TEXT:  
  - 0 - 
   
   
  A multi-table adventure for T1 and T3 characters 
  by Davide C. Milano 
   
   
   
  
   
  - 1 - 
   
  Ride the lightning 
   
  Part of  
  The Martian Spiders project 
   
  First played at the  
  AdventurersCon Milano 2018 
   
   
   
  13th moon – Eberron shared campaign 
  This adventure can be used as a kickstarter for a local chapter of The 13th moon, an Eberron multitable 
  shared campaign I wrote, with the rules available on the DMSGuild. 
  You can find more adventures on my page on the DMSGuild, I hope you can enjoy everything. 
   
   
  
   
  - 2 - 
   
  Adventure primer 
  Welcome to Ride the Lightning, a multi-table 
  adventure set in Eberron, written for the 13th 
  moon shared campaign. 
  This adventure is set in the Day of Mourning, in 
  Cyre, and the characters will try to escape the 
  catastrophic event that will annihilate the nation. 
  This adventure is designed for one table of level 
  13 characters (representing the elite group of 
  adventurers known as the Red Spiders) and some 
  tables of three to seven characters of level 1-4, 
  up to one T1 table for each level 13 character. 
  Background 
  Shoorio Ghallanda, a member of the elite group 
  of adventurers Red Spiders, has been captured by 
  a group of renegade Karrnath soldiers, known as 
  the Order of the Emerald Claw: the Order 
  hijacked a train of the lightning rail, now heading 
  full speed on the south cyren railway to the 
  Talenta Plains. Cyren soldiers along the railway is 
  scarce, since troops have been moved west for 
  the imminent battle against Breland.  
  The train will move through a very difficult 
  terrain, the Devil’s Maw, a crevasse where land 
  troops cannot move freely. The Red Spiders will 
  try to get to the train before it gets out of the 
  Devil’s Maw, boarding it from their airship, the 
  Silver Feather. To successfully complete the 
  mission, the Red Spiders called for help their best 
  allies: their faithful disciples. 
  The Red Spiders 
  For this adventure you’ll need a group of good, 
  well-known players to play the Red Spiders. Each 
  one of them will be assigned to a T1 table, 
  referred as disciples. You can let them build the 
  character using the 13th moon rules and assigning 
  them some special magic items – one symbolic 
  very rare item for each one is recommended. 
  These roles are quite important for the play: 
  they’ll have to shine and let their disciples shine, 
  so that everyone can enjoy playing together and 
  players will have an easy time creating a good 
  teacher-pupil bond between them. 
  You can anticipate them that a scene of heroic 
  sacrifice can be required and to prepare 
  accordingly. 
  Cohordinators 
  You may want to select 1-2 cohordinators for 
  every 4-5 tables, so that communications can go 
  smoothly for timings, major unexpected events 
  involving a whole area, changes you need to 
  
   
  - 3 - 
   
  improvise to maintain the experience at his best 
  for everyone. 
  War… sometimes changes 
  Eberron can be played in various and different 
  playstyles. We can suggest some variant rules to 
  have a different kind of experience. Ask your 
  fellow DMs and players what is better for your 
  group. 
  War is dirty 
  To better represent a mood and feel like Save 
  private Ryan, you can add these rules: 
  • 
  Critical hits on PCs do not deal double 
  damage but give one level of exhaustion 
  (representing lingering injuries) 
  • 
  At 0 HPs, a successful death save brings 
  the hero back at 1 HP, but a failure gives 
  one level of exhaustion 
  Heroes are awesome 
  If you prefer a more heroic playstyle, you can add 
  these rules: 
  • 
  Each PC has three hero points 
  • 
  A PC can spend a hero point to get a 
  recover an ability that recovers with a 
  short rest or to spend any number of HD 
  to heal themselves. 
  The play 
  Act I, Death from above, will consist of a briefing 
  for the players, a setup phase where they can 
  outline their preparation for the mission, and a 
  combat phase where, on the Silver Feather, they 
  will fight the few cyren antiaircraft forces. 
  Act II, Maw of the Devil, mentors will move at 
  the table of their disciples, and they will play a 
  flashback which will outline the bond between 
  mentor and disciples. Then they jump from the 
  airship in the crevasse, boarding the train mentor 
  and disciples together. During this phase, some 
  omens will give glimpses of the imminent 
  catastrophe. 
  Act III, Fight for your life, mentors will assault the 
  locomotive with the Order’s Commander, while 
  disciples will assault the wagons, fighting the 
  Order’s troops. Shoorio’s location is unknown 
  and when a group will find him with an aberrant 
  dragonmark which will clearly announce the 
  imminent threat and will give the chance to 
  safely teleport out a single wagon. Who will be 
  saved? Will they save themselves or sacrifice 
  themselves to save their beloved ones?  
  Organization going nuts 
  This adventure can be many things: be sure to 
  look at your players and understand what kind of 
  experience they are waiting for. 
  This adventure is set up for things to go 
  unexpected. You will have players trying to tame 
  griffons, players that will try to board the train 
  shooting themselves from a ballista, DMs that will 
  let wyverns grasping players and throwing them 
  on a different table – anything can happen. Don’t 
  limit these initiatives but encourage them: from a 
  player’s perspective, an epic multi-table 
  experience is also this, seeing that your 
  adventure is steering and changing because of 
  actions from the other players all around. 
  Let this be epic. Let them feel epic.  
  
