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THE SWORD OF RAMI

By Jason Vey
Editor: MARK SANDY
Front Cover: ZOE DEVOS
Interior Art: PETER BRADLEY; Cartography: PETER BRADLEY

1818 North Taylor, #143, Little Rock, AR, 72207


email: troll@trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com

©2018 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2018.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2018 or Troll Lord Games. All Rights Reserved. All content
copyright 2018 Troll Lord Games. All Rights Reserved.

Printed in the United States of America


INTRODUCTION A QUICK TERMINOLOGY NOTE
Welcome to the Sword of Rami, the 2018 Free RPG Day You’ll note that we use the term “Castle Keeper,” and “CK” to
adventure for Troll Lord Games! This particular scenario is jam- refer to the player who runs the game. This is a branding choice
packed full of good stuff, and serves not only as a free adventure, that we chose to hold over from our Castles & Crusades game
but to highlight some of our new and forthcoming product. line.
Rather than our usual Castles & Crusades or Amazing
Adventures scenarios, this year’s is done for the Fifth Edition In addition, when we need to refer to the core 5th edition books,
Fantasy line we have been supporting for a couple years now, we will use generic terminology such as “Fifth Edition Player’s
and it’s going to highlight a few things we have forthcoming, Guide,” “Fifth Edition Monster’s Tome,” and “Fifth Edition
which we hope you’ll find exciting. Game Master’s Manual.” Whenever you see these or similar
generic terms, they are referring to your core Fifth Edition
First things first: C&C fans, fear not: we are not abandoning the rule books, which you should have to enjoy this module to its
SIEGE Engine, nor shifting our focus away from it. The SIEGE fullest.
Engine is our house engine, our flagship system and our baby. In
fact, you’ll see SIEGE stats for the monsters in this adventure in ADVENTURE BACKGROUND
an appendix at the end, to allow you to use it with your C&C
games. The small kingdom of Inallu barely meets the title: it’s little
more than a village with a keep overlooking it~a local curiosity
So what exactly is this all about? Well, over the past couple and in no way a power base, though the reason for its continued
of years we have released several products intended for play independence has the potential to destabilize the region in the
with the Fifth Edition Fantasy rules~the current rules for the wrong hands. This kingdom has been in existence near the
world’s most famous RPG. We are taking that to the next level, Twilight Wood for many generations, and fiercely values its
and this summer will be unveiling the Fifth Edition Player’s freedom. This freedom has been held up all these many years by
Guide to Aihrde, a rules supplement and player’s handbook the Sword of Rami.
for our house campaign setting, The Codex of Aihrde, which is
completely system-free and on sale now. Rami was a knight in the service of St. Luther in the days before
the Winter Dark, and he wielded a mighty sword, a sentient
The Fifth Edition Player’s Guide to Aihrde will include new weapon that served as his familiar and companion in much the
paths, archetypes, colleges, domains, traditions, patrons, circles, same way a wizard’s familiar serves. The legend says that he built
oaths and options for character classes; new subraces and core the keep at Inallu, and defended it alone against encroaching
races; a system for rune magic; new rules options and more, all hordes of humanoid invaders, managing to stand for five days
designed for our house setting but completely compatible with before help came. Rami laid claim to the land, and established
any 5e setting you wish to run. a dynasty in the region, but as a goodly man had no imperial
aspirations.
In this scenario, not only will you get a fun and brief adventure
for the Fifth Edition rules, but you’ll get an insight into a lesser- To this very day, the sword and its legend has stood to legitimize
explored region of Aihrde, as well as a sneak preview of a couple the kingdom, and its legacy is respected by all the surrounding
of the new character options that will be found in the Fifth regions. It has taken on an almost Excalibur-like position in the
Edition Player’s Guide to Aihrde when it hits stands. You’ll lore of the region, although its power is far more symbolic than
also get a look into the Mystical Companions sourcebook for literal. While it is a sentient and powerful weapon, its status as a
fifth edition, which allows you to create familiars and mystical symbol of legitimacy outweighs its mystical might.
companions for every class, from the classic Paladin’s mount to
the fighter with a magical legacy blade, and more. It is normally enshrined with the knight’s body, a tomb at the
site of the knight’s eventual death which lies about 20 miles
Aihrde is a rich and detailed campaign setting~among the most from the village itself. It is protected by powerful magical wards,
detailed on the market~and yet, it has no metaplot to weigh that none without the proper magical safeguards may enter to
down the heroes. It’s a world with over 10,000 years of history, disturb the place.
hundreds if not thousands of cultures, and an ecology based
in real concepts of tectonics, weather patterns, climate and Every time a new king (or queen) is crowned, the sword is
sociology. It’s also wide open. Your characters will never have to brought forth for a ceremony that binds the weapon to the new
feel like no matter how cool they are, someone else gets to blow monarch. It is said that thereafter, in time of need, the monarch
up the superweapon or take down the demon lord. can call the sword forth as a symbol to defend their people.
Until now, nobody has ever interfered with this process, and
If you like what you see here, we hope you’ll check out the Codex, none have shown interest in stealing the blade or upsetting the
and our existing series of 5e adventure modules (16 complete as tiny kingdom.
of the writing of this, with many more forthcoming), and keep
your eyes open for the Fifth Edition Player’s Guide to Aihrde, As our adventure begins, the unthinkable has happened. Our
Kickstarting this summer! heroes were transporting the sword through the Fushdam
Bottoms, when they were ambushed by a contingent of

2 5TH EDITION ADVENTURE


lizardfolk led by a female twilight elf. Quickly overcome, the king, Estun III, would undergo a binding ceremony to
heroes were left for dead, and the sword taken. This is where legitimize his rule.
our story begins, as the heroes awaken, tending their wounds,
and discuss what to do next. The fate of the kingdom lies in The sword, a mystical artifact dating back for generations,
their hands, and what an evil person might do with the sword is is the only thing that keeps this kingdom independent
unthinkable. Their duty is clear . . . in the region. This is largely due to local respect for its
legend, that it was the intelligent legacy weapon of a
famed knight centuries past who made an heroic stand
GETTING THE HEROES INVOLVED on the site where the keep now stands, and founded the
In order for this adventure to work, the heroes need a reason to kingdom in its wake.
chase down the sword. Thus, a group of inherently selfish or self-
interested characters may not do well in this scenario, as they Since that day, the sword has lain in the tomb of Rami,
will be inclined to simply head for the hills. The pre-generated about a week’s journey from the kingdom itself and
characters, available on our website (see end of adventure for protected by powerful magical wards. It is brought forth
URL), are of goodly nature, with a sense of responsibility that only upon the crowning of a new monarch, who bonds
will drive them forward. The following suggestions are presented with the weapon to cement their rule. You were hired to
for use with various other heroes: transport the weapon for this purpose due to your close
personal connection to Estun, an old friend with whom
• The best scenario is that one of the characters knows the you share a deep bond.
new king, Estun, and indeed this is the default assumption.
They were childhood friends, or otherwise had an encoun- Halfway back to the castle, as you journeyed through
ter that created a close bond between them. Such char- the Fushdam Bottoms marshes, you were ambushed by
acters have a deep, personal responsibility towards mak- a contingent of lizardfolk, led by one of the mysterious
ing sure the sword is returned. This also explains why they Twilight Elves who dwell in the Twilight Woods to the
would be chosen for such an important task. South. The ambush was complete and total; caught
entirely unawares, you were overcome quickly. The
• Characters with a political interest will understand that attackers made off with the sword, but committed one
having the sword in the wrong hands could lead to severe grievous mistake: they didn’t finish the job.
political destabilization in the region, and thus it must be
regained. Now your job, it seems, has gotten somewhat more
complicated . . .
• For characters who are of a more selfish turn, the Cas-
tle Keeper could offer a significant reward for their The PCs wake up after a devastating battle. Their hit points
services~perhaps the king offered several hundred gold are low (they each have the equivalent of one hit die worth of
pieces for its safe transport. hit points), and they’re in desperate need of a rest. By the same
token, this is a very bad thing. They were transporting a magical
• For those with big egos, note that without the sword, sword, an ancient artifact that serves to legitimize the throne of
they’ve been left embarrassed, beaten, and muddy in the the tiny independent kingdom of Inallu, to the new king, Estun
swamps, with nothing to show for it. III, for a binding ceremony which will legitimize his rule.

• If nothing else, failing to return the sword could lead to the As they traveled through the Fushdam Bottoms, hoping to stay
characters being marked as enemies of the small kingdom, off the radar of the surrounding kingdoms who would love to
who does have agents in the region to put word out to ad- get their hands on the sword, they were ambushed by lizard men
joining kingdoms, who will not look favorably upon heroes who seemed to follow the lead of a female twilight elf. Caught
who have failed so miserably. completely off-guard, they were quickly overwhelmed.

The key is to provide a reason to go after the sword, whether it’s Now, the sword is gone and the fate of the kingdom resides in
a sense of responsibility, vengeance for embarrassment, reward, their hands.
or fear of consequences.
STARTING WITH INSPIRATION
ACT ONE: THINGS NEVER GO RIGHT Because of the way this scenario begins, all PCs should begin
Read or paraphrase the following: play with Inspiration. If using the Inspiration Points system in
the Fifth Edition Player’s Guide to Aihrde, all PCs should
Consciousness comes on slowly through the pounding gain an extra Inspiration Point for their troubles.
in your heads, the aching in your joints, the burning
sensation from dozens of cuts. Your resources are low, THE FUSHDAM BOTTOMS
your senses dizzy. It takes a moment to register what
happened. The ambush was complete and total. You Situated just north of the Twilight Wood, the Fushdam Bottoms
were transporting a magical artifact~the Sword of are a wet, murky country filled with tall heath, cypress trees with
Rami~to the small kingdom of Inallu where the new countless rooted knees rising from the water, and thick willows.

