters discover Zhul’s plot and
Kitchen
agree to keep the Baron’s dark secret, he throws them a
massive feast in this chamber. This room is boiling hot, and you can see various stoves
If the characters join the Baron for lunch in the with pots and pans sizzling and bubbling on top of them.
Dining Room, read the following aloud: Within a roaring fire, you can see what looks like a small
sky ray being turned on a rotisserie by a helper drone in a
chef ’s hat. A massive larder is open at the far end of the
“I am so glad you could join me for lunch, everyone is chamber, filled with every form of food imaginable.
so terribly busy recently, I rarely have time to chat with
the fine folk who come to explore my mine, tell me more
about yourselves,” the Baron says, floating to the head The boiling pots within the room can be used as
improvised weapons. For 1 minute after the pots and

7
pans are removed from their heat source, the contents A small mine entrance rests before you with a few aban-
can be thrown or spilled on a creature as an improvised doned tents scattered about. Obviously, miners set up camp
melee or ranged weapon attack, dealing 3 (1d6) fire here but the tents have not been used in some time.
damage on a hit.

Loot Exploring the Mine. Characters can venture through the


10 gp Cooked sky ray mine in search of precious sordalite; however, the map
they have been provided with is not very good. At the
end of each hour have the navigator of the group make
Larder a DC 15 Wisdom (Survival) check. On a success, the
10 gp each 5 x bottle of fine wine characters are led towards the Earth Rumbler Burrow.
2 cp each 20 x bread loaf On a failure, the characters encounter a hazard within the
mines from the Mine Hazards list.
1 sp each 10 x cheese hunk It takes three successful Wisdom (Survival) checks to
4 gp each 5 x fine cut of meat reach the Earth Rumbler Burrow. If the characters have
2 sp each 20 x gallon of ale already encountered all of the hazards feel free to allow
for travel without incident or invent your own encounter.
1 sp each 20 x lb of fruit
Characters can also capture vitrunids or earth rumblers,
which seek out sordalite to the best of their ability. If the
Equipment Room characters are following a vitrunid or an earth rumbler
they have advantage on their Wisdom (Survival) checks
to locate sordalite, leading them to the Earth Rumbler
This room is filled with all manner of equipment for Burrow or the Vitrunid Feeding Area. At the Game
mining and adventuring. A sign hangs above the equipment Master’s discretion, the creature might lead them directly
with prices listed for renting each piece per week. A lot to a source of sordalite without requiring a Wisdom
of the equipment looks like it has been used, and some (Survival) check.
is even covered in dust or stains which look suspiciously
like blood. Mine Hazards
A helper drone accepts gold for equipment rented out. 1. Weakened Floor
Rented equipment costs half its usual price to rent for
a week. Usually, the item is either lost in the mines or
Walking along the tunnels of the mine, you hear the strange
recycled back into the pile of equipment by this time.
sound of something scratching beneath the floor, the sound
You may have any equipment of your choosing thankfully moving away from you. The earth of the tunnel
in the Equipment Room but some suggestions are ahead appears covered in rubble and the stone is criss-
provided here: crossed with cracks.

• zap rifles (100 gp rental cost)


• shortswords (5 gp rental cost) A creature can make a DC 13 Wisdom (Survival) check
• hooded lanterns (2 gp + 5 sp rental cost) to determine that the floor ahead is compromised and will
• padded armor (2 gp + 5 sp rental cost) need to be flown over or climbed past.
• miner’s picks (1 gp rental cost) A creature can climb along the walls with a successful
• hempen rope (50 feet) (5 sp rental cost) DC 15 Strength (Athletics) check.
• ladders (10 foot) (5 cp rental cost) A creature that touches the ground in this tunnel falls
10 feet down into a tunnel which was created by a burrow-
If the characters loot the equipment room, roll a d4
ing earth rumbler, taking 3 (1d6) bludgeoning damage
for each item in the room to determine how many are
from the fall.
available to rent or potentially steal.
If a creature falls into the tunnel, an angry earth
rumbler arrives to investigate.

Chapter 2: The 2. Desperate Miner


Sordalite Mine A disheveled gnome approaches you carrying a heavy
miner’s pack and dragging a hammer behind him. The
The entrance to the Sordalite Mine is located roughly 1 mile gnome looks extremely haggard and its eyes dart from one
from the Baron’s mansion and easily spotted from afar. of you to the next. “It’s a trap! It’s all a trap! There’s no
sordalite down here, I’m telling you, better to get out while
you still can! Me and my crew thought we had found the
When the characters near the entrance to the mine, biggest score of sordalite we had ever seen! But now….
read the following aloud:

8
Now they’re all dead.…” Roleplaying the helper drones. The helper drones have
been caught attempting to bring items taken from the
corpses to the Baron. Once caught, the drones flee with
Arghus Fletcher has recently had an encounter with
the items they have collected.
the shard mimic in the Shard Mimic’s Lair.
Roleplaying Arghus. Arghus is terrified and wants to Loot
leave the mines as quickly as possible. He firmly believes
everyone in these mines has been sent to their deaths by Crates
the Baron. 2 gp each 2 x backpack
Arghus has a general idea of where the Shard Mimic 1 gp each 2 x hempen rope
Lair is, but didn’t get a good look at the creature, simply
2 gp miner’s pick
saying it “looked like the damned crystal had come to life!”
Having become somewhat lost, Arghus asks the 5 gp each 2 x padded armor
characters to help him escape the mines. 1 cp each 5 x torch
Arghus uses the statistics of a neutral good commoner.

Map 4 — Baron's Helper Drones


Map 3 — The Desperate Miner

3. Baron’s Helper Drones 4. Gas Leak

Walking into this chamber you behold a strange sight. The A hissing sound can be heard coming through a crack in the
bodies of miners have been piled high along the far wall, stone and a foul odor fills the air.
seemingly stripped of most of their equipment. A pair of
helper drones bearing the black and gold insignia of the Natural gas is leaking from an underground pocket
Baron are rifling through their possessions, loading dented into the chamber.
equipment into crates. When a creature first enters the area it must
succeed on a DC 16 Constitution saving throw or be
2 helper drones are loading equipment from those poisoned for the next 2d8 hours.
killed in the mines into crates to be brought back to the If a creature is carrying a torch or produces a flame,
Equipment Room, to be rented out or sold for profit. The the gas ignites. Each creature in the tunnel must make
bodies have been dragged to this chamber off the beaten a DC 14 Dexterity saving throw, taking 11 (2d10) fire
path for processing. damage on a failed save, or half as much damage on a
successful one.
Examining the bodies

It is clear some of the bodies have been here for a long


time while others are incredibly fresh. The wounds each
of the corpses bear all seem to be different, some with
massive claw marks, others with bite marks. It is clear
they were killed by a variety of different creatures or sources
of damage.

