TEXT: EN5ider Presents:
  Diaspora
  Part Two
  A 5E-Compatible Adventure for 13th- to 14th-Level Characters
  
  2 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been 
  Around the World
  I
  n this act, the party recovers an artifact to let 
  Kasvarina recover five centuries of memories from 
  across the world.
  Apocalypse Then
  Exploration. Montage.
  Eladrin weretigers and a clergy garrison are poised to replay an old 
  battle of the First Victory, right where the party needs to find an 
  artifact.
  Several hundred miles north of Rumah Terakir, the lost arc of 
  Reida lies at the site known as Ingatan’s Refuge, located a stone’s 
  throw from the Clergy backed garrison of Vigil Longis. For years 
  the Clergy have marched out from their fort seeking the lair of 
  the weretigers, and recently they managed to kill the clan’s elder, 
  whose magic was responsible for keeping the weretigers shielded 
  from divination. Now the Clergy garrison leader Aulus Atticus 
  awaits reinforcements so they can stamp out the monsters in one 
  strike, while the young and angry weretiger leader Betronga Sid-
  hon riles up his people for war.
  In Sentosa they should have learned that a clan of territorial 
  eladrin weretigers—naturally born with their powers, not afflicted, 
  and known as bagheva in the local tongue—have claimed Ingatan’s 
  Refuge as their home. They do not revere the old god of memory 
  and fire, but instead worship Hewanharimau, the forbidden god of 
  savagery. They call themselves the Children of Hewanharimau, and 
  see their powers as a blessing. Indeed, they refuse to share it with 
  outsiders, and will relentlessly track and slay anyone not of their 
  clan who survives a battle and might have contracted lycanthropy.
  The people of Sentosa know the Clergy have been active in the 
  area, but don’t know any news more than a few years old. Ingatan’s 
  Refuge and Vigil Longis are barely a mile from each other, but 
  it’s nearly 40 miles more to the next settlement larger than 10 
  people. The next large force of Clergy is off to the east, exploring 
  the Perpetual City.
  Just how to get past all this and recover the lost arc is up to the 
  PCs. While it’s possible they might just sneak past the weretigers, 
  it’s more likely they’ll have to pick a side in the conflict and help 
  one group slaughter the other. Here we present some scenes that 
  may occur on their mission.
  Holy Artifacts.
  The Humble Hook, a relic sacred to the Clergy, gives any PC wearing it 
  the clout to give orders to Aulus Atticus, as long as they don’t do any-
  thing sacrilegious.
  The arsenal of Dhebisu, by contrast, enrages Betronga Sidhon and 
  his weretigers, who recognize it as the weapon that defeated their god. 
  The PCs would be wise to keep it hidden unless they want to provoke 
  a fight.
  From the Pen of
  Thurston Hillman
  With Additional Material by
  Ryan Nock
  Evocative Cover Illustration by
  Eleni Tsami
  Stunning Cartographic Displays by
  James Hazelett
  Jonathan Roberts
  Masterful Interior Illustrations by
  Megan Porch
  Claudio Pozas
  Dede Putra
  Eleni Tsami
  Includes art in the public domain
  with Unparalleled Layout and Graphic Design by
  Eric Life-Putnam
  Seamlessly Updated to Fifth Edition by
  Mike Myler
  Ably Produced and Facilitated by
  Russ Morrissey
  Special Thanks to
  my sister Aynsley and her five remaining eggs—thanks for helping 
  Dad put up those awful Xmas lights, it gave me more time to work 
  on this; to the hundreds of gamers who backed the original release 
  of Zeitgeist on Kickstarter; and to the over one thousand generous 
  patrons of EN World EN5ider whose support has made this Fifth 
  Edition update possible.
  Open Game Content
  The game rule information in this article is designated Open Game 
  Content. All other material in this article, including maps, graphic 
  elements, and illustrations (including graphic elements and 
  illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” “Zeitgeist,” all EN Publishing product and 
  article titles, and Zeitgeist, EN World, and EN Publishing logos, 
  are designated Product Identity.
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  EN5ider Presents: Diaspora, Part Two | 3
  Act Two: I’ve Been Around the World
  Watcher in the Dark.
  This encounter should occur at night or during a dark daytime 
  storm, probably while the party is still 10 or 20 miles out from 
  Ingatan’s Refuge. The PCs have attracted the attention of a young 
  and adventurous scout for the Children of Hewanharimau, Talios 
  Valanar (a distant relative of Athrylla, matriarch of Sentosa). She 
  skirts the edge of the party’s camp or travel formation, but remains 
  in eladrin form. If spotted she flees into the woods, then trans-
  forms into a tiger and hides.
  If somehow captured, Talios remains tightlipped about her-
  self, refusing to give any information about her clan. Instead, she 
  directs the conversation toward Vigil Longis, telling her clan’s per-
  spective of the “vicious Clergy soldiers who steal our lands and kill 
  our youngest and oldest.”
  If convinced she can trust the party with a DC 25 Charisma 
  (Persuasion) check, she offers to bring them back to the Children 
  of Hewanharimau’s camp to meet Betronga hoping that they can 
  join the struggle against the Clergy.
  Should combat erupt, Talios has the statistics of a Bramblehome 
  hunter (page 9).
  Holy Patrol.
  About two miles out from Ingatan’s Refuge, the PCs come across a 
  contingent of Clergy soldiers—eight vindicators and two chaplains. 
  These dour soldiers routinely patrol the jungle, chopping down 
  trees that carry eladrin warding runes and planting copper rods 
  that bear Clergy holy symbols, which make the weretigers uneasy. 
  Within 20 feet of these rods, followers of faiths other than the 
  Clergy take a –1 penalty to attack rolls, damage rolls, and saving 
  throws (atheists are unaffected.)
  Three of the vindicators and one of the chaplains are at half their 
  maximum hit points, being pressed into the patrol at the behest of 
  the garrison’s commander. A lack of time and resources has pre-
  vented the Clergy from keeping the soldiers at top physical shape 
  and the chaplains are currently down some spells.
  The leader of the Clergy patrol is a junior vicar by the name of 
  Lionel Talbot. Talbot is edgy and believes the tigers are waiting to 
  ambush his patrol at any moment. He’s been grumbling to the men 
  under his command about how pointless and dangerous their daily 
  patrols are. They have adopted a bit of a “shoot first, ask questions 
  later” mentality when dealing with the strange and magical. If the 
  PCs belong to any uncommon race, or have any non-standard ani-
  mal companions, the patrol will attack at the first sign of hostility. 
  If Talios is with the party, they attack on sight.
  Otherwise, it’s simple enough to convince Talbot to take the PCs 
  back to the garrison—only a DC 12 Charisma (Persuasion) check is 
  needed. All the way back he grumbles and none-too-subtly implies 
  the party ought to talk some sense into his commander.
  Vigil Longis.
  The Clergy deploys several garrisons throughout the colony Vi-
  gilia. Each garrison has the long-term mission to drive back the 
  natives and claim territory. The soldiers and chaplains build an 
  artificial hill fort, surrounded by a 20-foot high wooden wall and 
  an outer fraise of sharpened pikes, then send forth patrols every 
  day. Every few months, once they have cleared an area of all hostile 
  indigenous people, the soldiers dismantle the fort, travel 10 or 20 
  miles, and build a new one.
  Led by the stern godhand Aulus Atticus, Vigil Longis boasts a 
  population of 70, most of whom have been on this mission for five 
  years. Standard Clergy dictates would see the soldiers replaced af-
  ter three years, but the turmoil between Risur and Danor has put 
  Crisillyir on high alert, making them unwilling to redeploy troops 
  outside the homeland.
  Worse, the outpost has been stuck in place for half a year after 
  coming under siege from the Children of Hewanharimau. There 
  were originally over 150 able-bodied troops available to Atticus, 
  but this number has now diminished to the current 70 battle-
  scarred survivors. A recent raid by the weretigers gave the Clergy 
  soldiers a victory though when they managed to take down the 
  druid leader of the weretigers.
  Anywhere else these troops would be lauded as great warriors, 
  simply by dint of how many battles they’ve survived. So far from 
  home however, they feel unappreciated and foolish with only their 
  Aulus Atticus. Sent at a young age from his 
  monastery to the jungles of Elfaivar, Aulus has spent 
  much of his life battling the eladrin. Trained as a god-
  hand by an ascetic order, Aulus rose in the ranks due 
  to the heavenly power of his fists and the loyalty of his 
  men, rather than any skill at church politics. As com-
  mander of a Clergy outpost, Aulus holds out against 
  a growing tide of inhuman creatures that stalk the 
  jungles and seek the blood of humans.
  Despite his overwhelming combat prowess, Aulus is a quiet man who 
  looks out for those under his command. He directs the camp orchestra, and 
  himself plays a circumspect cello he has proudly lugged through two decades 
  of deployment. He thinks it is important to maintain civilized practices even 
  when one’s business is violence, but civilization does demand order, and he 
  demands unquestioning loyalty from his men.
  As for the eladrin, he has no particular disdain for them, but he values pro-
  tecting his people above all else. He has no sympathy for savages who are still 
  fighting a war they lost five centuries ago.
  
  4 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  faith and Aulus’s stern discipline keeping them going. 
  Within a few minutes of seeing them, it should be obvious 
  to the party that these are highly competent men—not to 
  be attacked lightly.
  Adversaries
  •	 13 Vigil chaplains
  •	 57 Vigil vindicators
  •	 Aulus Atticus, godhand
  The Garrison.
  For the most part, the rank and file vindicators of the 
  garrison keep watch and launch patrols into the nearby 
  jungle, supported by senior chaplains. It is the respon-
  sibility of the chaplains to maintain spiritual strength 
  among the ranks.
  Raised platforms inside the wall are manned by 15 vin-
  dicators at a time. Every day 17 troops (14 vindicators 
  and 3 chaplains) are deployed in the jungles surrounding 
  the garrison. The rest of the soldiers attend to mainte-
  nance, cooking, or are simply trying to grab some sleep 
  between double shifts. Everyone here is male.
  Several structures reside within the camp, each erected 
  over time for the specific needs of the garrison. They are 
  described as follows.
  1. Barracks. Eerily empty, this building once could 
  house 150, but now has fewer than half as many.
  2. Mess Hall. The soldiers eat jungle meat and local 
  vegetables, which they hate. Each day a handful 
  of soldiers are allowed to eat food conjured by a 
  chaplain, but only if they have any spells left for 
  the day.
  3. Recreation Center. Aulus hosts music practice here, 
  and occasionally traders deliver books from abroad.
  4. Hall of Prayer. The stained-glass windows for this 
  sturdy wooden chapel have been carted hundreds of 
  miles overland and set up in several different forts 
  during the past five years, a testament to the piety 
  of the soldiers.
  5. Commander’s Quarters. These sparse quarters 
  contain only the barest of furnishings, with much 
  of the building being given to a large meeting and 
  planning table, along with rows of holy texts held 
  on wooden bookshelves.
  6. Armory. Most of the men wield maces, spears, 
  and crossbows. The chaplains store their magical 
  healing supplies here.
  7. The Pyre. Outside the walls, the soldiers burn dead 
  animals, as well as allies and enemies. Most of the 
  men here believe a completely unfounded stereotype 
  that eladrin exhume buried bodies to eat, which is 
  why the soldiers cremate even their own brethren.
  Vigil Chaplain
  Medium humanoid (human), lawful neutral cleric (life) 10
  Armor Class 20 (mithral plate, shield)
  Hit Points 75 (10d8+30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (–1) 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  14 (+2)
  Saving Throws wis +7, cha +6
  Skills Arcana +5, Intimidation +6, Persuasion +6, Religion +5
  Senses passive Perception 13
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  Blessed Healer. When the Vigil chaplain casts a spell of 1st level or higher that 
  restores hit points to a creature other than the Vigil chaplain, the Vigil chaplain 
  regains hit points equal to 2 + the spell’s level.
  Channel Divinity (2/Short Rest). The Vigil chaplain can channel divine energy 
  to fuel one of two magical effects.
  Preserve Life. As an action, the Vigil chaplain presents their holy symbol and 
  evokes healing energy that restores 50 hit points. The Vigil chaplain chooses 
  creatures within 30 feet and divides those hit points among them. This 
  feature can restore a creature to no more than half of its hit point maximum 
  and it cannot be used on undead or constructs.
  Turn Undead. As an action, the Vigil chaplain presents their holy symbol and 
  speaks a prayer censuring the undead. Each undead within 30 feet that can 
  see or hear them must make a DC 15 Wisdom saving throw. If the creature 
  fails its saving throw, it is turned for 1 minute or until it takes any damage. 
  Undead of CR 1 or less that fail are destroyed. A turned creature must spend 
  its turns trying to move as far away from the Vigil Chaplain as it can, and it 
  can’t willingly move to a space within 30 feet of them. It also can’t take reac-
  tions. For its action, it can use only the Dash action or try to escape from an 
  effect that prevents it from moving. If there’s nowhere to move, the creature 
  can use the Dodge action.
  Disciple of Life. Whenever the Vigil chaplain uses a spell of 1st level or higher to 
  restore hit points to a creature, the creature regains additional hit points equal 
  to 2 + the spell’s level.
  Feat: War Caster. The Vigil chaplain has advantage when they are concentrating 
  on a spell and have to make a Constitution saving throw from taking dam-
  age, they can wield weapons or a shield in both hands and still make somatic 
  components for spellcasting, and they can use their reaction to cast a spell 
  (maximum casting time: 1 action) at a creature that provokes an opportunity 
  attack from them.
  Spellcasting. The Vigil chaplain is a 10th-level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They have the 
  following spells prepared from the cleric’s spell list:
  Cantrips (at will): guidance, light, resistance, sacred flame, spare the dying
  1st level (4 slots): bless, command, cure wounds, detect evil and good, inflict 
  wounds, sanctuary
  2nd level (3 slots): aid, hold person, lesser restoration, silence, spiritual 
  weapon
  3rd level (3 slots): beacon of hope, dispel magic, magic circle, revivify, send-
  ing, spirit guardians
  4th level (3 slots): death ward, guardian of faith, stone shape
  5th level (2 slots): flame strike, mass cure wounds, raise dead
  Actions
  +1 Silver Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d8+1) magical bludgeoning damage plus 4 (1d8) radiant damage.
  
  EN5ider Presents: Diaspora, Part Two | 5
  Act Two: I’ve Been Around the World
  Vigil Vindicator
  Medium humanoid (human), lawful neutral fighter (champion) 7
  Armor Class 18 (+1 half-plate)
  Hit Points 59 (7d10+21)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  13 (+1) 
  8 (–1)
  Saving Throws str +5, con +5
  Skills Athletics +5, Intimidation +2, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  Action Surge (1/Short Rest). On their turn, the Vigil Vindicator can 
  take an additional action on top of their regular action and a possible 
  bonus action.
  Feat: Power Attack. When the Vigil Vindicator makes their first melee 
  weapon attack in a turn, they can choose to take a –5 penalty to their 
  melee weapon attack rolls in exchange for a +10 bonus to melee 
  weapon damage. In addition, the Vigil Vindicator can use a bonus ac-
  tion to make one melee weapon attack after they use a melee weapon 
  to reduce a creature to 0 hit points or scores a critical hit with it. The 
  Vigil Vindicator can only use this feature on their turn.
  Improved Critical. The Vigil Vindicator’s weapon attacks score a critical 
  hit on a roll of 19 or 20.
  Remarkable Athlete. The Vigil Vindicator adds +1 to any Strength, 
  Dexterity, or Constitution check they make that doesn’t already use 
  their proficiency bonus. In addition, when they make a running long 
  jump, the distance they can cover increases by 2 feet.
  Second Wind (1/Short Rest). On its turn, the Vigil Vindicator can use 
  a bonus action to regain 1d10+7 hit points.
  Actions
  Extra Attack. The Vigil Vindicator can attack twice, instead of once, 
  whenever they take the Attack action on their turn
  +1 Silver Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10+3) magical slashing damage.
  Light Crossbow (15 silver bolts). Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
  EquipmEnt
  Possessions. The Vigil Vindicator carries holy water, 2 potions of 
  greater healing, and antitoxin.
  Aulus Atticus, Godhand Commander
  Medium humanoid (human), lawful neutral
  Armor Class 21 (Armatura Divinitatae [+1 plate], defense fighting 
  style, ring of protection)
  Hit Points 157 (15d10+75)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  20 (+5) 
  8 (–1) 
  15 (+2) 
  14 (+2)
  Saving Throws str +6, dex +1, con +6, int +0, wis +8, cha +8
  Skills Acrobatics +5, Arcana +4, Athletics +10, Insight +7, Intimidation 
  +7, Perception +7, Religion +4, Stealth +5 (disadvantage)
  Condition Immunities charmed, disease, frightened
  Senses passive Perception 17
  Languages Common
  Challenge 14 (11,500 XP)
  Divine Smiting. When Aulus hits a creature with a melee weapon attack 
  or unarmed strike, he can expend one spell slot to deal radiant damage 
  to the target, in addition to the weapon’s damage. The extra damage is 
  2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 
  1st, to a maximum of 5d8. The damage increases by 1d8 if the target is 
  an undead or a fiend.
  Feat: Power Attack. When Aulus makes his first melee weapon attack in 
  a turn, he can choose to take a –5 penalty to his melee weapon attack 
  rolls in exchange for a +10 bonus to melee weapon damage.
  Float Like a Cherub, Sting Like An Angel. On a successful hit with his 
  unarmed strike, Aulus can spend 25 points from his Lay on Hands pool 
  to summon forth a celestial created from his belief. This summoned 
  simulacrum has the same statistics as a deva but does not communi-
  cate, except to accept telepathic commands from Aulus. The celestial 
  appears within 15 feet of Aulus, and does not act until the start of his 
  next turn. The celestial acts on the same initiative as Aulus. On his 
  turn, Aulus must spend an action concentrating or else the celestial 
  disappears.
  Lay on Hands (75 points/Long Rest). As an action, Aulus can touch 
  a creature and restore a number of hit points to it, up to the maximum 
  amount remaining in this pool. Alternatively, he can expend 5 hit points 
  to cure the target of one disease or neutralize one poison affecting it.
  Purity of Spirit. Aulus is always under the effects of a protection from 
  evil and good spell.
  Sacred Weapon (1/Short Rest). As an action, Aulus imbues his fists 
  with positive energy. For 1 minute, he adds +2 to attack rolls made 
  with unarmed strikes. The weapon also emits bright light in a 20-foot 
  radius and dim light 20 feet beyond that. Aulus can end this effect on 
  his turn as part of any other action. If he falls unconscious, this effect 
  ends.
  Sense Chaos (3/Long Rest). As an action, until the end of his next 
  turn Aulus knows the location of any creature with a chaotic alignment 
  within 60 feet of him that is not behind total cover. He knows the type 
  (celestial, fiend, or undead) of any being whose presence he senses, 
  but not its identity. Within the same radius, he also detects the pres-
  ence of any place or object that has been consecrated or desecrated, 
  as with the hallow spell.
  Spellcasting. Aulus is a 15th-level spellcaster that uses Charisma as 
  his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). 
  Aulus has the following spells prepared from the paladin’s spell list:
  1st level (4 slots): bless, cure wounds, divine favor, protection from 
  evil and good, sanctuary
  2nd level (3 slots): aid, lesser restoration, magic weapon, zone of 
  truth
  3rd level (3 slots): beacon of hope, daylight, dispel magic, magic 
  circle
  4th level (2 slots): death ward, dispel evil and good, freedom of move-
  ment, guardian of faith
  Actions
  Extra Attack. Aulus attacks four times, instead of once, whenever he 
  takes the Attack action on his turn.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8+5) magical bludgeoning damage plus 4 (1d8) 
  radiant damage.
  Cleansing Touch (2/Long Rest). Aulus ends one spell on himself or on 
  one willing creature that he touches.
  