THE SWORD OF RAMI 3


It is a desolate region that nevertheless offers good hunting, and 07 Giant crocodiles (1d6)
rangers from the kingdom have been known to seek game in
this marsh. There are also rumors of greater wyrms inhabiting 08 Hobgoblins (2d4)
the region, but these are largely unsubstantiated. 09 Yuan-ti
10 Green hag
A SECOND ATTACK
As they rest to bind their wounds, they are again attacked by THE TWILIGHT ELVES
a small contingent of lizard men who were sent to check the The heroes track the lizardfolk through the Bottoms for the
bodies, loot if necessary, and be sure no one is left to follow. better part of a day, and as the thin rays of the sun coming
This will prove a critical error, as the heroes can capture and through the trees turn reddish-orange, they come to a clearing.
question one of the lizard men. CKs should be sure to allow the Characters with a Passive Perception of 15 or better will note
characters to heal via spending hit dice or casting healing magic the unnatural movement of shadows around them in time to
before this attack occurs. There is one lizard man per character, shout a warning, while other PCs will be caught completely
and they will be surprised to see the heroes up and about, as off-guard.
they were sent simply to finish off the bodies.
Indeed, the shadows all around the characters begin to
LIZARDFOLK: (Neutral medium humanoid) HP 22 (HD undulate, move, and coalesce into humanoid forms, then
4d8+4), AC 15, Spd 30ft/30ft (swim). Str 15 Dex 10 Con 13 reveal themselves as cloak-like garments surrounding elves with
Int 7 Wis 12 Cha 7. Perception 13(+3). Stealth +4, Survival deep blue skin and piercing golden eyes. They are armed with
+5. Bite +4 (1d6+2), Heavy Club +4 (1d6+2), Javelin +4 crossbows and wicked-looking, needle-thin swords and knives,
(30/120 if thrown; 1d6+2), Spiked shield +4 (1d6+2). SA and they have the PCs surrounded.
Multiattack (makes 2 attacks with any weapons possessed),
hold breath for 15 minutes. If the PCs attack, the elves will respond in kind, but they’re
on a specific mission here, and aren’t interested in the heroes.
The Lizard men don’t know much; they are undyingly loyal Rather, they demand to know what the heroes know about the
to the twilight elf, who they call “the beautiful one,” or “the whereabouts of their crown princess, who has gone missing and
beautiful goddess.” She has stylized herself as a deity, and has been tracked to this swamp. They will have none of the
claims that the sword is her birthright, needed to “retake her characters’ stories about her leading a contingent of lizardfolk,
heavenly throne.” nor of stealing the Sword of Rami. The princess, they derisively
insist, would never debase herself in such a manner.
They can be easily duped (due to their low intelligence) into
revealing the general region of their hideout. If the PCs fail It quickly becomes clear that these elves are antipathetic, if not
to question one of the lizardfolk, any character proficient in outright hostile, towards the PCs and at first neither believe
Survival will eventually be able to pick up their trail; the DC their stories, nor will they team up with them, though they can
to do so is 15, but a failure just means it takes longer to find be convinced to stand down and go their own way with the right
the trail. approach by the PCs.

The elves are proficient in Insight, and if the heroes are honest in
ACT TWO: VALLEY OF THE LIZARDFOLK their dealings, the elves can be convinced of what has happened.
The PCs, armed with either the knowledge of where the In such a case, the elves will turn back in an effort to warn their
lizardfolk hideout is, or having been able to track the lizardmen people of the impending danger, and will charge the heroes to
through the Fushdam Bottoms, head towards their lair. As they continue their quest and, if possible, return the princess for
journey through the Fushdam Bottoms, there is a chance they judgment, impressing the importance of the local political balance
could encounter all manner of creatures. For each hour of travel, upon the heroes. They then fade back into the shadows.
roll once (1d10) on the following table for a random encounter.
A DC 15 Wisdom (insight) check by any of the player characters
See the appropriate monster book for your game to find statistics will reveal that at least a few of the elves, upon hearing about
for these creatures. the sword being in the crown princess’ hands, are tempted by
the prospect of the sword being possessed by the elves, and what
TABLE 1: FUSHDAM BOTTOMS ENCOUNTERS it could mean for their own kingdom.
D10 Encounter
If characters seem intent on fighting the elves, it will become
01-02 None quickly evident that they are outmatched in this encounter;
03 Giant rats (2d6) there are more elves present than can be seen (a number are
04 Kobolds (2d8) still cloaked in shadows) and it is left to the CK to determine
how many elves there are, and how the battle goes.
05 Giant frogs (2d6)
06 Giant poisonous snake TWILIGHT ELVES: (Neutral medium fey (elves)) HP 26 (HD
5d8), AC 15 (chain), Spd 30ft. Str 12 Dex 17 Con 10 Int

4 5TH EDITION ADVENTURE


12 Wis 16 Cha 16. Perception 15(+5). Insight +5, Persuade 2 weapons), hold breath (15 minutes), impale (can automati-
+5, Stealth +5, Survival +5. Light Crossbow +5 (1d8), 2 cally crit once per turn with spear). Challenge 3 (700 XP)
Khopesh +5 (1d8+3). SA Two-weapon fighting, shadow
stealth, shadow illusion, darkvision 60ft, keen senses, fey an- SOBEK, LIZARDMAN SHAMAN: (Neutral medium human-
cestry, trance. oid). HP 32 (HD 6d8+5), AC 15, Spd 30ft/30ft (swim).
Str 14 Dex 12 Con 12 Int 10 Wis 17 Cha 8. Perception 14
What's a Khopesh? A khopesh is a curved short blade (a (+4), Stealth +5, Survival +7. Bite +5 (1d6+1), Claws +5
sickle-sword) that falls somewhere between a short sword (1d4+3). SA darkvision 60ft, multiattack (claw and bite), hold
and a small axe, with a blade about 20-24 inches in length. breath (15 minutes). Spellcasting (Wisdom; DC 13, +5 to hit).
It was a common weapon in ancient and medieval Egypt. It Cantrips: Druidcraft, produce flame, poison spray, thorn whip.
is a martial melee weapon, deals 1d8 slashing damage, and 1st-level (5 slots): Cause wounds, entangle, faerie fire. 2nd-level
has the finesse quality. (4 slots): flame blade, moonbeam, spike growth. 3rd-level (2
slots): call lightning, dispel magic. Challenge 2 (450 XP)
THE LIZARDFOLK VILLAGE Hidden in the shaman’s hut is a chest containing 6 potions
This section of the adventure features the heroes simply of greater healing, a scroll of hold monster (5th level), a scroll of
battling their way through the lair, and somehow gaining the counterspell (5th level), and a wand of lightning bolts. A number
information that she’s headed for the Twilight Elf kingdom in of half-finished (indecipherable) scrolls and components
the Twilight Woods. Read or paraphrase the following: lie scattered around, almost as though he was preparing for
something . . .
It’s well after dark by the time you come upon a shallow
valley in the swamps, at the base of which resides a hut Whether the heroes take the stealthy approach or choose to
village with a number of campfires burning. There are battle their way through, the big reveal is that the elf princess
approximately 20 huts, haphazardly arranged in a loose has taken the sword and a contingent of her most slavishly
circle. At the center, one hut is clearly larger than the loyal followers to the court of the twilight elves, to murder her
others, and arranged with a sort of porch overhang at the father and overthrow the kingdom, and then expand the reach
front. In the village, lizardfolk bustle about, going about of the Twilight Elves into Fushdam Bottoms and beyond. She’s
their evening business, though there is little you’d call thinking evil empire.
“typical” about their activities. Indeed, there certainly
seems to be some activity of importance going on. The The best way to reveal this information is through one of the
village appears to be sparsely populated~where you’d lizardfolk, who can impart the news while being questioned, or
normally expect fifty or more lizardfolk in a village this simply (and foolishly) boast of the developments during battle
size, here you see only about a dozen, and those that are (“You’re too late, foolish invaders! The blue goddess has taken
left seem to be arming for a forthcoming conflict. our armies to reclaim the Twilight Throne, and our empire will
spread to cover the lands of Aihrde!”).
There are perhaps a dozen lizardfolk left in the village; it’s
impossible to tell where the remainder are, but there should be
at least 50 or more, judging by the size of the place. How the
ACT THREE: INTO THE TWILIGHT WOOD
heroes handle this section of the adventure is entirely left to The PCs chase the sword down and do battle with the princess,
them. Most of the lizardfolk are mundane, using the statistics who is wielding the sword against them. As a surprise, the
presented earlier in this module, and even the tribal chieftain reason for the lizardfolk loyalty is revealed: the girl has her
and main witch doctor of the group are with her, but there is a own familiar~a wyrmling black dragon. The battle could end
“Lieutenant” and the lizardman shaman present; these are the several ways: they manage to reveal the girl’s treachery to her
most likely to know what the princess has planned. father; they kill the girl and have to flee with the sword; they get
captured by the elves, who get the sword for themselves.
It’s also possible that by entering the large hut at the center of
the village, the heroes could stumble upon detailed battle and
campaign plans laid out by the princess and the lizard chieftain
TRAVELING SOUTH
and witch doctor. In the end, what’s important is that the heroes As the PCs travel south towards the Twilight Wood, hot on the
come away with a clear picture that the plan of the princess is trail of the Twilight Elf princess and her new lizardfolk minions,
to slay her father, bind herself to the sword, and lead her people they have a similar chance of random encounters as in Act Two,
in an alliance with the lizardfolk against the humans~first in though less frequently due to the small force that has moved
Inallu, and then across the region. through before them. Roll once every six hours (4 times per
day). At the CK’s option, the result of a random encounter
H'STARK, LIZARDMAN LIEUTENANT: (Chaotic evil medium check may be carnage and bodies as opposed to a living threat,
humanoid). HP 43 (HD 6d8+12), AC 15, Spd 30ft/30ft. as the force that preceded the PCs took care of the issue.
Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 15. (swim),
Perception 14 (+4), Stealth +5, Survival +4. Bite +5 The journey to the Twilight Wood is several days, and the
(1d6+3), Claws +5 (1d4+3), spear +5 (20/60 if thrown; princess and her minions have a couple of days head start.
1d6+3/1d8+3 melee). SA darkvision 60ft., multiattack (any However, she is leading a full contingent of warriors, which

THE SWORD OF RAMI 5


means she will be traveling slower than the PCs. It also means • You see a strange, shadowy and amorphous, though vague-
there are signs of passage. The DC to track them with a Wisdom ly humanoid, figure, slinking through the trees ahead, but
(survival) check is only 10. when you investigate, there’s no sign that anyone was there.