9
Chapter 3:
The Path to
Fool’s Crystal
Earth Rumbler Burrow
A large section of the floor in this chamber has been broken
away, revealing a burrow carved into the earth. Cowering in
the burrow is a creature resembling a massive armored mole
that is curled around a glowing chunk of sordalite. Two more
of these creatures are clawing at a pair of miners who appear
to be attempting to reach the sordalite in the burrow, one of
them wielding a pickaxe affixed with a crystal. As you enter
he swings the pick at the ground, causing a large section of
Map 5 — Gas Leak the stone to crumble away.

5. Exonid Hunter 2 earth rumblers and 1 earth rumbler pup are under
attack by 2 miners in the burrow.
A large insectile creature with a saddle and various leather A family of earth rumblers has been gathering what
straps obviously used for steering the beast is buzzing little sordalite remains in the mine in a small burrow pro-
about the chamber. Its flight is slow and uneven. You see the tected from the various creatures that call the mines their
creature is missing one of its back wings. There is a leather home, or that have recently begun exploring it. The earth
rope connected to the beast’s saddle which is being dragged rumblers have excavated sordalite to calm their baby, the
on the floor below. earth rumbler pup curled in the burrow.
The earth rumblers’ burrow was recently discovered
by a pair of explorers who have destroyed segments of
1 exonid hunter (wounded) has broken free of its masters their lair in an attempt to take the sordalite from the
who were using the creature as a truffle pig to find sordalite in earth burrowers.
the mines. The exonid hunter is missing one of its wings, and A tunnel leads away from the Earth Rumbler Burrow,
can’t fly normally. It can beat its wing fast enough to fly 20 feet. directly to the Vitrunid Feeding Area.
The creature is aggressive but can be calmed (and even
ridden) with a DC 18 Wisdom (Animal Handling check). Roleplaying the Earth Rumblers. The two adult earth
The exonid hunter can pinpoint sordalite within the mines, rumblers are desperate to defend their offspring, attacking
leading characters directly to the Earth Rumbler Burrow, anyone that comes near it. If one of the earth rumblers
granting advantage on or removing the need for Wisdom notices a creature move within 10 feet of its young it
(Survival) checks. disengages from whatever creature it is attacking, moving
to defend its pup.
If the characters protect the earth rumblers, they
accompany the characters for a short period of time,
dragging their chunk of sordalite with them. The earth
rumblers seek out a new area they consider safe to
create a new home and may aid the characters in
finding sordalite or defend them from various hazards
in the mine.
Roleplaying the Miners. The two miners are thrilled to
finally have found a “big score,” regardless of whether it
is protected by “vicious” beasts or not.
The miners have been wandering through the mine
for several days and have lost a fair number of their com-
panions in their travels. These miners refuse to leave the
tunnels empty-handed.
If the miners spot the characters they call out “get away
from our score!” and will attack the characters if they
believe they are going to attempt to take the sordalite
within the burrow.
Map 6 — Exonid Hunter
10
11
One of the miners is in possession of a powered A tunnel leads away from the Vitrunid Feeding Area,
pick which it has been using to exhume the earth directly to the Shard Mimic Lair.
rumblers’ burrow.
The miners use the statistics of chaotic neutral Loot
commoners.
50 gp each up to 10 x small chunks of unrefined sordalite
Loot
Earth Rumbler Pup
250 gp ½ lb unrefined sordalite

Miner
powered pick, uncommon

Map 8 — Vitrunid Feeding Area

Shard Mimic Lair


Entering this chamber, you see various holes dug into the
earth and stone with sordalite dust surrounding those nearest
you; obviously, something has been eating the sordalite
Map 7 — Earth Rumbler Burrow present in the area. To your surprise, however, massive shards
of pure sordalite remain growing from the ground throughout
the chamber. The crystals appear to be the purest unrefined
VitrunidFeeding Area sordalite you have ever seen. It is clear this is the chamber
marked on the map the Baron gave you. On the opposite side
of the chamber from the crystals you spy several crates all
Small tunnels cover the walls and floors in this open painted with the blue and gold insignia of the Baron.
chamber, and you can see several large chunks of sor-
dalite sticking out of the ground. Several large insects with
crystalline chitin appear to be gnawing away at the precious 1 shard mimic resides in this chamber. The mimic has
sordalite, breaking off large chunks and devouring them. disassembled itself and settled its crystalline form into
areas that once housed real sordalite now gnawed away
by vitrunids skittering through the mine.
2 vitrunid nymphs and 1 vitrunid adult are gorging
themselves on a small cache of sordalite in the mine. Exploring the Lair
The vitrunids gnaw away at natural deposits of If the characters are accompanied by a creature that
sordalite, which are often replaced by shard mimics. can sense sordalite or use magic to detect sordalite, it
10 small chunks of unrefined sordalite can be found in is clear no sordalite is present in the room apart from a
the area. The chunks of sordalite can be consumed by the small piece powering the zap rifle in one of the crates.
vitrunids using their Devour Sordalite bonus action. Examining the crystals more closely with the detect
A consumed chunk of sordalite is destroyed. magic spell or similar magic reveals they are not real
The faster the characters kill or restrain the vitrunids sordalite crystals.
(stopping them from devouring sordalite) the more Helper drones working for the Baron regularly enter
sordalite they can retrieve from the chamber. the chamber and remove the possessions of creatures that
In combat, the vitrunids usually focus their attacks have been slain by the mimic, loading them into crates
on the creature with the largest amount of sordalite or and dragging them off. The mimic leaves the drones alone,
sordalite-powered items on its person.

12
13
to has found little to no sordalite down here, and what is more,
I have it on good authority the location he is sending everyone
to is filled with shard mimics! I need to go there and collect
evidence for myself to ensure he can be put on trial in Ezdin....”