  6 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Introductions & Negotiations.
  Regardless of how they arrive, the PCs are directed to meet with 
  Aulus in the Hall of Prayer, where the commander is in a moment 
  of deep entreaty with the divine forces he believes in. Upon their ar-
  rival he mutters a final prayer to the divine and stands to greet them.
  Aulus Atticus is a giant of a man, clad for now in a simple as-
  cetic’s uniform, though later they’ll likely see him in his glittering 
  golden plate armor, the Armatura Divinitatae. He displays no sur-
  prise at the appearance of outsiders, and in general his expression 
  is hard to read.
  Aulus offers them a tour of the camp, asking their business as 
  he walks them through the weathered fort. Sure never to interrupt, 
  Aulus responds to their story with simple nods or hand gestures, 
  only occasionally filling a pause to ask a question. Even if told the 
  full scope of the PCs mission, Aulus sees no issue with restoring 
  Kasvarina’s memories for the purpose of stopping the Obscurati. 
  Likely, the PCs will not explain the full story of their mission, but 
  as luck would have it Aulus does not quite care.
  If the party mentions seeking Ingatan’s Refuge, the godhand 
  explains that he’s heard the name before. The weretigers call their 
  lair Kanta Mahala, or Bramblehome, but the ruins were originally 
  called Ingatan’s Refuge. Aulus describes the lycanthropes as hor-
  rific creatures of the night that are unwelcome even by the other 
  eladrin on the jungle. His group got lucky when they managed 
  to kill several weretigers who were sent out carrying messages to 
  other clans, and he had hoped his men’s recent victory over the 
  beastmen would cow them, but now divinations suggest the survi-
  vors are planning an attack.
  Aulus won’t ask outright, but he’ll try to gauge whether the party 
  seems willing to fight the weretigers. If so, he’ll offer to coordinate 
  with them, lending his men in a massive assault. He’ll want a day 
  to let his people rest and recover, and then they can attack at dawn 
  the following day. After that, the party can do as they please in the 
  ruins (with the understanding that they are, ultimately, controlled 
  by the Clergy and the colony of Vigilia).
  Should the PCs decide not to pursue a fight, Aulus offers to 
  let the PCs spend the night to rest, but requests they leave the 
  garrison in the morning. If he gets any hint that the party might 
  be allying with the weretigers against his people, he take a deep 
  breath to calm himself, gives them a chance to explain themselves 
  or change their minds, and if that fails he’ll order the entire camp 
  to attack them.
  Bramblehome.
  An unnamed river is split in two by the natural awning of stone over 
  a shallow cave, and the waterfall cascades on either side of a 100-foot 
  
  EN5ider Presents: Diaspora, Part Two | 7
  Act Two: I’ve Been Around the World
  high outcropping. A switchback leads up the front of the outcrop-
  ping to the long-abandoned holy site known as Ingatan’s Refuge, a 
  spacious temple hollowed into the outcropping. At the back of the 
  cave, just visible from the outside, a massive statue of Ingatan sits, 
  his four arms held palm-up, as if waiting to hold something. Erosion 
  has weathered his face away, and looters have stolen the gold that 
  once adorned him, but the temple’s greatest treasure still remains.
  The Children of Hewanharimau have built huts in a tangle of 
  massive thorny vines that have grown up around Ingatan’s Refuge. 
  Known as Kanta Mahala or Bramblehome, the weretiger lair is 
  difficult to assail by all but the most prepared of attackers. The 
  mobility required to navigate the weretiger’s home—as well as the 
  numbers required for such an attack—is one of the major reasons 
  the Clergy have not been able to mount a proper assault against 
  the raiding lycanthropes.
  The full weretiger cult of Hewanharimau has hundreds of follow-
  ers, and clans around Elfaivar are engaged in hit and run tactics 
  against the Clergy and other colonies. But here at Bramblehome, 
  the seat of the cult’s power, long months of fighting have whittled 
  their numbers to only 32 warriors, plus a score of elders, pregnant 
  mothers, and children too young to fight. The previous Raja of the 
  clan foolishly sent out messengers to summon allies, then attacked 
  Vigil Longis before they returned. He died for his recklessness.
  The weretigers’ newly-risen leader Betronga seethes with ven-
  geance, but he knows he needs more warriors to drive off the 
  humans. Suspecting that the couriers to the rest of the clan were 
  caught, he has sent out emissaries to other eladrin settlements that 
  are closer, but are not weretigers. If Betronga cannot get allies, 
  he’ll turn his fellow eladrin into lycanthropic brothers and sisters.
  Adversaries
  •	 23 Bramblehome hunters
  •	 8 Bramblehome shamans
  •	 Betronga, weretiger raja
  •	 20 non-combatants
  Clan Defenses.
  Throughout the day, only a third of the weretigers remain awake, 
  standing guard in their humanoid form. Once nightfall comes, the 
  remaining 20 wake, forming patrols and strike parties. Those who 
  remain in the lair stay in humanoid form, while those taking part 
  in the hunt or patrols switch to hybrid or tiger forms. The shamans
  One possible solution would be for the PCs to simply burn the 
  weretigers out, but the nearby waterfalls make it impossible to fire-
  ball the vines and houses into ashes.
  The (Were) Tiger’s Den.
  Located along the top edge of a 200-foot cliff, Bramblehome has 
  one primary access point from the edge of the cliff. The vines that 
  make up the den are as sturdy as solid wood, and have been fash-
  ioned as such in some places. Spells or magic that affect wood or 
  plants will work on the vines, allowing spell casters the ability to 
  manipulate the terrain if they possess such magic.
  Terrain Perils: There are no railings or edges, and the slight 
  curve of the vines means creatures are susceptible to falling should 
  they move on any part of the growing vines. A creature performing 
  The Perpetual City.
  Far to the east of the Vigil Longis lies the Perpetual City. A massive 
  crater is filled with hundreds of interconnected stone buildings, and 
  the deeper one goes into the earth, the closer the architecture re-
  sembles that of the early Clergy. The archaeologist who four centuries 
  ago proposed a shared origin of the Clergy and Seedism was burned 
  as a heretic.
  The eladrin, by contrast, think the site is home to an ancient buried 
  evil. Some eladrin wanderers live in the upper levels, but they refuse to 
  explore out of sight of the sun and stars.
  What exactly is inside the Perpetual City is up to you. It plays no role 
  in the Zeitgeist campaign, but if you want to hide clues to PC-related 
  storylines or design a capstone Mega-Dungeon that no one has ever 
  plundered, the remote wilds of Elfaivar ask you to consider them.
  Aren’t Lycanthropes Evil?
  In traditional gaming, most lycanthropic creatures are evil (except 
  bears for some reason… figure that out). So, why are the Children of 
  Hewanharimau listed as Chaotic Neutral in alignment?
  In the Zeitgeist setting, the exact nature of the lycanthropic trans-
  formation that afflicts the Children of Hewanharimau is half-spiritual 
  and half-curse. The affliction has been mostly overcome, though the 
  weretigers still hold onto several bestial tendencies.
  So there you have it, lycanthropes are not inherently evil in Zeitgeist.
  Except bears. We’re just going to assume werebears are godless 
  killing machines.
  Betronga Sidhon. A leader among the growing 
  population of eladrin weretigers (called bagheva in the 
  local tongue), Betronga seeks to unify his people and 
  begin rebuilding the shattered eladrin nation. Betronga 
  knows most other eladrin see his clan of weretigers as 
  nothing more than vicious beasts, but he thinks spread-
  ing the blessing of lycanthropy will strengthen his race 
  and help them reclaim their empire.
  Betronga wishes only to cleanse his nation of the Clergy’s remaining pres-
  ence, and then create a true home for his people. If made to listen, he would 
  ally with the remaining elves and try to build a true nation out of the ruins 
  of Elfaivar. Prone to being overtaken by his animalistic nature, the desire to 
  rebuild the shattered nation drives Betronga, and he is willing to make any 
  sacrifice for his people.
  
  8 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  anything more than complicated than moving through a square 
  where the vine ends must make a DC 12 Dexterity (Acrobatics) 
  check or fall prone as they slip to the ground. If the creature is next 
  to the edge of a vine, a subsequent DC 13 Dexterity saving throw is 
  required to avoid falling from the vine’s edge to the rocks or jungle 
  canopy below. The weretigers all possess a climb speed and are 
  typically safe from the perils of tripping or falling, unless they are 
  pushed by an attacker or moved by spells.
  1. Switchback. A stone path carves its way up the outcropping 
  to the entrance of Ingatan’s Refuge. Several vines and huts 
  emerge from the cliff face along the switchback.
  2. Hunters’ Homes. Scattered across the growing vines of 
  Bramblehome are several two-story wooden homes, built 
  with elegance and care outsiders might not expect of vicious 
  weretigers. They have screens rather than full walls, though 
  the roofs are sturdy enough to survive an 800-pound tiger 
  dropping from above.
  The eastern homes are occupied by the hunters, with the 
  most successful ones given the lower homes so they are first 
  to defend against intruders. Each building houses seven or 
  eight weretigers, with the floors segregated by sex, though 
  typically only half are indoors at a time.
  3. Shaman Homes. On the vines growing from western face 
  of the outcropping, two of these homes are each occupied by 
  four shamans, while the highest hut at the rear is Betronga’s 
  own. He tried to claim the wife of the clan’s previous leader, 
  but she said she will stay with the noncombatants deeper in 
  the cave until he manages to kill the humans who killed her 
  last husband.
  The shaman’s huts are often used for rituals—one has a 
  basin within filled with the blood of slain humans, while 
  the other’s basin holds the blood of slain animals. Prior to 
  the start of any major skirmish or battle, Betronga leads his 
  followers in a barbaric ritual where they adorn themselves in 
  the two bloods.
  4. Entrance to the Refuge. The old temple to Ingatan is 
  described below (see Raiders of the Lost Arc, page 12). 
  Further back, behind the statue of Ingatan, more homes 
  house the noncombatants.
  The Young Raja.
  If the PCs trigger any alarms, Betronga is quick to emerge and 
  take control of the situation. Despite his bloodthirsty nature, if 
  he recognizes that the party are not Clergy he’ll howl for a cessa-
  tion of hostilities so the two sides can talk. A cornered Betronga 
  
  EN5ider Presents: Diaspora, Part Two | 9
  Act Two: I’ve Been Around the World
  is a fierce fighter, but if the PCs manage to ambush the weretiger 
  leader, he still offers to parlay.
  Betronga is defensive of Ingatan’s Refuge. Though his people do 
  not worship Ingatan specifically, they know this place is holy. They 
  believe that, though most eladrin reviled their god Hewanharimau, 
  Ingatan respected history enough that he would know the truth. 
  They hope that by guarding this temple, some day they will receive 
  proof to exonerate their god. Betronga refuses to let anyone un-
  worthy enter the refuge, but he readily offers a way the party can 
  prove themselves.
  The Children of Hewanharimau’s guerilla war against the 
  Clergy might currently be fueled by a desire for revenge, but the 
  ultimate goal is to weaken the Clergy’s presence. Betronga has 
  heard rumors of wars elsewhere in the world, and of a black mon-
  ster crashing through the woods to the south, visible only for the 
  shadow it casts. Scouts say the monster heads for Crisillyir, and 
  he wants to fight alongside it to drive away all the humans he can.
  When the time is right, Betronga hopes to unite the lycanthrope 
  clans throughout the jungles together into a new nation, a dream 
  he believes possible for one important reason: the Children of He-
  wanharimau have the ability to breed and mature at rates far faster 
  than normal eladrin.
  With a fervent gleam in his eyes (and on his teeth), Betronga 
  asks the PCs to help assault Vigil Longis, hoping to end the Clergy 
  threat in the immediate region. If the PCs have already met with 
  Aulus Atticus, then the weretigers would like the PCs to return and 
  act as infiltrators for their final push against the garrison. In ex-
  change for their assistance in defeating the Clergy, the weretigers 
  pledge to give the PCs unrestricted access to Ingatan’s Refuge, and 
  offer their support in any future endeavors the PCs may have.
  If the PCs refuse Betronga’s offer, the weretiger is saddened, 
  but then gives the order for his tribe to rip the PCs apart. If any 
  PC seems sympathetic to the lycanthropes cause, he orders his fol-
  lowers to merely subdue that PC, so they can be converted, hoping 
  they will see things better through the eyes of a tiger.
  Bramblehome Hunter
  Medium humanoid (eladrin, shapechanger), chaotic neutral
  Armor Class 16 (Constitution)
  Hit Points 136 (16d8+64)
  Speed 40 ft., 50 ft. in tiger form
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  18 (+4) 
  10 (+0) 
  13 (+1) 
  11 (+0)
  Saving Throws str +7, con +7
  Skills Acrobatics +5, Nature +3, Religion +3, Percep-
  tion +7, Stealth +5, Survival +4
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t silvered
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Elvish (can’t speak in tiger form)
  Challenge 7 (2,900 XP)
  Danger Sense. The Bramblehome hunter has advantage on Dexter-
  ity saving throws against effects that they can see, such as traps 
  and spells. To gain this benefit, they can’t be blinded, deafened, or 
  incapacitated.
  Feat: Power Attack. When the Bramblehome hunter makes their first 
  melee weapon attack in a turn, they can choose to take a –5 penalty 
  to their melee weapon attack rolls in exchange for a +10 bonus to me-
  lee weapon damage. In addition, the Bramblehome hunter can use a 
  bonus action to make one melee weapon attack after they use a melee 
  weapon to reduce a creature to 0 hit points or scores a critical hit with 
  it. The Bramblehome hunter can only use this feature on their turn.
  Feral Instinct. The Bramblehome hunter has advantage on initiative 
  rolls. Additionally, if they are surprised at the beginning of combat and 
  aren’t incapacitated, they can act normally on their first turn, but only 
  if they enter their rage before doing anything else on that turn
  Fey Ancestry. The Bramblehome hunter has advantage on saving 
  throws against being charmed, and magic can’t put them to sleep.
  Keen Hearing and Smell. The Bramblehome hunter has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pounce (Tiger or Hybrid Form Only). If the Bramblehome hunter 
  moves at least 15 feet straight toward a creature and then hits it with 
  a claw attack on the same turn, that target must succeed on a DC 15 
  Strength saving throw or be knocked prone. The Bramblehome hunter 
  can then make one bite attack against that prone target as a bonus 
  action.
  Rage. On their turn, the Bramblehome hunter can enter a rage as a 
  bonus action. While raging, they gain the following benefits if they 
  aren’t wearing heavy armor:
  * advantage on Strength checks and Strength saving throws,
  * when they make a melee weapon attack using Strength they gain a 
  +2 bonus to the damage roll,
  * and they have resistance to all types of damage except for psychic.
   The rage lasts until the Bramblehome Hunter is knocked unconscious. 
  The Bramblehome hunter can also end their rage on their turn as a 
  bonus action.
  Reckless Attack. When the Bramblehome hunter makes their first 
  attack on their turn, they can decide to attack recklessly. Doing so 
  gives the Bramblehome hunter advantage on melee weapon attack 
  rolls using Strength during this turn, but attack rolls against them 
  have advantage until their next turn.
  Shapechanger. The Bramblehome hunter can use their action to 
  polymorph into a tiger-humanoid hybrid or into a tiger, or back into 
  their true form, which is humanoid. Their statistics, other than their 
  size, are the same in each form. Any equipment they are wearing or 
  carrying isn’t transformed. They revert to their true form if they die.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). In humanoid form, 
  the Bramblehome hunter makes two greatclub attacks or two javelin 
  attacks. In hybrid form, they can attack like a humanoid or make two 
  claw attacks.
  Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 14 Constitution saving throw 
  or be cursed with weretiger lycanthropy.
  Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
  +1 Greatclub (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+ 5) magical 
  bludgeoning damage.
  Javelin (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 
  to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.
  