Even still, it’s unlikely that the heroes will catch up with the • You feel a tickling sensation as though a hundred spiders
princess before she reaches the Twilight Wood. were crawling all over you.
• Someone’s watching you; you’re certain of it!
Read or paraphrase the following:
• An androgynous voice stage-whispers something sinister
Two days later, you find yourselves leaving the swamps into your ears.
and facing a great wall of twisted and dark trees, the • One of your companions may be plotting against you~they
willows and cypress giving way to giant oak and elm trees keep looking at you.
with bark the color and texture of decaying flesh, and
mottled leaves with an appearance to match. A heavy ENCOUNTERS IN THE TWILIGHT WOOD
pall of dark magic hangs about the place, and even in the
As the characters chase down their quarry, they have the
daylight, you get the impression that entering this wood
potential to encounter native dangers of the region. Roll 3d6 on
will leave you in the gloom of midnight.
the following table every six hours of travel. It should be noted
Still, your quarry has entered this dark region with that some of these encounters may be out of the heroes’ league,
equally dark intent, and it’s up to you to recover the and fleeing an encounter is always an acceptable result. It’s a
artifact she possesses. Certainly you can’t trust the big bad world, and not everything is going to be in the heroes’
Twilight Elves to return the blade should they stop wheelhouse.
the conspiracy themselves. So it is that you enter the
See the appropriate monster book for your game to find statistics
cursed woods.
for these creatures.

THE TWILIGHT WOOD TABLE 2: TWILIGHT WOOD ENCOUNTERS


The Twilight Wood lies to the south of the Bottoms, a realm 3D6 Encounter
cursed during the Winter Dark by the Horned God Unklar. It
3-5 None
is the home of the Twilight Elves, those who chose to remain
in the world and battle against the Horned God during that 6 Lizardman patrol (5)
long age. These elves, it is said, can cloak themselves in shadow, 7 Dire Wolves (1d6)
and while they are neither good nor evil inherently, they are 8 Giant Boar
insular and xenophobic to the extreme. They worship Utumno
the Dreaming God, and it is said the god himself walks those 9 Giant Spiders (1d4)
woods, a counterpoint to the nightmares of Unklar. 10 Cave bear
11 Ankheg
It is also said that those who enter uninvited and fall victim
to the many fell beasts that inhabit the wood, will become 12 Treant*
imprisoned in the nightmares of Unklar forever. Local rumors 13 Dryad or Nymph*
claim that the mind of the Horned God forever warped and
14 Hobgoblins (2d4)
corrupted the forest, so that the oaks and elms now grasp into
the night like deadly, clawed hands, and have scabrous, diseased 15 Twilight Elves (1d8)
bark that resembles rotting flesh. 16 Green dragon wyrmling*

The Twilight Wood is not a welcoming place, and most believe 17 Zombies (1d8)
that the elves remain out of a sense of penance or shame from 18 Ghouls (1d6)
the way they were corrupted over the ages of battle against
the forces of darkness. When describing the journey through *If this encounter has already been rolled, treat as “none” or
the wood, do your best to impart a strange and dreamlike (or “lizardman patrol.”
nightmarish) sensation to the area. Some examples include:
THE BATTLE WITH THE PRINCESS
• Trees seem to move of their own volition
It is left to the CK exactly where the final battle with the Princess
• Pathways suddenly appear where you’re sure there were takes place, though it’s likely that the heroes will catch up with
none before. her before she reaches the Twilight Elf kingdom. Certainly her
• There is a sudden sense of vertigo and dizziness, which forces would seem to outmatch the heroes, but fortunately, if
passes just as quickly. they played their cards right earlier in the adventure, they have
erstwhile allies in the form of Twilight Elf forces who have been
• A beam of moonlight pierces through the trees, though
watching for her return.
you’re sure it’s still the middle of the day.

6 5TH EDITION ADVENTURE


As the princess is traveling with a
contingent of about 35 lizardmen,
plus the tribal chieftain and his
shaman, it’s easy enough to recon
their camp. However, they’re also
not stupid and there are patrols
consisting of 5 lizardmen walking
the area. Thus, it may be tricky to
approach the campsite unseen. On
the other hand, every patrol the
heroes eliminate reduces the total
number of lizardmen accordingly.

The camp is a rough military setup


with about 17 pup tents, plus a large
central tent that houses the princess,
the lizard chieftain and the shaman.
The shaman rests in a palette in the
corner, and the princess and lizard
chieftain occupy separate, larger
bedrolls on opposite sides of the tent.

Depending on when the heroes


approach, they may find these two a believably high-level villain. Secondly, it was to present a
unarmored (and indeed, in various stages of undress, depending preview of the Mystical Companions sourcebook, which
on whether they are sleeping). Despite this, the princess’ requires such a level to possess a black dragon wyrmling familiar.
magic items and spells tend to largely negate any advantage
for not wearing armor that this would otherwise impart. Still, It’s worth noting that the cache of magic in the lizardfolk
interrupting them in the middle of slumber or meditation village can go a long way towards evening the odds in this
may give the heroes advantage on the first round of combat, fight. However, if you feel the battle is too deadly, there are
assuming they can pull off a surprise attack. several solutions: first, raise the characters by a couple of
levels, and boost the lizardfolk and twilight elves that appear
THE CAVALRY . . . ON BOTH SIDES elsewhere accordingly.
Two major events occur that will alter the course of the battle You could also replace H’Stark in the village with S’Sliss, having
once it begins. Within one round of combat, the princess, using a the final battle largely be with just Satati and Nersess.
bonus action or reaction, calls out to the heavens, “I need you!”
at which point her familiar arrives on scene . . . a black dragon! Finally, you could simply reduce Satati’s level and ignore the
It quickly becomes obvious why the lizardfolk, who worship normal requirements for her to possess the dragon. Perhaps it
dragons, were so eager and willing to sign onto her crusade. was a “gift” from the Horned God himself . . .
The second event is the arrival of the cavalry to help the PCs,
SATATI, THE CROWN PRINCESS OF THE TWILIGHT
as a contingent of Twilight Elves arrive on the scene and enter
ELVES
the fray. The exact number of elves that appear is left to the
CK; it should be enough to help balance the odds in the battle, Satati has spent over 150 years playing the dutiful daughter
but not enough to overwhelm the PCs and take away their to the king of the Twilight Elves. Unbeknownst to anyone in
opportunity for heroics. However, keep in mind that Satati is an the kingdom, she was about a century ago corrupted by the
exceptionally powerful necromancer (approximately Challenge dreams of Unklar the Horned God, who taught her the secrets
9) and alone will outmatch the heroes; having the cavalry arrive of darkest necromancy in her sleep. For all this time she has
will give them a fair chance at defeating the woman. worked in secret out of a laboratory she keeps deep in the
bowels of her father’s castle, honing her skills and plotting to
THIS IS WAY TOO TOUGH! take the throne.
The final battle in this campaign certainly presents a potentially She has gained a familiar, a black dragon wyrmling named
deadly battle for the heroes. At the same time, however, raising Nersess, and has been biding her time for far too long. When
the characters to a higher level will enable them to walk through word reached the elves of the impending coronation of the new
the rest of the scenario with little difficulty. king of Inallu, and the emergence of the Sword of Rami, she
took it as the sign she had been awaiting. If she could claim the
Satati is a 12th-level necromancer for two reasons: first, the sword and bind it to herself, she reasoned, she would have a
plot she is undertaking is a Machiavellian plan which requires legitimate claim to that human throne.

