TEXT: 1
  
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  WHAT IS JUNKER SPACE FANTASY?
  So let’s break down these two separate genres as they are quite different -- beginning with space 
  fantasy. The genre of space fantasy is usually categorized by several items: the inclusion of some sort 
  of “mythic quest,” a young pupil and aged master, a kind of knightly order or analog, and a dark force 
  or power which the pupil and master must fight against. The most clear example of this is George 
  Lucas’ Star Wars or something like the Buck Rogers and Flash Gordon serials of the 1930s. Whether it 
  is in the far future or far past, there is this fantastical quality to the science fiction story that grants 
  it that moniker of space fantasy. To coin a phrase, “magic space wizards” is a perfect description of 
  what space fantasy is at its core. 
  Now the junker element. Films like Mad Max or Waterworld would count as junker films as they 
  are post-apocalyptic or occurring during the apocalypse and place an emphasis on a junky, rusty, 
  rough and tumble kind of aesthetic. Fury Road does perhaps the best job of exemplifying this genre, 
  followed by video games like Borderlands or Destiny, both of which have those rough-around-the-
  edges kind of quality to them that lend well to the junker aesthetic. 
  So junker space fantasy… how the hell does that work?
  Junker space fantasy plays on the visual inspiration of the junker theme but has the mythic 
  and fantastical elements of the space fantasy. The plethora of worlds and the satellite city of Epoch 
  are designed to feel like a hybrid of scientific engineering and magic or perhaps a kind of union of 
  one overtaking the other. A young speeder pilot who built his suit from scrap metal under the 
  tutelage of an old battlesmith who is fighting against the expansion of a shadowy empire is 
  an example of a union between those two genres.
  Whether it is forming a guild to clown around the stars while exploring alien ruins; blasting huge 
  monsters aside with a rune-powered gun; working in the hold of an old treasure galleon on your 
  scrappy speeder; or performing powerful cosmagic in the depths of a black hole being opened in the 
  middle of the county capital surrounded by xeno-necromancers — Comets & Cockpits invites you to 
  strap on your armor, grab your saddle and coneslinger, gather some other junkers and make the deep 
  dive into wild and zany space fantasy that we present for your 5e table.    
  CREDITS 
  Project Leads and Producers: Cameron R. Day 
  and Zac Goins
  Writers: Cameron R. Day, Lydia Van Hoy, Joseph 
  Vargas, Noah Simpson, Zac Goins, Jack Lewis, 
  Kai Linder, Magnus Laursen, Penny Reif
  Guest Writers: Chris Hopper, Griffin Fredette, 
  Shannon Roby, Basil Wright, Chris Maloney, 
  Julia Pluta 
  Editors: Cindy Butor, Joe Raso
  Layout: David Barrentine
  Original Artists: Alex Coggon, Natalie Pioré, 
  Ross Setterfield, David Frasheski, Lluis Abadias, 
  Raul Volpato, Jeff Zugale    
  Cartography: Abbie Hines, Cameron Day
  Encounter Maps: Kent Willmeth
  Adobe Stock: grandfailure, roman3d, liuzishan, 
  thanawong, designprojects, Dominick, 
  danielegay, Alexandra Petruk, boscorelli, ustas, 
  Ruslan, David Markiwsky, Yashkovskiy, info@
  nextmars.com, dottedyeti, Asanee, marsea, 
  Iobard, dneprstock, Konstantin Gerasimov, 
  chainat, dimitri, zinuk, rck, laurafaraci, 
  jozefklopacka, warmtail
  Space Backgrounds: Eldmar Studios
  Playtesters: Chris Hopper, Brittney Hay, Kent 
  Hay, Cat Elm
  DEDICATION
  This book is dedicated to Colton Banks. Colton 
  was a larger-than-life personality: tall, humble, 
  friendly, and loving. He was taken too soon 
  from us, but his avid love for storytelling and 
  D&D will live on through Koldon Bancroft, wily 
  dwarven barbarian of the Stockade. So, we 
  ask you to consider when you go adventuring 
  through Haven, take Colton along with you in 
  your stories on Adelphos and beyond. 
  May All Your Rolls Be 20s
  Colton Banks
  1991-2021
  
  4
  FROM THE JOURNAL OF IRONBASHK, 
  SPACE GOBLIN WARLOCK AND 
  JUNKER EXTRAORDINAIRE
  Hello there, junkers! Welcome to Adelphos, and in turn welcome to Haven! Arlo Runewright is 
  the usual greeting committee, but he got tangled up taking care of some stuff in the Map Room with 
  Tessin and Edmora, so he put me in charge! Dangerous choice! Anyhow, it is my job to welcome ya 
  ta our little nook in the universe. Well, technically it ain’t little, since Adelphos is 39 billion square 
  kilometers -- but that is beside the point! I am here to tell ya argon from apples, so here is the dealio: 
  there are three important rules to surviving in Haven.
  First rule -- ya are gonna see a lotta strange shit around, go figure! Ya are on our ancestral 
  homeworld, something we ain’t seen in a couple millennia, SURPRISE! So the more you learn to go 
  with the flow, the lot better this whole “acclimating” process is gonna go. 
  Second rule -- do not drink the blue water. Don’t give me the crock of “Oh, Ironbashk, water is 
  blue!” No it ain’t dumbass, water is clear! I mean do not drink for the areas where you see a lurid 
  blue spill of some kind of gunk. Means dire tardigrades have been there and gotten their rune goo 
  everywhere. 
  Third rule -- throw everything ya know out the window. Ya would think with rule number one that 
  would be self explanatory. WRONG! Shit don’t work here like it does back on yar normie homeworld, 
  punks. Magic, monsters, money -- all different in Haven. 
  And the fourth rule -- fruk ya, I am adding a fourth one -- trust yar gut. Sure, there are times 
  that ya can use yar head and logic yart way outta some shit ya might have landed in. But here in 
  Haven and on Adelphos, ain’t got time for that shit. Eat or be eaten, shot or be shot, live or unlive. 
  We are visitors here on this rock - our ancestors might have lived here thousands of years ago, 
  but it outgrew us while we was gone. Our fancy tech and magicks and speeders and whatnot ain’t 
  jack against a planet that SURVIVED A TITAN EXPLODING HERSELF. So keep that in mind when ya 
  are out and about. Oh, and here is this, some sorta guidebook that Arlo threw together on the planet 
  and Haven. I added my own notes, of course. 
  Good luck! Ya gonna need it!
  
  5
  Chapter One:  
  Player Species and Backgrounds -------- 4
  Original Species -------------------------------- 4
  Other Species on Adelphos ------------------ 16
  Original Backgrounds ------------------------ 19
  Chapter 2:  
  Original Subclasses and Class ---------  33
  Bard --------------------------------------------- 34
  Druid -------------------------------------------  37
  Paladin -----------------------------------------  38
  Ranger: Verdant Wayfinder ------------------ 39
  Ranger: Space Stalker ------------------------ 40
  Rogue -------------------------------------------  42
  Sorcerer: Radiation magic -------------------  43
  Sorcerer: Star Soul ---------------------------  45
  Warlock ----------------------------------------- 47
  The Conduit -----------------------------------  49
  Conduit Spell List ----------------------------- 56
  Chapter Three:  
  New Spells and Feats ----------------------  57
  New Spell Options ----------------------------  58
  New Feat Options -----------------------------  60
  Chapter Four:  
  The Depot -------------------------------------  62
  Armor -------------------------------------------  63
  Weapons ---------------------------------------- 64
  Land Vehicles ---------------------------------- 67
  Chapter Five:  
  Mounts ------------------------------------------ 73
  Variant Mount Rules -------------------------  73
  Mounts -----------------------------------------  76
  Chapter Six:  
  Space Magic ----------------------------------- 85
  Spark -------------------------------------------  85
  Sigils --------------------------------------------  86
  Runestones ------------------------------------  91
  Chapter Seven:  
  Magic Items ----------------------------------- 95
  Runestones ------------------------------------  95
  Items ------------------------------------------  104
  Chapter Eight:  
  Records of Creation ---------------------- 108
  Chapter Nine:  
  Territory of Haven ------------------------ 115
  Tidtimber -------------------------------------  118
  Runesalt --------------------------------------  122
  Black Bay -------------------------------------  125
  Driftwood -------------------------------------  129
  Dalemorn -------------------------------------  134
  Bigby’s Vale ----------------------------------- 139
  The Stockade --------------------------------- 143
  Chapter Ten:  
  On the Frontier ---------------------------- 145
  Chapter Eleven:  
  Globe Gazetteer ---------------------------- 149
  Araximixalia ---------------------------------- 150
  Dontoceti -------------------------------------  152
  Threskafa -------------------------------------  154
  Rystradia -------------------------------------  156
  Brightlord ------------------------------------- 158
  Dagon -----------------------------------------  159
  Dramadora -----------------------------------  161
  Dwalli -----------------------------------------  163
  Necros ----------------------------------------- 165
  Refker 6 --------------------------------------- 168
  Riig --------------------------------------------  170
  Chapter Twelve:  
  Guilds and Exploration -----------------  172
  Guilds – 172
  Optional Rules: Exploration Mechanics -  180
  Chapter Thirteen:  
  Politics of Lumber ------------------------ 186
  Chapter Fourteen:  
  Big Trouble for Little Sporiers ------- 193
  Chapter Fifteen:  
  Runesalt Salvagers ----------------------- 202
  Chapter Sixteen:  
  Beastiary ------------------------------------- 210
  Chapter Seventeen:  
  Draconiforms ------------------------------- 225
  Chapter Eighteen:  
  Brobdingnagians --------------------------- 243
  Chapter Nineteen:  
  Exarchs ---------------------------------------  258
  Appendixies --------------------------------  263
  Appendix 1: The Politics of Lumber ------  263
  Appendix 2: Big Trouble for 
     Little Sporiers -----------------------------  265
  Appendix 3: Runesalt Salvagers ----------  271
  Creator Bios --------------------------------- 276
  Backers ---------------------------------------  278
  OGL --------------------------------------------  280
  TABLE OF CONTENTS
  
  CHAPTER ONE
  PLAYER SPECIES AND 
  BACKGROUNDS
  ORIGINAL SPECIES 
  F
  ive new species are available for player 
  characters in the Kyldur System. While 
  each of these options is certainly alien in 
  nature, they are presented in such a way as to fit 
  comfortably alongside elves, dwarves, gnomes, 
  and other, more traditional fantasy races. Feel 
  free to incorporate representatives of your favorite 
  fantasy races and species in addition to the 
  options found here.
  ODONTOS
  SQUAT INNOVATORS
  Known as a practical and exploratory species, 
  odontos are squat, whale-like creatures with large 
  eyes and bulging foreheads. They were one of 
  the first modern species to reach out to the stars 
  and have since become a reliable sight wherever 
  machines are made or spark is accessed. Their 
  independence and magical senses make them 
  valued allies.
  
  7
  Odontos are the distant evolutionary relative 
  of whales, having long ago transitioned from the 
  primordial seas of their homeworld, Dontoceti. 
  They average three to four feet tall with short 
  legs and wide, awkward feet, but their dense 
  bodies make them as heavy as some humans 
  twice their size. Their thick skin ranges from 
  pearl white to inky black, but the most common 
  color is a stony gray. Odontos have wide, stiff-
  lipped mouths full of small pointed teeth and 
  rounded heads with no hair or neck. Most are 
  short-sighted, and combat this with goggles over 
  their eyes. Their faces are capable of only the 
  most minimal expression, making them difficult 
  for other species to read and leading to the 
  famous odontos habit of honestly stating their 
  current emotion or feeling when they speak to 
  facilitate communication.
  Individual odontos are immensely excited 
  to find and experiment with new things, which 
  is somewhat mediated by their tendency to 
  carefully consider their words and actions. Most 
  are strongly independent and place great value 
  on technical ability in any pursuit. They’re also 
  bluntly honest and tend to dislike those whose 
  words don’t match their actions.
  CULTURE OF 
  INDEPENDENCE
  Many aspects of odontos society and culture 
  derive from the difficult conditions on Dontoceti, 
  their homeworld. The oceans dried away many 
  thousands of years ago, and the planet’s 
  atmosphere is densely packed with particles, 
  severely limiting visibility. The odontos’ magical 
  blindsight developed to navigate murky waters 
  proved just as useful on the surface, and they 
  learned new ways to use this sense. Because of 
  this, their culture places great importance on 
  consideration for one’s immediate surroundings. 
  Young odontos are taught to notice small details 
  about their environment and to be mindful of 
  how it changes and the effect they have on it. 
  While technologically advanced, Dontoceti 
  has no true central government. Instead, its 
  thousands of interest-based unions (e.g. brush 
  painting, exogeology, or goggle crafting) form 
  loose coalitions to address specific issues as 
  needed, such as planetary defense, exploration, 
  and education. 
  When they first left their planet a thousand 
  years ago and discovered other sentient species 
  in the vastness of space, they struggled to form 
  lasting relationships. Family is of very little 
  importance to individual odontos. They tend to 
  live alone, and typically find voluntary unions 
  create more meaningful bonds than blood. 
  Odontos are raised by caretaking unions and 
  eventually inducted into adulthood by whichever 
  unions they join. Old tradition does include 
  several family-centric rituals, but few still 
  practice them, and these customs continue to 
  fade as they spread across the stars.
   
  WORLDS OF 
  OPPORTUNITY
  The rediscovery of Adelphos offered many 
  odontos a fantastic range of opportunities. To 
  investigate lost technology, to learn more about 
  runes, and to find new ways to access spark -- 
  all of these are fantastic draws for odontos, along 
  with numerous other novel appeals like the 
  colorful jungles, mountains surrounded by clear 
  skies, and the growing race circuit at Imvera’s 
  Run.
  
  8
  Generally amicable loners, odontos still have 
  a great deal of interaction with other species. 
  Their precision and deliberation regularly put 
  them at odds with simbasts, the two species 
  often clashing in the theater of innovation. This 
  is especially evident when it comes to vehicles 
  on the racing circuits. Coming from a planet 
  of low visibility where high speeds can be 
  disastrous, some odontos have become obsessed 
  with racing and building the fastest things they 
  can, pushing themselves as both drivers and 
  mechanics.
  When contact was first made with the 
  threscans, the odontos were wary thanks to the 
  other’s shocking resemblance to their ancient 
  predatory foes. Since then, they have learned 
  this is coincidental and have come to admire 
  threscans for their immense magical talent.
  The odontos, in general, are still trying to 
  figure out the newcomers that are the solum. 
  The solum form makes odontos uncomfortable, 
  but they’ve yet to see any reason to doubt the 
  fascinating species.
  As junkers, odontos tend towards magical 
  and mechanical abilities, but it’s certainly not 
  unheard of for them to take up weapons and 
  armor to enter a fray, swinging at the knees of 
  their foes. Their independence, perceptiveness, 
  and ability to detect things others cannot make 
  them excellent if sometimes stubborn allies in 
  junker groups.
  ODONTOS NAMES
  Traditional odontos first names avoid lip 
  sounds, relying instead on vowels and soft 
  consonants. To further distinguish themselves, 
  most choose a modern “physical” name based on 
  materials and processes that are meaningful or 
  prevalent in their surroundings. A small number 
  use a traditional family name tracing back to 
  their ancient ancestors.
  Names: Areen, Cete, Deeno, Eenik, Geely, Hyrn, 
  Iti, Junni, Kee’rik, Leeha, Neek, Oti, Ree’ee, Skyr, 
  Treen, Una, Zoree
  Family Names: Dol’in, Eluga, Hale, Nar’al, 
  Oroise, Orca
  Physical Names: Cloudstrider, Coalrake, 
  Dirtlick, Glowrise, Hawgrass, Orehit, Rockwilt, 
  Slidestream, Snagweed
  ODONTOS TRAITS
  Your odontos character has the following 
  traits common to all odontos. 
  Ability Score Increase. Your Intelligence score 
  increases by 1, and your Wisdom score increases 
  by 2.
  Age. Odontos mature at the same rate as 
  humans do and are treated as mature around 
  the age of 30. Many live to around 150 years of 
  age, and several have crossed over 200 years.
  Alignment. Odontos are typically of varying 
  degrees of neutrality, preferring to let context 
  guide their actions.
  Size. Odontos are between three and four feet 
  tall, and their dense bodies weigh an average of 
  120 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Diagnostic Pulse. You can use your action to 
  send a pulse through a Huge or smaller object or 
  an area of material up to a 15 foot square that 
  you can touch with your forehead. You learn its 
  basic physical properties (thickness, density, 
  durability) and of any significant impurities, 
  faults, or damage in the object or material. If 
  you have proficiency in a relevant artisan’s tool, 
  you might learn more specific information. For 
  example, proficiency with tinkerer’s tools might 
  let you find misaligned fixtures. Once you have 
  used this feature, you can’t use it again until you 
  finish a long rest.
  Sensory Magic. Accustomed to low visibility 
  conditions, you have an innate magical sense of 
  your surroundings. You have blindsight out to a 
  range of 15 feet.
  Inexpressive Features. Creatures have 
  disadvantage on Wisdom (Insight) checks against 
  you. Other odontos ignore this feature.
  Languages. You can speak, read, and write 
  Common and Odontee. Odontee is a high-
  pitched language that uses tones and clicks to 
  vary its small number of vowel-based sounds.
  I will say, that as frustrating as odontos can be 
  sometimes, I do appreciate their eye for detail.  
   
   
   
   
   
   
  - Ironbashk
  
  9
  SOLUM
  ANCIENT TRANSITION 
  Eons ago, before the second rise of the 
  arcane and long before any true recorded history 
  by humans or other, shorter-lived species, a 
  seemingly random assortment of individuals 
  gazed up at the same celestial occurrence and 
  vanished in an instant. Known as the Unseen 
  Transit, this event was recorded by astronomers 
  as it was happening, but none remained who 
  witnessed it visually.
  Those that vanished were teleported through 
  space to arrive adrift upon an ethereal wave 
  of stardust, their bodies transformed into a 
  similar substance but retaining their individual 
  sentience and humanoid shape. The arcanists 
  among them eventually learned to manipulate 
  their new matter and shuttled the newly formed 
  colony to the moon of Alabast, eventually 
  setting up an outpost and developing a unique 
  civilization. It is only in the last hundred 
  years that they have once again found and 
  commingled with the other star travelers. After 
  all, it’s a big galaxy and their light is little more 
  than a speck in this vastness.
  While many remain upon their lunar home, 
  a portion of the solum, as they have now named 
  themselves, have adapted to life amongst other 
  humanoids and now retain their solid form more 
  easily than their original celestial manifestation. 
  This created a stark divergence of species with 
  the solum primarch being those that remain 
  on Alabast and those that walk amongst others 
  simply called the solum. 
  FORM CELESTIA
  The original solum were formed from 
  other races in a singular event tied to 
  both the heavens and fate. Those that 
  have been born since experience a 
  similar genesis but no longer require 
  a progenitor form to transition out of. 
  Instead, there is a chance for a new 
  solum to be born anytime a member 
  of their species encounters an aspect of the 
  ethereal while in radiant form. It is uncommon, 
  but the possibility remains whenever such an 
  event transpires. In fact, the role of parentage 
  has become a designated profession for certain 
  members of the community, who are directed 
  to bathe in the luminescent ethereal pools for 
  extended amounts of time with the intention of 
  birthing additional kin.
  When such an event happens, a portion of 
  the parent’s radiant form fractures off, and, in 
  an instant of blinding light, a new humanoid 
  solum is formed alongside its parent. The form 
  of each solum is individual, but all retain the 
  standardized 
  facial crest 
  shaped 
  in the 
  Solum are something else...lemme tell ya, I 
  always feel like I am weighed in some sorta 
  cosmic scale when I am around them. 
    
   
   
   
   
   
  - Ironbashk
  
  10
  pattern of a star or burst of light. Their 
  coloration runs the gambit of hues but is most 
  often a fiery red or a subdued orange, and they 
  illuminate the space immediately around them 
  at all times with a light of similar color.
  FAMILIAR STRANGERS
  It is a strange place that the solum find 
  themselves in when interacting with other 
  sentient species, and the feeling is mutual. 
  Though the starborn share no remembered 
  history with other species, they have, at their 
  core, the same understanding of the concept 
  of self, family, and culture. This allows them to 
  integrate naturally into the worlds of others, 
  yet all the while their removed heritage makes 
  them fundamentally different when compared 
  to species that have spent the last several 
  thousand years interacting with each other. For 
  example, few solum have a solid understanding 
  of modern technology as most technological 
  development occurred after they were separated 
  from their original lineage. Additionally, while 
  other races see the outer reaches of the universe 
  as a place to explore and colonize, the solum 
  regard such areas as familiar and look towards 
  the inner worlds instead as a place filled with 
  ancient history to be rediscovered.
  The result is that few solum find themselves 
  in places of renown or prominence even though 
  they certainly have the strength and will for 
  both. It’s just that small spark of foreignity 
  they can’t seem to shake that keeps them from 
  attaining the same heights of success across 
  the galaxy as other, similar individuals. The few 
  that have ascended amidst others are highly 
  revered throughout solum society but are seen 
  as harbingers of the collapse of their cherished 
  anomaly by the primarchs on Alabast. In this 
  way, the greater one becomes elsewhere, the 
  lesser one becomes at home.
  SOLUM NAMES
  As the solum are without gender, their choice 
  of name is likely more dependent upon the 
  situation around their birth or foreseen future. 
  Their surname is often a direct reference to the 
  system or region in which they were born.
  Names: Ellipse, Equinox, Everlast, Harbinger, 
  Iridescence, Nova, Schism, Transit, Twilight
  Surnames: Alabast, Eighth Quadrant, Exalon 
  IV, Lunar Core, Titania
  SOLUM TRAITS
  Your solum character has the following traits 
  common to all solum.
  Ability Score Increase. Your Charisma score 
  increases by 2, and your Constitution score 
  increases by 1. 
  Age. The solum are formed instantaneously in 
  an adolescent state and reach adulthood within 
  a few months’ time. They may live indefinitely, 
  but long-term exposure to cold or dark climates 
  may significantly reduce their life expectancy. 
  Those that are forced to reside underground may 
  only live a few years at most. Most will live to an 
  age of 2000 -- 3000 years.
  Alignment. Creatures of ancient isolation, 
  solum as a society are unused to dealing with 
  the variables of interacting with other species 
  and tend toward a lawful alignment. Individuals 
  who have spent a prolonged period of time 
  amidst other races may skew toward a more 
  neutral alignment.
  Size. Solum are of thin frame and average 
  height, standing anywhere from 5 ½ to 6 ½ feet 
  tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet. 
  Creature of Light. Though you are humanoid, 
  your form sheds bright light in a 5 foot radius 
  and dim light for an additional 10 feet. 
  Radiant Form. Once per day, you can use your 
  action to turn your entire form (except for your 
  facial crest) into a cloud of stardust. While in 
  this form, you gain a fly (hover) speed of 30 feet, 
  resistance to cold and radiant damage, and can 
  move through areas small enough for only Tiny-
  sized creatures to fit through.
  Any objects you were holding or carrying are 
  transformed along with you for the duration. 
  While in this form, you cannot interact with 
  objects or use spells that have a material 
  component requirement. This ability lasts until 
  the end of your next turn or until you choose to 
  end it early.
  At 5th level, you can remain in this form for 
  a number of rounds equal to your Charisma 
  modifier. 
  Languages. As a creature of radiant light, you 
  know how to speak Common and Primordial.
  
  11
  Lemme tell ya, simbast know how to party! 
  Their beer may taste like shit, but you drink 
  enough, oh yeah, you forget it tastes like shit! 
   
   
   
   
   
   
  - Ironbashk
  SIMBAST
  BOLD AND BRASH
  Curious, excitable, and irreverent, simbasts 
  burst into the galaxy ready to reverse-engineer 
  and create from any materials they could get 
  their hands on. After emerging from their 
  culture’s Stone Age, they evolved quickly, 
  transitioning to interstellar exploration in no 
  time.
  Generations of tree dwelling caused their 
  feet to morph, giving their toes extra flexibility to 
  help them hang onto vines and branches. Their 
  tails are expressive, often waving back and forth 
  whenever a simbast is aggravated. Since they 
  carry themselves confidently, simbasts often 
  appear taller than they really are, ranging from 
  five to six feet tall. Their faces are demarcated 
  by prominent sideburns and pit sensors above 
  their eyebrows. The hair covering their body 
  has a simple color palette ranging from black, 
  grey, white, and brown. However, their overall 
  appearance can be quite vibrant because 
  many  adorn themselves with their colorful  
  creations. Simbasts’ attire 
  is not complete without 
  their clan’s insignia 
  on display, usually 
  branded on their armor, 
  weaponry, or tech to 
  show off their clan’s 
  skill. 
  To those who don’t know them well, the 
  simbast can seem cocky. Their confidence is well 
  deserved as they often accomplish what they set 
  out to do with unnerving perseverance. However, 
  simbasts are also loyal and helpful, frequently 
  going above and beyond what is expected to help 
  others (especially if it involves their specialty). 
  Rarely loners, simbasts will congregate into 
  groups such as adventuring parties or guilds. 
  Simbasts are prized as ship’s engineers as 
  they can adeptly apply makeshift repairs. It 
  is common for simbasts to become artificers, 
  infusing their items with sparks of magic.
  FAMILY TIES
  Simbasts take great pride in their clan and 
  prefer to be in the company of their kin. Each 
  clan passes down the secrets of their trade via 
  a strong oral history with some crafting secrets 
  spanning generations. As a result, simbasts 
  rarely write things down, preferring to keep 
  their knowledge within the clan. Families 
  are close-knit and will go out together in 
  scavenging parties. When a simbast comes of 
  age, they are allowed to join the clan for the 
  more dangerous excursions. Their family crest 
  is stamped on everything they make including 
  armor, weaponry, ships, and more. Simbasts 
  strengthen ties with other clans through 
  collaborative projects, with each clan 
  bringing their specialties to make a 
  new shared technology.
  ONE CREATURE’S 
  TRASH IS ANOTHER 
  SIMBAST’S TREASURE
  Simbasts found a new market on Adelphos 
  full of  readymade materials for them to tear 
  apart, free for the taking, and almost always 
  surprising. Every expedition revealed new 
  wonders about the peoples and technology of 
  those who came before them. Each newfound  
  treasure led to a leap in their understanding 
  
  12
  of technology. These early simbast explorers 
  loved to learn about the items they dismantled, 
  resulting in vast improvements to their trade. 
  To other creatures, simbasts are known as 
  consummate junkers, taking apart whatever 
  scraps they find and repurposing them. 
  However, simbasts find this view limiting as they 
  consider themselves artists who discover past 
  technologies and enhance them. This identity 
  as artisans is so ingrained that simbast clans 
  will specialize in different media and materials 
  and name themselves after that expertise. 
  When Adelphos was rediscovered, the arrival of 
  simbasts felt like an arms race among the clans. 
  With so much to find and celebrate, the clans 
  virtually merged into one through their various 
  collaborations, leading some to incorrectly 
  assume that all simbasts belong to a central 
  clan.
  SIMBAST NAMES
  Simbast first names are chosen at birth, 
  and clan names derive from the specialites the 
  clan has claimed. As simbasts come into contact 
  with, discover, or invent new areas of interest, 
  they will develop corresponding new clan names.
  Male Names: Jubatus, Acino, Lurus, Prion, 
  Haplor, Hylo
  Female Names: Rundi, Uncia, Leptai, Tarsi, 
  Saimiri, Panu
  Clan Names: Sparkinfuser, Weaver, 
  Metalwraughter, Tinkerer, Gearspinner, Turner, 
  Forger, Toolbearer, Smelter, Artillerist, Armorer, 
  Crafter, Mechmaker, Shielder, Alchemist, 
  Woodcarver, Smith 
  SIMBAST TRAITS
  Your simbast character has the following 
  traits common to all simbasts.
  Ability Score Increase. Your Intelligence score 
  increases by 2.
  Age. Simbasts typically live between 60 -- 80 
  years, reaching maturity around the age of 15 
  years.
  Alignment. The rigidity of tradition mixed with 
  the freedom of innovation leads simbasts toward 
  neutral alignments. They see things as neither 
  inherently good nor inherently bad but rather 
  as possessing the potential to both improve and 
  cause issues in equal measure.
  Size. Simbasts’ height typically ranges between 
  5 -- 6 feet, and they weigh an average of 160 
  pounds. Your size is Medium.
  Speed. Your base walking speed is 35 feet.
  Infrared Vision. Simbasts have pit organs above 
  their eyebrows that allow them to sense radiant 
  heat from up to 60 feet away. They can detect 
  any living creature, living constructs, or objects 
  that give off heat (such as burning campfires or 
  working engines) and know the location of these 
  creatures. One foot of stone and three feet of dirt 
  or wood obstructs this vision. Simbasts cannot 
  detect inanimate constructs, plants, or undead 
  creatures.
  Prehensile Feet. You have a climbing speed 
  of 20 feet while not wearing restrictive foot 
  coverings such as traditional shoes, boots, or 
  socks.
  Languages. You know how to speak Common 
  and one additional language of your choice.
  VARIANTS
  Three distinct variants of simbasts evolved 
  on their home planet Araximixalia: the saguinus, 
  the beringei, and the yakui. Choose one of these 
  variants.
  SAGUINUS
  Saguinus simbasts are the most plentiful of 
  the simbasts as well as the main driving force 
  for their discoveries. Saguinus are long, thin, 
  and wiry and often travel useing interconnecting 
  branches to scout out new territories, literally 
  going out on a limb to satisfy their curiosity. 
  Over time, their tails evolved to help them in the 
  treetops, allowing them to hang onto branches 
  and hold items they may have found along the 
  way.
  Ability Score Increase. Your Dexterity score 
  increases by 1.
  Prehensile Tail. Your tail functions as an 
  extra arm, allowing you to manipulate and hold 
  objects. You can use weapons and tools  with 
  your tail at disadvantage. Your tail’s lifting and 
  carrying capacity is defined by your Strength 
  score as normal.
  Just a Hunch. Saguinus have an uncanny 
  ability to know what is going on around them. 
  Once per long rest, you can roll a Wisdom 
  (Perception) or Intelligence (Investigation) check 
  with advantage.
  
  13
  BERINGEI
  Beringei simbasts are typically described as 
  bulky, strong, and grounded. On Araximixalia, 
  they braved visiting the forest floor more than 
  any other variant, surviving through their sheer 
  ferocity. There they encountered the ravenous, 
  formless being known as the Darkness Below, 
  which many recognized as a god. Consequently, 
  beringei simbasts tend to be more religious than 
  other variants. They make up a large proportion 
  of the clans specializing in the retrieval and 
  breaking down of materials, and they typically 
  do not like to dwell on minutia. 
  Ability Score Increase. Your Strength score 
  increases by 2.
  Grappling Expert. You’ve adapted your climbing 
  toes to grab creatures.  When attempting to 
  grapple a creature, your grapple checks are at 
  advantage.
  Scarier than the Darkness Below. Beringei 
  know that sometimes you’ve got to put on a show 
  to get creatures to leave you alone, a skill they’ve 
  perfected over generations. Once per long rest, 
  you can make a Charisma (Intimidation) check 
  with advantage.
  YAKUI
  These shorter, stockier, and fuzzier simbasts 
  are the easy-going counterparts to their 
  more wired brethren. They can even seem 
  unambitious compared to other simbasts, 
  preferring naps to adventures (unless something 
  piques their interest). They prefer to look inward 
  for new ideas and allow other simbasts to 
  bring the inspiration and materials to them. 
  When everyone else is asleep, they focus best, 
  often staying up late to work on their newest 
  discoveries and ideas. Being cozy and warm is 
  their guilty pleasure, and they have an affinity 
  for hot springs, fireplaces, and other warm 
  spots.
  Ability Score Increase. Your Constitution score 
  increases by 1.
  Night Owl. Your reserved nature and affinity for 
  naps allow you to conserve energy throughout 
  the day. ou only need four hours of sleep to gain 
  the benefits of a long rest.
  Cozy-Natured. You have resistance to cold 
  damage.
  THRESCAN
  RITUAL EVOLUTION
  Long ago, the threscan were exclusively an 
  aquatic species, caring little for stepping onto 
  land or having any interaction with the two-
  legged humanoids of the surface. Only when life 
  began to dwindle in their oceans did they come 
  to understand how the surface and their aquatic 
  worlds were intertwined -- and how devastating 
  the innovations and technological wonders of the 
  surface were to their ecosystem. By then, their 
  world was quickly dying, and the threscan were 
  in a desperate and dangerous state.
  In an act of cultural determinism, the 
  threscan Order of Mages gathered together 
  and used their incantations to alter the forms 
  of some of their people. They gave them lungs 
  and replaced their fins with legs and sent them 
  towards the light far above. These new threscans 
  stepped onto the surface of the dying world, 
  leaving behind their doomed kin.
  The threscans of today are solely 
  descendants of the transformed chosen. They 
  have skin made up of thousands of small, 
  interlaced scales, and their mouths are filled 
  with rows of rending teeth. In many ways, 
  they appear as kindred to sharks or sahuagin, 
  though now far more humanoid in appearance 
  and with a lithe physicality.  
   
  VILE INCIDENT
  The first threscans to enter surface society 
  were powerful creatures. Even the weakest 
  among them wielded potent magic, and each 
  was armed and armored with the greatest 
  artifacts of their species. They held little love for 
  the two-legged humanoids responsible for their 
  world’s demise. When the thousand transformed 
  threscans came upon their first humanoid city 
  in the year 2624 GST (Galactic Standard Time), 
  they razed it to the ground in a single night 
  of arcane terror. This they soon followed with 
  a second and then a third city. The world had 
  never encountered a race so hellbent on survival 
  and so keen to exact their revenge in full.
  The fourth city the threscans encountered 
  housed a spaceport with several colonization 
  ships preparing for departure. With mighty 
  spells, the ships were laid low… save for one. 
  This last ship was commandeered by the 
  threscans and forced to leave the burning world 
  in search of new beginnings.
  
  14
  The threscans’ rampage might have been 
  forgotten were it not for the fact that the other 
  surface cities soon heard of the destruction and 
  banded together in a grand campaign to find 
  the threscans’ new colony and bring it forcibly 
  to justice. It took two years, but the campaign 
  was successful, and the colony was discovered 
  and overrun. The remaining threscans were 
  made to answer for their crimes. Threscans 
  of today remember both the terrible crimes of 
  their ancestors and the doom that the other 
  races drove them toward. Theirs is often a life of 
  shame and frustration that few have managed to 
  put aside fully.
  ARCANIST BLOODLINE
  Threscans are still few  and without a 
  permanent home. As far as they know, their 
  aquatic kin have all died out and they alone 
  remain. Those who choose an adventurer’s life 
  probably have as a secondary motivation the 
  further spread of their species, hoping to make 
  good on the intent of their forebears by keeping 
  their race alive and growing. Enough time has 
  passed that most other creatures have forgiven 
  or forgotten the threscan’s past atrocities and 
  accept them as yet another bizarre humanoid 
  in the melting pot of dozens of sentient species. 
  That being said, the threscans have certainly not 
  forgotten their past. The species lives in a state 
  of perpetual disquiet as to their place in the 
  universe.
  Each surviving member can point to a 
  powerful arcanist within their recent ancestry, 
  ensuring that each threscan still retains a 
  distinct advantage over most of their peers. Their 
  arcane-heavy bloodline has resulted in a higher-
  than-average number of sorcerers and other 
  forms of arcane casters.
  THRESCAN NAMES
  Threscans typically choose from a small 
  pool of traditional names that sound soft and 
  melodious. By contrast, their surnames tend to 
  sound gruff, as if one name attempts to balance 
  the other.
  Male Names: Baback, Baines, 
  Eckhart, Jachai, Laik, Maalik, Qadir, 
  Ulric, Vaclav, Xylon
  Female Names: Alezae, Edmora, 
  Galatia, Kaethe, Kadri, Naava, 
  Octavia, Tacita, Zaida
  Surnames: Arakh, Char, Dredge, 
  Gnash, Gravas, Jagger, Reek, 
  Render, Seer, Thrash, Zilch
  THRESCAN 
  TRAITS
  Your threscan character has the 
  following traits common to all threscans.
  Ability Score Increase. Your Charisma 
  score increases by 2, and your Dexterity 
  score increases by 1. 
  Threscans are always so somber, absolute 
  buzzkills. Oh our terrible past, oh we must pay 
  for what we did. Get over it, you overgrown 
  sharks.  
   
   
   
   
   
   
  - Ironbashk
  
  15
  Age. Threscans reach maturity at around five 
  years of age and are considered elders upon 
  reaching their third decade. Few of their kind 
  reach the age of 50.
  Alignment. The threscans’ sordid past makes 
  many members of their species quick to respond 
  with sharp words and vicious counter offensives, 
  though most are loath to act as instigators 
  in a conflict. The culture now lives by the 
  saying, “Above oppression. Above reproach.” 
  Unsurprisingly, quite a number of the species 
  skew towards a neutral alignment.
  Size. There is a great amount of variety in 
  the average weight of a threscan. Some lithe 
  specimens are barely over 80 pounds while 
  others broach 200. However, most average 
  around four and a half feet tall. Your size is 
  Medium.
  Speed. Your base walking speed is 30 feet. You 
  also have a swim speed of 20 feet.
  Hold Breath. You can hold your breath for up to 
  15 minutes at a time.
  Vicious Bite. You have a mouth full of teeth that 
  grants you a bite attack as a natural weapon, 
  which you can use to make an unarmed strike. 
  If you hit with it, you can deal piercing damage 
  as you tear and slash at your opponent equal 
  to 1d4 + your Dexterity modifier instead of the 
  bludgeoning damage normal for an unarmed 
  strike.
  Once per day, you can use your reaction to 
  make an attack with this bite in response to 
  being hit with a melee attack.
  Threscan Magic. Remnant magic flows through 
  your veins from your heritage. You know the 
  shocking grasp cantrip. When you reach 3rd 
  level, you can cast the thunderwave spell once 
  with this trait and regain the ability to do so 
  when you finish a long rest. Charisma is your 
  spellcasting ability for these spells.
  Languages. You can read and write Aquan and 
  Common.
   
  DARWYK
  SLOW AND STEADY
  The darwyk -- originally called the amblyrhy 
  before a species split -- are large, methodical, 
  and focused, often caring little for the situations 
  and positions of others. They are solitary by 
  nature, coming together only for survival’s sake, 
  much like the reptiles they resemble. Whether 
  in the seas, trees, or deserts, they are swift and 
  dangerous hunters. Hailing from an unforgiving 
  world of continual storms and many small, rocky 
  islands, the darwyk have come to be staunch 
  survivalists and engineers, taking massive risks 
  to keep their rugged culture alive.
  Believing in strength and wit above all, these 
  hulking reptilian humanoids tower over most 
  others at almost seven feet tall with their tails 
  adding almost that to their length. Darwyk often 
  decorate their tails with elaborate rings and 
  jewelry, and their most defining features are the 
  various barbels, frills, and spines that grow on 
  their heads and backs. You can almost always 
  find them with lots of jewelry and trinkets, and 
  a large seaweed stogie clamped between their 
  teeth.
  SPEEDY 
  EVOLUTIONARIES 
  The darwyk homeworld is brutal and 
  unforgiving, forcing the large reptilian 
  humanoids to adapt at accelerated rates. This 
  caused them to become extremely strong, tough, 
  and adapted to many different climates. While it 
  took several centuries for the darwyk to catch up 
  to other species technologically, they have come 
  to be known as fierce hunters and terrifying 
  mercenaries.
  SILENT PACKS
  Many bounty companies and government 
  offices hire darwyks as bounty hunters or 
  muscle to protect important individuals or 
  cargo -- and for good reason. Many people are 
  unnerved that the darwyk do not communicate 
  verbally but rather through radiating their 
  emotions telepathically in a sort of tactile 
  speech. Most non-reptilian species find this 
  quite disturbing. However, some appreciate 
  this method of interaction, finding it relaxing 
  and refreshingly simple, no longer having 
  to cut through the miasma and nuances of 
  conversation and simply communicate through 
  feeling.
  DARWYK NAMES
  Darwyk have little time for names since 
  they simply identify each other by scent andor 
  by emotion. Instead, they tend to use the 
  nicknames others give them, not caring whether 
  they are insulting or endearing. Darwyk do not 
  recognize gender, usually referring to themselves 
  in the third person. 
  
  16
  Nicknames: Thrasher, Big Tooth, Toughide, 
  Spikehead, Tiny, Claw, Brute, Lifter, Doc.
   
  DARWYK TRAITS
  Being a darwyk grants you unique features 
  based on your survivalist upbringing. Your 
  darwyk character has the following traits 
  common to all darwyk.
  Ability Score Increase. Your Constitution 
  increases by 2.  
  Age. The darwyk are born in clutches of eight 
  to ten eggs and reach maturity around age 10. 
  Most can live upwards of 200 years.
  Alignment. Given their survivalist nature, most 
  darwyk focus on living by any means necessary. 
  Darwyk tend towards true neutral.
  Size. Darwyk vary greatly in size with marine 
  dawryk rising to about seven feet tall and the 
  hunched meleonak darwyk to just over five 
  feet when standing straight. Their tails almost 
  double their length but are not prehensile. Your 
  size is Medium.
  Speed. Your speed is 30 feet. 
  Dense Hide. Given your naturally thick skin, 
  your unarmored AC is 12 + your Constitution  
  modifier.
  Evolutionary Nature. Given your species 
  rapidly evolved to survive the unforgiving 
  environs of your home planet, you have 
  proficiency with the Survival skill. 
  Languages. You can read, write, and speak 
  Amphy. The Amphy language is composed 
  of three parts: a complex sign language to 
  convey spoken language, telepathic emotional 
  radiation to share feelings, and infrasound 
  noises to impart intent. Most junkers and 
  commonfolk across the galaxy have come to 
  easily understand and converse with darwyk, 
  some even preferring Amphy to other spoken 
  languages as Amphy often gets right to the point. 
  SUBSPECIES
  There are several subspecies of darwyk, all 
  developed through years of selective pressures: 
  marine darwyk, meleonak darwyk, and frilled 
  darwyk. Choose one of these subspecies.
  MARINE DARWYK
  Marine darwyk resemble large maritime 
  iguanas and are often hired as covert aquatic 
  assassins. Their size and bulk gives them an air 
  of lethargy, but their speed and agility is often 
  an unexpected and dangerous trait. 
  Ability Score Increase. Your Dexterity 
  increases by 1. 
  Aquatic Predator. Your evolutionary 
  enhancements have made you incredibly deadly 
  while underwater. While fighting submerged, 
  your claw and bite damage are doubled and your 
  melee attacks are rolled with advantage. 
  Amphibious Grace. You have a swimming 
  speed of 60 feet. Additionally, you can hold your 
  breath up to a number of hours equal to your 
  Constitution modifier (minimum of 1).
  Natural Weapons. Your powerful jaws deal 1d4 
  piercing + your Strength modifier damage, and 
  your long claws 1d6 + your Strength modifier 
  slashing damage. 
  Salt Spikes. The heavy spikes that cover your 
  snout grow extremely tough and sharp. As a 
  reaction to taking melee damage from a creature 
  within 5 feet of you, you can headbutt the 
  opponent as an unarmed strike  and deal 1d4 + 
  your Strength modifier bludgeoning damage. 
  MELEONAK DARWYK
  The meleonak darwyk are lithe, chameleon-
  like jungle dwellers with sticky tongues, color-
  shifting skin, and various configurations of 
  horns and head frills. They place great value 
  on spiritualism and collective strength, having 
  survived on their homeworld by emphasising 
  symbiosis with nature. Offworld, they often work 
  in teams as ecologists and pathfinders.
  Ability Score Increase. Your Wisdom increases 
  by 1. 
  Tongue Strike. Your tongue is a natural weapon 
  that you can use to make unarmed strikes 
  against a target within 10 feet. On a hit, you deal 
  bludgeoning damage equal to 1 + your Strength 
  modifier, and if the target is the same size as you 
  or smaller, you can pull it up to 10 feet closer to 
  you.
  There is a reason that I spend a lot of time 
  with the darwyk. It is not because they don’t 
  talk much and just kinda vibe. Nope, it is their 
  kickass seaweed reefers, baby! 
   
   
   
   
   
   
  - Ironbashk
  
  17
  Adaptive Camouflage. You can attempt to hide 
  by pressing yourself against a surface that is 
  at least as tall and wide as you are, such as a 
  tree or wall. Additionally, you can use a bonus 
  action to magically turn invisible for 1 minute 
  or until you attack, make a damage roll, or force 
  someone to make a saving throw. Once you use 
  this trait, you can’t use it again until you finish 
  a long rest.
  Climbing Claws. Thanks to your vice-like grip 
  and short, hooked claws, you have a climb speed 
  equal to your walking speed.
  Natural Adept. You gain proficiency in one 
  skill of your choice from the following: Medicine, 
  Nature, Perception, or Stealth.
  FRILLED DARWYK
  The frilled darwyk often resemble large frilled 
  lizards and are often hired as dancers or 
  bodyguards. Their size and alien nature 
  often leave individuals uneasy around 
  them. Many know that if their frill opens, 
  death may soon follow.
  Ability Score Increase. Your Intelligence 
  increases by 1. 
  Ferocious Rage. You are filled with an 
  incredible bloodlust bred into you from years 
  fighting for survival in the jungles of your 
  homeworld. You may double your attack 
  bonus a number of times equal to your 
  Constitution modifier (a minimum of 
  once). You regain any expended uses 
  when you finish a  long rest.
  Hood of Death. The great frill 
  around your neck is far more than 
  just ornamentation: it is a tool for 
  intimidation. While your frill is 
  open and you roll an Intimidation 
  check you can treat a d20 roll of 9 
  or lower as a 10.
  Claws like Bleeders. Your claws are narrow 
  and razor sharp, allowing you to cut far 
  deeper than other darwyk. When you make 
  a claw attack, the target must roll a DC 16 
  Constitution saving throw or take 1d6 slashing 
  damage at the start of their next turn and at the 
  start of every turn until they make a successful 
  saving throw.
  Whiplike Tail. The long, narrow tail growing 
  from your spine can be extremely deadly. As a 
  bonus action, you can make a melee weapon 
  attack with your tail dealing 1d4 + your Strength 
  modifier bludgeoning damage on a hit. 
  
  18
  OTHER SPECIES 
  ON ADELPHOS
  The universe is filled with the various other 
  species of the D&D multiverse, so here is what 
  they have been up to and what has brought 
  them to Adelphos.
  DRAGONBORN
  Born out of the Drakon System several 
  thousand light years away from the Kyldur 
  System, the dragonborn of the ten Drakk Houses 
  came to Haven in search of a new purpose: one 
  free from servitude. Drawn to the wild nature 
  of Adelphos, many dragonborn helped form the 
  Wander Company, Haven’s own R&D exploratory 
  organization dedicated to unlocking the old 
  secrets of the landscape.
  Additional Draconic Ancestries. The following 
  ancestry options are added to the Draconic 
  Ancestry racial trait.
  DRAGON
  DAMAGE 
  TYPE
  BREATH 
  WEAPON
  Rust
  Poison
  15 ft. cone 
  (Dex. save)
  Titanium
  Radiant
  5 ft. by 30 
  ft. line (Dex. 
  save)
  DWARF
  Dwarves were incredibly successful over 
  the last several thousand years, bringing their 
  great mining empires out of the mountains 
  and into the stars. Establishing numerous 
  lunar drilling operations and having developed 
  new magitechnologies for noninvasive mining, 
  dwarves came to Haven and Adelphos in droves. 
  Several large dwarven corporations have sent 
  expeditionary probes into the mountains across 
  the planet, though none returned. Otherwise, 
  they make themselves useful by helping  harvest 
  old scrap.
  Magitech Guru (Replaces “Stonecunning.”). 
  Whenever you make an Intelligence (Arcana 
  or History) check to gain an understanding of 
  a technomagical device, you are considered 
  an expert in the skill and add double your 
  proficiency bonus to the check instead of your 
  normal proficiency bonus. 
  ELF
  The state of elven affairs in the universe is 
  far less advanced than their peers’. Most elves 
  stagnated, remaining in tune with nature and 
  magic before realizing that technologically, the 
  galaxy had left them behind. Because of this, 
  elves have been playing catch up for the last 
  several centuries, their technology still heavily 
  dependent on fey and arcane energies. Adelphos 
  is a natural hybrid of the future, drawing elves 
  seeking to catch up to the younger species.
  Feyborn Magitech. Whenever an elf designs or 
  uses a technomagical device, their innately fickle 
  magical energies often create havoc. Whenever 
  you use a technomagical device and roll a 1, a 
  random magical effect happens instead. The 
  GM may refer to their favorite wild magic table 
  or create an effect that they feel is appropriately 
  chaotic for the moment. 
  Dragonborn probably got one of the biggest 
  chips on their shoulders, but to be honest, if 
  I had been the pawn of a tyrannical draconic 
  overlord my entire life, I would be too!  
   