   
  - 4 - 
   
  Act I – Death from above 
  Duration: 60 mins 
  Always be prepared! 
  Duration: 20 mins 
  Characters are on the Silver Feather, the airship 
  of the Red Spiders, and the organizer gives a 
  quick briefing about the situation: Shoorio 
  Ghallanda, the Red Spiders’ leader, has been 
  captured by some renegade Karrnath soldiers 
  known as the Order of the Emerald Claw. 
  The Red Spiders were ordered not to interfere 
  given the imminent battle, but their bond is too 
  strong and they decided to go rogue: the only 
  ones ready to help them under these conditions 
  are their faithful disciples, the level 1-4 
  characters. 
  To prepare themselves every player will have 
  several options at their disposal. Each action has 
  a base effect, increased with a successful hard 
  ability check. CDs will be high but if a character 
  succeeds, he can spread the intel to every other 
  table, which will be able to prepare conveniently. 
  If a character uses his background feature in an 
  interesting way and roleplays the information 
  gathering, he can roll the check with advantage. 
  Ask players to roleplay the investigation. 
  Investigation: Order of the Emerald Claw 
  Investigating on the Order the players will know 
  that it was an elite force of the Karrnath army 
  which was banished for treason by Regent 
  Morlanna during a coup. They are mainly soldiers 
  - spellcasters are rare, since they served under 
  the command of Karrnath’s Minister of Death. 
  Intelligence (Investigation) [DC20]: these 
  renegades are geared with stolen Karrnath items, 
  which means they will deal a lot necrotic or 
  poison damage, irrelevant for Karrnath’s undead 
  troops. 
  