  10 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Bramblehome Shaman
  Medium humanoid (eladrin, shapechanger), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 104 (16d8+32)
  Speed 30 ft., 40 ft. in tiger form
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  10 (+0)
  Saving Throws int +4, wis +7
  Skills Animal Handling +7, Arcana +4, Medicine +7, Nature +4, Percep-
  tion +7, Religion +4, Survival +7
  Damage Immunities bludgeoning, piercing, and slashing from nonmagi-
  cal weapons that aren’t silvered
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  Feat: War Caster. The Bramblehome shaman has advantage when they 
  are concentrating on a spell and have to make a Constitution saving 
  throw from taking damage, they can wield weapons or a shield in both 
  hands and still make somatic components for spellcasting, and they 
  can use their reaction to cast a spell (maximum casting time: 1 action) 
  at a creature that provokes an opportunity attack from them.
  Fey Ancestry. The Bramblehome shaman has advantage on saving 
  throws against being charmed, and magic can’t put them to sleep.
  Keen Hearing and Smell. The Bramblehome shaman has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pounce (Tiger or Hybrid Form Only). If the Bramblehome shaman 
  moves at least 15 feet straight toward a creature and hits it with a claw 
  attack on the same turn, that target must succeed on a DC 13 Strength 
  saving throw or be knocked prone. The Bramblehome shaman can then 
  make one bite attack against that prone target as a bonus action.
  Shapechanger. The Bramblehome shaman can use their action to poly-
  morph into a tiger-humanoid hybrid or into a tiger, or back into their 
  true form, which is humanoid. Their statistics, other than their size, 
  are the same in each form. Any equipment they are wearing or carrying 
  isn’t transformed. They revert to their true form if they die.
  Spellcasting. The shaman is a 9th-level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They 
  have the following spells prepared from the druid’s spell list:
  Cantrips (at will): guidance, produce flame, resistance
  1st level (4 slots): animal friendship, create or destroy water, cure 
  wounds, detect poison and disease, fog cloud, longstrider
  2nd level (3 slots): gust of wind, heat metal, hold person, pass 
  without trace
  3rd level (3 slots): call lightning, conjure animals, protection from 
  energy, wind wall
  4th level (3 slots): blight, dominate beast
  5th level (1 slots): contagion
  Wild Shape (2/Short Rest). The Bramblehome shaman can use their 
  action to magically assume the shape of a beast that he has seen 
  before that has a maximum CR of 1. They can stay in a beast shape 
  for 4 hours. The Bramblehome shaman then reverts to their normal 
  form unless they expend another use of this feature. They can revert 
  to this normal form earlier by using a bonus action on their turn. The 
  Bramblehome shaman automatically reverts if they fall unconscious, 
  drop to 0 hit points, or dies. This feature functions the same way as a 
  druid’s Wild Shape.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the 
  Bramblehome shaman makes two quarterstaff attacks. In hybrid form, 
  they can attack like a humanoid or make two claw attacks.
  Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 15 Constitution saving throw 
  or be cursed with weretiger lycanthropy.
  Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.
  Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning 
  damage if wielded with two hands.
  Betronga Sidhon, Weretiger Raja
  Medium humanoid (eladrin, shapechanger), chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 130 (20d8+40)
  Speed 30 ft., 40 ft. in tiger form
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  20 (+5) 
  15 (+2) 
  12 (+1) 
  16 (+3) 
  12 (+1)
  Saving Throws str +6, dex +10
  Skills Animal Handling +8, Athletics +6, Insight +8, Medicine +8, 
  Perception +8, Religion +6, Stealth +10, Survival +8
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t silvered
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Elvish
  Challenge 14 (11,500 XP)
  Bonded Tigers. Betronga keeps two dire tigers, Benci and Takut, with 
  him at all times. These massive tigers have a spiritual bond with their 
  master. While within 100 feet of Betronga, anytime Betronga takes 
  damage, that damage is instead divided in half and applied to both 
  tigers. If one tiger is dead, the full damage is transferred to the other 
  tiger. Betronga may opt to suppress this trait once a tiger reaches 1 
  hit point; any remaining spillover damage instead being applied to 
  him.
  Favored Enemy. Betronga has advantage on Wisdom (Survival) checks 
  to track beasts, eladrin, humans, and undead, as well as on Intel-
  ligence checks to recall information about them.
  Favored Terrains. When Betronga make an Intelligence or Wisdom 
  check related to the coast or forest, his proficiency bonus (+5) is 
  doubled if he is using a skill that he’s proficient in.
  Feat: Superb Aim. Betronga ignores half cover and three-quarters cover 
  when making a ranged weapon attack, and he doesn’t have disadvan-
  tage when attacking at long range. When Betronga makes his first 
  ranged weapon attack in a turn, he can choose to take a –5 penalty to 
  his ranged weapon attack rolls in exchange for a +10 bonus to ranged 
  weapon damage.
  Evasion. When Betronga is subjected to an effect that allows him to 
  make a Dexterity saving throw to take only half damage, he instead 
  takes no damage if he succeeds on the saving throw, and only half 
  damage if he fails.
  Keen Hearing and Smell. Betronga has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pounce (Tiger or Hybrid Form Only). If Betronga moves at least 15 
  
  EN5ider Presents: Diaspora, Part Two | 11
  Act Two: I’ve Been Around the World
  feet straight toward a creature and then hits it with a claw attack on 
  the same turn, that target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, Betronga can make 
  one bite attack against it as a bonus action.
  Shapechanger. Betronga can use his action to polymorph into a 
  tiger-humanoid hybrid or into a tiger, or back into his true form, which 
  is humanoid. His statistics, other than their size, are the same in each 
  form. Any equipment he is wearing or carrying isn’t transformed. He 
  reverts to his true form if he dies.
  Spellcasting. Betronga is a 15th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He 
  has the following spells prepared from the ranger’s spell list:
  1st level (4 slots): alarm, animal friendship, detect poison and 
  disease, goodberry
  2nd level (3 slots): pass without trace, spike growth
  3rd level (3 slots): conjure animals, protection from energy
  4th level (2 slots): freedom of movement
  Actions
  Multiattack (Humanoid or Hybrid Form Only). In humanoid form, 
  Betronga makes two greataxe attacks or two longbow attacks. In 
  hybrid form, he can attack like a humanoid or make two claw attacks.
  Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 16 Constitution saving throw 
  or be cursed with weretiger lycanthropy.
  Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d12+2) magical slashing damage.
  Kuat Lengen (+3 longbow). Ranged Weapon Attack: +13 to hit, range 
  150/600 ft., one target. Hit: 12 (1d8+8) magical piercing damage. If 
  the target has a chaotic alignment, it takes an extra 7 (2d6) damage.
  Dire Tiger
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 126 (12d12+48)
  Speed 45 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  14 (+2) 
  19 (+4) 
  3 (–4) 
  12 (+1) 
  8 (–1)
  Skills Acrobatics +6, Athletics +9, Perception +5, Stealth +10
  Senses passive Perception 15
  Languages —
  Challenge 9 (5,000 XP)
  Keen Smell. The tiger has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Pounce. If the tiger moves at least 20 feet straight toward a creature 
  and then hits it with a claw attack on the same turn, that target must 
  succeed on a DC 17 Strength saving throw or be knocked prone. If 
  the target is prone, the tiger can make one bite attack against it as a 
  bonus action.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 
  (2d8+5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 
  (2d10+5) slashing damage.
  It Takes Two to Tragedy.
  You might make it easy on the players if you don’t want to force 
  them to make uncomfortable choices that result in slaughtering 
  innocents. Or you can let them struggle with their decision, or 
  perhaps risk their mission altogether to try diplomacy. Sadly, there 
  are no Disney-style star-crossed lovers to bridge the two cultures 
  (though perhaps Lionel and Talios could be introduced…).
  This scenario can play out a ton of ways. The two sides are fairly 
  evenly matched, and so won’t attack unless the PCs get involved. If 
  the party does agree to fight, have them lead the way, with either 
  faction’s leader (Aulus or Betronga) at their side as they battle the 
  other side’s leader, plus a combination of considerable foes. For 
  optimal angst, include Lionel or Talios on the opposing side.
  Possible Weretiger Encounter
  •	 1 Bramblehome shaman
  •	 2 Bramblehome hunters
  •	 2 dire tigers (Benci and Takut)
  •	 Betronga
  Possible Clergy Encounter
  •	 2 Vigil chaplains
  •	 6 Vigil vindicators
  •	 Aulus
  A Clergy assault on Bramblehome entails the party and Aulus 
  storming up the switchbacks while the rest of the garrison rap-
  pels down from the overhang above, and attack from behind. A 
  weretiger assault on Vigil Longis is more straightforward, with the 
  party and Betronga being responsible for opening the gate so the 
  other eladrin can surge through.
  While the party fights, narrate other weretigers and Clergy 
  members battling around them. If the party can defeat the oppos-
  ing encounter above, that’s enough to start a snowball effect so 
  the rest of their side can kill half the enemies then force the rest 
  to surrender. They’ll have won the right to enter Ingatan’s Ref-
  uge, and the winning side might be able to fight for them in later 
  adventures.
  More than One Way to Skin a Weretiger.
  Aside from killing their way to victory, how else might the party 
  win?
  Not Our Fight.
  Alternately, the party might trick the two sides into fighting, then 
  bail rather than joining in. Betronga sends his dire tigers to wrestle 
  the godhand while he fires arrows from afar. Unless stopped, the 
  weretiger lord manages to pincushion Atticus, eventually felling 
  the godhand, only to be impaled on the blade of a summoned angel. 
  Betronga orders a withdrawal, having lost four of his people while 
  the humans lose fifteen.
  In the aftermath, the soldiers of Vigil Longis flee back to civiliza-
  tion, falling one by one as the weretigers harry them in the jungle. 
  The Clergy never learns their fates, but word of the battle spreads 
  among the eladrin and emboldens other weretigers throughout 
  the nation. Within two months clans will rally around Ingatan’s 
  
  12 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Refuge to plan a full assault on the capital of Vigilia. When that 
  succeeds, a new movement begins of eladrin seeking to become 
  Children of Hewanharimau.
  Cat Burglary.
  Sneaking into Ingatan’s Refuge isn’t hard. If they wait until 
  Betronga is away for something, or occupied trying to sire some 
  more Children, the other weretigers aren’t particularly attentive, 
  and the roar of the twin waterfalls can mask the party’s approach. 
  The challenge is getting away once flames start appearing in the 
  hands of the statue of Ingatan.
  We Couldn’t Think of Any More Cat Puns.
  Avoiding a fight altogether is possible. While Betronga wants a 
  victory to rally his people, he’d settle for seeing the Clergy leave 
  (though his people would probably kill a few of them as they re-
  treated). And although Aulus wants to carry out his orders, he 
  cannot command a mutinous unit. The party might be able to 
  heighten the discontent among the soldiers, or concoct some fake 
  threat to the Clergy that demands they return. This leaves every 
  side unhappy and likely earns the party no allies in the long run, 
  but results in the fewest deaths.
  Raiders of the Lost Arc
  Exploration. Real-Time.
  But we still had this pun up our sleeves.
  The switchback stops in front of the doors to Ingatan’s Refuge 
  100 feet up a rocky outcropping, a site plundered shortly after 
  the Great Malice, then not breached again for centuries. The last 
  priests of the temple altered its magic so that rather than evok-
  ing memories of wisdom and peace, it acts as a trap for intruders, 
  throwing them back into dangers of their past, and even conjuring 
  possible deaths from their future.
  The refuge consists of a main meditation chamber and several 
  rooms once used for training, sleeping, and supplies. Light within 
  is provided by small windows carved through the walls. And by fire, 
  but not just yet.
  To acquire the lost arc of Reida, a visitor must pass four tests 
  of past and future. Each test conjures a flame in one of the hands 
  of the monolithic statue of Ingatan. But the tests have been al-
  tered from their original purpose. Now they simply seek to kill any 
  intruders.
  1. Refuge Hall. Prayer mats lie on the ground, still pristine, 
  even smelling freshly washed, despite the ground around 
  them being covered in flaky moss.
  A fresco on the eastern wall reveals an idealized form 
  of the god Ingatan, a rotund, four-armed figure flanked by 
  elephants. He holds a flame in each hand, painted with a 
  different color: gray, red, yellow, white. A successful DC 25 
  Intelligence (Religion) check reveals that these represent the 
  far past (gray), near past (red), near future (yellow), and far 
  future (white). As the trials are passed, the flames here begin 
  to glow, and giant fires appear in the hands of the statue of 
  Ingatan outside.
  If all four trials are passed, the fresco fades away into a 
  fire-filled doorway which cannot be seen through. A creature 
  who steps through the fire is unharmed, and emerges 
  atop the temple right in front of the cross-legged statue of 
  Ingatan. The lost arc of Reida floats within arm’s reach, and 
  once it is taken, all the fires go out.
  2. Dining Room. Four low tables sit here, along with a tub 
  holding fresh water.
  3. Kitchen. A single banana sits on a counter-top beside old 
  cutlery.
  4. Pantry. Peppery breads here don’t have any mold on them.
  5. Purification Chamber. Warm air wafts out of this room. If 
  someone steps inside, it bursts into flame, dealing 1d6 fire 
  damage at the end of each round.
  6. Hall of the Far Past. Cool fog floats in the doorway, and 
  nothing can be seen through it until a visitor steps through. 
  Effectively, the room beyond doesn’t exist yet until a person 
  enters, so most divinations fail. Once a creature steps inside, 
  it experiences a vision of the far past (see below). Someone 
  who enters the room while a vision is ongoing joins it.
  If the creature or creatures survive the vision, they find 
  themselves standing in a relatively bare stone room with a 
  washing basin and clean robes fitted perfectly for them. The 
  fog at the doorway vanishes, and the vision will not repeat 
  for 24 hours.
  7. Hall of the Near Past. As above, but with a vision of the near 
  past. When the vision is completed, creatures find corpses, 
  showing no sign of injury, of a dozen eladrin priestesses 
  who perished in the Great Malice. Their bodies have been 
  carefully placed with hands serenely folded on their chests, 
  and they haven’t decayed in the past five centuries.
  8. Hall of the Near Future. As above, but with a vision of the 
  near future. After the vision, an illusion shows the room is 
  strewn with bloodied and burnt corpses identical to the PCs. 
  In truth the room is bare (Will DC 20 to disbelieve).
  9. Hall of the Far Future. As above, but a vision of the far 
  future. Also, when the vision ends the creature finds itself 
  in a cramped, bare room, which was once used for visitors 
  to deprive themselves and meditate, so that they might leave 
  behind unwanted pasts. The floor is worn smooth where 
  visitors would sit on their hands and knees, with their 
  forehead pressed to the stone.
  Vision of the Far Past.
  The fog parts to reveal the following scene:
  Everything is colored in monochrome. You stand on the deck of a great 
  seafaring vessel, except the area has been converted into the site of 
  a great party. Dozens of guests move about in amusement, sharing 
  laughter and casual conversation alike. The familiar face of Stover Delft 
  emerges from the crowd and he snags one of your arms.
  ”Do me a favor and go make sure the Duchess isn’t ‘sleeping through’ 
  the king’s speech in order to embarrass her brother.”
  Suddenly, the back of the ship erupts in a great burst of gray and 
  black flame. Eyes seethe with hunger as the fire coalesces into a two 
  separate forms, both rushing down to consume those on the deck.
  
  EN5ider Presents: Diaspora, Part Two | 13
  Act Two: I’ve Been Around the World
  The vision sets the PCs back aboard the R.N.S. Coaltongue from 
  Zeitgeist #1: The Island at the Axis of the World. The flame de-
  mons that have manifested are a representation of the engine 
  sabotage the PCs (likely) stopped during the inaugural adventure.
  Adversaries
  •	 2 Coaltongue flame demons
  Coaltongue Flame Demon
  Huge fiend, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 190 (20d10+80)
  Speed fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  23 (+6) 
  18 (+4) 
  13 (+1) 
  11 (+0) 
  11 (+0)
  Skills Acrobatics +10, Arcana +5, Deception +4, History +5, Percep-
  tion +8, Stealth +10
  Damage Resistances acid, cold, lightning, thunder; bludgeoning, pierc-
  ing, and slashing from magical weapons
  Damage Immunities fire, necrotic; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 18
  Languages Abyssal, Common
  Challenge 12 (8,400 XP)
  Magic Resistance. The fiend has advantage on saving throws against 
  spells and other magical effects.
  Power Attack. When the fiend makes its first melee weapon attack 
  in a turn, it can choose to take a –5 penalty to its melee weapon 
  attack rolls in exchange for a +10 bonus to melee weapon damage. In 
  addition, the fiend can use a bonus action to make one melee weapon 
  attack after it uses a melee weapon to reduce a creature to 0 hit 
  points or scores a critical hit with it. The fiend can only use this feature 
  on its turn.
  Actions
  Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 
  24 (4d8+6) magical bludgeoning damage plus 10 (3d6) fire damage 
  and 9 (2d8) necrotic damage. The target must succeed on a DC 18 
  Constitution saving throw or its hit point maximum is reduced by an 
  amount equal to the necrotic damage taken. This reduction lasts until 
  the target finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0.
  Death Throes (Recharge 6). When the fiend dies, it explodes in a 30-
  foot radius flash of swirling flames. Living creatures within the area 
  take 18 (4d8) necrotic damage and 18 (4d8) fire damage (DC 16 
  Dexterity save halves). Fiends and undead regain 36 (8d8) hit points.
  Benedict Pemberton. The dragon 
  Gradiax, Lord of Steel, has almost never resumed 
  his true form for the past two centuries, and un-
  til recently when he was outed by the party he 
  maintained his eccentric alternate identity as a 
  businessman and technologist. Though he only 
  looks about fifty, and has the verve of a young 
  man, he jokingly exaggerates his aged infirmities. 
  He speaks slowly with a deep, country-accented voice, and often leans back 
  and tucks his thumbs in his belt loops as he talks. (Imagine a more laid-back 
  Foghorn Leghorn.)
  Though he likely disdains the party for thwarting his plans in Zeitgeist #6, 
  Revelations from the Mouth of a Madman, Pemberton has learned that the 
  Obscurati might be a greater threat, and so he’s devoting his resources—ad-
  vanced constructs and fiercely loyal gnoll worshippers—to discover their plans. 
  In a pinch, he might even offer to help the party.
  