  Dwarf tech is pretty good, not gonna lie. Ya 
  know, it’s your basic get-you-through-the-day 
  kinda stuff, nothing amazing.  
   
  Elves are frukking weird. 
   
   
   
   
   
   
  - Ironbashk
  
  19
  GNOME
  Gnomes have always been natural tinkerers 
  and explorers. It was gnomes who, using antique 
  blueprints, developed the first space probes 
  after the many centuries the Four Peoples had 
  scattered across the stars. Today, gnomes living 
  in Haven abound, always excited to join new 
  salvage projects and gain knowledge about their 
  past.
  Intrepid Adventurer. You are proficient in 
  History and Religion and can’t become lost by 
  nonmagical means. 
   
  SCRAPBORN GNOMES 
   
  Since coming to Adelphos and beginning to 
  explore the ruins of lost nations, gnomes 
  are generally recognized as among the best 
  explorers.. However, some gnomes have 
  experienced a strange phenomenon: one 
  in every fifty gnomish children is born as a 
  scrapborn gnome, who, over the course of 
  several years, transforms into something 
  resembling a collection of prisms and cubes 
  powered by pure spark. Whether this is a 
  reaction to the landscape around them or a 
  lost evolutionary trait, gnomes urgently seek 
  to understand how this happens.  
  HALF-ELF
  Half-elves -- remarkably -- have become 
  a hot commodity as mercenaries and bounty 
  hunters. Able to combine the innate magical 
  abilities of their elven parents with the gritty 
  and technological advancement of their human 
  side, half-elves have developed a deadly warrior 
  culture across the stars, trained in numerous 
  forms of martial arts. While no half-elf is the 
  same as another, many come to Haven and 
  Adelphos to test their mettle and see what jobs 
  homesteaders will offer.
  Trained Professionals. You are proficient with 
  martial melee weapons, firearms, shields, and 
  medium armor. 
  HALF-ORC
  The half-orcs of the metropolitan world of 
  Daegys are entrepreneurs, capitalists, and -- 
  bizarrely enough -- born-again conservationists. 
  Seeing what their urge for progress and 
  advancement brought to their now-polluted 
  world, many orc and goblinoid homesteaders 
  have come to Adelphos and Haven to return to 
  the roots of their peoples and start again. Many 
  half-orc and orc families have taken residence 
  in Dalemorn, rediscovering their lost tradition of 
  ranching.
  Home on the Range. You gain proficiency in 
  Animal Handling and become proficient with one 
  mount of your choice. 
  I will say that I have had quite a few close calls 
  with some gnomish buddies of mine, and they 
  are tight in a pinch. 
   
  Half-elves are frukking scary. 
   
  I once knew a half-orc girl named Myorda and 
  lemme tell ya... them girls are strong to have to 
  handle the aurochs they herd. If ya get what I 
  mean.  
   
   
   
   
   
   
  - Ironbashk
  
  20
   
  TRIAD HALF-ORCS 
   
  Half-orcs have taken to living on 
  Adelphos and in Haven, rejecting their old 
  cosmopolitan ways and returning to working 
  with nature. This has seen a resurgence in 
  an old bloodline of half-orcs called triads. 
  These half-orcs are born with enhanced 
  sensory abilities, their bodies developing 
  a third eye in place of their nostrils, with 
  heightened vision, tactile, and auditory 
  capabilities. This is believed to be traced 
  back to a recessive hereditary gene lost when 
  half-orcs became sedentary. Given their 
  return to old traditions, recessive genes have 
  begun to emerge.  
  HALFLING
  Halflings have always been lovers of food, 
  drink, story, and song, and they’ve brought 
  these passions to Haven. Many of the taverns 
  and cantinas of the territory are operated 
  by halflings and they have helped develop a 
  booming market for tuber, root, and fungus 
  farms across the counties. The grav-train keeps 
  halfling staff as members of its culinary service.
  Storyteller (Replaces a species trait of 
  your choice.). Halflings have found their 
  place amongst the stars in part as storytellers. 
  Whenever you make a Charisma (Performance) 
  check to recount a story in front of a crowd, rolls 
  of 9 or lower are treated as a 10.
   
  SPARKROOT 
   
  Some halflings have taken to growing a 
  unique form of tuber native to Adelphos 
  called sparkroot, a foot-long bluish root 
  plant. Consumption of this plant infuses its 
  eater with diluted spark, as the sparkroot 
  absorbs latent spark energies from the 
  ground around it as it grows. This has 
  caused many halfling children to look far 
  different than their parents, especially 
  among sparkroot farmers. This new 
  generation of halflings, called sparklers, 
  are sights to behold with their large eyes, 
  multicolored skin, and small cranial crowns.  
  HUMAN
  Humans are the species that continues to 
  amaze everyone across the galaxy. Humans 
  can be found in every corner of Haven and the 
  Stockade, some even brashly setting out across 
  the rest of Adelphos for adventure and fame. 
  While many do not return from these journeys, 
  humans have managed to hold their own on an 
  exceedingly dangerous planet.
  Out on the Front. You become proficient with 
  two toolkits of your choice, three weapons of 
  your choice, and a vehicle of your choice. 
  Ya have not lived until ya have had a halfling 
  sparkroot pie.  
   
  Humans. Frukking normies. 
   
  Tieflings got a need for speed, and I like that a 
  lot. 
   
   
   
   
   
   
  - Ironbashk
  
  21
  TIEFLING
  Tieflings have seen Haven as a new 
  opportunity, championed by one of their own, 
  Tessin Morlock. With a natural affinity for 
  sailing and spacefaring, many tieflings joined 
  the Wander Company and experimented with 
  solarsail ships on the wild coasts of Haven. For 
  many tieflings, there is nothing better than being 
  on a swamp-skiff blasting across Runesalt, or in 
  a speeder cruising through Imvera’s Run.
  New Age Sailors. You gain proficiency with 
  cartographers’ tools, proficiency with aquatic 
  vehicles, and cannot become lost by nonmagical 
  means while on the water.
  ORIGINAL 
  BACKGROUNDS
  Adelphos and the rest of the settlements 
  across the system have given rise to several new 
  backgrounds available to player characters. Each 
  one offers a bit of flavor and insight into the 
  setting while fitting neatly alongside pre-existing 
  fantasy backgrounds found elsewhere.
  AUROCHS RANCHER
  Aurochs are an exceptionally hardy breed of 
  livestock and have become the go-to option for 
  burgeoning colonies settling newly discovered 
  planets. The aurochs rancher has become 
  somewhat of a necessity in the galactic frontier, 
  offering a steady source of protein to a busy 
  populace. Each rancher may oversee anywhere 
  from a dozen to several thousand beasts and is 
  responsible for their wellbeing during life and 
  processing after the cull. Ranchers often live 
  on the fringes of a colony and may act as the 
  first line of warning and defense from wildland 
  threats. 
  Skill Proficiencies: Animal Handling, Athletics
  Tool Proficiencies: Vehicles (land)
  Equipment: A set of traveler’s clothes, a mule, 
  50 feet of hemp rope, a spyglass, and a pouch 
  containing 8 gp
  Lemme tell ya...aurochs are some scary shit. 
   
   
   
   
   
   
  - Ironbashk
  
  22
  FEATURE: SEEN A 
  THING OR TWO
  You’ve seen a thing or two while tending 
  livestock in the wildlands. Sometimes you 
  are happy to share your story (as with your 
  tall tales), but sometimes the sights are too 
  gruesome or shocking to put into words. Your 
  experience with the bizarre and unknown may 
  come in handy at times. Whenever your party 
  fails to learn information from an Intelligence 
  check about something on Adelphos, you can 
  roll a d6. If the result is at or below your current 
  character level, you’ve seen something similar 
  and just might be able to put it into words for 
  the first time. Your GM determines exactly what 
  you remember.
  TALL TALES
  Each rancher has a story of some outlandish 
  encounter they claim to have experienced in the 
  wilderness. There is a sliding scale of truth to 
  these tales, and it’s up to you how much of your 
  tale is based in fiction. Choose a tall tale from 
  the list below, or make up one of your own.
  SUGGESTED QUIRKS 
  Living on the edge of the frontier makes 
  you as hardy as your livestock. Spending as 
  much time as you have around these beasts 
  may have an effect on you in other ways as well. 
  Aurochs ranchers are often seen as backwoods 
  or particular to those that are unfamiliar with 
  the profession, though to other rural individuals 
  they will almost certainly fit right in. If you 
  would like, choose or roll on the list of quirks 
  below. 
  D4
  TALL TALE
  1
  While near the edges of your ranch, you witnessed a primordial titan dig its way up from the 
  earth, shattering stone and uprooting trees. You still carry a chunk of obsidian you picked 
  up from the wreckage.
  2
  One night you were beset by a dozen creatures with leathery wings. Fire blazed from their 
  eyes, and they screeched in a foul tongue. Only when you fired a shot into one of them did 
  they scream off into the night. You still have the bloody bolt.
  3
  While hunting down wandering livestock, you happened upon a set of stairs leading into the 
  earth. You swear the stairs were made of star metal, and they ended in a chamber filled with 
  amber shards. You took a single amber piece but have never been able to find the location 
  again.
  4
  During the full moon, you swear you’ve twice encountered masses of spirits wandering the 
  plains, crying out past injustices and damnation upon their killers. You’ve memorized a 
  portion of their cries, but every time you try to speak it, it comes out as babble.
  D6
  QUIRK
  1
  You have an aversion to machines, especially big machines, and would prefer to avoid them.
  2
  Blood and gore don’t turn your stomach. You’ve seen more at the slaughterhouse than most 
  do in a lifetime.
  3
  You enjoy a good storm. Extreme weather might be a cause for concern in others, but for you 
  it brings a smile to your face.
  4
  The harsher the terrain, the more you feel at home. City life or luxurious locations make you 
  feel uncomfortable.
  5
  You love big machines. It’s the small and new ones that are problematic. You prefer your tech 
  to be at least a decade or two old.
  6
  You’re a liar. Simple as that. You’ve found tall tales make the best stories, and you’ve got the 
  time to concoct the tallest there is.
  
  23
  CRAGCLAW 
  WRANGLER 
  As felines the size of bison, the cragclaws 
  of Tidetimber are considered by most to be 
  formidable and dangerous predators. Yet you 
  can see the innate intelligence within these 
  animals, and that set you on the trail to become 
  a cragclaw wrangler. Being a cragclaw wrangler 
  means you have a powerful thirst for adrenaline,  
  prefering to survive by ekking your way out in 
  the elements beside your four-legged partner, 
  taking each day as they come.
  Skill Proficiencies: Animal Handling, Survival
  Tool Proficiencies: Vehicles (land)
  Equipment: A cragclaw mount, bit and bridle, 
  saddle, 50 feet of hemp rope, a spyglass, and a 
  pouch containing 10 gp
   
  ROUGHNECKED 
   
  The formal technical name for cragclaws is 
  the Tidetimber roughnecked cragclaw, but 
  most folks simply call them cragclaws.  
  FEATURE:  
  COMBAT CRAG
  You and your cragclaw have trained together, 
  enabling you  to fight and move as one. While 
  mounted on your cragclaw, the creature gains 
  additional combat options. The creature may use 
  either a multiattack action on your turn, or use 
  the Defend Rider reaction. 
  
  24
  Multiattack. The cragclaw makes two claw 
  attacks and one bite attack.
  Defend Rider. If you are the target of a melee 
  attack, the cragclaw can attempt to parry the 
  attack with a swipe of its claws. Roll a d20 
  adding the cragclaw’s claw attack bonus to the 
  roll. If the result is greater than or equal to 
  the triggering attack,  the triggering attack is 
  parried and you take no damage from the attack.
  Additionally, when you level up, your 
  cragclaw’s HP increases by half of the hit points 
  you gained from your new hit die  plus the 
  cragclaw’s Constitution modifier.
  Refer to the Mount System on page 76 for 
  more details about fighting with your cragclaw. 
  BOND BETWEEN BEAST 
  AND HUMANOID
  Each wrangler has a unique bond with their 
  cragclaw formed over many years of working, 
  living, and surviving together. Everyone has a 
  different story of how they came to meet and 
  form this  connection.
  PERSONALITY  
  OF THE CRAGS
  Most folks don’t realize that cragclaws are 
  truly intelligent, sociable, and sentient beings in 
  their own right and no one cragclaw is the same 
  as another. They all have different mannerisms 
  just like humanoids. 
  I knew a cragclaw wrangler named Moxie 
  Teton and we could barely go on a date without 
  that cragclaw - I think its name was Render - 
  following us.  
   
   
   
   
   
   
  - Ironbashk
  D6
  BOND
  1
  While wandering the bush looking for salvage, you came across a young cragclaw cub in a 
  trap. You released it and nursed it back to health. The wee thing has been by your side ever 
  since.
  2
  You were chased and captured by a group of bandits and dragged to their camp where you 
  were badly beaten. You saw they had also been abusing a cragclaw. The two of you made a 
  silent pact to escape, held together by your need for the other.
  3
  While on a long hunting trip, you  fell and hurt yourself. Unable to find food you came close 
  to death. A cragclaw found and took pity on you bringing you food. Over time, you came 
  to appreciate each other, and you recognized the intelligence of the cragclaw, eventually 
  becoming partners.
  4
  You once freed a cragclaw from a poacher’s transport as a young child. Many years later, 
  that same cragclaw came to you in the wilds to thank you, bringing you to its den to meet 
  its family where you imprinted upon one of the cubs.
  5
  One night during a sparkstorm, you saw a great cragclaw lowing into the winds, and 
  something primal in your body awoke. You ran with the cragclaw and lived beside it in the 
  wild for several weeks, emerging a bonded pair.
  6
  Your relative gave you a kitten for your birthday only to realize by the time it turned five that 
  it was no regular cat. When he tried to eat the whole henhouse, you knew it was time to 
  start wrangling practice. 
  
  25
  PERSONALITY OF THE CRAGS
  D6
  PERSONALITY
  1
  Feral. It is hard to get your cragclaw to respond to normal commands. Instead, you mustact 
  like a cragclaw to get it to focus and communicate.
  2
  Surly. Your cragclaw is all attitude, thinking it is hot scrap in the yard. It’s often preening or 
  strutting, and it takes a little bit to get it to focus and work with you.
  3
  Compassionate. Highly protective and empathetic, your cragclaw sees you and your 
  companions as cubs to be kept safe and is constantly on the lookout for threats, but that 
  doesn’t stop it from enjoying pets.
  4
  Aggressive. Your cragclaw is fierce in both combat and day-to-day life. It always seems 
  to look for trouble. It often snaps at other mounts, constantly moving and looking for 
  challengers.
  5
  Predatory. Sometimes even you worry that you look more like a potential meal than a 
  companion to your cragclaw. You have to tread carefully, not knowing what might trigger its 
  hunter’s instincts.
  6
  Bonded. You and your cragclaw have a powerful and deep connection, understanding each 
  other’s smallest movements and emotions. All your cragclaw needs to do is twitch a certain 
  way and you know what it intends.
  DEPTHS DIVER
  The oceans and seas of Adelphos hold just 
  as many secrets and artifacts as the rest of 
  the planet -- perhaps even more so. While the 
  landscape of the surface has begun to once 
  again teem with civilization, the aquatic depths 
  have largely been avoided.
  As a depths diver, you are a salvager who 
  has specialized in combing this largely untamed 
  area. While the opportunities are seemingly 
  limitless, the associated dangers increase are 
  in kind.. Many unwholesome creatures lurk 
  beneath the surface, and numerous divers that 
  ventured beneath the waves have never been 
  seen since. That’s the trade off: the bigger the 
  risk, the bigger the potential reward.
  Skill Proficiencies: Athletics, Survival
  Tool Proficiencies: Diver’s kit
  Equipment: Diver’s kit, common clothes, 
  three nets, a waterproof compass, and a pouch 
  containing 20 gp
  FEATURE: JUST A 
  MOMENT MORE
  Being a diver means pushing your body its 
  limits on a daily basis. Each minute you can 
  remain on the ocean floor and every extra pound 
  of salvage you acquire before returning to the 
  surface is of extreme value. When you would 
  otherwise fail a Strength or Constitution-based 
  skill check, you can roll a d100. If the result is 
  less than twice your applicable ability score, you 
  succeed instead.
  Once you have used this feature successfully, 
  you cannot use it again for one week.
  BEGINNER’S VESSEL
  Each diver remembers their first boat. It’s 
  how they were first navigated the waters in 
  search of the perfect locations to begin their 
  profession. For some, the boat was nothing more 
  than a raft. Others may have begged, borrowed, 
  or stolen the coin to purchase their first vessel, 
  while a select few had investors or doting parents 
  who financed their first boat. Whatever the case, 
  you remember your first boat fondly, though it 
  is long since destroyed, lost, or stolen. Pick a 
  remembered vessel from the list below, or come 
  up with your own. 
  
  26
  BEGINNER’S VESSEEL
  D6
  BEGINNER’S VESSEL
  1
  You lashed a bundle of plastisteel tubing with salvaged cording to make your first vessel. It 
  fell apart shortly thereafter.
  2
  You had a small, bright yellow skimmer with manual oars that you inherited from your uncle. 
  Rival salvagers tore a chunk from the hull and sank it to the seabed after only three months 
  of use.
  3
  Your sibling went halfsies on a rune-powered craft with a small cargo hold. Unfortunately, 
  your first haul was a high-priced artifact that your sibling promptly stole (along with the 
  boat), and you haven’t seen either of them since.
  4
  You managed to convince a suspiciously wealthy local businessman to invest in a pair of 
  eldritch-powered schooners for you. Not long after, both were destroyed in a freak storm. Your 
  investor is still angry and claims you lied about their destruction, and have them hidden 
  somewhere.
  5
  You stole your first boat from an elderly dwarf woman who cursed you from the shore. 
  Perhaps because of this, you immediately wrecked the thing on the bones of a crashed 
  starcruiser.
  6
  You bought your first craft through honest means, used it for several years, and then sold it 
  to a younger family member who was just getting their start. 
  
  27
  EXCAVATOR
  Many individuals now scour Adelphos 
  looking for ancient runes and artifacts to 
  unearth. Some of those, the archaeologists, 
  seek to develop an understanding of those that 
  lived here before and learn some of their secrets. 
  Others have no interest in such research and 
  simply care for the utility found in the ruins of 
  civilizations’ past. Excavators are often hired to 
  clear an area of wildlands that have grown over 
  a ruin, allowing new settlers to quickly establish 
  themselves within the ancient framework. 
  Excavators may also find the time to do their 
  own reconnaissance and have been known to 
  uncover relics and ruins long abandoned to the 
  wilds.
  Skill Proficiencies: Athletics, Perception
  Tool Proficiencies: Cartographer’s tools
  Equipment: Cartographer’s tools, common 
  clothes, a map of the local area, a miner’s pick, a 
  shovel, a spyglass, and a pouch containing 18 gp
  FEATURE:  
  RUIN FAMILIARITY
  Having spent countless hours uncovering 
  relics of bygone eras, you have a heightened 
  ability to recognize the origins of ancient 
  objects and structures. Whenever you have 
  at least a minute to examine such items, you 
  can ascertain what race created them and 
  approximately how long ago that was.
   
  CONTRACTS  
  AND LEADS
  Every excavator has a collection of contracts 
  and leads for new opportunities. Some of 
  these may be abandoned as you pursue other 
  interests. Still, each remains a potential source 
  of revenue. Roll or select a couple from the list 
  provided or work with your GM to make some of 
  your own.   
  SUGGESTED QUIRKS 
  Depths divers are considered daredevils to 
  the last, but in actuality their members are more 
  diverse. They are a breed of unique individuals, 
  each with  their own mental regimens to keep 
  an even hand and a calm mind in murky and 
  hazardous waters.  Choose a quirk from the list 
  below, or come up with your own.
  D6
  QUIRK
  1
  You have a daily routine of checking all 
  of your gear and equipment, and you 
  never miss a day.
  2
  Any time you travel past a body of 
  water, you feel compelled to take a peek 
  beneath the surface to see what might 
  be hidden below.
  3
  You rapturously study tides and 
  currents throughout the regions you 
  visit, eager to calculate where the waters 
  might deposit their treasures.
  4
  You believe you can learn a lot about 
  what a body of water might hold by the 
  taste it offers to your tongue. Variances 
  in trace minerals suggest what metals 
  lie beneath the waves.
  5
  You view sharks as your guides and 
  believe they often lead the way to hidden 
  wreckage and sunken cities.
  6
  You refuse to dive in oceans. Something 
  about their immensity triggers a primal 
  fear within you in the same way that 
  others might fear space.
  This folks love dirt more than their own parents.  
   
   
   
   
   
   
  - Ironbashk
  I once got invited to join a subnautical 
  expedition with the Wander Company, but I 
  politely turned it down. If I can’t see the bottom, 
  I ain’t going in.  
   
   
   
   
   
   
  - Ironbashk
  
  D6
  CONTACTS AND LEADS
  1
  Trappers report seeing a stone door set 
  into the floor of a cave to the south. The 
  door is only two feet wide but 12 feet tall 
  and covered in chains.
  2
  A large-scale excavation is happening 
  within two days’ travel of Morlock’s 
  Mount. They’re hiring any excavators 
  that show up to help unearth what 
  appears to be an ancient juggernaut of 
  alien design.
  3
  A buddy of yours clued you into a small 
  set of uncleared ruins said to be of 
  aberrant design to the northwest in the 
  jungle.
  4
  You have  a standing contract to seek out 
  a viable, pre-existing tower for a wizard 
  eager to relocate to the nearby region.
  5
  A wizard is willing to pay substantially 
  for well-made statues that are at least 
  two hundred years old, preferably 
  depicting armed individuals.
  6
  There are rumors that several asteroids 
  in the Kyldur System have necromantic 
  runes carved into their surface, and it’s 
  said that they hold long-forgotten crypts. 
  SUGGESTED QUIRKS 
  Each excavator has their own eccentricities 
  picked up from their time spent in places others 
  hesitate to enter and with relics others might 
  never encounter. Come up with a quirk for your 
  character, or choose one from the list provided. 
  Characters that spent at least a decade in the 
  field may have more than one, or their quirk may 
  have intensified.
  D6
  QUIRK
  1
  You interacted with an artifact you should 
  have left alone. Now you mutter aberrant 
  nonsense each night when you sleep.
  2
  You have a hard time considering items by 
  any means other than their  worth in gold.
  3
  You’ve developed a fascination bordering 
  on obsession for the craft of fiends and 
  celestials. 
  4
  After having missed several jobs to others 
  beating you to the quarry, you’ve lost all 
  patience for delay or dalliance.
  5
  You triggered an ancient trap while 
  excavating a site and have massive burn 
  scars over most parts of your body as a 
  lasting reminder. Large flames and acid still 
  make you nervous.
  6
  You despise anything without a practical 
  purpose. A good set of tools, however, sets 
  your heart aflutter.
  
  29
  SALVAGER
  Dozens of new salvagers drop onto Adelphos 
  each week hoping to test their mettle against 
  the world’s unknown, in hopes of returning with 
  filled sacks slung over their shoulders. Salvagers 
  make their living getting into situations 
  others would rather avoid. Some call them 
  stereotypical adventurers, but the reality is the 
  two professions deviate at key points. While an 
  adventurer might take on a plethora of tasks 
  for compensation, a salvager is only interested 
  in recovering what was lost and returning it, in 
  some form or fashion, to a place of usage once 
  again. Artifacts and ancient tomes are of less 
  use to a salvager than discovering a well-stocked 
  armory or a supply of steel sheeting free from 
  rust.
  Skill Proficiencies: History, Investigation
  Tool Proficiencies: Tinker’s tools
  Equipment: A set of traveler’s clothes, three 
  sacks, well-used tinker’s tools, a patinated key, 
  half a floorplan for a hidden stronghold, and a 
  pouch containing 12 gp
  FEATURE:  
  COBBLED TOGETHER
  When you’re racing against time and out 
  of standard resources, you can dive into your 
  packs and search for a solution. You can use 
  salvage you carry to repair broken items made 
  of metal or wood. The fix isn’t permanent, but 
  it’ll get you down the road. Spending at least an 
  hour working on a broken, non-magical item 
  or damaged armor and making a successful 
  DC 12 Intelligence check using Tinker’s Tools 
  allows you to patch it up, restoring its original 
  functionality. The repairs last until the end of 
  the next combat or one week, whichever comes 
  first.
  SALVAGER SPECIALTY
  There’s too much salvage out there for a 
  single individual to collect it all. Over time, 
  you’ve come to specialize in a certain type 
  of salvage. Not that you won’t haul a load of 
  something else out, but your eyes gleam when 
  your specialization lies before you. Select a 
  specialization from the list below, or make up 
  one of your own. 
  Salvagers are a burl a bunch, any junker worth 
  two shits can call themselves a salvager. The 
  REAL salvagers go to Skyr Rockwilt and learn 
  from that old whale.  
   
   
   
   
   
   
  - Ironbashk
  
  30
  SUGGESTED QUIRKS 
  Salvagers are quirky by nature as they’ve made a living looking at things from angles no one else 
  has thought of. The quirks of a salvager are often idiosyncratic, having manifested through unique 
  experiences while on the job. Come up with a quirk that helps convey your irregular past, or choose 
  from the list below. 
  D6
  QUIRK
  1
  Your treasure is another creature’s trash. You hate seeing things go to waste, even when that 
  thing is waste.
  2
  You undervalue everything you discover. You learned the hard way to avoid optimism.
  3
  You’re very secretive about your comings and goings and only share details with your closest 
  of friends.
  4
  You obsess over the history of each item you salvage and are loath to sell something you don’t 
  yet fully understand.
  5
  You turn your nose at rumors and leads. Anything worth salvaging has to be discovered by 
  oneself.
  6
  You compulsively clean everything you discover. After all, a bit of spit polish can go a long way 
  towards getting the best price.
  SALVAGER SPECIALITY
  D6
  SPECIALITY
  1
  Metallurgy. You have a few smithy connections who are always interested in your found 
  ironworks. Some of your gear was reforged from metal you salvaged.
  2
  Rare Weapons. You’ve always had a fascination with weaponry. Nothing turns your crank 
  more than finding a blade forged by an alien civilization or the warhammer of a dwarven lord 
  from long ago.
  3
  Constructs. A well made construct from hundreds of years ago will fetch a high price on the 
  open market. One outfitted with a collection of defensive capabilities will fetch exponentially 
  more to discriminating wizardly clients.
  4
  Runic Masonry. Solid stone may be found aplenty, but few modern works match the 
  craftsmanship found in earlier eras. Those etched with wards or glyphs can be swiftly 
  converted by the right spellcaster, repowering arcane runes back to their former glory.
  5
  Cogs and Gears. Machines are modern magic for the common-yet-wealthy individual. 
  Derelict machinery, even of an outdated design, can still bring a high price at auctions. 
  Small, intricate pieces have been known to pay a month’s rent.
  6
  Artistry. While most salvagers have their eyes out for troves of utility goods, you prefer a 
  much finer fare. Plenty of well-designed art pieces lie buried in long-forgotten ruins, and 
  there’s something doubly satisfying in getting a payday that serves to bring these pieces back 
  to life.
  
  31
  SPACE PIRATE
  You were a scourge to the planetary system, 
  attacking and plundering exploratory vessels, 
  then vanishing, leaving your victims to the dark 
  recesses of space. As smugglers and traders of 
  the black market, your ship and crew were a 
  known threat, often talked about in whispers at 
  space ports. Space battles and bounties on your 
  head were just part of the excitement, but for 
  one reason or another, you decided to quit your 
  life of marauding among the stars.
  Skill Proficiencies: Athletics, Intimidation
  Tool Proficiencies: Vehicle (space)
  Language Proficiencies: Thieves’ Cant
  Equipment: A map of the nearby space system 
  marking hidden ports, a spyglass, a gravity 
  compass, and a pouch containing 10 gp
  FEATURE: I KNOW A 
  GUY...
  Your past dealings across the galaxy have 
  left you with connections in many places. As 
  such, you are confident you can receive whatever 
  items you need in a pinch. On a planet or port 
  you’ve been to before, you know of at least one 
  person you can speak with to get the items you 
  want. The rarity of items range from common 
  to rare with the rarer items taking longer to 
  obtain. Unfortunately, the price is usually more 
  expensive, but at least the item and its quality 
  are guaranteed. Only one item can be requested 
  at a time.
  RARITY 
  OF ITEM
  DAYS TO 
  ACQUIRE
  % OF PRICE 
  INCREASE
  Common
  0-1
  5%
  Uncommon
  3-5
  15%
  Rare
  6-10
  25%
  GROUNDED
  Sticking to one planet is uncommon for a 
  space pirate, but you have chosen to stay in this 
  area for a while. Choose one reason from the 
  table below, or pick your own reason as to why 
  you are here on Adelphos.
  D6
  GROUNDED
  1
  Lying Low.  What better place to blend 
  in with the crowd than the new and 
  upcoming settlements on Adelphos? 
  Your name and face have been passed 
  around by the bounty hunters and 
  justices of the galaxy too much, so 
  you decide to wait it out in this remote 
  location for now.
  2
  Treasure. You have heard tales of 
  the bountiful, undiscovered lands of 
  Adelphos and want in on the action. 
  You’re here to get the best plunder first.
  3
  Need a Crew. Once a captain, always a 
  captain, and you’re in need of a ragtag 
  set of characters to join your crew. Of 
  course you have to be discrete and 
  selective. Why scavenge Adelphos when 
  you can scavenge the stars?
  4
  New Life. You’re tired of your life on 
  the run, and, with your reputation, you 
  need a fresh frontier where you can start 
  over in peace.
  5
  Plant. You’ve witnessed the growth of 
  the black market across the galaxy, and 
  now you are here to support the spread 
  of the shadow economy to Adelphos.
  6
  Purely Accidental. You crash-landed 
  here and have to repair your ship and 
  gather supplies before leaving. This may 
  take some time, so you have to take care 
  that others don’t catch wind of who you 
  really are.
  I don’t mean to brag but I had my fair share of 
  days as a space pirate. All behind me of course.  
   
   
   
   
   
   
  - Ironbashk
  
  32
  SUGGESTED QUIRKS
  Living a life of crime on the outer reaches of 
  space has changed you in ways you never would 
  have considered. Select a quirk from the list 
  below or create one of your own.
  D6
  QUIRKS
  1
  Your time perusing the galaxy makes everyday life seem boring and uneventful. You have a 
  hard time sympathizing with the concerns of common folk, knowing they never would have 
  survived the cutthroat environment you’re used to.
  2
  You avoid the light of the day and prefer to be out at night. Adelphos’ sun Etrig is too bright, 
  but the stars of the night are familiar and comforting.
  3
  You are not quite used to the amount of gravity on this planet, so you are constantly tripping 
  over your own feet and underestimating the weight of common objects.
  4
  You’ve made a lot of enemies and are used to being hunted. Shifting shadows and slight 
  noises cause you to jump and suddenly draw your weapon.
  5
  The past memories of violent space fights and loss of comrades haunt you. You have a hard 
  time sleeping through the night without waking up in a state of terror covered in a cold 
  sweat.
  6
  There is so much room on this planet, you’re not quite sure what to do with yourself. You find 
  yourself preferring to be indoors and surrounded by others since that’s what you’re used to.
  XENOBOTANIST
  You have established yourself with an 
  advanced education in botany, specializing 
  in extraterrestrial and unusual flora. You’ve 
  spent plenty of time out in the wilds on your 
  hands and knees, digging through dirt and 
  vegetation, and learning what can be to use from 
  the world around you. You might belong to a 
  school or organization that helped you with your 
  education, or you might have been taught by a 
  master researcher in the field.
  Skill Proficiencies: Nature, Survival
  Tool Proficiencies: Alchemist’s supplies, 
  herbalism kit
  Equipment: Alchemist’s supplies, antitoxin 
  (vial), herbalism kit, ink and pen, traveler’s 
  clothes, a small journal filled with various notes 
  on plant life, another small book with pressed 
  samples, and a pouch containing 15 gp
  FEATURE: 
  PARAHERBALISM
  You’re adept at finding answers to life’s 
  problems in the natural world around you. 
  Whenever you are in a wilderness area, you can 
  scour the local plant life for solutions to ailments 
  within the party. Once per long rest when you 
  spend an hour searching the wilderness, you 
  can find a plant that allows a single creature 
  a one hour reprieve from the conditions of a 
  disease, illness, or madness currently affecting 
  them. Any harvested material loses its potency 
  after 24 hours and is no longer usable.
  EDUCATION SOURCE
  Every xenobotanist learned their craft from 
  someone. Work with your GM to determine the 
  origins of your education, or roll on the table 
  below.
  
  33
  EDUCATION SOURCE
  D6
  EDUCATION
  1
  You attended a prestigious university several years ago but have since cut ties with your 
  connections there. Whether by their fault or your own, you are now on your own.
  2
  One of your parents is a renowned member of the botanist community and raised you to 
  follow in their footsteps. Though you’ve retained much of the knowledge, it remains to be seen 
  whether you’ll choose to fully follow that path.
  3
  You were a student at a small academy at the local outpost. While you have much knowledge 
  of the local flora, you have yet to gain much variety in your experience.
  4
  Your best friend attended a university, and though you yourself did not have the means to pay 
  for such an education, you were able to learn secondhand from them.
  5
  By chance, you took a job working as a researcher’s assistant. After several years of 
  observation, you’ve proven yourself quite capable in your own right and have taken to the 
  profession yourself.
  6
  Everything you learned, you gleaned from reading. You had no formal teacher other than the 
  authors whose writing you devoured.
  
  SUGGESTED QUIRKS 
  As often happens with individuals that 
  commit a portion of their lives to study and 
  research, you’ve accumulated your fair share 
  of eccentricities others might find odd or off-
  putting. Such quirks may be something you’ll 
  abandon once out in the world at large, or you 
  may adopt them as part of your unique persona. 
  Select a quirk from the list below, or create one 
  of your own.  
  D6
  QUIRK
  1
  You believe that each plant has its own unique voice that it speaks to you with telepathically.
  2
  You find flora to be the superior lifeform and despise the audacity of anyone who would 
  think differently.
  3
  You find naturally occurring poisons fascinating and often carry more than one variety on 
  your person. You have a mind to start inoculating yourself by consuming small doses at a 
  time.
  4
  You consider yourself to be a conservationist and always have foremost in your mind the 
  betterment and preservation of the wildlands you encounter.
  5
  You have a strong desire to someday merge your form into that of flora and become of the 
  same kind as that which you have long studied
  6
  You’ve become as calloused to non-plant life as many are to the wellbeing of plants.
  Lemme tell ya, these folks -- they got the good 
  shit in a pinch.  
   
   
   
   
   
   
  - Ironbashk
  
  CHAPTER TWO
  ORIGINAL SUBCLASSES 
  AND CLASS
  T
  he universe has not evolved to such a state as to disallow the potency of any of the classes listed in 
  the Basic Rules nor have their individualized subclasses fallen completely out of service. Rather, 
  several new archetypes have found their place and become quite common. Whether these were 
  picked up as humanoids began scouring distant planets or simply due to the gradual inclusion of tech 
  alongside the arcane, they each now find a place of renown in the setting.
  
  36
  for larger crowds and audiences. Unfortunately, 
  mixed reactions are common for sparker bards 
  as some look upon the new instruments with 
  disgust while others are eager to embrace the 
  new sounds they create. These bards gather in 
  intimate settings to discuss and show off their 
  latest instrument modifications along with 
  any new technology they’ve created. Over time, 
  sparker bards often gain different spark traits 
  from the runestones they use, but for them it is 
  an added bonus to thier musical explorations..
  BARD:  
  COLLEGE OF TECH
  Bards of the College of Tech, also known 
  as sparker bards, look to the future of music, 
  modifying their instruments with the latest 
  technology to create new sounds. By tinkering 
  with runestones and spark, they have found 
  ways to energize their instruments and channel 
  magic with an amplifier (or amp for short). 
  From there, these bards uniquely stylize their 
  music and spells. Since their instruments 
  project farther than normal, they can perform 
  
  37
  BONUS PROFICIENCIES 
  When you join the College of Tech at 3rd 
  level, you gain proficiency with tinker’s tools.
  AMPLIFIED MUSIC
  At 3rd level, you have adapted all your 
  instruments to connect with your amplifier. 
  While instruments are connected to the amp, 
  spells have twice their normal range. Any new 
  instrument acquired requires a short rest to 
  upgrade it to connect with your amplifier.
    
  POWER OF MUSIC
  Also at 3rd level, you can expend one 
  use of your bardic inspiration to imbue your 
  performance with a wild energy. Two creatures 
  of your choice who can hear you will suddenly 
  feel emboldened and gain 1d4 to their next 
  attack roll. The amount added to the attack roll 
  increases to 1d6 at 5th level, 1d8 at 10th level, 
  and 1d10 at 15th level. Additionally, all allies 
  who can hear you within 60 feet have advantage 
  on concentration saving throws for 1 minute.
  EFFECTS RACK
  At 6th level, you’ve fiddled with the different 
  ways your instrument can produce sounds and 
  have come up with a new system. As an action, 
  you can press an effects pedals to activate one of 
  the following conditions. Each pedal has one use 
  per long rest.
  • Chorus Pedal. You cast chorus without 
  expending a spell slot.
  • Distortion Pedal. Target one creature. A 
  sound wave emanating from your instrument 
  ripples through the air, confusing the target’s 
  senses. The targeted creature must succeed 
  on Constitution saving throw against your 
  spell save DC or have disadvantage on attack 
  rolls until the end of its next turn.
  • Tuner Pedal. Take an action to quickly 
  tune your instrument and regain up to 1d4 
  expended spell slots, recovering the lowest 
  level  spell slots first.
  TOO LOUD
  At 14th level, you can activate your speakers 
  for up to 1 minute, causing the ground in a 
  60-foot radius originating from you to shake. 
  Any hostile creatures within the area when 
  this ability is activated, or who later enter the 
  area, must immediately make a DC 14 Dexterity 
  saving throw. Creatures failing this saving throw 
  are knocked prone and are unable to stand while 
  they remain in the area. A creature can repeat 
  the saving throw at the end of their turn. If the 
  creature’s saving throw is successful, they are 
  immune to this effect for 24 hours.
  
  38
  
  39
  DRUID:  
  CIRCLE OF SPARK
  Druids of the Circle of Spark are in tune 
  with the natural flow and harmony of spark. 
  They see the containment of spark in runestones 
  as going against the natural order, and believe 
  spark should dissipate freely into creation. Circle 
  of Spark druids will often go out of their way to 
  obtain and drain runestones to return the spark 
  back to the environment.
  As conduits of spark, these druids can 
  borrow the spark from their surroundings and 
  other creatures. As such, they are highly sought 
  after for their abilities to use and summon raw 
  spark, and their immunity to the spark’s effects.  
  SPARK IMMUNITY
  When you choose this circle at 2nd level, you 
  become immune to the effects of spark and will 
  not suffer from any of its strange traits.
  SUMMON SPARK
  Starting at 2nd level, you can summon raw 
  spark from the surrounding area as a bonus 
  action and mold it into the form of a beast 
  you have seen before with a challenge rating 
  of 1/2 or lower The beast appears to be made 
  of crackling, glowing energy and has the same 
  stats as the original creature. 
  As a bonus action, you can command this 
  creature to move or take an action. After 10 
  minutes, the spark beast disperses back into 
  nature. You can use this ability a number of 
  times equal to your Wisdom modifier. You regain 
  all of your expended uses when you finish a 
  short or long rest.
  At 6th level, the spark beast’s maximum 
  challenge rating increases to 1 . At 10th level, 
  the maximum challenge rating increases to 2, 
  and at 14th level, to 3.
  SPARK DRAIN
  Starting at 6th level, you siphon the vitality 
  of nearby creatures to invigorate yourself. As 
  an action you force one creature within 5 feet to 
  make a Constitution saving throw against your 
  spell save DC. On a failure, the creature takes 
  1d10 lightning damage, and you gain an equal 
  number of temporary hit points.
  INTERCONNECTED
  When you reach 10th level, once per day 
  you can take an action to tune into the spark 
  around you. The location of any invisible 
  objects or creatures within 30 feet are revealed 
  to you, identified by a faint glow you can see 
  surrounding them. This effect lasts for 1 minute.
  RUNESTONE DRAIN
  When you reach 14th level, you can choose 
  to actively drain a handheld runestone of its 
  energy, allowing spark to pass through your 
  body and dissipate back to nature. While 
  draining a runestone, you gain temporary 
  hit points daily at dawn as well as immunity 
  to exhaustion. The number of days you can 
  drain the runestone, as well as the amount 
  of temporary hit points you gain at dawn, is 
  incremental to the runestones’ rarity (see table 
  below).
  You must maintain a distance of five feet 
  or less to the rune in order to drain it. If the 
  runestone is moved further than five feet away, 
  its energy will disperse into the environment. 
  When this happens, you will not gain the 
  temporary hit points at dawn, but a day will still 
  be deducted from the runestone’s draining time. 
  Once a runestone is drained, the sigil upon it 
  disappears and it can no longer be used in any 
  capacity.
  RUNESTONE 
  RARITY
  AMOUNT OF TIME TO 
  DRAIN
  TEMPORARY HIT 
  POINTS
  Uncommon
  1 day
  10
  Rare
  3 days
  15
  Very rare
  1 week
  20
  Legendary
  1 month
  30
  
  40
  PALADIN: OATH  
  OF RECLAMATION
  Some paladins swear an oath to recover that 
  which has been lost to the eons and bring it 
  once again to utility in the current age. These 
  reclamation paladins may have a singular 
  focus such as items tied to their ancestry, or 
  more encompassing such as looking to a more 
  eco-conscious future. In either case, their 
  commitment to remembering that which once 
  was often marks them as an oddity in the 
  galaxy-wide race toward a promise-filled future.
  TENETS OF 
  RECLAMATION
  Few governments or societies recognize this 
  particular order, so its tenets can vary greatly 
  from individual to individual. However, the 
  following aspects are largely adhered to.
  Seek. Only vigilant effort will rediscover that 
  which was lost. Passivity is the first bane.
  Reclaim. Once the lost is found, bring it back 
  into the fold. Concession is the second bane.
  Restore. Everything must be returned to glory. 
  Neglect is the final bane.
  OATH SPELLS
  You gain oath spells at the paladin levels listed.
  OATH OF RECLAMATION SPELLS
  In addition to the following spells, you learn 
  the mending cantrip.
  3rd
  create or destroy water, purify food and 
  drink
  5th
  knock, lesser restoration
  9th
  animate dead, revivify
  13th
  fabricate, stone shape
  17th
  animate objects, greater restoration
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you 
  gain the following two Channel Divinity options.
  Make as New. As an action, you can restore a 
  non-magical object Medium size or smaller to 
  its original state. At 15th level, you can use this 
  feature on non-magical objects Large size or 
  smaller.
  Past Revisited. Whenever you miss with an 
  attack roll, you can use your reaction to make 
  the attack again,  adding 1d4 to the attack roll. 
  
  41
  AURA OF  
  LASTING UTILITY
  Starting at 7th level, whenever a creature 
  within 10 feet of you falls to 0 hit points, you can 
  use your reaction to cause the creature’s body 
  to animate with final purpose and make a melee 
  attack against a target creature.
  You can use this feature a number of times 
  equal to your Charisma modifier (minimum of 1) 
  and regain all uses after finishing a short or long 
  rest. 
  HANDS OF 
  RESTORATION
  Beginning at 15th level, your restorative 
  abilities reach their pinnacle. You can cast both 
  greater and  lesser restoration as a bonus action. 
  You can cast lesser restoration three times and 
  greater restoration once, without expending 
  a spell slot and without requiring no material 
  components.You regain all expended uses when 
  you finish a long rest. 
  DIVINE RECLAMATOR
  At 20th level, your potency and vision for a 
  reclaimed future are unmatched and filled with 
  divine promise. You gain the following features.
  The radius on your Aura of  Lasting Utility is 
  extended to 20 feet. In addition, whenever you 
  use your aura’s ability, you can cast a spell you 
  know through the reanimated body, using it as 
  the source for determining the range of your 
  spells..
  Whenever you cast a transmutation spell 
  from your paladin spell list, roll a d4. On a 4, 
  you immediately recover the expended spell slot.
  RANGER: VERDANT 
  WAYFINDER
  Rangers who harvest insight and unusual 
  powers from the plant life of a dozen systems are 
  known as verdant wayfinders. Even as system-
  spanning civilizations wax and wane across the 
  galaxy, these individuals continue finding new 
  secrets to unlock from floral areas long forgotten 
  by others. Verdant wayfinders believe it is from 
  the natural order of a thousand planets that 
  the answers for life’s continued survival will be 
  found. 
  TOOLS OF THE TRADE
  At 3rd level, you become proficient with both 
  the poisoner’s kit and the herbalism kit. When 
  using either of these tool kits, you may double 
  your proficiency modifier for any ability checks. 
  In addition, due to your constant interaction 
  with toxic flora, you have resistance to poison 
  damage.
  