   
  - 5 - 
   
  Investigation: cyren defense forces 
  A character can get some information about 
  cyren militia, which has a low presence on the 
  railway due to the imminent battle with Breland. 
  Air defense forces are mainly composed by 
  griffon riders. 
  Charisma (Persuasion) [DC20]: cyren griffons are 
  a Vadalis breeding and they are well-trained. 
  They are fond of the meat of a specific dinosaur 
  from the Talenta plains, which can be bought for 
  50gp on the market.  
  Investigation: the train 
  With a flashback on a previous mission the 
  players can find the stub blueprints of the train 
  stolen by the Order: it’s a cutting-edge model, 
  with special stabilizers granting a comfortable 
  experience. 
  Dexterity (Sleight of hand) [DC20]: on that 
  mission the players managed to steal the 
  blueprints and with a more accurate research 
  they can find out that on the front of each wagon 
  there is a locker with the stabilizers’ switch. 
  Turning them off will cause the train to start 
  shaking and knocking down unaware 
  passengers. 
  Investigation: Devil’s Maw 
  The train will move through a deep 
  and isolated crevasse: getting on 
  top of it is complicated and the train 
  must slow down in a specific place, 
  granting a safe boarding. 
  Intelligence (History or Religion) 
  [DC20]: notes on ancient tomes 
  will reveal that elemental spirits 
  offspring of lightning were bound 
  to protect the railway.  
  Gearing up 
  Not properly an action, every character 
  can buy gear, material components for 
  spells, and other goods, in response to 
  any information received from their 
  actions of from any other character 
  from other tables. Every character is considered 
  to have Wealth, meaning that level 1-4 characters 
  have 400gp and level 13 characters have 5000gp. 
  Moreover, the Red Spiders have special actions at 
  their disposal. 
  Special: artillery 
  The black market can provide special weapons for 
  the Silver Feather: for 4000gp it is possible to buy 
  ballistae that will weaken cyren aerial defenses. 
  Spending 4000gp more: spending other 4000gp it 
  is possible to acquire explosive ammo that will 
  weaken even more cyren defenses. 
  Special: divination 
  A special divination ritual will grant Inspiration to 
  each member of the expedition. 
  Intelligence (Arcana) [DC20]: with a special 
  expertise the ritual will provide good luck and 
  glimpses of heroic future: using Inspiration will 
  remove any disadvantage and will let the player 
  roll three dice and keep the better one. 
  Special: mercenaries 
  Recruiting mercenaries, members of the 
  Red Spiders can give their disciples 
  some reinforcement: every T1 table 
  will have a warforged soldier at 
  their disposal (statistics of a 
  bandit). 
  Spending 4000gp: putting extra 
  resources on this will allow to 
  power up the recruited warforged 
  soldier (now with statistics of a 
  knight).  
  Remember: during this part groups 
  can and should share intel to 
  prepare themselves accordingly. 
  Battle in the sky 
  Duration: 40 mins 
  The Silver feather is soaring in Cyre 
  when the cyren windriders will assault 
  
   
  - 6 - 
   
  them, while sappers will try to damage the 
  airship. 
  Every T1 table will face a group of cyren 
  windriders, composed of 2 griffons, 1 bandit 
  captain, 1 priest, 1 spy. Every character with 
  passive perception 15 or higher will not be 
  surprised. An unprepared group should face 
  lethal consequences, but the previous phase 
  should reduce the difficulty. 
  • 
  The special dinosaur meat will remove 
  both griffons during the first turn. From 
  the second turn, one of them will return 
  in combat. 
  • 
  The artillery will remove the surprise for 
  PCs 
  • 
  Explosive ammo will disorient the cyren 
  forces, turning the tide and making them 
  surprised. 
  The T3 table will face the elite windriders, 
  composed by 2 wyverns, 1 kraken priest (picture 
  him as a storm dragonmarked half-elf), 1 master 
  thief, 1 warlord. As for the disciples, preparation 
  will have effect: 
  • 
  Wyverns will be distracted by dinosaur 
  meat and will not join the fight 
  • 
  Artillery will deal 20 damage to every 
  elite windrider 
  • 
  Explosive ammo will make the elite 
  windriders surprised 
  Be spectacular: you are on the bridge of an 
  airship, your characters will have lots of ropes, 
  crates, griffons, and explosives ammos to use. 
  Don’t be shy in letting characters try unusual 
  strategies, roam around different tables to strike 
  enemies with surprise and give unexpected help 
  to their allies – use these moments to note 
  relations you can use during the flashback 
  sequence in Act II. 
  After 40 mins of combat stop the fight: the troops 
  will run away and leave the ship. Sappers’ 
  effectiveness will be measured by the number of 
  surviving windrunners: every survivor will mean 
  that the ship suffered 10 damage from the 
  sappers. Subtract them from the 250hp of the 
  ship: too much damage will mean a harder 
  descent.  
   