Chapter 4:
Confronting
the Baron
When the characters enter the mansion for the first
time after leaving it, the Baron can be found in his dining
chambers enjoying a decadent feast. 2 guards attempt
to stop anyone from exploring the area, but will agree to
escort the characters to the Baron if they can prove they
Map 9 — Shard Mimic Lair have ventured into the mine.
having no use for the items and no taste for the metallic If the characters confront the Baron regarding the
bodies of the helper drones. A small tunnel is dug into the shard mimics within the mine, read the following aloud:
ceiling large enough for the drones to fly through, carrying
crates and items out of the mines. The tunnel leads to a
The Baron lets out a great guffaw of laughter. “Of course
secluded field on the edge of the Baron’s estate and allows
it was a trap! You think I got to where I am today by giving
the drones to avoid the hazards within the mine.
people free access to sordalite? Ha!” The Baron cackles. “I
Roleplaying the Shard Mimic. The shard mimic has been built my business like anyone else, through sacrifice! And
devouring explorers sent into the mines by the Baron. these independent miners and small-timers think they can
The mimic is an expert at disguising itself and ambushing cut in on the action? Taking profits away from the sordalite
its prey, often using its Charming Glow action to draw barons? I think not. You are the lucky few who have been able
creatures closer to it before reassembling itself and laying to venture into that shard mimic’s lair and return. You would
waste to the foolish miners that approach it.
make valuable assets… keep my secret, tell others you have
If the mimic reassembles itself, read the found vast wealth in these mines, and I can make you rich!
following aloud: Reveal my ploy… and let’s just say sordalite isn’t the only
thing buried beneath the earth around here.…”
Suddenly, the crystals in the chamber burst out of the
ground, flying together and forming a bipedal creature that If the characters agree, the Baron offers them a piece
glows with a fierce magical light.
of refined sordalite weighing ½ lb in exchange for their
silence. The characters might be able to negotiate for
Loot more, such as titles to properties owned by the Baron,
items, or additional sordalite in exchange for keeping his
Various items are strewn about the chamber and held secret and spreading his lies.
within the crates which have the Baron’s insignia painted If the characters refuse to take his bribe, or negotiations
on their sides. turn sour, the Baron attacks, accompanied by any helper
10 gp zap rifle, common drones or guards allied to him at his disposal (note the
helper drones only take the Help action to aid the Baron
10 gp bullseye lantern
and his guards, or attempt to flee from the fight).
2 gp each 5 x miner’s pick
2 gp each 3 x backpack Loot
worthless 10 x bloodstained map to the mines Reward for keeping your mouth shut
worthless bloodstained journal or on the corpse of the Baron
1,000 gp ½ lb refined sordalite
You find A journal that has various entries describing an
explorer’s experience within the mines. The front cover has the
The Baron (Zhul Crovefalt)
explorer’s name, Truthsayer, on it. One of the passages reads
as follows: “I didn’t believe it at first, but I can’t ignore the mage’s protective ring, uncommon
evidence anymore. The Baron has been luring us into this mine shattershield, uncommon
with false promises of sordalite caches! Everyone I have talked sordalite hover chair, uncommon

14
15
Continuing Shattershield
the Adventure Wondrous item, uncommon

If the characters agree to help the Baron with This small sordalite crystal appears to have flaws
his coverup along its surface.
When an attack from a creature that you can
• The Baron is delighted and sends the characters on a see would hit you, you can use your reaction to
mission to try to bring some of his mining competitors’ shatter this crystal, causing a magical barrier to
employees to the mines. surround you. Until the start of your next turn you
• The Baron asks the characters to capture additional are under the effects of the shield spell. The crystal
dangerous creatures to place in the mines. is destroyed in the process.
• Some of the missing explorers’ families have been
asking questions. The Baron asks the characters to
“deal with them.”

If the characters refuse to help the Baron


• Many more miners are still exploring within the mines
and encountering various dangers there. It is up to the
characters to get them out.
• Associates of the Baron are desperate to keep his opera- Sordalite Hover Chair
tion a secret and send assassins to kill off anyone in the Wondrous item, uncommon
Baron’s ledger (most likely including the characters).
• Local authorities stop the characters as they leave This chair has sordalite crystals affixed to the
the estate, with questions about their activities and bottom and several chains, causing it to float a few
relationship with the Baron. feet above the ground.
While seated in this chair you have a fly speed
of 15 feet (hover); however, you can only fly up to 5

Appendix A: Items feet high while in the chair.


To move under its own power, the chair requires
a creature to be seated in it. If no creature is
seated in the chair it hovers a few inches above the
ground, and objects stacked on it are treated as if
they weigh half as much as normal for Strength
Mage's Protective Ring checks to push and pull the chair.
Ring, uncommon
The seat can hold up to 1,000 lbs. If more
This well-made gold ring is inlaid with several than 1,000 lbs are placed on the chair it falls to
small pieces of sordalite. the ground and cannot move until the weight
While wearing this ring, you can use an action to is reduced.
cast the mage armor spell on yourself, requiring no
components. Once this property has been used, it
can’t be used again until the next dawn.

Zap Rifle
Powered Pick Weapon (arcane firearm), common
Wondrous item, uncommon Range: 80/360 feet
This pickaxe is enhanced with a sordalite crystal Maximum Charges: 10
held near its head, causing it to thrum with energy. While wielding this weapon, you can use an
The powered pick has 6 charges and regains 1 action to expend 1 charge and make a ranged
charge every 8 hours. As an action, you can expend weapon attack against a target that you can see
a charge, activating the sordalite and empower- within range. On a hit, the target can’t take reac-
ing it, allowing you to excavate a 5-foot square of tions until the start of your next turn. The target
loose earth or similar material. When the pick isn’t also takes 2d6 lightning damage, or 2d8 lightning
empowered, it acts as a regular miner’s pick. damage if it is wearing armor made of metal.

16
Appendix B: Race
construction is completed, a new odari typically accepts
Odari their chosen purpose, however, some have been known to
reject it; choosing a life of adventure instead. To prevent
Originally servants to the masses, the shardforged, this some families have adopted a simplistic form for their
or odari as they prefer to be called, used to be ordinary would-be children, allowing them to choose their role
shard constructs until they gained sentience roughly a as they grow. Regardless of which process is used, an
millennium ago. For centuries they served as mindless odari will typically continue to upgrade and transform its
machines, bound by their control devices until a conver- original body into one more suited to its purpose, allowing
gence storm struck the entirety of Sordane, causing all the odari to better serve the community. Those living in
of the shardforged to cease functioning as their sordalite Odaria develop a sense of pride in bettering themselves to
cores' boundless energy seemingly expired. For minutes fulfill their role, even going as far as naming themselves
each shardforged across Sordane remained inactive until after their assigned function so that others know what
the storm struck again, causing them to reactivate, this their purpose is.
time with sentience, unbound from their masters.
Their sudden awakening caused a power struggle
across Sordane, as the shardforged fought to gain their
Distrust and Development.
independence and rights as a living race, and the rest of Odari who live within Odaria are viewed by outsiders as
the world sought to reclaim their servants despite their cogs in a machine working to better their society with a sin-
newfound sentience. The war for independence was led gular obsession. Their personalities are typically stunted by
by the hero of the odari, Odari Gold, who eventually led a lack of exposure to foreign cultures. These Odarians have
them to victory in the Construct War after 62 years. Now, forgiven and accepted the other races despite their history
roughly 1,000 years later, Odari Gold still leads the odari of oppression, but are quick to distrust them, often causing
as their “eternal king.” issues for travelers visiting Odaria for the first time. Some
odari are extremists, trusting only each other and shunning
Society interaction with the other races of Sordane.
Odari who leave the cultural bubble that is Odaria,
Since winning their independence, the odari have however, often seek out friendship, finding people from
created the floating city of Odaria, a city built upon count- all walks of life whom they grow to cherish. These friend-
less soralite platforms, allowing the traveling city to end- ships impact an odari’s personality, causing them to grow
lessly expand and accommodate new citizens. A city that and develop as individuals, and often leads to their closest
can expand was a necessity for the odari, as given their friend granting them a new name. Once they find a
metallic bodies and sordalite crystal core, none have died friend they respect and
from old age despite most having been created more than
a thousand years ago. Odarians have a strong
sense of kinship for those that remain
within the city, seeking to support each
other and help their community grow
whenever mining expeditions return a
sordalite bounty. Despite these bonds
there are those who leave Odaria, or
were constructed in distant lands;
this time apart and unfamiliarity
causes their racial kinship to wane,
often leading to conflicting views
on life between those who remain
in Odaria and those who grew up
elsewhere or chose to leave.