  42
  TOXIC SECRETION
  At 3rd level, your prolonged exposure to all 
  manner of toxic plant life has changed your 
  biological composition. While in the heat of 
  combat, your body naturally secretes poison. 
  Whenever a creature hits you with a melee 
  attack or grapples you, you can use your 
  reaction to deal 1d4 poison damage to them. 
  Each creature can take this damage only once 
  per turn.
  The damage is increased to 1d6 when you 
  reach 11th level and 1d8 at 15th level. 
  VERDANT  
  WAYFINDER MAGIC
  At 3rd level you learn the poison spray 
  cantrip. You gain the ability to cast additional 
  spells as shown in the Verdant Wayfinder Spells 
  table. These spells count as a ranger spell for 
  you, but they don’t count against the number of 
  ranger spells you know.
  VERDANT WAYFINDER SPELLS
  3rd
  entangle
  5th
  blindness/deafness
  9th
  stinking cloud
  13th
  toxic bloom
  17th
  contagion
  PRIMEVAL ROOTS
  Beginning at 7th level, whenever you use 
  your Primeval Awareness ability in an area that 
  is not arctic or desert, the vegetation around you 
  grants greater insight into any creatures lurking 
  nearby. In addition to the effects noted in the 
  ability, you also detect the presence of beasts, 
  plants, and monstrosities.
  If you spend at least 1 minute in 
  concentration, you also learn the creatures’ 
  location and the number of those creatures 
  within 60 feet. 
  VERDANT ATTUNED
  Starting at 11th level, your close connection 
  to rare and unusual flora has unlocked long 
  hidden arcane mysteries. You learn the spells 
  barkskin (self only), entangle, and speak with 
  plants, and may cast them without expending a 
  spell slot. Whenever you cast one of these spells, 
  roll a d6. On a 1, until you finish a short or long 
  rest, you must expend a spell slot to cast that 
  spell. 
  TOXICANT STRIKES
  Beginning at 15th level, your form is 
  now enveloped in botanical defenses and 
  toxins. Whenever you hit a creature with a 
  targeted attack, you can force them to make a 
  Constitution saving throw against your spell save 
  DC or become poisoned until the end of your 
  next turn. While poisoned in this way, they are 
  vulnerable to any additional poison damage you 
  deal.
  You can use this feature a number of times 
  equal to your Wisdom modifier plus your 
  Constitution modifier (minimum of 1). You regain 
  all expended uses after finishing a long rest.
  RANGER: SPACE 
  STALKER
  Space stalker rangers are some of the 
  deadliest bounty hunters and mercenaries in 
  the Kyldur System with prices so high that few 
  can afford them. Folks willing to sell their skills 
  at big game hunting for a few measly coins are a 
  copper a crew, space stalkers take those skills to 
  another level. They always get the job done, no 
  matter the odds.
  STALKER ARMOR
  On reaching 3rd level, you have finished 
  construction on your stalker armor, a suit of 
  armor affording you with a number of weapons 
  and features and wearable only by you. This 
  armor has an AC of 17 and is considered 
  heavy armor, although you ignore its Strength 
  requirements (see the Equipment section in a 
  later section). Space Stalker rangers wearing this 
  armor receive the following features:
  • Targeting System. When you take the attack 
  action with a firearm, you can use your 
  reaction to grant yourself advantage on the 
  attack roll. You can do so a number of times 
  equal to your proficiency bonus, regaining 
  spent uses after completing a long rest. 
  • Surprise Darts. As an action, you can target 
  a number of creatures equal to your ranger 
  level within 30 feet, firing a horde of magical 
  seeking darts from the  stalker armor. These 
  
  43
  darts automatically hit unless the target 
  creature is under the effect of the shield 
  spell. Each dart deals 1d4 + your Dexterity 
  modifier in piercing damage, and you cannot 
  target a creature more than once with this 
  ability per use. You must finish a long rest 
  before using this ability again.
  If this armor is destroyed, you must spend an 
  amount of gold equal to 10x your ranger level to 
  forge a new suit, which you do over a long rest.
  At 11th level, your armor’s AC increases to 
  18.
  INTERPLANETARY 
  HUNTER
  Starting at 7th level, you install a new 
  upgrade into your stalker armor. While wearing 
  the armor, you gain the following benefit:
  Thermal Scanner. As an action, you can 
  activate a thermal scanner in the helmet of 
  your stalker armor, granting you darkvision to 
  a distance of 120 feet. This darkvision treats 
  magical darkness as normal darkness. When 
  you successfully make a Wisdom (Survival) 
  check to track a creature, theirt trail appears  as 
  a glowing red path in your visor, allowing you to 
  track them easier. 
  EASY PREY
  Starting at 11th level, you learn to make 
  even the fiercest creatures easy prey. In the 
  first round of combat, if you make a successful 
  firearm attack against a creature, your attack 
  deals additional damage of the attack’s damage 
  type equal to your ranger level. If you score a 
  critical hit against an enemy creature in the first 
  round of combat, you can make an extra attack 
  against that creature as part of the same attack.
   
  TAKE FLIGHT
  Starting at 15th level, you make the final 
  upgrade to your stalker armor. You gain the 
  following benefits while wearing the armor:
  • Improved Durability. Ranged attacks are 
  made at disadvantage against you. 
  • Flight. You have a flying speed of 30 feet while 
  wearing your stalker armor.
  
  44
  ROGUE:  
  TRINKET-TAKER
  Certain rogues develop an obsession for 
  collecting magical trinkets, using the devices 
  to heighten their already impressive toolkit into 
  an exhaustive collection. Inventors in their own 
  right, these trinket-takers delight in modifying 
  objects to produce incredible results.
  MAGIC SNIFFER
  Beginning when you take this archetype at 
  3rd level, you develop an uncanny knack for 
  sniffing out magic. As an action, you can cast 
  the spell detect magic but with a radius of only 
  15 feet. Using this feature does not require a 
  spell slot. 
  You may use this ability a number of times 
  equal to your proficiency bonus between each 
  short or long rest.
  TRINKET CANTRIPS
  At 3rd level, your collection of magical 
  trinkets allows you to cast certain cantrips as 
  if you were a mage. You learn three cantrips 
  of your choice from the trinket-taker spell list. 
  You learn another trinket-taker cantrip of your 
  choice at 9th, 13th, and 17th level. Additionally, 
  you may add your Sneak Attack damage to spell 
  damage from trinket-taker cantrips, following 
  the standard guidelines for when sneak-attack 
  damage is applied.
  Casting a trinket cantrip always requires a 
  material component (trinkets). If your trinkets 
  are ever removed from your possession, you may 
  recraft them after completing a long rest.
  SPELLCASTING ABILITY
  Intelligence is your spellcasting ability 
  for your trinket-taker spells, since you learn 
  your spells through dedicated study and 
  memorization. You use your Intelligence 
  whenever a spell refers to your spellcasting 
  ability. In addition, you use your Intelligence 
  modifier when setting the saving throw DC for a 
  trinket-taker spell you cast and when making an 
  attack roll with one.
  AUGMENTATION TABLE
  TRINKET 
  CANTRIP
  AUGMENTATION
  Acid Splash
  Acid damage from the spell affects objects and deals double damage to them.
  Dancing 
  Lights
  The light produced by the spell is only visible to those you designate within the 
  spell’s range up to to your proficiency modifier number of creatures. 
  Guidance
  You can use this spell as a reaction to an ally rolling an ability check or attack roll 
  during combat, but only if you haven’t already cast a spell as an action this round.
  Light
  You can maintain the spell on a number of valid targets up to your proficiency 
  modifier. 
  Mage Hand
  The spell produces two hands that may be manipulated independently of each 
  other but may be no further than 5 feet apart.
  Mending
  You can stretch and extend any non-magical material for an additional foot. This 
  process cannot be repeated twice on a single item. The effect fades after 1 hour or 
  after the spell is cast again.
  Minor Illusion
  You may create both a sound and an image with a single casting of the spell.
  Poison Spray
  You may cast the spell on a weapon as you make a melee attack, replacing the 
  weapon’s standard damage die and type with the spell’s damage for one attack. 
  You may only use this ability once per turn. 
  Produce 
  Flame
  You may cast the spell on a weapon as you make a melee attack, replacing the 
  weapon’s standard damage die and type with the spell’s damage for one attack. 
  You may only use this ability once per turn.
  Shillelagh
  You may cast the spell on improvised weapons.
  
  45
  Spell save DC = 8 + your proficiency bonus + 
  your Intelligence modifier
  Spell attack modifier = your proficiency bonus 
  + your Intelligence modifier
  AUGMENTATIONS
  Some of your trinkets have been augmented 
  to produce a truly astounding effect. Select two 
  cantrips from your list of cantrips known and 
  augment them through the following Trinket 
  Augmentation table. Each time you cast the 
  cantrip, you may choose whether or not to use 
  the augmentation. 
  You learn another augmentation of your 
  choice at 9th, 13th, and 17th level, depending 
  on if you take the according cantrip. You may 
  swap out one augmentation you have previously 
  learned for a new one at each of these levels.
  SECOND HAND STRIKE
  Upon reaching 9th level, you can use a bonus 
  action to attack with a light melee weapon, even 
  if you cast a cantrip using your action. You don’t 
  add your ability modifier to the damage of the 
  bonus attack, unless that modifier is a negative. 
  If the weapon has the thrown property, you 
  can throw the weapon, instead of making a 
  melee attack with it.
  INTRICATE TRINKETS
  At 13th level, you come into the possession 
  of three additional trinkets much more complex 
  than those you’ve collected previously. Select 
  three spells from any class list that have the 
  ritual tag. You may add them to your spell list, 
  but may only cast them as a ritual. 
  AMBIDEXTROUS 
  CASTER
  When you reach 17th level, you gain the 
  ability to cast a cantrip as a bonus action that 
  would otherwise have a casting time of an 
  action. To do so, you must have cast a cantrip as 
  your action and both cantrips must be from the 
  trinket-taker spell list.
  You can use this ability a number of times 
  per long rest equal to your Intelligence modifier.
  TRINKET-TAKER SPELL LIST
  Acid Splash
  Dancing Lights
  Guidance
  Light 
  Friends
  Mage Hand
  Mending 
  Minor Illusion
  Poison Spray
  Prestidigitation
  Thaumaturgy
  Vicious Mockery
  Produce Flame
  Shillelagh
  SORCERER: 
  RADIATION MAGIC
  Sometime in the past, you or one of your 
  recent ancestors was struck by an inordinate 
  amount of radiation through some technological 
  mishap or arcane experimentation. The result is 
  a creature redefined. Matter behaves differently 
  around you as vestigial radiation contained 
  within you  obeys  your command. Radiation 
  magic sorcerers are often viewed with fear as 
  some believe they may be as unstable as the 
  energy they manipulate around them.  
  RADIATION MAGIC
  You gain additional spells as shown on the 
  Radiation Spells table. Each of these spells 
  counts as a sorcerer spell for you, but it doesn’t 
  count against the number of sorcerer spells you 
  know.
  RADIATION SPELLS
  1st
  faerie fire, guiding bolt
  3rd
  heat metal, ray of enfeeblement
  5th
  brilliant sear, meld to stone
  7th
  enervating wave, resilient sphere
  9th
  flame strike, passwall
  
  46
  UNSTABLE FORM
  At 1st level, your form is empowered from 
  contact with certain energies. Whenever you 
  take radiant or fire damage, you can use your 
  reaction to reduce the damage by half, storing 
  it as potential energy until the end of your next 
  turn. If you hit a creature with a spell attack 
  targeting a single creature before the end of your 
  next turn, you can deal additional damage with 
  the attack equal to the amount of hit points of 
  stored potential energy.  You can use this feature 
  a number of times equal to your proficiency 
  bonus, and you regain all expended uses when 
  you finish a long rest.
  Unfortunately, the radiation has permanently 
  affected your form. You now make all death 
  saving throws at disadvantage.
  MOUTH OF 
  IRRADIATION 
  Starting at 6th level, you gain the ability to 
  open your mouth and expel irradiated magical 
  energy. As an action, you can expend sorcery 
  points to target a creature you can see within 
  100 feet with a ranged attack, using your spell 
  attack modifier for the attack roll. On a hit, if 
  the target is not wearing metal armor, roll a d8 a 
  number of times equal to twice the spell points 
  spent, dealing that much radiant damage to the 
  target (i.e., 1d8 for one sorcery point, 2d8 for 
  two sorcery points, etc.). If the target is wearing 
  metal armor, they can choose for the armor to 
  instead absorb the damage,, cracking the armor. 
  Any critical hit the target takes while wearing 
  the cracked armor breaks it completely and 
  negates any AC benefit the armor once provided.
  In addition, each creature in a straight line 
  between you and the target must succeed on a 
  Dexterity saving throw against your spellcasting 
  DC or take an amount of radiant damage equal 
  to twice the number of sorcery points spent. 
  CATASTROPHIC AURA
  At 14th level, the radiant energy stored 
  within your form can be unleashed to great 
  effect. As a bonus action, your form shines with 
  light, casting bright light for 15 feet and dim 
  light for an additional 30 feet. This effect lasts 
  for 1 minute, and any creature that enters the 
  bright light for the first time or starts their turn 
  there must make a Constitution saving throw 
  or become poisoned until the start of their next 
  turn. The light remains for the full minute, even 
  if you fall unconscious.
  Once you have used this ability, you cannot 
  do so again until you finish a long rest -- unless 
  you spend 7 sorcery points to use it again.
  
  47
  VOLATILE INCARNATE
  Beginning at 18th level, your body struggles 
  to contain the pent up energy it contains. 
  Whenever you deal damage with a spell attack, 
  you can choose to release a portion of this 
  energy by reducing your current hit points by up 
  to half your hit point maximum. For every five 
  hit points you remove, add an additional 1d10 
  radiant damage to the damage being dealt by 
  your spell attack.
  You can further increase this damage at the 
  risk of permanently harming your form. You can 
  choose to increase this extra damage to 2d10 per 
  five hit points reduced. However, after dealing 
  the additional damage, you must  roll a DC 20 
  Constitution saving throw. On a failure, your 
  maximum hit point is reduced by half the total 
  number of d10s you rolled, to a maximum of 20 
  hit points.
  SORCERER:  
  STAR SOUL
  Eons ago, a bright-burning star developed 
  consciousness and, along with it, a soul. This 
  living star shone for millions of years, bathing 
  the worlds around it in light. But like all stars, 
  especially those that burn brightest, it reached 
  the end of its life, dying in a violent explosion 
  that cast its remaining light, and its soul, out 
  into the universe. That soul, the last remaining 
  light of that long-dead star, found its way into 
  you.
  All your life, you have dreamed of your 
  distant prior existence, perhaps remembering 
  the souls that called you their sun or the beauty 
  of the worlds that circled you, but at some point, 
  those dreams helped you learn to draw forth 
  that light consciously, and use it for magical 
  ends.
  STAR SOUL MAGIC
  Beginning at 1st level, you learn additional 
  spells when you reach certain levels in this 
  class, as shown on the Star Soul Spells table. 
  Each of these spells counts as a sorcerer spell 
  for you, but it doesn’t count against the number 
  of sorcerer spells you know.
  STAR SOUL SPELLS
  1st
  guiding bolt, sacred flame
  3rd
  locate object, levitate
  5th
  daylight, beacon of hope
  7th
  locate creature, divination
  9th
  flame strike
  11th
  sunbeam
  STELLAR REMNANT
  You have a star-like symbol on your face 
  (perhaps on your cheek or forehead) or your 
  hand, which is a physical manifestation of your 
  previous existence as a star. When you finish 
  a short or long rest, you may draw upon the 
  manifestation to add an additional spell from 
  the Sorcerer spell list to your known spells for 
  the day. That spell must be of a level which you 
  can cast, and you must reduce your maximum 
  hit points by the level of that spell until you 
  complete another short or long rest, at which 
  point you may repeat this process. While you 
  have this ability active, the symbol radiates 
  bright light a number of feet equal to 5 times 
  the spell’s level, and dim light the same distance 
  further.. You may only have one spell gained in 
  this way at a time.
  STELLAR IGNITION
  At 1st level, you can ignite your stellar spark 
  once again. When you roll damage on a spell 
  that deals radiant damage, you can expend up 
  to half your maximum hit dice (minimum 1) and 
  roll that many d10s, adding the total rolled as 
  bonus radiant damage.
  PULSAR
  Starting at 6th level, you gain the ability 
  to draw upon your inner light to help protect 
  yourself and others. You gain resistance to 
  radiant damage. 
  Additionally, if you have a spell slot stored in 
  your symbol, when you or an ally are attacked 
  by a creature you can see within 30 feet, you 
  can, as a reaction, momentarily blind the 
  attacker with a pulse of light, causing them to 
  have disadvantage on the attack roll.  Once you 
  use this ability, you cannot use it again until you 
  complete a short or long rest unless you spend 1 
  sorcery point to activate it.
  
  48
  
  49
  LUMINOUS BEING
  At 14th level, you can suffuse your physical 
  form with the inner light of your star-self, 
  transforming into a form of radiant energy. As 
  a bonus action on your turn, you can enter a 
  stellar form. While in this form:
  • You are partially incorporeal, gaining 
  resistance to piercing, bludgeoning, and 
  slashing damage
  • You radiate bright light up to 60 feet and dim 
  light an additional 60 feet 
  • You gain a flying speed equal to your walking 
  speed
  • You are immune to radiant damage
  • Once on each of your turns when you deal 
  radiant damage with a spell, you can deal 
  extra radiant damage equal to your sorcerer 
  level. You can only deal this damage to a 
  single target.
  This transformation lasts 1 minute unless 
  you choose to end it early or die. Once the 
  transformation ends, you cannot use the ability 
  again until you complete a long rest unless you 
  spend 4 sorcery points to do so.
  STELLAR NOVA
  Beginning at 18th level, you can call upon 
  the memory of the last moments of your life 
  as a star to unleash a taste of that destructive 
  power. When you would be reduced to 0 hit 
  points, you may, as a reaction, spend and roll 
  all your remaining hit dice to trigger a miniature 
  stellar nova, dealing radiant damage equal to the 
  amount rolled to all creatures you can see within 
  30 feet, or half as much damage if they succeed 
  on a Dexterity saving throw (equal to your spell 
  save DC). Then, if you are not instantly killed by 
  the effect that reduced you to 0 hit points, you 
  regain an amount of hit pointsequal to half of 
  your hit dice roll. Once you use this ability, you 
  cannot use it again until you complete a long 
  rest.
  WARLOCK: THE 
  KAIJU PATRON
  Hidden within a mountain or in the heart 
  of the sea lies a kaiju that has chosen to form a 
  primordial bond with you. You may have never 
  met the creature, yet its power fills and directs 
  you as its chosen vessel. How you respond to 
  this calling is up to you, but you feel its presence 
  like a watchful eye, evaluating you against some 
  hidden measure. Kaiju warlocks are called to 
  uphold the same primal purpose as the great 
  beings they call their patrons. 
  EXPANDED SPELL 
  LIST
  The kaiju lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell 
  list for you.
  KAIJU EXPANDED SPELLS
  1st
  burning hands, thunderwave
  2nd
  enlarge/reduce, gust of wind
  3rd
  call lightning, lightning bolt
  4th
  control water, giant insect
  5th
  cone of cold, flame strike
  ARMORED HIDE
  Starting at 1st level, your body becomes 
  distorted, manifesting similarities to your patron. 
  Your form grows a thick hide, bone, or chitin, 
  granting you a +2 bonus to your AC. Wearing 
  medium or heavy armor negates this bonus.
  ENERGIZED STRIKES
  At 1st level, you can capture elemental 
  energy and use it to energize your attacks. 
  Whenever you take cold, fire, lightning, or 
  thunder damage, you can spend your reaction to 
  empower your next weapon attack roll that hits, 
  dealing  additional damage of the same type. 
  The additional damage is equal to double your 
  proficiency bonus. Capturing energy in this way 
  does not reduce the amount of damage you take 
  from the hit.
  
  If you take multiple forms of elemental 
  damage before you hit with an attack, you can 
  choose which of the damage types your strike 
  deals. This stored energy dissipates after 1 
  minute if not used.
  AVATAR OF THE 
  BEHEMOTH
  Starting at 6th level, as a bonus action, you 
  can cause your form to grow one size category 
  larger than its natural size as with the spell 
  enlarge/reduce. This does not count as casting a 
  spell nor does it require concentration, and the 
  effect lasts for 10 minutes or until you choose to 
  end it early as a free action.
  Once you have used this ability, you cannot 
  do so again until you finish a short or long rest.
   
  OVERCHARGED 
  STRIKES
  Beginning at 10th level, you’ve adapted your 
  form to capture more types of energy. You can 
  now capture radiant and necrotic damage as 
  part of your Energized Strikes feature, and the 
  extra damage you deal is applied to your next 
  two successful weapon attacks, instead of only 
  one. 
  PRIMAL EXPERIENCE
  Starting at 14th level, when you hit a 
  creature that is within five feet of you with an 
  attack, you can use this feature to force the 
  creature to teleport to an area of primal energy 
  on the world you currently inhabit. This could be 
  the core of a volcano, the heart of a maelstrom, 
  the eye of a lightning storm, or any other such 
  natural phenomena.
  At the start of the creature’s turn, it 
  takes 8d8 damage of your choice of cold, fire, 
  lightning, or thunder (based upon the location 
  that you chose) and is incapacitated. At the end 
  of the creature’s turn, it teleports back to the 
  space that it originally occupied, or the nearest 
  available space, and is knocked prone from the 
  experience.
  Once you use this feature, you can’t use it 
  again until you finish a short or long rest.
  
  51
  ORIGINAL CLASS - 
  THE CONDUIT
  Spark is a universal force that permeates 
  all things in the universe, those who can 
  manipulate it are often called Conduits. 
  Becoming aware of your own internal energy 
  and using it to awaken latent energy in others 
  is an incredibly rare skill, but Conduits can do 
  it without difficulty. Those known for this talent 
  tend to have a natural intuition for technology or 
  runestones, while some Conduits extend their 
  third eye to the very concept of gravity.
   
  CLASS FEATURES
  As a conduit, you gain the following class 
  features:
  HIT POINTS
  Hit Dice: d8
  Hit Points at 1st Level: 8 + your Constitution 
  modifier
  Hit Points at Higher Levels: 5 (rounded up) 
  + your Constitution modifier per Conduit level 
  after 1st.
  PROFICIENCIES
  Armor: Light Armor
  Weapons: daggers, darts, slings, quarterstaffs, 
  light crossbows
  Tools: two types of artisan’s tools of your choice
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two from Arcana, Insight, 
  Medicine, Nature, Persuasion, and Religion
  You start with the following equipment, 
  in addition to the equipment granted by your 
  background:
  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) a component pouch or (b) runic focus
  • studded leather armor and an explorer’s pack
  AWAKENED SPARK
  At 1st level, you can weave a mote of power 
  into your actions through the power of spark. To 
  do so, you use an action on your turn to choose 
  one creature within 60 feet of you. That creature 
  gains one Spark die, a d4.
  Once within the next minute, the creature 
  can roll the die and gain temporary hit points 
  equal to the number rolled, or add the number 
  rolled to one healing roll, saving throw or attack 
  roll it makes. The creature can wait until after 
  it rolls the d20 before deciding to use the Spark 
  die, but must decide before the DM says whether 
  the roll succeeds or fails. Once the Spark die is 
  rolled, it is lost. A creature can have only one 
  Spark die at a time.
  Your Spark die changes when you reach 
  certain levels in this class. The die becomes a d6 
  at 5th level, 2d4 at 10th level, and 2d6 at 15th 
  level. 
  CONDUIT TERRITORIES
  When you reach 2nd level, you choose a 
  Conduit Territory, informing the ways in which 
  your spark powers can manifest, you can choose 
  between the Gravity Sage, Technomancer, and 
  Sigilist. Your choice grants you features at 2nd 
  Level and again at 6th, 10th, and 14th level.
  SPELLCASTING
  Starting at 1st level, the class can cast spells.
  SPELLS KNOWN OF 1ST 
  LEVEL AND HIGHER
  You know two 1st-level spells of your choice 
  from the Conduit spell list.
  You learn an additional Conduit spell of your 
  choice at each level indicated on the Conduit 
  table. Each of these spells must be of a level for 
  which you have spell slots. For instance, when 
  you reach 5th level in this class, you can learn 
  one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this 
  class, you can choose one of the Conduit spells 
  you know and replace it with another spell from 
  the Conduit spell list, which also must be of a 
  level for which you have spell slots.
  SPELLCASTING ABILITY
  Wisdom is your Spellcasting ability for 
  your Conduit spells, since your magic draws 
  on your Attunement to the universe. You use 
  your Wisdom whenever a spell refers to your 
  Spellcasting ability. In addition, you use your 
  Wisdom modifier when setting the saving throw 
  DC for a Conduit spell you cast and when 
  making an Attack roll with one.
  
  52
  Level
  Prof
  Class Feature
  Spark Die
  Spells 
  Known
  Cantrips 
  Known
  1st
   2nd
  3rd
  4th
  5th
  6th
  7th
  1st
  +2
  Awakened 
  Spark, 
  Spellcasting
  1d4
  2
  2
  2
  2nd
  +2
  Conduit 
  Territory, 
  Spark Traits
  1d4
  3
  2
  3
  3rd
  +2
  Rejuvenating 
  Spark
  1d4
  4
  2
  3
  2
  4th
  +2
  Ability Score 
  Improvement
  1d4
  5
  2
  4
  2
  5th
  +3
  Greater 
  Channeling
  1d6
  6
  2
  4
  3
  6th
  +3
  Conduit 
  Territory 
  feature
  1d6
  7
  2
  4
  3
  7th
  +3
  Additional 
  Spark Trait
  1d6
  8
  3
  4
  3
  2
  8th
  +3
  Ability Score 
  Improvement
  1d6
  9
  3
  4
  3
  3
  9th
  +4
  Additional 
  Spark Trait
  1d6
  10
  3
  4
  3
  3
  10th
  +4
  Conduit 
  Territory 
  feature
  1d6
  11
  3
  4
  3
  3
  1
  11th
  +4
  Spark of Life
  2d4
  12
  3
  4
  3
  3
  2
  12th
  +4
  Ability Score 
  mprovement
  2d4
  12
  3
  4
  3
  3
  2
  13th
  +5
  - - -
  2d4
  13
  3
  4
  3
  3
  3
  1
  14th
  +5
  Conduit 
  Territory 
  feature
  2d4
  13
  3
  4
  3
  3
  3
  2
  15th
  +5
  - - -
  2d6
  13
  4
  4
  3
  3
  3
  2
  1
  16th
  +5
  Ability Score 
  Iprovement
  2d6
  14
  4
  4
  3
  3
  3
  2
  1
  17th
  +6
  Universal 
  Truths
  2d6
  15
  4
  4
  3
  3
  3
  2
  1
  18th
  +6
  - - -
  2d6
  15
  4
  4
  3
  3
  3
  2
  1
  1
  19th
  +6
  Ability Score 
  Iprovement
  2d6
  16
  4
  4
  3
  3
  3
  2
  1
  1
  20th
  +6
  Spark Mastery
  2d8
  17
  4
  4
  3
  3
  3
  2
  2
  1
  
  53
  Spell save DC = 8 + your Proficiency Bonus + 
  your Wisdom modifier
  Spell Attack modifier = your Proficiency Bonus 
  + your Wisdom modifier
  SPELLCASTING FOCUS
  You can use a runic focus as a Spellcasting 
  focus for your Conduit spells.
  SPARK TRAITS
  At 2nd level, your use of Spark has altered 
  your physical appearance and given you strange 
  abilities to go with it. Choose one of the following 
  traits.
  ESOTERIC STATIC: 
  Tiny sparks of electricity periodically jump 
  off of your hands. When you cast a spell that 
  deals lightning damage, you can add your 
  Wisdom modifier to the damage.
  CERULEAN SIGHT: 
  You gain blindsight with a range of 10 feet, 
  additionally, you can add your Spark die to any 
  Wisdom (Perception) checks you make.
  MYSTIC ECHOES: 
  Your words supernaturally ring into 
  everyone’s ears, you can add your Spark die 
  to any Charisma (Persuasion) or Charisma 
  (Intimidation) checks you make.
  SHADOW DRIFT: 
  Your shadow slightly drifts away from you, 
  when you cast a spell that has a range of touch, 
  you can make the range of the spell 10 feet.
  SAPPHIRE VEINS: 
  Your blood turns blue and runs colder. When 
  you cast a spell that deals cold damage, you can 
  add your Wisdom modifier to the damage.
  GREEN AFFINITY: 
  You gain an uncanny awareness of nature 
  and plantlife, you can add your Spark die to any 
  Wisdom (Survival) or Intelligence (Nature) checks 
  you make.
  REJUVENATING SPARK
  At 3rd level, your connection to the energies 
  of the universe give you near supernatural 
  health. You can add your Spark die to any saving 
  throws made to avoid being poisoned, paralysed, 
  or stunned. Additionally, when expending hit 
  dice to restore HP during a short rest, you regain 
  additional hit points equal to your Wisdoms 
  modifier.
  GREATER 
  CHANNELING
  At level 5, your Awakened Spark is even more 
  potent. When you use your action to use your 
  Awakened Spark feature, you can use a bonus 
  action to target one additional creature within 
  30 feet. That creature gains the same benefit as 
  the first target, but only gains half of the dice 
  total (rounded up).
  For example, the target of your Awakened 
  Spark gains 5 temporary hit points, and the 
  second recipient only gains 3 temporary hit 
  points.
  SPARK OF LIFE
  At 11th level, your Awakened Spark can be 
  used to alleviate minor afflictions. When you 
  use your Awakened Spark on a creature, you 
  can end one of the following conditions on them: 
  charmed, poisoned, frightened, or stunned. You 
  can use this feature a number of times equal to 
  your Wisdom modifier, you regain all expended 
  uses when you finish a long rest.
  UNIVERSAL TRUTHS
  At 17th level, your attunement to the 
  universal forces of spark give you a greater 
  awareness of your immediate surroundings and 
  beyond. You gain truesight with a range of 120 
  feet, cannot be surprised, and can add your 
  spark die to your initiative rolls.
  SPARK MASTERY
  At 20th level, your Awakened Spark has 
  reached its peak. Whenever a conduit class 
  feature uses a roll of your spark die, you can add 
  your Wisdom modifier to the result.
  
  54
  CONDUIT TERRITORIES
  TECHNOMANCER
  As a technomancer, you have an uncanny 
  intuition with all things mechanical, from using 
  firearms to piloting a spaceship. 
  TECHNOLOGICAL INTUITION
  When you choose this territory at 2nd level, 
  you gain an uncanny skill with technology, you 
  gain proficiency with firearms, and you can add 
  your Spark die to any ability checks made to 
  interact with advanced technology.
  SPARK GUNNER
  Your skill with a firearm allows you to infuse 
  your shots with Spark energy. When you make 
  an attack with a firearm on your turn, you can 
  expend a spell slot to add your Spark die to the 
  attack and damage roll and change the damage 
  type of the attack to your choice of radiant or 
  lightning damage. Expending a spell slot of 2nd 
  level or higher deals additional damage equal to 
  your Spark die, and subjects the target to the 
  blinded condition until the start of your next 
  turn.
  TECHNOMANCER SPELLS
  Starting at 2nd level, you learn additional 
  spells when you reach certain levels in this 
  class, as shown on the Psionic Spells table. 
  Each of these spells counts as a conduit spell for 
  you, but it doesn’t count against the number of 
  conduit spells you know.
  If you have access to Comets and Cockpits 
  Book 2, you can replace one spell you gained 
  from this feature with another spell of the 
  same level from that book whenever you gain a 
  conduit level.
  SPELL 
  LEVEL
  SPELLS
  1st
  identify, detect metal
  2nd
  heat metal, shatter
  3rd
  arcane lungs, lightning bolt
  4th
  mold metal, fabricate
  5th
  legend lore, creation
  EXTRA ATTACK
  Starting at 6th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn. Moreover your attacks 
  with firearms count as magical for the purpose 
  of overcoming resistance and immunity to 
  nonmagical attacks and damage..
  TECHNO-LINK
  Beginning at 6th Level, you can spend 1 
  minute to enter a meditative state to magically 
  search for technology in your area, letting you 
  know the number and general direction of all 
  mechs, drones, and aircraft within a 500 foot 
  radius of you. You regain use of this feature 
  when you finish a short or long rest.
  GUNBUSTER
  At 10th level, you can overload a firearm 
  with energy to let off an explosively powerful 
  shot. When you hit a creature with an attack 
  from a firearm, you can force the target and all 
  creatures within a 10 foot radius to succeed 
  on  a Dexterity saving throw or take 4d8 force 
  damage. The firearm used to make this shot 
  is rendered inoperable until you or someone 
  else spends 1 minute fixing it with a 15 DC 
  Intelligence check, after breaking your weapon, 
  you can use a reaction to immediately draw a 
  new firearm.
  You can use this feature a number of times 
  equal to your Wisdom modifier, and regain all 
  uses when you finish a long rest.
  REMOTE PILOT
  At 14th level, you don’t need to be sitting 
  in the pilot seat of an aircraft, spaceship, or 
  mech to pilot it, when any of these pieces of 
  technology within 1000 feet lacks pilot, you 
  can enter a magical trance to assert control. 
  When controlling one of these machines, with 
  this method you gain a bonus to ability checks 
  made to pilot them equal to one roll of your 
  Spark die. Any functions that require getting up 
  from the pilot seat are unable to be done when 
  remotely piloting in this way, for example, an 
  emergency circuit breaker across the hall in a 
  spaceship cannot be accessed remotely. If the 
  distance between you and the machine becomes 
  more than 1000 feet, the connection is severed, 
  leaving nobody piloting the machine. While 
  piloting a machine in this way, you cannot see or 
  hear from your actual location, and can see as if 
  you were physically piloting the machine.
  
  55
  You must complete a long rest, or expend a 
  spell slot of 6th level or higher to use this feature 
  again.
  SIGILIST
  Manifesting your inner spark can come from 
  many sources, some Conduits gain a connection 
  to the universe’s energy though runestones 
  and sigils. Whether you got your abilities from 
  discovering a long lost rune, or being subjected 
  to the effects of a runestone for extended periods 
  of time, all Sigilists manifest their power with 
  glyphs of power that broadcast their intent.
  RUNIC INTUITION
  When you choose this territory at 2nd Level, 
  you gain an encyclopedic knowledge of runes 
  and sigils. You can read all writing, and you can 
  add your Spark die to any ability checks made to 
  interact with runestones.
  INVOKE SIGIL
  At 2nd level, you can call on the power of 
  sigils. As an action, you can inscribe a sigil onto 
  an object, or draw it in the air to invoke the 
  sigil’s power. If you inscribe it in the air, you can 
  choose to make the sigil activate at a point of 
  your choice within 60 feet of you. The sigil lasts 
  for one minute and dissipates after the minute 
  has passed. You can use this feature a number 
  of times equal to your Wisdom modifier (a 
  minimum of once). You regain all expended uses 
  when you finish a long rest.
  SIGIL
  EFFECT
  Llesh
  Creatures within 30 feet wearing 
  metal armor have a flying speed of 
  5 feet
  Muhun
  A number of creatures of your 
  choice equal to your Wisdom 
  modifier have a swim speed of 50 
  feet.
  Felko
  When creatures within 50 feet of 
  you take fire damage, that damage 
  is reduced by one roll of your Spark 
  die.
  Zai
  As a bonus action, you can make 
  the sigil discharge a slight shock. 
  A target of your choice within 60 
  feet of the sigil must succeed on  
  a Dexterity saving throw or take 
  damage equal to one roll of your 
  Spark die.
  SIGILIST SPELLS
  Starting at 2nd level, you learn additional 
  spells when you reach certain levels in this 
  class, as shown on the Sigilist Spells table. Each 
  of these spells counts as a conduit spell for 
  you, but it doesn’t count against the number of 
  conduit spells you know.
  SPELL 
  LEVEL
  SPELLS
  1st
  shield of faith, sanctuary
  2nd
  arcane lock, magic aura
  3rd
  glyph of warding, magic circle
  4th
  guardian of faith, divination
  5th
  teleportation circle, scrying
  
  56
  GREATER SIGILS
  Starting at 6th level, your knowledge of sigils 
  becomes even more vast, giving you access to 
  additional sigils for your Invoke Sigil feature. 
  SIGIL
  EFFECT
  Xesh
  Darkness spreads from the sigil 
  to fill a 15-foot-radius sphere. A 
  creature with darkvision can’t 
  see through this darkness, and 
  nonmagical light can’t illuminate it.
  Obak
  Stone pillars erupt from the 
  ground, a number of creatures 
  of your choice equal to your 
  Wisdom modifier must succeed on 
  a Dexterity saving throw or take 
  bludgeoning damage equal to three 
  rolls of your Spark Die and be 
  knocked prone
  Revek
  When an attack roll is made within 
  30 feet of the sigil, you can use your 
  reaction to reduce the attack roll by 
  a number equal to one roll of your 
  Spark die, potentially turning a hit 
  into a miss.
  Jaka
  All creatures within 30 feet of 
  the sigil must succeed on a 
  Constitution saving throw or take 
  thunder damage equal to two rolls 
  of your Spark die and be deafened 
  for 1 minute.
  RUNIC REGENERATION
  At 10th level, you regain one use of your 
  Invoke Sigil feature upon completing a short rest. 
  Additionally, when you expend a spell slot to cast 
  Glyph of Warding, you regain one expended spell 
  slot. The slot you regain must be of a level lower 
  than the spell slot you expended to cast Glyph of 
  Warding, and can’t be higher than 5th level.
  SECRET SIGILS
  Starting at 14th level, your connection to 
  runes and sigils has opened your eyes to ones 
  that have yet to be discovered, giving you access 
  to additional sigils for your Invoke Sigil feature. 
  SIGIL
  EFFECT
  Kula
  A number of creatures of your 
  choice within 20 feet of the sigil 
  gain a bonus to their saving throws 
  against spells equal to one roll of 
  your Spark die
  Shej
  A number of creatures of your 
  choice within 20 feet of the sigil 
  gain resistance to psychic damage, 
  and advantage on any Intelligence 
  or Wisdom saving throws they 
  make.
  Takmi
  As a bonus action once per turn, 
  you can make the sigil expel a vile 
  sludge . A target of your choice 
  within 60 feet of the sigil must 
  succeed on a Constitution saving 
  throw or take damage equal to 
  three rolls of your Spark die and be 
  poisoned until the end of your next 
  turn.
  Ashra
  A bright flash of otherworldly light 
  sears your enemies. All creatures 
  of your choice within 40 feet of the 
  sigil must succeed on a Wisdom 
  saving throw or take Radiant 
  damage equal to 3 rolls of your 
  Spark die and be blinded for 1 
  minute.
  GRAVITY SAGE
  Spark is a universal force that is in 
  everything, some clever Conduits have 
  discovered that this includes gravity. Gravity not 
  only holds that universe together, but is infused 
  with it’s own Spark signature that can be twisted 
  and manipulated by Gravity Sages.
   
  GRAVITATIONAL 
  INFLUENCE
  When you choose this territory at 2nd 
  Level, you are able to modify and alter your own 
  gravitational field. You gain a flying speed of 5 
  feet, and can add your Spark die to any ability 
  checks or saving throws made to resist effects 
  caused by gravity. (For more information on 
  these effects, see Chapter 4)
  Additionally, you learn the mage hand 
  cantrip. You can make the spectral hand 
  invisible, and carry objects weighing 30 pounds 
  or less.
  
  57
  GRAV POWERED SPARK
  At 2nd level, you can use your gravitational 
  abilities to improve your Awakened Spark by 
  giving a telekinetic assist. When a creature uses 
  your Spark die on an ability check or saving 
  throw that uses Strength or Dexterity, you 
  can add a bonus to that roll equal to half your 
  Wisdom modifier (minimum of 1). Additionally, 
  the recipient of your spark die has their 
  movement speed increased by 20 and their jump 
  distance is doubled until the start of your next 
  turn.
  GRAVITY SAGE SPELLS
  Starting at 2nd level, you learn additional 
  spells when you reach certain levels in this 
  class, as shown on the Gravity Sage Spells table. 
  Each of these spells counts as a conduit spell for 
  you, but it doesn’t count against the number of 
  conduit spells you know.
  SPELL 
  LEVEL SPELLS
  1st
  feather fall, floating disk
  2nd
  hold person, levitate
  3rd
  fly, slow
  4th
  freedom of movement, dimension 
  door
  5th
  telekinesis, hold monster
  PUSH AND PULL
  Starting at 6th level, your ability to 
  move things with telekinetic force has 
  improved. Your Mage Hand can now carry 
  up to 50 pounds, and you can use your 
  action to telekinetically shove a creature 
  with a size of Large or smaller. When shoved 
  this way, the target must succeed on a 
  Strength saving throw (the target can willingly 
  fail this saving throw) or be shoved 10 feet in 
  any direction of your choice, and take force 
  damage equal to one roll of your Spark die 
  + your Wisdom modifier. A creature that 
  willingly fails this saving throw takes no 
  damage.
  HEAVY METTLE
  At 10th level you’ve become incredibly 
  difficult to push around. You gain proficiency 
  in Strength saving throws and resistance to 
  force damage. If you already have proficiency 
  in Strength saving throws, you instead gain 
  proficiency in Constitution or Charisma saving 
  throws (your choice).
  GRAVITY SQUEEZE
  Starting at 14th level, your gravitational 
  powers can leave even the strongest of foes 
  reeling. Choose a point you can see within a 120 
  foot range for reality to collapse in on itself. Each 
  creature in a 30-foot-radius sphere centered on 
  that point must make a Strength saving throw. A 
  target takes 10d8 force damage and is stunned 
  until the start of your next turn on a failed save, 
  or half as much damage and is not stunned on a 
  successful one. 
  You must complete a long rest, or expend a 
  spell slot of 6th level or higher to use this feature 
  again.
  
  58
  CANTRIPS
  Dancing Lights
  Druidcraft
  Eldritch Blast
  Guidance
  Mage Hand
  Mending
  Message
  Minor Illusion
  Prestidigitation
  Produce Flame
  Ray of Frost
  Resistance
  Sacred Flame
  Shillelagh
  Shocking Grasp
  Spare the Dying
  Thaumaturgy
  True Strike
  1ST LEVEL 
  SPELLS
  Animal Friendship
  Bane
  Bless
  Charm Person
  Command
  Comprehend 
  Languages
  Create or Destroy 
  Water
  Cure Wounds
  Detect Evil and Good
  Detect Magic
  Detect Poison and 
  Disease
  Expeditious Retreat
  Faerie Fire
  Feather Fall
  Guiding Bolt
  Healing Word
  Heroism
  Identify
  Illusory Script
  Jump
  Light
  Longstrider
  Protection from Evil 
  and Good
  Purify Food and 
  Drink
  Sanctuary
  Shield of Faith
  Silent Image
  Sleep
  Speak with Animals
  Unseen Servant
  2ND LEVEL 
  SPELLS
  Aid
  Augury
  Calm Emotions
  Continual Flame
  Detect Thoughts
  Enhance Ability
  Flaming Sphere
  Hold Person
  Invisibility
  Knock
  Lesser Restoration
  Locate Animals or 
  Plants
  Locate Object
  Magic Mouth
  Misty Step
  Moonbeam
  Pass without Trace
  Prayer of Healing
  Protection from 
  Poison
  See Invisibility
  Shatter
  Spider Climb
  Spike Growth
  Spiritual Weapon
  Suggestion
  Warding Bond
  Zone of Truth
  3RD LEVEL 
  SPELLS
  Animate Dead
  Beacon of Hope
  Bestow Curse
  Clairvoyance
  Conjure Animals
  Counterspell
  Create Food and 
  Water
  Daylight
  Dispel Magic
  Entangle
  Fear
  Fly
  Gentle Repose
  Glyph of Warding
  Hypnotic Pattern
  Lightning Bolt
  Magic Circle
  Major Image
  Mass Healing Word
  Nondetection
  Plant Growth
  Protection from 
  Energy
  Remove Curse
  Revivify
  Sending
  Sleet Storm
  Slow
  Speak with Dead
  Speak with Plants
  Vampiric Touch
  Water Breathing
  Water Walk
  4TH LEVEL 
  SPELLS
  Banishment
  Compulsion
  Confusion
  Conjure Minor 
  Elementals
  Conjure Woodland 
  Beings
  Control Water
  Death Ward
  Dimension Door
  Divination
  Dominate Beast
  Fire Shield
  Greater Invisibility
  Guardian of Faith
  Locate Creature
  Phantasmal Killer
  Polymorph
  5TH LEVEL 
  SPELLS
  Animate Objects
  Antilife Shell
  Awaken
  Commune
  Commune with 
  Nature
  Conjure Elemental
  Contact Other Plane
  Dispel Evil and Good
  Dominate Person
  Dream
  Flame Strike
  Geas
  Greater Restoration
  Hold Monster
  Legend Lore
  Mass Cure Wounds
  Modify Memory
  Planar Binding
  Raise Dead
  Reincarnate
  Scrying
  Seeming
  Teleportation Circle
  Wall of Stone
  6TH LEVEL 
  SPELLS
  Conjure Fey
  Find the Path
  Heal
  Move Earth
  Planar Ally
  Sunbeam
  True Seeing
  Wall of Thorns
  Wind Walk
  7TH LEVEL 
  SPELLS
  Conjure Celestial
  Divine Word
  Etherealness
  Plane Shift
  Regenerate
  Teleport
  CONDUIT SPELL LIST
  
  T
  he galaxy is a big place and allows for a host of opportunities for one to improve themselves  
  in unique and interesting ways. Adelphos especially encourages such innovation as the  
  wildlands, bizarre beasts, and ancient artifacts are often downright hostile against the  
  unprepared and mundane.
  CHAPTER THREE
  NEW SPELLS AND FEATS
  
  60
  CHORUS
  3rd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M ( a compact mirror)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, sorcerer, warlock
  1d6 perfect illusionary doubles of yourself 
  appear in unoccupied spaces nearest to you. 
  As a bonus action, you can mentally command 
  each illusionary double to move your speed to 
  a different unoccupied space. The words you 
  speak are spoken from these illusions at the 
  same time and at the same volume. Physical 
  interactions with a double cause it to disappear 
  in a puff of smoke. A successful Intelligence 
  (Investigation) check against your spell save DC 
  will reveal if one of the doubles is an illusion.
  CONSULT THE STARS
  6th-level divination
  Casting time: 1 minute
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, conduit, druid, sorcerer, wizard
  You attempt to read the stars for information. 
  If you are not in direct view of the night sky, a 
  small, shimmering map of the heavens appears 
  above you. The GM chooses one of the following 
  effects:
  Direction. One star will glow brightly in the 
  direction of a person or object the spellcaster 
  seeks. The person or object must be on the 
  same plane of existence. If you are not seeking 
  anything in particular, or what you pursue is 
  on a different plane or does not exist, the stars 
  remain as they are.
  Omen. The stars begin to blink out one 
  by one. You feel a sense of foreboding about a 
  certain event, person, or place indicating ill-
  intent, a hazardous environment, or a potential 
  trap.
  Vision. The stars form constellations that 
  portray a place you are to visit, a person you 
  are to meet, or an event that may happen. 
  Information in the vision may be vague but often 
  contains information of things occurring outside 
  of the caster’s knowledge. 
  When the spell is complete, the stars return 
  to their original state before the spell was cast.
  NEW SPELL 
  OPTIONS
  Below is a list of new spells casters have 
  contrived over the last several centuries.
  ARCANE LUNGS
  3rd-level transmutation (ritual)
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S, M (a piece of metal pipe)
  Duration: 8 hours
  Classes: Conduit, ranger, sorcerer, wizard
  This spell grants up to six willing creatures 
  you can see within range the ability to breathe 
  even while underwater or in the void of space. 
  Affected creatures retain their ability to breathe 
  in any environment as their lungs or appropriate 
  physiology remains filled with magical air 
  allowing for normal respiration.
  BRILLIANT SEAR
  3rd-level evocation
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Cleric, conduit, paladin
  Your eyes illuminate with divine light that 
  blinds those that bear witness. As an action, 
  target a creature that you can see within 30 
  feet. That creature must succeed on a Dexterity 
  saving throw or take 3d8 radiant damage and 
  become blinded until the start of your next turn. 
  Creatures who succeed on their saving throw 
  take half damage and are not blinded, provided 
  they avert their eyes from you until the start of 
  your next turn.
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  damage of the spell increases by 1d8 for each 
  slot level above 3rd.
  