  14 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Once defeated, the flame creatures shrink into a smaller form; a 
  floating flame only a three inches in size. When the second demon 
  is defeated, its fire joins with the first to create a larger hand-sized 
  flame. Cool to the touch, the flame can be “held” by any creature 
  willing to pick it up, the flame floating several inches above the 
  hand holding it. Picking up the flame causes the vision to end.
  Vision of the Near Past.
  The fog parts to reveal the following scene:
  Fog gives way to red steam, which blasts out from the cracked machin-
  ery of a foundry, nestled in the heart of a volcano. A large mechanical 
  suit stands slumped and immobile at the top of the stairs, but enormous 
  industrial mechanisms move along the walls. The temperature begins to 
  rise to an unbearable level, and the steel platform separating you from 
  the magma below starts to creak and buckle.
  This vision sends the party to Oddcog’s Magma Emporium from 
  Zeitgeist #6: Revelations from the Mouth of a Madman. Luckily 
  for the PCs, the memory-event recreated here includes no living 
  creatures, just machines and magma. There are no steam-powered 
  dragons or high-ranking conspiracy members in the chamber, 
  and Oddcog’s suit stands idle (the vision is accurate enough that 
  Oddcog’s duplicant sits inside, but the real Oddcog is no longer 
  controlling the duplicant). Instead, the PCs main concern should 
  be the growing intensity of the heat in this chamber.
  After the first round of being within the chamber, the heat rises 
  to a point where it deals 1d6 points of fire damage to all creatures 
  within at the end of each round. This damage increases by 1d6 
  every round thereafter, to 10d6 fire damage per round in round 11.
  The party begins in the center of the main platform. After one 
  round, three free-floating red flames appear—one above the turbine 
  (area H on the map), one beside the beam cannon (area K), and 
  one in the schematics room (area I). The flames can be picked up 
  and carried, and while warm they cause no injury. If all three are 
  united, the vision ends.
  Depending on the party’s abilities, this could be a trivial chal-
  lenge or life-threatening. Complicating matters is that the platform 
  is breaking and sliding into the lava. To walk or run, a creature must 
  make a DC 12 Dexterity (Acrobatics) check, and if they fail by 5 or 
  more they fall prone. After 3 rounds, scatter a dozen 5-foot spaces 
  where the platform is buckling. Each round thereafter all the buck-
  ling spaces collapse, and one space adjacent to each that collapsed 
  starts to buckle. Of course the buckling should try to “chase” PCs.
  
  EN5ider Presents: Diaspora, Part Two | 15
  Act Two: I’ve Been Around the World
  Technologist PCs who reach the tur-
  bine (area H) can automatically shut 
  down the machinery which stops the 
  steam from becoming any hotter. Other 
  characters can accomplish the same with 
  a successful DC 12 Intelligence check. 
  A faster solution might be to point the 
  beam cannon (area K) at the turbine and 
  blow it up.
  Signals Crossed.
  Inside the schematics room (area I), the 
  vision has recreated Benedict Pemberton, 
  or rather his duplicant, which somehow 
  has rerouted the dragon industrialist’s 
  connection from another duplicant he’s 
  using. He’s quite confused what’s going 
  on, but a quick bit of detecting magic 
  later and he figures it’s some sort of illu-
  sion. He’s quite surprised to see the party, 
  and can actually talk to them for a few 
  moments if they spare the time. The heat 
  doesn’t bother him.
  Pemberton asks what brings the party 
  to this unusual situation, and whether 
  it has anything to do with “our mutual 
  enemy Nicodemus.” He’s still harboring 
  a grudge against the party, especially if 
  they killed his daughter Terakalir in this very room. He asks where 
  they’re headed next, and offers to send a few metal friends to “help” 
  them. If the party is progressive enough to ask for his help fighting 
  the Obscurati, he replies that’s old enough to know how to walk 
  and whistle at the same time. He thinks he’s quite fine thwarting 
  the conspiracy without their help.
  When the vision ends, or if he’s about to fall into lava, Pember-
  ton severs his connection.
  Vision of the Near Future.
  The fog parts to reveal the following scene:
  Fire again, blindingly bright. No, not fire, not quite. A magic portal sits 
  within a platinum loop in front of you, and through it you see a vast 
  golden dome reflecting the light of dawn, and around it the glint of the 
  sun off silvery spears. You squint as your eyes adjust, and see above you 
  a dark overcast sky, which has broken only enough to reveal the moon. 
  Below you a city sprawls out to the horizon. You stand on a balcony 
  jutting forth a nauseatingly high tower. Beneath you, the city’s buildings 
  are bone white. All you can hear is the scratchy flutter of the wind.
  The light in the portal flickers, turns black, and then the wind is joined 
  by another moan from within the platinum loop.
  The PCs find themselves atop an illusory version of the Lance of 
  Triegenes, the site of this adventure’s final encounter in the ghost 
  city of Methia (see above right for a map of the tower’s summit.) 
  They start on one of the balconies, but if they go inside they find a 
  muscular figure wearing tattered rags lying dead in the chamber’s 
  center. No matter what the party tries, the figure’s features are 
  shrouded in shadow, and no light source they possess can reveal 
  who it is.
  The portals on each of the four balconies activate to bring forth 
  four incorporeal spirits known as Tragedies. Dim yellow flames 
  cling to their wraithlike forms, and golden cinders burn in the pits 
  of their skull-like eye sockets. Other wailing faces drift across their 
  robes then vanish, like a drowning horde struggling to break the 
  surface for a last gasp of breath.
  They fly out and assault the party, and whenever one dies it 
  vanishes but drops a yellow flame, which can be grasped like in 
  the other visions. If a tragedy is destroyed while it is in the air, 
  its flame falls 1,500 feet to the city below (150 feet in the first 
  round, 300 feet the next, 450 feet the next, and then it hits the 
  ground). If the flame hits the ground (4 rounds after the tragedy 
  died), another tragedy moans its way through whichever portal is 
  most advantageous.
  Normally the tragedies swoop and make flyby attacks, ending 
  their turns out over thin air. Smart parties will figure out to lure 
  the undead inside. Once they collect four flames, they can combine 
  them to end the vision. If they bring all four flames within 5 feet 
  of the tattered figure in the center of the tower, the light pushes 
  away the shadows on his face, revealing the visage of Andrei von 
  Recklinghausen, whose body Nicodemus the Gnostic has been 
  wearing of late.
  Adversaries
  •	 4+ tragedies
  
  16 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Tragedy
  Medium undead, chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 135 (30d8)
  Speed fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (–2) 
  22 (+6) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  17 (+3)
  Skills Acrobatics +10, Arcana +7, Deception +7, Insight +5, Intimida-
  tion +7, Perception +5, Religion +7, Stealth +10
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, pierc-
  ing, and slashing from nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 12 (8,400 XP)
  Ethereal Sight. The tragedy can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The tragedy can move through other creatures 
  and objects as if they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object.
  Traitorous Madness. The tragedy can use a bonus action to stare into 
  the eyes of an adjacent creature, filling the target’s mind with images 
  of betrayal and loss, distorting memory and perception if it fails a DC 
  15 Wisdom saving throw. On a failure, on its turn the target must 
  attack its allies, as if it were under the effects of dominate monster. 
  On a successful save, a creature is immune to the effects of Traitorous 
  Madness for 24 hours.
  Wailing. The tragedy constantly wails while it isn’t incapacitated. Each 
  creature that starts its turn within 10 feet of the tragedy and can hear 
  the wailing must succeed on a DC 15 Wisdom saving throw. On a 
  failure, the creature can’t take reactions until the start of its next turn 
  and rolls a d8 to determine what it does during its turn. On a 1 to 4, 
  the creature does nothing. On a 5 or 6, the creature takes no action 
  or bonus action and uses all its movement to move in a randomly 
  determined direction. On a 7 or 8, the creature makes a melee attack 
  against a randomly determined creature within its reach or does 
  nothing if it can’t make such an attack.
  Actions
  Multiattack. The tragedy attacks twice.
  Incorporeal Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (3d6+3) fire damage plus 10 (3d6) necrotic damage. 
  The target must succeed on a DC 15 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal to the necrotic 
  damage taken. This reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point maximum to 0.
  Etherealness. The tragedy enters the Ethereal Plane from the Material 
  Plane, or vice versa. It is visible on the Material Plane while it is in the 
  Border Ethereal, and vice versa, yet it can’t affect or be affected by 
  anything on the other plane.
  Vision of the Far Future.
  The fog parts to reveal the following scene:
  “Constables.” Rock Rackus speaks with awkward solemnity. “Is that an 
  asteroid I do spy?”
  Through a gap in the forest canopy, you watch a white conflagration 
  barrel through the sky, tumbling end over end as it streaks past you. 
  The air roars with its passage. It disappears from view, but a moment 
  later light flashes through the darkened forest from where it landed. The 
  ground leaps beneath you, and only then do you hear the ear-shattering 
  explosion of the impact.
  ”Son of a bitch!” Rackus abandons all attempts at civility. “There’s 
  more of ’em! Follow me!”
  The party is witnessing a vision of what may occur in Zeitgeist 
  #12: The Grinding Gears of Heaven. To reach the graveyard of 
  the multiverse they will have journeyed to the doomed plane of 
  Av, which was once the Plane of Dreams, but is now being drawn 
  into a massive constellation of cosmic gears that crush it and other 
  worlds into fragments. The specifics don’t matter here, and the il-
  lusory Rock Rackus won’t stop to explain what the hell is going on.
  More asteroids—drifting fragments of other worlds destroyed by 
  the gears—fall from the sky, and within minutes the world will be 
  annihilated. Rock leads the party and a mass of other people on a 
  mad dash through the woods. The PCs know they recognize some 
  of the faces of those around them, but the darkness and blinding 
  impact flashes make it impossible for them to know just who.
  The group hustles after Rock for a minute, and every 3 rounds 
  an asteroid falls somewhere across the sky. The ground keeps shak-
  ing, and cracks begin to form—truly gaping, bizarre rifts that reveal 
  that the ground is a massive hollow shell of crystal. Soil and trees 
  tumble into the chasms, where they incandesce from the white-hot 
  fire of the asteroids that have shattered the surface and ignited the 
  interior.
  Rock shouts that they’re almost there, and through the woods 
  ahead the fires of five torches illuminate what looks like a mas-
  sive docked sailing ship. Other fires—these quite larger than 
  
  EN5ider Presents: Diaspora, Part Two | 17
  Act Two: I’ve Been Around the World
  torches—become visible off to the party’s right, like another group 
  is running toward the same ship they are. Just then a rift opens 
  up in front of the party, slicing an unknowable distance in either 
  direction. Some poor fools in the faceless crowd trip and fall to 
  their deaths. The PCs have to find some way to cross the 30-foot 
  bottomless chasm.
  While they’re in the midst of navigating that obstacle, the gold-
  en legion attacks.
  Egal the Shimmering.
  In the final act of the campaign, several teased threats return to the 
  world after being locked away by the Axis Seal for millennia. One 
  is the golden legion of Egal the Shimmering, a general of Hell who 
  clads his soldiers in loyalty-enforcing chains of solid gold. Eventu-
  ally the party will learn that Egal’s forces attempt to invade Av, but 
  the world is pulled across the multiverse into the Gyre.
  Now Egal’s forces are trying to escape on a plane-traveling ship 
  Rock Rackus brought here to try to save the woman he loves (well, 
  one of them at least). To end the vision, the party must cross the 
  30-foot chasm, then reach the docked ship—200 feet away through 
  the woods, which stop at the edge of the world (did we mention it’s 
  a flying ship?)—and gather the flames of the torches at the cliff’s 
  edge.
  They are dogged by golden legionnaires, who teleport after them 
  (no, gold doesn’t block teleportation here) and try to ensure they’re 
  the ones who get to fly away to safety. The normal legionnaires 
  resemble normal humans wrapped in hooked and barbed golden 
  chains that dig into their flesh. Their commander towers over them, 
  a four-armed glabrezu that had its flesh flayed and then wrapped in 
  golden links to enforce its loyalty. Fiery crescents float behind their 
  heads like broken, infernal halos.
  Adversaries.
  •	 4 Golden Legionnaires
  •	 1 Golden Legion commander
  Golden Legionnaire
  Medium fiend, lawful evil
  Armor Class 19 (chain armor, shield)
  Hit Points 91 (14d8+28)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  14 (+2) 
  8 (–1) 
  12 (+1) 
  12 (+1)
  Skills Athletics +6, Intimidation +4, Perception +7
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Infernal
  Challenge 7 (2,900 XP)
  Magic Resistance. The Golden Legionnaire has advantage on saving 
  throws against spells and other magical effects.
  Regeneration. The Golden Legionnaire regains 5 hit points at the start 
  of its turn. If the Golden Legionnaire takes radiant damage or damage 
  from a golden weapon, this trait doesn’t function at the start of its 
  next turn. The Golden Legionnaire dies only if it starts its turn with 0 
  hit points and doesn’t regenerate.
  Teleporter. The Golden Legionnaire can cast misty step at will.
  Unnerving Gaze. The Golden Legionnaire targets one creature it can 
  see within 30 feet of it. If the target can see the Golden Legionnaire, 
  the target must succeed on a DC 12 Wisdom saving throw against 
  this magic or look upon the Golden Legionnaire and see the face of 
  either a departed loved one or bitter enemy. For the next minute, the 
  target takes a –2 penalty on ability checks and attack rolls against the 
  Golden Legionnaire.
  Actions
  Multiattack. The Golden Legionnaire makes two melee attacks.
  Armor Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage
  +2 Golden Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 11 (1d12+5) magical piercing damage plus Chain Grab. 
  The Golden Legionnaire does not have disadvantage when using its 
  lance to attack a target within 5 feet of it and it does not have to wield 
  it with two hands while unmounted.
  Chain Grab. When the Golden Legionnaire hits a creature with its 
  lance, chains from its armor spiral down the length of the lance and 
  attempt to grasp the target. It deals normal damage and the Golden 
  Legionnaire makes an opposed Strength (Athletics) check to grapple. 
  If the grapple succeeds it pulls the target adjacent and deals 6 
  (1d6+3) piercing damage with its armor spikes. At the start of each 
  of its turns, a creature grappling the Golden Legionnaire takes 6 
  (1d6+3) piercing damage from armor spikes.
   ~When the Golden Legionnaire teleports while it has an enemy 
  grappled this way, the grappled creature comes along unless it suc-
  ceeds on a DC 12 Wisdom saving throw. The Golden Legionnaire can 
  only use Chain Grab to grapple with one creature at a time.
  
  18 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Golden Legion Commander
  Huge fiend, lawful evil
  Armor Class 18 (chain armor, natural armor)
  Hit Points 184 (16d12+80)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  10 (+0) 
  20 (+5) 
  16 (+3) 
  26 (+8) 
  20 (+5)
  Saving Throws con +9, wis +12
  Skills Deception +9, History +7, Insight +12, Intimidation +9, Percep-
  tion +16, Stealth +4
  Damage Resistances lightning; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., true sight, passive Perception 26
  Languages Common, Infernal
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The Golden Legionnaire commander’s innate 
  spellcasting ability is Wisdom (spell save DC 20; +12 to hit with spell 
  attacks). It can innately cast the following spells, requiring no material 
  components.
  At will: dispel magic, mirror image, seeming
  1/day: power word stun
  Magic Resistance. The Golden Legionnaire commander has advantage 
  on saving throws against spells and other magical effects.
  Power Attack. When the Golden Legionnaire commander makes its 
  first melee weapon attack in a turn, it can choose to take a –5 penalty 
  to its melee weapon attack rolls in exchange for a +10 bonus to melee 
  weapon damage. In addition, the Golden Legionnaire commander can 
  use a bonus action to make one melee weapon attack after it uses a 
  melee weapon to reduce a creature to 0 hit points or scores a critical 
  hit with it. The Golden Legionnaire Commander can only use this 
  feature on its turn.
  Regeneration. The Golden Legionnaire commander regains 10 hit 
  points at the start of its turn. If the Golden Legionnaire takes radiant 
  damage or damage from a golden weapon, this trait doesn’t function 
  at the start of its next turn. The Golden Legionnaire commander dies 
  only if it starts its turn with 0 hit points and doesn’t regenerate.
  Teleporter. The Golden Legionnaire commander can cast misty step at 
  will, traveling up to 40 feet (instead of 30 feet).
  Actions
  Multiattack. The Golden Legionnaire commander makes two attacks 
  with its pincers, two attacks with its claws, and one attack with its 
  bite. It can replace any of these attacks with an armor spikes attack.
  Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 
  (2d6+6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 
  12 (1d12+6) slashing damage.
  Pincer. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 
  13 (2d6+6) piercing damage plus Chain Grab.
  Armor Spikes. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 9 (1d6+6) piercing damage
  Chain Grab. When the Golden Legionnaire commander hits a creature 
  with its pincer, chains from its armor spiral outward to grasp the 
  target. It deals normal damage and the Golden Legionnaire com-
  mander makes an opposed Strength (Athletics) check to grapple. If 
  the grapple succeeds it pulls the target adjacent and deals 9 (1d6+6) 
  piercing damage with its armor spikes. At the start of each of its turns, 
  a creature grappling the Golden Legionnaire commander takes 9 
  (1d6+6) piercing damage from armor spikes. 
   ~When the Golden Legionnaire commander teleports while it has an 
  enemy grappled this way, the grappled creature comes along unless it 
  succeeds on a DC 17 Wisdom saving throw. The Golden Legionnaire 
  commander can only use Chain Grab to grapple with a maximum of 
  two creatures at a time.
  Aftermath.
  Upon completing the four visions, the fresco in area 5 opens and 
  allows a character to retrieve the fabled Lost Arc of Reida. The 
  artifact is described in detail in the next chapter. Depending on 
  how the party managed to get into Ingatan’s Refuge, getting out 
  and returning to Sentosa might be the greatest challenge of all.
  The Lost Arc of Reida
  Forged from a shard of silver that cracked off the shattered ring 
  of the Plane of Time and fell to earth, this crown sits uncomfort-
  ably, its thin heavy edge pressing sharply into the wearer’s scalp. 
  Through its connection to the plane of time, the lost arc of Reida 
  can cause events from the past to manifest whenever the wearer 
  goes somewhere she experienced a noteworthy event.
  Memory-Events.
  The manifestation is not merely an illusion, but rather a fully solid 
  repeat of a past event. Moreover, this event is not just recreated 
  from the wearer’s memory; instead, the arc actually brings forth 
  the past as it was at that time and place. This allows the wearer to 
  witness things from a perspective she never actually had, or even 
  goad peope from the past to reveal secrets long-since forgotten.
  This isn’t actually time travel, though. Changing events in a 
  memory-event has no effect on reality. However, since the event is 
  manifested through the memories of the lost arc’s wearer, chang-
  ing things too drastically can harm her mind.
  Manifesting.
  Whenever the wearer nears a location where she had a major life 
  event, she feels an uneasy sense of déjà vu. It starts as mild at a 
  range of a few miles, but grows stronger as she gets closer. Once 
  she’s within 100 feet of the site of the memory, her mind starts to 
  revert back to her past self (see Caught Up in the Moment, below). 
  This may also affect other people who are here in the present and 
  who were also in the memory.
  If she keeps the lost arc on for a minute, the local area (typi-
  cally in a 100-foot radius) reshapes into the time and place of the 
  event. Some features of the present-day landscape might linger (a 
  modern farmhouse in the middle of an ongoing battle from 500 
  