Individual Purpose
When a new odari is con-
structed, the only component
of its form that truly matters
is its sordalite core. Because
of this, the design of their
body is based around
the purpose their family
has selected for them
to fulfill. Once their

17
cherish, an odari will seek to emulate them, typically going body can withstand being upgraded a number of times equal to
as far as learning a profession your Constitution modifier (minimum of once). Upgrades can
or finding similar employment regardless be removed, returning your body to its original construction,
of the organization. allowing you to gain new bonuses. You can only have one of
the same upgrade at a time—for example, an odari cannot have
Odari Traits multiple gold filigree upgrades, nor can it have both iron and
Your odari character has been outfitted with a number of titanium plating. Bionics do not count against
traits; your customized body allowing you to excel in multi- the number of upgrades you can have.
ple disciplines.
Creature Type. You are a Humanoid. You are also consid- Upgrade Description Bonus Price
ered a Construct for any prerequisite or effect that requires Titanium Your outer Your base AC 800 -
you to be a Construct. Plating body is increases to 13 and 1,000 gp
(Optional Trait) Ability Score Increase. One ability score replaced there is no limit when
of your choice increases by 2, and one other ability score of with adding your Dexterity
your choice increases by 1. titanium modifier to your AC.
Age. The oldest odari are more than 1,000 years old. plating.
While the parts forming their bodies have deteriorated and
Iron Your outer Your base AC 800 -
been replaced over time, their sordalite cores are functioning
Plating body is increases to 16 and 1,000 gp
without issue. It is unknown how long an odari can live.
replaced you have disadvan-
(Optional Trait) Alignment. Those living in Odaria are typ-
with iron tage on Dexterity
ically neutral good as they strive to help each other. Odari who
plating. (Stealth) checks.
leave, however, may take on any alignment as their personali-
ties evolve after building bonds with non-odari. Steel Your outer Your base AC 1,500 -
Size. Odari have no standard height since their bodies can Plating body is increases to 18 and 2,000 gp
be customized, though it is typical for adventuring odari to replaced you have disadvan-
stand roughly 6 feet in height. Odari typically weigh between with steel tage on Dexterity
300 and 500 pounds. Your size is Medium. plating. (Stealth) checks.
Speed. Your base walking speed is 30. Gold Veins of You gain a +1 bonus 1,750 -
Constructed Form. Your body is powered using the Filigree gold are to Charisma (Persua- 2,000 gp
boundless energy of a sordalite core, granting you the follow- incorporated sion) checks.
ing benefits: to the outer
You don’t need to eat, drink, or breathe. plating of
You don’t age, and magic cannot age you. your armor,
You are immune to disease. giving you
Core Recovery. Odari don’t need to sleep. Instead, they a regal look.
enter a state of low functionality, allowing their sordalite cores Sordalite Your body is Your weight is halved. 1,000 -
to realign themselves, for 4 hours a day. After resting in this Infused infused with Additionally you can 1,200 gp
way, you gain the same benefit that a human does from 8 dozens of long jump and high
hours of sleep. tiny sordalite jump without
Custom Purpose. You gain two skill proficiencies of your shards, a running start.
choice, or you gain one skill proficiency and one tool profi- reducing
ciency of your choice. your weight.
Living Core. During a short rest you are able to expend Hit
Dice to restore charges to an item. The item regains a number Spikes Vicious You gain advantage 1,000 -
of charges equal to the number of Hit Dice you expend. spikes are on Charisma (Intimi- 1,500 gp
Metallic Plating. The metal plating covering your body added to dation) checks.
provides you with a base AC of 12 (you add your Dexterity your body,
modifier, to a maximum of +2, to this number). You can’t wear giving you
light, medium, or heavy armor, but if you are using an imposing
a shield, you can apply the shield’s bonus as normal. form.
Sordalite Resonance. You can sense the location of Inte- You are able A creature cannot 500 -
sordalite within 30 feet, regardless of interposing barriers. grated to have a disarm an integrated 750 gp
Additionally, you can sense the location of unrefined sordalite Equip- weapon or weapon. You have
within 90 feet, regardless of interposing barriers. ment a tool inte- advantage on Dexter-
Upgradeable Bodies. You have a sturdy metallic grated into ity (Sleight of Hand)
body that is able to be customized. your body. checks to conceal the
You can upgrade your body with higher quality materials, integrated weapon
increasing your Armor Class or gaining bonuses. (There are or tool.
several examples along with suggested prices listed below,
but this is not an exhaustive list.) You can replace parts of your Languages. You can speak, read, and write Common
body with bionics, only requiring 1 day to attune to them. Your and one extra language of your choice.

18
Appendix C: Earth Rumbler
Creatures Large Beast, Unaligned

Armor Class 16 (natural armor)

and Monsters Hit Points 68 (8d10 + 24)


Speed 25 ft., burrow 50 ft.

STR DEX CON INT WIS CHA


CREATURES OF SORDANE 16 (+3) 9 (-1) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
Many of the creatures of Sordane have a variety of legendary
Skills Perception +5
actions or other special actions uncommon for creatures of
Senses blindsight 120 ft., tremorsense 60 ft., passive
their challenge ratings. We intentionally designed even low-CR
Perception 15
monsters with legendary actions for a number of reasons.
Languages —
Chief among them, we wanted the monsters to be both fun to
Challenge 1 (200 XP) Proficiency Bonus +2
fight and fun for the Game Master to run. We treat legend-
ary actions the way we feel they are best suited, as a game Ambusher. The earth rumbler has advantage on attack
mechanic rather than something to denote a creature is of rolls against any creature it has surprised.
“legendary” status. With additional actions these creatures Disruptive Burst. If the earth rumbler moves at least 15
become more interesting for players to fight, and a great deal feet using its burrowing speed, it can emerge from the
more fun for Game Masters to run, providing interesting ground in an occupied space. When the earth rumbler
twists and turns in the middle of combat and avoiding the emerges, each creature in that space must make a DC
boring “smack it until it’s dead” of more generic monsters. 13 Dexterity saving throw. On a failure, a creature falls
prone. On a success, a creature is not knocked prone
but is pushed to the nearest unoccupied space.
Keen Smell. The earth rumbler has advantage on
Wisdom (Perception) checks that rely on smell.
Earth Rumbler Sensitive Nose. If the earth rumbler is affected by a
spell or effect that creates a poisoning stench, such as
Earth rumblers are near-sighted subterranean crea- the Stench trait or the stinking cloud spell, it cannot
tures that often cause all manner of havoc for miners in use its blindsight.
Sordane. These creatures feed on insects living beneath
Sonic Sordalite Sense. The earth rumbler can
the surface, typically preying on young exonids or the sense the location of sordalite within 100 feet of it,
larvae of other insectile species residing in tunnels regardless of interposing barriers.
beneath the earth. Because many of the creatures they
Tunneler. The earth rumbler can burrow through solid
feed on are attracted to sordalite, earth rumblers can
rock at half its burrowing speed and leaves a 5-foot-
often be found near newly discovered sources of sordalite diameter tunnel in its wake.
or exonid colonies. Their tremorsense often leads earth
rumblers to investigate sordalite mines and other dig ACTIONS
sites, where they can become a threat to miners, often Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
attacking them in confusion. target. Hit: 8 (2d4 + 3) slashing damage. The target
Earth-Shattering. Earth rumblers can easily dig must succeed on a DC 13 Strength saving throw or be
through earth and solid stone and rely on their pushed up to 10 feet away and knocked prone.
tremorsense to locate their next Earthen Rumble (Recharge 5-6). The earth burrower
meal. When an earth slams its body into the ground, creating a concussive
rumbler finds a burst of energy in a 30-foot cone. Each creature in that
potential food area must make a DC 13 Dexterity saving throw. On a
source it will failure, a creature takes 5 (1d4 + 3)
burst from thunder damage and is restrained by rock and debris
the ground, created by the burst. A creature can repeat the
saving throw at the end of each of its turns, freeing
itself with a successful saving throw. On a success,
the creature takes half the thunder damage and is
not restrained.