  61
  DETECT METAL
  1st-level divination
  Casting Time: 1 action
  Range: Self (30-foot sphere)            
  Components: S, M (a small magnet)
  Duration: Concentration, up to 10 minutes
  Classes: Bard, cleric, sorcerer, warlock, wizard
  For the spell’s duration, you sense the 
  presence of ferrous metal objects or creatures 
  of Tiny size or larger within 30 feet of you. You 
  can use your action to hear a faint beeping 
  sound that becomes louder as you get closer to 
  any creature or object in the area that contains 
  ferrous metal. The spell can be blocked by 1 foot 
  of stone, 6 feet of dirt or wood, or 1 foot of non-
  ferrous metals.
  ENERVATING WAVE
  4th-level necromancy
  Casting Time: 1 action 
  Range: Self (100-foot line)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Warlock, wizard
  A wave of dark energy courses out from you 
  to form a line 100 feet long and 5 feet wide in a 
  direction you choose. Each creature that enters 
  the line for the first time or starts its turn there 
  must make a Constitution saving throw. On a 
  failure, the creature’s movement speed is halved, 
  and it deals only half damage with Strength 
  based weapon attacks until the start of its next 
  turn.
  On each of your turns for the duration, you 
  can use your action to sustain the spell.. The 
  spell ends if you use your action to do anything 
  else. As a bonus action on subsequent turns, 
  you can redirect the line, maintaining yourself 
  as the point of origin.
  LOCATE EXARCH
  9th-level divination (ritual)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a runestone with a 
  quality of very rare or higher.)
  Duration: Concentration, up to 1 hour
  Classes: Bard, cleric, paladin, sorcerer, warlock
  You tune into spark to learn the location of 
  the nearest exarch that is on the same plane 
  of existence as you. You know their general 
  direction, their distance from you, and, if 
  applicable, the speed they are moving relative 
  to you. If the exarch is alive and conscious, 
  they know you sought their location and learn 
  your location as well. If the nearest exarch is 
  deceased, you learn their location if more than 
  half of their remains are intact.
  MOLD METAL
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch                                      
  Components: V, S
  Duration: Instantaneous
  Classes: Bard, cleric, sorcerer, wizard, warlock
  You touch a piece of metal or a metal object 
  of Medium or smaller size and mold it into 
  any shape you desire. For example, you could 
  create a crowbar, a chain, ball bearings, or a 
  crude shield. You can also create openings in 
  metallic structures or even dislodge parts of the 
  structure as long as the opening, shape, or part 
  removed is less than five feet in any dimension.
  Items that require greater expertise to create, 
  such as a finely-crafted sword or the key to a 
  specific lock, require special knowledge of its 
  craftsmanship. It is the GM’s discretion of how 
  well your character can create said item.
  Living creatures made of metal (such as 
  metallic dragons) are not affected by this spell, 
  but constructs made of metal are.
  SPACE SUIT
  7th-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a multifaceted gemstone 
  worth 500 gp, which the spell consumes)
  Duration: 1 hour
  Classes: Bard, cleric, conduit, druid, paladin, 
  sorcerer, warlock, wizard
  You create an iridescent covering over your 
  body allowing you to survive the vacuum of 
  space. The air in the suit replenishes itself for 
  the spell’s duration. You do not lose any heat, 
  and your body temperature remains properly 
  regulated. The area over your face is clear, 
  allowing you to see normally. From  a distance, 
  you have the appearance of a distant star.
  
  62
  TOXIC BLOOM
  4th-level conjuration
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S, M (a drop of poison, flower 
  petals, and a pinch of dust)
  Duration: 1 minute
  Classes: Druid
  As an action, you call forth a 15-foot wide 
  plant that erupts from the ground at a point you 
  can see within range. It immediately blossoms, 
  releasing toxic fumes in a 15-foot radius as it 
  does so. When a creature enters the affected 
  area for the first time, or starts its turn there, 
  the creature must succeed on a Constitution 
  saving throw or take 4d8 poison damage and 
  become poisoned until the end of its next turn.
  The plant has an AC of 8, 50 hit points, and 
  vulnerability to fire damage. Its poison dissipates 
  naturally after 1 minute but may be blown away 
  by strong winds or by spells that move the air. 
  The caster can use a bonus action to release 
  additional fumes from the plant as long as they 
  are within 60 feet of it..
  NEW FEAT 
  OPTIONS
  Below are some feats flavored for our unique 
  world of Adelphos that might help with your 
  trips across the counties.
  BEAST RIDER
  You’ve never met a beast you couldn’t (or 
  at least wouldn’t) ride. You gain the following 
  benefits:
  • Increase your Dexterity score by 1, to a 
  maximum of 20.
  • Whenever you make a Dexterity-based check 
  or save to stay atop a mount, you do so with 
  advantage.
  • Whenever you make a Wisdom (Animal 
  Handling) check to convince a creature to let 
  you ride it, you do so with advantage.
  DRAGON EXPERT
  You have a vast knowledge of the nature of 
  dragons and have experience in dealing with 
  them. You gain the following benefits:
  • You have advantage on Intelligence 
  (Investigation) and Wisdom (Perception) 
  checks when it comes to the subject matter 
  about dragons.
  • You can speak Draconic.
  • You are unaffected by a dragon’s Frightful 
  Presence feature.
  DUNGEON RAIDER
  Prerequisite: The ability to cast at least one 
  spell
  You are an expert at navigating dungeons 
  and recovering their valuables. Whenever you 
  are in a dungeon, you gain the following benefits:
  • You gain a +3 bonus to Wisdom (Perception) 
  checks.
  • Once per long rest, you can cast identify 
  without expending a spell slot.
  • You have advantage on Intelligence (Arcana) 
  and Intelligence (History) checks.
  EXPLORER
  Your love of adventure and a natural sense of 
  direction grant you the following benefits:
  • You have proficiency in the Wisdom (Survival) 
  skill.
  • You always keep track of your progress in 
  areas that are previously unknown to you 
  such as dungeons. As long as you are 
  conscious or not incapacitated, you will not 
  get lost.
  • During a long or short rest, you can draw a 
  rudimentary map of the places you have 
  recently visited.
  FRIENDLY
  Prerequisite: Charisma 15 or higher
  Your natural charms confer you the following 
  benefits:
  • When you charm a creature using the charm 
  person spell, the affected creature does not 
  know it was charmed by you when the spell 
  wears off.
  • When you cast friends on a creature, the 
  creature does not become hostile towards you 
  once the spell ends, but it does know that 
  you used magic to influence its mood.
  
  63
  HAGGLER
  You are shrewd with money and are skilled 
  in haggling and bartering. Whether it is asking 
  for a lower price for an item or asking for higher 
  wages on a job, you always have the upper hand. 
  You gain the following benefits:
  • Increase your Charisma score by 1, to a 
  maximum of 20.
  • You have advantage on Charisma (Persuasion) 
  checks during price negotiations whenever 
  you are in a shop, an inn, or a tavern.
  • Once per day, you can convince whoever you 
  are bartering with to trade you an item of 
  higher value (up to twice the value of your 
  item).
  HOT RODDER
  Your passion and experience with vehicles 
  has paid off, granting you the following benefits:
  • Increase your Dexterity score by 1, to a 
  maximum of 20.
  • You gain proficiency with all vehicle types.
  • You have advantage on Charisma checks 
  against creatures operating vehicles.
  PLANAR SPELLSMITH
  Prerequisite: Spellcaster of 4th level or higher
  Your eclectic studies of radiant energy and 
  how it might be infused with mundane items 
  has led to a startling innovation -- though not 
  without its drawbacks. Once per short rest, 
  whenever you roll radiant damage as part of a 
  weapon attack, you can choose to employ your 
  newfound knowledge to reroll all the radiant 
  damage dice, taking the second result.
  Each time you do this, roll a d20 and consult 
  the chart below. If a gate to a plane is rolled, the 
  gate opens only long enough to expel a creature 
  of the GM’s choosing that is no higher CR than 
  your current character level plus three. The 
  creature has no required allegiance to you and 
  acts on its own initiative.
  D20 PLANAR OCCURRENCE
  1
  A gate opens up to the Abyss
  2
  A gate opens up to the planes of Hell
  3
  A gate opens to the Far Realm
  4
  A gate opens up to a random elemental 
  plane
  1. Earth
  2. Water
  3. Fire
  4. Air
  5
  A gate opens up to the realm of the 
  dead
  6
  A gate opens up to the fey realm
  7
  A gate opens up to a celestial plane
  8-20
  Nothing happens
  PLANETARY TOURIST
  Your wanderlust is so great it spans the 
  galaxy, granting you the following benefits:
  •  Increase your Intelligence score by 1, to a 
  maximum of 20.
  • You are able to find passage on a ship at 
  any spaceport, although the quality of 
  transportation is not guaranteed.
  •  You have advantage on Intelligence checks on 
  matters concerning other planets.
  SINGULAR SAVANT
  There’s something about fighting unknown 
  creatures and foes that gets your adrenaline 
  pumping. You travel far and wide just to find 
  new and worthy opponents. When fighting or 
  searching for a creature of a type you have not 
  fought before, you gain the following benefits:
  • You gain a +5 bonus to initiative.
  • You have advantage on Wisdom (Survival) 
  checks.
  • You gain a +3 bonus to Wisdom (Perception) 
  checks.
  
  CHAPTER FOUR
  THE DEPOT
  M
  aking it in Haven can be tough but 
  nothing a stop at a local general store, 
  armory, or smithy can’t overcome! Below 
  are a collection of tables covering weapons, armor, 
  and gear that you can purchase to aid in your 
  endeavors across the six counties. Items here do 
  not replace anything from the usual 5e item list 
  but instead add to it.
  Cragclaw weave. This thick but light fabric 
  hauberk is made from woven cragclaw fur. It was 
  recently discovered that it was not cragclaw hide 
  that stopped weapons but the dense hair covering 
  the bodies of these massive felines. Unless dyed, 
  cragclaw weave  has a ruddy red coloration. 
  Additionally, it grants you advantage on Dexterity 
  (Stealth) checks.
  Expeditionary helmet. A light helmet made 
  from leather and ceramic plate, expeditionary 
  helmets are easy and cheap to make but can last 
  quite a while. They often have small runestones 
  imbedded into their form to protect from minor 
  psychic attacks. If you would roll a Wisdom 
  saving throw against a CR 2 or lower beast or 
  monstrousity’s psychic attack, you roll with 
  advantage.
  
  65
  Expeditionary plate. Armor made from 
  heavy leather, ceramic plate, and lighter lumite 
  plate, this protective gear is designed to be 
  utilitarian and easy to upgrade. Additionally, it 
  has small runestones woven into it, allowing you 
  to roll with advantage when making Constitution 
  saving throws against effects causing 
  exhaustion.
  Junk suit. Made from heavy canvas and 
  woven copper threads, junk suits are highly 
  customizable and often a first purchase for 
  junkers arriving on Adelphos. They come with 
  built-in pouches around the calves, waists, 
  shoulders, and forearms and are resistant to 
  piercing damage. 
  Shield gauntlet. Usually worn by hunters, 
  miners, or lumberfolk, these overlarge gauntlets 
  are able to expand into a small buckler. Meant 
  more to protect the worker from flying chunks 
  of wood, rock, stone, or even broken chains or 
  picks, shield gauntlets have become popular 
  amongst junkers and engineers as well, perfect 
  for augments and customization. You may keep 
  up to three small items in the pouches built into 
  the gauntlet.   
  Skiff suit. Made from bright, reflective 
  materials with built-in padding, skiff suits are 
  favored by pod and skiff racers. They are form-
  fitting and often worn beneath other clothes, 
  used to cushion and protect the body from 
  whiplash and injury.
  Stalker plate. This armor is made of heavy, 
  interlocking plates that are cast-offs of shedding 
  arctic stalkers. Able to stop most blades, stalker 
  plate often uses the natural spines and spikes of 
  those creatures, causing targets who grapple you 
  to roll with disadvantage. Usually, stalker plate 
  comes in shades ranging from white to pale blue. 
  Tarrasque carapace plate. Armor crafted 
  from the carapace of the Adelphan tarrasque. 
  This heavy armor is the rarest of the rare and, 
  in addition to its mundane effects, provides 
  the wearer with resistance to nonmagical 
  bludgeoning, piercing, and slashing damage.
  Tarrasque carapace shield. This shield is a 
  smaller version of the tarrasque carapace plate 
  and is meant for more agile wielders. It provides 
  its wielder with advantage on saving throws 
  versus magical effects.
  ARMOR
  ARMOR 
  NAME
  COST
  ARMOR 
  CLASS 
  (AC)
  STRENGTH
  STEALTH
  WEIGHT
  Cragclaw 
  weave
  40 gp
  12 + Dex mod.
  --
  Advantage
  2 lb.
  Expeditionary 
  helmet
  15 gp
  1
  --
  --
  ⅓ lb.
  Expeditionary 
  plate
  30 gp
  11 + Dex mod.
  --
  --
  2 lb.
  Junk suit
  5 gp
  11 + Dex mod.
  --
  --
  3 lb.
  Shield gauntlet
  12 gp
  2
  --
  --
  4 lb.
  Skiff suit
  10 gp
  13 + Dex mod.
  --
  --
  4 lb.
  Stalker plate
  2000 gp
  18
  16
  Disadvantage
  30 lb.
  Tarrasque 
  carapace plate
  Priceless
  24
  20
  Disadvantage
  100 lb.
  Tarrasque 
  carapace 
  shield
  Priceless
  4 + Con mod.
  20
   --
  30 lb.
  Tidetimber 
  plate
  200 gp
  16
  14
   --
  20 lb.
  Tidetimber 
  shield
  100 gp
  4
  12
   --
  10 lb.
  
  66
  Tidetimber plate. This unique armor is 
  made from carved Tidetimber redwood fashioned 
  by elven smiths. This plate is favored amongst 
  more money-savvy junkers and adventurers as it 
  is incredibly strong and self-repairs over time. 
  Tidetimber shield. Carved from the same 
  material as Tidetimber plate, Tidetimber shields 
  are light and very durable, exhibiting many of 
  the same properties as plate.
   
  WEAPONS
  Berd-rifle. This hybrid of halberd and long-
  bore magitech rifle is a favorite amongst hunters 
  and rangers across Haven. It has an excellent 
  range and a large halberd head at the end of the 
  barrel for “just in case.” While many gunsmiths 
  question the balance of such a weapon, it does 
  not stop many folks from building their own 
  modifications.
  Blunderclub. A strange weapon developed by 
  numerous junkers, the blunderclub resembles a 
  large wooden club with many small metal pods 
  screwed into it. On contact with these pods, a 
  blasting cap ignites and shoots the pods out 
  at lethal speeds. Outlawed in three of the six 
  counties, blunderclubs are a hot item in the 
  black market.
  WEAPON 
  NAME
  COST
  DAMAGE
  WEIGHT
  PROPERTIES
  Berd-rifle
  200 gp
  3d8 
  bludgeoning/1d10 
  piercing
  15 lb.
  Ammunition, 
  (range 60/120), 
  loading, special 
  Blunderclub
  50 gp
  2d10 bludgeoning
  10 lb.
  -
  Cone-launcher
  20 gp
  1d12 fire
  20 lb.
  Ammunition 
  (range 60/120), 
  heavy, loading
  Coneslinger
  10 gp
  2d10 fire
  6 lb.
  Ammunition 
  (range 10/30), 
  light
  Ferion-mace
  10 gp
  2d4 lightning/2d4 
  bludgeoning
  10 lb.
  Special
  Harpoon shocker
  20 gp
  1d4 piercing
  5 lb.
  Ammunition 
  (range 40/80), 
  special
  Heater
  50 gp
  1d6 fire
  1 lb.
  Ammunition 
  (range 30/120), 
  special
  Rattler’s whip
  30 gp
  1d4 slashing/1d8 
  bludgeoning
  2 lb.
  Special
  Squid gun
  50 gp
  1d6 piercing, 1d4 
  poison, 30 ft./60 
  ft.
  1 lb.
  Ammunition 
  (range 30/60), 
  loading, special
  Throwing disc (2)
  1 gp
  1d10 bludgeoning 
  or slashing
  1 lb.
  Thrown (range 
  10/20)
  Throwing disc, 
  light (3)
  1 gp
  1d8 bludgeoning 
  or slashing
  ½ lb.
  Thrown (range 
  20/40), light
  Torque-sword
  40 gp
  1d10 slashing
  5 lb.
  Special, versatile 
  (2d10 piercing)
  Cragclaw Weave
  Expeditionary 
  Helmet
  Tidetimber Plate
  
  67
  Cone-launcher. A weapon built by druidic 
  junkers who searched for a way to bring tech 
  and nature together, the cone-launcher ignites 
  and fires large redwood cones at enemies. 
  Resembling a shoulder-mounted launcher with a 
  large half-moon clip, cone-launchers have been 
  picked up by many farmers and lumberjacks as 
  go-to weapons for while at work since they are 
  relatively easy to maintain. 
  Coneslinger. A smaller and more compact 
  version of the cone-launcher, coneslingers are 
  double-barreled black powder weapons that use 
  modified pinecone slugs. Highly experimental, 
  coneslingers are outlawed in Tidetimber and 
  Bigby’s Vale where, ironically, the coneslinger 
  and cone-launcher were both invented.
  Ferion-mace. Forged from ferion ore 
  harvested from the great beasts, ferion-maces 
  are charged with the natural lightning that 
  ferion are able to pull from the atmosphere. 
  On a crit, your mace deals an additional 1d6 of 
  lightning damage.
  Harpoon shocker. A favorite of the odontos 
  of Haven, harpoon shockers are incredibly 
  helpful capture tools if the target is durable 
  enough. On a successful hit, the target must 
  succeed on a Strength saving throw against a 
  DC equal to 8 + your proficiency bonus + your 
  Dexterity modifier; on a failure, the harpoon 
  remains embedded in the target. The save may 
  be repeated at the end of the creature’s turn. 
  On a successful save, the harpoon falls out of 
  the target. If the target has a harpoon embedded 
  in them, as a bonus action, you can deal 2d4 
  lightning damage by activating the shock 
  feature.
  Heater. This handheld magitech weapon 
  uses a combination of a felko sigil and metal 
  pellets and is popular with those who live 
  outside the law. Pulling the trigger transfers a 
  pellet from an internal cartridge into a forward-
  facing barrel where it is vaporized by the sigil 
  and projected as a beam of superheated energy.
  Upon a successful attack, the wielder can 
  spend their bonus action to hold the trigger 
  down and vaporize another pellet, automatically 
  dealing the weapon’s damage to the target 
  without making another attack roll. The wielder 
  can continue to spend their action this way 
  on each turn until the target moves from its 
  initial position or until the heater runs out of 
  ammunition, whichever comes first. The heater’s 
  cartridge holds six pellets. Inserting a new 
  cartridge requires an action, and reloading a 
  cartridge with pellets requires two actions.
  Rattler’s whip. This weapon is made from 
  the body of long-dead torture vipers -- massive 
  creatures nearly the size of small trees -- who 
  are constrictors. When you hit a target, they 
  must roll a Strength saving throw equal to your 
  DC; on a failure, they are restrained and take 
  1d8 bludgeoning damage, while on a success 
  they are not restrained, though they do still take 
  full damage. The target may make the save again 
  at the beginning of their turn. The rattler’s whip 
  is so named because the last thing anything 
  utters before dying from the whip is a death 
  rattle.
  Squid gun. A weapon preferred by aquatic 
  rangers of Black Bay, this gun fires living, 
  amphibious squids at an opponent, dealing both 
  piercing and poison damage. The squids remain 
  as living creatures after being fired and act on 
  their own initiative, not controlled by anyone 
  (See page 211; page link to Bestiary squid stat 
  block).
  Throwing disc. A throwing disc is a heavy 
  metal disc used by only the fiercest of hunters 
  in the wilds. They can be thrown in two ways: by 
  bouncing the flat of the disc against the target, 
  dealing bludgeoning damage, or by embedding 
  the sharpened edges into the target, dealing 
  slashing damage.
  Throwing disc, light. A light throwing disc 
  is a wooden variant of the traditional throwing 
  disc. It is thrown over a longer distance than its 
  metal counterpart.
  Coneslinger
  Berd-rifle
  Squid Gun
  Throwing Disc
  
  68
  Torque-sword. An odd contraption built 
  by junkers, the torque-sword is a sword with a 
  large serrated blade whose hilt can be reworked 
  into the grip of a massive drill. When wielded 
  two-handed, it acts as a normal longsword, 
  but when locked into drill-mode, it becomes a 
  massive damage-dealing tool. It takes one action 
  to change from sword to drill and from drill to 
  sword. The drill can run for 1 minute before 
  reverting to sword form and has 3 charges per 
  long rest as it must recharge in order to sustain 
  the massive amount of energy it uses.
  AMMUNITION
  COST
  WEIGHT
  Cone-launcher cones 
  (10)
  5 gp
  5 lb.
  Coneslinger bullets 
  (30)
  5 gp
  ¼ lb.
  Heater pellets (6)
  1 gp
  ½ lb.
  Heater pellet 
  cartridge
  1 gp
  --
  Launcable squid (5)
  3 gp
  -
  Redwood cones (3)
  1 gp
  ½ lb.
  ADVENTURING 
  GEAR
  ITEM
  COST
  WEIGHT
  Air canister
  2 gp
  1 lb.
  Booster boots
  250 gp
  10 lb.
  Drilk berry paste 
  (1 pod)
  200 gp
  1/4 lb.
  Flak goggles
  1 gp
  1/2 lb.
  Insta-rations
  2 gp
  1 lb.
  Omnitool
  1 gp
  1/4 lb.
  Range scanners
  10 gp
  2 lb.
  Recording unit
  25 gp
  1 lb.
  Rune-goo (1 vial)
  1 gp
  ½ lb.
  Rust dragon 
  breath sac
  25 gp
  1 lb.
  Sensory crystal
  25 gp
  1/8 lb.
  Sparktorch
  1 gp
  1 lb.
  Ultrasloth milk
  5 gp
  1 lb.
  Air Canister. Each air canister has an 
  attachable hose and can be used to provide 
  breathable air for one hour to a variety of 
  humanoid species.
  Booster Boots. This set of sturdy boots 
  allows junkers quick access to otherwise hard-
  to-reach areas by granting a vertical jump of up 
  to twenty feet. This movement can be done as 
  part of your Move action but does not increase 
  your base move speed.
  Drilk Berry Paste. Drilk berry paste is 
  often used by miners and lumberfolk to ease 
  joint pain. Stored in pods about the size of a 
  large apple, the paste can last approximately 
  one month before becoming inert. When applied 
  once per long rest, it will remove one level of 
  exhaustion.
  Flak Goggles. In rough environments, a good 
  set of flak goggles is an absolute necessity. While 
  wearing the goggles, you cannot be blinded by 
  an environmental effect such as a sandstorm or 
  blizzard.
  Gravity Compass. This spherical glass 
  ball is used by space-explorers to point in the 
  direction of the strongest gravitational pull. It 
  is useful for finding ships or discovering new 
  planets.
  Insta-rations. These highly portable ration 
  packets contain enough food for a week when 
  water is added. Their lightweight design makes 
  them a near necessity for the practical junker.
  Omnitool. This little device comes equipped 
  with a small knife, tweezers, adjustable wrench, 
  and pliers.
  Range Scanners. No self-respecting salvager 
  would ever press into new territory without a 
  quality set of range scanners. Whenever you look 
  through the scanners during clear conditions, 
  you have advantage on all Wisdom (Perception) 
  checks made to see things at a minimum of 300 
  feet and a maximum of 1000 feet.
  Recording Unit. This handheld device can 
  store up to 10 minutes of recorded sound within 
  its tri-crystal core. Activating the device takes an 
  action.
  Rune-Goo. This thick, ropy blue substance 
  is excreted by dire tardigrades who live in the 
  coasts off of Haven and is harvested to work as 
  a powerful solvent. An extremely potent glue and 
  sealant, rune-goo has become well-used across 
  the counties and is recognizable by the clear 
  azure sheen it leaves when dried. 
  
  69
  Rust Dragon Breath Sac. Harvested from 
  the corpse of a rust dragon, this sac can be 
  applied to nonmagical metal causing the object 
  to rust, making it brittle and breakable. Thieves 
  will often find a good use for this,  helping them 
  break locks and enter areas where they may not 
  be so welcome.
  Sensory Crystal. Mined from rare asteroids 
  containing a mixture of pure minerals and 
  touches of elemental spark, these sensory 
  crystals can be used to heighten one’s awareness 
  for a brief moment. As an action, one briefly 
  uses an attunement slot to connect with the 
  crystal. The semi-sentience within grants you 
  blindsight with a radius of 15 feet for the next 10 
  minutes, after which the crystal is destroyed.
  Sparktorch. This handheld device can 
  produce a small flame for up to 1 hour, offering 
  dim light in a 5-foot radius.
  Ultrasloth Milk. Woe be to the adventurer 
  who tries to milk an ultrasloth. An action can 
  be used to consume this turquoise, sludge-like 
  beverage to end the poisoned condition.
  TOOLS
  TOOLS
  COST
  WEIGHT
  Diver’s kit
  50 gp
  5 lb.
  Mechanist’s 
  tools
  150 gp
  12 lb.
  Guitar
  35 gp
  3 lb.
  Diver’s Kit. This portable kit affixes to 
  a creature’s back via straps and provides 
  numerous buckles, pockets, and rings to affix 
  gear and recovered salvage. A diver’s kit also 
  allows a creature to carry air canisters while 
  keeping their hands free and provides a set of 
  goggles to assist with underwater visibility. A 
  fully equipped kit grants the wearer advantage 
  on all Strength (Athletics) checks to swim.
  Mechanist’s Tools. Typically housed in a 
  leather or steel case, this toolset comes complete 
  with a full set of wrenches, drivers, chisels, and 
  various arcane reagents. Proficiency with this 
  set of tools allows you to make basic Intelligence-
  basd repairs to magitech items.
  LAND VEHICLES: 
  SPEEDERS
  Speeders are helpful, highly customizable, 
  and reliable when you need to get around the 
  more civilized areas of Haven. However, the big 
  pull for speeders on Adelphos is the booming 
  speeder racing sport. Whether cutting through 
  the track of Imvera’s Run or modifying them 
  to cruise through the treacherous Mistgrotto 
  Mangroves of Driftwood, speeders are a hot 
  commodity in Haven to show off status or ability. 
  Below are templates and details on how you can 
  have a speeder of your own.
  Modifications. Modifications are available 
  for most speeders from mechanics, who can 
  typically be found in major settlements. There 
  are five types of speeder modifications: capacity, 
  defense, movement, offense, and storage. The 
  cost of modifications varies and depends on the 
  modification in question.
  Vehicle Proficiency. Speeders are 
  considered land vehicles. If you are proficient 
  with land vehicles, you can add your proficiency 
  bonus to checks made to control speeders as 
  well as other land vehicles.
  Movement. Thanks to the runes that power 
  them, all speeders hover roughly half a foot 
  above the ground and glide over it when moving. 
  This does not make them immune to difficult 
  terrain, however, as the hovering mechanics 
  follow the ground below exactly.
  Size. Most speeders are Medium in size, 
  though a few may be Large. Because of their 
  construction, even Medium-sized speeders can 
  support Medium-sized riders. 
  Rune-goo
  Rust Dragon Breath Sac
  Sensory Crystal
  
  70
  SPEEDER VEHICLES
  ITEM
  COST SPEED CARRYING 
  CAPACITY
  Spark 
  scooter
  50 gp
  40 ft.
  1 Med. creature 
  + gear
  GM-13 
  speeder
  100 gp
  50 ft. 
  1 Med. creature 
  + gear
  R3-B3L 
  speeder
  1000 
  gp
  45 ft.
  2 Med. 
  creatures + 
  gear + 250 lbs.
  Speedlift
  5000 
  gp
  40 ft.
  6 Med. 
  creatures + 
  gear + 500 lbs.
  Spark 
  chaser
  10000 
  gp
  65 ft.
  2 Med. 
  creatures + 
  gear + 150 lbs.
  Sparkpod
  20000 
  gp
  45 ft.
  7 Med. 
  creatures + 
  gear + 50 lbs.
  Spark Scooter. Spark scooters are single-
  creature speeders designed in a way that 
  resembles an armchair. They aren’t well-suited 
  to long journeys due to their lack of defensive or 
  offensive capabilities and are most commonly 
  regarded as a sort of all-terrain wheelchair.
  GM-13 Speeder. The GM-13 is the most 
  common speeder model on the market and 
  the most widely available. Its sturdy -- if not 
  somewhat industrial -- design makes it perfect 
  for the occasional long distance journey.
  R3-B3L Speeder. The R3-B3L is a highly 
  sought after model of speeder due to its 
  compatibility with most modifications on the 
  market and decent carrying capacity. The 
  appearance of these speeders varies, though 
  they all share an elongated metal base: an R3-
  B3L model speeder used for long-distance travel 
  looks wildly different from one used as a daily 
  driver in more urban environments.
  Speedlift. The speedlift is an almost entirely 
  utilitarian speeder, used primarily by merchants 
  and farmers for transporting goods. While it 
  can hold up to six Medium creatures, it does so 
  by sporting a wide, flat back end designed for 
  hauling crates.
  Spark Chaser. Spark chasers are the 
  number one speeder used by racers due largely 
  to the impressive speeds they can achieve. 
  They have a side-by-side driver and passenger 
  seat with storage compartments behind and 
  underneath, all encircled by an open air metal 
  shell.  Two large rune-powered propulsors rest 
  underneath the chassis.
  
  71
  Sparkpod. Sparkpods are huge, round 
  vehicles with a rune-powered protection dome on 
  top. The 15 foot by 15 foot interior is bare, left 
  up to the consumer to decorate as they please. 
  Due to the cost of these speeders, they are used 
  primarily as transport by the wealthy -- the few 
  civilian models owned by families have been 
  passed down for generations.
  MODIFYING  
  YOUR SPEEDER
  Every speeder can be modified and 
  customized, some more than others. The class 
  of modifications available to each speeder is 
  detailed within the stat blocks at the end of 
  this section. In addition to being able to utilize 
  various upgrades, each speeder model also has a 
  different number of upgrade slots, which are the 
  maximum number of modifications (of any type) 
  that can be added to that speeder.
  SPEEDER  
  UPGRADE SLOTS
  SPEEDER 
  MODEL
  UPGRADE 
  SLOTS
  Spark scooter
  1
  GM-13 speeder
  2
  R3-B3L speeder
  3
  Speedlift
  2
  Spark chaser
  3
  Sparkpod
  5
  CAPACITY CLASS UPGRADES
  PILLION
  Capacity
  A second seat behind the main driver’s seat. 
  Increases creature capacity by 1. 
  SIDE-CAR
  Capacity
  An additional, partially-enclosed seat attached 
  to the side of the speeder. Increases creature 
  capacity by 1.
  DEFENCE CLASS UPGRADES
  B35-K4R
  Defense
  An improved metal plating that replaces certain 
  sections of a speeder. Increases its AC by 2. 
  DEFLECTOR
  Defense
  A rune attached to the engine of a speeder. 
  Increases its damage threshold by 2 points.
  STURDY BUILD
  Defense
  An overhaul of the speeder’s construction. 
  Allows you to add your total character level to 
  the speeder’s maximum hit points.
  MOVEMENT  
  CLASS UPGRADES
  AQUATIC ADVENTURER
  Movement
  Improved propulsion mechanics. Allows the 
  vehicle to travel across water at a reduced speed 
  (½ of total speed).
  JET PROPULSION
  Movement
  Improved propulsion mechanics. Increases 
  vehicle speed by 25 feet.
   
  TREADERBIKE
  Movement
  Large treads mounted to the bottom of the 
  speeder. Allows it to ignore nonmagically-created 
  difficult terrain. Cannot be equipped with other 
  movement class upgrades.
  OFFENCE CLASS UPGRADES
  ASSAULT BLASTER
  Offense
  A blaster mounted to either the back or side of 
  a speeder, which must be operated by a second 
  rider on the speeder. A rider can use their action 
  to activate this blaster, dealing 4d6 fire damage 
  to all creatures within a 10-foot square within 60 
  feet of the speeder.
  
  72
  MINI-BLASTER
  Offense
  A smaller offensive weapon that can be hidden. 
  When equipped, the pilot of a speeder can use 
  their bonus action to activate this weapon and 
  deal 1d4 lightning damage to a single creature 
  within 30 feet of the speeder. Pilots can also 
  use their action to activate the weapon instead, 
  dealing 1d4 to up to three creatures within 30 
  feet of the speeder in succession.
  STORAGE CLASS UPGRADES
  HAULER.
  Storage
  An enclosed trunk attached to the side of the 
  speeder. Increases the cargo capacity of the 
  speeder by 50 pounds.
  TOW TRUNK
  Storage
  A 5 foot by 5 foot enclosed trunk towed behind 
  the speeder. Increases the cargo capacity by 150 
  pounds but decreases movement by five feet.
  SPARK SPEEDER
  GM-13 SPEEDER
  Medium speeder
  Medium speeder
  Armor Class 12
  Hit Points 50 (damage threshold 5)
  Speed 40 ft.
  Armor Class 14
  Hit Points 60 (damage threshold 5)
  Speed 50 ft.
  STR
  10 (+0)
  STR
  18 (+4)
  CON
  12 (+1)
  CON
  16 (+3)
  WIS
  0
  WIS
  0
  DEX
  17 (+3)
  DEX
  12 (+1)
  INT
  0
  INT
  0
  CHA
  0
  CHA
  0
  Creature Capacity 1
  Cargo Capacity  —
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Creature Capacity 1
  Cargo Capacity  —
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving.
  Modifications. Spark scooters can only be 
  modified with defense class upgrades. 
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving.
  Modifications. GM-13 speeders can be 
  modified with any class of upgrade, except 
  for storage or offense class upgrades.  
  Actions
  Actions
  Hit and Run. If a speeder moves at least 
  20 feet in a straight line towards a target 
  and ends its movement within 10 feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 10) or be knocked prone 
  and take 1d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  Hit and Run. If a speeder moves at least 20 
  feet in a straight line towards a target and 
  ends its movement within five feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 14) or be knocked prone 
  and take 2d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  
  73
  R3-B3L
  SPEEDLIFT
  Medium speeder
  Large speeder
  Armor Class 14
  Hit Points 75 (damage threshold 5)
  Speed 45 ft.
  Armor Class 16
  Hit Points 100 (damage threshold 5)
  Speed 40 ft.
  STR
  11 (+0)
  STR
  18 (+4)
  CON
  15 (+2)
  CON
  18 (+4)
  WIS
  0
  WIS
  0
  DEX
  16 (+3)
  DEX
  8 (-1)
  INT
  0
  INT
  0
  CHA
  0
  CHA
  0
  Creature Capacity 2
  Cargo Capacity  250 lb.
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Creature Capacity 6
  Cargo Capacity  750 lb.
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving.
  Modifications. R3-B3L speeders can be 
  modified with any class of upgrade.   
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving.
  Flatbed. The speedlift has a flatbed 
  behind the pilot’s seat which can be used 
  to transport goods or any creatures brave 
  enough to ride unharnessed on the platform. 
  Modifications. A speedlift can be modified 
  with any class of upgrade except for 
  movement or capacity class upgrades.  
  Actions
  Actions
  Hit and Run. If a speeder moves at least 20 
  feet in a straight line towards a target and 
  ends its movement within five feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 14) or be knocked prone 
  and take 2d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  Hit and Run. If a speeder moves at least 20 
  feet in a straight line towards a target and 
  ends its movement within five feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 16) or be knocked prone 
  and take 3d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  
  74
  SPARK CHASER
  SPARKPOD
  Medium speeder
  Large speeder
  Armor Class 14
  Hit Points 60 (damage threshold 5)
  Speed 65 ft.
  Armor Class 15
  Hit Points 125 (damage threshold 5)
  Speed 45 ft.
  STR
  14 (+2)
  STR
  18 (+4)
  CON
  14 (+2)
  CON
  15 (+2)
  WIS
  0
  WIS
  0
  DEX
  18 (+4)
  DEX
  10 (+0)
  INT
  0
  INT
  0
  CHA
  0
  CHA
  0
  Creature Capacity 2
  Cargo Capacity  150 lb.
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Creature Capacity 7
  Cargo Capacity  50 lb.
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, 
  incapacitated, paralyzed, poisoned, prone, 
  stunned, unconscious
  Damage Immunities Necrotic, poison, 
  psychic
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving.
  Tracker. Spark chasers come equipped with 
  a small screen that shows heat signatures 
  of everything directly in front of the speeder, 
  highlighting any living creatures in a color of 
  the owner’s choosing.  
  Modifications. A spark chaser can be 
  modified with any class of upgrade except for 
  storage class upgrades.  
  Hover. Speeders hover roughly half a foot off 
  the ground and glide parallel to the ground 
  when moving. 
  Modifications. A sparkpod can be modified 
  with any class of upgrade except for capacity 
  class upgrades.
  Protective Dome. Sparkpods come equipped 
  with a rune-powered protection dome that 
  is activated and deactivated by a command 
  word chosen by the owner of the sparkpod. 
  This protective dome functions the same as 
  the tiny hut spell with the following changes:
  The dome has a radius of 15 feet, enclosing 
  the interior of the pod. 
  The dome is active for 12 hours or until the 
  command word is spoken to deactivate it, 
  whichever comes first.
  The dome moves with the vehicle.
  Actions
  Actions
  Hit and Run. If a speeder moves at least 20 
  feet in a straight line towards a target and 
  ends its movement within five feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 14) or be knocked prone 
  and take 2d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  Hit and Run. If a speeder moves at least 20 
  feet in a straight line towards a target and 
  ends its movement within five feet of the 
  creature, the creature must make a Dexterity 
  saving throw (DC 16) or be knocked prone 
  and take 3d8 bludgeoning damage. On a 
  successful saving throw, the creature is not 
  knocked prone and takes half damage.
  
  CHAPTER FIVE
  MOUNTS
  G
  etting around on Adelphos is difficult. The 
  large planet causes numerous intense 
  atmospheric weather events which makes 
  flying ships and landing on the globe extremely 
  challenging. Speeders do the job occasionally, yet 
  the cost of keeping them together through the 
  harsh Adelphan environs is incredibly high and 
  parts are in low supply. In turn, junkers turned 
  to the wildlife their new-old home presented, and 
  began domesticating versions of some of the more 
  fearsome and intelligent beasts that stalked the 
  wilds of Haven.
  VARIANT  
  MOUNT RULES
  This system provides a new way to incorporate 
  mounts into your game, while leveling them up 
  with you! Any size of creature, provided they’re 
  of an appropriate size to ride, can be used as a 
  mount with this system. While we’ve designed 
  some creatures for  use as mounts, the type of 
  creature you can choose is limited only by your 
  imagination.
   
  
  76
  MOUNT STATS VS. 
  CREATURE STATS
  While some creatures are already well suited 
  to serve as mounts, not all of them are built that 
  way! Instead of using the standard stat block 
  for your mount, use the rules below to calculate 
  new stats.
  Ability Scores. A mount starts with a base 
  score of 8 in each ability, and has a pool of 17 
  points that can be used to increase those scores. 
  Each ability score costs a different number of 
  points, as shown on the table below. None of the 
  mount’s scores can go below 8, or above 15. 
  SCORE
  COST
  8
  0
  9
  1
  10
  2
  11
  3
  12
  4
  13
  5
  14
  6
  15
  7
  Hit Points & Hit Die. All mounts start with 
  base hit points equal to 10 + their constitution 
  modifier. They gain an additional hit die, 
  determined by their Mount Type, for every other 
  level their handler gains. For example, a 20th 
  level character with 20 hit dice would have a 
  mount with 10 hit dice. 
  Armor Class. A mount’s base armor class is 
  calculated as 10 + their Dexterity modifier. 
  Resistances & Immunities. If the stat block 
  for the creature you wish to use as a mount 
  includes resistances or immunities to conditions 
  or damage types, your mount does not gain 
  these. Instead, you can choose one of the non-
  physical damage types listed for your mount to 
  gain resistance to. 
  Proficiency Bonus. A mount’s proficiency 
  bonus is the same as that of its handler. 
  MOUNT TYPES
  Mounts are classified into 3 different types, 
  with each type serving a distinct purpose 
  and having their own unique abilities. Once a 
  creature has been trained as a certain type of 
  mount  it cannot be retrained, and most mounts 
  are not capable of training to serve as multiple 
  mount type. A mount with an Intelligence or 
  Wisdom score of 16 or higher, however,  may 
  choose abilities from other mount types. 
  TYPE: SCOUT
  Smaller, stealthier mounts, trained for speed and 
  precision.
  Hit Dice: 1d8 + Constitution modifier
  Ability Score Increase: +1 Dexterity, +1 
  Wisdom
  Saving Throw Proficiency: Dexterity
  Skills: Choose three from Acrobatics, Perception, 
  Investigation, Nature, Stealth, Survival. 
  TYPE: STRIKER
  Strong and bulky mounts, trained for combat 
  superiority. 
  Hit Dice: 1d10 + Constitution Modifier
  Ability Score Increase: +1 Constitution, +1 
  Strength
  Saving Throw Proficiency: Constitution
  Skills: Choose two from Athletics, Intimidation, 
  Perception, Survival. 
  TYPE: SERVICE
  Mounts of any size or build, trained to perform 
  tasks and provide comfort.
  Hit Dice: 1d6 + Constitution Modifier
  Ability Score Increase: +1 Charisma, +1 
  Intelligence
  Saving Throw Proficiency: Charisma
  Skills: Choose any three. 
  NEW & EXISTING 
  ABILITIES
  Mounts start with one ability, determined 
  by its type, in addition to those on the chosen 
  creature’s stat block. These abilities improve as 
  their handler reaches 5th, 10th, and 15th levels. 
  Depending on the creature being used, 
  some abilities from their stat block may be 
  overpowered for a mount. For example, mounts 
  should not be able to cast high level spells or 
  unleash a stream of devastating conditions. 
  When it’s necessary to bring some of these 
  abilities down a notch, follow these guidelines;
  
  77
  • Limit castable spells to 3rd level.
  • Recalculate DCs using the following; 8 
  + Proficiency Bonus + the creature’s 
  appropriate ability modifier. 
  • Instead of inflicting the paralyzed or petrified 
  conditions, try restrained or stunned instead. 
  • Recharge abilities should only recharge on a 6. 
  • Reduce the area of AoE abilities. 
  • If you or your GM can’t balance an ability, 
  remove it.
  ATTACKS
  Creature attacks can vary wildly, and most 
  will need some adjusting to better suit their 
  role as a mount. This can be done quickly by 
  following these steps;
  First, using your mount’s strength score and 
  proficiency bonus, you will need to recalculate 
  their attack and damage bonuses. Then, remove 
  any “multiattack” abilities and restrict all melee 
  attacks to one target. Lastly, the mount’s 
  highest damage attack should be limited to 2d6 
  or 1d8. Adjust the damage of all other attacks 
  and abilities accordingly. 
  SCOUT ABILITIES
  Mounts trained in the scout type gain the 
  following abilities when their handler reaches 
  1st, 5th, 10th, and 15th levels.
  SCOUT TRAINING
  1st-level Scout Ability
  A scout-type mount can use the dash, 
  disengage, and hide actions as a bonus action 
  on each of their turns. Additionally, you have 
  developed a crude system of communication 
  which allows your mount to alert you when they 
  sense danger. 
  TRACKER
  5th-level Scout Ability
  Your scout-type mount gains the ability to 
  track both people and monsters alike, as long as 
  they have a scent to follow. When provided with 
  a creature’s scent, your mount can locate them 
  provided they are within 1000 feet of where the 
  mount begins its search. 
  GEARED TO GO
  10th-level Scout Ability
  You have been able to create or purchase a 
  magical barding for your mount, which increases 
  its AC by 1.  Additionally, this barding allows you 
  to use your action to see through your mount’s 
  eyes and hear what it hears until the start of 
  your next turn, as if using the find familiar spell. 
  OBSERVANT
  15th-level Scout Ability
  Your mount can no longer be surprised, and 
  gains proficiency with Wisdom saving throws.
  STRIKER ABILITIES
  Mounts trained in the Striker type gain the 
  following abilities when their handler reaches 
  1st, 5th, 10th, and 15th levels.
  VENGEFUL STRIKE
  1st-level Striker Ability
  As a reaction to you being hit by an attack 
  or targeted by the magic missile spell, your 
  mount can move up to half its movement speed 
  and make a single attack against the attacking 
  creature. 
  EXTRA ATTACK
  5th-level Striker Ability
  Your mount can attack twice, instead of 
  once, whenever it uses the attack action. 
   
  UNARMORED DEFENSE
  10th-level Striker Ability
  Your mount relies on its speed and agility, 
  rather than armor, for protection. While your 
  mount is unarmored, its Armor Class equals 
  10 + your mount’s Dexterity modifier + your 
  mount’s Constitution modifier. Your mount 
  cannot benefit from both Unarmored Defense 
  and any sort of barding.
  ALWAYS READY
  15th-level Striker Ability
  Your mount has advantage on initiative 
  rolls, and gains proficiency with Strength saving 
  throws. 
  SERVICE ABILITIES
  Mounts trained in the Service type gain the 
  following abilities when their handler reaches 
  1st, 5th, 10th, and 15th levels.
  
  78
  HAPPY HELPER
  1st-level Service Ability
  Your service-type mount can use the Help 
  action as a bonus action. Additionally, when 
  the mount uses the Help action to aid an ally 
  in attacking a creature, the target of that attack 
  can be within 15 feet of the mount, rather 
  than within 5 feet of the mount, if the target 
  can see or hear the mount. They can also be 
  commanded to take the Use Object action, and 
  do so properly, as long as it is an object they’ve 
  been trained to use. 
  CALMING PRESENCE
  5th-level Service Ability
  As an action, your service-type mount can 
  emit a calming aura that bolsters you and your 
  allies. When they do so, any effects causing 
  allied creatures to be charmed or frightened are 
  suppressed as long as they remain within a 30-
  foot radius of the mount. While within the aura, 
  allied creatures are immune to further attempts 
  to frighten or charm them. 
   
  The aura lasts for 1 minute, until the 
  mount ends it as a bonus action, or the mount 
  is knocked unconscious. After using this ability, 
  your mount must complete a short or long rest 
  before doing so again. 
  FIRST AID 
  10th-level Service Ability
  You have been able to create or purchase a 
  magical barding for your mount, which increases 
  its Armor Class by 1. Additionally, this barding 
  allows your mount to utilize a built in healer’s 
  kit to stabilize downed allies.
  ABILITY
  15th-level Service Ability
  Hostile creatures that enter your mount’s 
  Calming Presence aura must make a successful 
  Charisma saving throw (DC = 8 + your 
  proficiency bonus + your mount’s Charisma 
  modifier), or enter a state of confusion and 
  become non-hostile for as long as they remain 
  the aura. Additionally, your mount gains 
  proficiency with Intelligence Saving throws. 
  MOUNTS
  Several example stat blocks for mounts are 
  presented below, representing their base abilities 
  as creatures one could meet in the wilds of 
  Adelphos, but also as the features they possess  
  as your specific mount. 
  ARCTIC STALKER
  These massive crustaceans -- sometimes 
  nicknamed “snow kings” -- are most common 
  in the large mountain ranges and arctic planes 
  of Adelphos. Occasionally, some will migrate 
  to Haven as eggs caught in glacial waters and 
  hibernate until winter arrives, hatching after the 
  first snow falls. Resembling horse-sized white 
  and gray king crabs, arctic stalkers prefer frigid 
  ocean waters and deep cold coastal caverns 
  but will explore when the thick snows arrive. 
  They are very social animals and have been 
  seen playing with each other by ecologists and 
  biologists. They have also been seen ripping 
  whole humanoids in half with their massive 
  claws and mandibles. Homesteaders brave or 
  stupid enough to try and husband the stalkers 
  have had middling success.
  BLUE-SCALED 
  THUNDERBARA 
  One of the largest rodents to grace the world 
  is the blue-scaled thunderbara. This massive 
  creature resembles capybara but is about 
  the size of a small elephant with thick, azure 
  scales along its shoulders, head, and spine. 
  Homesteaders and junkers often use them as 
  beasts of burden as they remain largely docile if 
  well-fed and well-treated.
  However, mishandling a thunderbara can 
  lead to disastrous consequences. Thunderbara 
  are capable of emitting a concussive blast 
  from their cranium that can incapacitate most 
  targets. Troupes of thunderbara still run wild 
  on Adelphos, and one can always hear when the 
  group is threatened as the sound ripples across 
  the landscape like an approaching storm.
  