  
   
  - 7 - 
   
  Act II – Maw of the Devil 
  Duration: 60 mins 
  Beyond cyren defenses, the characters will have 
  the chance to make a short rest before jumping 
  into the Devil’s Maw. 
  In this Act each member of the Red Spiders table 
  will move to a different T1 table to prepare for 
  the descent and remember the ol’ good times. 
  Every master will give a sending stone to one of 
  his disciples, so they can communicate when they 
  will split on the train. 
  Flashback 
  Duration: 30 mins 
  During the short rest each T1 table will receive 
  the visit of their teacher. Match a couple of 
  background traits (personality, ideal, bond, flaw) 
  from a couple of characters to give a little 
  kickstart and let them build together the story of 
  their friendship, how they met, the threats they 
  faced, highs and lows of their relationship. Try to 
  let them paint out the nemesis for the group, 
  push their ideas to craft an NPC that will be felt 
  as a clear and present danger. 
  This part should be useful to take some breath 
  after the previous encounter and to give some 
  emphasis on their bond: this should increase the 
  impact of decisions in Act III and give more 
  motivation on the fight due to the presence of 
  their nemesis. 
  Descent, crazy descent 
  Duration: 30 mins 
  Adventurers should be ready, now, for the 
  descent in the Devil’s Maw. The airship will slow 
  down as much as possible to let them jump, 
  freefalling through the Maw and land on the train 
  thanks to a ring of feather falling provided by 
  their teachers. 
  The fall will not be without consequences: if the 
  airship has less than 100hp the landing will be 
  difficult, and some minor impacts will deal 5 
  (1d8) bludgeoning damage. 
  During the freefall they will be able to move and 
  steer their direction thanks to the rings: 
  underline this, so that they can do something 
  spectacular during the next fight. 
  Wild magic 
  From now on surges of wild magic start afflicting 
  the characters, glimpses of the imminent 
  disaster. Every time a spell is cast, roll 1d20: with 
  11 or more roll for a random effect of wild magic 
  from the table at pag.104 on the Player’s 
  Handbook. 
  The first time someone casts a Magic Missile spell 
  on a table, no roll is required: one additional 
  Missile will be created, which will become 
  sentient and friendly towards the group. Every 
  member of the group will gain a Story award 
  which will allow them to summon a Living magic 
  missile with the spell Find Familiar. 
  Sentinels 
  During the fall, each group will be assaulted by an 
  Air Elemental Myrmidon, assisted by two 
  Malvolent Winds (statistics of a Water Weird, 
  with a fly speed instead of a swimming speed, all 
  damage inflicted becomes lightning damage and 
  without the Water bound trait). 
  If the Malevolent Winds get hit, the Myrmidon 
  gets disadvantage on attack rolls and can’t use its 
  Lightning strike attack until the end of his next 
  turn. If the Myrmidon gets 25 points of damage in 
  a single turn, the Malvolent Winds will get 
  disadvantage on attack rolls until the end of their 
  next turn. 
  
   
  - 8 - 
   
  Act III – Fight for your life 
  Duration: 45 mins or more 
  Once beyond the tight passages of the Devil’s 
  Maw, the adventurers will finally approach the 
  train. The Red Spiders will move toward the 
  locomotive, where there is the Emerald Claw 
  Commander, while disciples will manage the 
  troops in the wagons. 
  Assaulting the train 
  Before jumping on the train, characters will have 
  one minute to lick some wounds and prepare for 
  the final stand. If the characters made the 
  investigation about the Devil’s Maw they will 
  know where is the best spot to jump; if they 
  didn’t, the jump is hard and they will get 4 (1d6) 
  bludgeoning damage. 
  Commander and Lieutenants 
  The encounters can be quite different from each 
  other: the environment can be larger than the 
  only wagon interior with the benches, but it can 
  happen also outside the train, on the roof, 
  between one window and another, between 
  wagons or under the wagons (beware the 
  lightnings). 
  If someone succeeded in the investigation, they 
  can use the locker, forcing everyone unprepared 
  to make a Strength save DC 18 or be knocked 
  prone. Communication is key: if someone will not 
  alert the other tables, they will have to make the 
  save as well.  
  On the roof of the locomotive and under every 
  wagon there are shocking lightning that keep the 
  train levitating: they are easy to avoid, but if 
  someone is thrown through them they will deal 
  16 (3d10) lightning damage, doubled on the 
  locomotive. This can be used by PCs (and from 
  their opponents too, it builds tension). 
   