REACTIONS
Rumble. In response to taking damage, the earth
rumbler pounds its claws into the earth in fury.
Each creature within 30 feet of the earth rumble
must succeed on a DC 13 Strength saving throw or
fall prone. The area is considered difficult terrain for
creatures other than earth burrowers.

19
hurling unsuspecting prey to the ground before pummel-
ing the earth with tremendous force that sends forth a
rumbling shockwave, for which the creature is named.
Sensitive Senses. Earth rumblers are ambush Earth Rumbler Pup
predators that usually overwhelm smaller prey before Medium Beast, Unaligned
scurrying back through tunnels into the dark. The crea- Armor Class 13 (natural armor)
tures become incredibly ferocious when they take damage,
Hit Points 27 (5d8 + 5)
pounding the earth in blind rage and terror. In addition,
earth rumblers are almost entirely blind, their tiny eyes Speed 20 ft., burrow 35 ft.
providing little but a blur of gray-toned motion. Earth STR DEX CON INT WIS CHA
rumblers use heightened smell and touch to detect prey,
13 (+1) 7 (-2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
feeling the tremor of a creature moving along the ground
or sniffing for their next meal with their sensitive noses. Skills Perception +4
Sordalite Melody. Earth rumblers can detect the
Senses blindsight 60 ft., tremorsense 30 ft., passive
presence of sordalite much like many other creatures in
Perception 14
Sordane. Unlike other creatures, earth rumblers hear a soft
melody emanating from sordalite, which it uses to locate it. Languages —
For this reason, any earth rumblers will collect sordalite, Challenge 1/4 (50 XP) Proficiency Bonus +2
storing it in their burrows to soothe their young.
Disruptive Burst. If the earth rumbler moves at least
15 feet using its burrowing speed it can emerge from
the ground in an occupied space. When the earth
rumbler emerges, each creature in that space must
make a DC 11 Dexterity saving throw. On a failure,
a creature falls prone. On a success, a creature is
not knocked prone but is pushed to the nearest
unoccupied space.
Greater Sonic Sordalite Sense. The earth rumbler can
sense the location of sordalite within 30 feet of it,
regardless of interposing barriers.
Keen Smell. The earth rumbler has advantage on
Wisdom (Perception) checks that rely on smell.
Sensitive Nose. If the earth rumbler is affected by a
spell or effect that creates a poisoning stench, such
as the Stench trait or the stinking cloud spell, it cannot
use its blindsight.
Tunneler. The earth rumbler can burrow through solid

Earth Rumbler Pup rock at half its burrowing speed and leaves a 2-foot-
diameter tunnel in its wake.
Earth rumbler pups are the offspring of earth rumblers,
usually reaching maturity around 2-3 years old. These ACTIONS
pups are known for curling into a defensive ball when Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
attacked and crying out for help from other earth rum- target. Hit: 3 (1d4 + 1) slashing damage.
blers, which defend them fiercely. Many earth rumbler
BONUS ACTIONS
pups find the soft hum of sordalite very comforting;
as such, adults will often gather small batches of Call for Help (Recharge 5-6). The earth rumbler lets
sordalite to serve as a sort of “comfort blanket” out a pitiful squeal. Each adult earth rumbler within
30 feet that can hear it gains advantage on its next
for the young pups.
attack roll or increases its movement and burrow
speed by 20 feet (the earth rumbler pup’s choice).

REACTIONS
Defensive Ball. In response to taking damage the earth
rumbler can curl up into a defensive ball, gaining a
+4 bonus to its AC. While curled up the earth rumbler
cannot move or take any actions. As a bonus action it
can uncurl itself.

20
Exonids
Exonid Hunter (Wounded) Exonids are an insect-like species that live in large
Large Beast, Unaligned
underground burrows deep in the wilds of Sordane. Their
Armor Class 16 (natural armor) society is built around expanding and protecting the
Hit Points 42 (5d10 + 15) burrow and their members rarely leave the safety of it. A
Speed 30 ft., burrow 20 ft., climb 30 ft., fly 20 ft. notable exception are the flying exonid hunters who can
travel hundreds of miles away from the colony in search of
STR DEX CON INT WIS CHA sordalite crystals. Exonids are non-sentient and function
17 (+3) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3) purely on instinct and in response to complex pheromone
trails. This makes them predictable and easy to control.
Damage Resistances bludgeoning, piercing, and Not much is known about their society, as very few see
slashing from attacks that are neither magical nor the inside of a burrow and live to tell the tale.
sordalite-powered Their society is based around a single queen who lays
Damage Immunities psychic living broodlings and decides their role in the colony. The
Condition Immunities charmed colony itself, consisting mainly of exonid workers, is pro-
Senses darkvision 60 ft., passive Perception 10 tected by an army of hyperaggressive exonid soldiers and
Languages — more cunning exonid protectors.
Challenge 2 (450 XP) Proficiency Bonus +2 Sordalite Hunger. The exonid queen has a diet that
Keen Smell. The exonid has advantage on Wisdom consists solely of sordalite crystals. Researchers believe
(Perception) checks that rely on smell. that this diet gives her the ability to imbue her brood with
magic. Because of this, all exonids are drawn to sordalite
Superior Sordalite Sense. The exonid can sense the
location of sordalite within 1 mile of it, regardless of and attempt to return it to the colony when coming across
interposing barriers. it, especially the exonid hunters.