THE SWORD OF RAMI 7


Thus it was that she reached out to her secret conspirator, NERSESS, BLACK DRAGON WYRMLING: (Chaotic evil me-
S’Sliss, the chieftain of the local tribe of lizardfolk to the north, dium dragon). HP 33 (HD 6d8+6), AC 17, Spd 30ft/60ft
and struck a bargain: the lizardfolk would back her up so that (fly)/30ft (swim), Str 15 Dex 14 Con 13 Int 10 Wis 11 Cha
she could unseat her father, usurp his throne, and take control 13. Saves Dex +4, Con +3, Wis +2, Cha +3. Perception 14
of the Twilight Elves. Then, she would march forth and take (+4), Stealth +4, Bite +4 (1d10+2, plus 1d4 acid), Acid
Inallu. From there she would corrupt the souls of all of her Breath (recharge 5-6; 15ft. cone; 5d8 acid; DC 11 Dex half).
subjects to the will of Unklar and spread her empire across the SA Darkvision 60ft, blindsight 10ft, Breathe air and water, acid
lands. In the hands of a lesser necromancer, it would have been immunity. Familiar abilities: blur (at will; 12 minutes/day),
a mad plan. But now it looks like Satati may just succeed. cloak of dark chaos (bonus action; 12 minutes/day; Int save DC
16), defensive roll (Dex DC 8 + damage dealt), deliver touch
TWILIGHT ELVES: (Neutral medium fey (elves)) HP 26 (HD spells, empathic link, guided strike, share spells, speak with mas-
5d8), AC 15 (chain), Spd 30ft. Str 12 Dex 17 Con 10 Int ter, spell resistance. Challenge 3 (700 XP).
12 Wis 16 Cha 16. Perception 15(+5). Insight +5, Persuade
+5, Stealth +5, Survival +5. Light Crossbow +5 (1d8), 2
Khopesh +5 (1d8+3). SA Two-weapon fighting, shadow ACT FOUR: WRAP-UP
stealth, shadow illusion, darkvision 60ft, keen senses, fey an- Ideally, in the end, the heroes regain the sword and escape with
cestry, trance. their lives intact, hopefully without creating open war with
the elves in the process. Killing the princess outright may not
LIZARDFOLK: (Neutral medium humanoid) HP 22 (HD
be the best approach for the heroes. It would be better, from
4d8+4), AC 15, Spd 30ft/30ft (swim). Str 15 Dex 10 Con 13 a diplomatic standpoint, if they turn her over to the elves for
Int 7 Wis 12 Cha 7. Perception 13(+3). Stealth +4, Survival punishment.
+5. Bite +4 (1d6+2), Heavy Club +4 (1d6+2), Javelin +4
(30/120 if thrown; 1d6+2), Spiked shield +4 (1d6+2). SA If the heroes make it back to the kingdom and present the
Multiattack (makes 2 attacks with any weapons possessed), sword to Estun, they are rewarded handsomely. Assuming that
hold breath for 15 minutes. the PCs have not made enemies of the Twilight Elves earlier in
the module, in return for their aid, the king will send a retinue
S'SLISS, LIZARDMAN CHIEFTAIN: (Chaotic evil medium
of Twilight Elves with the heroes, and a tribute and apology
humanoid). HP 70 (HD 10d8+20), AC 16, Spd 30ft/30ft. to Estun, along with a reiteration of the Elves’ respect for the
(swim). Str 17, Dex 14, Con 15, Int 10, Wis 12, Cha 15. Per- independence of Inallu, and a very uncharacteristic pledge to
ception 15 (+5), Stealth +6, Survival +5. Bite +6 (1d6+4), send aid should the kingdom ever require it.
Claws +6 (1d4+4), spear +6 (thrown)/+5 (20/60 if thrown;
1d6+4/1d8+3 melee). SA darkvision 60ft., multiattack (any If the heroes have made enemies of the elves, and yet still make
2 weapons), hold breath (15 minutes), impale (can automati- it back to the kingdom with the sword, they are still rewarded
cally crit once per turn with spear). Challenge 4 (1,100 XP) handsomely, but the political balance of the region has been
placed in jeopardy. This could set up future adventures wherein
SATATI, TWILIGHT ELF PRINCESS: (Lawful evil medium
the heroes have to work to restore the balance and relations
fey). HP 78 (HD 12d8+24), AC 16, Spd 30ft, Str 9 Dex between the humans and elves, and potentially act against the
16 Con 14 Int 18 Wis 12 Cha 10. Saves Int +8, Wis +5. machinations of other local kingdoms.
Perception 15 (+5), Arcana +8, History +8, Khopesh (+7,
1d8+3), Sword of Rami (Khopesh) (+10, 1d8+6 plus special If the heroes fail to return with the sword, they have made
abilities). SA Multiattack (2 khopesh), darkvision 60ft, resistant enemies of the people of Inallu, including betraying the trust
necrotic damage, shadow stealth (stealth while being observed if of the king. If the sword is somehow lost, things progress much
shadows nearby), shadow illusion (darkness, misty step 1/day), as normal, with the kingdom creating a phony sword to protect
Necromantic Drain (1/turn: when she deals necrotic damage to its interests. If the sword is in the hands of Satati, she will
another creature, she regains hit points equivalent to the damage move forward with her plans, which could open up an entire
dealt), Familiar (Nersess, black dragon wyrmling: see below). campaign worth of further adventures as the heroes either run
for their lives or become embroiled in the politics of the region.
Spellcasting (Intelligence DC 16, +8 to hit). Cantrips: acid
splash, blade ward, chill touch, minor illusion, poison spray. 1st If Satati dies, but the Twilight Elves have the sword, the future
(3 slots): false life, mage armor, ray of sickness. 2nd (3 slots): is in doubt. They could choose to return it in good faith, they
blindness/deafness, cloud of daggers, ray of enfeeblement. 3rd (3 could choose to bind it to their king, or another cult or subgroup
slots): animate dead, bestow curse, lightning bolt. 4th (3 slots), within their kingdom could end up with it, to whatever end.
blight, black tentacles, phantasmal killer. 5th (2 slots): cloudkill, The possibilities are endless, and this particular scenario needn’t
cone of cold. 6th (1 slot): eyebite be the final word in the adventure.
Sword of Rami Special Abilities: (1/day): Defending, For more information on the surrounding kingdoms and
Mighty Cleaving, Vicious. (At will): Legacy Strike (Fighters geography, see The Codex of Aihrde, the completely system-
only), Detect Evil, Detect Good, Detect Magic. free campaign setting by Troll Lord Games, and be sure to watch
for the forthcoming Fifth Edition Player’s Guide to Aihrde!

8 5TH EDITION ADVENTURE


APPENDIX 1: NEW MONSTERS Sword of Rami. Melee Weapon Attack: +10 to hit, reach
5ft, one target. Hit: 10 (1d8+6), plus sword special abilities:
SATATI, TWILIGHT ELF PRINCESS (1/day): Defending, Mighty Cleaving, Vicious. (At will): Legacy
Strike (Fighters only), Detect Evil, Detect Good, Detect Magic.
Medium Fey, Lawful Evil (see Appendix 2, Mystical Companions)
Armor Class: 16 (Dexterity and mage armor)
Hit Points: 78 (12d8+24 HD) TWILIGHT ELVES
Speed: 30ft.
The twilight elves are the offspring of a band of high elves who
Str: Dex: Con: Int: Wis: Cha: chose to remain in the world rather than leave with the coming
9 (-1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 10 (0) of Unklar the Horned God at the onset of the Winter Dark.
Instead, they remained in their strongholds deep in the Twilight
Saves: Intelligence +8, Wisdom +5 Wood, and there remained isolated from their kin. Their lives
Skills: Arcana +8, History +8, Perception +5 were short and brutal, for they were hounded during the Winter
Damage Resistance: Necrotic Dark. To hide themselves from the Horned God’s minions, they
Senses: Darkvision 60ft., Passive Perception 15 (+5) learned to cloak themselves in shadow, and became the dark
Languages: Common, Elvish, Lizardfolk, Draconic elves of Aihrdian legend.
Challenge: 9 (5,000)
Twilight elves are the smallest of all the elves, standing between
Special Qualities four and five feet tall on average. Their skin tends to be
Shadow Stealth. Satati can use stealth while being observed a deep, dark blue, and their hair can be of any shade. Their
if there are shadows nearby (see Twilight Elves). most compelling feature is their eyes, which are typically violet,
orange or a piercing blue. They tend to be serious, with mirth
Shadow Illusion. Satati knows the minor illusion cantrip. reserved for intimate relations and for their few holidays. These
She can also cast darkness and misty step once each per day. are celebrated among their own kind.
When casting misty step, shadows surround her instead of a
mist. They dress in dark cloaks and, it appears to outsiders, in the
shadows themselves, and carry all manner of weaponry. A highly
Necromantic Drain. Once per turn, when Satati deals xenophobic race, they hunt at night and avoid contact with
necrotic damage to another creature, she regains hit points the people of the world. They worship Utumno, the Dreaming
equal to the damage dealt. God, who it is said came among them and offered them aid and
succor in the later years of the Winter Dark.
Spellcasting (Intelligence, Save DC 16, Attack +8). Satati
can cast ritual spells if the spell has the ritual tag. As a Twilight Elf, in addition to the normal elf traits, you gain
the following:
• Cantrips; acid splash, blade ward, chill touch, minor illusion,
poison spray Ability Score Increase: Your Wisdom Score increases by 1.
• 1st level (3 slots): false life, mage armor, ray of sickness Elf Weapon Training: You are proficient with the khopesh,
and you have the Two Weapon Fighting style: when you engage
• 2nd level (3 slots): blindness/deafness, cloud of daggers, ray
in two-weapon fighting, you can add your ability modifier to the
of enfeeblement
damage of the second attack.
• 3rd level (3 slots): animate dead, bestow curse, lightning bolt
Shadow Stealth: By cloaking yourself in shadows, you may use
• 4 level (3 slots): blight, black tentacles, phantasmal killer
th the Stealth Skill while being directly observed. In order to do
so, there must be a shadow nearby at least as large as you (your
• 5th level (2 slots): cloudkill, cone of cold own shadow will suffice). This shadow will rise up and envelop
you, causing you to vanish from sight with a successful Stealth
• 6th level (1 slot): eyebite check.
Actions
Shadow Illusion: You know the minor illusion cantrip. When
Multiattack. Satati makes 2 attacks~one with her khopesh you reach 3rd level, you can cast darkness once per day. When
and one with the Sword of Rami. If she loses the sword of you reach 5th level, you can cast misty step once per day, except
Rami, she makes two khopesh attacks. that when you use the spell, you are surrounded by shadow
Khopesh. Melee Weapon Attack: +7 to hit, reach 5ft, one instead of silvery mist.
target. Hit: 7 (1d8+3) slashing damage.
TWILIGHT ELVES IN CASTLES & CRUSADES
In addition to normal elf traits, you have:

Darkvision: out to 60 feet

THE SWORD OF RAMI 9


Shadow Stealth: Hide and Move Silently as a Rogue. You may spells. Finally, when wielded by a fighter, the sword can perform
vanish from plain sight by cloaking yourself in shadows, with a a Legacy Strike. The fighter may use an Action Surge to gain
successful Hide check. advantage on their next attack, and may reroll any result of 1
on damage dice.
Twilight Elf Weapon Training: You are proficient with the
khopesh.
NERSESS, THE BLACK DRAGON
Two-Weapon Fighting: You can fight with a weapon in each In the case of Nersess, the princess Satati would have had
hand as long as both weapons are one-handed and the off- to sacrifice (permanently) a first-level spell slot at third level
handed weapon is small. You suffer a -2 to hit with each weapon. to gain a familiar, which she then would have upgraded via
Shadow Illusion: You may cast Darkness once per day as an “advantages” (using feat slots) at 8th and 12th level to transform
illusionist of the same level as you. into the black dragon wyrmling she now has as a companion.