  Locomotive: Andrew “The Red” Redmane 
  Commander Andrew “The Red” Redmane (shifter 
  blackguard) is an old enemy of the Red Spiders. 
  He is in the locomotive with his faithfuls, Caesar, 
  Veronique and Mattew (statistics of bandit 
  captains) and his brainwashed warforged 
  Bonegnaw (statistics of a stone golem). 
  Wagons: the nemesis 
  The nemesis portrayed in Act II during the 
  flashback will show up in the wagons, as a 
  newfound member of the Emerald Claw. Use the 
  statistics of a stone defender or a warlock of the 
  archfey provided in appendix 1 or choose a fitting 
  CR4 monster – add then two bandits and one 
  acolyte. All of them deal an additional 1d4 poison 
  damage with each attack because of the Karrnath 
  army stolen gear. 
  Let this fight be spectacular with talks and action, 
  using sudden steers of the train, luggage falling, 
  doors or anything you can use to build a good 
  action scene. 
  Farewell 
  When a group defeats its opponents, they can 
  move and help others nearby. When a second 
  group defeats its opponents, that group will find 
  a portable hole with Shoorio Ghallanda trapped 
  inside, in critical conditions (5 levels of 
  exhaustion). He shows an aberrant dragonmark 
  singing a piece of the draconic prophecy due to 
  the wild magic in the air: the song will tell the 
  players about the impending catastrophe, and 
  that one of them (DM’s choice) has one round to 
  use the dragonmark and teleport a single wagon 
  out of Cyre before the nation is annihilated. 
  Whoever has the decision must decide who will 
  be saved: the locomotive or the wagon. 
  After the teleport, let the players communicate 
  even with the sending stones, to make a proper 
  farewell: let it be an emotional moment, with 
  
   
  - 9 - 
   
  sorrow, rage, disappointment or whatever the 
  story has developed. 
  Interrupt then communication in the middle of a 
  sentence. With dawn, a terrible bright light will 
  illuminate the whole horizon, blinding everyone 
  looking directly. After an instant a powerful 
  thunder will deafen everyone, while ashes will 
  cover Cyre, turning the nation in the Mournland 
  It’s the Day of Mourning. 
  Rewards 
  Everyone gets 1XCP and 1TP. 
  T1 players survived can add the story award 
  Veteran of the Last War, allowing them to reroll 
  a saving throw against the frightened condition 
  once per long rest. They can add a magic item of 
  their teacher to their list. 
  T1 players who didn’t survive can keep the list of 
  magic items for a new hero, seeking vengeance 
  for the dead adventurer. 
  T3 players can create a level 3 character, adding a 
  magic item from the list of their T3 hero. 
  Every player who cast Magic Missile under the 
  wild magic effects gets the Friendly Missile story 
  award, allowing them to summon a living magic 
  missile if they cast the find familiar spell. 
  A special thank you… 
  To everyone that made it possible to play this 
  adventure at the AdventurersCon Milano 2018. 
  To the Martian Spiders who organized that 
  wonderful event and supported me in creating 
  adventures. 
  To Alessandro, Dario, Matteo and Stefano, who 
  DMed with me that crazy event and made a 
  spectacular job. 
  To the amazing 22 players who experienced a 
  special and, I hope, very fun afternoon of crazy 
  Eberron play – I enjoyed every minute of it. 
  Thank you. 
   
  
   
  - 10 - 
   
  Appendix 1 – Magic items lists 
  Tier 1 characters – permanent gear 
  Costs are in Treasure Points, as per 13th moon 
  shared campaign rules. 
  • 
  Bag of holding [4TP] 
  • 
  Googles of night [4TP] 
  • 
  Immovable rod [4TP] 
  • 
  Wand of secrets [4TP] 
  Tier 1 characters – consumable gear 
  • 
  20 +1 arrows [50gp] 
  • 
  Potion of healing [50gp] 
  • 
  Potion of giant’s strength (hill) [50gp] 
  • 
  Potion of resistance (fire) [50gp] 
  • 
  Potion of resistance (lightning) [50gp] 
  • 
  Spell scroll (liv0-1) [50gp]  
  Red spiders – consumable gear 
  • 
  Bead of force [200gp] 
  • 
  Potion of giant’s strength [200gp] 
  • 
  Potion of greater healing [200gp] 
  • 
  Potion of heroism [200gp] 
  • 
  Potion of invulnerability [200gp] 
  • 
  Spell scroll (greater invisibility) [200gp] 
  • 
  Spell scroll (lesser restoration) [300gp] 
  • 
  20 +3 arrows [800gp] 
  • 
  Potion of haste [800gp] 
  • 
  Potion of invisibility [800gp] 
  • 
  Potion of superior healing [800gp] 
  • 
  Warforged bodyguard (knight) [800gp] 
  