  79
  ARTIC STALKER 
  (STRIKER)
  BLUE-SCALED 
  THUNDERBARA (SERVICE)
  Large beast, unaligned
  Huge monstrosity, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
  Armor Class 15 (Natural Armor)
  Hit Points 73 (7d12 + 28)
  Speed 40 ft.
  STR
  16 (+3)
  STR
  19 (+4)
  CON
  14 (+2)
  CON
  18 (+4)
  WIS
  15 (+2)
  WIS
  14 (+2)
  DEX
  16 (+3)
  DEX
  15 (+2)
  INT
  6 (-2)
  INT
  7 (-2)
  CHA
  11 (+0)
  CHA
  6 (-2)
  Skills Survival +4
  Damage Resistances Cold
  Senses Darkvision 120 ft., passive 
  Perception 17
  Languages —
  Challenge 2 (450  XP)
  Proficiency Bonus +2
  Skills Athletics +6, Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 3 (700  XP)
  Proficiency Bonus +2
  Natural Camouflage. While in the tundra 
  or other snowy environment, the arctic 
  stalker gains a +10 to Dexterity (Stealth) 
  checks. 
  Maul. On the first turn of combat, if the 
  arctic stalker attacks a creature that hasn’t 
  yet acted, it adds an extra mandible attack to 
  its action. 
  Beast of Burden. The thunderbara can 
  comfortably carry up to two Medium-sized 
  humanoids and 500 pounds worth of 
  supplies.
  Keen Hearing. The thunderbara has 
  advantage on Wisdom (Perception) checks 
  that rely on hearing.
  Actions
  Actions
  Multiattack. The arctic stalker makes one 
  claw attack and one mandible attack. 
  Claw. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 8 (1d10 + 3) slashing 
  damage.
  Mandible. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 12 (2d8 + 3) 
  piercing damage.
  Multiattack. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 20 (3d10 + 4) 
  bludgeoning damage.
  Concussive Blast (Recharge 5 -- 6). The 
  thunderbara lets out a blast of energy in 
  a 30-foot radius. Each non-thunderbara 
  creature within the area of effect must 
  make a DC 14 Constitution saving throw or 
  take 10 (3d6) thunder damage and become 
  deafened. On a successful save, the creature 
  instead takes half damage and is not 
  deafened.
  
  80
  DIRE TORTOISE
  Dire tortoises are denizens of Driftwood, 
  their massive shells protecting them against the 
  strange calcifying effects of the waters. However, 
  this builds up on their shells and joints, giving 
  them unique spikes and ridges. These tortoises 
  are often seen as pests by the locals, who 
  constantly  bump into their sleeping bodies 
  while collecting timber. Some Driftwood loggers 
  have taken to train the tortoises to help move 
  or search for materials. This has proven only 
  somewhat useful as these tortoises are often 
  incredibly stubborn. 
  FENFLITTER
  Resembling giant water striders, fenflitters 
  are extremely social, spirited, and very curious, 
  often straying close to homesteader territory. 
  This has led them to become very close 
  companions and mounts the more marshy 
  areas of the counties. Fenflitters tend to take 
  on different features based on the county they 
  are from; for example, Driftwood fenflitters often 
  resemble large water beetles, their shells made 
  to protect them from the water. 
  DIRE TORTOISE 
  (SERVICE)
  FENFLITTER 
  (SCOUT)
  Large beast, unaligned
  Large beast, unaligned
  Armor Class 19 (23 Withdrawn)
  Hit Points 42 (5d10 + 15)
  Speed 15 ft.
  Armor Class 15 (Natural Armor)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
  STR
  10 (+0)
  STR
  14 (+2)
  CON
  16 (+3)
  CON
  14 (+2)
  WIS
  12 (+1)
  WIS
  10 (+0)
  DEX
  8 (-1)
  DEX
  12 (+1)
  INT
  2 (-4)
  INT
  2 (-4)
  CHA
  8 (-1)
  CHA
  8 (-1)
  Saving Throws STR +2, CON +5
  Senses passive Perception 11
  Languages —
  Challenge 1 (200  XP)
  Proficiency Bonus +2
  Saving Throws DEX +3, CON +4
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100  XP)
  Proficiency Bonus +2
  Actions
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach  
  5 ft., one target. Hit: 6 (2d6) piercing damage.
  Withdraw. As an action, the dire tortoise 
  can withdraw into its shell. While it is in 
  its shell, it gets a +4 bonus to its AC, has 
  advantage on all saving throws, and is prone. 
  It cannot attack while withdrawn.
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage plus 3 (1d6) poison damage. 
  Waterglide. The fenflitter can move across 
  liquid surfaces at double speed.
  
  81
  Gecko Climb. The gecko can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check. 
  Threat Detector. The gecko has advantage 
  on checks made to spot hidden creatures, 
  and has a +3 bonus to Passive Perception 
  (already included). 
  GREATER  
  BLACK BAY GECKO
  The Greater Black Bay Gecko is a common 
  sight around the rocky limestone cliffs of the 
  county. These large chalky and mossy-green 
  reptiles scour the sheer rock formations looking 
  for crustaceans to snap up and eat. Measuring 
  almost thirty feet long with mottled scales, large 
  eyes, and a long line of thick chitinous barbels 
  running from its chin to mid-chest, these 
  geckos are extremely friendly and empathetic, 
  bonding easily with humanoids as mounts and 
  companions. On land their long thick tails make 
  them rather awkward, but when scaling the 
  famed ledges of Black Bay they are incredibly 
  fast and agile.  
  GREATER BLACK  
  BAY GECKO (SCOUT)
  Large beast, unaligned
  Armor Class 14
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., climb 60 ft.
  STR
  15 (+2)
  CON
  16 (+3)
  WIS
  13 (+1)
  DEX
  18 (+4)
  INT
  4 (-3)
  CHA
  10 (+0)
  Skills Acrobatics +6, Perception +3
  Senses darkvision 60 ft., passive  
  Perception 16
  Languages —
  Challenge 1 (200  XP)
  Actions
  Multiattack. The gecko makes two attacks; 
  one with it’s bite, and one with its tail. 
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage
  Tail. Melee Weapon Attack: +4 to hit, 
  reach 15 ft., one target. Hit: 9 (2d6 + 2) 
  bludgeoning damage
  
  82
  GROGL
  Grogl resemble bison-sized groundhogs, 
  knuckle-walking on their large forelegs. Though 
  they have large claws on their front paws, 
  these rodents are incredibly docile, and many 
  homesteaders use them as both beasts of 
  burden and mounts. They are more common 
  in Dalemorn, with their herds being large 
  producers of milk, wool, and chiton. Their claws 
  are constantly growing and shed during the 
  winter months when they burrow and hibernate, 
  leading to thousands of claws scattered across 
  the landscape that farmers pay kids to gather to 
  be turned into buttons, hooks, or utensils.
  GROGL (SERVICE)
  Large beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 22 (3d10 + 6)
  Speed 45 ft., burrow 30 ft.
  STR
  18 (+4)
  CON
  14 (+2)
  WIS
  14 (+2)
  DEX
  12 (+2)
  INT
  6 (-2)
  CHA
  8 (-1)
  Saving Throws CON +4
  Skills Perception +4
  Senses Blindsight 10 ft., darkvision 30 ft., 
  passive Perception 14
  Challenge 1/2 (100  XP)
  Proficiency Bonus +2
  Actions
  Multiattack. The grogl makes two claw 
  attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d4 + 4) slashing 
  damage.
  
  83
  HELL-TORTOISE
  The Hell-Tortoise is named for its fiery maw 
  and scutes that look like screaming faces. It is 
  commonly found in some of the large hot springs 
  and geysers in the foothills and border along 
  the Stockade. Sometimes called fog demons, 
  hell-tortoises are often captured as hatchlings 
  and raised by rougher and more violent junkers 
  who search for any advantage in their efforts to 
  explore the Stockade. Some variants have been 
  found in thermal pools near Stilt City and in 
  Bigby’s Vale.
  MARBLED MASKED 
  TREETHIEF 
  Resembling a horse-sized racoon with an 
  extra set of arms and three tails, the marbled 
  masked treethief can be found across most 
  of Haven. It  prefers either heavily forested 
  areas or lots of old structures. Because of this, 
  treethieves are often encountered in Bigby’s Vale 
  HELL-TORTOISE 
  (SERVICE)
  Large beast, unaligned
  Armor Class 21 (25 Withdrawn)
  Hit Points 66 (7d10 + 28)
  Speed 20 ft.
  STR
  14 (+2)
  CON
  18 (+4)
  WIS
  12 (+1)
  DEX
  8 (-1)
  INT
  2 (-4)
  CHA
  8 (-1)
  Saving Throws STR +4, CON +6
  Senses passive Perception 11
  Challenge 2 (500  XP)
  Proficiency Bonus +2
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (2d6 + 2) piercing 
  damage plus 10 (3d6) fire damage.
  Withdraw. As an action, the hell-tortoise 
  can withdraw into its shell. While it is in 
  its shell, it gets a +4 bonus to its AC, has 
  advantage on all saving throws, and is prone. 
  It cannot attack while withdrawn.
  or in the old aqueducts of Dalemorn. Treethieves 
  are highly intelligent, fiercely familial, and 
  quite crafty. They often build mazes to confuse 
  hunters seeking their pelts. It takes a great deal 
  of time and effort to earn the trust of a treethief 
  kit, with some families in Haven having born and 
  died in the span of working with treethieves.
  All in the Hands. The tree-thief has five 
  long, tapered fingers on each hand, but no 
  thumbs. They can easily lift and manipulate 
  objects using one or both of their hands. 
  Threat Detector. The Tree-Thief can 
  disengage as a bonus action. When it does 
  so, it must immediately use its movement 
  to climb. While climbing, the Tree-Thief has 
  advantage on Dexterity (Stealth) checks. 
  Keen Senses. The tree-thief has advantage 
  on Wisdom (Perception) checks that rely on 
  smell or touch.
  MARBLED MASKED 
  TREETHIEF (SCOUT)
  Large beast, unaligned
  Armor Class 14
  Hit Points 45 (7d10 + 7)
  Speed 40 ft., climb 60 ft.
  STR
  13 (+1)
  CON
  12 (+1)
  WIS
  17 (+3)
  DEX
  18 (+4)
  INT
  12 (+1)
  CHA
  14 (+2)
  Skills Acrobatics +6, Stealth +6, Sleight of 
  Hand +6
  Senses darkvision 60 ft., passive  
  Perception 13
  Challenge 1/2 (100 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 8 (1d12 + 1) piercing 
  damage, and the target must succeed on a 
  DC 14 Constitution saving throw or become 
  infected with Masked Hysteria; a disease that 
  shares the same symptoms as Sewer Plague. 
  Claws. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 10 (2d8 + 1) slashing 
  damage
  
  PLUMED LEOPARD
  The tail of the plumed leopard looks 
  decidedly like the tailfeathers of an ostentatious 
  bird but in actuality is just fluff and fur. Much 
  like the birds, the leopard uses such a display 
  to attract a mate; however, their tail is hardly 
  their most alluring feature. A scintillating 
  set of iridescent eyes ensures that any prey 
  spotting the cat will be thoroughly charmed into 
  complacency. The plumed leopard has become 
  a favored mount for elves and other graceful 
  humanoids. Sometimes coming to clash with 
  cragclaws over their territory, plumed leopards 
  tend to remain on the outskirts of civilization, 
  ready and eager to pounce on the solitary 
  traveller. Most can be found in Bigby’s Vale, but 
  some also range into Tidetimber.
  Keen Smell. The plumed leopard has 
  advantage on Wisdom (Perception) checks 
  that rely on smell. 
  Pounce. If the leopard 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 13 Strength 
  saving throw or be knocked prone. If the 
  target is prone, the leopard can make one 
  bite attack against it as a bonus action.
  PLUMED LEOPARD
  (STRIKER)
  Large monstrosity, unaligned
  Armor Class 13
  Hit Points 30 (4d10 + 8)
  Speed 50 ft., climb 40 ft.
  STR
  14 (+2)
  CON
  14 (+2)
  WIS
  15 (+2)
  DEX
  16 (+3)
  INT
  5 (-3)
  CHA
  9 (-1)
  Skills Athletics +4, Performance +3, 
  Perception +4, Stealth +5
  Senses passive Perception 14
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.
  Scintillate (Recharge 5-6). The plumed 
  leopard targets a creature it can see within 
  30 feet. That creature must make a DC 11 
  Charisma saving throw or become charmed 
  until the end of the leopard’s next turn. 
  While charmed in this way, the target’s move 
  speed is 0.
  
  ROUGHNECKED 
  CRAGCLAW
  The roughnecked cragclaw are the pride 
  and joy of Tidetimber. These massive felines 
  represent everything the homesteaders stand for: 
  perseverance, family, and survival. Cragclaws 
  look like red lynx the size of a bison. Females 
  grow large, spiraling horns and tusks while 
  males horns and tusks are smaller. Although 
  cragclaws cannot speak, many xenobiologists 
  have seen these predators display many 
  humanoid tendencies such as burials, birth 
  rites, and familial attitudes -- and cragclaw 
  wranglers can more than attest to the empathy 
  of their partners. 
  ROUGHNECKED 
  CRAGCLAW (STRIKER)
  Large beast, unaligned
  Armor Class 14
  Hit Points 22 (3d10 + 6)
  Speed 45 ft., 30 ft. climb
  STR
  14 (+2)
  CON
  14 (+2)
  WIS
  10 (+0)
  DEX
  18 (+4)
  INT
  10 (+0)
  CHA
  8 (-1)
  Saving Throws DEX +6
  Senses passive Perception 10
  Challenge 1 (200 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. The cragclaw makes two claw 
  attacks and one bite attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d6+2) piercing 
  damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage.
  
  86
  WHIPCRACK
  These creatures -- resembling large cougar-
  mandril hybrids, their front legs long and 
  leathery with massive sickle-like claws at the 
  ends -- are a terror on farmers and ranchers, 
  killing calves, guard animals, and even 
  children… sometimes for sport. Their favorite 
  way to kill prey is to slash them with their claws 
  and then whip them against hard surfaces until 
  the creature is bludgeoned to death. Some will 
  even use the corpses of previous kills as clubs 
  against other meals. Bounties on whipcracks 
  are now commonplace, yet these creatures seem 
  to constantly breed resulting in ever increasing 
  numbers. Some of the more daring junkers 
  have tried training  whipcrack chicks to become 
  hunting companions, often with disastrous ends. 
  Predatory Senses. The whipcrack has 
  advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks made to 
  track another creature.
  WHIPCRACK (STRIKER)
  Medium beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft., climb 45 ft.
  STR
  14 (+2)
  CON
  13 (+1)
  WIS
  13 (+1)
  DEX
  17 (+3)
  INT
  6 (-2)
  CHA
  10 (+0)
  Skills Acrobatics +5
  Senses Darkvision 60 ft., passive  
  Perception 11
  Challenge 1 (200 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. The whipcrack makes two whip 
  claw attacks. 
  Whip Claw. Melee Weapon Attack: +5 to 
  hit, reach 30 ft., one target. Hit: 10 (2d6 + 
  3) slashing damage. The creature is also 
  grappled (escape DC 12). The whipcrack can 
  only have two creatures grappled in this way. 
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (1d10 + 3) piercing 
  damage.
  Centrifugal Slam. The whipcrack lifts 
  one creature grappled by it into the air and 
  slams it down with a tremendous whipping 
  motion. The creature must make a DC 12 
  Dexterity saving throw, taking 16 (3d10) 
  bludgeoning damage on a failure or half on 
  a success. Failing the saving throw by 5 or 
  more stuns the target creature until the end 
  of its next turn.
  
  CHAPTER SIX
  SPACE MAGIC
  SPARK
   
  Lemme just be open here. I don’t fruk with 
  spark or with runes or with any of that shit. It is 
  frukking dangerous, and I have lost friends and 
  colleagues because of it. Runestones should stay 
  in the ground and we shouldn’t fruk with them.  
   
   
   
   
   
   
  - Ironbashk
  S
  park is a magical force upon which 
  everything in the material world relies. It 
  fuels magic, technology, creation, and so 
  much more. Spark is to Adelphos as energy is to 
  our own world.
  Everyone is connected to spark and can 
  potentially manipulate it to some extent. Magic 
  use is common, but being able to connect with 
  and channel spark in meaningful, deliberate 
  ways is rare. Most magic users are born into 
  their powers or gain their powers by awakening 
  the innate spark inside of them. Others may 
  experiment with raw spark or to make deals with 
  powerful beings to become powerful magic users.
  
  88
  Spark is omnipresent. Even the most 
  mundane items hold some small amount of 
  spark at their core, meaning, there’s virtually 
  no limit to how spark can be used. Raw spark is 
  incredibly powerful and is highly sought-after as 
  a power source for vehicles and homesteading 
  equipment — though it is also very expensive.
  Harnessing raw spark involves long and 
  complicated rituals, which should only be 
  performed by highly skilled mages. Enterprising 
  engineers have been working on machines to 
  replicate these rituals in an attempt to make raw 
  spark more accessible -- with varying degrees 
  of success. The recent discovery of runestones, 
  magic items capable of efficiently storing raw 
  spark and using it to create magical effects, has 
  made it clear that such a goal is not beyond 
  reach.
  Whether it’s harnessed to power technology 
  or amplify magical ability, raw spark can only 
  be contained for so long before dissipating back 
  into the world around it. It is inherently active, 
  transformative, and sometimes almost willful in 
  refusing to be constrained. Prolonged or intense 
  exposure can cause creatures to develop curious 
  traits, permanently marking them as being 
  touched by spark.
  SPARK TRAITS
   
  Seeing how people have been affected by 
  spark, I never know what to expect. I have seen 
  sparkroot halflings totally fine, but then I have 
  seen some folks who are eaten away by it.  
   
   
   
   
   
   
  - Ironbashk
  During their adventures, characters might 
  gain spark traits. These are permanent changes 
  caused by exposure to spark, especially in 
  its raw form, that can happen gradually or in 
  sudden, intense bursts like being caught in the 
  blast of an exploding runestone. The DM has 
  final say over when a character gains a spark 
  trait.
  As spellcasting characters become more 
  powerful, there’s a chance they gain a spark trait 
  due to their growing connection and interaction 
  with spark. Whenever a character gains a 
  level and possesses levels in a class with the 
  Spellcasting or Pact Magic feature, they must roll 
  a d12. If the result is lower than their highest 
  level spell slot, they gain a spark trait.
  When a character gains a spark trait, have 
  them roll on the Spark Traits table below, or 
  choose one appropriate to the situation or 
  character. The character permanently gains that 
  spark trait. If a character gains the same spark 
  trait multiple times, the effect becomes stronger 
  and more pronounced.
  SIGILS
  When the Exarchs set to their task of filling 
  the cosmos, they used the sacred language of 
  sigils to encode their creations into existence. 
  These sigils are unique arrangements of dots 
  and lines whose forms are bound by the laws 
  of existence with each representing a specific 
  concept on a metaphysical level such as “life” 
  or “cold.” When properly written and activated, 
  sigils can direct spark to produce effects related 
  to their concepts, doing anything from conjuring 
  blizzards to powering spaceships.
  Ancient legends say that Opus Nyn taught 
  the basics of sigil use to the peoples of Adelphos, 
  and they used them to do great things. After 
  the Sundering of Mourn, the surviving peoples 
  of Adelphos spread across worlds and systems. 
  Over time, their knowledge of sigils was diluted 
  and forgotten, and their original power lost. 
  Distant relatives of sigils, such as the arcane 
  notations used by wizards, still hold portions of 
  power, and every species have their own version 
  of the sacred language that has enabled them 
  to venture through the stars. Nonetheless, these 
  common arcana are but a whisper compared to 
  the roar of the original sigils.
  With the rediscovery of Adelphos, the 
  existence and power of sigils have also been 
  rediscovered. Tessin Morlock found ancient sites 
  with sigils inscribed into the walls and sigil-
  empowered runestones capable of powering 
  entire ships. Even more sigils were rediscovered 
  by others beyond the frontiers. It’s rapidly 
  become apparent that sigils are a tremendous 
  unknown, and their secrets are just waiting to 
  be discovered anew.
  SIGIL KNOWLEDGE
  Many different sigils wait to be found 
  on Adelphos. Sigonomy, the newly-found 
  research field related to sigils, is very much 
  in progress and of great interest to junkers, 
  settlers, governments, and corporations alike. 
  Investigating sigils is a long process with each 
  sigil generally falling into one of the knowledge 
  
  89
  categories below. Note that it’s also possible for 
  the knowledge category for a specific sigil to vary 
  between people and locations.
  Unknown Sigils. Unknown sigils are 
  ones that haven’t been discovered yet, but 
  unsubstantiated rumors or theorized by 
  researchers suggests of their existence but have 
  not yet been confirmed.
  Known Sigils. These sigils are in the 
  earliest stages of discovery. Their existence is 
  confirmed and their form has been found, but 
  an understanding of their full concept and how 
  to use them is yet to be understood.
  Applied Sigils. Applied sigils are those 
  whose concept is understood and can therefore 
  be used, though full extent of their capabilities 
  haven’t yet been revealed. A concept might 
  be discovered when a sigil is found, perhaps 
  described in an ancient data cache, but more 
  often it’s the result of dedicated research and 
  experimentation -- or occasionally, pure luck.
  Mastered Sigils. Mastered sigils are sigils 
  whose full deeper workings are well-understood, 
  including using them to create runestones. 
  Mastering a sigil is an arduous task that 
  requires extensive research and experimentation. 
  Mastery of a sigil doesn’t necessarily mean that 
  there aren’t more secrets to unlock as there’s 
  always more to learn.
  SPARK TRAITS
  D12
  TRAIT
  1
  Esoteric Static. You have a constant minor static charge, causing things like hair and 
  dust to cling to you. People who touch you get a slight shock. Each subsequent time 
  you gain this trait, the shocks become more constant and powerful, eventually dealing 
  increasing damage die of lightning damage.
  2
  Sparkstain. Your fingertips turn blue as if dipped in ink. Each subsequent time you gain 
  this trait, the blue color moves further up onto your hands, arm, shoulder, and so on.
  3
  Cerulean Sight. Your irises turn a vibrant blue. Each subsequent time you gain this 
  trait, the color spreads to the whites of your eyes, then your pupils.
  4
  Orbital Scars. A portion of your body is covered in blue-tinged scars that form perfect 
  rings. Each subsequent time you gain this trait, the scars spread further across your 
  body.
  5
  Mystic Echoes. While speaking, a word you say will occasionally echo. Each subsequent 
  time you gain this trait, the effect occurs more frequently.
  6
  Longtongue. Your tongue grows an inch longer, and sour flavors are suddenly more 
  appealing to you. Each subsequent time you gain this trait, your tongue grows longer, and 
  you dislike another non-sour flavor.
  7
  Particle Sense. There’s an occasional, barely noticeable sound of popping in your ears. 
  Each subsequent time you gain this trait, the sound becomes louder and more frequent.
  8
  Shadow Drift. Your shadow starts one inch away from your body. Each subsequent time 
  you gain this trait, your shadow moves one inch further from your body.
  9
  Reflective Haze. Your image faintly shimmers and ripples when viewed in a mirror 
  or through lenses and screens. Each subsequent time you gain this trait, the ripples 
  intensify until eventually your image is no longer recognizable.
  10
  Sapphire Vein. Your blood becomes more blue-colored than is normal for your species 
  and is mildly iridescent. Each subsequent time you gain this trait, the effect increases 
  until your blood becomes azure blue and glows.
  11
  Green Fever. You develop a liking for the scent of plants and flowers. Each subsequent 
  time you gain this trait, your enjoyment intensifies until it eventually reaches the point of 
  obsession.
  12
  Limiter. You develop a discomfort of infinite or vast open spaces. Each subsequent time 
  you gain this trait, the discomfort intensifies, eventually becoming fear, then phobia.
  
  90
   
  KNOWLEDGE EXAMPLE  
  IN THE REAL WORLD 
   
  To illustrate these knowledge categories, 
  consider an alien species discovering 
  computers from our own world. At the 
  unknown stage, they wouldn’t have seen 
  or even heard of a computer. At the known 
  stage, the aliens will have seen a computer 
  and know their existence but have little idea 
  as to their purpose or how to use them, or 
  even how to power them on. At the applied 
  stage, the aliens will have learned what 
  computers can do and how they can be used 
  but might know little of their inner workings 
  or how to make one, similar to the average 
  modern computer user. Finally, at the 
  mastered stage, the aliens would have fully 
  examined computers, learned how they work, 
  how to make more, and how to get them to 
  interact with other things like a computer 
  engineer, scientist, or software developer 
  might. 
  THE SIGILS OF 
  ADELPHOS
  The table below provides 26 sigils, their 
  concepts, and current knowledge category. 
  Knowledge categories may well change during 
  adventures on Adelphos, and a few blank sigils 
  have been provided for the DM’s own use.
  SIGILS IN HAVEN
  Sigils are varied and complex, and the 
  newcomers to Adelphos have barely begun to 
  scratch the surface of their true capabilities. 
  This section provides details on several sigils 
  and their places in Haven. With each sigil having 
  the potential to significantly impact life on 
  the Adelphan frontier and beyond, everything 
  surrounding sigils brims with opportunity 
  and conflict. Who deserves recognition as the 
  discoverer of a sigil, who can claim ownership 
  of a site full of knowledge, whether a sigil can 
  be patented--like the rest of Adelphos, there’s a 
  great deal to be explored.
  FELKO
  Concept: Heat, Fire
  The felko sigil was the first sigil discovered 
  on Adelphos, found by Tessin Morlock’s crew 
  inscribed in flint rings surrounding an ancient 
  outpost. The warmth of the rings helped them 
  survive, and the crew quickly figured out they 
  could carve the sigil into any flint they found to 
  create increasingly advanced runestones. Now, 
  felko runestones are nearly ubiquitous in Haven, 
  with many junker parties carrying at least one. 
  The sigils can be seen on weapons, camping 
  modules, multitools, vehicle thrusters, and 
  hearths and stoves in every homestead.
  LKESH
  Concept: Metal, Magnetism
  It’s unclear who actually found the first lkesh 
  sigil, or where, but according to hearsay its 
  concept was discovered when a simbast frisbee’d 
  a lkesh runestone off an odontos’ head, resulting 
  in the saloon’s cutlery, walls, and roof being 
  repelled a mile away. Regardless, when techs and 
  magineers realised the sigil controlled metal and 
  magnetism, a surge of excited innovation blasted 
  it into the Mastered category. Lkesh can be 
  seen allowing the grav-trains that spans Haven 
  to hover, in metalworking foundries, bonding 
  prosthetics, coating weapon-repelling armor 
  or ship-seeking pirate projectiles, and more. 
  Lately there’s been a push to place restrictions 
  on research into lkesh, as some have noted 
  fluctuations and seemingly-permanent damage 
  to gravitational fields in areas heavily exposed to 
  its effects.
  MUHUN
  Concept: Liquid, Water
  Junkers in the coastal marshes of Runesalt 
  have worked hard figuring out how to make 
  the muhun sigil work for them. Thanks to texts 
  about the sigil discovered in a sunken library, 
  researchers quickly learned to create their 
  own muhun runestones to support aquatic 
  expeditions and life in the marshes. They’ve 
  kindly shared this mastery with other counties, 
  though some secrets are still kept secret so 
  Runesalters can claim to be the masters of 
  muhun, ensuring their services remain in high 
  demand.
  
  91
  SIGILS
  SIGIL
  SIGIL SHAPE CONCEPT
  KNOWLEDGE CATEGORY
  Ashra
  Light, Radiance
  Unknown
  Bolek
  Life, Growth
  Unknown
  Celm
  Cold, Ice
  Unknown
  Delm
  Sound, Thunder
  Unknown
  Efko
  Nature, Plants
  Known
  Felko
  Heat, Fire
  Mastered
  Gemet
  Gas, Sky
  Unknown
  Hemsheth
  Imsa
  Deceit, Illusion
  Unknown
  Jaka
  Storm, Lightning
  Known
  Kula
  Magic, Force
  Unknown
  Lkesh
  Metal, Magnetism
  Mastered
  Muhun
  Liquid, Water
  Mastered
  Nuhun
  Death, Decay
  Known
  Obok
  Solid, Earth
  Applied
  Poktok
  Qumak
  Summon, Call
  Unknown
  Revek
  Protect, Abjure
  Known
  Shej
  Mind, Psychic
  Unknown
  
  92
  OBOK
  Concept: Solid, Earth
  To the distress of many, the obok sigil 
  was discovered by an Adelphan cell of The 
  Darkmatter Crew lead by a frilled darwyk 
  called Snaptail, a former dancer. Only through 
  captured crew members did the rest of Haven 
  learn they’d found a cache of obok runestones 
  in a ruined sparlon. The crew’s raids suddenly 
  became much worse as they put the runestones 
  to use, hurling boulders at hired guards and 
  hewing the earth around grav-sleds. Wanted 
  posters are appearing in increasing numbers as 
  the problem of raiders armed with the power of 
  the obok sigil escalates.
  REVEK
  Concept: Protect, Abjure
  As the people of Dalemorn settled into 
  their role as farmers and suppliers, they 
  began to employ aerial surveyors to find the 
  best farmland. It was one such surveyor ship, 
  The Euryphaessa, which made the startling 
  discovery that a small sequence of canyons 
  were in fact a miles wide revek sigil gouged into 
  a piece of tectonic plate. The area has been 
  claimed as a research-only restricted zone 
  by the Haven Archeological Society, though 
  this has done nothing to stop sigonomists, 
  xenoarcheologists, and junkers from heading 
  into the ferrous leaper-filled canyons in search of 
  the grand sigil’s meaning and purpose.
  TAKMI
  Concept: Corrosion, Poison
  Only one living creature is aware of the 
  takmi sigil, a scrap hag called Auntie Spitshine 
  who lives in the fens of The Stockade. Aunty 
  Spitshine knows the sigil’s concept and how 
  to make simple runestones with it, as well as 
  how valuable that information is. She’s happy 
  to trade morsels of takmi knowledge or one of 
  the scrap-claw runestones of her own devising, 
  assuming someone can either trade something 
  equally valuable or resolve an escalating dispute 
  between herself and the Adelphos Medical 
  Association. After all, it wasn’t Auntie’s fault 
  they accepted a cursed medical bot. 
  WEHZOK
  Concept: Transform, Adapt
  In the verdant Bigby’s Vale, an expedition 
  into one of the biospheres led by threscan 
  xenobotanist Galatia Hukrush returned with 
  an old runestone bearing a previously unseen 
  sigil, wehzok. Unable to activate the runestone, 
  they’re publicly seeking help in unlocking 
  wehzok’s secrets. Galatia hopes the new sigil 
  could be the key to making the Vale’s biospheres 
  work, technology she could use to help other 
  counties grow food.
  SIGIL
  SIGIL SHAPE CONCEPT
  KNOWLEDGE CATEGORY
  Takmi
  Corrosion, Poison
  Unknown
  Uda
  Vozok
  Knowledge, Foresight
  Unknown
  Wehzok
  Transform, Adapt
  Known
  Xesh
  Void, Darkness
  Applied
  Yemetor
  Heart, Emotion
  Unknown
  Zai
  Energy, Spark
  Applied
  
  93
  ZAI
  Concept: Energy, Spark
  Everyone knows the zai sigil, the sigil for 
  energy and raw spark that now seems fairly 
  ubiquitous. When magineers figured out that the 
  dangerous zai runestones worked as incredibly 
  efficient power sources capable of powering 
  vehicles, homes, and even space stations, the 
  rush was on to find, use, and figure out how to 
  make more. Their use is becoming increasingly 
  common, but attempts to use the sigil itself have 
  proven entirely fruitless. This won’t be the case 
  for long if the corporations get their way, as they 
  pour resources into being the first to master 
  the zai sigil. Mastering this sigil is expected 
  to be a technological turning point, as well as 
  unimaginably lucrative. 
   
  BLANK SIGILS 
   
  The hemsheth, poktok, and uda sigils have 
  been left as a blank slate for the DM to use 
  as they see fit. Want a Time sigil? Or maybe 
  Misfortune, Love, or Fashion? Go for it! 
  RUNESTONES
  Sigils were discovered inscribed into magical 
  runestones found at ancient sites frequented by 
  the people of Adelphos before the Sundering of 
  Mourn. It took the new explorers on Adelphos 
  some time to figure out that runestones could 
  be activated to produce magical effects and 
  they could enhance mundane objects they were 
  attached to.. Once the potential of runestones 
  was discovered, there was a surge in interest 
  and experimentation. People quickly discovered 
  how to use the runestones they found, including 
  attaching them to other objects to alter the 
  manifestation of spark-empowered effects.
  The first and most important runestones 
  found and activated on Adelphos were zai 
  runestones, which store raw spark like a battery. 
  There was an immediate rush to find as many 
  zai runestones as possible because of the ability 
  to store enough spark to power homes, vehicles, 
  and even spaceships and space stations for 
  potentially years at a time.. With such great 
  potential, the new field of runography burst 
  into the forefront of research, and the hunt for 
  runestones began in earnest. 
  CONDUITS FOR 
  SPARK
  Runestones are physical objects inscribed 
  with one or more sigils that are magically 
  awakened. The vast majority found so far bear 
  only one sigil, but it’s possible to have more. 
  Most are smaller than a humanoid fist, but size 
  only affects how much can be written. A pebble, 
  a boulder, a great temple door… all are suitable 
  surfaces for a sigil if the runewright (someone 
  who studies and creates runestones) has 
  sufficient skill. Runestones can also be made of 
  any solid material with stone and metal being 
  the most common due to their durability.
  Runewrights describe runestones as magic 
  objects that store raw spark and release it to 
  produce effects defined by the sigil they are 
  inscribed with. Interestingly, two runestones 
  with the same sigil might produce different 
  effects. , The reason for this difference is 
  hotly debated.  Some suggest the variance is a 
  result of differences in the runestones material 
  composition or their  creation conditions, 
  while others suggest the intent of the original 
  runewright is the true cause.  Experimentation 
  suggests that both perspectives may contain 
  portions of truth.
  Whatever the mechanism, it’s certain that 
  runestones channel spark into magical effects. 
  Holding one and activating it is enough to 
  produce an effect, and many can be attached to 
  other objects to further modify how this  magic 
  manifests. For example, a typical felko runestone 
  can be activated while held to ignite nearby 
  flammable objects, or it can be attached to a 
  weapon allowing it to burst into magical flame 
  when striking something.
  Figuring out how to activate a runestone can 
  sometimes be a task in itself. A few runestones 
  have required an understanding of that specific 
  runestone’s purpose, while others required 
  physical manipulation suchase using a left hand 
  grip or holding it  aloft. It’s for this reason that 
  finding a runestone doesn’t always lead to an 
  immediate revelation of its function. This often 
  results in sigonomists (academics specialising 
  in sigils) being playfully ridiculed as they juggle 
  and talk to unfamiliar runestones.
  For full examples of runestones, see Chapter 
  1: Magic Items.
  
  94
  DESTROYING 
  RUNESTONES
   
   
  Destroy all runestones.  
   
   
   
   
   
   
  - Ironbashk
  Explorers quickly discovered that destroying 
  runestones was a bad idea. When broken, a 
  runestone releases all the raw spark held within 
  in an explosion of raw energy; the more powerful 
  the runestone, the larger and more destructive 
  the blast. 
  Because of this volatility, runestones are 
  normally made from hard substances like solid 
  stone or metal. Runestones have resistance to 
  magical damage, and their AC and hit points 
  are determined by their size and the substance 
  they’re made from. The DM may decide that 
  specific circumstances beyond the mundane 
  are required to break runestones such as being 
  struck with a magic weapon.
  When a runestone explodes, each creature 
  within range gains a spark trait and must make 
  a DC 20 Constitution saving throw, with a failure 
  dealing radiant damage and a success resulting 
  in  half as much damage. The area and amount 
  of radiant damage are given in the Runestone 
  Explosions table below.
  RUNESTONE EXPLOSIONS
  RUNESTONE 
  RARITY
  DAMAGE
  (FORCE DAMAGE, 
  AREA)
  Uncommon
  31 (3d20), 50 ft. radius
  Rare
  63 (6d20), 100 ft. radius
  Very rare
  126 (12d20), 250 ft. 
  radius
  Legendary
  252 (24d20), 500 ft. 
  radius
  Artifact
  504 (48d20), 1 mile radius
  CREATING 
  RUNESTONES
   
   
  Don’t frukking do it! 
   
   
   
   
   
   
  - Ironbashk
  Runestone creation is a barely-understood 
  process involving many variables. Only a 
  handful of runewrights on Adelphos know how 
  to craft runestones, and they aren’t yet capable 
  of making these as powerful as the ancient 
  ones found in Haven or out on the frontiers. 
  The ancient Adelphans were capable of writing 
  entire sequences of sigils, but such intricacy 
  thus far evades modern runewrights; single-sigil 
  runestones are the most they have been able to 
  develop.
  The making of a runestone requires an 
  investment of time and resources (shown on the 
  Runestone Crafting Time and Cost table), and 
  the process encompasses the physical, mental, 
  and spiritual aspects of what a runestone is. 
  Without all three of these aspects, a runestone 
  cannot exist.
  Material. The first thing a runewright needs 
  is physical material to carve a sigil into. This can 
  be any solid substance from a leaf to a metal 
  polyhedron, so long as it’s large enough and 
  sturdy enough to have a sigil carved into it. Of 
  course, the more durable a runestone is, the less 
  likely that  all the runewright’s hard work will 
  erode in a few weeks.
  For reasons that are not yet understood, 
  some materials have more potential for 
  channeling spark than others. Runestones 
  made using material from anywhere other than 
  Adelphos can only be uncommon in rarity, while 
  ones made using material from Adelphos can 
  range from uncommon to very rare. The ultimate 
  material for creating powerful runestones is 
  the rare metal known as zenithium, which can 
  create runestones with a rarity of very rare or 
  better.
  Sigil. The second item a runewright needs 
  is a sigil to engrave into the material. Only a 
  sigil in the mastered knowledge category can be 
  used to craft a runestone as doing so requires 
  knowledge of what the sigil looks like, how to 
  properly place and carve it, and how the sigil’s 
  concept operates. If more than one sigil is 
  
  95
  being inscribed, there’s the added complexity of 
  understanding how to place the two in relation 
  to each other or how to “word” them. Just 
  writing an unknown sigil leaves a high chance of 
  failure. 
  Assuming the appropriate knowledge, 
  engraving the sigil is  a slow and meticulous 
  process. At this point it’s what’s known as a 
  dormant runestone, one which has been set 
  up but not yet awakened -- essentially just a 
  mundane rock with a symbol on it. 
  Awakening. The final task a runewright 
  needs to create a runestone is the most complex 
  and trickiest to define. The runestone must 
  be awakened through a magical ritual binding 
  the material and sigil together and introducing 
  spark to the mix. 
  The runewright must conduct a ritual to 
  create a metaphysical link with the runestone. 
  Once established, this link is used to give life to 
  the runestone, imbuing it with both spark and 
  the runewright’s intent.
  The runewright’s intent is how they want 
  the sigil’s concept to manifest through the 
  runestone, which means that two runestones 
  with the same sigil can potentially produce 
  slightly different effects such as a felko 
  runestone imbued with fiery, destructive intent 
  versus one imbued with warm and comforting 
  intent. 
  The metaphysical link is the least understood 
  part of this entire process. It requires a certain 
  rapport or empathy with the concept of the sigils 
  the runestone bears -- essentially, a powerful 
  emotional connection or a deep spiritual 
  understanding. This link can be established 
  by anyone present during the ritual, not just 
  the runewright. For example, someone who’s 
  experienced great loss due to fire is more likely 
  to establish a bond with a felko runestone 
  because they know what fire is capable of in a 
  deeply personal way. Without any empathy or 
  wisdom, establishing this link is impossible. 
  Because of this, runewrights tend to be 
  specialists in specific sigils.
  Fortunately, shortcuts are possible in that 
  certain cosmically sympathetic components 
  can be used to bolster or substitute the need 
  for a person’s connection. Awakening a felko 
  runestone can work if the ritual is conducted 
  using the fresh heart of a fire elemental, for 
  example. These components are no substitute for 
  intent, however.
  Once created, the effects of a runestone 
  depend on the sigil, material, and intent. The 
  material helps determine rarity and relative 
  strength of the runestone. The sigil used 
  determines the types of effects, and while a 
  sigil’s concept is general, it is also very specific, 
  and there cannot be overlap with other sigils 
  not inscribed into the runestone. For example, 
  fire is often associated with rebirth, but a felko 
  runestone will never have a healing or lifegiving 
  effect unless it also bears a bolek (life, growth) 
  symbol. Finally, intent angles the effects and can 
  be the difference between a runestone focused 
  on dealing damage and one focused on providing 
  utility.
  It’s worth noting that while all of the 
  runestones found in Chapter 2 only use one 
  sigil, it’s possible for junkers to find ancient 
  runestones bearing more. Multi-sigil runestones 
  are usually more powerful than single-
  sigil runestones, and their effects become 
  increasingly specific or restricted as more sigils 
  are included.
   
  RUNESTONE CREATION ROLEPLAYING  
   
  Creating runestones is intended to provide 
  roleplay opportunities during their creation. 
  It’s up to the DM to decide the degree of 
  connection required for a character to link 
  with a runestone during the awakening 
  ritual, though it should be something beyond 
  the norm. This could be based on personality 
  traits, bonds, flaws, backstory, race, class or 
  subclass, or a suitable pitch from a player 
  on why their character has a particularly 
  significant connection to a specific sigil’s 
  concept.  
  The imbuing of intent into a runestone also 
  allows for more personalised runestones 
  to be created, making them a much more 
  dynamic tool. A felko runestone needn’t be 
  all about dealing fire damage, and a muhun 
  runestone could just as much be about 
  calling rain as interacting with aquatic 
  environments.  
  With so little understanding of how 
  runestones work, there’s plenty of room to 
  use them in the way that best fits your table. 
  
  96
  RUNESTONE CRAFTING TIME 
  AND COST
  Runestone Creation Example. The party 
  meets a runewright in Runesalt, who knows 
  how to create runestones using the muhun 
  sigil, the sigil for liquid and water. They pay the 
  runewright 1,000 gp to work on a rare rune for 
  them and provide a metal disk as the base for 
  the runestone. The runewright tells the party 
  the awakening ritual will require a flask of 
  water fresh from the gills of an aquatic creature 
  and sends them to fetch it while the runwright 
  begins to inscribe the metal disc. After a tricky 
  encounter with several swamp sharks, the party 
  returns with the component. Over the next 
  100 days, the runewright engraves the sigil, 
  then uses the retrieved component to bolster 
  their own connection to water, tapping into an 
  ancestral sorrow at their forced departure from 
  the seas of their homeworld. They successfully 
  imbue the intent of water survivability into the 
  runestone and awaken it. The party is given a 
  rare muhun runestone to use. 
  RUNESTONE RARITY TIME (DAYS)
  COST
  Uncommon
  20
  100 gp
  Rare
  100
  1,000 gp
  Very rare
  250
  10,000 gp
  Legendary
  500
  50,000 gp
  
  CHAPTER SEVEN
  MAGIC ITEMS
  B
  elow are collections of magic items 
  you could find in your adventures and 
  expeditions around Adelphos. Handheld 
  runestones are the most common discovery, 
  ranging from incredibly powerful elemental force 
  to your basic power battery. Often, these items 
  are brought back to the counties to identify where 
  someone figures out how they work and what to 
  do with them. 
  RUNESTONES
  ASHRA RUNESTONE
  Wondrous item, rare
  This runestone uses the power of the ashra 
  sigil to produce effects associated with light and 
  radiance. It’s made of yellow tourmaline. The 
  runestone has the following properties while you 
  are holding it:
  
  98
  Brighteyes. You can see normally in 
  darkness, both magical and nonmagical, to a 
  distance of 120 feet.
  Into The Light. You can cast the dancing 
  lights and light cantrips at will. Additionally, you 
  can attempt to hide while you are in bright light.
  Bonding. You can bond this runestone to 
  a piece of equipment. You must spend 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying it.Wearing or holding the item counts 
  as holding the runestone. The equipment 
  becomes a magic item if it wasn’t one already, 
  and it gains an effect based on its type:
  Weapon. You can use a bonus action to 
  transform the damaging parts of the weapon, 
  such as the blade, tip, or head, into pure 
  radiance, or back to normal. While in radiant 
  form, the weapon gains the finesse property 
  and emits bright light in a 10-foot radius and 
  dim light for an additional 10 feet. You gain a +1 
  bonus to attack and damage rolls made with this 
  weapon, and all damage dealt with the weapon 
  is radiant instead of its normal type. 
  Focus. When you cast a spell of 1st-level or 
  higher, you can use your reaction to illuminate 
  one creature within 60 feet of you. Until the end 
  of your next turn, the target sheds 10 feet of dim 
  light, gains no benefits from being invisible, and 
  the next attack roll made against the target has 
  advantage.
  Cloak. As an action, you swirl the cloak and 
  release a strobe of light. Each creature within 
  15 feet must succeed on a DC 16 Constitution 
  saving throw or be blinded until the end of its 
  next turn. 
  EFKO RUNESTONE
  Wondrous item, very rare
  This runestone uses the efko sigil to produce 
  effects associated with nature and plants. It’s 
  made of fossilized wood and features an efko 
  sigil that looks as if only natural fracturing 
  could have produced it. The runestone has the 
  following properties while you are holding it:
  Greenmind. You have advantage on checks 
  made to identify and interact with plants.
  Minor Active Trait. You can cast speak with 
  plants once without expending a spell slot. You 
  must finish a short or long rest before doing so 
  again.
  Bonding. You can bond this runestone to 
  a piece of equipment. You must spend 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying it. Wearing or holding the item counts 
  as holding the runestone.  The equipment 
  becomes a magic item if it wasn’t one already 
  and it gains an effect based on its type:
  Armor. You can conduct a 1 minute ritual 
  to turn yourself completely to wood, stone, or 
  some other natural substance, and you become 
  petrified but remain aware of your surroundings. 
  While petrified, you gain 20 temporary hit 
  points. Additionally, you have a  damage 
  threshold of 10.
  Damage Threshold: You have immunity to 
  all damage unless it equals or exceeds your 
  threshold value, in which case you take damage 
  as normal. Damage that fails to bypass the 
  threshold is considered superficial and doesn’t 
  reduce your hit points. 
  You also have a +10 bonus on Dexterity 
  (Stealth) checks made to hide in an environment 
  that matches your chosen natural material. 
  While petrified, you are under the effects of the 
  regenerate spell. You remain petrified until you 
  end the condition as an action.
  Shield. When you take damage, you can use 
  your reaction to halve the damage as a dense 
  layer of plants and mushrooms burst from 
  the shield to absorb the damage and release 
  numbing spores.
  Focus. When you cast a spell of 1st-level or 
  higher while holding this focus, you can cause 
  vines to burst from the ground and attempt to 
  entangle one creature you can see within 30 feet 
  of you. The creature must succeed on a DC 18 
  Strength saving throw or take 2d8 bludgeoning 
  damage and be restrained until the start of your 
  next turn. It can use an action on its turn to 
  repeat the saving throw, escaping the vines on a 
  success.
  Boots. Moving through natural difficult 
  terrain costs you no extra movement. 
  Additionally, you can cast transport via plants 
  once without expending a spell slot, and must 
  finish a long rest before doing so again.
  