  EN5ider Presents: Diaspora, Part Two | 19
  Act Two: I’ve Been Around the World
  years ago, for instance), but otherwise the affected area is replaced 
  by the world as it was at the time, including whatever creatures 
  were active there.
  Manifested creatures and objects wink out if they leave the ra-
  dius of the effect, and sometimes things will seem to appear out 
  of nowhere as they cross into the area. The events of the past are 
  somewhat obdurate, and they resist efforts to change them. Speak-
  ing to a manifested person who is walking from place to place will 
  get him to pause and tarry a moment, but he’ll try to keep doing 
  what he did in actual history. Severe changes can have an effect, 
  though, and after alerations reach a certain threshold, the event 
  can rapidly diverge. Soon thereafter, though, the memory-event 
  will fall apart. Precisely when things diverge and become unstable 
  is a matter for you as GM to handle for the sake of pacing.
  For example, in the Cold Matriarch event (page 21), Kasvarina 
  sends Asrabey to become an agent of the Unseen Court in Risur. 
  If the party tries to speak to Kas or Asrabey, they’ll be annoyed at 
  the interruption and continue reenacting the past. If a PC were 
  to shove Asrabey, the conversation would change for a moment as 
  Asrabey threatened the PC, but then it would quickly get back on 
  track. Only something drastic like attacking him or trying to set 
  fire to the building would actually force everyone “off script.”
  Multiple Memories.
  If a place is the source of multiple memories, they occur in order 
  from most recent to oldest. This in particular happens in Kasva-
  rina’s home town of Resal, Alais Primos, and Methia.
  Ending the Memory-Event.
  Once the memory-event manifests, the lost arc of Reida becomes 
  inaccessible, so the wearer cannot take it off until the manifesta-
  tion runs its course and a “scene” reaches a resolution.
  However, if the wearer falls unconscious, or if the memory-event 
  becomes unstable due to too much divergence, the manifestation 
  collapses over the course of a minute. Repeated collapses will erode 
  the wearer’s mind, as they become more and more like their past 
  self (see Mental Stability below). Careful parties will be bystanders, 
  only interfering when their safety is in danger. They might assume 
  that Kasvarina will be safe because obviously she didn’t die in the 
  past, but some memory-events might leave her severely wounded.
  Dangers and Aftermath.
  The memory-event is solid and real. Injuries that happen in the 
  area of the manifestation are wholly real, and of course knowledge 
  gleaned from it can survive, but normally physical objects will not 
  endure, especially if the item in the memory-event still exists in the 
  world somewhere else. (You cannot “farm” the past for copies of 
  magic items.)
  If a modern person is holding onto an item from the memory-
  event when it ends, he can make a DC 17 Charisma check to cause 
  it to remain real. He has advantage on this check if the item is 
  nonmagical, and a +5 bonus if it played no real role in the memory-
  event, or a +2 bonus if it played a minor role. He takes a –5 penalty 
  to this check for each size category the object is larger than Me-
  dium. Barring a wish or similar magic, intelligent creatures can 
  never be held onto this way. If creatures try to hold onto multiple 
  items in this way, make one check for each item. From a given 
  memory-event, only the single item with the highest check result 
  can endure.
  Caught Up in the Moment.
  The wearer might have her mind caught up in the past, being 
  forced to reenact events as they were without any free will. The 
  same can happen to other creatures in the radius, especially those 
  who were here when the memory-event originally occurred.
  When the memory-event manifests, the arc’s wearer and other 
  susceptible creatures must make a DC 17 Wisdom check, adding 
  the wearer’s mental stability (see below). Those who succeed can 
  keep their own minds, but can easily slip “into character” in order 
  to reenact events as they occurred, or come out of character to 
  avoid danger or communicate with allies.
  Those who fail are caught up in the moment, but allies can at-
  tempt to jostle them back in control (“remember who you are!” 
  “snap out of it!” and the like) by making a DC 13 Charisma check. 
  A successful attempt makes the character lucid for about a minute, 
  but afterward he slips back into her past self. A check that suc-
  ceeds by 5 or more allows the person to stay lucid until the end of 
  the memory-event. Repeated attempts to snap someone out take a 
  cumulative –2 penalty.
  Those who fail their initial Wisdom check by 5 or more are 
  firmly stuck in the past, and cannot be shaken free, though they do 
  return to normal when the memory-event ends or if they leave the 
  radius of the effect.
  Occasionally even creatures who weren’t here in the past might 
  be drawn into the memory-event. Creatures with very close connec-
  tions with or resemblances to figures from the past might need to 
  also make a Wisdom check, but with advantage. For instance, the 
  son of a man involved in the past vision might be compelled to take 
  on his father’s role.
  Mental Stability.
  Kasvarina desires to learn her past without being pulled back into 
  it. You’ll need to track her Mental Stability, which starts at 5. Col-
  lapsing memory-events cause her to lose stability. If she completes 
  a memory-event while she’s in control of her own mind, she gains 
  stability. And after major events the PCs’ interactions with Kasva-
  rina can increase or decrease her stability.
  Each memory event has an entry listing how much stability is at 
  stake—1 for minor events, 3 for major events, and 5 for two critical 
  
  20 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  events. After each major or critical event, even if Kasvarina did not 
  keep control of her mind or if the memory-event collapsed, if the 
  party helps Kasvarina cope with the trauma or revelations of her 
  past, she can still gain 1 mental stability at your discretion (instead 
  of 3 or 5).
  Kasvarina loses mental stability each time a memory-event col-
  lapses, but only gains stability if she succeeds her Wisdom check 
  to keep her own mind and finishes the memory event. So if the 
  party messes up and fails a memory-event, they can try again, but 
  they run a risk of making matters worse. Kasvarina can lose stabil-
  ity multiple times from the same memory, but she can only gain 
  stability once.
  List of Memory-Events.
  Below is a master list of the key memory-events of Kasvarina’s past 
  the party can witness with the lost arc of Reida. Memories marked 
  with asterisks are presented in Appendix One: The Eladrin Dias-
  pora, and will likely only occur if the party goes looking for them 
  instead of following the most straightforward path. Feel free to 
  adjust locations a bit if it helps with your players’ experience.
  Kasvarina’s Memory-Events
  Event
  Date
  Stability
  Through the Breach. Breaching the walls of Alais Primos.
  81 Summer, 1 bov
  1
  Triage. Nicodemus’s treatment of Kasvarina while she was injured in Alais Primos.
  81 Summer to 15 Autumn, 1 bov
  3
  Family Moment. Her last visit with her daughters in Resal before leaving with Nicodemus.
  32 Autumn, 1 bov
  3
  Arrest. Returning to Alais Primos with Nicodemus and being arrested.
  59 Autumn, 1 bov
  1
  Devil’s Prayer. Learning the Sacrament of Apotheosis from Ashima-Shimtu in the Crypta 
  Hereticarum.
  67 Autumn, 1 bov
  3
  The Great Malice. Causing the Great Malice atop the Lance of Triegenes in Methia.
  91 Winter, 1 bov
  5
  Srasama’s Fall. Mourning a fallen eladrin woman outside Alais Primos.
  New Year’s Day, 1 aov
  3
  Forsaking Grief. The oratory of Vekesh and the rite to forsake grief in Resal.
  17 Spring, 1 aov
  3
  *Miller’s Pyre. Witnessing William Miller being burned at the stake in Pala.
  31 Autumn, 17 aov
  3
  *Ghostly Apparition. Nicodemus visiting after William Miller’s martyrdom, in Ushanti.
  84 Winter, 17 aov
  1
  Founded in Secrecy. Founding the Obscurati in Methia.
  14 Spring, 19 aov
  1
  Epidemic. The leaders of the conspiracy gather again to discuss saving Jierre’s new nation from 
  smallpox.
  5 Summer, 40 aov
  1
  *Rejecting the Call. Nicodemus visiting Ushanti in 100 aov to plead for greater commitment to 
  their plans.
  58 Summer, 100 aov
  1
  Rescue Alliance. Kasvarina seeks help to rescue Launga from a dragon tyrant.
  14 Summer, 111 aov
  1
  *Betrayal of Rilego. The death of her daughter Launga in Seobriga.
  15 Summer, 111 aov
  5
  A Second Creation. In Methia, Nicodemus presents his plan to change the world.
  32 Summer, 113 aov
  1
  Skyfall. In Methia, the Ob leadership discuss their failed attempt at manipulating the planes.
  77 Winter, 195 aov
  1
  *Navras. Navras building an opera house in Flint.
  15 Spring, 201 aov
  1
  *Bhalu. Bhalu, one of Kasvarina’s husbands, rejecting her in Trekhom.
  42 Winter, 248 aov
  1
  Cold Matriach. Sending Asrabey away to the Unseen Court.
  78 Spring, 279 aov
  1
  *Amielle. Kasvarina meeting in Cherage with Amielle Latimer, before sending her to fight the 
  witches in Flint.
  2 Autumn, 400 aov
  1
  Puppet Mastery. The Ob’s leaders meet in Methia to discuss plans for industrializing Flint.
  50 Autumn, 457 aov
  1
  *Chatwood. Chatwood, an eladrin skyseer in prison in Shale for refusing to help the Obscurati 
  gain control of Axis Island.
  8 Spring, 490 aov
  1
  New-Borne Minion. Kasvarina discusses the colossus project with the other two heads of the 
  Obscurati.
  32 Summer, 493 aov
  3
  Distributed Plan. The Ob leaders make final preparations for their ritual.
  55 Spring, 500 aov
  1
  *Mindtaker. Losing her memories when Alexander Grappa attacked her at the Cauldron Hill 
  facility.
  7 Summer, 500 aov
  3
  Consequences at the Climax.
  What happens next depends on Kasvarina’s mental stability total.
  •	 If Kasvarina is at 0 mental stability or below after the final 
  memory of the Great Malice in Methia, she regains her 
  memories and personality of when she was one of the three 
  heads of the Obscurati. Though she might be sympathetic 
  enough to the PCs to give them a chance to surrender, she 
  will try to kill them if they resist.
  •	 If she has at least 1 mental stability but fewer than 10 after 
  the final memory, she struggles, with neither side of her self 
  gaining dominance. She might attack the party one round 
  then try to help them flee the next. This likely ends with her 
  flinging herself off the tower to try to save them.
  •	 If she has 10 to 19 mental stability, she keeps firm control of 
  her identity and rejects the version of her that founded the 
  conspiracy. She’ll fight by the party’s side.
  •	 If she has 20 or more mental stability, she can easily “slip 
  into character” as the conspiracy’s founder. She’ll spare the 
  party a knowing wink, then distract Nicodemus so she and 
  the party can flee.
  
  EN5ider Presents: Diaspora, Part Two | 21
  Act Two: I’ve Been Around the World
  Expectations.
  We have designed things so that, if the PCs do “average,” Kasva-
  rina will lose stability for Through the Breach, Devil’s Prayer, and 
  Rescue Alliance, putting her at 0 stability going into the finale, at 
  which point she might be interrupted during The Great Malice, 
  losing another 5 stability. If the party hasn’t had some positive ef-
  fect on her psyche, she’ll rejoin Nicodemus and attack the party. 
  They’ll need to have put in some effort to keep Kasvarina on their 
  side (10+ stability), and gone out of their way to help her to get her 
  fully stable and able to trick Nic.
  Return to Sentosa.
  Social. Montage.
  Several memories accessible in Sentosa point the way to yet more 
  clues about Kasvarina’s past.
  In Sentosa the party can use the lost arc to witness a few mem-
  ory-events which point to other likely locations. Simply by talking 
  to Athrylla or Asrabey, they might learn of Kasvarina’s home town 
  Resal, where the oratory of Vekesh kept the eladrin people from 
  falling apart in the wake of the Great Malice.
  Also they can learn the location of Ushanti, the enclave Kasva-
  rina herself was matriarch of, now controlled by an eladrin man 
  named Kedev, and about the abduction of Kasvarina’s daughter 
  Launga, who then died in the custody of a dragon in Seobriga. 
  These two memory-events are presented in Appendix One: The 
  Eladrin Diaspora.
  Since these scenes can be reached so many different ways, we 
  present enough information for you to handle them yourself, rath-
  er than trying to script every line of dialogue. We present them in 
  the order we think the party is most likely to encounter them, but 
  there’s no problem if they witness them in a different order.
  Memory-Event: Cold Matriarch.
  Location: Sentosa (or other enclave). Date: 78 Spring, 279 aov
  Stability Value: 1.
  When Kasvarina puts on the lost arc, she feels drawn to a partic-
  ular location—a guest house where she and several of her husbands 
  stayed when they visited Sentosa. Once the party gets past the con-
  fused residents there today, the memory-event manifests, revealing 
  lavish decorations befitting royalty. If Asrabey is with them, he is 
  also drawn into the memory. Have each make a Wisdom check to 
  try to keep control of their minds.
  Kasvarina and Asrabey are returning from a diplomatic event, 
  and begin to undress. Asrabey is frustrated with Athrylla’s desire to 
  appease Crisillyir, and says he’s eager to be home to Ushanti. Kas-
  varina tells him that in truth she needs to send him on a mission—a 
  long one. He is to travel Risur and offer his services to the Unseen 
  Court as a warrior, and she might never see him again.
  Asrabey suggests they lie together one last time, and he touches 
  her face. But she withdraws. She announces she’s leaving the next 
  morning for the ruin of her home town Resal, to pay her respects 
  to her daughters. Asrabey begrudgingly gives her his space, and 
  they lie down in separate beds. Then the memory ends.
  This memory-event is intended to give the party an easy 
  introduction to how the lost arc works, and to name drop Ushanti 
  and Resal as likely places the party can look next. If Kasvarina 
  keeps control of her mind, she’ll gain 1 mental stability, and she’ll 
  lose 1 stability if the party dramatically screws things up. If her 
  mental stability increases, she explains that she can start to feel her 
  other self, to know the boundaries between the two of them so she 
  won’t become her again.
  After this event, Asrabey will leave unless the party has con-
  vinced him to stay.
  Memory-Event: Rescue Alliance.
  Location: Sentosa. Date: 14 Summer, 111 aov
  Stability Value: 1.
  This event occurs atop the central pyramid in Sentosa, and likely 
  affects Kasvarina and Athrylla.
  In the memory, Athrylla’s court is shaded by trees and cooled 
  by magic to resist the summer heat. Kasvarina arrives accompa-
  nied by another eladrin matriarch, Latika (Kasvarina, Latika, and 
  Athrylla originally formed the famous Triad of Endurance who ral-
  lied the survivors of Elfaivar for a century). Also with her are four 
  eladrin men, including Sor Daeron, a famous general who led the 
  retreat after the Great Malice, saving tens of thousands of soldiers.
  Kasvarina is at her most austere as she explains that a dragon 
  tyrant named Rilego has abducted her daughter Launga, and she is 
  rallying allies to mount a rescue mission. Athrylla’s initial concern 
  dies off, though, as she looks to Latika, sensing something amiss. 
  Athrylla explains that while she will not abandon another sister in 
  peril, she thinks it’s risky to send so many matriarchs into what 
  might be a trap. So she offers to send soldiers instead. Kasvarina 
  Adventuring with Kasvarina.
  Kasvarina’s stats are presented in this module’s Appendix. She starts 
  the adventure with a –5 penalty to all d20 rolls, representing her 
  missing memories. The first time she experiences each major or critical 
  memory-event, this penalty is reduced by 1.
  Sor Daeron. A celebrated war hero among 
  the eladrin, Sor fought on the front lines dur-
  ing the Perang Devar. His arm was turned to 
  animated salt during a battle with Prime Cardinal 
  Richelmont during the siege of Alais Primos, and 
  in the immediate aftermath of the war he coordi-
  nated the massive retreat of tens of thousands 
  of grieving eladrin men. He served as military 
  advisor for the famed Triad of Endurance—three eladrin matriarchs who con-
  tinued to wage war for nearly a century after the Great Malice. Every eladrin 
  of Elfaivar today knows his name, and they believe he died in the Betrayal of 
  Rilego nearly 400 years ago.
  In truth, Sor survives in a small eladrin community in Ber, going by the name 
  of Abuelo Juhu. He has not manifested his artificial arm for centuries because 
  he’s been hiding from Kasvarina. He was complicit in the death of her daughter 
  Launga, and he felt it better to fake his death. Though senility is taking its toll 
  on this eight-century-old eladrin, he is the only living person who knows that 
  the matriarch Latika was encouraged to enact the betrayal by a human with a 
  habit of smoking leaf of Nicodemus.
  