   
  - 11 - 
   
  Appendix 2 – Monsters 
  Acolyte 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  14 
  (+2) 
  11 
  (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (SO XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The acolyte has 
  following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, 
  thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
  Air Elemental Myrmidon 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft., fly 30 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  (+4) 
  14 
  (+2) 
  14 
  (+2) 
  9 
  (-1) 
  10 
  (+0) 
  10 
  (+0) 
   
  Damage Resistances lightning, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, 
  poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran, one language of its creator's 
  choice 
  Challenge 7 (2,900 XP) 
  Magic Weapons. The myrmidon's weapon 
  attacks are magical. 
  Actions 
  Multiattack. The myrmidon makes three flail 
  attacks. 
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
  Lightning Strike (Recharge 6). The myrmidon 
  makes one flail attack. On a hit, the target takes 
  an extra 18 (4d8) lightning damage, and the 
  target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  myrmidon's next turn. 
  
   
  - 12 - 
   
  Bandit 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 
  (+0) 
  12 
  (+1) 
  12 
  (+1) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
   
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  14 
  (+2) 
  11 
  (+0) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee 
  attacks: two with its scimitar and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 
  5 (1d4 + 3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the 
  captain must see the attacker and be wielding a 
  melee weapon. 
   
  Blackguard 
  Medium humanoid (any race), any non-good 
  alignment 
  Armor Class 18 (plate) 
  Hit Points 153 (18d8+72) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  (+4) 
  11 
  (+0) 
  18 
  (+4) 
  11 
  (+0) 
  14 
  (+2) 
  15 
  (+2) 
   
  Saving throws Wis +5, Cha +5 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 8 (3,900 XP) 
  Spellcasting. The blackguard is a 10th-level 
  spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following paladin spells prepared: 
  1st level (4 slots): command, protection from evil 
  and good, thunderous smite 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic 
  
   
  - 13 - 
   
  Actions 
  Multiattack. The blackguard makes three attacks 
  with its glaive or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 9 (1d10 + 4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (ld6 + 2) 
  piercing damage. 
  Dreadful Aspect (Recharges after a Short or Long 
  Rest). The blackguard exudes magical menace. 
  Each enemy within 30 feet of the blackguard 
  must succeed on a DC 13 Wisdom saving throw 
  or be frightened for 1 minute. If a frightened 
  target ends its turn more than 30 feet away from 
  the blackguard, the target can repeat the saving 
  throw, ending the effect on itself on a success. 
  Griffon 
  Large monstrosity, unaligned 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  (+4) 
  15 
  (+2) 
  16 
  (+3) 
  2 
  (-4) 
  13 
  (+1) 
  8 
  (-1) 
   
  Skills Perception +5 
  Senses darkvision 60ft., passive Perception 15 
  Languages – 
  Challenge 2 (450 XP) 
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The griffon makes two attacks: one 
  with its beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage 
  Kraken Priest 
  Medium humanoid (any race), any evil alignment 
  Armor Class 10 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  (+1) 
  10 
  (+0) 
  16 
  (+3) 
  10 
  (+0) 
  15 
  (+2) 
  14 
  (+2) 
   
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
  Amphibious. The priest can breathe air and 
  water. 
  Innate Spellcasting. The priest's spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). It can innately cast the following 
  spells, requiring no material components: 
  At will: command, create or destroy water 
  3/day each: control water, darkness, water 
  breathing, water walk 
  1/day each: call lightning, Evard's black tentacles 
  Actions 
  Thunderous Touch. Melee Spell Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 27 (5d10) thunder 
  damage. 
  Voice of the Kraken (Recharges after a Short or 
  Long Rest). A kraken speaks through the priest 
  with a thunderous voice audible within 300 feet. 
  Creatures of the priest's choice that can hear the 
  kraken's words (which are spoken in Abyssal, 
  Infernal, or Primordial) must succeed on a DC 14 
  Charisma saving throw or be frightened for 1 
  minute. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  
   