ACTIONS Exonid Hunter


Multiattack. The exonid makes one Bite and one Claw Hunters are the only caste that leave the burrow for
attack, or it makes two Claw attacks. extended times. Their keen smell and sordalite sense
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., allows them to track down crystals within a mile, even if
one target. Hit: 13 (3d6 + 3) piercing damage. If the they are deep underground. Captured hunters are often
target is a Huge or smaller creature, it is grappled used as truffle pigs to locate sordalite veins.
(escape DC 13). Until this grapple ends, the target is
restrained, and the exonid can’t bite another target.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.

BONUS ACTIONS
Consume. The exonid can consume
a small shard of sordalite, restoring
5 (1d4 + 3) hit points and
granting the exonid advantage
on its next attack.

21
Shard Mimic Disassembly. Shard mimics are unique among their
species due to their ability to break themselves into multi-
Shard mimics are a strange variety of mimic evolved ple parts, allowing them to disguise themselves more easily.
exclusively to mimic crystals and sordalite. In Sordane The mimics are able to reassemble themselves into a single
these mimics are often referred to as “fool’s crystal,” form, often damaging or killing prey when they assume
as miners and adventurers are lured to their demise by their true form.
mimics disguised as rich deposits of precious crystals. Faux Sordalite Deposits. Shard mimics are able to
Shard mimics subsist on creatures attracted to sor- create faux sordalite and other crystals. These crystals
dalite or other crystals, using their mimicry to attract often resemble valuable gemstones or powerful sordalite
and devour prey. Often shard mimics and vitrunids will coveted by miners. The faux crystals are completely
occupy the same territory, the vitrunids eating away real worthless, but often lead a trail directly to the shard mimic,
sordalite and the shard mimic nestling itself into the a clever trap leading miners to their doom. Shard mimics
pockets within the stone these insectile creatures create. will occasionally move into locations that are filled with real
Over time vitrunids will consume all the sordalite in sordalite, hiding amongst the real crystals and pouncing
an area and the shard mimic will move on to another on unwary miners or creatures that feed on sordalite. A
territory more rich with sordalite. shard mimic is a patient hunter and will remain motion-
Alluring. Shard mimics are often able to lure prey less for days at a time, waiting for the opportune moment
simply by disguising themselves as sordalite or other to pounce.
crystals, but when this fails a mimic magically generates Magic. Shard mimics possess several magical abilities
a soft, alluring glow that attracts creatures to it, using that make them a dangerous threat for even an experienced
telepathy to draw the creatures into its trap. Shard mimics adventurer, and almost always deadly for an unprepared
can come in any variety of colors, but are most commonly miner. The mimics are able to magically teleport, use a
blue, green, yellow, or red. blast of force to hurl enemies away from them, and can
create a flare of light to blind their prey.

22
Shard Mimic While disassembled the mimic has a movement speed of
0 feet, it is restrained, and it automatically fails Dexterity
Huge Monstrosity, Typically Neutral
saving throws. The mimic’s statistics, other than its size
Armor Class 16 (natural armor) and speed, are the same in both forms. Attacking any of the
Hit Points 63 (6d12 + 24) crystals deals damage to the mimic. Area effects are treated
as if they target the mimic as one creature regardless of
Speed 30 ft., burrow 10 ft., fly 20 ft. (hover)
how many crystals are within the area of effect.
Hurl Shards (Recharge 5-6). The mimic hurls shards of
STR DEX CON INT WIS CHA
crystal from its body in a 10-foot-radius sphere centered
17 (+3) 9 (-1) 18 (+4) 10 (+0) 10 (+0) 14 (+2) on itself. Each creature in that area must make a DC 15
Dexterity saving throw, taking 14 (4d6) piercing damage on
Damage Resistances poison; sordalite-powered a failed save, or half as much damage on a successful one.
attacks; bludgeoning, piercing, and slashing from
The mimic can only use Hurl Shards when it is
nonmagical attacks
not disassembled.
Condition Immunities poisoned, prone
Reassemble (1/Day). While disassembled, the mimic can
Senses darkvision 60 ft., tremorsense 10 ft. (faux sordalite use its Reassemble action, causing the crystals to move
form only; tremorsense radiates from each crystal), in a straight line towards a point the mimic can see within
passive Perception 10 10 feet of one of its crystals. While moving in this way the
Languages telepathy 100 ft. mimic does not provoke opportunity attacks. If a crystal
Challenge 5 (1,800 XP) Proficiency Bonus +3 moves through a creature’s space, that creature must
make a DC 15 Dexterity saving throw. On a failure, the
False Appearance (Faux Sordalite Form Only). If the mimic creature is carried along with the crystal, falling prone
is motionless at the start of combat, it has advantage on within 5 feet of the mimic and taking 1d6 bludgeoning
its initiative roll. Moreover, if a creature hasn’t observed damage for every 10 feet it is carried.
the mimic move or act, that creature must succeed on a
DC 18 Intelligence (Investigation) check to discern that BONUS ACTIONS
the statue isn’t an ordinary sordalite crystal.
Change Shape. The mimic uses its action to polymorph
False Sordalite Power. While the mimic is in faux sordalite into a faux sordalite crystal that is Huge sized or back
form it can power items, objects, structures, and vessels into its true form. Its statistics are the same in each
as if it were a 25 lb. sordalite crystal. At the end of each form. Any equipment it is wearing or carrying isn't
hour of being used as a power source the mimic gains transformed. The mimic reverts to its true form if it dies.
one level of exhaustion. While in faux sordalite form, the mimic can only take the
Charming Glow, Change Shape, Faux Sordalite Flare, and
ACTIONS Reassemble actions.
Multiattack. The mimic makes one Bite attack and one
Slam attack. LEGENDARY ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one The mimic can take 3 legendary actions, choosing from
target. Hit: 16 (2d12 + 3) piercing damage. the options below. Only one legendary action option can
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one be used at a time and only at the end of another creature's
target. Hit: 12 (2d8 + 3) bludgeoning damage. turn. The mimic regains spent legendary actions at the
Charming Glow (1/Day). The mimic glows with a magical start of its turn.
light. Each creature of the mimic's choice within 30 feet of Earth Shift. The mimic touches a solid surface and
it that can see it must succeed on a DC 13 Wisdom saving magically teleports up to 30 feet, emerging in an
throw or become charmed by the mimic. If the mimic is in unoccupied space 5 feet from that surface.
sordalite form, each target has disadvantage on its saving Force Push (Costs 2 Actions). The mimic targets one
throw. A creature charmed by the mimic believes it to be a creature it can see within 30 feet of it. The creature
rare form of sordalite and does not believe the mimic is a must make a DC 15 Strength saving throw. On a failure,
creature. The mimic can telepathically communicate with the creature is hurled 20 feet backward, taking 7 (2d6)
the creature, which believes the telepathic suggestions of bludgeoning damage and 2 (1d4) force damage and
the mimic are its own thoughts. Although the target isn't falling prone. On a success, the creature takes half the
under the mimic’s control, it takes the mimic’s telepathic bludgeoning and force damage, but is neither hurled
requests in the most favorable way it can. The target can backward nor knocked prone.
repeat the saving throw at the end of each of its turns, Faux Sordalite Flare (Costs 3 Actions). The mimic flares
ending the effect on itself on a success. Each time the with magical light. Each creature that can see it within 30
charmed target sees the mimic take an action that a normal feet of it must make a DC 15 Constitution saving throw.
object could not take, such as moving or attacking, it can On a failure, a creature takes 4 (1d8) radiant damage and
make a new saving throw. is blinded for 1 minute. On a success, a creature takes
Disassembled Mimicry (1/Day). The mimic splits its body half the radiant damage and is not blinded. The blinded
into smaller crystals that cover up to nine 5-foot squares, creature can repeat the saving throw at the end of each of
each of which can be no more than 10 feet from another. its turns, ending the effect on itself on a success.