  22 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  diplomatically accepts, and says that they’ll be teleporting to Seo-
  briga within an hour.
  Unbeknownst to Kasvarina, Sor Daeron and Latika arranged 
  for the dragon tyrant Rilego to kidnap Kasvarina’s daughter. They 
  hoped to kill both mother and daughter, removing rivals so they 
  could take control of Elfaivar. The party can learn more of these 
  events if they go to Ber (see Betrayal of Rilego in Appendix One), 
  which could lead them to find Sor Daeron and learn that it was 
  Nicodemus who suggested the plot.
  Interference.
  If Athrylla is present when the memory-event occurs, have her 
  automatically manage to keep her wits. She panics when she re-
  alizes what’s happening, then rushes Kasvarina and tries to pull 
  the lost arc from her head. Though she’s unable to (because in the 
  memory-event, Kasvarina’s not wearing it), the changes cause the 
  memory-event to collapse, and Kasvarina to lose 1 mental stability. 
  Kasvarina is stunned and takes a few moments to recover. Again, 
  this is mostly to show the party how the artifact works, and it can 
  provide an in-road for Athrylla to explain herself.
  For four centuries she has felt that Kasvarina blamed her for 
  not coming along on the rescue mission. Kasvarina’s daughter 
  Launga died, and Kasvarina herself nearly perished too. Athrylla 
  had suspected something was amiss, but she did not help. She’s 
  worried now that Kasvarina will regain fresh perspective and be-
  come hostile to her and her enclave. If the party wants to actually 
  see the memory-event in full, they’ll need to convince Athrylla to 
  let them.
  Ushanti.
  Athrylla would both warn the party not to visit Ushanti, because 
  it loyally served Kasvarina, and so likely is friendly to the Obscu-
  rati. If they go, the enclave is detailed in this module’s appendix. 
  Though risky, going there can lead to a revelation of Nicodemus’s 
  identity as William Miller.
  You Can’t Go Home Again
  Exploration. Montage.
  Visiting Kasvarina’s home town of Resal helps cement her bond 
  with her pre-Malice past, and shows a connection between her and 
  Nicodemus.
  Kasvarina wants to visit Resal, or rather the human town that 
  has grown over it, called Airone Azzurro. Her last memory before 
  everything was locked away is her leaving Resal to join the siege 
  of Alais Primos. She knows she would have gone back there after 
  the Great Malice.
  Today orchards surround the human town full of Crisillyiri 
  colonials, but of late the harvests have been feeble, and people 
  have grown sallow and weak. Several mines in nearby hills have 
  despoiled the area with toxic run-off. Kasvarina can’t recognize 
  any landmarks, but there are still a few old eladrin men who work 
  here, having long ago lost the will to fight the humans. A few 
  Crisillyiri soldiers wander the town, as there is a small fort a few 
  miles away.
  Pending Ambush.
  Nicodemus suspected Kasvarina would return here, and so he has 
  been waiting, ready to spring an ambush and try to reclaim her or 
  kill her. He’s locked up his primary body—Andrei von Reckling-
  hausen—and for the time being is wearing an elderly eladrin, idly 
  tending to red flowers along the thoroughfare. Knowing better 
  than to tip himself off, he’s resisting the urge to smoke. He’ll likely 
  wave good day to the party as they pass by and a DC 30 Wisdom 
  (Insight) check is needed to tell something’s off with him.
  Memory-Event: Forsaking Grief.
  Location: Resal. Date: 17 Spring, 1 aov
  Stability Value: 3.
  While wearing the lost arc of Reida, Kasvarina feels pulled to 
  what was once a wide field, and is now an orchard full of stunted 
  mangos. Vetrtigo grips her, and she begins to step in a light, danc-
  ing ring as the memory-event sweeps across the area, revealing a 
  massed crowd of weary and bitter eladrin men.
  Just weeks after the Great Malice, the retreat of the surviving 
  eladrin reached Resal, Kasvarina’s home town. At the time she was 
  the only woman left in the whole army, and she had assumed the 
  only one of her whole race. But in Resal she found her daughter 
  Launga, who had already located a half-dozen other women and 
  brought them with her to Resal. The group also includes Latika 
  (who a century later betrayed Kasvarina), and Athrylla (who went 
  on to lead the enclave Sentosa).
  As the memory-event begins, the crowd of soldiers listen to a 
  mass funeral service. At the edge of the crowd, Kasvarina, Launga, 
  and the other women are speaking softly with Sor Daeron about 
  how they each survived. Launga was gathering resources in the 
  Dreaming, Athrylla was shape-changed into a dragon attacking 
  Sid Minos, Kasvarina was teleporting across the world, and so on.
  Sor looks completely bereft of any enthusiasm as he states that 
  he sees no possible way for the nation to survive if so few women 
  are left. He asks if he was a coward to retreat rather than redouble 
  the assault and die seeking vengeance. Launga says that they all 
  need time to grieve, and that there may be a way to survive. Latika 
  responds that there is no use for grief. Grief is so the survivors can 
  keep on living. The women start to argue about what course to take, 
  while Kasvarina remains silent, feeling wracked with guilt.
  The Song of Vekesh.
  Then Kasvarina looks up as the priest finishes his rites and intro-
  duces the poet Vekesh, who will deliver the eulogy in song. Beside 
  him, a musician strums a simple guitar. What follows is one of the 
  most stirring performances ever delivered in the world’s history, 
  though much of it is lost on those who don’t speak Elven or who 
  are unfamiliar with Elfaivaran culture.
  Laden with mourning and tragedy, the song weaves metaphors 
  from other old Elfaivaran myths and history, and Vekesh draws 
  heavily upon the three aspects of Srasama—maiden, mother, and 
  crone. He seems to follow the traditional three-verse rhythm of 
  eladrin elegies, singing of the maiden’s joy and wonder, of the 
  mother’s comfort and strife; but when he should sing of the crone’s 
  burden of loss and death, he says nothing while the guitarist plays. 
  Then Vekesh repeats the first two verses, adjusting his tone to show 
  
  EN5ider Presents: Diaspora, Part Two | 23
  Act Two: I’ve Been Around the World
  that he is mourning not his nation’s death, but Srasama’s.
  In his fifth verse he comes to his point: this is only a mourning 
  song if it ends with death. The eladrin people are not defeated as 
  long as they refuse to go with the crone to the afterlife. Vekesh 
  pleads for the listeners to seek retribution, yes, but not to throw 
  themselves to their deaths. They should grieve, and endure, and 
  grow strong, and rebuild from weakeness to prosper with strength.
  This is the first time since the Great Malice anyone in the army 
  has had the strength to sing, providing a hope that the soldiers 
  here were desperately yearning for. It probably doesn’t hurt that 
  Vekesh’s refrain is memorable and life-affirming to sing along with. 
  By the time he completes the song, most of the crowd has joined in 
  and men are openly weeping.
  The Matriarchs’ Dance.
  Kasvarina doesn’t cry, but she tells the other women to follow her. 
  She walks into the center of the ring, thanks Vekesh, and addresses 
  the crowd. She proclaims that many of her sisters have perished—
  one of her own daughters included—but she still lives, and others 
  like her. No man here, she declares, will give his life for revenge, 
  not until last woman of their people is found and safely returned 
  home.
  The crone, she says, would grow old with grief until she joined 
  those who had died before her. So Kasvarina forsakes grief, and 
  asks that those here follow her and her sisters, so that their people 
  may never die.
  She tells Vekesh to sing again, and this time she and the other 
  women join in a traditional mourning dance. But like Vekesh’s 
  song, they avoid the part of the dance that would signal grief. The 
  memory-event slowly fades with Vekesh’s song, until Kasvarina 
  finishes her dance alone.
  Onlooker.
  The performance has attracted people of the modern day, who 
  watch with awe and start to ask the party what’s going on. A few 
  of the Crisillyiri soldiers ask whether they should report this, but 
  they seem too amazed to be worried. Afterward Kasvarina wants 
  to talk with the party, explaining how now she feels like she can at 
  least understand how she became this other woman, after a loss so 
  great. And already she feels a draw toward another site in the town. 
  She thinks she now recalls where her home was.
  Memory-Event: Family Moment.
  Location: Resal. Date: 32 Autumn, 1 bov
  Stability Value: 3.
  Kasvarina finds the spot of her old home, once along a river 
  bank, now a barren shore stinking with toxic sludge from the local 
  mine. A successful DC 26 Wisdom (Perception) check spots Nico-
  demus following them in the body of an elderly local, and unless 
  the party confronts him he ends up close enough to be drawn into 
  the memory-event.
  In this memory, Kasvarina has recently returned home from the 
  siege of Alais Primos, traveling with Nicodemus. Inside her house 
  she talks with her daughters Launga and Dala while she packs her 
  bags for another long journey. Launga is older (nearing 70 but still 
  looks like she’s 20), an experienced ranger, and closely resembles 
  her mother but taller. The younger Dala (56, but looking in her 
  late teens) is rounder of face and is using cantrips to alter her 
  hair’s color, trying to inject levity to keep the parting from being 
  sad. Around her neck hangs a three-faceted amber pendant, carved 
  with icons of Srasama’s three forms.
  Launga can’t believe her mother plans to go back to Alais Primos 
  after she nearly died there. She offers to go with her, but Kasvarina 
  tells her not to abandon her assignments. If the ranamandala (rul-
  ing circle of kings and queens) reject her and Nicodemus’s request, 
  she might be branded a traitor, and so Launga and Dala both need 
  to show they are loyal. Dala jokes that a good start would be to tell 
  the army that they’re hiding a human in their house. Kasvarina 
  gives her a very motherly glare.
  Conversation and Invitation.
  At that moment, Nicodemus walks in from another room, but it’s 
  the elderly eladrin who Nicodemus is wearing. He’s smoking, and 
  his features shift back and forth from eladrin to Nic’s own salt-
  and-pepper human face. Nicodemus has managed to resist being 
  swept up in things, so he watches with amusement as Kasvarina’s 
  daughters thank him for saving their mother’s life.
  Nicodemus—out of character—touches their faces and apolo-
  gizes for not having been able to save them. Then he addresses 
  Kasvarina, trying to snap her out of the memory if necessary (thus 
  showcasing that with a DC 13 Charisma check the party can help 
  people regain control of themselves).
  He tells Kasvarina that he wants to help her, and asks her to 
  come with him. When she (and likely the party) refuse, Nic clari-
  fies that if she wants to learn her past, her options are come with 
  him willingly, come with him as a prisoner, or be killed. As for 
  the party, he’d prefer not to have to kill them, so he asks them to 
  surrender now.
  Nicodemus is in no rush to end the memory; he’s a bit nostalgic 
  of the whole thing, and will even hop back into character, encour-
  aging the daughters to remember what he told them about the 
  history behind the war, and why the everyday people aren’t to 
  blame. But if the party hasn’t surrendered by the time the memory-
  event ends, or if the party attacks or tries to flee, he cups his hands 
  and whispers a code word. Within moments purple light floods 
  the area, and golems appear from the Bleak Gate, surrounded by 
  a mass of undead.
  Further Memories
  If the party sticks around after Nicodemus’s ambush, they can 
  potentially witness memories further back in Kasvarina’s life, 
  including her husband’s funeral, her children’s births, and her 
  marriage. Only use these if the party seems particularly keen to 
  learn more about Kasvarina. There are no grand revelations here.
  Lantern Ambush.
  Action. Tactical.
  The Obscurati hide in the Bleak Gate analog of Resal, ready to 
  spring an ambush.
  Though Nicodemus wants to intimidate the party, he didn’t 
  
  24 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  actually have the resources to have an overwhelming number of 
  elite troops just sit in this town in hopes the party shows up. So he 
  had to make do with a half-dozen golems and a horde of undead.
  When Nicodemus gives the signal, a wayfarer’s lantern in the 
  chest of each golem lights up, which makes a swath of ground co-
  terminous between the real world and the Bleak Gate. Additionally, 
  two hordes of simple zombies—animated eladrin dead bodies that 
  were drawn into the realm of the dead—stands among them, ready 
  to swarm the party.
  Adversaries.
  •	 6 Bleak ambush golems
  •	 2 zombie hordes
  Bleak Ambush Golem
  Large construct, unaligned
  Armor Class 19 (natural armor)
  Hit Points 119 (14d10+42)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  16 (+3) 
  3 (–4) 
  11 (+0) 
  1 (–5)
  Damage Vulnerabilities radiant
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical weapons not made from adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands Common but can’t speak
  Challenge 10 (5,900 XP)
  Aiming Algorithm. The golem can use a bonus action to aim, doubling 
  its proficiency bonus to its next ranged attack roll.
  Immutable Form. The golem is immune to any spell or effect that would 
  alter its form.
  Magic Resistance. The golem has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Multiattack. The golem makes two melee attacks or one Integrated 
  Cannon attack.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 
  12 (2d6+5) magical bludgeoning damage plus 10 (3d6) necrotic 
  damage from witchoil splashing out of the golem.
  Integrated Cannon (Recharge 4–6). Ranged Weapon Attack: +4 to 
  hit, range 100/500 ft., one target. Hit: 27 (6d8) necrotic damage 
  and each creature in a 5-foot radius makes a DC 17 Dexterity saving 
  throw or takes 9 (2d8) necrotic damage.
  Zombie Horde
  Gargantuan swarm of Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 162 (12d20+36)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   30 (+10) 
  6 (–2) 
  16 (+3) 
  3 (–4) 
  6 (–2) 
  5 (–3)
  Saving Throws wis +2
  Skills Perception +0
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, petri-
  fied, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands Common but can’t speak
  Challenge 12 (8,400 XP)
  Horde. The zombie horde can occupy another creature’s space and vice 
  versa, and the zombie horde can move through any opening large 
  enough for a Medium creature. The zombie horde can’t regain hit 
  points or gain temporary hit points. When more than a single square 
  of the zombie horde’s space is in the area of an area of effect spell that 
  deals damage, the zombie horde takes 50% more damage from the 
  spell.
  Horde Distraction. Casting a spell within the area of the zombie horde 
  or within its reach requires intense concentration and a successful 
  Constitution saving throw against a DC equal to 10 + the level of the 
  spell slot being used.
  Undead Fortitude. If damage reduces the zombie horde to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. On a 
  success, the zombie horde drops to 1 hit point instead.
  Vekeshi Vulnerability. The zombie horde will not attack or approach 
  any creature singing the song of Vekesh, which stirs a flicker in their 
  long-dead minds. A creature that succeeds on a DC 30 Charisma 
  (Performance) check to sing the song of Vekesh can command the 
  horde for 1 hour.
  Actions
  Slam. Melee Weapon Attack: +14 to hit, reach 0 ft., all creatures in 
  the zombie horde’s space. Hit: 24 (4d6+10) bludgeoning damage 
  and the target makes an opposed Strength (Athletics) check. If the 
  zombie horde wins, the target is pulled 5 feet towards the center of 
  the zombie horde.
  Terrain.
  The party will be fighting in a house and its adjacent riverside 
  meadow if the memory-event is ongoing, or on a barren toxic bank 
  otherwise.
  
  EN5ider Presents: Diaspora, Part Two | 25
  Act Two: I’ve Been Around the World
  Tactics.
  Each golem has a lantern behind enchanted glass in its chest, 
  which can be targeted independently (AC 22). The glass has 20 hit 
  points. If the glass is destroyed, any further damage to the golem 
  shatters the lantern. If a golem has no lantern and it moves farther 
  than 30 feet from any other golem, it disappears back to the Bleak 
  Gate. The zombie horde likewise must be in that area to attack the 
  party. Note that blocked line of sight doesn’t block the lantern’s 
  effects.
  Aftermath.
  If all the lanterns are broken, the ambush effectively ends. Nicode-
  mus, if he’s still around, blows out smoke in frustration and starts 
  to walk away. If attacked he crumples after one hit and reminds the 
  party that he’s just using this man’s body, and he would have let 
  him live. He’ll flee the man’s body, leaving the dying old eladrin to 
  gasp at the party in shock.
  Kasvarina thanks the party. If nothing else comes of this, at least 
  she got to see her daughters one last time.
  From this point on, every few hours an Obscurati agent tries to 
  scry on the party (DC 14 Wisdom saving throw negates). While 
  we don’t expect you to ambush the party at regular intervals, the 
  awareness that people are looking for them should make them take 
  precautions to avoid being discovered. If they don’t, feel free to 
  have invisible assassins try to poison them in their sleep, or the like.
  The Siege of Alais Primos
  Exploration. Montage.
  Witness the aftermath of the Great Malice, and the first meeting of 
  Nicodemus and Kasvarina.
  Capital city of Crisillyir and the Clergy, Alais Primos is a place 
  of libraries, sepulchers and churches. Divided by a series of canals, 
  the religious hub rests at the base of Enzyo Mons, a vast volcano 
  which the priests make monthly treks to in order to destroy objects 
  of evil and sacrilege.
  The party knows Kasvarina went to Alais Primos with the 
  armies of Elfaivar, and that some time later she returned home 
  with Nicodemus, but then went back to the city. So they should 
  expect to see several memories. The only plot-critical memory is 
  Arrest: her and Nic’s arrest by the Clergy, which leads to them 
  being sent to the Crypta Hereticarum. One other memory here 
  is unnecessarily dangerous (Through the Breach), one can greatly 
  affect Kasvarina’s mental stability (Srasama’s Fall), and one can 
  help reveal Nicodemus’s duplicitous nature (Triage).
  Memory-Event: Srasama’s Fall.
  Location: Alais Primos, Victory Field. Date: New Year’s Day, 1 aov
  Stability Value: 3.
  Drawn to a hill that overlooks the farmland east of Alais Primos, 
  Kasvarina is hit with desperation and grief as the memory-event 
  begins to take shape. She’s able to direct the PCs to a site where 
  they have a breathtaking view of the city’s edge and the crops, 
  which were harvested over a month ago.
  When the lost arc activates, its effect sweeps out nearly a half 
  mile, far wider than ever before. Its edges crackle with unstable 
  power, and within that area farmlands change into the wreckage 
  of a great battlefield, covered with discarded shields, broken siege 
  weapons, and weather-worn battlements. Six bonfires gutter in a 
  ring around you, and beyond them lie thousands of corpses, all of 
  them women. Kasvarina falls to her knees and cradles one woman 
  whose body has been charred beyond recognition.
  Around them stands half an army, just the men surviving. At 
  the distant edge of the manifested past, the edge of Alais Primos 
  itself shifts. Shattered stone keeps rise from the empty crops, and 
  beyond them a great translucent golden dome shields the city, shin-
  ing where sigils of celestial script catch the light of the sunrise. The 
  sound of bells toll constantly from within, and with them trium-
  phant cheers of the humans, proclaiming their victory.
  In the air above the battlefield, a shadow made of ash and soot 
  hangs in the air. The wind quickly disperses it, but for a moment it 
  resembles the shape of a six-armed woman 100 feet high.
  The memory fades, and Kasvarina is left holding nothing. A 
  handful of farmers and people near the edge of the city panic at 
  the strange magic and run for the nearest churches.
  This is the aftermath of the death of Srasama, and the body 
  Kasvarina holds is her own daughter Dala, though after the mem-
  ory-event ends she cannot recall who it was, just that it felt like 
  her whole world had been destroyed. There’s little for the party to 
  do here, save perhaps rush to the bonfires, each of which is one of 
  Srasama’s six massive flaming swords (see this adventure’s appen-
  dix for details if they manage to retrieve one.)
  Memory-Event: Through the Breach.
  Location: Alais Primos, the Old Wall. Date: 81 Summer, 1 bov
  Stability Value: 1.
  This memory is perhaps best left avoided, as it’s one of the few 
  where the past will try to attack the party. If the party interferes 
  at all, the edgy soldiers of either army notice them; eladrin attack 
  if they see any humans, and the Clergy will target the party simply 
  because they’re with the eladrin. In a battle, the party can simply 
  withdraw out of the lost arc’s radius and be safe, but they leave 
  Kasvarina alone.
  Near the edge of Alais Primos’s old wall, a memory-event 
  manifests of when the eladrin manage to breach the city’s holy 
  barrier—a golden dome that could be conjured by prayers of those 
  within, shielding the city even from aerial attacks.
  When the memory begins, the shield is up, looking like a giant 
  gold tortoise shell at this range, but faintly translucent so you can 
  see the defenders inside. Kasvarina and other mages wait behind a 
  row of eladrin soldiers holding heavy shields against potential ar-
  rows from the city. The army has left a wide opening in their ranks, 
  and general Sor Daeron walks out, followed by a 100 human non-
  combatants held at spearpoint by soldiers.
  Sor shouts to the army that this wall is made of the prayers of 
  the humans, but that they will make those prayers falter. He turns 
  to the wall and demands a champion of the Clergy meet him in 
  open battle, then says that if the city’s faithful are too cowardly to 
  face him, he will cut down human prisoners 10 at a time.
  No response comes for a minute, and Sor orders his men to 
  begin. The massacre lasts five minutes, with the human prisoners 
  