Shadow Teleport: Once per day, you may envelop yourself in A few of the special abilities that familiars can possess (those
shadow and teleport up to 30 feet, after which you may still that Nersess has) are detailed below. See Mystical Companions
move and attack as normal. for more information.

Blur: The familiar can use the blur spell as a spell-like ability
APPENDIX 2: MYSTICAL COMPANIONS for a number of minutes equal to the master’s level, each day.
The Sword of Rami and Nersess, the black dragon wyrmling, Cloak Of Dark Chaos: The familiar can as a bonus action
are both familiars built from the Fifth Edition Mystical erect a cloak of smoky, undulating darkness about them, which
Companions work. These familiars grow in power with their inflicts 2d8 damage to any who attempt to touch or melee attack
master and are far advanced from those available to normal the familiar unless they succeed at an Intelligence saving throw
wizards in the Fifth Edition rules. (DC 8 + master’s Intelligence bonus + master’s proficiency
bonus). The effect lasts for a number of minutes equal to the
Mystical Companions features rules for companions of all
master’s level, and once used, the familiar must complete a long
varieties for every character class, allowing even a barbarian
rest before using it again.
or cleric to possess a familiar. Each familiar, and the means by
which it is gotten, is tailored specifically to the character class. Defensive Roll: Whenever the familiar suffers damage from a
The Sword of Rami, for example, is a legacy blade which serves melee or ranged weapon attack, it is entitled to a dexterity save
as a fighter’s familiar. These blades are a form of artifact weapon (DC 8 + damage dealt) on a success, the damage is halved.
and may well be the origin of many of the mystical artifacts in
your campaign world. Deliver Touch Spells: The familiar can deliver touch spells on
behalf of the master.
THE SWORD OF RAMI Empathic Link: The master has an empathic link to their familiar
The sword was once the familiar of a human prince and the with a range of 1 mile, each sensing the other’s emotional state.
founder of the kingdom the PCs are serving. It is a +3 magical
sword that is intelligent but communicates empathically, Guided Strike: The familiar can, as a bonus action, grant
rather than telepathically, with its wielder, impressing feelings its master advantage on their next attack roll so long as the
of approval, disapproval, fear, excitement, etc. It is unaligned familiar, master, and master’s opponent are all within line of
and can be wielded by anyone. It possesses a range of special sight of one another.
abilities. Once per day, it can use any of the following abilities: Share Spells: The master can choose to have any spell they
Defending: Transfer the sword’s enhancement bonus to the cast on themselves also affect their familiar. In addition, they
wielder’s AC for 2 minutes (approx. 12 rounds). can cast any spell with a target of “you” or “self” on their
familiar instead, as a touch spell. Familiars must be within 5 feet
Mighty Cleaving: If the wielder fells an opponent, he may to benefit from this ability.
attack a second opponent within reach as a bonus action. This
bonus action is in addition to any other bonus actions the Speak With Master: The familiar and master share a special
wielder may normally have. language that no others can speak or comprehend.

Vicious: The weapon imparts advantage on all attacks for 2 Spell Resistance: The familiar has advantage on saving throws
minutes (approx. 12 rounds), and deals an additional 2d6 against all spells.
necrotic damage on a successful hit. However, the wielder suffers
1d6 points of damage from backlash, and no save, immunity or APPENDIX 3: THE PLAYER'S GUIDE TO
resistance can resist this damage.
AIHRDE (PREVIEW)
In addition, the sword allows the wielder to use the following The Fifth Edition Player’s Guide to Aihrde is forthcoming
abilities at will: detect evil, detect good, and detect magic, as per the from Troll Lord Games, and includes new player character

10 5TH EDITION ADVENTURE


races and subraces, new character paths and options, new rules every character class. A few (those used to build the sample
options, a complete overview of the Aihrde campaign setting characters available on the website, see end of adventure for
specifically tailored for players, rules for a new rune magic URL) are listed in this section. For more, see the Fifth Edition
system, plus a wealth of new spells, the economy of Aihrde, Player’s Guide to Aihrde when it hits the stands later this
black powder firearms rules, and more! year!

Here, we’ll present a sample of the new rules (Inspiration


points) and preview just a few of the new character paths, with
CLERIC DOMAINS
the information needed to play the pre-generated available CREATION DOMAIN
on our website (see end of adventure for URL), heroes in this
adventure, or to create new characters with these paths and run At the dawn of time, the Language of Creation was thought
them to level 7. into existence by the All-Father, who used it to shape the chaos
of the Void into the Order of Aihrde. Much later, after the All
Father fell, his fractured consciousness becoming the Dreaming
INSPIRATION POINTS Sea, other deities such as Ornduhl and Unklar the Horned God,
The Fifth Edition Player’s Guide to Aihrde introduces a new and some among mortals discovered pieces of the Language of
(optional) approach to Inspiration. Rather than either having it Creation, which they have used to bend reality to their own
or not having it, players gain Inspiration Points, which they can will.
use for various effects. These uses include:
Clerics of the Creation Domain have a divine connection to the
• Heroic Action: Spend one Inspiration Point to gain Dreaming Sea and the Language of Creation itself. While they
advantage on an attack, save or check do not know the Language, they can draw upon its power to
shape the stuff of chaos into the order of physicality.
• Aid an Ally: Spend one Inspiration Point to grant
advantage to an ally TABLE 3: CREATION DOMAIN SPELLS

• Grin in the Face of Death: Spend any number of Cleric Level Spells
inspiration points to roll that number of hit dice and heal the 1 st
ensnaring strike, floating disk
result in hit points exactly as you would during a short rest. 3 rd
cloud of daggers, misty step
• Inspired Defense: Spend one Inspiration Point to add your 5 th
conjure animals, conjure barrage
proficiency bonus to AC as a reaction
Bonus Proficiencies: When you choose this domain at 1st
• Righteous Rage: Spend 3 Inspiration Points to gain level, you gain proficiency in any two sets of Artisan’s Tools of
advantage on all attacks for a scene. You must have a good your choice.
dramatic reason.
Minor Creation: Also at 1st level, you gain a bonus cantrip
• Push Through: Spend one Inspiration Point to gain an of your choice. This cantrip must be chosen from among the
extra bonus action or reaction, or to use an ability you have following: druidcraft, minor illusion, prestidigitation, thaumaturgy.
in an unusual or unintended way.
Channel Divinity: Divine Crafting: At 2nd level, you can use
• Stroke of Luck: Spend one Inspiration Point to gain a your Channel Divinity to create something from nothing. To
minor plot break, with the CK’s approval. do so, you present your holy symbol and the core tool from a
toolkit which you possess and with which you are proficient.
You conjure a mundane item which could normally be created
GAINING INSPIRATION POINTS or repaired with that toolkit and which fits within a 3-foot cube.
The CK will award Inspiration Points through outstanding role This creation appears within ten feet, is non-magical in nature,
playing, entertaining (in character) banter and insights, acts of must be of simple design, with no moving parts, and is crude, yet
heroic self-sacrifice, or by having unfortunate events befall the functional, in design. It lasts for one hour per point of Wisdom
PCs. bonus you possess. At tenth level, you may create an object
that fits within a 5-foot cube, and at 17th level, objects you
If using Inspiration Points, PCs should begin play with 4 points. create with this effect are permanent.
After this, any further points gained are granted solely by the
CK for the actions described above. The Fifth Edition Player’s Conjuration Prodigy: Starting at 6th level, choose any
Guide to Aihrde contains a much more detailed discussion of Conjuration spell which is not on the cleric spell list and is of
Inspiration Points and how they work. a level which you can cast. This spell is a cleric spell for you.
In addition, you gain one additional prepared spell per day,
which must be a conjuration spell. At levels 10 and 17, you may
NEW PLAYER ARCHETYPES AND PATHS choose one additional Conjuration spell that becomes a cleric
The Fifth Edition Player’s Guide to Aihrde will also include spell for you.
new paths, oaths, colleges, circles, archetypes and the like for

THE SWORD OF RAMI 11


For the 10th and 17th level abilities for this domain, and the 7th reliefs that tell the story of the blade’s deeds. When they take
and 9th level domain spells, see the forthcoming Fifth Edition up the bow they prefer weapons professionally crafted and shun
Player’s Guide to Aihrde. those made by others. Spears too are set to graceful ends and
used as both melee weapons and hurled.
FIGHTER ARCHETYPES The Oraalau possesses a higher understand of the order of things.
HEISEN FODT (IRON BORN DWARF) Though his understanding is not, like his magic, intuitive, but
rather one gleaned from observation and understanding. It is
There are those dwarves who took from the All Father’s labors a craft, and thus requires a heightened sense of intelligence,
upon God’s Forge his power and drive, more so than his love of an ability to analyze and to understand. For these reasons the
stone or iron. These are ever the first of their kind to wander Oraalau prizes intelligence and learning above all things.
into dark holes. They lead their brethren over the barren wastes
of mountain peaks. They stand forward on the field of battle Spells: When you reach 3rd level, you gain the ability to cast
with axe and blade. They are the dwarves who will not yield spells. These spells are chosen from the wizard spell list. Table
unless all else fails. They are the edge of the Faulerde’s blade. 4: Oraalau Spells Per Day shows the cantrips known, number
They are warriors who plunder the world’s riches and bring to of spells known, and the spell slots per level that a Oraalau may
their fellows dwarven glory; these are the iron born. cast.