  99
  FELKO RUNESTONE
  Wondrous item, very rare
  This runestone uses the power of the felko 
  sigil to produce effects associated with fire and 
  heat. It’s made of two stones connected with 
  metal wire and is the size of a closed fist. It 
  always feels comfortably warm. The runestone 
  has the following properties while you are 
  holding it:
  Warm Body. You have resistance to fire 
  damage.
  Combust. You can use an action to ignite a 
  creature or flammable object you can see within 
  30 feet of you. The target bursts into flames and 
  takes 1d4 fire damage at the start of each of its 
  turns until a creature uses their action to put 
  out the fire.
  Bonding. You can bond this runestone to 
  a piece of equipment. You must spend 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At 
  the end of the hour, the runestone becomes 
  bonded to the equipment and can’t be removed 
  without destroying both the equipment and the 
  runestone. The equipment becomes a magic item 
  if it wasn’t one already, wearing or holding it 
  counts as holding the runestone, and it gains an 
  effect based on its type:
  Armor. When you bond the runestone to this 
  piece of armor, you gain your choice of resistance 
  to cold or fire damage. When a creature hits you 
  with a melee attack while you’re wearing the 
  armor, you can use your reaction to deal 1d6 fire 
  damage to that creature.
  Weapon. As a bonus action, you touch the 
  runestone and cause the weapon to burst into 
  flame. It sheds bright light for 20 feet and dim 
  light for an additional 20 feet. While aflame, the 
  weapon deals an additional 3d4 fire damage on a 
  hit, and a creature of your choice within 5 feet of 
  the target takes 1d4 fire damage. The flames last 
  until you dismiss them as a bonus action.
  Focus. When you cast a spell using this as a 
  focus, you can use your reaction to gain one of 
  the following effects of your choice:
  • All damage dealt by the spell changes its type 
  to fire damage.
  • If the spell deals fire damage, you may treat it 
  as having been cast using a spell slot of one 
  level higher than you expended.
  If you cast a spell affected by one of these 
  effects and it misses its attack roll or all targets 
  successfully save against the spell, you take 1d6 
  fire damage.
  Cloak. You can use an action to envelop 
  yourself with a cloak of flames and cast 
  polymorph on yourself, no components required. 
  This version of the spell turns you into a fire 
  elemental for 10 minutes. 
  Once you have used this ability, you can’t do 
  so again until you finish a long rest.
  MINOR  
  FELKO RUNESTONE
  Wondrous item, common
  This runestone uses the felko sigil to 
  produce effects associated with fire and heat. 
  The sigil has been carved into a small chunk 
  of flint, which is always comfortably warm. The 
  runestone has the following properties while you 
  are holding it:
  Utility Flint. You can use an action to 
  produce one of the following effects up to 30 feet 
  away from you:
  • You instantly light or snuff out a candle, a 
  torch, or a small campfire.
  • You instantly expand fire that you can see 5 
  feet in one direction, provided that wood or 
  other fuel is present in the new location.
  • You cast the produce flame cantrip. Wisdom is 
  your spellcasting ability for this spell.
  • You heat up to 1 cubic foot of nonliving 
  material to be comfortably hot for 1 hour.
  • You double or halve the area of bright light 
  and dim light cast by a flame you can see, 
  change its color, or both. The change lasts for 
  1 hour.
  You can have up to three non-instant effects 
  active at the same time, and can dismiss one or 
  more such effects as action.
  
  100
  JAHOBAISH 
  RUNESTONE
  Wondrous item, artifact
  This runestone uses the combined power of 
  the jaha, lkesh, obok, and zai sigils to produce 
  a cataclysmic storm not unlike a lesser version 
  of what occurred at The Sunder of Mourn. 
  The head-sized sigils are carved into a gigantic 
  creature’s fossilized jawbone, and are filled with 
  thin geometric networks of orichalcum. The 
  jawbone is 6 feet long and weighs 350 lbs. The 
  runestone has the following properties:
  Building Storm. Each day at dawn, roll 
  a d100. On a result of 1, Minor Cataclysm is 
  instantly triggered. 
  Minor Cataclysm. While holding this 
  runestone, a creature can spend 1 minute in 
  concentration, focusing on thoughts of anger, 
  vengeance, and release. At the end of the 
  minute, the runestone releases a cataclysmic 
  energy storm in a 5 mile radius centered on 
  the runestone. The atmosphere above is filled 
  with tempestuous clouds, flashes of lightning, 
  deafening thunder, and a deluge of toxic rain. 
  The earth shakes and heaves, magnetic fields 
  become powerfully erratic, and energy fields 
  fluctuate wildly.
  The area is filled with the following effects for 
  the duration:
  • Storm. A storm of vengeance spell is active 
  (spell save DC 20), and its effects trigger 
  at the start or each round. Non-lightning 
  damage dealt by the spell is increased by 
  2 damage dice. Beginning in round 3, a 
  creature that starts its turn in the storm’s 
  area and not under full cover must roll a d6, 
  and add 1 to the result for each size category 
  they are above Large. On a result of 6, the 
  creature is struck by a lightning bolt. 
  • Earth. An earthquake spell is active. Its effects 
  occur at the end of each round, and there’s 
  no limit on the number of fissures.
  • Metal. Magnetic fields become powerfully 
  erratic, causing Small or smaller metal 
  objects to constantly fly about at random. 
  Each round on initiative count 10, any 
  objects or vehicles of size Medium or 
  larger that are predominantly metal are 
  magnetically thrown 1d12 x 10 feet in a 
  random direction, including up or down.
  • Energy. Currents of electrical energy zip 
  through the air, wreaking havoc with power 
  systems. At the end of each round, roll a d4 
  for each energy-powered object or vehicle. A 
  result of 1 or 2 causes that object or vehicle 
  to switch its power state, either switching on 
  at full power or switching completely off.
  • Runestones. The raw spark running through 
  the storm supercharges sigil power. 
  Runestones in the area have an unlimited 
  number of uses, always roll the highest 
  number on any dice rolled for their effects, 
  and always have the maximum number of 
  charges. When a runestone is activated, roll 
  a d20, and on a result of 1 the runestone 
  explodes.
  The minor cataclysm lasts for 1d10 days and 
  can’t be dispelled.
  Once this runestone has been activated, it 
  can’t be activated again for 10 days. 
  Destroying the Runestone. The jahobaish 
  runestone is near indestructible, able to 
  withstand even the most crushing blows and 
  piercing magic. The only way to destroy it is for 
  Klokotok, King of the Kaiju, to pry it apart with 
  his teeth.
  
  101
  LKESH RUNESTONE
  Wondrous item, rare
  This runestone uses the power of the lkesh 
  sigil to produce effects associated with metal 
  and magnetism. It’s a three-inch steel cube with 
  the lkesh sigil carved on four of its six sides. A 
  minor magnetic field is generated from the two 
  blank faces of the cube. The runestone has the 
  following properties while you are holding it:
  Magnetically Immovable. While standing on 
  or touching a metal surface, you have advantage 
  on saving throws to resist being moved against 
  your will. 
  Move Metal. You can cast a modified mage 
  hand at will. This version of the spell is invisible 
  and can only interact with metal objects that 
  weigh up to 30 pounds.
  Bonding. You can bond this runestone to a 
  piece of metal equipment by spending 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already, wearing or holding it counts as holding 
  the runestone, and it gains an effect based on its 
  type:
  Armor. When you take damage, you can use 
  your reaction to speak the runestone’s command 
  word and cause your armor to completely cover 
  you in a shining layer of liquid metal. You have 
  immunity to all of the triggering damage and 
  further damage until the start of your next turn; 
  however, you are also petrified.
  Once you have used this ability, you can’t 
  use it again until you finish a long rest.
  Weapon. As a bonus action, you speak a 
  command word and transform your weapon into 
  a different weapon type made mostly of metal 
  such as a handaxe or torque-sword.
  Focus. As an action while holding this focus, 
  you can cast a modified telekinesis. This version 
  of the spell has a range of 120 feet and can only 
  target an object that’s made mostly of metal and 
  weighs up to 2,000 pounds.
  Once you have used this ability, you can’t do 
  so again until you finish a long rest. 
  Belt Buckle. As an action, you tap the belt 
  buckle and emit a magnetic pulse of your choice: 
  “attract” or “repel.” All metal objects within 30 
  feet of you that weigh 25 pounds or less move 15 
  feet in a straight line towards you if you chose 
  “attract” or away from you if you chose “repel.” If 
  an object is being worn or carried by a creature, 
  the creature must succeed on a DC 15 Strength 
  saving throw to avoid the effect.
  Once you have used this feature, you can’t 
  use it again until you finish a short or long rest.
  MUHUN 
  RUNESTONE
  Wondrous item, uncommon
  This runestone uses the power of the muhun 
  sigil to produce effects associated with liquid 
  and water. It’s made of a fist-sized lump of 
  constantly-damp red pumice surrounded by a 
  copper band inscribed with the muhun sigil. The 
  runestone has the following properties while you 
  are holding it:
  Talented Swimmer. You gain a swim speed 
  of 30 feet. If you already have a swim speed, it 
  increases by 20 feet.
  Hydromancy. While touching the runestone, 
  you can use an action to cast create or destroy 
  water at 1st level without expending a spell slot 
  or material component.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already, wearing or holding it counts as holding 
  the runestone, and it gains an effect based on its 
  type:
  Armor. This armor is constantly covered in 
  condensation. While wearing it, fire damage you 
  take is reduced by 1d4, and lightning damage 
  deals an extra 1d4 damage to you. Additionally, 
  you can use a bonus action to end a grappled or 
  restrained condition on yourself.
  Weapon. This weapon ignores the effects of 
  underwater combat. While this weapon is wet, 
  whenever you deal damage with it and roll the 
  highest number on its damage die, roll that die 
  again and add the result to the total damage 
  dealt.
  Focus. When you cast a damaging spell 
  using this as a focus, you can use your reaction 
  to manifest it in a watery form. Damage dealt by 
  the spell changes to bludgeoning damage, and 
  any creature damaged by it must succeed on a 
  Strength saving throw equal to your spell save 
  DC or fall prone.
  
  102
  Helm. While wearing this helm, you can 
  breathe normally in any liquid. Additionally, you 
  can cast the water breathing spell once per long 
  rest.
  NUHIMESH 
  RUNESTONE
  Wondrous item, legendary
  This runestone uses the imsa, nuhun, and 
  xesh sigils to produce effects associated with 
  death, illusion, and the void. It’s made of three 
  runestones carved from metamorphic rock and 
  connected into one by rigid metal rods, and was 
  created to eradicate kaiju. The runestone has 
  the following properties while you are holding it:
  Antilife Cloak. While holding this runestone 
  in darkness, you are invisible and spells and 
  magical effects detect and treat you as an 
  undead creature. 
  Spells. The runestone has 20 charges, 
  and regains 2d8 + 4 expended charges daily 
  at midnight. If you expend the last charge, roll 
  a d20. On a 20, the runestone regains 1d8 
  + 2 charges. You can expend 1 or more of its 
  charges to cast one of the following spells from 
  it (+8 attack bonus, spell save DC 18), without 
  requiring material components: arcanist’s 
  magic aura (2 charges), antilife shell (5 charges), 
  black tentacles (4 charges), blight (4 charges), 
  darkness (2 charges), eyebite (6 charges), false 
  life (1 charge), fear (3 charges), illusory script (1 
  charge), major image (3 charges), mirage arcane 
  (7 charges), mislead (5 charges), programmed 
  illusion (6 charges), ray of enfeeblement (2 
  charges)
  Kaiju’s End. When this runestone is 
  destroyed, it doesn’t deal any damage. A 50-foot-
  wide black hole is created 300 feet in the air that 
  immediately pulls in everything of Gargantuan 
  size or larger within 500 feet of it, spaghettifying 
  and instantly destroying them. The black hole 
  then vanishes.
  The Grand Deceit. This trait should not be 
  made known unless characters have learned of it 
  through a means beyond the runestone itself. 
  The creator of this runestone was secretly 
  against the eradication of kaiju, and embedded 
  the imsa sigil to make the runestone’s effects 
  nonlethal. The black hole is actually a disguised 
  portal to a secure pocket dimension whose 
  contents are placed in a protective stasis and 
  immune to magical detection, with an illusory 
  effect to make it looks as if things being pulled 
  into it are torn apart. 
  When Kaiju’s End is activated, the DM 
  secretly rolls 1d20. After that many days, 
  everything pulled into the ‘black hole’ reappears 
  within 1000 miles of where the runestone was 
  destroyed, in exactly the same state as they were 
  before disappearing, the grand deceit at an end.
  
  103
  OBOK RUNESTONE
  Wondrous item, uncommon
  This runestone uses the power of the obok 
  sigil to produce effects associated with solids 
  and earth. It’s made of an oblong stone that’s 
  heavier than it looks but is otherwise completely 
  unremarkable-looking. The runestone has the 
  following properties while you are holding it:
  Digger. You have a burrowing speed of 15 
  feet.
  Move Earth. You can cast a modified mage 
  hand at will. This version of the spell is invisible 
  and can only interact with dirt, earth, or stone 
  weighing up to 20 pounds.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already, wearing or holding it counts as holding 
  the runestone, and it gains an effect based on its 
  type:
  Armor. You can use an action to cast 
  stoneskin, requiring no concentration or 
  components. This version of the spell lasts for 10 
  minutes, and you must finish a long rest before 
  you can cast it again.
  Weapon. This weapon is imbued with the 
  power of a landslide. It is a +1 magic weapon, 
  and whenever you damage a creature with it, 
  the creature must succeed on a DC 13 Strength 
  saving throw or be knocked prone or pushed five 
  feet away from you, your choice. 
  Focus. When you cast a spell using this as 
  a focus, you can use a reaction to cause bits of 
  rock and dirt to fly up and cling to your body, 
  giving you a +1 bonus to your AC until the start 
  of your next turn.
  Boots. When you’re targeted by a spell or 
  attack, you can use your reaction to stomp on 
  the ground and cause a pillar of earth to rise up 
  giving you full cover from that spell or attack. 
  The pillar is as tall and wide as you are and 
  remains until destroyed. This effect fails if you 
  aren’t standing on dirt, earth, or stone. After you 
  have used this feature two times, you can’t use it 
  again until you finish a long rest.
  QUMAK 
  RUNESTONE
  Wondrous item, rare
  This runestone uses the power of the 
  qumak sigil to produce effects associated with 
  summoning and calling. It’s made of a tightly 
  wound ball of copper wire with one side melted 
  into a smooth face that has the sigil engraved on 
  it. When not being held, it has a propensity for 
  rolling around haphazardly. The runestone has 
  the following properties while you are holding it:
  Speak Far. When you speak, you can choose 
  one creature you can see to hear what you’re 
  saying as if you were standing beside them, even 
  if you are only seeing them through the scrying 
  spell or electronic screen. There is no limit to 
  this distance.
  Call to Hand. As an action, you touch the 
  runestone and say the name of an object that 
  weighs 20 pounds or less that you can see 
  within 100 feet of you, and that object flies 
  
  104
  into your empty hand. If a creature is wearing 
  or carrying the object, it must make a DC 16 
  Strength saving throw. On a failed save, the 
  object breaks loose and flies into your hand. On 
  a success, the creature manages to hold onto 
  the object.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already, wearing or holding it counts as holding 
  the runestone, and it gains an effect based on its 
  type:
  Weapon. When you bond the runestone to 
  the weapon, you choose a single word. Anyone 
  who speaks the word (no action required) while 
  within 10 miles of the weapon causes the 
  weapon to magically teleport into their open 
  hand.
  Additionally, when you hit a Large or smaller 
  creature with this weapon or a projectile fired by 
  this weapon, you can force it to make a Wisdom 
  saving throw. On a failed save, you teleport the 
  creature up to 15 feet to an unoccupied space 
  that’s closer to you than their original position.
  Focus. You can use an action while 
  holding this focus to cast conjure elemental, no 
  concentration required. Once you have cast the 
  spell in this way, you can’t do so again until you 
  finish a long rest.
  SCRAP-CLAW 
  RUNESTONE
  Wondrous item, uncommon
  This runestone uses the takmi sigil to 
  produce effects associated with poison and 
  corrosion. It consists of an open gauntlet with 
  clawed fingers made from jagged scrap, with the 
  takmi sigil welded onto the top of each finger. 
  The runestone has the following properties while 
  you are holding it:
  Weaponized Runestone. This runestone is 
  a simple melee weapon that is worn rather than 
  held. It has the finesse and light properties, and 
  deals 1d6 slashing damage on a hit. Attacks 
  made with this weapon against creatures you 
  are grappling automatically hit, and change their 
  type to piercing damage.
  Virulent Touch. You can touch a piece of 
  nonliving material up to 1 cubic foot and infuse 
  it with poison for 1 hour. If a creature eats or is 
  damaged by the material, they must succeed on 
  a DC 12 Constitution saving throw or become 
  poisoned for 1 minute. 
  Bonding. You can bond this runestone to 
  a piece of equipment. You must spend 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying it, and you can’t use the Weaponized 
  Runestone ability. Wearing or holding the item 
  counts as holding the runestone. The equipment 
  becomes a magic item if it wasn’t one already, 
  and it gains an effect based on its type:
  Armor. When a nonmagical weapon hits 
  you, after dealing damage, the weapon takes 
  a permanent and cumulative −1 penalty to 
  damage rolls. If its penalty drops to −5, the 
  weapon is destroyed. 
  Weapon. The runestone closes around the 
  weapon as if holding it, spreading a webway 
  of corrosion across its material. You can’t be 
  disarmed of this weapon, and it deals double 
  damage to vehicles and structures as it corrodes 
  seams, joints, and stress points. 
  Focus. The runestone twists and subsumes 
  the focus. Spells cast using this focus ignore 
  poison resistance, and treat poison immunity as 
  poison resistance.
  WEHZOK 
  RUNESTONE
  Wondrous item, uncommon
  This runestone uses the power of the 
  wehzok sigil to produce effects associated with 
  transformation and adaptation. The sigil is 
  inscribed on a gold band embedded in a stone 
  that changes its size, color, and weight each 
  day, though no one can see it doing so. The 
  runestone has the following properties while you 
  are holding it:
  Passive. You can breathe normally in any 
  environment.
  Active. You can use your action to touch 
  a willing creature with the runestone to give 
  them one of the following benefits for 1 hour: 
  blindsight out to 15 feet, darkvision out to 60 
  feet, water breathing, a swim speed of 30 feet, a 
  climb speed of 30 feet, or a fly speed of 20 feet. 
  Once you have used this ability, you can’t use it 
  again until you finish a long rest.
  
  105
  Bonding. You can bond this runestone to 
  a creature or piece of equipment by spending 
  1 hour holding the runestone against the 
  equipment and meditating on the meaning of 
  its sigil. At the end of the hour, the runestone 
  becomes bonded to the equipment and can’t be 
  removed without destroying the item and the 
  runestone. The equipment becomes a magic item 
  if it wasn’t one already, wearing or holding it 
  counts as holding the runestone, and it gains an 
  effect based on its type:
  Creature. The runestone vanishes into the 
  creature, which gains the ability to cast alter self 
  at will.
  Armor. This armor automatically adapts to 
  protect you. After you take damage, you gain 
  resistance against that damage type. You can 
  have two damage resistances at a time in this 
  way. If you gain a damage resistance and already 
  have two, you lose the oldest resistance.
  Weapon. This weapon is a +1 magic weapon. 
  It ignores all environmental effects and all 
  damage resistances and immunities. When you 
  damage a creature or object with this weapon, 
  if it has a damage vulnerability, this weapon 
  deals that type of damage or changes its form 
  if necessary. For example, it might deal fire 
  damage or transform into a weapon made of 
  silver.
  Focus. When you cast a spell using this as a 
  focus, you can use a reaction to change all of the 
  damage dealt by that spell to a different type of 
  your choice. 
  Clothing. While wearing this item of 
  clothing, you gain a +1 bonus to your armor 
  class and saving throws. Additionally, you can 
  use an action to change the style, color, material, 
  and quality of the bonded clothing.
  XESH RUNESTONE
  Wondrous item, rare
  This runestone uses the power of the 
  xesh sigil to produce effects associated with 
  darkness and voids. It’s made of a perfectly 
  spherical asteroid the size of a marble with a 
  sigil only faintly visible as lines darker than the 
  surrounding material. It cannot be illuminated, 
  even by magical means, and casts no shadow. 
  The runestone has the following properties while 
  you are holding it:
  Eyes of Darkness. You can see normally in 
  both magical and nonmagical darkness out to 
  60 feet. If you already have darkvision, its range 
  increases by 30 feet.
  Call Darkness. You can use an action to cast 
  darkness, no components required. Once you 
  have cast the spell in this way, you can’t do so 
  again until you finish a short or long rest.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already and gains an effect based on its type:
  Armor. As a bonus action, you touch the 
  xesh runestone, turning your armor into a 
  void until the start of your next turn. For the 
  duration, you are immune to damage and all 
  spells and other magical effects as the void 
  armor pulls magic and weapons through itself. 
  Once you have used this feature, you can’t use it 
  again until you finish a long rest.
  Weapon. This weapon has 9 charges and 
  regains 1d8 + 1 charges daily at midnight. When 
  you make an attack with this weapon, you 
  can expend 1 charge to instead hurl damaging 
  shadow discs from the weapon at a target you 
  can see within 30 feet. Make a ranged weapon 
  attack. On a hit, the target takes 3d8 necrotic 
  damage.
  Focus. The focus has 3 charges and regains 
  all expended charges daily at midnight. When 
  you cast a spell using this as a focus, you can 
  use your reaction and expend 1 charge to cause 
  tendrils of darkness to lash out at up to three 
  creatures of your choice within 15 feet of you. 
  Each creature must succeed on a Dexterity 
  saving throw equal to your spell save DC or take 
  3d8 necrotic damage.
  Cloak. You can use your action to speak a 
  command word, causing the cloak to magically 
  drain light and sound. You and each creature 
  touching the cloak gain the benefits of the pass 
  without trace spell. You can use this property 
  for up to 1 hour, all at once or in short bursts, 
  with each using a minimum of 1 minute from 
  the duration. The cloak regains 10 minutes of its 
  duration for every 12 hours it isn’t in use.
  
  106
  ZAI RUNESTONE
  Wondrous item, rarity varies
  These runestones use the power of the zai 
  sigil to store raw spark and release it as an 
  extremely potent form of energy. Almost all zai 
  runestones are made of metal and at least the 
  size of the average person’s head, and they give 
  off a faint scent of fresh rain until drained.
  A zai runestone can be bonded to a target 
  object, vehicle, or building by spending 1 hour 
  holding the runestone against the target and 
  meditating on the meaning of its sigil. At the end 
  of the hour, the runestone becomes magically 
  bonded to the target.
  Once bonded, a zai runestone releases a 
  steady flow of raw spark into the bonded target, 
  fully powering all magic and/or tech attached 
  to the target for a duration that’s determined by 
  the rarity of the runestone and the size of the 
  bonded target. See the Power Duration table 
  below.
  POWER DURATION
  RARITY
  POWER DURATION 
  (FOR LARGE TARGET)
  Uncommon
  25 days
  Rare
  100 days
  Very Rare
  1,000 days
  Legendary
  10,000 days
  Artifact
  100,000 days
  The zai runestone’s power duration is 
  doubled for each size category below Large the 
  bonded target is. For each size category above 
  Large, the duration is halved.
  If a zai runestone is bonded to a creature, 
  raw spark floods their body, and they take 
  damage as if affected by a runestone explosion. 
  They take the damage again at the end of each 
  minute until they die or are separated from the 
  runestone. If the creature is reduced to 0 hit 
  points by this damage, it is disintegrated, and a 
  runestone explosion is triggered. This runestone 
  explosion has its damage and area halved, and 
  the zai runestone isn’t destroyed.
  ITEMS
  SELF-HEATING PAN
  Wonderous Item, common
  This simple magic item, perfect for travelers 
  who need to pack lightly, appears as a simple 
  cast iron pan but can heat itself when a 
  command word is spoken. The user can use 
  additional commands to increase or decrease the 
  temperature to their liking. 
  ARCANE REIGNS
  Wonderous Item (uncommon)
  These reigns are inlaid with sparkling metal 
  and can be used to find magical mounts. As 
  an action once per day the holder can cast the 
  Find Steed spell without casting a spell slot. 
  Alternately, the wielder can use an action to 
  attempt to bind a creature as a mount: Put the 
  reigns on any Celestial Fey, Fiend, Beast, or 
  Elemental at least one size larger than you and 
  no higher than CR 1, make an animal handling 
  or arcana skill check (your choice) against a DC 
  of 15+ the creature’s CR, rounded down. The 
  creature becomes friendly to you and can be 
  ridden as a mount, this check must be remade 
  at every dawn for 5 days, if all of the checks are 
  passed the effects becomes permanent. 
  CROCODRAGON ARMOR
  Armor (leather), uncommon (requires attunement)
  This armor is crafted from the leathery hide 
  of crocodragons, and while wearing it, you gain 
  +1 to your AC, resistance to fire damage, and a 
  swimming speed of 20 feet. Once per day, you 
  can use an action to tune your senses to spark, 
  learning the location of the closest crocodragon 
  horde within 10 miles. You cannot use this 
  special action until dawn of the next day.
  EFFECT PEDALS
  Wondrous Items, uncommon
  These pedals act as alternative effect pedals 
  for College of Tech bards. They can be switched 
  out during a long or short rest, but only three 
  can be readied at a time. There are different 
  types of effects pedals:
  Phaser Pedal. For 1 minute, your image 
  flickers intermittently, making it appear that 
  you are in different unoccupied spaces within 
  five feet. Attack rolls made against you are made 
  with disadvantage.
  
  107
  Spark Pedal. The raw power of your music 
  surges through your instrument. You can 
  cast thunderwave a number of times per long 
  rest equal to your Wisdom modifier without 
  expending a spell slot.
  Reverb Pedal. A reverbing echo is released 
  from your instrument. For 1 minute, your 
  spells cannot be silenced by the silence spell. 
  Additionally, your spells can travel unhindered 
  through the vacuum of space.
  Wah-Wah Pedal. The sound emanating from 
  your instrument makes it sound like it is crying. 
  Select one creature within 60 feet of you. The 
  targeted creature must make a DC 13 Wisdom 
  saving throw or be thrown into an uncontrollable 
  crying fit. Until the end of their next turn, the 
  target has disadvantage on saving throws and 
  attack rolls. Creatures with an Intelligence score 
  of 3 or lower are not affected.
  GOGGLES OF SCAVENGING
  Wonderous Item (uncommon)
  These goggles have telescopic lenses and 
  are enchanted with the ability to see treasure 
  through solid surfaces. As a bonus action, you 
  can activate the goggles for 1 minute, for the 
  duration you can see any gems or metal objects 
  through up to 15ft of solid material, the item 
  appears to glow through the material. This item 
  has 3 charges and regains 1d4 at every dawn.
  MESSENGER HEADSET 
  Wonderous Item (uncommon)
  This item can be mounted on a person’s ear 
  and connected to one other Messenger Headset 
  within 10ft, this connection can be dismissed 
  as an action. For as long as the connection 
  remains, each headset can transmit the voices of 
  one wearer to another, activated by either wearer 
  as a free action. 
  PURITY WATERSKIN
  Wonderous Item (uncommon)
  This waterskin, inlaid with a unique design 
  on its leather exterior, can clean any water left 
  inside it for at least 1 minute, making it safe to 
  drink. 
  SPELL SCRAP
  Wonderous Item (uncommon)
  These common shards of old magic items 
  can be found in ruined areas everywhere. On 
  their own, they provide little power, but a skilled 
  user can combine them into a makeshift magical 
  item. A single shard allows a user to cast one 
  cantrip up to level 3, chosen by the DM, while 
  holding it, the list of cantrips for each type of 
  scrap is determined by material. Have your DM 
  choose the cantrip when you find the scrap or 
  allow you to pick the cantrip contained. 
  Crystal: Sorcerer
  Wood: Druid
  Stone: Cleric
  Glass: Wizard
  Shards can be combined by those who know 
  how (make a Arcana check DC 13 to recall this 
  technique), allowing one holding it to cast a 
  1st level spell once per short rest. The spell is 
  chosen when the item is fused, selected from 
  a class spell list based on the fusion as shown 
  below. Each shard used in the fusion still 
  provides access to one cantrip as described 
  above, but you may change the scrap’s selected 
  cantrip e when a new item is crafted:
  Stone/Wood: Ranger
  Stone/Crystal: Paladin
  Glass/Wood: Bard
  Crystal/Glass: Warlock
  Any combination of the same type of shard 
  keeps its original spell list (two glass shards 
  allow one to cast a 1st level wizard spell, for 
  instance)
  Combining more than two of the same shard 
  types allow higher level spells to be cast,. You 
  may choose a spell of a level equal to the total 
  number of shards -1 (a combo with 6 Glass 
  shards can cast a 5th level wizard spell). A shard 
  combo can only have as many as two different 
  types used to build it typically.
  TOOTH SPEAR
  Weapon (spear), uncommon
  Fashioned from the tooth of a crocodragon, 
  the tooth spear is an advantageous weapon to 
  have if you’re dealing with crocodragons. When 
  using this weapon, you gain a +2 to all attack 
  rolls made against crocodragons. Each tooth 
  spear makes the following weapon attack: reach 
  5 ft./range 20/60, one target. Hit: 5 (1d10) 
  piercing one-handed or 6 (1d12) piercing two-
  handed.
  
  108
  WAND OF METAL DETECTION
  Wand, uncommon
  This wand has 6 charges. While holding it, 
  you can use your action to expend one of its 
  charges and cast detect metal. The wand regains 
  1d6 expended charges daily at dawn. If you 
  expend the wand’s last charge, roll a d20. On a 
  1, the wand disintegrates and is destroyed.
  LOCKET OF TRUE FEELINGS
  Wonderous Item (rare)
  This little heart shaped locket can provide 
  insight into the emotions of others. As a bonus 
  action, you can select a creature you can see 
  within 50ft. You get a general overview (one 
  or two words) of the target’s  feelings towards 
  you and you have advantage on Insight and 
  Persuasion checks against the target until the 
  next dawn. 
  While wearing this locket, you can also cast 
  calm emotions once per day without expending a 
  spell slot or requiring material components. 
  RUST DRAGON SCALE MAIL
  Armor, scale (rare)
  This scale mail was fashioned from the scales 
  of a young Rust Dragon, providing a +1 bonus 
  to AC while wearing this armor.. In addition, 
  while wearing this armor when you are struck 
  with an attack from a nonmagical metal weapon, 
  you may force the attacker to succeed on a DC 
  14 Dexterity saving throw or have the attacker’s 
  weapon begin to rust. If an attacker’s weapon 
  fails this saving throw 3 times, the weapon rusts 
  away and is unusable. 
  SPARK HARVESTER
  Weapon, spear (rare)
  This spear is magically enhanced to sap the 
  magic of others. When you land a hit with it 
  against a magic user, the target must succeed 
  on a DC 16 Intelligence saving throw or lose the 
  ability to cast one spell of 5th level or lower or 
  one magical effect of your choice until 1 minute 
  has passed. The chosen spell or magical effect 
  is stored within the spear. As an action you may 
  use the stored ability immediately ending the 
  effect on the target magic user who regains the 
  use of their spell or magical effect. The stored 
  ability is lost if not used before the effect ends 
  on the target  magic user. 
  UMBRELLA OF FLOATING
  Tool (umbrella), rare
  This light blue umbrella with a golden handle 
  is embroidered with white feathers. When the 
  umbrella is opened, it will ascend 80 feet and 
  then subsequently descend 80 feet at a rate of 
  five feet per second, carrying any creature or 
  item attached to the handle, up to 300 pounds. 
  If the umbrella or the creature holding it  lands 
  before its full descent of 80 feet, the umbrella 
  will close and descend no further. If the 
  umbrella does not land after descending 80 feet, 
  it will invert itself, and begin to fall at regular 
  speed. The umbrella can be closed at any time 
  during its ascent or descent, ending the effect 
  early.
  GLOVE OF METALWORKING
  Wondrous item, very rare (requires attunement)
  This glove has lkesh sigils etched into the 
  palm that allow you to alter the properties of 
  metal. You must be attuned to the glove to cast 
  its spells and gain its benefits. While wearing the 
  glove, you have resistance to heat damage.
  The glove has 4 charges. While wearing it, 
  you can use your action to expend one of its 
  charges and cast either heat metal (1 charge) or 
  mold metal (2 charges) using a spell save DC 14. 
  The glove regains 1d4 expended charges daily at 
  dawn.
  SCRAP BLADE
  Weapon, any sword or axe (very rare)
  This blade is  made from scrap metal with 
  spell scraps inlaid within. The blade serves as a 
  +1 weapon and deals extra damage based on the 
  scraps within it. 
  The blade has two spell scraps of the DMs 
  choosing, dealing 1d4 extra damage of a type 
  determine by the inlaid spell scarpson every hit:
  Crystal-fire damage, Stone-radiant damage, 
  Wood-poison damage, Glass-psychic damage.
  In addition, while wielding the weapon you 
  can cast any  cantrips stored within the spell 
  scraps used in its construction.
  
  109
  RECONSTRUCTED  
  MAGIC ITEM
  Wonderous Item (legendary)
  Some skilled artificers have found methods 
  to reconstruct ancient magic items from the 
  Spell Scraps they find in ruins. These items are 
  made from ten spell scraps, composed of no 
  more than two different materials.. The shape of 
  the reconstructed item can be anything that fits 
  in a 1ft cube, at the choosing of the artificer who 
  created it or the DM (if found in the wild).
  Consult the class list from the Spell Scraps 
  magic item to determine the spells that can 
  be invested into the reconstructed magic item 
  based on the spell scrap materials used in its 
  construction... 
  While this item is on your person, you gain 
  access to the following:
  • A level 1 spell from the associated list which 
  can be cast at will without expending a spell 
  slot or material components. 
  • A spell up to 5th level from the same list that 
  can be cast once before you must complete a 
  long rest to use it again
  • A class feature from the associated class as 
  shown below:
  Sorcerer: You gain 2 metamagic options and 
  2 sorcery points
  Druid: You may use the wildshape feature as 
  if you were a 2nd level druid, once per long rest
  Cleric: You may use the Turn Undead 
  channel divinity once per long rest
  Wizard: You gain access to Arcane Recovery 
  as if you were a 2nd level wizard
  Ranger: You gain a Favored Enemy and 
  Favored Terrain
  Paladin: You may use Divine Smite twice per 
  day, still expending the necessary spell slot of 
  any level
  Bard: You may use Bardic Inspiration as if 
  you were a 2nd level bard twice per day
  Warlock: You gain one Eldritch Invocation 
  of your choosing, but still must meet any 
  prerequisites 
  
  A
  fter years of piecing together data files found 
  on Adelphos, researchers have cobbled 
  together a creation myth left behind by the 
  planet’s ancient inhabitants.
  ARRIVAL OF THE EXARCHS AND 
  BIRTH OF THE KYLDUR SYSTEM
  Eons ago, the Exarchs - cosmechanical beings 
  of intense power - created the universe, making 
  world after world. And for a time they were 
  satisfied until their leader had a new purpose: to 
  create a truly wild world. Their leader assembled 
  the mightiest Exarchs and set sail. On the edges 
  of creation, a great wormhole opened up and out 
  sailed a ship made of glowing metals and galactic 
  fire. Within this ship rode this Lumin Order, the 
  strongest Exarchs. They had been exploring long 
  and far to find a place to begin their creation and 
  sciences. Though they were many in number, only 
  one held the true capacity for control: their leader, 
  Opus Nyn. Upon arrival in the cosmos, Opus Nyn 
  held forth their Scepter of Ascension and brought 
  to fruition the Kyldur System, the greatest of all 
  the Exarchical creations within existence. 
  CHAPTER EIGHT
  RECORDS OF CREATION
  
  111
  Here, Opus Nyn placed the great sun Etrig 
  and the moon Lunras, and from them radiated 
  out many planets. But none were as great as 
  Adelphos, a world of boundless forests, great 
  oceans, and expansive mountain ranges and 
  prairies. To fill the wilds, Opus drew many 
  creatures and beasts from the lands, seas, and 
  skies; from small insects to titanic kaiju. Many 
  cycles passed, then thousands and thousands 
  more, and the Lumin Order returned to their 
  various homeworlds, looking upon their leader 
  with jealousy. On some worlds, the Exarchs 
  were slain by their slaves -- the very species they 
  had created -- and the victors rose, becoming 
  their own planetary empire. On others yet, the 
  Exarchs exerted horrifying control and turned 
  the planets into their personal labs.
  FIERY FACE, 
  GLOWING PHASE 
  At the center of the Kyldur system sat Etrig; 
  the radiant jewel, crown of the Scepter, eye of 
  Opus Nyn, great sun of Adelphos. In the ancient 
  records and stories found in the old vaults 
  across the planet, Etrig often represents the will 
  and strength of the Exarchs. For new arrivals 
  on Adelphos, Etrig is a sight both familiar and 
  foreign. More than a few curses have been 
  uttered at the sun, reflecting old superstitions. 
  Prone to fiery sputters and irate flares of solar 
  megaheat, Etrig sits immobile at the center of 
  all things, a solitary god of empyreal energy 
  from a time before time. To counterbalance the 
  stern radiance of Etrig, the Exarchs created 
  Lunras, a mischievous and unpredictable moon 
  orbiting the world of Adelphos. While records 
  show that every few hundred cycles the moon 
  sheds massive chunks of stone that plummet to 
  Adelphos below, Lunras’ patterns of movement 
  are poorly understood, and the fickle behavior 
  of the moon is underscored by strange glowing 
  cavities sometimes seen on its pale, greenish 
  surface. 
  CREATION OF 
  ADELPHOS AND 
  THE FIVE PEOPLES 
  One of the last great works of Opus Nyn was 
  to create a truly verdant and wild world where 
  nature and magic could interact fully and truly. 
  Here the leader of the Exarchs created five 
  peoples: the Sudari, the Mrekori, the Asketri, 
  the Exari, and the Omzadri. 
  
  112
  The Sudari were masters of ranching and 
  animal handling, building great trade routes 
  and caravans across Adelphos. No animal could 
  not be tamed by their nurturing and symbiotic 
  hearts. The Mrekori were powerful warriors 
  and smiths, braving the harshest environs of 
  Adelphos to craft great mechs, weapons, and 
  artwork to show their conquest of the wild 
  places of the world. The Asketri were runesmiths 
  and runic seers above all others, finding the 
  key of sigils and learning how to create great 
  technologies to expand their learned empire 
  across Adelphos. The Exari were scholars and 
  explorers, cataloging and chronicling the whole 
  surface and almost the entire underside of 
  the great globe. No corner of Adelphos went 
  unexplored. The Omzadri were diviners and 
  spiritualists, tapping into the wellspring of spark 
  to commune with beings from beyond what was 
  known, learning deeply of the hidden history of 
  Adelphos. 
  SCRYERS, SMITHS, 
  SEAFARERS
  The world of Adelphos with its slew of 
  volcanoes, thunderstorms, kaiju, and countless 
  predators was no less dangerous in ancient 
  times, and the children of Opus Nyn were 
  dependent on correctly interpreting and 
  understanding their surroundings, both earthly 
  and celestial, to survive and thrive. 
  The Sudari, ever attuned to the needs and 
  temperaments of Adelphos’ sprawling wildlife, 
  would track massive beasts by the light of 
  the stars and interpret celestial omens as a 
  key to predicting the  migratory movement of 
  primordial herds.
  To the warrior-smiths of the Mrekori, the 
  sky was not only a source of inspiration but 
  occasionally of material resources as well. Rare 
  meteorite stones with arcane properties became 
  swords of power, hammers of glory, and stranger 
  machinations, all forged in furnaces as hot as 
  the stars themselves. 
  Few mysteries of the cosmos were left 
  unexplored by the runic seers of the Asketri. 
  Hoping to unveil the secret order of the universe 
  and harness the power of spark, they erected 
  the great monolithic sparlons in geomantic 
  alignment with the constellations.
  Precious little of the great exploratory works 
  of the Exari could have been undertaken had 
  it not been for the stars surrounding Adelphos. 
  Whether travelling on land or sea, the scholars 
  of Omok made clever use of the position of 
  celestial objects to navigate their world. 
  From atop the magnificent five observatories, 
  the mystics of Omzadri scryed the stars in an 
  attempt to divine the future. Perhaps it was 
  the stars themselves that gave warning of the 
  impending cataclysm and spurred the prophet 
  Azadel to admonish the reckless workings of the 
  Asketri.
  THE SUNDER OF 
  MOURN
  For millennia, Adelphos prospered; conflict 
  was minimal, the five peoples were strong and 
  just, and they respected their world. Opus Nyn 
  had left their world alone, seeing no reason to 
  act as overseer, and so the five peoples governed 
  themselves. Yet, amongst the Omzadri, a great 
  prophecy was revealed to them by the spirits of 
  the spark. It was foretold that great ambition 
  and hubris would arise amongst the Asketri 
  and their insatiable lust for technological 
  achievement would lead to the death of the 
  world. A prophet named Azadel went to the 
  rulers of the Asketri and warned them of this 
  vision, yet the Asketri ignored them and pressed 
  on with their latest endeavor: attempting to 
  harness the powers and souls of the great kaiju 
  of the planet to power their cities. The other 
  peoples listened far more attentively to Azadel’s 
  words and heeded the advice and counsel of the 
  Omzadri: it was time to leave Adelphos and look 
  for other homes amongst the stars. 
  Great ships were constructed from the cities 
  of the four peoples, and Azadel went one last 
  time to the Asketri to warn them. Alas, it was too 
  late, for the Asketri had captured the kaiju Titan 
  Queen Shekmetorek and begun their dire tests. 
  As the four peoples fled, Shekmetorek unleashed 
  her final defense to protect the world she loved, 
  an explosive electrical storm that shattered the 
  very surface of the world, sinking whole sections 
  of the continents and splintering the land. And 
  from her death, Adelphos fell into slumber. To 
  the four peoples, this became the Sunder of 
  Mourn and would be spoken of in legends for 
  thousands of years to follow as they spread out 
  across the stars. 
  
  113
  REDISCOVERY
  Countless years passed, and the four peoples 
  grew into hundreds upon thousands, meeting 
  new species from other worlds and systems. 
  Yet one thing always remained: the legend of 
  Adelphos, the homeworld. 
  A SPARK OF 
  INTEREST
  In 3991 GST (Galactic Standard Time), the 
  dwarven  wife-duo Essara and Tamora Morlock, 
  their young tiefling daughter Tessin, and a small 
  crew of galactic explorers set out on their dream 
  voyage to find the lost homeworld of Adelphos. 
  They searched the galaxy following an ancient 
  runic map Essara had discovered. For three 
  cycles, they searched, exploring  the galaxy 
  aboard their ship Antelle’s Dawning. Finally, 
  nearing the end of their supplies and fuel, they 
  found Adelphos and the Kyldur System sitting 
  peacefully and happily deep within the outskirts 
  of the known stars. 
  They crash-landed on Adelphos due to the 
  violent electrical storms still encircling the 
  planet, the same storms that were created long 
  ago by Shekmetorek’s sacrifice.The crew built 
  a makeshift transceiver from the wreckage of 
  Antelle’s Dawning and held onto the hope their 
  signal would get through. Another ten cycles 
  passed until finally the first exploratory ship 
  appeared in the atmosphere.
  It didn’t take long for the news of the 
  discovery to spread throughout the galaxy. 
  During the first few cycles, only a few 
  homesteading ships arrived. Soon however, more 
  and more began to steadily descend, drawn to 
  the allure of the mythical homeworld. Today, 
  fifty cycles later, a new ship arrives every month. 
  It is 4054 GST, and the frontier of Adelphos is 
  calling. Welcome home, junker.
  HOMESTEADER’S 
  HAVEN
  NATURE’S GUARDIANS, 
  COSMIC CONQUERORS
  The world of Adelphos was created to be a 
  veritable paradise, where the very environment 
  is alive and breathing, beyond what one would 
  expect. And because of this, the ruins and 
  beasts of this world are as much a part of the 
  landscape as distinct from it. Whole portions of 
  a vista might be a slumbering kaiju, an Exarch 
  who has slipped into a deep sleep, or a lost 
  ship buried from the Sunder. Never assume 
  that the environment around you or the ground 
  beneath your feet is exactly what it appears to 
  be. It could easily change within the blink of an 
  eye. Adelphos is a planet of extremes: trees and 
  plants and stones grow larger, storms scream 
  harder, rain falls heavier, and canyons run 
  deeper. Everything thrums with a great and 
  powerful energy, one part spark and the other 
  part the spirit of its creator, Opus Nyn. Yet two 
  forces have warred over the soul of the planet 
  since before the Five Peoples were even breathed 
  into existence: the kaiju and the Exarchs. 
  The Exarchs are vast in number and varied 
  in size, ranging from towering humanoids to 
  cosmic entities. Many of the smaller Exarchs 
  were drawn to Adelphos, able to sneak through 
  the spark webs that Opus Nyn wove to keep 
  their world safe from those of the Lumin Order, 
  the closest Exarchs to Opus Nyn and the most 
  ambitious. These Exarchs came to clash with the 
  great kaiju who were born to protect and save 
  Adelphos. Most famous was the conflict between 
  the Titan Queen Shekmetorek and the Exarch 
  Kajtuk the Shining, where the Titan Queen 
  ripped the Exarch asunder. The corpse of Kajtuk 
  sunk into the oceans off the coast of what today 
  is the county of Black Bay, the remains of it still 
  rise above the surface of the ocean. The kaiju 
  represent Adelphos’ thrumming charged spirit, 
  pulsing with the lifeforce of nature and spark. 
  The Exarchs represent the cosmos’ ever-flowing 
  and ever-changing mechanisms of galactic law. 
  Life versus order, chaos versus balance. 
  LAND RECLAIMED
  Just as a reminder, we came here second. We 
  were never here first, I dunno who the fruk 
  wrote “Land Reclaimed”. We ain’t reclaiming 
  shit, we are visitors, fruksticks. Hate ta break it 
  ta ya.  
   
   
   
   
   
  - Ironbashk
  Today, the planet has become overgrown 
  and taken back the land that was carved out by 
  the five peoples. Great temples sit consumed by 
  the megaforests and titanic jungles, monstrous 
  
  114
  
  115
  Another striking example of the strange 
  stories surrounding Etrig and Lunras is the tale 
  of Eyrie Grixana, a human sorceress from a 
  little-known corner of the galaxy. Claiming to be 
  the descendant of some great prophet from eons 
  past, she set out on a lonely pilgrimage to scale 
  the spirelike mountain known as the Skypiercer. 
  There she stayed for eighty days, and when she 
  returned, she did so as a harbinger of impending 
  doom. Adopting the name of Doomseer, she 
  claimed then, as she still does to this day, 
  to have decoded the solar flares of Etrig, 
  translating its fiery sputters into premonitions of 
  a future cataclysm, the magnitude of which will 
  rival the upheaval of old.
  Though little credence is granted to such 
  ominous predictions, the sun and moon are 
  seen both as rivals and partners to the settlers 
  of Adelphos. In the ancient tales of astral 
  dwarves, the moon is viewed as a crystalline 
  gate to infernal dimensions, the passageway 
  kept perpetually closed by the watchful gaze 
  of the sun. To the squat odontos arriving 
  from the dusty world of Dontoceti, Etrig is a 
  bittersweet reminder of Molus, the scorching 
  but all too rarely glimpsed sun that dried out 
  their ancestral homes in the great oceans 
  countless eons ago. Contrarily to the solitary 
  arwyk, the radiant sun of Adelphos behooves 
  their reptilian physiology, a reassuring symbol of 
  their evolutionary power of will and ambition to 
  survive in even the harshest of climates.
  IT ALL STARTED AT 
  MORLOCK’S MOUNT 
  Morlock’s Mount...ah I got so many memories 
  here. Both good and bad, but this is where I 
  grew up, and as much as I complain, coming to 
  Adelphos was the best decision my family ever 
  made.  
   