  26 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  begging as spears pierce them row by row, while those inside the 
  walls scream and jeer. The Elfaivaran army shifts nervously, but 
  true to Sor’s word the humans inside are not praying sufficiently, 
  and the wall begins to fade.
  When only 40 prisoners remain, the wall parts and 300 human 
  soldiers emerge, led by Prime Cardinal Richelmont, a battle-
  priest who walks within a smaller version of the golden shield that 
  protects the city. Sor begins a formal challenge, but the cardinal 
  interrupts by summoning pillars of salt that spray up from the 
  ground around him, killing every eladrin they touch. A fierce and 
  bloody battle begins as the humans rush and try to pull the prison-
  ers back into the city. Kasvarina is too far away to engage directly.
  After a minute’s battle, the cardinal catches Sor’s arm in a pillar 
  of salt, but Sor manages to strip away the priest’s shield with a spell 
  of his own. The surrounding eladrin launch arrows and spells, and 
  the cardinal falls to a hail of other spells. The surviving humans 
  retreat, and eladrin rush to treat the injured Sor, but an officer 
  beside Kasvarina notices that a new opening has appeared in the 
  dome nearby. He recklessly orders everyone to rush the opening, 
  but only Kasvarina and four others manage to get inside before the 
  opening closes.
  Eladrin Unit
  •	 Kasvarina
  •	 4 eladrin levy soldiers
  Clergy Unit
  •	 25 clergy armsmen
  Clergy Armsman
  Medium humanoid (human), lawful neutral
  Armor Class 18 (breastplate, shield)
  Hit Points 91 (14d8+28)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  9 (–1) 
  8 (–1)
  Saving Throws con +5
  Skills Perception +2, Religion +3
  Senses passive Perception 12
  Languages Common
  Challenge 5 (1,800 XP)
  Feat: Power Attack. When the Clergy Armsman makes their first melee 
  weapon attack in a turn, they can choose to take a –5 penalty to their 
  melee weapon attack rolls in exchange for a +10 bonus to melee 
  weapon damage. In addition, the Clergy Armsman can use a bonus ac-
  tion to make one melee weapon attack after they use a melee weapon 
  to reduce a creature to 0 hit points or scores a critical hit with it. The 
  Clergy Armsman can only use this feature on their turn.
  Actions
  Multiattack. The Clergy Armsman attacks twice with their morningstar.
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8+2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d8+2) piercing damage.
  Elfaivar Levy Soldier
  Medium humanoid (eladrin), chaotic neutral
  Armor Class 20 (mithral plate, shield)
  Hit Points 90 (20d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  9 (–1)
  Saving Throws dex +7, con +3
  Skills Perception +6, Stealth +7
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elvish
  Challenge 6 (2,300 XP)
  Feat: Superb Aim. The Elfaivar levy soldier ignores half cover and three-
  quarters cover when making a ranged weapon attack, and they don’t 
  have disadvantage when attacking at long range. When the Elfaivar 
  levy soldier makes their first ranged weapon attack in a turn, they can 
  choose to take a –5 penalty to their ranged weapon attack rolls in 
  exchange for a +10 bonus to ranged weapon damage.
  Fey Ancestry. The Elfaivar levy soldier has advantage on saving throws 
  against being charmed, and magic can’t put them to sleep.
  Fey Step (1/Long Rest). The Elfaivar levy soldier innately casts misty 
  step without the need for components.
  Actions
  Multiattack. The Elfaivar levy soldier attacks twice.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6+4) slashing damage.
  +1 Longbow (40 arrows). Ranged Weapon Attack: +8 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8+5) magical piercing damage.
  Once her unit gets inside, the opening in the wall closes behind 
  them (but the wall only exists in a 100-foot radius around Kas-
  varina, so the party can easily go around if they get split in two). 
  The humans overwhelm the eladrin with a rush of morningstars or 
  crossbows, with four humans targeting each eladrin.
  If the party doesn’t interfere, they likely drop Kasvarina in a few 
  rounds if she’s caught up in the memory. When she falls uncon-
  scious, the memory-event collapses (causing mental stability loss). 
  If she’s controlling her own mind, she could kill everyone here with 
  spells, but she remembers that she’s supposed to be knocked un-
  conscious, and thus plays along and feigns death, which lets the 
  scene continue to play out.
  The humans begin praying to bolster the wall, and two men 
  draw daggers to finish off the wounded when a figure—Nicodemus, 
  back when he was alive and cloaked like a healer—rushes forward 
  and admonishes them. He tells them to spare the soldiers in case 
  they’re nobles who can be ransomed back for human prisoners. 
  Then he enlists the group to carry the bodies to a nearby church 
  where he’s tending to survivors.
  As the men get to work, he pulls a cigarette from his coat and 
  lights it. Just on the other side of the golden barrier, eladrin bash 
  at the barrier ineffectually, while others parade the dead body of 
  Richelmont. The men around Nicodemus say prayers for the prime 
  cardinal, which Nicodemus joins into half-heartedly.
  If the party follows, they can watch the men carry the wounded 
  eladrin to Nicodemus’s small church, and immediately go into the 
  next memory. As with most memory-events in Alais Primos, the 
  
  EN5ider Presents: Diaspora, Part Two | 27
  Act Two: I’ve Been Around the World
  modern day bystanders panic and run for help, and within a few 
  minutes authorities arrive to investigate. City guards while even-
  tually give way to soldiers, then to priests and inquisitors. Even 
  they might not be able to threaten the party physically, but they’ll 
  certainly disrupt any ongoing memory-events.
  Memory-Event: Triage.
  Location: Alais Primos, small church. Date: 81 Summer to 15 Au-
  tumn, 1 bov
  Stability Value: 3.
  The church where this memory-event occurs still exists, though 
  the party will want to be careful when they go in and trigger the 
  manifestation, lest they get 100 church-goers screaming for help. 
  A night-time visit might be safest.
  In the memory-event, Nicodemus alone tends to two dozen in-
  jured eladrin. Instead of pews he has laid out cots and separated 
  the survivors from each other with curtains that magically muffle 
  the sound so each patient feels isolated. For safety he has chained 
  the wrists of each patient to the nearest wall, and he keeps most 
  of them semi-conscious with regular low doses of soporific drugs.
  Where the church’s rostrum is in the present day, Nicodemus 
  has set up a small bookshelf and apothecary table. He gets visitors 
  often enough that if the party addresses him he will treat them 
  politely, but the magic of the artifact makes him easily ignore their 
  presence so the party can eavesdrop.
  Montage and Recruitment.
  This memory-event flickers occasionally in an actual montage that 
  spans nearly a month. Every day Nicodemus treats wounds and 
  talks to a few of the lucid survivors to earn their trust. Eventually 
  he asks them their own religious beliefs, their opinions on the war, 
  who in Elfaivar might be sympathetic to a truce, and whether they 
  have any family they care for back home.
  He speaks to Kasvarina too, who at first hates him since he’s 
  a priest, and her husband died in the first holy war 50 years ago. 
  Nicodemus explains that he was raised in the Clergy, but he no 
  longer has faith in it; afterward he never wears his priestly robes 
  when he tends to her.
  One by one, the eladrin die or are carted away by soldiers. Care-
  ful attention and a successful DC 25 Wisdom (Insight) check 
  reveals that the eladrin only ever die if they express strong reli-
  gious fervor, and only leave if they aren’t particularly religious but 
  are too injured to undertake travel. After a week (which passes 
  in the montage in a matter of minutes), only four eladrin remain, 
  including Kasvarina.
  On the night of the 14th, when Kasvarina has mostly regained 
  her strength, he removes her chains and they have a long conver-
  sation. It’s clear that by now she’s come to trust and respect him. 
  He’s done a masterful job making her rely on him while letting her 
  keep her anger toward the Clergy and the war. And this night he 
  finally makes his proposition: he wants to escape the city with her, 
  then travel to Elfaivar and open a back-channel negotiation with 
  the ranamandala (ruling circle of kings and queens). If they agree, 
  they can come back and speak with some hierarchs he trusts.
  After a long discussion of the risks and routes they’d have to take, 
  Kasvarina agrees. But, she asks, what of his other patients? At this 
  point he shakes his head, and says that for several days she’s been 
  the only one left here. He gives her a bit of medicine and tells her 
  to rest so she’ll be strong in the morning, and soon she falls asleep.
  Then he goes to the three other survivors one by one and gives 
  them their “medicine.” They drift to sleep, and he calls guards 
  to dispose of their bodies. It took him months of sifting through 
  scores of prisoners, but finally he has someone he can trust. While 
  his mission might be for the greater good, he shows no qualms in 
  killing unnecessary complications. Once the last other patient dies, 
  the memory-event ends.
  Character Assassination.
  Even if Kasvarina is not in control of her mind during this mem-
  ory-event, if the party tells her that Nic killed the other eladrin 
  once they were no use, she gains the full 3 mental stability. This 
  was information she never had the first time she experienced this 
  event, and it casts all of Nicodemus’s actions hereafter in a more 
  selfish light.
  Memory-Event: Arrest.
  Location: Alais Primos, Jenevah Grand Librarium. Date: 59 Au-
  tumn, 1 bov
  Stability Value: 1.
  In this memory-event, she and Nic have snuck back into Alais 
  Primos and are waiting in the city’s grand librarium. The meeting 
  happened during daylight five centuries ago, but if the party wants 
  to avoid being chased by inquisitors, it might be smart to come at 
  night when the library is mostly deserted.
  You might give the party a challenge to sneak in after hours, but 
  even then inquisitors and bibliogeists patrol the library to ensure 
  no one gets hold of any heretical texts. If any PC inhabited the 
  
  28 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  body of Ken Don in the previous adventure, they might remember 
  the defenses and patterns of the patrols. No one here is a threat 
  physically to the party, but a commotion will attract more power-
  ful attention, and the party probably wants to avoid having to run 
  from the authorities. Alternately the party might call in a favor 
  with the Clergy, using Morgan Cippiano to get them in touch with 
  the library’s new head.
  Bishop Betrayal.
  Two bishops and a young priestess meet Nic and Kasvarina on the 
  library’s third floor, within sight of a 20-foot high rosette stained 
  glass window. The priests seem quite happy as Nicodemus explains 
  that Kasvarina will be representing her people in initial peace 
  talks. He reiterates his reasoning for doing this without the arch-
  bishops’ approval, cites scripture that forbids taking treasure from 
  the dead, points out all the wealth being funneled back to Methia, 
  and suggests the hierarchs be deposed. (He was a revolutionary 
  even way back then.)
  At that point, the young priestess casts a light cantrip, which 
  shines through the window, a signal to the guards and inquisitors 
  outside. Within a minute they have surrounded Nic and Kasvarina 
  and begin tying them up. The two bishops tell the inquisitors that 
  this is the man who tried to lure them into a plot against the faith. 
  Clearly they’ve turned on Nicodemus to save their own necks.
  Nicodemus tries to reason with them, but Kasvarina says not 
  to bother; better to face death with dignity. An inquisitor takes 
  delight in taunting them. They’re not going to die, not yet at least. 
  They’re going to the Isle of Odiem, where they can live long, tor-
  mented lives with other heretics. Nicodemus keeps talking, his 
  reasoned suggestions turning to desperate pleas, and then to angry 
  curses as the two are dragged away and the memory-event ends.
  Aftermath.
  After this memory-event, Kasvarina doesn’t feel any strong draw 
  toward other locations in the city.
  Return to the Vault of 
  Heresies
  Exploration. Real-Time.
  In the Crypta Hereticarum, a memory reveals the most precious se-
  cret in the world.
  The site of this memory-event is one the PCs are likely familiar 
  with: Odiem, a cursed island located just off the shore of Sid Minos. 
  The party likely made a trip to the island during Zeitgeist #4: 
  Always on Time, where they fought off the drowned dead and met 
  the demon Ashima-Shimtu. Now the PCs return to learn more of 
  the ritual the demoness spoke of during their first encounter.
  The most likely method the PCs will use to reach the cursed 
  island is by boat, though it is possible the PCs may devise some 
  magical method of reaching the island. If the party has not already 
  encounters the Porteurs de Mort at sea, you could use the naval 
  engagement here to represent another attempt by the Obscurati 
  to stop the party.
  Arrival.
  As soon as Kasvarina steps foot on the rusty shore on Odiem, she 
  realizes the entire island is linked to a past memory. The party 
  might decide to wait, but the Clergy has increased the island’s 
  defenses since the party was last here, and powerful wards likely 
  prevent the party from entering the vault. Those wards will vanish 
  when the memory-event manifests, but once Kasvarina puts on the 
  lost arc, she’ll be stuck in the same long memory-event until they 
  escape the vault (or Kasvarina falls unconscious, which will dam-
  age her mental stability).
  A Dwarf at a Lighthouse.
  At the high northern edge of the island, the old and broken light-
  house looms, but a short robed figure beckons to the party from 
  the ground floor entrance. The woman, a dwarf, gives the name Se-
  rafima Saveli. She claims to be an inquisitor who divined that the 
  party would arrive here. She seems unfazed if the memory-event 
  has manifested, but she does her best not to disrupt it.
  The Clergy, Serafima says, has old protocols to detect when 
  someone might learn forbidden lore in the vault below. While 
  the Clergy no longer regularly maintains the vault and simply lets 
  interlopers risk their lives, some incidents are too dangerous to 
  ignore. The entrance to the vault below is now shielded by a wall of 
  force, various heightened glyphs of warding (7d8 lightning damage 
  in a 20-foot-radius, Dexterity DC 18 for half damage), a hallow 
  with the silence effect, and an effect similar to antilife shell which 
  requires a DC 22 Charisma saving throw to enter the vault doors.
  Grandis the Eschatologist. The blood 
  of dwarves runs deep, and Grandis traces her 
  blood to the oldest dwarven warlords from before 
  Drakr, before the Clergy, and before even the De-
  monocracy. Raised a common metalsmith by her 
  bitterly poor father, she resented that poverty had 
  denied her the birthright of power she felt she was 
  owed. She studied magic so she could make her 
  fortune, but only found work protecting merchants 
  much wealthier than her on journeys into the northern mountains.
  During one such trip, a massive storm trapped her caravan. She knew the 
  spells to protect them all from the cold, but demanded more pay since she 
  was saving their lives. The merchants balked, tempers flared, and one man 
  attacked her. She tore out his tongue. The other dwarves agreed to pay.
  But the storm intensified and trapped them for weeks, and as they huddled 
  together Grandis read a book of the teachings of Vlendam Heid on the nature 
  of endings. Her interpretation of his philosophy was markedly unorthodox. 
  Several days into the storm she looked around and saw that the only thing 
  standing between her and the wealth she deserved was her own morals. She 
  left those morals in the mountains along with the corpses of the merchants. 
  But she kept their money, and a single mute dwarf to be her manservant.
  Wealth bought her more magical knowledge, which attracted followers to 
  her, and she cultivated her own radical branch of eschatology based not on 
  preparing for how things end, but in actively ending things. By delving into 
  forbidden lore over the years, what was once mere greed and narcissism has 
  been corrupted into a genuine insane longing for the end of the world. Since 
  truly nothing is more important than her, and some day even she must die, it is 
  merciful to make sure the world ends with her.
  