This fighter archetype represents the fighting style of the As with all spellcasters, cantrips may be cast at will without
iron born dwarves, and as such is normally available only to expending spell slots. Whenever you cast a spell of first level or
characters of this subrace. Other characters wishing to take the higher, you expend an appropriate spell slot to cast it. This spell
heisen fodt archetype must have a solid character-based reason slot must be equal to or higher than the spell’s actual level; thus,
for doing so. a first level spell must be cast using a first level or higher slot,
while a third level spell must be cast using a third level or higher
Natural Armor Class: At 3rd level, the iron born has already slot. You regain all used spell slots after you complete a long rest.
developed the thick skin and corded muscles that give his Some spells are more powerful when cast using a higher level
particular species its name. You gain +1 to your armor class as a spell slot. This is detailed in the description of the individual
natural armor bonus, which stacks with all armor, shield, ability spell, if possible.
score and magic bonuses. This bonus increases by an additional
+1 to AC at levels 10 and 18. In all other ways, your spellcasting conforms to all standard rules
for spellcasters found in the “Fifth Edition Player’s Handbook.”
Constitution Bonus: Also at 3rd level when you choose this
archetype, your constitution score increases by +1. Intelligence is your spellcasting ability for your wizard spells,
since you learn your spells through study and keen observation
Stand Fast: At 7th level the iron born is able to put off the of all things. You use your Intelligence whenever a spell refers to
debilitating nature of most damage. You are able to shrug your spellcasting ability. In addition, you use your intelligence
off physical blows from weapons, and natural attacks, such modifier when setting the saving throw DC for a wizard spell
as constriction and slam attacks. You gain resistance to you cast and when making an attack roll with one.
bludgeoning, piercing and slashing damage from nonmagical
weapons. In addition, you gain a number of temporary hit points Spell Save DC = 8 + your proficiency bonus + your intelligence
equal to your constitution bonus plus your level. This ability modifier
lasts for one minute per point of constitution bonus you possess.
After using this ability you must complete a long rest before Spell attack modifier = your proficiency bonus + your
using it again. intelligence modifier

For the Iron Born abilities at 10th, 15th and 18th level, see the Studious Fighter: Also at 3rd level when you choose this
forthcoming Fifth Edition Player’s Guide to Aihrde. archetype, you increase your Intelligence modifier by +1. In
addition, you may when taking the attack action, add both your
ORAALAU (HIGH ELF BLADE MAGE) Intelligence modifier and your Strength or Dexterity modifier
(if a finesse or ranged weapon) to your attack and damage roll.
In high towers of well-worked stone they stand, watching the After doing so, you must complete a long rest before you may
world unfold. Theirs is a heritage steeped in the sorceries of add your intelligence bonus to an attack again. At tenth level,
an alien world. It impregnates all that they do and are. It flows you need only complete a short rest before using this ability
from them as natural as water from a fountain. They serve their again, instead of a long rest.
own purposes, seeking eldritch treasure and might that others
shun for fear of dread. These are the sorcerers of their people, Searing Smite: At 7th level, you gain the ability to use searing
the magi of Shindolay and Fontenouq, these are the high elves. smite as a spell-like ability. This ability works in all ways as the
first-level Paladin spell. You may use this ability a number of
The Oraalau is born of a proud lineage and for this they prefer times equal to your intelligence bonus (minimum one). You
weapons of steel, long swords and pole axes. They prefer silver regain all expended uses of this ability after completing a long
in all that they do, and decorate their blades with glyphs and rest.

12 5TH EDITION ADVENTURE


TABLE 4: ORAALAU SPELLS PER DAY lord. Today, as the spells themselves are reputedly lost in the
deep treasure labyrinths of Aufstrag, the “Paths” refer to the
Level Cantrips Spells Known 1 2 3 4 guild of wizard-priests who serve the memory of the Horned
Known God and worship Nulak.
3 3 3 2 – – –
Those who follow the Paths of Umbra are altogether evil,
4 3 3 2 1 – –
seeking the destruction of the new world and a return to the
5 4 3 2 1 – – order of the Winter Dark. That being said, it is possible that
6 4 5 3 2 - – similar traditions of “Elemental Ice” exist that are not directly
7 4 5 3 2 - – tied to the Horned God, which may be adapted by non-evil
player characters, at the CK’s option.
For the level 10, 15 and 18 abilities for the Oraalau, see the
forthcoming Fifth Edition Player’s Guide to Aihrde. Though members can be found in many realms throughout
Aihrde, the primary guild hall lies in the Punj, where it enjoys
the protection of the nobility as well as the king. Here the magi
RANGER ARCHETYPE move about with impunity, for they are respected and venerated
by the nobles and the king of that distant land. The Temple of
WATCHER IN THE WOODS
Ides houses well over a hundred of the mages of various levels.
This guild of rangers is dedicated to the worship of the Great
Oak and bound to the protection of the ancient forests. The In other lands, the order has gone underground, building
order is, perhaps, the oldest of associations in Aihrde, being temples in old dungeons or abandoned castles. In those lands it
founded even before the Age of Heroes. Its greatest member, is largely outlawed and is considered a dark cult of witches and
Daladon Lothian, rose to prominence during the Age of Winter warlocks. Umbrians are under a sentence of death in almost
Dark. Though he himself fell afoul of Nulak-Kiz-Din, the order every realm. Player characters who follow this path may be
struggled on throughout the long years of the Horned God’s hiding their true nature, or could be former Umbrians trying to
rule. They lived in hiding, particularly in the Eldwood and the turn their skills towards a non-evil pursuit.
Darkenfold. Though their numbers were never very great, they
came to play a major role in the wars in the west. Umbrians wield spells that are wholly focused upon cold and
winter, and all of their abilities are focused in this area.
Today, the guild is extremely strong and widespread. Reputed to
be the best rangers in the world, the Watchers find close allies For more on the Paths of Umbra, see Guilds and Orders.
in a variety of states, particularly Aachen and Kayomar. In the
Ice Savant: When you encounter a spell related to cold or
former, where the Winter Rose grows, the rangers are treated
winter, the gold and time you must spend to copy this spell into
with the utmost respect.
your spellbook is halved.
For more information about the Watchers in the Woods, see
Elemental Resistance: At second level when you select this
Guilds and Orders.
tradition, you gain resistance to all cold damage.
Druidic Casting: Starting at third level, all spells on the druid
Ice Restriction: You may never prepare or cast a spell that
spell list are ranger spells for you. You also learn the druidcraft
deals fire damage (though you may copy it into your spellbook).
cantrip. You learn an additional cantrip from the Druid spell list
at levels 7, 11 and 15. Ice Conversion: At sixth level, choose one type of damage
from among acid, fire, or thunder. Whenever you copy a spell
Wild Shape: Starting at 7 level, you gain the ability to wild
th
that normally deals damage of this type into your spellbook,
shape as a druid of one half your level.
you automatically convert said damage to cold damage. Your
For the 11th- and 15th-level abilities of this archetype, see the Ice Savant ability applies for purposes of gold and time copying
forthcoming Fifth Edition Player’s Guide to Aihrde. such spells into your book.

If you choose fire, you may now prepare fire spells in your book,
WIZARD ARCANE TRADITION converting them to ice versions which deal cold damage, and
whose visual effects, if any, are blue or white, but which in all
PATHS OF UMBRA (ELEMENTAL ICE) other ways work exactly the same (freezing hands, iceball, etc.).
The members of this order are called umbrians, also known as
Ice Wizards, for their relation to the Winter Dark. The “Paths” If you choose acid or thunder as your damage type, you may
reflect a dual meaning. On the one hand they are a series of choose when casting the spell whether to convert it or not.
spells and magical incantations which Nulak-Kiz-Din mastered
When you convert such a spell that would normally inflict a
and used to summon the Horned God to the world of Aihrde.
condition, it instead inflicts the hypothermia condition (see
Later, they became indicative of the wizard-priests of Unklar
variant rules). This condition lasts for the same duration as the
and Nulak, for it was said that a wizard-priest who served either
normal condition would.
of the two must first follow the Path of Umbra to know his dark

THE SWORD OF RAMI 13


For the 10th- and 14th-level abilities of this Tradition, see the magic stones. 2nd-level: barkskin, inflict light wounds, produce
forthcoming Fifth Edition Player’s Guide to Aihrde. flame 3rd-level: call lightning (x2).