   
   
   
   
  - Ironbashk
  This town of scrappy timber mills, trappers, 
  and junk scavengers runs up the side of the 
  large sandstone cliff where Antelle’s Dawning 
  crashed and Tessin built the now famous 
  Morlock’s Mount receiver tower from the 
  scraps of the ship. Seen as the home of true 
  frontiersmen and junkers, Morlock’s Mount 
  is almost more well known than Tidetimber 
  County, in which it sits. Once overseen by 
  mechs slumber beneath dunes and within 
  large sandstone buttes, and beautiful cities 
  drown within glaciers or under leagues of water. 
  Adelphos has truly and totally been reborn. 
  However, that is soon to change. The new 
  explorers who have come to the planet drawn 
  by the Morlock’s signal have begun to establish 
  many small homesteads across its surface. 
  While only about three show promise of rising to 
  near-city status, hundreds of rough-and-tumble 
  outposts, camps, and burgeoning towns are 
  all over the habitable places of the world. Yet, 
  they have only scratched the surface of what 
  Adelphos even is as the homesteads sit in less 
  than one percent of Adelphos’ total mass. By 
  rough estimates from outside the atmosphere, 
  it is guessed that Adelphos is close to 39 billion 
  square kilometers, making it a colossal planet 
  and most likely the largest any mortal species 
  have discovered. 
  CELESTIAL 
  EXPEDITIONS,  
  ASTRAL PREDICTIONS
  On top of trying to manage the massive 
  landmass, homesteaders are also trying to 
  manage a new solar array and the effects it 
  could have on their burgeoning lives. It is 
  speculated that at least part of the desolation 
  found in East Adelphos by surviving probes 
  is owed to lunar swarf - as it has come to be 
  called endearingly. Many expeditions have been 
  undertaken to try and learn more about the 
  sun and moon. One such voyage was led by 
  the darwyk amblyrhy Frillquiver and his crew 
  in a daring escapade now famously known as 
  Quiver’s Haul. After weeks of grueling travel and 
  precarious encounters with Adelphos’ wildlife, 
  half of Frillquiver’s party returned to Haven with 
  a large deposit of precious lunar swarf, their 
  mystical qualities earning intense interest from 
  curious geologists and opulent collectors.
  Poorly understood yet intuitively appreciated 
  by the scientific community of Haven, the 
  moon rocks are believed to amplify the power 
  of spark, making them an object of interest to 
  both scholars of the mechanical and the arcane. 
  Some have speculated the rocks were a crucial 
  component in the architecture of the ancient 
  peoples of Adelphos. Others, however, warn 
  of their destructive potential, citing rumors 
  that Frillquiver’s lost party were not trampled 
  by territorial beasts but succumbed to the 
  otherworldly radiation emitted by the rocks.
  
  116
  Essara and Tamora Morlock and now 
  managed by their daughter Tessin 
  Morlock and her wife Edmora 
  Scythebullet, Morlock’s Mount 
  possesses a vocal minority that 
  wishes to turn their rough-and-
  tumble frontier foothold into a 
  cosmopolitan cosmoport. However, 
  the rest of the town -- most of whom 
  are families of the crew members of 
  Antelle’s Dawning -- would rather 
  jump down the gullet of a scarlet 
  daggertooth than see their home devolve 
  into something… “civilized.”
  Tessin and Edmora act as 
  commissioners for Tidetimber 
  County, and while many are loath 
  to admit it, the two women -- 
  even with their backgrounds as 
  somewhat blunt cosmic explorers 
  -- are amazing leaders. Their 
  additional work as the visionary 
  heads of the Haven Territorial 
  Committee, which oversees 
  the governance of the 
  entire peninsula, further 
  cements their status.
  
  CHAPTER NINE
  TERRITORY OF HAVEN
  H
  aven is a small peninsula that juts from the eastern side of one of Adelphos’ many continents. 
  Split into six counties, this little corner of the planet has become the sounding board and base of 
  operations for all arriving homesteaders. Haven is home to roughly 2 million homesteaders and 
  continues to grow every few cycles or so. Overall, Haven is still mostly unexplored and uncharted. The 
  homesteaders tend to cluster and form small outposts, yet few except the most daring have been willing 
  to delve into the massive landmass that is Haven. 
   
  SIZE 
   
  We wanted to make Adelphos as large as possible in order to give folks plenty of room to explore and feel like 
  this truly is a vast, unchartered world. For a real-world example, Adelphos is about the size of Jupiter, the largest 
  planet in our solar system, roughly 39 billion square kilometers. For Haven, imagine an area of land about five 
  times the size of Russia, roughly equating to about 90 million square kilometers. Why kilometers? In science 
  fiction, and in science in general, kilometers is the common denominator for measuring distance, and thus will be 
  these books’ unit of measure. At the end of the day, feel free to make Adelphos and Haven as big or as small as 
  desired, although we do advise that it might not have quite the same effect if it is as small as Earth. An equation to 
  help: Haven is about 0.2% of the total surface area of Adelphos, so, comparatively, it is very, very tiny.    
  
  118
  GRAVITY
  Now, given that Adelphos is a massive planet, 
  gravity would be much more intense than on 
  our own Earth. However, we felt that we didn’t 
  need to hem and haw over how these things 
  would affect your game on a mass scale. Simply 
  assume that the gravity on Adelphos is the same 
  as our own planet. However, if you want some 
  ways to explain it to your players, below are 
  some options. Feel free to either choose a cause 
  or roll randomly for it.
  Note this gravity anomaly might be part of 
  the reason why scientists from across the galaxy 
  have come to Adelphos. What wonderful new 
  science might the planet reveal to account for 
  such a dramatic variance to science as they 
  understand it. 
  D4
  GRAVITY CAUSE
  1
  Within the planet’s core, Opus Nyn 
  built a field generator to create a gravity 
  similar to other, smaller habitable 
  worlds.
  2
  The planet was constructed around a 
  spatial anomaly, where normal space-
  time curvature is inverted resulting in 
  a significantly reduced gravitational 
  constant and a resultant surface gravity 
  akin to worlds of much lower mass. 
  3
  The planet’s core consists of a 
  unique metal that somehow affects 
  the rate of graviton emission and 
  absorption resulting in a vastly weaker 
  gravitational pull. Scientists struggle to 
  obtain samples from the core as it could 
  lead to dramatic leaps in understanding 
  of gravimetric science. Many 
  corporations also seek the material for 
  commercial exploitation.  
  4
  The same worm-hole that brought the 
  Exarchs still influences the structure 
  of space-time around the planet’s core, 
  counterbalancing the gravitational force 
  created by the massive planet. Some 
  scientists fear if these graviton outlflows 
  were too slow, the entire planet could 
  collapse into a singularity.
  GETTING AROUND
  There is little in the way of roads in Haven, 
  most being well-worn trails made by the few 
  crawlers homesteaders could afford or faded 
  tracks made by mounts and local fauna. Only 
  one cosmoport exists, and that is in Morlock’s 
  Mount, making accurate and precise air travel 
  impossible. However, one method of transport is 
  the beating heart of Haven, and that is the grav-
  train. 
  While utilitarian, slimmed down, and 
  bare-bones, the grav-train nevertheless runs 
  from Morlock’s Mount, through Black Bay, 
  along the Runesalt border, and then through 
  Driftwood and Dalemorn, ending in Bigby’s 
  Vale. The hope is to eventually expand the rail 
  across the Stockade to the west, but right now, 
  materials are scarce and labor is harder to 
  find. Many of the few builder constructs needed 
  by  homesteaders have been  repurposed and 
  reassigned. So for now, to get anywhere quick, 
  homesteaders wait hours in line to get on the 
  grav-train and hope that something hasn’t 
  happened to the rail.
   
  GOVERNANCE
  Each county in Haven is run by a 
  commissioner or commissioners, who in turn 
  meet once a month to discuss how the counties 
  are doing. They meet at the Haven Territorial 
  Committee in Morlock’s Mount where they 
  discuss taxes, levies, building and energy 
  projects, and many other topics. However, the 
  biggest discussion that always arises is: do 
  we expand further? Since the founding of the 
  Haven County Board some 40 cycles ago, it has 
  been almost unanimous that expansion stops 
  at the Stockade and goes no further west, but 
  the wanderlust and desire for exploration of 
  the populace of Haven have been growing and 
  growing. 
  
  119
  LAW AND ORDER
  Haven has a simple policy: crimes and 
  criminal activity be dealt with in a restorative 
  manner. Whether through community service, 
  public labor, or rehabilitation programs, the 
  commissioners work to ensure that any punitive 
  action has a proper reflective reaction. However, 
  some crimes are simply too serious to allow the 
  individual to reintegrate into society, and so the 
  offender is scribed with a special tracking rune, 
  given supplies, and sent out across the Stockade 
  into the wilderness of Adelphos, the goal being 
  to allow the world to shape them and rebuild 
  them. 
  The main policing force in Haven are called 
  star-riders, groups of three multi-species 
  individuals all with personalized training. A 
  triad of star-riders are made up of the scribe, 
  someone specialized in runes, magic, history 
  and civics; the engineer, who specializes in all 
  things mechanical, patented, and manufactured; 
  and the digger, an environmentalist and 
  xenobiologist. A triad of star-riders is meant to 
  police one another as well as monitor the people 
  they serve. Each county has four triads, all of 
  whom answer to a board of three prefects, who 
  report to the commissioners and the Haven 
  County Board.
   
  COMMERCE  
  AND TRADE
  Trade in Haven is bombing - from textiles, 
  minerals, and salvage to timber, runestones, 
  and other natural resources. However, one of the 
  biggest requirements for trade and harvesting 
  in Haven is it must be done in a restorative and 
  conservative manner. There are tight regulations 
  on how much salvage can be removed from 
  old sites, how much lumber can be harvested, 
  and how much ore can be mined. While some 
  chaff under the constraints, the majority of 
  residents of Haven back and support the efforts 
  of leadership. 
  CURRENCY 
  Old traditions die hard, and gold is still the 
  standard currency in Haven, yet some company 
  representatives push for alternative forms of 
  money. Recently, Tidetimber introduced  a new 
  currency called red-pips - or just pips - small 
  rose gold burls equal to ten gold pieces. While 
  these are legally only approved currency in 
  Tidetimber and on the grav-train, Bigby’s Vale 
  has started to use them as well. 
  THE COUNTIES  
  OF HAVEN
  Haven is split into six counties of varying 
  size and population.. These six counties are 
  Tidetimber, Runesalt, Black Bay, Driftwood, 
  Dalemorn, and Bigby’s Vale. Many of the 
  settlements and towns are built around old 
  monoliths, crashed ships and vehicles, or old 
  vaults, or from within them. For instance, much 
  of the town of Morlock’s Mount rise from  old 
  spires of an ancient mining assembly, while 
  Runesalt is prime territory for deep-marsh 
  salvage diving. It is hard to explore and expand 
  across Haven without breaking a shovel on 
  some kind of old relic, coming across an ancient 
  hanger infested with local critters, or even the 
  occasional construct in sleep-mode hybridized 
  with a tree. However, the biodiversity and unique 
  ecology of each county has led to discoveries, 
  attracting junkers to them for all sorts of 
  reasons. 
  
  JUNKERS IN  
  THE COUNTIES
  The world of Adelphos is massive and 
  unexplored, meaning there are plenty of places 
  for junkers to go rooting around in. Below are a 
  few hooks why you might be ready to dive into 
  an expedition in the Haven counties.
  D4
  HOOK
  1
  Southeast off the coast of Dalemorn, a 
  rock-like husk of giant proportions was 
  sighted. It may be the derelict shell of 
  some ancient godbeast. You have been 
  sent to investigate.
  2
  The map room beneath Morlock’s Mount 
  is showing a vault where there isn’t 
  one on record. You have been hired by 
  Wander Company to provide additional 
  eyes, ears, and feet in the field.
  3
  Something strange is swimming the 
  waters of Runesalt’s mangroves and 
  taking out swamp-skiffs. Could it be an 
  angry crocodragon, or something else?
  4
  The verdant biospheres beneath Bigby’s 
  Vale have been giving off strange spark 
  readings as if something within is 
  generating it. Time for you to go and 
  check it out!
     TIDETIMBER
   
       Ebon Fylmthes walked along the dusty 
  road through the heavy redwoods, her 
  cragclaw Snaggle purring silently beside 
  her. The two had been out in the Tidetimber 
  bush for almost two months when Ebon 
  had realized they were low on supplies and 
  needed to head into Morlock’s Mount for food 
  and clothes. The wrangler and her partner 
  preferred the sandstone mesas and redwoods 
  of the bush, but occasionally they were 
  required to return to society. 
       The young dwarf waved to an old neighbor 
  who drove by them on a rusting crawler, its 
  six wheels grumbling along the ground and 
  kicking up red dust. Snaggle sneezed, eliciting 
  a laugh from Ebon, but the glare from the 
  bison-sized cat cut off her laugh. Up ahead 
  she saw the high arch that was the gate into 
  the center of all Haven. After verifying her 
  ID sigil with the patrol at the gate, Ebon and 
  Snaggle entered the bustling, noisy streets of 
  Morlock’s Mount.  
  Capital: Morlock’s Mount
  Population: 40% of Haven’s population
  Leaders: Tessin Morlock and Edmora 
  Scythebullet 
  Prime Export: Timber, sandstone, scrap 
  County Motto: “Nothing tougher than 
  Tidetimber!” 
  
  121
  Known primarily for being the home of 
  Morlock’s Mount, the first settlement on 
  Adelphos, Tidetimber is a long, thin county full 
  of red clay, heavy pine trees, and sandstone 
  formations. While certainly the most inhabited 
  county, Tidetimber is still quite wild, with many 
  families dwelling in treehouses to stay above the 
  dense underbrush where predators lurk. Other 
  than Morlock’s Mount and the burgeoning grav-
  train, the rest of Tidetimber is untamed and 
  unchecked.
  JUNKERS IN TIDETIMBER
  Tidetimber tends to be the starting point 
  for new junkers arriving in Haven: getting their 
  bearings, loading up, purchasing mounts or 
  vehicles, and prepping for heading into the 
  interior. One spot many junkers get started 
  has become fondly known as the Lumberyard. 
  Thought to have once been an old kaiju den, this 
  makeshift lumber mill is built from ship-scraps 
  and erected within the ribs of the deceased 
  titan. The woods from which Tidetimber makes 
  most of its income is heavily populated by feral 
  cragclaws. In recent months bandits started 
  holding up the grav-train at the Lumberyard. 
  The owners always look for folks willing to 
  protect the harvesters and keep lumber poachers 
  at bay.   
  ADVENTURES  
  IN TIDETIMBER
  Tidetimber Nightwatch (Tier 1). Local 
  homesteads report bloodcurdling stories 
  of unwelcome night visitors leaving a trail 
  of large footprints and dead cattle into the 
  woods. Wildemar Glymf, a representative of the 
  community, looks to hire a team of junkers to 
  patrol the area at night. For now, Tidetimber 
  simply needs answers. Dispatching the beast, 
  while desirable, is a risky proposition. Whatever 
  is doing this is big.
  Lumber Poachers at It Again (Tier 2).  
  The poaching of lumber has got to stop. Enryk 
  Sersplint, one of the major figures running the 
  
  122
  Lumberyard, is offering a sizable reward for 
  those who are willing to discover why so many 
  raw saw logs are going missing from the yards. 
  Some people believe that it’s scavengers looking 
  to score cheap lumber, others believe it is 
  something more malign.
  Murder on the Grav-Train! (Tier 3). 
  Someone was murdered on the grav-train! An 
  important and outspoken rival of Tessin Morlock 
  was found decapitated  in his private car --  
  and many point fingers to the commissioner 
  Danger Sense. Advantage on Dexterity 
  saving throws against effects she can see, 
  such as traps and spells.
  Innate Spellcasting. The Tessin’s 
  spellcasting ability is Charisma (spell save 
  DC 13). She can innately cast the following 
  spells:
  At will: thaumaturgy
  1/day: hellish rebuke
  Reckless. At the start of her turn, Tessin 
  can gain advantage on all melee attack rolls 
  during her turn, but attack rolls against her 
  have advantage until the start of the next 
  turn.
  Unarmed Defense. When not wearing any 
  armor, Tessin’s AC includes her Constitution 
  modifier + proficiency bonus.
  TESSIN MORLOCK
  Medium humanoid (tiefling), chaotic good
  Armor Class 16
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  18 (+4)
  CON
  17 (+3)
  WIS
  10 (+0)
  DEX
  14 (+2)
  INT
  11 (+0)
  CHA
  14 (+2)
  Saving Throws Str +7 Con +6
  Skills Acrobatics +7, Intimidation +5, 
  Persuasion +5, Survival +3
  Damage Resistances fire; bludgeoning, 
  slashing, and piercing damage from 
  nonmagical attacks
  Senses Darkvision 60 ft., passive  
  Perception 10
  Languages Common, Infernal
  Challenge 5
  Proficiency Bonus +3
  Actions
  Reactions
  Multiattack. Tessin makes  three attacks 
  with either her dueling phaser or torque-
  sword. 
  Deuling Phaser. Ranged Weapon Attack: +5 
  to hit, range 80/320 ft., one target. Hit: 5 
  (1d6+2) piercing damage. Reload 6. 
  Torque-sword. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) 
  slashing damage or 15 (2d10 + 4) piercing 
  damage.
  Skirmisher. Tessin can move up to half her 
  speed as a reaction when an enemy ends 
  its turn within 5 feet of her. This movement 
  doesn’t provoke opportunity attacks.
  TESSIN MORLOCK
  of Tidetimber. There is very little evidence 
  supporting this, but the elite of Morlock’s Mount 
  threaten to overthrow Tessin. She needs your 
  help to find out what is going on!
  COMMISSIONERS OF 
  TIDETIMBER
  
  123
  Multiattack. Edmora makes two melee or 
  two ranged weapon attacks. 
  Heater. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 4 (1d6+1) 
  fire damage. Special: on hit, deals an 
  additional 4 (1d6) fire damage as a bonus 
  action, and additional rounds until the target 
  moves or heater runs out of ammunition. 
  Reload 6. 
  Overclocked Ferion-mace. Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 
  8 (2d4+3) lightning plus 5 (2d4) lightning 
  damage. Critical hits deal an additional 5 
  (2d4) lightning damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage.
  Surprising Leap (Recharge 6). Edmora can 
  leap up to 30 ft. and make a melee weapon 
  attack or bite attack with advantage.
  Actions
  Reactions
  Watery Form. Whenever Edmora takes 
  bludgeoning, slashing, or piercing damage 
  she can use her reaction to reduce the 
  damage by half.
  Conductive Magic. When Edmora deals cold 
  or lightning damage to a target by casting a 
  spell, the target takes an additional 7 (2d6) 
  damage of the same type.
  Hold Breath. Edmora can hold her breath 
  for up to 15 minutes at a time.
  Spellcasting. Edmora is a 6th level sorcerer. 
  Her spellcasting ability is Charisma (+6 to 
  hit with spell attacks, spell save DC 14). She 
  has the following spells prepared, which she 
  casts without material components.
  At will: Ray of frost, shocking grasp, shape 
  water
  1st level (4 slots): create or destroy water, 
  detect magic, fog cloud, thunderwave
  2nd level (3 slots): detect metal*, gust of wind, 
  misty step
  3rd level ( 3 slots): arcane lungs*, lightning 
  bolt, wind wall, water walk
  *see spellcasting, chapter 3
  Threskan Magic. Edmora can cast the 
  thunderwave spell once per long rest without 
  expending a spell slot.
  EDMORA SCYTHBULLET
  Medium humanoid (threskan), neutral good
  Armor Class 16
  Hit Points 45 (10d8)
  Speed 30 ft., swim 20 ft. 
  STR
  15 (+3)
  CON
  10 (+0)
  WIS
  11 (+0)
  DEX
  13 (+1)
  INT
  12 (+1)
  CHA
  17 (+3)
  Saving Throws Cha +6 Int +4
  Skills Arcana +4, Intimidation +7, 
  Investigation +4
  Senses passive Perception 10
  Languages Common, Aquan, Primordial
  Challenge 6
  Proficiency Bonus +3
  EDMORA SCYTHBULLET
  
     RUNESALT 
   
       The engine started with a guttural sound, 
  finally coughing to life as the three-person 
  team behind Draalk’s Scrap set out for a 
  morning on the salt marshes to hopefully 
  bring in some money. Vilge Trillgun, Andre 
  Buckruck, and Lesme Rilmer were an odd trio 
  to see on the old dented swamp-skiff: a large, 
  burly human; a small, slim gnome; and rotund 
  but strong-looking halfling. Vilge manned the 
  massive harpoon gun the three had built to 
  ward off crocodragons while Andre pilotedthe 
  skiff. Lesme was their navigator.  
       As the mists rose off the marshes, Vilge 
  pulled her thick, black locks back into a messy 
  ponytail and snapped her goggles down 
  around her eyes, leaning against the harpoon 
  gun. “Anything yet, Lesme?” she hollered over 
  to the halfling. They shook their head and 
  looked back to the computer screen as Andre 
  drifted the skiff around a corner, scaring 
  a nest of fenflitters that zoomed across the 
  waters. “Nothing, Vilge. The waters are still too 
  cold for the radar to pick any rune signatures 
  up.” Vilge grunted and turned to Andre. She 
  saw the amazed expression on the gnome’s 
  face and turned to see the large, rusty sparlon 
  rising from the swamps. 
  Capital: Stilt City
  Population: 10% of Haven’s population
  Leader: Skyr Rockwilt
  Prime Export: Salvage
  County Motto: “Strongly; salvage, scrap, 
  discover.”
  This small county sits on the northern 
  coast of Haven and is a scavenger’s paradise. 
  Mostly salt marshes and coastal swamps, the 
  settlement of Stilt City sits on stilts above the 
  brackish water. Divers explore the deceptively 
  deep waters of Runesalt finding scraps and 
  wrecks of ages past. Be wary though, as alpha 
  predators have come to enjoy the snack of an 
  unsuspecting salvager. Runesalt’s current 
  commissioner is an old odontos named Skyr 
  Rockwilt, head of the Rockwilt Salvage Company. 
  He is friendly and welcoming to all young divers 
  wishing to join the company, especially if they 
  have that honest bluntness odontos cherish.
  JUNKERS IN RUNESALT
  Runesalt is a salvager’s paradise with 
  hundreds of known wrecks beneath the 
  brackish swamp waters. Many small rival 
  salvager companies have begun to appear 
  across Runesalt, each specializing in something 
  different. Skyr does what he can to try and keep 
  matters civil when said rival companies start 
  to get too heated. Today, the rival companies 
  of Thistlefin Diving -- led by a simbast named 
  
  125
  Ateles Turner -- and Copperbolt Marsh 
  Exploration -- led by one of Skyr’s grandsons 
  Kilk Rockwilt -- have turned the marshes into an 
  intermittent warzone. Even with the increasing 
  conflict, junkers head to Runesalt in droves, 
  some to work in the salvager business and 
  others to hunt the strange biotech creatures 
  that have started appearing in the swamps, 
  replacing the usual crocodragons and other 
  mud-suckers. Even more recently, swamp-skiff 
  racing has grown increasingly popular (yet now, 
  the crocodragons have free meals if they want to 
  risk it).
  ADVENTURES IN RUNESALT   
  Of a Scaly Persuasion (Tier 1). A young 
  odontos named Okko Delrik has fallen madly 
  in love with a darwyk named Swiftslasher and 
  is trying to woo them. Okko asks the junkers 
  if they can help him out by assisting Okko 
  in stealing a crocodragon egg to present to 
  Swiftslasher.
  A Whisper beneath the Waves? (Tier 2). 
  Recently, a new diving expedition discovered a 
  massive capsule underneath Stilt City, which 
  when opened revealed the skeleton of an ancient 
  Asketri scholar. When those individuals who 
  found the capsule claim to hear a strange voice 
  calling them back to the depths, it is time to 
  investigate.
  Titan Awakens! (Tier 3). Stilt City has 
  fallen, for beneath it slumbered an ancient 
  Exarch who crashed to Adelphos centuries 
  before. It says its name is Ly’krom, Nightmare’s 
  Hammer, and it is their day to rule over the 
  territory. It is using the populace of Stilt City to 
  build something.
  
  126
  Multiattack. Skyr makes two weapon 
  attacks. 
  Harpoon Shocker. Ranged Weapon Attack: 
  +4 to hit, range 40/80 ft., one target. Hit: 
  4 (1d4+2) piercing damage plus 5 (2d4) 
  lightning damage and the target must 
  succeed on a DC 14 Strength saving throw 
  or be surrounded by lightning. While 
  surrounded by lightning the creature takes 
  5 (2d4) lightning damage at the start of its 
  turn.  The target can repeat the saving throw 
  at the end of each of its turns, ending the 
  effect on a success.
  Rapier. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Diagnostic Pulse. Skyr can to send a pulse 
  through a Huge or smaller object or an area 
  of material up to a 15 foot square that he 
  touches with his forehead. By doing so he 
  learns any physical properties and of any 
  significant impurities, faults, or damage in 
  the object or material. He pairs this with 
  smelting tools and tinkerer’s tools to enact 
  repairs at advantage.
  Spare Parts. Skyr has advantage on checks 
  related to the repair or maintenance of 
  modern machinery. He is proficient and 
  equipped with tinkers’ tools, smiths’ tools, 
  thieves’ tools, and mechanists’ tools.
  SKYR ROCKWILT
  Small humanoid (odontos), true neutral
  Armor Class 16 (expeditionary plate)
  Hit Points 36 (10d6)
  Speed 25 ft.
  STR
  8 (-1)
  CON
  10 (+0)
  WIS
  13 (+1)
  DEX
  16 (+3)
  INT
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Cha +5 Dex +4
  Skills Deception +5, History +4,  
  Performance +5, Persuasion +5 
  Senses blindsight 15ft, passive  
  Perception 11
  Languages Common, Aquan, Odontee
  Challenge 2
  Proficiency Bonus +2
  Actions
  Reactions
  Cutting Words. When a creature Skyr can 
  see within 60 feet of him makes an attack 
  roll, ability check, or damage roll, Skyr 
  subtracts 4 (1d8) from the result. This has 
  no effect if the creature can’t hear Skyr or is 
  immune to being charmed.
  SKYR ROCKWILT
  Spellcasting. Skyr is a 4th-level spellcaster 
  . His spellcasting ability is Charisma (+5 to 
  hit with spell attacks, spell save DC 13). He 
  has the following bard spells prepared:
  At will: dancing lights, vicious mockery
  1st level (4 slots): detect magic, healing word, 
  sleep, thunderwave
  2nd level (3 slots): detect metal*, see 
  invisibility, shatter
  *see spellcasting, chapter 3
  COMMISSIONER OF RUNESALT
  
  127
     BLACK BAY
   
       ‘Don’t get bitten by the teeth,’ Dontrel 
  thought to themself as their rocket-powered 
  skiff crashed against the waves. This warning 
  was commonly heard in the streets and 
  taverns of Black Bay, and it had become more 
  of a challenge among the many thrill-seekers 
  visiting the area. Ever the destination for 
  adventurous types, at Black Bay it was not so 
  much a matter of what to stay away from but 
  rather how close you dared to go. 
       Dontrel janked a series of pulleys and 
  levers, deftly zigzagging around the pylons, 
  each one reaching for the stars from depths 
  unknown. A large wave hit the skiff from the 
  side, brine overwhelming the odontos’ sense 
  of taste. The air felt strained, growing tenser 
  with each zig and zag. Displeased, perhaps, 
  by the insolence of the skiff-surfer, the pylons 
  started to hum, permeating the noisy sea with 
  a deep, metallic thrum. 
       ‘Don’t get bitten by the teeth,’ Dontrel 
  thought again, this time clenching their own. 
  Capital: The Aft
  Population: 5% of Haven’s population
  Leader: Imvera Rendklaust
  Prime Export: Spark artifacts, limestone, runes
  County Motto: “To Thunderteeth and back.”
  Carved out of the limestone, Black Bay is the 
  smallest of the counties, hosting only a couple 
  dozen families across the natural canyons. 
  Black Bay’s most prominent feature is a series 
  of ancient rusted pylons that jut from the 
  bay’s waters, which many have tried to explore 
  but with dangerous consequences. Lightning 
  storms, whirlpools, and strange bursts of spark 
  arcing across the pylons have earned them 
  the name “Thunderteeth.” Black Bay’s current 
  commissioner is a half-orc pirate queen named 
  Imvera Rendklaust, the last in a long line of 
  space corsairs. Her father Ryndell Rendklaust 
  came to Adelphos looking for a new start and 
  used his old pirating skills to help with efforts 
  to cartograph the oceans and waters around 
  Haven. Today, Imvera carries on that tradition. 
  
   
  SPARLONS 
   
  These ancient structures were built for many 
  purposes by the five peoples as ways to focus 
  and coalesce spark. Some sparlons were 
  erected - primarily by the Asketri - while 
  others were scrapped and salvaged from the 
  bodies of Exarchs or kaiju. Usually temples, 
  laboratories, or capitals would form around 
  the sparlons and siphon the spark from them 
  to power ships, mechs, and other machinery. 
  After the Sunder of Mourn, few sparlons were 
  left standing. In the absence of many, the 
  few remaining sparlons came to absorb far 
  more spark. Some believe the great storms 
  across the oceans to the east are because of 
  one or two mega-sparlons. Thunderteeth is 
  an example of a shattered sparlon that still 
  holds onto some vestiges of a much more 
  powerful creation. 
  JUNKERS IN BLACK BAY 
  Black Bay has become a booming sports 
  and racing center for young junkers seeking an 
  adrenaline rush. A group of Imvera’s old crew 
  recently discovered massive transport tunnels 
  and empty vaults within the limestone cliffs 
  and canyons of the county. Supposedly these 
  constructions were once a shipping hub of 
  some kind from the limited intel the Wander 
  Company has uncovered.  Spanning the county, 
  the starting line runs from Thunderteeth to 
  the Tidetimber border with sections of the race 
  either in old suspension tubes, jumping across 
  massive crevasses, or avoiding nests of beasties 
  in the cliffs. The race was christened Imvera’s 
  Run, with different areas named for Imvera’s 
  various deeds. . Off-world investors have been 
  turning their eyes towards Imvera’s Run, seeing 
  it as a way to make quick money sponsoring 
  racers. 
  
  129
  ADVENTURES IN BLACK BAY  
  Can A Racer Get A Hand? (Tier 1). There 
  are some… issues going on in Imvera’s Run, 
  and by issues, we mean rival racers are booby-
  trapping key pieces of the track. Imvera wants 
  you to pose as racers to find out who is doing 
  this.
  Warehouse 45 (Tier 2). The limestone cliffs 
  of Black Bay are filled with mysteries, none 
  as much as the fabled Warehouse 45. Said to 
  contain thousands of magitech artifacts, the 
  supposed route to the lost site has surfaced -- 
  and the entrance is through the Thunderteeth!
  Imvera’s Ransom (Tier 3). The Aft has been 
  taken over by bandits and corsairs from Imvera’s 
  and Ryndell’s past. They are holding the ex-
  pirate princess hostage, demanding 1,000,000 
  gold pieces in restitution for the lives her father 
  claimed. However, rumors are spreading that 
  this is a distraction and Imvera is not the real 
  target.
  
  130
  Ranged Weapons Expert. Imvera’s ranged 
  weapon attacks score a critical hit on a roll 
  of 19 or 20. She also gains a +2 on attack 
  rolls with ranged weapons (included in the 
  attack).
  IMVERA RENDKLAUST
  Medium humanoid (half-orc), chaotic neutral
  Armor Class 15 (cragclaw weave)
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR
  14 (+2)
  CON
  12 (+1)
  WIS
  11 (+0)
  DEX
  17 (+3)
  INT
  10 (+0)
  CHA
  12 (+1)
  Saving Throws Str +4 Con +3
  Skills Acrobatics +5, Athletics +4,  
  Insight +2, Sleight of Hand +5
  Senses darkvision 60ft, passive  
  Perception 10
  Languages Common
  Challenge 2
  Proficiency Bonus +2
  Multiattack.  Imvera makes two weapon 
  attacks. 
  Squidgun. Ranged Weapon Attack: +7 to hit, 
  range 40/80 ft., one target. Hit: 6 (1d6+3) 
  piercing damage plus 2 (1d4) poison damage. 
  After firing, the squid acts on its own 
  initiative (see page 211). 
  Wrist-darts. Ranged Weapon Attack: +7 
  to hit, range 30/60 ft., one target. Hit: 
  5 (1d4+3) piercing damage plus 2 (1d4) 
  lightning damage.
  Rapier. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage.
  Mag Glove (3/day). Imvera targets a metal 
  object no heavier than 20lbs within 30 ft. If 
  it isn’t being worn or carried, it flies up to 
  30 ft. towards or away from her. Creatures 
  wearing or carrying the object must succeed 
  on a DC 14 Strength saving throw to resist 
  the glove’s effects.
  Actions
  Reactions
  Skirmisher.  Imvera can move up to half 
  her speed as a reaction when an enemy ends 
  its turn within 5 feet of her. This movement 
  doesn’t provoke opportunity attacks.
  IMVERA RENDKLAUST
  COMMISSIONER OF BLACK BAY
  
     DRIFTWOOD
   
       Sunek wiped the water from her goggles. 
  The warm, tropical rain poured on her 
  relentlessly, as it had done for three days 
  straight. She’d planned for this, of course, 
  knowing full well the tales of Driftwood and 
  the quirks of its climate. Her cargo - a delicate 
  piece of archeomantic equipment for Driftwood 
  inspection - was fastened tightly to her rig and 
  covered in hydrophobic fabrics. Her mount, 
  a fenflitter of four summers, plodded jovially 
  through the flooded swamps.  
       Unplanned entirely, however, was the 
  thing now standing in her path. From a 
  distance, the massive coral-like structure had 
  looked like another piece of Driftwood. Now 
  the warped amalgam of ivory branches and 
  crimson scraps gave a different impression: 
  skeletal remains of some giant animal. 
  Picked clean, but by what and how recent? 
  The fenflitter stopped dead in its tracks with 
  a nervous groan as Sunek heard a sinister 
  snarling behind her. 
  Capital: The Drift
  Population: 5% of Haven’s population
  Leaders: Semsy Waverly and Aldos Tyre
  Prime Export: Driftwood
  County Motto: “The drift is a clue to the past.”
  Primarily coastal swamps and scrub forests 
  before giving way to the dense pines that cover 
  the majority of the peninsula, Driftwood got 
  its name from the unique phenomenon of the 
  massive amounts of driftwood the swamps 
  disgorge every major rainstorm. The natural 
  minerals and solvents that the wood absorbs 
  in the waters and muck make them extremely 
  strong but immensely light. Many come to 
  Driftwood for this building material, but 
  some worry the supply will not meet demand. 
  Driftwood’s first and current commissioner, 
  Semsy Waverly, is a quiet and unique individual. 
  They use their natural telepathy and connection 
  with spark as a way to lead their people proudly 
  and prosperously. Their partner Adlos Tyre is 
  often at odds with Semsy, challenging his spouse 
  in their rigid stance of not overharvesting the 
  swamps, leading to many arguments. While 
  some may think Adlos should take over, the 
  drow would never dream of hurting or unseating 
  his partner.
  
  132
  
  JUNKERS IN DRIFTWOOD
  Driftwood has begun attracting many 
  scientists and xenobiologists, all of whom wish 
  to uncover the cause of the driftwood floods. 
  Some have theorized the driftwood is not wood 
  but the bones of an ancient kaiju lost beneath 
  the brackish waters. Others wonder at the 
  strange regularity with which heavy rains cover 
  Driftwood every month, a phenomenon no 
  other county experiences. Many junkers have 
  begun exploring the swamps on fenflitterback 
  or swamp-skiff, but many who go beyond the 
  limits of the homesteads never come back.. 
  Often, all that returns are their picked-clean 
  skeletons rising from the water. One junker who 
  braved the swamps did survive, her body slowly 
  calcifying from a strange coral chip implanted in 
  her neck. The search to uncover what is going 
  on in the swamps has grown more frenzied as 
  junkers continue to disappear. 
  ADVENTURES IN 
  DRIFTWOOD 
  Coral Fever (Tier 1). Ordinarily, coral fever 
  comes every summer, but this time, it arrived 
  months ahead of schedule. Semsy has been 
  taken by it, and Aldos is succumbing to it as 
  well. The leaders believe the antidote can be 
  found in the notes of an old hermit living in the 
  mangroves, but can they be found in time?
  Tortoise In A Twist (Tier 2). An old hangar 
  from before the Sunder has been found in the 
  mangroves filled with a family of dire tortoises 
  who have taken refuge within. Something is 
  driving the usually hardy creatures out of their 
  natural swamp territory -- something big and 
  dangerous. 
  From Bones We Rise! (Tier 3). A crazed 
  necromancer has found a way to resurrect the 
  ancient kaiju that died beneath the swamps 
  of Driftwood and reassembled its skeleton into 
  a massive magitech construct. The waters are 
  draining, more bones are being collected, and 
  more beasts are rampaging across the county.
  
  134
  COMMISSIONERS OF DRIFTWOOD
  Mag Grip. Semsy is immune to disarm 
  attempts.
  Spellcasting. Semsy is a 5th level 
  spellcaster. Their spellcasting ability is 
  Charisma (+5 to hit with spell attacks, spell 
  save DC 13). He has the following paladin 
  spells prepared:
  1st level (4 slots): cure wounds, protection 
  from evil and good, sanctuary, sleep
  2nd level (2 slots): calm emotions, hold 
  person, lesser restoration
  SEMSY WAVERLY
  Medium humanoid (solum), lawful good
  Armor Class 16 (Tidetimber Plate)
  Hit Points 85 (10d8+10)
  Speed 30 ft. 
  STR
  17 (+3)
  CON
  13 (+1)
  WIS
  12 (+1)
  DEX
  10 (+0)
  INT
  11 (+0)
  CHA
  17 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Acrobatics +2, Athletics +5,  
  Insight +3, Sleight of Hand +2  
  Senses darkvision 60ft, passive  
  Perception 11
  Languages Common, Primordial
  Challenge 7
  Proficiency Bonus +4
  Multiattack.  Semsy makes two mag-staff 
  attacks. 
  Mag-staff. Melee or Ranged Weapon Attack: 
  +5 to hit, reach 5 ft. or range 20/40 ft., one 
  target. Hit: 5 (3d6 + 2) bludgeoning damage 
  plus 9 (2d8) radiant damage, or 6 (2d8 + 2) 
  bludgeoning damage plus 9 (3d8) radiant 
  damage if wielded with two hands. If thrown, 
  Semsy can return the staff to his paired 
  magnetic gloves as a bonus action.
  Actions
  Reactions
  Protect the Innocent. When a creature 
  within 30 feet takes damage, Semsy can use 
  their reaction to magically take that damage 
  instead. Semsy doesn’t transfer any other 
  effects that might accompany the damage, 
  and this damage can’t be reduced in any 
  way.
  Rebuke the Violent. When Semsy sees an 
  attacker within 30 feet of it deal damage 
  with an attack against a creature other than 
  Semsy, they can use their reaction to force 
  the attacker to make a DC 15 Charisma 
  saving throw. On a failed save, the attacker 
  takes radiant damage equal to the damage it 
  just dealt. On a successful save, it takes half 
  as much damage.
  SEMSY WAVERLY
  
  135
  ALDOS TYRE
  Hunter’s Mark. As a bonus action, the 
  monster hunter designates one creature it 
  can see within 60 feet of it as its prey. The 
  first time on the monster hunter’s turn that 
  it hits its prey with a weapon attack, the 
  prey takes an extra 7 (2d6) damage from the 
  weapon.
  Hunter’s Sense (3/Day). As a bonus action, 
  Aldos may examine a creature it can see 
  within 60 feet of him, discerning whether 
  the creature has any damage immunities, 
  resistances, or vulnerabilities and what they 
  are. If the creature is hidden from divination 
  magic, he senses that it has no damage 
  immunities, resistances, or vulnerabilities.
  Innate Spellcasting. Aldos’ innate 
  spellcasting ability is Wisdom (+5 to spell 
  attack rolls, save DC 13). He can cast the 
  following spells innately, without expending 
  material components:
  3/Day each: poison spray, detect magic, 
  detect poison and disease
  1/Day each: fog cloud, protection from evil 
  and good
  Keen Senses. Aldos has advantage on 
  Wisdom (Perception) checks that rely on 
  hearing or sight.
  ALDOS TYRE
  Medium humanoid (drow), neutral good
  Armor Class 15 (leather armor)
  Hit Points 44 (8d8+8)
  Speed 25 ft. 
  STR
  10 (+0)
  CON
  12 (+1)
  WIS
  15 (+2)
  DEX
  17 (+3)
  INT
  12 (+1)
  CHA
  12 (+1)
  Saving Throws Str +3 Con +4
  Skills Acrobatics +6, Athletics +6,  
  Insight +5, Sleight of Hand +6  
  Damage Resistances Poison 
  Senses darkvision 60ft, passive  
  Perception 12
  Languages Common
  Challenge 5
  Proficiency Bonus +3
  Multiattack.  Aldos may make up to two 
  ranged attacks, then one additional ranged 
  attack against a creature within 5 feet of one 
  of the original targets. 
  Modified Berd-rifle Shot. Ranged Weapon 
  Attack: +6 to hit, range 30/120 ft., one 
  target. Hit: 16 (3d8+3) bludgeoning damage 
  and 2 (1d4) fire damage.  
  Modified Berd-rifle Thrust. Melee Weapon 
  Attack: +3 to hit, reach 5 ft., one target. Hit: 
  5 (1d10) piercing damage.
  Actions
  Reactions
  Giant Killer. When a Large or larger 
  creature targets Aldos with a melee weapon 
  attack, he can make one weapon attack 
  against that creature. This attack triggers 
  after the creature hits or misses.
  
     DALEMORN
   
       As the sun rose above the old aqueducts, 
  relics of the past, Kuun Rustleaf rose from his 
  bunk in the Dalemorn Municipal Farms lodge 
  and pulled on his overalls, boots, and work 
  belt. Being on the morning shift meant he 
  would get fresh breakfast made by Quinlyn 
  Straushebbin, his boss Elrym’s husband. The 
  old tiefling bachelor smiled at the thought 
  of some of Quinlyn’s grigberry scones; he 
  wished he had found a man who could cook 
  like Quinlyn. Grabbing his wide-brimmed sun 
  hat off the rack, Kuun waved hello to the other 
  morning shift workers who were beginning to 
  arise.   
       Kuun walked out the door and over to the 
  mess hall where Quinlyn was handing out 
  breakfast. Grinning, the big bugbear gave the 
  graying tiefling an extra scone and winked. 
  Kuun chuckled and tipped his hat respectfully 
  before heading to the old, dented runecycle 
  that he had bought from Elrym with some of 
  his wages and turned the key in the ignition. 
  The jolt of arcane energy flooded the engine, 
  and the antique purred to life. Putting the 
  wrapped scones in the seat compartment, 
  Kuun goosed the throttle and headed out to 
  work towards the wheat fields just over the 
  rise. 
   
  Capital: Cornucopia 
  Population: 30% of Haven’s population
  Leaders: Elrym and Quinlyn Straushebbin
  Prime Export: Wheat, produce, solar energy, 
  runes
  County Motto: “Sew a seed for the future.”
  Dalemorn has become the main breadbasket 
  of Haven, covered in small farms and ranches 
  that stretch across its rolling hills and dells from 
  the pine forests of the peninsula. However, this 
  has also made the region a mark for predators, 
  who have found new sources of food in the 
  relatively unprotected fields and pastures. 
  Many farmers have begun placing bounties on 
  the heads of these animals, seeing them as 
  threats to their livelihoods rather than creatures 
  they should co-exist with. The bugbear Elrym 
  Straushebbin is probably the most popular 
  commissioner in Haven aside from Tessin and 
  Skyr. He and his husband Quinlyn are almost 
  always the life of the party at every festival and 
  gathering. 
  Elrym and Quinlyn are remarkably long-lived 
  for bugbears, being among Dalemorn’s original 
  founders 30 cycles prior. Elrym always claims 
  their longevity is due to  the water running 
  through the county. Elrym is a fair, just, and 
  hardworking commissioner. He helps patrol the 
  farms for predators, delivering grain and seeds 
  to those in need, and even working the fields of 
  those farmers who can’t afford to hire more help. 
  To many, he, Quinlyn, and their daughters are a 
  sign of the future of Adelphos and Haven.
  
  137
  
  JUNKERS IN DALEMORN
  Elrym and Quinlyn have openly encouraged 
  junkers to come to Dalemorn, especially as 
  the husbands have tried boosting the county’s 
  energy market (primarily through solar and wind 
  power). Junkers are welcome additions on the 
  windmill and solar farms, both as workers and 
  guards. Dalemorn has also become a hub for 
  automotive experimentation with many junkers 
  creating new equipment for managing the 
  farms. A major draw for junkers is exploring the 
  massive irrigation system and towers covering 
  Dalemorn, many now covered in a unique mesh 
  of druidic and technological vines. What is 
  causing these biotech vines to spread among 
  these lost sources of water is unknown, but 
  junkers have made it their mission to find out.
   
  ADVENTURES IN DALEMORN   
  Ultrasloths on the Loose (Tier 1). The 
  ultrasloth migration season is beginning soon, 
  but someone decided it would be funny to 
  destroy a portion of the highway. Why someone 
  would do that is beyond belief, but Elrym will 
  pay big bucks to find out why.
  Tower Tomb (Tier 2). A recent cleaning 
  job on the large irrigation towers scattered 
  throughout Dalemorn revealed eight strange 
  canisters entombed within, Inside each canister 
  were the frozen bodies of Asketri scientists. 
  However, when the Asketri awaken, they attempt 
  to activate a doomsday weapon threatening all of 
  Haven.
  My Kingdom for a Pond! (Tier 3). A marid 
  from the Plane of Water has taken up residence 
  in the central aqueduct, cutting off water to 
  the rest of the county. To make matters worse, 
  the marid is using the central aqueduct to 
  create a portal to the Plane of Water, and water 
  elementals are flooding Dalemorn!
  