  EN5ider Presents: Diaspora, Part Two | 29
  Act Two: I’ve Been Around the World
  Serafima asks to know the party’s business, and if they manage 
  to bypass the defenses (either by their own magic, or with the lost 
  arc), she warns them that a fiend below was responsible for the 
  Great Malice. She asks to accompany them and vows not to attack 
  them, but promises to cast silence if the fiend tries to share the 
  knowledge that could cause another great cataclysm.
  She acknowledges that she cannot defeat the party in battle, but 
  the Clergy will have noticed their arrival, and if she does not send 
  to them her status, they will attack in overwhelming force. If the 
  party agrees, she casts sending and says, “The divinations were cor-
  rect. I will go into the vault with the foreigners, and will let them 
  attend their business, but will protect the secret.”
  If the party refuses she says she’ll stay at the lighthouse. If they 
  attack she’ll draw a bloody chunk of ice (a shard from an evil gla-
  cier) and crush it, creating frigid winds (see Crowded Dance Floor, 
  page 31). In the confusion she’ll try to run and use a scroll of invis-
  ibility to hide.
  Wolf in Sheep’s Clothing.
  In truth, this dwarf is no priest of the Clergy, but rather a simula-
  crum of Grandis Komanov, leader of the radical eschatologists of 
  Drakr. Grandis has divined that the party might learn the sacra-
  ment of apotheosis, and she wants to be present to take that power 
  for herself. Averse to risking her life, she has sent her simulacrum. 
  A permanent telepathic bond spell connects them, so Grandis will 
  be able to learn the ritual even if her simulacrum is destroyed.
  Grandis is normally a powerful cleric with the domains of loss 
  and thought (darkness and knowledge), but her simulacrum—craft-
  ed of ice and the blood of ritual sacrifices, is just 8th level.
  Grandis is a canny liar, has rehearsed her lies, and is enhanced 
  by magic and shielded by mind blank so a DC 32 Wisdom (Insight) 
  check is needed to determine she is being dishonest. She even has 
  the proper badge of office—a platinum scepter, which she took off 
  the actual grand inquisitor who was here when she arrived. Grandis 
  and several dwarven allies slew the 50 priests who had come (after 
  a tip-off from the Obscurati) to stop the party from even entering 
  the vault. Now the priests and most of the dwarves have joined thou-
  sands of other drowned dead in the waters surrounding Odiem.
  If the party looks inside the lighthouse before the memory-event 
  manifests, they notice telltale signs of a recent battle, but “Serafi-
  ma” claims that a group of priests fought here to stop another set 
  of interlopers dressed in dark robes. (She doesn’t actually know 
  about the Obscurati, but “dark robes” is her best guess at how bad 
  guys should dress.)
  If the party won’t let her accompany, she waits for them to leave, 
  then uses a scroll of invisibility to follow them.
  Memory-Event: Devil’s Prayer.
  Location: Sid Minos, Isle of Odiem. Date: 67 Autumn, 1 bov
  Stability Value: 3.
  Once Kasvarina lets the artifact manifest the past, a thunderclap 
  booms across the island, followed by a blinding flash. Darkness 
  envelopes the party, and thick goblets of rain descend from dark 
  clouds. Eerie flashes of golden light flicker across the island from 
  some source outside the artifact’s radius, each accompanied by the 
  sounds of sorcery and theurgy.
  A score of soldiers and priests materialize around the group, car-
  rying Kasvarina and Nicodemus in manacles. The lead priest urges 
  them to hurry so they can get off this island before the Elfaivaran 
  fleet spots them and strands them here. They make haste for a 
  lighthouse. The crumbling structure dramatically rebuilds itself to 
  its full shape, undoing five centuries of dilapidation.
  Formally dressed soldiers come out to retrieve the prisoners, 
  completely ignoring the party. They strip-search Nicodemus and 
  Kasvarina, then give each simple gray clothes. The lead priest reads 
  a formal declaration of their crimes—mostly variations of “heresy” 
  and “opposing the will of the church”—and then the soldiers open 
  the doors to the first vault chamber. They drag the prisoners to the 
  pious mount that overlooks the circular “main exhibit” chamber, 
  then stop and order Nic and Kasvarina to go forward and pass 
  through the doors beyond.
  Short or Long?
  Depending on how much time the GM wants to spend on this 
  memory-event, and whether the Crypta Hereticarum mini-adven-
  ture has already been used, the interior of the vault could be orderly 
  and secure, or it might be the dangerous dungeon presented in the 
  mini-adventure.
  If the former, Kasvarina tries to find a safe place to rest, but Nico-
  demus tells her tales he’s heard of the vault, and that the only possible 
  way out is through the central chamber, past some ancient demon. 
  They loot a few weapons that they hope aren’t cursed, then reach 
  the door Ashima-Shimtu’s vault and spend an hour testing possible 
  rituals to get through, before Kasvarina finally hits on providing a 
  blood offering. They go inside and speak with Ashima-Shimtu (see 
  Seeking the Sacrament), and then the memory-event ends.
  Alternately, you can have the party, Kasvarina, and “Serafima” 
  fight their way past a much more dangerous version of the dun-
  geon. While the threats won’t individually challenge the PCs at 
  their level, they should wear them down.
  Something is Different Here.
  Outside the door to the final chamber, three stone statues stand 
  along the wall. Tall figures of clergy protectors, they cover eyes or 
  ears or mouth. The statues weren’t here when the party visited a 
  few months ago, though they could easily be dismissed as part of 
  the memoryscape.
  Ashima-Shimtu. Once the seneschal of the old 
  Demonocracy, Ashima- Shimtu was captured by the 
  Clergy and would have been executed like thousands 
  of other fiends, tossed into the volcano Enzyo Mons. 
  But she knew the Sacrament of Apotheosis, a ritual 
  which could give physical form to a belief, and the 
  Clergy hierarchs greatly desired the secret. She was 
  unwilling to share, and they were unwilling to lose a chance to learn the ritual, 
  so they imprisoned her in the Crypta Hereticarum, a vault of curses and her-
  esies on the isle of Odiem, where she has remained for 1,000 years.
  Initially vengeful, she has turned to meditation and detachment to endure 
  her endless incarceration. She speaks as if narrating events, never referring to 
  herself in the first person, and in general has little interest in the world, except 
  when she senses a chance for freedom.
  
  30 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  These statues are not in fact statues, but advanced constructs 
  placed on the island by Benedict Pemberton. After the R.H.C. and 
  the PCs began interfering in his affairs, the dragon took note of 
  their previous exploits and traced them to Odiem. He had the con-
  structs smuggled in several months ago, to keep tabs on who might 
  show, and to kill the party if they ever showed back up.
  The stone is a just an inch-thick façade, enough to block most 
  divinations—a successful DC 25 Wisdom (Perception) check no-
  tices bits of magic through the seams at the joints—while letting 
  the internal clockwork function normally.
  The moment the party enters the chamber; their arrival is re-
  layed to Pemberton, though it takes him a few minutes to gather 
  gnoll minions to control the constructs like duplicants.
  Seeking the Sacrament.
  The moment the party arrives, any PC whose blood touched the 
  water of the well beneath Ashima-Shimtu during Zeitgeist #4: 
  Always on Time feels a cold flutter in his heart, then the sting of 
  hooks digging into his back and limbs. The feeling passes quickly.
  In the memory-event, Nicodemus and Kasvarina approach the 
  well and look up to the demoness. A serpent-scaled female human-
  oid with an inhuman visage, she is held aloft by chains that end in 
  hooks which pierce her legs, back, and arms. A single chain and 
  hook passes through her lips, preventing her from speaking. She 
  seems asleep.
  Nic and Kasvarina discuss jumping in and swimming, at which 
  point Ashima-Shimtu stirs. The chains jangle and she tenses with 
  pain.
  Nicodemus reads inscriptions along the wall that explain the 
  story of the Demonocracy, and of how Ashima-Shimtu betrayed 
  them in order to save herself. But she did not share her greatest 
  secret, and so the Clergy has imprisoned her in this perpetual tor-
  ment until she shares it. Kasvarina wonders if the demon might 
  have knowledge that could discredit the Clergy or perhaps as-
  sist them in ending the war. Miller is nervous, but doesn’t stop 
  Kasvarina as she carefully removed the barbed hook from Ashima-
  Shimtu’s lips.
  Read or paraphrase the following:
  “For the first time in centuries, Ashima-Shimtu can speak. She is pleased 
  by this change, and welcomes those who come to seek knowledge. Her 
  wish may be the same as her fellow prisoners—to bring down the vile 
  Clergy—but the Lady of the Forked Tongue does not so casually risk the 
  deception of strangers. Already her voice grows tired from disuse, and 
  so she would ask her visitors to share their tale.”
  The memory-event compresses Nic and Kasvarina telling their tale 
  into a montage, interspersing their experiences with vignettes 
  from the demoness, where she explains in her third person way 
  how the Demonocracy used the sacrament of apotheosis in war, and 
  how she gave it to the holy man Triegenes so that he might create 
  a better world than one of demons. Triegenes went on to defeat 
  the Demonocracy, but he never shared the ritual with his followers.
  After he died, those same followers demanded Ashima-Shimtu 
  reveal the secret their supposed living god would not. For more 
  years than she can count she has hung here, meditating and seek-
  ing to understand the nature of evil so that she could reject it. With 
  the ongoing holy war between human and eladrin, however, she is 
  willing to share the ritual.
  She instructs Nic and Kasvarina to, after she gives them the 
  ritual, make their way to the entrance to the vault and barter the 
  details of it for their freedom. Let the Clergy bring forth their 
  god of war, and warn the eladrin to be ready to slay it. For each 
  “god” created by the sacrament is invulnerable only so long as his 
  attacker does not know his true name. Trick the Clergy into sum-
  moning a war god, she says, then kill it, and in so doing kill the 
  impetus for war itself.
  Details of the Ritual.
  The ritual must be centered on an individual who represents the 
  god or idea that is being invoked, and the power that person gains 
  depends on how many followers that god or idea has, and how 
  fervent. In addition to some archaic chants that take an hour, the 
  ritual performers must sacrifice a lion, an eagle, a whale, and a 
  dragon, then use their blood to adorn the subject with the name 
  of the god or idea. Finally, the target must drink a cup of blood 
  from a believer and recite the mantra, “Before I was nothing but 
  words. Now I am all that is believed. I am faith made flesh. I am 
  flesh made a god.”
  The subject will rapidly transform into a physical incarnation, 
  maintaining that form for a day. He’ll gain unrivaled strength and 
  resistance to injury, but anyone who knows the name of the actual 
  person within the incarnation will be able to harm it as easily as 
  they would a normal person. Also, once the effect ends, the subject 
  is severely weakened for days or weeks. Finally, if the incarnation 
  
  EN5ider Presents: Diaspora, Part Two | 31
  Act Two: I’ve Been Around the World
  dies, a backlash will strike the believers. How severe a backlash is 
  relative to the intensity of their belief.
  If the party manages to hear the details in the memory-event 
  without it being disrupted by Komanov or Pemberton, they can 
  now perform the ritual (assuming they can slaughter a dragon), 
  though they’re unlikely to be able to muster any great faith behind 
  them at this time, so it would only provide effects equivalent to 
  enlarge/reduce and stoneskin. Effects of a more potent version are 
  detailed in the last act of the campaign.
  Crowded Dance Floor.
  As Ashima-Shimtu begins to explain the ritual, one of the Pember-
  ton golems activates, removes the stone panel covering its face, and 
  adopts the countenance of the industrialist. Then it and the other 
  two golems walk to the final chamber of the vault.
  Read or paraphrase the following:
  A voice interrupts from the top of the stairs.
  “I do say, this is all very interesting, but I must interject. While I in-
  stalled these monitoring devices after I learned of your prior imbroglio 
  here, I do admit, I never thought you’d return. What in the devil is that 
  lady talking about? I am attempting to intimidate my rivals here, ma’am. 
  Be a peach and stop talking a moment.”
  The demoness does not react to his presence, and continues recit-
  ing the details of the ritual just as she did five centuries ago. With a 
  perturbed harrumph, the golem with Pemberton’s face and two beside it 
  hoist their heavy stone fists.
  Adversaries
  •	 Serafima/Grandis Komanov
  •	 3 pemberbots
  Tactics.
  Pemberton here is quite ready to kill the party, but if they try to 
  talk him down with a successful DC 21 Charisma (Persuasion) 
  check (DC 30 if the party killed his daughter Terakalir), he’ll 
  pause long enough to perhaps be dissuaded from combat. After all, 
  the Ob are a mutual threat. This is a fine opportunity for the RHC 
  and Pemberton to make an uneasy alliance.
  If combat does proceed, though, two of the Pemberbots close to 
  melee, while the one Pemberton controls hangs back and readies 
  to fire magic missiles at any PC who tries to cast a spell. If a golem 
  gets a chance, it will grab a PC and hurl them into the well.
  Pemberton continues to chat during the battle, and if pressed 
  into melee his golem fights defensively unless he sees a chance to 
  kill a PC. He casually mentions that he’s not used to people getting 
  away when he tries to kill them, certainly not more than once.
  Serafima’s Mission.
  As long as Ashima-Shimtu and the manifestation of Nicodemus 
  aren’t damaged, they’ll ignore the battle, as will Kasvarina un-
  less she is in control of herself. “Serafima” tries to stay close to 
  Ashima-Shimtu to hear details of the ritual. It takes 5 rounds for 
  Ashima-Shimtu to finish describing the ritual. On the fifth round, 
  the simulacrum concentrates and telepathically sends the details of 
  the ritual to the real Grandis Komanov.
  She then tries to shove Kasvarina into the well (Athletics +10), 
  causing the memory-event to collapse. She turns to the party and 
  proclaims, “I am Grandis Komanov, bringer of this world’s icy end, 
  and you have given me the greatest weapon I could ever have.”
  Allow a pause for people to talk, especially if any eschatologist 
  PCs want to harangue this radical cult leader. But if anyone makes 
  a move to attack, Grandis draws a shard of bloody ice, hold it high, 
  and proclaim, “O glacier of blood, sate your hunger!” She smashes 
  the ice, releasing deadly cold (which she is immune to as a simula-
  crum). She’ll then try to fight the party as best she can.
  The whole final chamber fills with arctic winds that deal 7 (2d6) 
  cold damage at the end of each round for one minute. After one 
  round the floors become coated with ice (difficult terrain), and 
  anyone in the well to become trapped (a DC 13 Strength check is 
  needed to break free).
  Pemberton is quite put out by this, and he doesn’t appreciate 
  others interfering in his vengeance. He focuses on killing the simu-
  lacrum, and then if the party wasn’t already talking, he calls for a 
  pause to talk about just who else wants the party dead. But if the 
  party continues to fight, he laments not having installed a bomb in 
  these constructs.
  Pemberbot
  Large construct, unaligned
  Armor Class 22 (natural armor)
  Hit Points 119 (14d10+42)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  9 (–1) 
  16 (+3) 
  3 (–4) 
  11 (+0) 
  1 (–5)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities damage from spells
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., blindsight 30 ft., passive Perception 10
  Languages —
  Challenge 13 (10,000 XP)
  Stone & Metal Shell. When reduced to 60 hit points or less, the 
  Pemperbot loses its damage resistances and immunities. A stone to 
  flesh spell negates its damage resistances and damage immunities 
  until the end of the Pemperbot’s next turn.
  Actions
  Multiattack. The Pemperbot makes two slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 
  25 (4d8+7) bludgeoning damage.
  Magic Missiles (5/Long Rest). The Pemperbot creates five glowing 
  darts of magical force. Each dart hits a creature of its choice that 
  it can see within 120 feet. A dart deals 1d4+1 force damage to its 
  target. The darts all strike simultaneously, and the Pemperbot can 
  direct them to hit one creature or several.
  Dazzling Lights. When reduced to 60 hit points or less, the Pemperbot 
  can activate a system of high-powered arcanoscientific lamps and 
  lenses built into its torso behind the stone façade. These rotate 
  rapidly, filling the area with blinding and disorienting beams of light. 
  Each creature within 50 feet that fails a DC 16 Constitution saving 
  throw is blinded for 1d6 rounds.
  
  32 | EN5ider Presents: Diaspora, Part Two
  Act Two: I’ve Been Around the World
  Serafima/Grandis
  Medium humanoid (hill dwarf), chaotic evil cleric 8
  Armor Class 20 (plate, shield)
  Hit Points 68 (8d8+32)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  16 (+3) 
  17 (+3) 
  20 (+5) 
  14 (+2)
  Saving Throws Wis +8, Cha +5
  Skills Arcana +6, Deception +5, Performance +5, Persuasion +5, 
  Religion +6
  Damage Resistances poison
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Dwarvish, Primordial
  Challenge 7 (2,900 XP)
  Aura of Forgetfulness (1/Long Rest). Grandis can emit a 30-foot-
  radius aura of forgetfulness for 1 minute. Creatures in the area lose 
  all memory of their time in the area (a DC 16 Wisdom saving throw 
  negates). In addition, at the beginning of their turn each round any 
  spellcaster in the area loses one prepared spell or spell slot of their 
  lowest level (starting with 1st).
  Channel Divinity (2/Short Rest). Grandis can channel divine energy 
  to fuel one of two magical effects.
  Negative Channel. As an action, Grandis commands mystical forces 
  to roil outward with baleful energies, dealing 36 (8d8) damage 
  to all creatures within 30 feet. Half of this damage is fire and half 
  is necrotic. A creature that succeeds on a DC 16 Wisdom saving 
  throw takes half damage.
  Turn Undead. As an action, Grandis presents her holy symbol and 
  speaks a prayer censuring the undead. Each undead within 30 feet 
  that can see or hear her must make a DC 16 Wisdom saving throw. 
  If the creature fails its saving throw, it is turned for 1 minute or until 
  it takes any damage. Undead of CR 1 or less that fail are destroyed. 
  A turned creature must spend its turns trying to move as far away 
  from Grandis as it can, and it can’t willingly move to a space within 
  30 feet of her. It also can’t take reactions. For its action, it can use 
  only the Dash action or try to escape from an effect that prevents it 
  from moving. If there’s nowhere to move, the creature can use the 
  Dodge action.
  Dwarven Resilience. Grandis has advantage on saving throws against 
  poison.
  Feat: War Caster. Grandis has advantage when she is concentrating on 
  a spell and has to make a Constitution saving throw from taking dam-
  age, she can wield weapons or a shield in both hands and still make 
  somatic components for spellcasting, and she can use her reaction 
  to cast a spell (maximum casting time: 1 action) at a creature that 
  provokes an opportunity attack from her.
  Spellcasting. Grandis is an 8th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She 
  has the following spells prepared from the cleric’s spell list:
  Cantrips (at will): guidance, light, resistance, sacred flame, spare 
  the dying
  1st level (4 slots): command, cure wounds, detect magic, fog cloud, 
  protection from evil and good
  2nd level (3 slots): darkness, detect thoughts, silence, spiritual 
  weapon
  3rd level (3 slots): counterspell, dispel magic, protection from 
  energy, sending
  4th level (2 slots): confusion, ice storm
  Actions
  Multiattack. Grandis attacks twice with her mace.
  +1 Platinum Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6+5) magical bludgeoning damage plus 4 (1d8) 
  radiant damage).
  EquipmEnt
  Possessions. Grandis carries a shard of the glacier of blood and the 
  following scrolls: divination, invisibility (2), guiding bolt, stone shape, 
  tongues.
  The Last Word.
  After Ashima-Shimtu finishes detailing the ritual, and the memory 
  fades. Kasvarina collapses to her knees, knowledge washing over 
  her. She explains that she remembers leaving the vault, and go-
  ing with the Clergy to their capital Methia. She went there, and 
  though what happened there is still a blank, soon thereafter the 
  war ended, and the eladrin woman perished. She suddenly real-
  izes what this means, but if the party can’t figure it out she’s too 
  ashamed to say it out loud.
  The demoness Ashima-Shimtu, no longer stuck reenacting the 
  past, will simply say, “The prisoner of the Clergy remembers what 
  horrors were wrought by her attempt to escape. She has accepted 
  her punishment, and asks no others repeat her folly. She says this 
  with no malice, only contrition.”
  If necessary, Ashima-Shimtu can let the party out of the vault. 
  They must simply name a destination and dive into her well, and 
  she can transport them to any shore within a few hundred miles. 
  Make a note of any PCs whose blood makes contact with the well. 
  Ashima-Shimtu will have power over them much later, in Zeit-
  geist #11: Gorged on Ruins. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 294 - Zeitgeist 8 02 Diaspora Part 2.pdf