  - 14 - 
   
  Master Thief 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 
  (+0) 
  18 
  (+4) 
  14 
  (+2) 
  11 
  (+0) 
  11 
  (+0) 
  12 
  (+1) 
   
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +,7, Athletics +3, Perception +3, 
  Sleight of Hand +7, Stealth +7 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  plus thieves' cant 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief 
  can use a bonus action to take the Dash, 
  Disengage, or Hide action. 
  Evasion. If the thief is subjected to an effect that 
  allows it to make a Dexterity saving throw to take 
  only half damage, the thief instead takes no 
  damage if it succeeds on the saving throw, and 
  only half damage if it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 
  14 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack 
  roll, or when the target is within 5 feet of an ally 
  of the thief that isn't incapacitated and the thief 
  doesn't have disadvantage on the attack roll. 
  Actions 
  Multiattack. The thief makes three attacks with 
  its shortsword. 
  Shortsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage 
  that it takes from an attack that hits it. The thief 
  must be able to see the attacker. 
  Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  12 
  (+1) 
  13 
  (+1) 
  16 
  (+3) 
  13 
  (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts 
  until the end of the turn. If the priest expends a 
  spell slot of 2nd level or higher, the extra damage 
  increases by 1d6 for each level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, 
  thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary 
  2nd level (3 slots): lesser restoration, spiritual 
  weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  
   
  - 15 - 
   
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 3 (1d6) bludgeoning damage. 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  15 
  (+2) 
  10 
  (+0) 
  12 
  (+1) 
  14 
  (+2) 
  16 
  (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, 
  or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the 
  spy that isn't incapacitated and the spy doesn't 
  have disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
  Stone Defender 
  Medium construct, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  10 
  (+0) 
  17 
  (+3) 
  3 
  (-4) 
  10 
  (+0) 
  1 
  (-5) 
   
  Damage Immunities poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands one language of its 
  creator but can't speak 
  Challenge 4 (1,100 XP) 
  False Appearance. While the stone defender 
  remains motionless against an uneven earthen or 
  stone surface, it is indistinguishable from that 
  surface. 
  Magic Resistance. The stone defender has 
  advantage on saving throws against spells and 
  other magical effects. 
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning 
  damage, and if the target is Large or smaller, it is 
  knocked prone. 
  Reactions 
  Intercept Attack. In response to another creature 
  within 5 feet of it being hit by an attack roll, the 
  stone defender gives that creature a +5 bonus to 
  its AC against that attack, potentially causing a 
  miss. To use this ability, the stone defender must 
  be able to see the creature and the attacker. 
  
   
  - 16 - 
   
  Stone Golem 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 
  (+6) 
  9 
  (-1) 
  20 
  (+5) 
  3 
  (-4) 
  11 
  (+0) 
  1 
  (-5) 
   
  Damage Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can't speak 
  Challenge 10 (5,900 XP) 
  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. 
  Magic Weapons. The golem's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning 
  damage. 
  Slow (Recharge 5-6). The golem targets one or 
  more creatures it can see within 10 feet of it. 
  Each target must make a DC 17 Wisdom saving 
  throw against this magic. On a failed save, a 
  target can't use reactions, its speed is halved, and 
  it can't make more than one attack on its turn. In 
  addition, the target can take either an action or a 
  bonus action on its turn, not both. These effects 
  last for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Warlock of the Archfey 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (14 with mage armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 
  (-1) 
  13 
  (+1) 
  11 
  (+0) 
  11 
  (+0) 
  12 
  (+1) 
  18 
  (+4) 
   