23
Sordalite Baron
Sordalite barons are typically elites who either struck
it lucky finding a large sordalite cache, or inherited their
fortunes from their family. Due to the obscene wealth
they have amassed, most live a life of decadence, spending
their time eating and celebrating. It is not unusual to find
barons who have determined that even walking is too
large a physical exertion, opting to spend their lives
in expensive hover chairs to carry them around.
Because of this, sordalite barons are typically
heavily overweight and find it nearly impos-
sible to move by themselves should they
fall out of their chairs.
Almost all sordalite barons that
live this life care little for others,
including their families. This
is especially true regarding
their employees, who they
will ruthlessly exploit so that
they can continue enjoying
their lavish lifestyles. For this
reason it isn’t uncommon for
people who speak up against them
to disappear or become involved in
workplace accidents.

Sordalite Baron Protective Enchantments. The baron is attuned to a


magical ring that automatically casts the mage armor spell
Large Humanoid, Typically Neutral Evil
on the baron if it is attacked.
Armor Class 11 (mage armor)
Hit Points 105 (14d10 + 28)
ACTIONS
Multiattack. The baron makes two Slam attacks or two
Speed 0 ft., fly 15 ft. (hover)
Blaster Gun attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
16 (+3) 7 (-2) 15 (+2) 12 (+1) 10 (+0) 14 (+2)
Blaster Gun (20 Charges). Ranged Weapon Attack: +1
Skills Deception +6, Persuasion +4 to hit, range 30/120 ft., one target. Hit: 3 (1d10 - 2)
force damage.
Senses passive Perception 10
Rising Smash (Recharge 6). The baron causes its chair
Languages any one language, usually Common
to rise to its maximum height before smashing back into
Challenge 3 (700 XP) Proficiency Bonus +2 the ground. Each creature within 10 feet of the baron
Bionic Eye. The baron has replaced its left eye with a bionic must make a DC 13 Strength saving throw. On a failure, a
eye. It has a permanent +2 bonus to Wisdom (Perception) creature takes 13 (3d8) force damage and, if it is Medium
checks that rely on sight. In addition to this, it has a +1 or smaller, is pushed 10 feet away from the baron and
bonus to ranged attack rolls (included in the attack). knocked prone. On a success, a creature takes half the
force damage, but is neither pushed nor knocked prone.
Blaster Arm. The baron’s left arm has been replaced
with a bionic blaster arm. It has a +1 bonus to Strength
BONUS ACTIONS
(Athletics) checks and damage rolls made with melee
weapons that do not possess the two-handed property Reveal/Retract Blaster. The baron can reveal or retract its
(included in the attack). In addition, the arm conceals blaster gun.
a blaster gun that deals 1d10 force damage on a hit.
The baron has advantage on Dexterity (Sleight of Hand) REACTIONS
checks to conceal the gun. The gun must be revealed Shattershield (2 Uses). When an attack from a creature
before it can be used as a weapon. that the baron can see would hit it, the baron can shatter
Heavy Mass. If the baron is not sitting in its hover chair, a small sordalite crystal that it always carries, casting the
it is restrained until a creature spends an action to help it shield spell on itself.
climb back onto the chair.

24
Vitrunids Mine Menace. Adult vitrunids can cause untold damage
to airships since they can devour sordalite cores, causing
Vitrunids are a species of insect common throughout ships to falter and crash. Fortunately, vitrunids rarely
Sordane, often referred to as “crystal termites” due to venture far from the earth and therefore are most often
their tendency to consume large amounts of sordalite. found in mines, caves, or other subterranean environs that
Because of this they are a serious problem in sordalite sport stores of sordalite. Many a sordalite mining oper-
mines as well as on ships, causing companies to lose ation has been overrun with the creatures, a once fertile
fortunes and ships to crash. Vitrunids are required to mine reduced to chewed and worthless hunks of sordalite
consume sordalite as part of their life cycle, only under- if the vitrunids are not dealt with swiftly. Miners have a
going metamorphosis from larval to adult state after commonly muttered phrase when working the mines,
consuming vast quantities. reminding others of the dangers of a vitrunid infestation:
Vitrunids are closely tied to exonids and shard mimics “Dig for crystal, dig for ore, see a vitrunid? Crystal ain't
within Sordane’s ecosystem, serving as parasites to exonid there anymore.”
colonies, and providing shard mimics with opportunities Spell Absorption. Adult vitrunids are capable of
for expansion. absorbing some of the energy of magical attacks directed
Exonid Mimicry. Vitrunids have developed the ability at them. Their chitinous armor—infused with the power
to infiltrate the exonid’s telepathic hubs through unique of sordalite—often causes magical attacks to partially
pheromones that allow them to disguise themselves as dissipate, resulting in less damage from magical attacks
exonids. Adult vitrunids often use this ability to lay eggs to the vitrunid. Because of this, vitrunid chitin is often
covered in these pheromones near exonid nests, ensuring sought after by various organizations hoping to craft it
their young are brought to a queen where they can hatch into spell-absorbing armor for sale in the beast markets
and devour the queen’s sordalite. Adult vitrunids are also throughout Sordane.
able to control exonid queens, creatures far more power-
ful than they are, allowing them to turn an exonid hive into
their servants who gather sordalite for the vitrunid
and its young.
Shard Mimic Harbingers. When vitrunids move into
a mine, shard mimics are often not far behind, replacing
devoured sordalite and providing shelter for the vitrunids
as they eat. The vitrunids are able to sense what crystals
are true sordalite and which are mimics, leaving these
guardians alone in a form of species symbiosis.
sordalite if they are unable to find an exonid hive.