S'SLISS, LIZARDMAN CHIEFTAIN (This neutral evil creature’s


APPENDIX 4: C&C MONSTER STAT vital stats are HD 10d8, HP 50, AC 17. Its primary attributes
BLOCKS are physical. It attacks with 2 claws (1d6), bite (1d8) and spear
(1d8). Its special abilities are amphibious, hold breath, swim
Fear not! We haven’t forgotten our Castles & Crusades fans
20ft. It carries chainmail and a spear.)
in this module! Below you’ll find stat blocks for the creatures
included for use with C&C, so you can play this game in your SATATI, TWILIGHT ELF PRINCESS (This lawful evil twilight
SIEGE engine campaign as well! elf cleric’s vital stats are HD 12d4, HP 30, AC 18. Her prima-
ry attributes are all. She attacks with a khopesh for 1d8 and the
LIZARDFOLK (These neutral creatures’ vital stats are HD 2d8,
Sword of Rami for 1d8. Her special abilities are Sword of Rami
HP 9, AC 15. Their primary attributes are physical. They at-
and spellcasting: 0-level: endure elements, detect alignment, first
tack with 2 claws (1d2), Bite (1d8) or by spear (1d8). Their
aid, detect magic. 1St: curse, cause light wounds (x2), shield of
special abilities are hold breath, amphibious, swim 20ft. They
faith 2nd: command, hold person, spiritual weapon (x2). 3rd: ani-
carry spears.)
mate dead, bestow curse, inflict serious wounds (x2). 4th: harm-
TWILIGHT ELVES (These lawful neutral creatures’ vital stats ing circle (x2), life drain. 5th: flame strike (x2), insect plague 6th:
are HD 3d8, HP 16, AC 15. Their primary attributes are blade barrier, harm. She carries the Sword of Rami, a khopesh,
physical. They attack with 2 khopesh (1d8). Their special abili- and a cloak of protection +3
ties are two-weapon fighting, twilight elf traits. They carry 2
NERSESS, DRAGON, BLACK WYRMLING (This chaotic evil
khopesh, studded leather, light crossbow.)
creature’s vital stats are HD 6d8, HP 35, AC 17. Its primary
H'STARK, LIZARDMAN LIEUTENANT (This chaotic neutral attributes are physical. It attacks with 2 claws (1d4+1), wing
humanoid’s vital stats are HD 5d8, HP 28, AC 16. Its pri- (1d8+2), tail (1d8+1), and bite (2d12 +1) or via breath
mary attributes are physical. It attacks with 2 claws (1d4), bite weapon (15’ cone of acid, 6d6; 3/day). Its special abilities are
(1d8), or by spear (1d8). Its special abilities are hold breath, immunity to acid, sleep and paralysis, keen senses, water breath-
amphibious, swim 20ft. It carries studded leather armor, spear.) ing, darkness (as spell 3/day), corrupt water (1/day), charm
reptiles (3/day), familiar abilities: blur (at will; 12 minutes/
SOBEK, LIZARDMAN SHAMAN (This neutral humanoid’s vital day), cloak of dark chaos (bonus action; 12 minutes/day; as
stats are HD 5d8, HP 28, AC 15. Its primary attributes are spell), defensive roll (dexterity save CL = damage dealt), deliv-
mental. It attacks with 2 claws (1d2) and bite (1d8). Its special er touch spells, empathic link, guided strike (grant master +10
abilities are hold breath, amphibious, swim 20ft, spellcasting. to next attack roll; 3/day), share spells, speak with master, spell
0-Level: endure elements (x3). 1St-level: entangle, faerie fire, resistance 10.)

For pre-generated characters designed for this campaign and


using the previews contained herein, visit

https://www.trolllord.com/downloads/

14 5TH EDITION ADVENTURE


THE SWORD OF RAMI 15
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a notice to any Open Game Content that you Use. No terms may be added to or subtracted from

16 5TH EDITION ADVENTURE


PREGENERATED CHARACTERS
In this appendix we have provided six pre-generated characters for use in your game. Due to OGL restrictions, we have not included
Backgrounds for these characters. Before beginning the game, players should choose a background and apply the associated special
ability (if any), equipment, skills, tools, languages, Personality Traits, Ideals, Bonds and Flaws to their chosen character, to make the
hero their own.

BACKGROUNDS, QUICK AND DIRTY


If you want to do this quickly, or truly customize your character without consulting the book, simply choose any two skills, one tool
proficiency, and one language with which to be proficient. Alternately, you may choose two tool proficiencies or two languages if it
is more appropriate to your concept.

If you are proficient in one or more tool kits, you gain these tool kits as equipment. You may gain one or two other pieces of
equipment, if it is appropriate to the background in question.

Next assign your character two personality traits, and one each of ideals (what they believe in), bonds (what ties them to the world),
and flaws (character foibles), and try to tie all of these to a theme, which then becomes your background.

Finally, work out a minor special ability with your CK that suits the background. A character who grew up in a monastery, for example,
may always be welcome at temples of their deity, entitled to food and shelter. A character who grew up in the wild may be able to
automatically scavenge for food without the need for a survival check (or may be able to double the food they find with a survival
check). A character who grew up on the streets may double their proficiency bonus in making checks to find a service or business
(legal or otherwise) in a city or town.

THE SWORD OF RAMI 3


VALTTERI HERU-PEPI
Half-Elf Ranger, Chaotic Good (Watcher in the Woods)
Armor Class: 15 (leather armor, dexterity, bracers of defense)
Hit Points: 50 (6d10+12 HD)
Speed: 30ft.
Str: Dex: Con: Int: Wis: Cha:
16 (+3) 14 (+2) 14 (+2) 10 (0) 12 (+1) 10 (0)

Senses: Darkvision 60ft, Passive Perception 14


Languages: Common, Dwarvish, Draconic, Elvish, Goblinoid, Lizardfolk
Saving Throws: Strength +6, Dexterity +5
Skills: Athletics +6, Nature +4, Perception +4, Stealth +5, Survival +4
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Tools:
Background:

SPECIAL QUALITIES
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Favored Enemy (lizardfolk, hobgoblins, dragons). You have advantage on checks to track or recall information about your enemy.
You also speak their language.

Natural Explorer (Favored terrain: forest and marsh). Difficult terrain doesn’t slow you. You can’t become lost by nonmagical
means. You are always alert to danger. You can move stealthily at your normal pace when alone. You find twice as much food as
normal when foraging. You can discern minute details about creatures you track (types, numbers, sizes, length of time passed, etc).

Druidic Casting. You learn the druidcraft cantrip. In addition, all druid spells are ranger spells for you.

Spellcasting (Wisdom, Save DC 12, Attack +4)

• Cantrip: Druidcraft

• 1st (4 slots): Ensnaring strike, goodberry, hunter’s mark

• 2nd (2 slots): Cordon of arrows

ACTIONS
Fighting Style (Two-Weapon Fighting). When you fight with a weapon in each hand, you may use a bonus action to make an extra
attack with your off-hand weapon. You may add your ability bonus to damage with the second weapon (you fight with two hand
axes).

Primeval Awareness. You may expend one spell slot to sense whether aberrations, celestials, dragons, elementals, fey, fiends or
undead are within 1 mile of you. This feature doesn’t reveal their exact number or location.

Extra Attack. When you take the Attack action on your turn, you may attack twice instead of once.

Hand Axe. Melee or Ranged Weapon Attack: +6/+5 to hit, reach 5ft./range 20/60, one target. Hit: 6 (1d6+3)/5 (1d6+2) slashing.
Qualities: light, thrown

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600, one target. Hit: 6 (1d8+2) piercing. Qualities: Ammunition, heavy,
two-handed

Gear: Leather armor, bracers of defense, four hand axes, explorer’s pack, longbow (20 arrows), 10 gp

4 5TH EDITION ADVENTURE


NEA ALANSANU
Twilight Elf Fighter (Oraalau)
Armor Class: 18 (Chain shirt + Dex + fighting style)
Hit Points: 38 (6d10 HD)
Speed: 30ft.
Str: Dex: Con: Int: Wis: Cha:
10 (+0) 18 (+4) 10 (0) 17 (+3) 12 (+1) 13 (+1)

Senses: Darkvision 60ft, passive perception 14


Languages: Elven, Common
Saving Throws: Strength +4, Constitution +3
Skills: Acrobatics +7, Perception +4, Survival +4
Weapons: Simple Weapons, Martial Weapons
Armor: All Armor
Tools:
Background:
SPECIAL QUALITIES
Fey Ancestry. Advantage vs. charm, immune to sleep magic

Trance. Elves don’t sleep. Instead, they meditate for 4 hours per day

Elf Weapon Training. Proficient with the khopesh.

Shadow Stealth. You can use the stealth skill while being directly observed so long as a shadow at least as large as you is nearby.

Shadow Illusion. You know the minor illusion cantrip. You may cast darkness and misty step once per day. When casting misty step,
you are surrounded by shadow instead of mist.

Fighting Style: Defense. When wearing armor, you gain +1 to AC.

Second Wind: You may use a bonus action to regain 1d10+6 hit points. After using this feature, you must complete a short or long
rest before using it again.

Spellcasting: Intelligence; Save DC = 14, Attack bonus = +6

• Cantrips: Acid splash, blade ward, prestidigitation, ray of frost, true strike

• 1st-level (3 slots): Charm person, magic missile, shield

• 2nd-level (2 slots): Cloud of daggers, magic weapon

ACTIONS
Action Surge. You can take an additional action on your turn in addition to your regular action and any bonus actions. After using
this feature you must complete a short or long rest before using it again.

Extra Attack. Whenever you take the attack action, you can attack twice instead of once.

Two-Weapon Fighting. When fighting with two weapons, you can use a bonus action to make a strike with your off-hand weapon.
You may add your ability modifier to the damage of the second attack. (You fight with two khopesh swords).