  Saving Throws Wis +3, Cha +6 
  Skills Arcana +2, Deception +6, Nature +2, 
  Persuasion +6 
  Condition Immunities charmed 
  Senses passive Perception 11 
  Languages any two languages (usually Sylvan) 
  Challenge 4 (1,100 XP) 
  Innate Spellcasting. The warlock's innate 
  spellcasting ability is Charisma. It can innately 
  cast the following spells (spell save DC 15), 
  requiring no material components: 
  At will: disguise self. mage armor (self only), silent 
  image, speak with animals 
  1/day: conjure fey 
  Spellcasting. The warlock is a 11th-level 
  spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 14, +6 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a 
  short or long rest. It knows the following warlock 
  spells: 
  Cantrips (at will): dancing lights, eldritch blast, 
  friends, mage hand, minor illusion, 
  prestidigitation, vicious mockery 
  1st-5th level (three 5th-level slots): blink, charm 
  person, dimension door, dominate beast, faerie 
  fire, fear, hold monster, misty step, phantasmal 
  force, seeming, sleep 
  
   
  - 17 - 
   
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 
  4 (ld4 + 2) piercing damage. 
  Reactions 
  Misty Escape (Recharges after a Short or Long 
  Rest). In response to taking damage, the warlock 
  turns invisible and teleports up to 60 feet to an 
  unoccupied space it can see. It remains invisible 
  until the start of its next turn or until it attacks, 
  makes a damage roll, or casts a spell. 
  Warlord 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 
  (+5) 
  16 
  (+3) 
  18 
  (+4) 
  12 
  (+1) 
  12 
  (+1) 
  18 
  (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a 
  saving throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the 
  start of its turn if it has at least 1 hit point but 
  fewer hit points than half its hit point maximum. 
  Actions 
  Multiattack. The warlord makes two weapon 
  attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing 
  damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage. 
  Legendary Actions 
  The warlord can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time 
  and only at the end of another creature's turn. 
  The warlord regains spent legendary actions at 
  the start of its turn. 
  Weapon Attack. The warlord makes a weapon 
  attack. 
  Command Ally. The warlord targets one ally it 
  can see within 30 feet of it. If the target can see 
  and hear the warlord, the target can make one 
  weapon attack as a reaction and gains advantage 
  on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord 
  targets one enemy it can see within 30 feet of it. 
  If the target can see and hear it, the target must 
  succeed on a DC 16 Wisdom saving throw or be 
  frightened until the end of warlord's next turn. 
  
   
  - 18 - 
   
  Water Weird 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 58 (9d10 + 9) 
  Speed 0 ft., swim 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 
  (+3) 
  16 
  (+3) 
  13 
  (+1) 
  11 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Damage Resistances fire; bludgeoning, piercing, 
  and slashing from non-magical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, 
  paralyzed, poisoned, restrained, prone, 
  unconscious 
  Senses blindsight 30ft., passive Perception 10 
  Languages understands Aquan but doesn't speak 
  Challenge 3 (700 XP) 
  Invisible in Water. The water weird is invisible 
  while fully immersed in water. 
  Water Bound. The water weird dies if it leaves 
  the water to which it is bound or if that water is 
  destroyed. 
  Actions 
  Constrict. Melee Weapon Attack: +5 to hit, reach 
  10ft., one creature. Hit: 13 (3d6 + 3) bludgeoning 
  damage. If the target is Medium or smaller, it is 
  grappled (escape DC 13) and pulled 5 feet toward 
  the water weird. Until this grapple ends, the 
  target is restrained, the water weird tries to 
  drown it, and the water weird can't constrict 
  another target. 
  Wyvern 
  Large dragon, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 20ft., fly 80ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  10 
  (+0) 
  16 
  (+3) 
  5 
  (-3) 
  12 
  (+1) 
  6 
  (-2) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages – 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The wyvern makes two attacks: one 
  with its bite and one with its stinger. While flying, 
  it can use its claws in place of one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 
  10ft., one creature. Hit: 11 (2d6 + 4) piercing 
  damage. The target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage 
  on a successful one. 
   
   
  
   
  - 19 - 
   
  Legal disclaimer 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s 
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the 
  Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and 
  other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, 
  Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, 
  Uxbridge, Middlesex, UB11 1ET, UK. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Davide Milano/13th Moon Shared Campaign - Ride the Lightning.pdf