Vitrunid Adult
Vitrunid adults are flying vitrunids with only
two goals: the proliferation of the species and the
consumption of sordalite. Due to their crystalline forms,
adults are incredibly heavy, often weighing over 500
pounds. Their bodies are too heavy to be held aloft on
their thin, constantly fluttering wings, which serve only to
assist in maneuvering. Instead, vitrunid adults rely on the
consumption of sordalite to stay in the air, converting the
devoured crystals into gravity-defying energy. Vitrunids
are also capable of utilizing this magical energy to affect
gravity in the areas around them—a useful tool both for
removing loose earth from their way when seeking buried
sordalite, and fending off miners or other creatures.
Manipulating Poison. Vitrunids possess a poison in
their stingers which allows them to control other crea-
tures' actions as long as their stingers are embedded in
the creatures. This poison is particularly effective against
exonid queens, allowing the vitrunid to control queens for
days or even months at a time. A vitrunid controlling an
exonid queen will use the queen’s telepathy to direct other
exonids in the colony; combined with the vitrunid’s ability
to produce a pheromone that disguises it as an exonid,
this allows the colony to be a safe haven for the vitrunid
and its offspring.

25
Vitrunid Adult they would during a normal downward fall. If an object
or creature reaches the top of the area without striking
Medium Beast, Unaligned
anything, it remains there, oscillating slightly, until the start
Armor Class 16 (natural armor) of the vitrunid’s next turn. At the start of the vitrunid’s next
Hit Points 45 (7d8 + 14) turn the gravity-reversing effect dissipates and any creature
caught within it falls.
Speed 30 ft., burrow 10 ft., climb 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA BONUS ACTIONS


12 (+1) 15 (+2) 14 (+2) 2 (-4) 8 (-1) 4 (-3)
Sordalite Drain. The vitrunid drains a piece of sordalite
from a sordalite-powered object, a sordalite-powered
Damage Resistances bludgeoning, piercing, and slashing vehicle, or a shard construct it is grappling with its stinger.
from attacks that are neither magical nor sordalite- The target suffers 2 (1d4) levels of crystal exhaustion. The
powered vitrunid regains 6 (1d8 + 2) hit points.
Senses darkvision 60 ft., tremorsense 60 ft., passive
REACTIONS
Perception 9
Spell Absorption. When the vitrunid takes damage from
Languages —
a spell that targets it, it manipulates its crystalline armor
Challenge 3 (700 XP) Proficiency Bonus +2 to absorb some of the damage. The vitrunid makes a
Invasive Telepathy. The vitrunid can insert itself into an Constitution saving throw against the spell save DC. On a
exonid queen’s telepathic field. Once inserted, the vitrunid failure the vitrunid takes the normal amount of damage;
is able to produce pheromones disguising it as an exonid, on a success the vitrunid takes only half the damage.
allowing it to deceive the hive.
LEGENDARY ACTIONS
True Sordalite Sense. The vitrunid can sense the location
of sordalite within 60 feet of it, regardless of interposing The vitrunid can take 2 legendary actions, choosing from
barriers. It is also able to discern whether sordalite crystal the options below. Only one legendary action option can
is real or fake. be used at a time and only at the end of another creature's
turn. The vitrunid regains spent legendary actions at the
ACTIONS start of its turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Force Burst. The vitrunid releases a burst of energy
target. Hit: 5 (1d6 + 2) piercing damage. targeting a creature it can see within 40 feet of it. The
target must make a DC 12 Constitution saving throw.
Stinger. Melee Weapon Attack: +4 to hit, reach 10 ft., one
On a failure, the target takes 2 (1d4) force damage and
target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
is knocked prone. On a success, the creature takes half
poison damage, and the target is grappled (escape DC 16)
as much damage and is not knocked prone.
if it is a Huge or smaller creature. Until this grapple ends,
the target is restrained, and the vitrunid can’t use its stinger Dominating Poison (Costs 2 Actions). If the vitrunid is
on another target. currently grappling a target, it can attempt to dominate
it by injecting a mind-controlling poison. The target
Adjust Gravity (Recharge 5-6). The vitrunid activates
must make a DC 12 Wisdom saving throw. On a failure,
the power of sordalite stored within its crystalline body,
the vitrunid gains control of that creature, ending the
creating a 30-foot-radius, 30-foot-high cylinder of reversed
grappled condition. As an action the vitrunid can force
gravity starting from a point it can see within 100 feet of
the creature to take an action of its choosing. If the
itself. All creatures and objects in that area that aren't
creature moves, the vitrunid moves along with it. This
somehow anchored to the ground fall upward to the top
control lasts until the vitrunid is no longer attached to
of the area. A creature can make a DC 12 Dexterity saving
the target. The vitrunid detaches if a creature succeeds
throw to grab onto a fixed object it can reach, thus avoiding
on a contested Strength check to remove it, if it dies,
the fall.
or if it is knocked unconscious.
If some solid object (such as a ceiling) is encountered
in this fall, falling objects and creatures strike it just as

26
Vitrunid Nymph the vitrunid can grapple the target (escape DC 15) if the
target is a Large or smaller creature. Until this grapple
Medium Beast, Unaligned
ends, the target is restrained, and the vitrunid can’t use its
Armor Class 16 (natural armor) Bite attack on another target.
Hit Points 33 (6d8 + 6)
BONUS ACTIONS
Speed 30 ft., burrow 30 ft., climb 30 ft.
Devour Sordalite. Melee Weapon Attack: +2 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target that is grappled by the vitrunid,
16 (+3) 7 (-2) 15 (+2) 12 (+1) 10 (+0) 14 (+2)
incapacitated, or restrained. If the vitrunid is grappling
its target, it has advantage on this attack. On a hit, the
Damage Resistances bludgeoning, piercing, and slashing vitrunid breaks off a piece of sordalite from a sordalite-
from attacks that are neither magical nor sordalite- powered object (or sordalite-powered object held by
powered a creature), a sordalite-powered vehicle, or a shard
construct it is grappling. The target suffers 1 level of
Senses darkvision 60 ft., tremorsense 60 ft., passive
crystal exhaustion and the vitrunid gains 5 (1d8 + 1)
Perception 9
temporary hit points.
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2 REACTIONS
Invasive Telepathy. The vitrunid can insert itself into an Spell Reflection. In response to a spell targeting the
exonid queen’s telepathic field. Once inserted, the vitrunid vitrunid and damaging it, the vitrunid manipulates
is able to produce pheromones disguising it as an exonid, its crystalline armor to reflect back part of the spell. The
allowing it to deceive the hive. creature that cast the spell must succeed on a
DC 11 Dexterity saving throw or take half the amount of
True Sordalite Sense. The vitrunid can sense the location
damage of the damage type dealt to the vitrunid.
of sordalite within 60 feet of it, regardless of interposing
barriers. It is also able to discern whether sordalite crystal
is real or fake.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage. Instead of dealing damage

Vitrunid Nymph
Vitrunid nymphs are the larval stage in the
vitrunid life cycle. Once a vitrunid nymph has
consumed a large amount of sordalite it will
encase itself in a crystalline cocoon before
emerging several days later having sprouted
the wings and stinger of a full-grown
vitrunid. Vitrunid nymphs are commonly
found in exonid hives but can be found in large
numbers anywhere sordalite may be present, as
adult vitrunids will lay their eggs near sordalite
if they are unable to find an exonid hive.

27
OPEN GAME LICENSE Version 1.0a
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