Studious Fighter. You may choose to increase your intelligence modifier by +1 until the end of your turn. In addition, you may add
both your intelligence modifier and your dexterity or strength modifier to your attack and damage rolls until the end of your turn.
After using this feature, you must complete a long rest before you may use this feature again.

Khopesh. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 8 (1d8+4) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target. Hit: 8 (1d8+4) slashing damage.

Gear: Chain shirt, two khopesh swords, longbow (20 arrows), explorer’s pack, 50 gp

THE SWORD OF RAMI 5


JANUS KIMATHI
Human Wizard, Lawful Neutral (Paths of Umbra)
Armor Class: 12/15 (Dexterity/mage armor)
Hit Points: 36 (6d6+12 HD)
Speed: 30ft.
Str: Dex: Con: Int: Wis: Cha:
9 (-1) 14 (+2) 15 (+2) 18 (+4) 13 (+1) 11 (0)

Damage Resistance: Cold


Senses: Passive Perception 11
Languages: Common, Elvish
Saving Throws: Intelligence +7, Wisdom +4
Skills: Arcana +7, History +7
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armor: None.
Tools:
Background:

SPECIAL QUALITIES
Spellcasting (Int, Save DC 15, Attack +7, Prepared spells: 10). You may cast a spell as a ritual if it has the ritual tag, and you can
use an arcane focus as a spellcasting focus.

• Cantrips: Blade ward, chill touch, light, ray of frost

• 1st-level (4 slots): Chromatic orb, fog cloud, mage armor, magic missile

• 2nd-level (3 slots): Blur, cloud of daggers, hold person

• 3rd-level (3 slots): Bestow curse, blink, counterspell, sleet storm

Ice Savant. When you encounter a spell related to cold or winter, the gold and time you must spend to copy this spell into your
spellbook is halved.

Ice Restriction. You may never prepare or cast a spell that deals fire damage (though you may copy it into your spellbook).

Arcane Recovery. Once per day when you complete a short rest, you can choose up to three levels’ worth of spell slots to recover.

ACTIONS

Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5ft., one target. Hit: 3 (1d8-1) bludgeoning. Qualities: Versatile (1d6/1d8).

Gear: Quarterstaff (doubles as Arcane Focus), component pouch, scholar’s pack, spellbook, wand of lightning bolts, 10 gp

6 5TH EDITION ADVENTURE


HUMBERT THISTLEBOTTOM
Lightfoot Halfling Rogue (Thief), Chaotic Good
Armor Class: 15 (leather armor and Dexterity)
Hit Points: 48 (6d8+12 HD)
Speed: 25ft.
Str: Dex: Con: Int: Wis: Cha:
8 (-1) 18 (+4) 14 (+2) 10 (0) 14 (+2) 13 (+1)

Senses: Passive Perception 15


Languages: Common, Halfling, Thieves’ Cant
Saving Throws: Dexterity +7, Intelligence +3
Skills: Acrobatics +7, Perception +5, Stealth +10, Sleight of Hand +7
Weapons: Simple Weapons, Hand crossbows, longswords, rapiers, short swords
Armor: Light armor
Tools: Thieves’ Tools
Background:

SPECIAL QUALITIES
Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than
you.

Expertise (Stealth, Thieves’ Tools). You add double your proficiency bonus to these proficiencies.

Sneak Attack. Once per turn, you can deal an extra 3d6 damage to an opponent you hit with an attack, if you have advantage on
the attack roll, or if another enemy of the target is within 5 feet of the target, that enemy is not incapacitated, and you don’t have
disadvantage.

Uncanny Dodge. When an attacker hits you with an attack, you can use your reaction to halve the damage.

Second-Story Work. You may climb at your normal move rate. In addition, you can jump an extra 4 feet when you take a running
leap.

ACTIONS
Cunning Action (Fast Hands). You may use a bonus action on each of your turns in combat. This bonus action can only be used to
take the Dash, Disengage, or Hide action, or to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap
or open a lock, or Use an Object.

Short Sword. Melee Weapon Attack. +7 to hit, reach 5ft, one target. Hit: 7 (1d6+4) piercing. Qualities: finesse, light

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft./range 20/60, one target. Hit: 6 (1d4+4) piercing. Qualities: Finesse,
light, thrown.

Short Bow. Ranged Weapon Attack: +7 to hit, range 80/320, 1 target. Hit: 6 (1d6+3) piercing. Qualities: Ammunition, two-handed.

Gear: Short sword, short bow (20 arrows), burglar’s pack, leather armor, two daggers, thieves’ tools, 50 GP

THE SWORD OF RAMI 7


BALDER HAMMERFORGE
Hill Dwarf Fighter 6, Lawful Good (Heisen Fodt)
Armor Class: 17 (Chain Mail plus Archetype)
Hit Points: 66 (10d10+30 HD)
Speed: 25ft.

Str: Dex: Con: Int: Wis: Cha:


18 (+4) 12 (+1) 18 (+4) 12 (+1) 13 (+1) 8 (-1)

Damage Resistance: Poison


Senses: Darkvision 60ft., Passive perception 11
Languages: Common, Dwarvish
Saving Throws: Strength +6, Constitution +6
Skills: Athletics +6, Insight +4
Weapons: Battleaxe, Handaxe, Throwing Hammer, Warhammer, simple weapons, martial weapons
Armor: All armor and shields
Tools: Smith’s tools
Background:

SPECIAL QUALITIES

Dwarven Resilience. You have advantage on saving throws against poison.

Stonecunning. Whenever you make an Intelligence (history) check related to the origin of stonework, you are considered proficient
in the history skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness. Your hit point maximum increases by +1 per level.

Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on damage for an attack with a weapon that has the two-handed
or versatile property, and you are using two hands to wield the weapon, you can reroll the die and must use the new roll, even if it
is 1 or 2.

Second wind. On your turn, you can use a bonus action to regain 1d10+fighter level hit points. After using this ability you must
complete a short or long rest before using it again.

Martial Archetype: Heisen Fodt.

Natural Armor Class: You gain +1 to AC, which stacks with all other AC bonuses.

Constitution Bonus: Your Con score increases by 1.

ACTIONS
Action Surge. You can take one additional action on top of your regular action and a bonus action. After using this ability you must
finish a short or long rest before using it again.

Extra Attack. When you take the attack action on your turn, you may attack twice instead of once.

Battle Axe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10+4) slashing damage (or 1d8+4 if used one-
handed). Properties: versatile

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400, one target. Hit: 6 (1d10+1) piercing damage. Properties:
heavy, loading, two-handed

Hand Axes. Melee or Ranged Weapon Attack: +7/+4 to hit, reach 5ft/range2 20/60, one target. Hit: 7 (1d6+4) slashing/4 (1d6+1)
slashing. Properties: Light, thrown.

Gear. Chain mail, battle axe, heavy crossbow (20 bolts), two hand axes, explorer’s pack, 30 gp

8 5TH EDITION ADVENTURE


ISIS RE-SENBET
Human Cleric of Wenafar, Neutral Good (Creation Domain)
Armor Class: 14 (leather armor plus cloak of protection)
Hit Points: (6d8+ HD)
Speed: 30ft
Str: Dex: Con: Int: Wis: Cha:
14 (+2) 10 (0) 15 (+2) 11 (0) 17 (+3) 13 (+1)

Senses: Passive Perception 13


Languages: Common, Elvish
Saving Throws: Wisdom +6, Charisma +4
Skills: Insight, Religion
Weapons: simple weapons
Armor: Light armor, medium armor, shields (goddess’ restriction: no metal armor)
Tools: Leatherworker’s Tools; Tinker’s Tools
Background:

SPECIAL QUALITIES
Granted Ability of Wenafar. You may wild shape as a druid of the same level (1/long rest; 3 hours maximum; Max CR 1/2; no
flying speed).

Spellcasting (Wisdom; Save DC 14, Spell attack +6). Cantrips (choose 4); 1st (4 slots); 2nd (3 slots); 3rd (3 slots). You may cast
spells as ritual if they have the ritual tag. You may use your holy symbol as a casting focus.

Creation Domain.

Domain Spells (1st - ensnaring strike, floating disk; 3rd-cloud of daggers, misty step; 5th-conjure animals, conjure barrage)

Bonus Cantrip (choose from Druidcraft, Minor Illusion, Prestidigitation, Thaumaturgy)

Channel Divinity: Divine Crafting. You may expend a use of Channel Divinity to create something from nothing, using a toolkit
you possess and with which you are proficient. You conjure a mundane item which could normally be created or prepared with that
toolkit and which fits in a 3-foot cube. The creation appears within ten feet, is non-magical, and is crude, yet functional. It has no
moving parts and lasts for one hour per point of Wisdom bonus.

Conjuration Prodigy. Choose any conjuration spell which is not on the cleric spell list and of a level you can cast. This spell is a
conjuration spell for you. You also gain one extra prepared spell per day, which must be a conjuration spell of any level you can cast.

Destroy Undead. When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, it is instantly
destroyed.

ACTIONS
Channel Divinity: Turn Undead. As an action, present your holy symbol and speak a censuring prayer. All undead must succeed
at a Wisdom saving throw or move away as far as possible using the Dash action or otherwise trying to escape, for 1 minute or until
it takes damage.

Quarterstaff. Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit: 6 (1d8+2) bludgeoning damage. Qualities: versatile.

Light Crossbow. Ranged Weapon Attack. +3 to hit, range 80/320, one target. Hit: 4 (1d8) piercing damage. Qualities: Ammunition,
loading, two-handed

Gear: Quarterstaff, leather armor, light crossbow (20 bolts), priest’s pack, holy symbol, leatherworker’s toolkit, tinker’s toolkit,
cloak of protection +3, 10 gp

THE SWORD OF RAMI 9

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