  139
  COMMISSIONERS OF DALEMORN 
  Ranged Weapons Expert. Elrym’s ranged 
  weapon attacks score a critical hit on a roll 
  of 19 or 20. He also gains a +2 on attack 
  rolls with ranged weapons (included in the 
  attack).
  Sneak Attack. Once per turn, Elrym 
  deals an extra 3 (1d6) damage when he 
  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 him that 
  isn’t incapacitated and Elrym doesn’t have 
  disadvantage on the attack roll.
  Surprise Attack. If Elrym surprises a 
  creature and hits it with an attack during 
  the first round of combat, the target takes an 
  extra 7 (2d6) damage from the attack.
  Cunning Action. Elrym may take a bonus 
  action to Dash, Disengage, or Hide each 
  turn.
  ELRYM STRAUSHEBBIN
  Large humanoid (bugbear), chaotic good
  Armor Class 16 (Junksuit)
  Hit Points 39 (6d10 + 6)
  Speed 30 ft. 
  STR
  13 (+1)
  CON
  13 (+1)
  WIS
  14 (+2)
  DEX
  20 (+5)
  INT
  13 (+1)
  CHA
  13 (+1)
  Saving Throws Str +3 Con +3
  Skills Nature +3, Perception +4, Stealth +7, 
  Survival +4 
  Damage Resistances Poison
  Senses Darkvision 60 ft., passive  
  Perception 12
  Languages Common, Goblin, Sporier
  Challenge 3
  Proficiency Bonus +2
  Multiattack.  Elyrm makes two weapon 
  attacks.
  Rad-shot. Ranged Weapon Attack: +10 to hit, 
  range 20/60 ft., up to 3 targets. Hit: 7 (2d6) 
  radiant damage. Reload 3.
  Electro-Rapier. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 5 (1d8 + 
  1) piercing damage plus 7 (2d6) lightning 
  damage.
  Actions
  Reactions
  Skirmisher. Elrym can move up to half his 
  speed as a reaction when an enemy ends its 
  turn within 5 feet of him. This movement 
  doesn’t provoke opportunity attacks.
  ELRYM STRAUSHEBBIN
  
  140
  Brute. A melee weapon deals one extra die 
  of its damage when Quinlyn hits with it 
  (included in the attack). 
  Heart of Truth. Quinlyn has advantage 
  on saving throws against being charmed, 
  frightened, paralyzed, poisoned, stunned, or 
  put to sleep.
  Surprise Attack. If Elrym surprises a 
  creature and hits it with an attack during 
  the first round of combat, the target takes an 
  extra 7 (2d6) damage from the attack.
  QUINLYN
  STRAUSHEBBIN
  Large humanoid (bugbear), neutral good
  Armor Class 16 (Tidetimber Plate)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft.
  STR
  16 (+3)
  CON
  15 (+2)
  WIS
  12 (+1)
  DEX
  16 (+3)
  INT
  11 (+0)
  CHA
  11 (+0)
  Saving Throws Str +5 Con +4
  Skills Athletics +5, Intimidation +2,  
  Stealth +5, Survival +3
  Senses Darkvision 60 ft., passive  
  Perception 11
  Challenge 3 
  Proficiency Bonus +2
  Actions
  Multiattack. Elyrm makes three longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) 
  slashing damage.
  Frightful Presence. Each creature of 
  Quinlyn’s choice within 30 feet of it must 
  make a DC 13 Wisdom saving throw if it 
  can see him. On a failed save, the target 
  is frightened of Quinlyn for 1 minute. If a 
  creature’s saving throw is successful or the 
  effect ends for it, the creature is immune to 
  Quinlyn’s Frightful Presence for the next 24 
  hours.
  QUINLYN STRAUSHEBBIN
  
     BIGBY’S VALE 
   
       “Ack, it wonnae fit like so,” grunted Alegut 
  St. Realmsworth, frustration visible upon his 
  bearded face. Three months of trying to open 
  the doors to the mystical biosphere and still no 
  luck. Initially, some progress had been made, 
  but now a final lock remained, and, despite 
  his best efforts, the blasted thing would 
  not budge. “Let me try,” suggested Jaupan 
  with a graceful purr. Alegut paused for a 
  moment then reluctantly handed the fossilized 
  cryptokey to his simbast colleague. 
       An eminent runesmith and nephew of old 
  Bigby himself, it was difficult for Alegut not 
  to feel a sense of pride, nay, entitlement in 
  this subterranean endeavor. Yet the genius 
  of his fellow explorers was undeniable. 
  Around him stood a motley crew of interstellar 
  cryptomancers, xenoarcheologists, and 
  intrepid junkers, each one a different species 
  from some distant world, yet collectively 
  united in scientific curiosity. ‘How strange,’ 
  thought Alegut, ‘That we should all meet at 
  this time, in this place.’  
   
   
       A loud crash brought Alegut back to the 
  present as the key snapped into place and the 
  final lock fell to the ground. With a thunderous 
  roar and the flicker of lightning, the biosphere 
  awoke from slumber, its majestic portals now 
  open to the outsiders. “By Bigby’s beard,” 
  exclaimed the dwarf. “It’s beautiful!” 
  Capital: The Vale
  Population: 10% of Haven’s population
  Leaders: Elise and Otho St. Realmsworth
  Prime Export: Produce, timber, runes
  County Motto: “Conservation keeps Haven 
  thriving.”
  The county is named after the cantankerous 
  dwarf, Bigby St. Realmsworth. He  founded 
  the county, was one of the first homesteaders 
  in Haven and a staunch conservationist. The 
  vale sits in a natural hollow on the peninsula, 
  making it a verdant and protected county 
  avoiding many of the issues other counties 
  experience. Sure, there are predators and the 
  occasional junk gang, but Bigby’s Vale has 
  become an example of what this new world could 
  be when controlled, conserved, and regulated 
  rather than spreading higgledy-piggledy. 
  
  142
  
  143
  The Vale is currently commissioned by 
  Bigby’s granddaughter Elise St. Realmsworth. 
  Her husband Otho manages the conversation 
  offices which Elise never had the patience for. 
  However, she is a staunch supporter of her 
  grandfather’s views, vehemently opposed to 
  any form of expansion beyond the Stockade, 
  believing those  lands should be left alone and 
  explored prior to their domestication.
  JUNKERS IN BIGBY’S VALE
  One would think that Bigby’s Vale would 
  repulse junkers as it is focused on conservation 
  and nature, but recent discoveries have had 
  junkers flocking to the Vale. Underneath Bigby’s 
  Vale’s carefully cultivated landscape, Elise’s 
  scouts discovered eight biospheres filled with 
  flora and fauna from across Adelphos. So 
  far, junkers have only breached the first two 
  biospheres, with the door into the third locked 
  using an ancient cryptography. Aside from the 
  biospheres, junkers also come to Bigby’s Vale 
  to work for Elise and Otho, joining the ranks 
  of the St. Realmsworth Stewardship Agency in 
  maintaining and studying the landscape of the 
  Vale in hopes of understanding how to cultivate 
  and live in harmony with Adelphos.
  ADVENTURES IN BIGBY’S 
  VALE 
  Mapping The Vale (Tier 1). Oth and Elise 
  are always looking for more junkers willing to 
  map the Vale and its local environs. However, 
  some mapmakers have gone missing in the 
  foothills near the Stockade. Perhaps it is worth 
  checking out. 
  A Case Of Unusual Foliage (Tier 2). The 
  local flora around the Vale has started talking, 
  speaking to each other about taking back 
  the land from the homesteaders. Treants and 
  nymphs have begun attacking homesteads, but 
  no one knows why they are doing this or what 
  brought it about.
  Biosphere Unlocked! (Tier 3). The eighth 
  biosphere has opened, releasing the Adelphan 
  tarrasque! How or why it got in there is beyond 
  anyone’s guess, but Bigby’s Vale is a warzone as 
  the massive creature rips through the region!
  Action Surge. Once per short rest, Elise 
  may gain one additional action on her turn. 
  Improved Critical. Elise’ weapon attacks 
  score a critical hit on a roll of 19 or 20.
  Remarkable Athlete. Elise may add +2 to 
  any Strength, Dexterity, or Constitution 
  check that she is not already proficient in. 
  Additionally, she may go 5 ft. farther when 
  she makes a running long jump.
  ELISE ST. 
  REALMSWORTH
  Medium humanoid (dwarf), neutral good
  Armor Class 16 (Junksuit)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  18 (+4)
  CON
  13 (+1)
  WIS
  14 (+2)
  DEX
  14 (+2)
  INT
  13 (+1)
  CHA
  8 (-1)
  Saving Throws Str +6 Dex +4
  Skills Athletics +6, Religion +3, Survival +4
  Damage Resistances Poison
  Senses Darkvision 60 ft., passive  
  Perception 12
  Challenge 2 
  Proficiency Bonus +2
  Actions
  Multiattack. If Elise is mounted, she makes 
  two attacks. These attacks may not be made 
  against the same target 
  Blunderclub. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 15 (2d10+4) 
  bludgeoning damage.
  Cone Slinger. Ranged Weapon Attack: +4 
  to hit, range 10/30 ft, one target. Hit: 13 
  (2d10+2) fire damage.
  COMMISSIONERS  
  OF BIGBY’S VALE
  
  144
  Innate Spellcasting. Otho’s innate 
  spellcasting ability is Wisdom (spell save DC 
  11, +3 to hit with spell attacks). He can cast 
  the following spells innately:
  At will: create bonfire, guidance, mending
  3/day: continual flame, cure wounds, inflict 
  wounds
  1/day: lesser restoration, magic weapon
  Magic Weaopns. Otho’s melee weapon 
  attacks are magical.
  OTHO ST. 
  REALMSWORTH
  Medium humanoid (hobogoblin), neutral good
  Armor Class 15 (Plate and Helmet)
  Hit Points 68 (8d8 + 32)
  Speed 30 ft.
  STR
  13 (+1)
  CON
  18 (+4)
  WIS
  17 (+3)
  DEX
  10 (+0)
  INT
  10 (+0)
  CHA
  12 (+1)
  Saving Throws Con +6, Wis +5
  Skills Animal Handling +5, Nature +2, 
  Survival +5
  Damage Resistances Poison
  Condition Immunities Charmed
  Senses Darkvision 60 ft., passive  
  Perception 13
  Languages Common, Dwarven, Primordial
  Challenge 2 
  Proficiency Bonus +2
  Actions
  Boomblade.  Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage plus 3 (1d6) sonic damage.
  Turn the Supernatural (Recharges after 
  a Short or Long Rest). One celestial, 
  elemental, fey, or fiend Otho can see within 
  30 feet of it that can see and hear Otho 
  must succeed on a DC 13 Wisdom saving 
  throw or become frightened of Otho. While 
  it is frightened, it cannot take actions or 
  reactions and must use its movement to 
  move as far away from Otho as it can. The 
  target can repeat the save at the end of its 
  turn if Otho isn’t in line of sight, ending the 
  effect on a success.
  OTHO ST. REALMSWORTH
  ELISE ST. REALMSWORTH
  
  145
     THE STOCKADE 
   
       Finnegan Crawley, a young, aspiring 
  junker, had never seen the Stockade, only 
  heard of it in stories from his parents and 
  friends while growing up in Bigby’s Vale. The 
  thick mist rising from it had always been a 
  haze on the horizon from his family’s hillside 
  terrace farm, but the teenaged elven solum 
  had never gotten closer. And now, he regretted 
  doing so as he sat next to his three friends 
  in the old crawler one had borrowed from a 
  parent.  
       Elsey Rinestar, Livvy St. Realmsworth, 
  and Prink Dugglin were all risk-takers, Livvy 
  doing the best she could to shrug off the 
  St. Realmsworth title and not have to deal 
  with her parents constantly nagging her. Her 
  mother made her exceptionally stubborn, but 
  her father made her incredibly duty-bound to 
  any promise -- or threat -- she made. Along 
  with Elsey’s curiosity and Prink’s chaos, Finn 
  had always felt the odd one out.  
       “Everyone ready? We are going to find 
  that old wreck!” Livvy promised as Prink 
  checked the map Livvy had swiped off a 
  drunken salvager in town. It showed a rough 
  layout of the Stockade with a smudged trail 
  in the middle leading towards what looked 
  like a sparlon. Finn pulled his jacket tighter 
  and looked over his shoulder as the crawler 
  rumbled to life and began to move into the fog. 
  Soon the lights of Bigby’s Vale were obscured, 
  and they were in the mist.   
  Capital: None 
  Population: No sedentary populace
  Leaders: Various junker gangs
  Prime Export: Salvage and scrap
  County Motto: “Keeps us in, keeps other things 
  out.”
  The Stockade is a thin strip of land that acts 
  as a natural border between Haven and the rest 
  of the continent. However, it is far from normal: 
  these fens are filled with the wreckage of great 
  war machines and the skeletons of massive 
  beasts, all half-submerged in the ground as if 
  the place grew over them. Only a few families 
  were brave enough to test their luck upon the 
  ever-moving landscape, making it across in 
  rusting crawlers or on the backs of domesticated 
  fenflitters. Some environmentalists believe 
  there is something more to these fens, that the 
  Stockade might actually be a symbiotic biome, 
  “fed” by the things it has consumed. 
  There is one figure famed across Haven for 
  having braved the Stockade time and time again, 
  and that is the wily and boisterous dwarf Koldon 
  Bancroft. After several legal infractions on his 
  homeworld, Koldon came to Haven to start fresh, 
  lured by adventure. He and his white cragclaw, 
  Moonlight, are the only junkers to have made 
  repeat trips to and from the Stockade, and for a 
  price, he is willing to guide folks through it with 
  a smile on his face and a twinkle in his eyes.
  JUNKERS IN THE STOCKADE
  Even though it is probably the most 
  dangerous place in the entire territory, the 
  Stockade draws junkers like moths to a flame. 
  Since few ever return from the Stockade’s 
  depths, most junkers harvest from the territory’s 
  edge. Some small scavenge towns have popped 
  up across the border, but nothing of much 
  consequence. 
  ADVENTURES IN THE 
  STOCKADE 
  Lock, Stock, and Rock (Tier 1). Recently, a 
  meteor shower crashed into the Stockade not far 
  from the Dalemorn border. Scientists are paying 
  a hefty price for lunar swarf, but something 
  appears to be collecting the chunks within a 
  large burrow on the fens. 
  After Hour Races (Tier 2). A splinter racing 
  group called Stryker’s Streak has set up shop 
  in the Stockade, and the manager is an ex-con 
  who snuck in from off-world. Intergalactic police 
  are looking for someone to go undercover to find 
  them. 
  It’s Alive! (Tier 3). The Stockade has 
  awoken! A massive Exarch, perhaps one of the 
  Lumin Order, has been resurrected by a mad 
  paladin who follows the ways of the Exarchs. 
  The Exarch is making its way across Haven 
  towards the Map Room where the paladin hopes 
  to access the ancient systems to snuff out the 
  last of the kaiju.
  
  146
  “COMMISSIONER” OF THE STOCKADE
  Animal Companion (Cragclaw). Koldon 
  is bonded to a beast, Moonlight, which is 
  his animal companion. The companion acts 
  on its own initiative, but otherwise obeys 
  Koldon’s command. As a bonus action, he 
  can command his companion to use its 
  reaction to use the Dash, Disengage, Dodge, 
  or Help action.
  See Mount System (pg 76)  for Cragclaw stat 
  block and details
  Charger. If Koldon moves at least 20 feet in a 
  straight line toward a target then hits it with 
  a lance attack on the same turn, the target 
  takes an extra 6 (1d12) piercing damage and 
  must succeed on a DC 14 Strength saving 
  throw or be knocked prone.
  KOLDON BANCROFT
  Medium humanoid (dwarf), chaotic good
  Armor Class 16 (Junksuit)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft. 
  STR
  13 (+1)
  CON
  13 (+1)
  WIS
  14 (+2)
  DEX
  18 (+4)
  INT
  13 (+1)
  CHA
  10 (+0)
  Saving Throws Str +3 Dex +6
  Skills Animal Handling +4, Nature +3, 
  Survival +4
  Damage Resistances Poison
  Senses Darkvision 60 ft., passive  
  Perception 12
  Languages Common, Dwarven
  Challenge 1
  Proficiency Bonus +2
  Multiattack.  If Koldon is mounted, he 
  makes two weapon attacks. These attacks 
  may not be made against the same target
  Cone-launcher. Ranged Weapon Attack: +6 
  to hit, range 60/120 ft., one target. Hit: 10 
  (1d12+4) fire damage.
  Lance. Melee Weapon Attack: +3 to hit, reach 
  10 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Actions
  Reactions
  Warding Maneuvers. When a creature 
  Koldon can see targets him or his mount 
  with an attack, Koldon adds 2 to the AC of 
  both himself and his mount against attacks 
  from that creature until the start of his next 
  turn.
  KOLDON BANCROFT
  
  CHAPTER TEN
  ON THE FRONTIER
  A
  lmost all of Adelphos remains unexplored 
  since the homesteaders want to establish a 
  solid foundation on the world before going 
  out looking for more. However, some digs in Haven 
  have turned up helpful information about the 
  world as a whole. 
  THE MAP ROOM
  During the first few months after their 
  crash on Adelphos, the Morlocks and their crew 
  uncovered a chamber within the sandstone cliff 
  where Morlock’s Mount now sits. It resembled 
  an observatory with a massive viewing window 
  looking out across the ocean. In the center was a 
  massive, empty table, which -- after some runic 
  hotwiring -- eventually activated and displayed a 
  holographic map of the entire planet. This area 
  
  148
  became known as the Map Room, the base 
  for all explorative operations across Adelphos. 
  While not all technologies found in the Map 
  Room are accessible or activated, the engineers 
  of Wander Company work ceaselessly to get 
  the systems running to its full potential. They 
  have made some headway, but many features 
  remain inaccessible, with many maps from 
  before the Sunder of Mourn and limited in what 
  information they can provide. 
  EAST ADELPHOS
  When looking at the map of Adelphos, 
  cartographers of the Wander Company realized 
  that by some stroke of mad luck, the Morlocks 
  had managed to crash her ship only a hundred 
  kilometers or so from the planet’s equator. 
  Technically, Haven’s territory is part of East 
  Adelphos, but all homesteaders have their 
  eyes facing west. East Adelphos comprises the 
  fractured supercontinent once called Panovalda. 
  From the records the Wander Company has 
  recovered from severely damaged runes stored 
  in the Map Room, Panovalda was home to the 
  Asketri, the people who brought about the 
  Sunder of Mourn. This explained a great deal 
  to the Wander Company given their frequent 
  flyovers of that region. However, East Adelphos 
  is remarkably hard to get to, surrounded by 
  heavy storms and jagged waters, believed to 
  be remnants of the energies that led to the 
  destruction and abandonment of the planet.
   
  PANOVALDA
  The records on Panovalda speak of it having 
  been a continent of beautiful savannahs, deep 
  jungles, and wide sweeping, mountain ranges. 
  The cities of the Asketri once floated above these 
  lands, connected by interwoven bridges of vines, 
  glass, and wood. To see the Asketri was to see 
  spark, technology, and nature truly in harmony, 
  forming a triad of attunement. All cities were 
  
  149
  tethered to great monoliths called sparlon, 
  massive naturally forming foci of spark energy. 
  Many believe based on the limited records found 
  thus far, that the Asketri began their downfall 
  when they started to harvest from the sparlon. 
  However, the Wander Company also 
  uncovered shattered runes describing the kaiju 
  who wandered the continent -- and potentially 
  the entire planet. The records showed thes kaiju 
  were sentient and possessed great intelligence, 
  often coming to blows with the Asketri as they 
  began to bring imbalance to the planet. Today, 
  the few drones the Wander Company have 
  been able to get through the storms return 
  only fragmented images before crashing from 
  the stress of their journey. However, one drone 
  was an exception. Before its final moments, the 
  drone punched through the storms and saw a 
  titanic shape resembling a combination of shark, 
  lizard, and eel towering on massive legs with 
  a tail disappearing into the waters below. This 
  single image is all that was received from the 
  drone, which crashed shortly after transmitting 
  the image.
  Panovalda seems to be protected by far more 
  than killer storms...  
  WEST ADELPHOS
  West Adelphos holds the lands of the other 
  four peoples, who left Adelphos and survived the 
  Sunder of Mourn. There was far more data on 
  these continents in the records of the Map Room 
  and yet still more remains to be uncovered and 
  decrypted by the Wander Company. While most 
  records are antiquated, they nevertheless allow 
  the homesteaders and explorers of Haven to 
  begin to understand their ancient homeworld. 
   
  
  150
  WYLDNVOR 
  The continent of Wyldnvor was home to 
  the Sudari, who domesticated many different 
  beasts from across the planet and built extensive 
  trade routes. Wyldnvor is a continent of dense 
  megaflora and hardy sandstone buttes rising 
  from the thick pine forests. The sandstone gives 
  way to limestone-ridden coastal marshes as 
  it nears the coast. Some of the old trails still 
  crisscross the continent, but for the most part, 
  the once well-trodden roads are long gone. The 
  massive, domesticated herds the Sudari were so 
  famed for have long since returned to the wild, 
  the most famous animal being the roughnecked 
  cragclaw. While hard to capture and train, the 
  cragclaw has become a new favored mount of the 
  homesteaders. Rumors suggest that somewhere 
  in Wyldnvor, the great vault of the Sudari sits 
  filled with wealth and treasure -- and potentially 
  powerful natural magics. Only a name hints 
  of this vaults existence in the old records: 
  Su’Kakora.
      
  ULUMYR 
  The continent of Ulumyr was home to the 
  Mrekori, and as the sister continent to Wyldnvor, 
  is similar in terrain and landscape -- save for 
  a large region of tundra to the south and the 
  volcanoes that jut from it. Many ruins ring 
  these volcanoes from whence the Mrekori once 
  harvested their ore, and the great lava tubes 
  in which they would work the metal, now lie 
  dormant and cold. The volcanoes once fed great 
  geothermal vents that spread life across the rest 
  of the continent through subterranean rivers, 
  but in the Sunder of Mourn, the volcanoes went 
  dormant, lava only burbling in rare locations. 
  Very little of the Mrekori culture remains 
  standing, the Sunder having seen to their 
  destruction. What does remain are great carved 
  monoliths scattered across the tundra depicting 
  the deities of the forge worshiped by the Mrekori. 
  There are stories that great titans made of stone 
  and metal occasionally awaken from tunnels 
  beneath the volcanoes to move the monoliths 
  once a rotation. But, surely, those are only 
  stories.
  OMOK
  The continent of Omok was home to the 
  Exari, yet the island continent is almost entirely 
  devoid of any evidence of civilization. This makes 
  sense given the nomadic and explorative nature 
  of the Exari, known to always roam and look 
  to the horizon. The continent consists of dense 
  cloud forests and sheer limestone cliffs  with 
  many of the Exari’s libraries hidden amongst the 
  trees and cliffs. Omok stands as a testament to 
  the great unity between nature and technology 
  the Exari were rumored to have, where building 
  and biome are near inseparable. However, it is 
  speculated this unity was only a thin veneer, or 
  even the cause of their downfall. What is true is 
  that no homesteader has ever found the great 
  lifts and elevators of the Exari that must have 
  once existed. Some have even come to think 
  that Omok might have a second underwater 
  continent where the Exari lived. Whether or not 
  this is true is yet to be discovered as mighty 
  predators make the waters around Omok their 
  home.  
  ARMALOX  
  The continent of Armalox was home to the 
  Omzadri, a barren and inhospitable place. 
  Mostly full of heavy jungles, moors, and 
  massive mountain ranges, Armalox shelters 
  true treasures: the gigantic pyramids and 
  observatories the Omzadri built to observe the 
  stars and contemplate the spirits. A single road 
  is fabled to run across the entirety of these 
  high jungle mountains, linking each of the 
  five observatories. The records suggest each 
  observatory was linked to the fate and future of 
  the Five Peoples, and supposedly within each 
  observatory slumbers a great, yet-dormant 
  rune. Armalox, while connected to Ulumyr and 
  Wyldnvor, is often surrounded in thick fog and 
  storms. People do not yet know whether these 
  fogs and storms are natural or conjured.
  ONE SMALL 
  FOOTPRINT ON A 
  VAST CANVAS
  The line between adventuresome naivety and 
  acquisitive arrogance is fine indeed. Whatever 
  the hopes and dreams of those interstellar 
  pilgrims arriving on Adelphos, they would do 
  well to recall this: To the traveler nothing is 
  owed; by the traveler all can be lost. Adelphos is 
  old, strange and warded by powers beyond belief 
  and understanding. 
  No matter your claim to power, no matter the 
  purpose of your journey, no matter the time of 
  your arrival: the world was here first.
  
  Sooooooo....I will be honest....I reeeaaalllly don’t 
  like space. I know, ironic, space goblin is in the 
  name. Buuuuut uh....yeah....Only world I have been 
  to is Rystradia -- in fact the only one I go to 
  other than Adelphos. My uncle Jasper runs a 
  raft racing team there and actually married a pair 
  of darwyk sisters. Aunt Spinestriker and Aunt 
  Clawcracker are a little intimidating, but awesome 
  cooks, and boy can Aunt Spinestriker roll a good 
  seaweed joint. Anyway, yeah, I ain’t got much for 
  this here chapter. 
   
   
   
   
   
  - Ironbashk
  CHAPTER ELEVEN
  GLOBE GAZETTEER
  PLANETARY 
  BODIES
  T
  he galaxy is full of various planets, some 
  colossal, others small, but all distinct and 
  wild. Below are listed several planets that 
  your characters could be from or that you could 
  even explore yourself. First, you will see planets 
  from which several player species hail. Afterward, 
  you will see varioust worlds from across the stars 
  that you could journey to on your way to Adelphos 
  or maybe discover what might have caused 
  you to leave your homeworld and come to the 
  megaplanet.
  
  152
  SPECIES PLANETS
  Here we feature the worlds of Araximixalia, 
  home of the simbasts; Dontoceti, home of the 
  odontos; Threskafa, home of the threscans; 
  and finally Galagaros, the home of the darwyk. 
  Each planet showcases the specific quirks of 
  the species, from the ruins-filled deserts of 
  Threskafa to the shadowy sub-canopy world-
  below of Araximixalia. Feel like going offworld for 
  a little adventure? Maybe head back home for a 
  quick visit? Then read on!
  ARAXIMIXALIA
  Native Species: Simbast
  Nicknames: Araxi
  Biome: Mega fungal forests 
  Gravs: 3 
  A VIBRANT AND  
  DENSE WORLD
  The simbast homeworld sits in the cradle 
  of the Bastet System -- sometimes nicknamed 
  the Simbast Cluster -- just warm enough to 
  support life but not hot enough to smother it. 
  Araximixilia, or Araxi for short, is about half the 
  size of Adelphos and experiences a much longer 
  orbital period. As a result, Araxi experiences 
  only one biome or climate. Tremendous fungal 
  forests with trees the size of mountains choke 
  the planet. It is within and below these trees 
  that the majority of Araxi fauna live. 
  “Wonderment. That’s the marvelous thing 
  about those damn cats. All that hardship? That 
  pain? It only made them kind.” -- Deeno Nar’al, 
  odontos junker
  LIFE UNDER THE KING
  The simbasts originally evolved from a 
  feline-primate species adapted to climbing 
  and jumping from massive branch to massive 
  branch. While they eked out a substantive 
  existence in the trees, they also evolved to 
  hunt in the absolute darkness of Araxia’s 
  undercanopy through the development of 
  specialized heat receptors just above their eyes, 
  granting them a measure of thermal vision. This 
  allowed them to quickly establish themselves as 
  the apex predators of Araxi and catch the eye of 
  the Araxi Exarch, King of the Forest.
  The King of the Forest used every 
  opportunity to steer the simbasts away from 
  technological development, warning it would 
  bring danger from the stars. For most of the 
  simbasts’ history, they were relegated to 
  using basic melee weapons for hunting the 
  dangerous and wild fauna of Araxi.
  Meanwhile, the King of the Forest, 
  hungry for an army of his very own with 
  which to tame the cosmos, tightened his 
  grip, forcing simbasts to fight  -- and 
  even occasionally hunt each other -- to 
  find out who the “true warriors” were. 
  This strategy was meant to create warriors 
  who, while being completely ruthless and 
  predatory, would remain unaware of the true 
  intentions of the King of the Forest. In the eyes 
  of the simbast, the King of the Forest was their 
  protector from the dangers of the stars, even 
  though long ago they had once gazed there.
  However, over time, this goal of separation 
  did not produce the desired effect. Instead of 
  becoming ruthless loners only tangentially held 
  together by the King of the Forest, the genial 
  nature of the simbasts won out as they realized 
  their strong family bonds, sense of compassion, 
  and community were the only way to truly 
  survive in the mega forests of Araxi.
  
  153
  SALVATION VIA 
  REGICIDE
  The simbasts’ savior was an angel that came 
  down from space. Well, an angel that crash-
  landed into the canopy of Araxi. This fiery herald 
  did not survive the crash, but its technology did. 
  By scouring through the wreckage,, the simbasts 
  learned of places beyond their homeworld and 
  even the Bastet System itself. Through the ships’ 
  records, they saw planets of great technological 
  advancement and ways these advances could 
  ease their burdens. Their natural curiosity 
  piqued, and they realized that for centuries they 
  had been lied to.
  This angered the King of the Forest, who felt 
  his grip on the simbasts loosening. He moved 
  to wipe their memory of the event using his 
  Exarch powers, but the simbasts were ready. 
  They turned the salvage of the solar’s ship into 
  weapons and armor to fight the King of the 
  Forest. Although mighty and more powerful than 
  the simbasts, the Exarch monarch found himself 
  swarmed and tactically ripped asunder by the 
  very creatures he sought to oppress.
  THE SHADOW UNDER 
  THE BOUGHS
  During the King of the Forest’s reign, 
  religious curiosity was discouraged. However, 
  once he was dethroned, certain superstitions 
  and fears became paramount among the 
  suddenly autonomous simbasts. The pitch-black 
  ground floor of Araxi had remained a mystery. 
  The simbasts were discouraged from exploring 
  it by the King of the Forest, who saw it as a 
  potential threat to his own awe and power. Few 
  simbasts had ventured into the murky depths, 
  
  154
  and even fewer had returned. Those simbasts 
  who have since braved the journey speak  of 
  gnashing teeth, of sprawling, mewling masses of 
  quivering flesh spitting out horrific monstrosities 
  like a biological assembly line. Eventually, 
  large numbers of simbasts came to believe that 
  appeasing these vile monstrosities was the key 
  to surviving on Araxi sans their ruling Exarch. 
  Thus, the religion of the Darkness Below was 
  born. Many junkers feel drawn to the threat -- or 
  challenge, as others characterize it -- of coming 
  face-to-face with this Darkness Below.
  ADVENTURES ON 
  ARAXIMIXALIA
  Polar Spark (Tier 1). A spark signal is 
  detected at the north pole of Araximixalia. 
  The simbast elders believe it to be a 
  remnant of King of the Forest’s Exarch 
  technology and eagerly readying a party to 
  find it.
  A Nyxian Tremble (Tier 2). There is 
  an ancient prophecy that when the trees 
  of the forest tremble, the great primordial 
  which slumbers below will awaken to ascend 
  the trunks of the world and devour the simbasts 
  whole. That day has come, and something black 
  and horrible wanders beneath the canopy, 
  wheezing and screaming.
  The Legend of a King (Tier 3). In the oldest 
  archives of the universe, there exist records of a 
  King. A King Crowned in Sorrow and Rage who 
  ruled Araximixalia before the Exarch set foot on 
  the planet and drove him to the forest floor. A 
  King who is biding his time until the Exarch is 
  deposed. One of the oldest seers amongst the 
  simbast now senses that this prophecy is about 
  to unfold.
  DONTOCETI
  Native Species: Odontos
  Nicknames: The Donto, Drydock
  Biome: Once primarily oceanic, now desert
  Gravs: 4
  A WORLD THAT MADE 
  THE MOST OF IT
  On Dontoceti, the oceans dried up thousands 
  of cycles ago, and the planet’s atmosphere is 
  packed with particles that make visibility on the 
  surface extremely limited. While technologically 
  advanced, Dontoceti has no true central 
  government. Instead, its tens of thousands of 
  interest-based unions form loose coalitions 
  to address specific issues such as planetary 
  defense, exploration, and education.
  SOMETIMES YOU JUST 
  HAVE TO PUSH ON
  When the seas dried up due to the mega 
  sun that glows above Dontoceti, the odontos 
  were forced to adapt quickly and decisively -- a 
  hard choice for a species who by nature are slow 
  talkers and slow thinkers. However, an odontos 
  named Stant Rindlefin took those first steps in 
  
  155
  combining spark and rudimentary technology 
  to begin building a new odontos civilization. 
  Today, numerous dome-towns scatter across 
  the surface of Dontoceti using revolutionary 
  combinations of magic and technology to cycle 
  groundwater out of the planet’s core, filling the 
  dome-towns with the water odontos need to 
  survive. Every dome-town is usually run by one 
  union - a collection of the higher-ups across the 
  town. All dome-towns are connected by long, 
  winding highways. To the odontos, their world -- 
  once so alive -- has become a giant laboratory… 
  and sometimes a scrap yard. 
  Found nearly everywhere on Dontoceti, from  
  its large mountain ranges to the salt flats, are 
  the crashed wrecks of mecha, ships, speeders, 
  and other experimental technologies. One of the 
  greatest sights of the planet visitors often see is 
  the Shipyard, a wide salt flat where hundreds of 
  failed test flights crashed,  leaving rusting hulks 
  rising from the land like a forest of giant metal 
  monoliths.
  PLUCKY PRAGMATISTS  
  Odontos by their nature are logical planners, 
  doing everything by the book and striving for 
  consistency in their creations. Their love of 
  planning, drafting, and testing is a laughing 
  matter among some in the magineering 
  community, who see the odontos as locked in 
  tradition.
  However, the Dontoceti Engineering Corp 
  (DEC), the only real governmental body most 
  odontos follow to any degree, is no laughing 
  matter. Dedicated to the defense and protection 
  of the planet, the DEC has built massive 
  planetary cannons and runestone-powered 
  construct drones to patrol and keep an eye on 
  any unwanted visitors.
  Nevertheless, some smuggler gangs have 
  found ways to evade these planetary defenses 
  and have started building bases in many of 
  the scrap yards and among the derelict wrecks 
  across Dontoceti. Numerous smuggler gangs 
  are simbast junkers, furthering the seemingly 
  ageless feud between the two species. 
  
  156
  SCRAP, SCRAP AS FAR 
  AS THE EYE CAN SEE
  Dontoceti is an absolute breadbasket for 
  junkers, especially those seeking to learn from 
  odontos magineers and scientists. From delving 
  into the huge scrap yards littering the planet, 
  to working on odontos ships and speeders, 
  or getting to test drive new designs on the 
  dangerous Donto-Speedway that covers much of 
  the planet -- there is plenty to do across this dry, 
  dusty world.
  ADVENTURES ON 
  DONTOCETI 
  Start Your Engines! (Tier 1). A young 
  odontos racer named Kory Tangleroll has come 
  up on some bad luck: a suspicious accident has 
  left him with a broken leg, and he cannot race 
  in the annual Donto-Speedway Scrap Cup. He 
  needs someone to take his place and investigate 
  his accident.
  Man the Cannons! (Tier 2). Somehow, an 
  old mecha prototype that the DEC left for dead 
  out in the salt flats has awakened and gained 
  sentience. Its objective: crush Stantville and its 
  creators for abandoning it to rust in the desert.
  Phantom Fleet (Tier 3). An old, ditched 
  runic AI named the Commodante has awakened 
  in a lost odontos lab and begun to fire up the 
  crashed skeleton-like ships in the desert. When 
  the Commodante is asked why, it simply states, 
  “My programming will be answered.”
  THRESKAFA
  Native Species: Threscans 
  Nicknames: The Remembrance
  Biome: Once primarily oceanic, now desert
  Gravs: 3
  A SHATTERED MEMORY
  A once verdant planet, Threskafa suffered 
  many of the same challenges that Dontoceti 
  did: a sun whose radiance grew too powerful 
  for its environment. It was this sun that drove 
  the threscans to the horrible culling of other 
  species on their homeworld. Today, Threskafa 
  remains as a dark stain upon the memory of the 
  threscans, covered in the scars -- physical and 
  metaphorical -- they left upon it.
  LOST IN WAVES OF 
  BLOOD
  The history of the threscans who call 
  Threskafa home is bloody, dark, and genocidal. 
  After the Order of Mages initiated the magical 
  evolution of the threscans, the species 
  committed a litany of horrors that has left a 
  dark legacy upon the world. Few threscans now 
  remain on Threskafa.
  The surface of Threskafa is a barren 
  wasteland. Its original seas are now massive salt 
  flats and the landscape has turned to dust and 
  sand. Scattered across the planet are the ruins 
  and remnants of the humanoid civilizations the 
  threscans destroyed. Threscan leaders have left 
  these broken cities as a cautionary tale to any 
  threscans who might feel the old bloods rising.
  Today, the great singular tower of 
  Threskaman stands at the equator amid a bright 
  strip of oases stretching around the planet. 
  This last vestige of nature is fragile, spanning 
  only a few kilometers wide along its length. 
  Threskaman is home to the Order of Mages, who 
  have long since repented for their past and are 
  organizing efforts to expand across the planet 
  and find ways to rejuvenate the long-dead world. 
  Some efforts are beginning to breathe life back 
  into the sands, such as druids attempting to 
  commune with long-slumbering elementals.
  Yet in the absence of large threscan 
  populations on Threskafa, other factions have 
  started to arrive, taking control of the old ruins 
  and building criminal empires below the sands 
  hidden from the prying eyes of the Order of 
  Mages. The deeper into the old ruins the gangs 
  delve, the more wounds they might find still 
  open.
  
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  REPENTANT 
  SURVIVORS 
  Only about four thousand threscans still live 
  on Threskafa, and all dwell within Threskaman. 
  This massive tower of black basalt stone is 
  covered in ancient threscan carvings and is 
  ruled over by the Order of Mages. Currently, 
  the Order of Mages are overseen by an old 
  threscan named Ulric, said to be a descendant 
  of mages who were part of that original 
  incursion out of the seas onto land. The great 
  tower has numerous landing docks, libraries, 
  and laboratories built for visiting scientists and 
  expeditionaries, all managed by Ulric’s daughter 
  Zaida.
  While it is not common knowledge, most of 
  the criminal gangs scattered through the ruins 
  are chapters of the Skraggwelt Collective. These 
  small syndicates are under the watchful eye of 
  Matron Mandrarosa, a powerful simbast junker 
  turned crime lord. She runs the Collective with 
  an iron fist, ensuring no one  backstabs or 
  blackmails members and that rising through the 
  ranks is done through merit.
  RUINS CAKED IN DRIED 
  BLOOD
  As with any dead and forgotten world, the 
  allure of lost technologies is enough of a pull 
  for junkers to drop everything and head to 
  Threskafa, although most threscans do not 
  support this influx of new, excited visitors. One 
  particular draw are the rumored sand beasts 
  that supposedly swim below the dunes of 
  Threskafa. The Order of Mages has taken steps 
  to stop junkers from coming to Threskafa, even 
  going so far as to forge connections with the 
  Skraggwelt Collective.
  ADVENTURES ON 
  THRESKAFA 
  It Go Boom? (Tier 1). A young threscan 
  junker named Zarek stumbled upon a record 
  identifying a lost bunker of old drilling 
  equipment somewhere deep below Threskaman. 
  However, the Order of Mages is doing all they 
  can to quell Zarek’s enthusiasm, believing this 
  bunker could awaken unwanted memories from 
  the haunted ruins of the past.
  A Backhanded Agreement (Tier 2). Ulric 
  has been asked to meet with the Skraggwelt 
  Collective to negotiate a peace treaty -- or rather, 
  a peace agreement allowing the criminal gangs 
  to legally enter the humanoid ruins. However, 
  Ulric needs an escort as his sources have 
  warned the old shark about potential treachery.
  Old Wounds Opened (Tier 3). The 
  Skraggwelt Collective has gone too deep, finding 
  an underworld on Threskafa where humanoids 
  the threscans did not kill survived, mutating 
  into horrifying biotechnological monsters infused 
  with spark magic. These archaic people -- calling 
  themselves the Forgotten -- have declared war on 
  Threskaman.
  
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  RYSTRADIA
  Native Species: Darwyk
  Nicknames: Storm’s Haven, Stormscale
  Biome: Temperate, harsh weather patterns
  Gravs: 3
  RULED BY THE RED 
  DWARF
  This brutal world was once home to an 
  ancient and powerful Exarch known only as 
  Rystra, Master of Storms, and they were as 
  volatile as the red dwarf sun the world orbits. 
  What caused the Exarch’s demise is unknown, 
  but from their core was born the harsh and 
  violent climate of Rystradia. The darwyk 
  grew into their own here, becoming supreme 
  evolutionaries who braved everything their 
  primordial world threw at them. Alongside 
  the darwyk, Rystradia’s nature flourished, 
  becoming a wild and dangerous land.. The world 
  is now a destination for big game hunters and 
  meteorologists seeking to understand extreme 
  weather.
  A GLOBAL TERRARIUM
  Rystradia is a warm, humid planet orbiting 
  an unsettled red dwarf. The planet is covered 
  by a shallow sea no more than three kilometers 
  at its deepest. Rystradia’s ecology is famous for 
  its numerous carnivorous species, with various 
  filter feeders and krill eaters at the bottom of 
  the food chain. The darwyk evolved as pursuit 
  predators in this fish-eat-fish sea. As sentience 
  dawned on their species, the harsh realities of 
  living in a dangerous ecosystem became the 
  leading factor for their culture’s evolution.
  The darwyk were once part of the species 
  known as amblyrhy, staunch survivalists who 
  dwelled under their red sun. Led by intensely 
  spiritual shaman, the amblyrhy were driven 
  to survive in the wild landscapes of their 
  homeworld. However, over time, a faction of 
  magineering-minded amblryhy discovered an 
  ancient vault full of old runestones and began to 
  experiment with biotechnological enhancements. 
  These amblyrhy became known as the aukayk 
  and unlocked great technological knowledge with 
  their surgically implanted runestones. Soon, 
  the aukayk left the red star of Rystradia behind 
  them. The remaining amblyrhy took on the 
  name of “darwyk,” meaning “survivor” in their 
  language, and slowly integrated their druidic 
  skills with the remnants of technology left 
  behind by the aukayk.
  Rising above them all was a great warrior 
  called Chywyk, who unified the small familial 
  clans into one nation on the fertile island of 
  Galagaros, where ancient legends claimed the 
  original amblyrhy were born. Here, Chywyk 
  worked alongside the clans to build a great 
  tower that would shine across the universe and 
  bring others to their world. Several decades later 
  upon their deathbed, Chywyk greeted the first 
  interstellar traveller to Rystradia before handing 
  the responsibility onto the first Towermaster.
  RYSTRADIAN PRIDE 
  Competition between darwyk became 
  the norm, and healthy competition between 
  members of the darwyk species kept their 
  civilization ready to defend against any threat 
  from Rystradia’s ecosystem. Their greatest 
  architectural achievement looms above the 
  island city of Galagaros, the immense, winding 
  wood-and-glass Tower of Chywyk. This tower 
  operates as part space station and part cultural 
  wayhold.
  
  159
  One of the favorite pastimes on Rystradia 
  is raft making. Once a necessary step in the 
  survival of young darwyk as they grew to 
  maturity, raft making has become a vanity 
  sport. Every year, hundreds of thousands of 
  darwyk gather on Rystradia from all corners 
  of the galaxy to debut their newest raft specs, 
  some multi-platformed and with technicolor 
  sails,  others sleek and narrow to better pierce 
  the waves, and still others large and capable of 
  transforming their form and appearance.. This 
  eye for fashion translated to their starships as 
  the darwyk took to the skies, and now their 
  starships are some of the most flamboyant and 
  stylish in the system.
  SURVIVAL OF THE 
  FITTEST 
  The tropical air and lush environment of 
  Rystradia is a natural pull for junkers looking 
  to relax for a few weeks before heading back 
  out on the job. However, these small vacation 
  communities scattered across the planet have 
  grown into wellsprings of new-age junker 
  druidism under the tutelage of darwyk druids 
  and shamans. Whether observing the colossal 
  tropical fish the darwyk often worship as deities, 
  searching for old pieces of the long-dead Exarch 
  Rystra said to lie scattered beneath the waves, 
  or sailing across the sea on a custom raft, there 
  is plenty to do on Stormscale (as the world is 
  lovingly called).
  ADVENTURES ON 
  RYSTRADIA
  Now This Is Raft Racing! (Tier 1). A young 
  darwyk named Saltswimmer cannot find any 
  of their crew and needs replacements for the 
  upcoming Rystradian Grand Surf. They are 
  offering half the reward money as well as a 
  chance to connect with other racers for future 
  competitions.
  Gerry Slosh’s Folly (Tier 2). The famed 
  firbolg aqualologist Gerry Slosh has gone 
  missing near the hunting grounds of the great 
  red-winged gnar Huujotomi. All that has been 
  found is his journal listing his conquest of 
  various river monsters and a comment that he is 
  searching for even bigger fish to fry.
  
  160
  Rystra’s Wrath (Tier 3). A salvage team has 
  come across a strange sphere at the bottom of 
  the ocean. When their sub came within a mile 
  of the sphere, all communication was lost. Now 
  horrific storms wrack the planet, and a great red 
  light pulses from within the watery depths off 
  the coast of the Tower of Chywyk. Nightmares 
  plague the minds of darwyk druids and 
  shamans, all screaming the name “Rystra!”
  RECORDED 
  PLANETS
  Collected below are the planets of Necros, 
  Dwalli, Refker 6, Brightlord, Dramadora, Riig, 
  and Dagon. Each of these worlds offers even 
  more explorative potential for your group of 
  plucky junkers to dive into if you are looking for 
  a break from the wilds of Adelphos -- although 
  why you would be bored with Adelphos is beyond 
  us! From the human versus machine conflict of 
  Refker 6 to the Dead World of Necros, there are 
  plenty of planets to explore.
  BRIGHTLORD
  Native Species: Celestials
  Nicknames: The Brilliance, the Celestial Core
  Biome: Gas giant
  Gravs: 5
  CELESTIAL CORE
  Orbiting a single star, this massive gas giant 
  has four large moons and is seen by paladins 
  and clerics as the center of spiritual space. 
  Ruled over by a powerful archangel named 
  Ganymede, Brightlord is a titanic orb of golden, 
  silver, and blue gases all rotating around the 
  heavy metal. Rising somewhere within the 
  vaporous atmosphere is the fabled fortress 
  city of Brightling. Many religious sects and 
  individuals have attempted great pilgrimages 
  here, but those who return are never the same.
  THE LURE OF 
  REDEMPTION
  Many  cosmic sailors claim that Brightlord 
  seems to give off a song like the sirens of old, 
  pulling at the minds and hearts of those who 
  seek redemption or rebirth. One such captain, 
  a simbast named Grizz the Black, said  he 
  was barely able to escape the call of Brightlord 
  -- and the soothing, glowing light of the gas 
  giant almost sucked him in too. “As hypnotic as 
  an arcane miasma and forty times as deadly,” 
  he told chroniclers on Adelphos.  Brightlord 
  has almost become synonymous with a ship 
  graveyard.
  Clerics and paladins, however, see Brightlord 
  as part of the Pathway of the Penitent Past, a 
  religious path calling for believers to travel in 
  order to truly purify their souls and minds. The 
  most extreme believers will try to find the great 
  city of Brightling floating within the gas giant, 
  while most others are content to orbit the planet, 
  viewing it from above.
  The ring of crashed ships, mecha, and 
  other interstellar transport (including, 
  perhaps, the remains of one or two Exarchs) 
  act as a boundary between the undulating 
  cosmic gases below and the blackness of 
  space beyond. Occasionally, it is said that 
  Ganymede sails around the planet on 
  wings of flaming plasma, singing a song so 
  beautiful it causes any who hear it to weep 
  openly.
  
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  HEAVENLY RESIDENTS 
  Not much is known about those who dwell 
  in or on Brightlord other than many different 
  angels and celestials call this world home. 
  It is believed that a kaiju-sized coatl named 
  Ax’dae’rael has made its nest within the great 
  scrap ring around the planet and acts as its 
  guardian, but beyond this, nothing is confirmed.
   
  THE RING OF SCRAP
  Daring junkers have created an annual 
  contest called the Brightlord Scrap Run. Every 
  year, hundreds of junker teams converge on 
  the planet for this massive event. Teams of ten 
  junkers each have one hour to collect as much 
  scrap as they can to rebuild a particular item 
  or machine designated as that year’s theme; 
  sometimes, it might be a speeder, a ship, a 
  mecha, or something even simpler like armor. 
  Otherwise, more religious junkers tend to scour  
  the ring for artifacts and relics to salvage and 
  repair.
  ADVENTURES ON 
  BRIGHTLORD 
  Recover for Me This Relic (Tier 1). An 
  archpriest named Magistrate Foldis asked you 
  to recover the Shining Scepter of Drephon X, the 
  Solar of the Divine Fist -- yet something about 
  him seems rather fishy. 
  HERESY! (Tier 2). A fanatic cult has 
  captured a salvage crew that came too close to 
  the scrap ring and wants to offer them up to 
  Ax’dae’rael as tribute. Can you get there in time 
  to stop it?
  The Voice of Ganymede (Tier 3). You have 
  been drawn by the very voice of Ganymede 
  themself, their ancient and powerful call 
  speaking out to you across the cosmos. They 
  asked you to search the scrap ring for a lost relic 
  to help free them from a great prison of their 
  own design.
  DAGON
  Native Species: Aberrations, fey
  Nicknames: Black Pit, Drag-On, Plasworld
  Biome: Oceanic, tropical archipelagos 
  Gravs: 3
  
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  CANNON-TOTING 
  MONSTROSITIES 
  Dagon is a world wracked in conflict and an 
  example of the elves’ inability to integrate with 
  the rest of the universe. The low-tech elves battle 
  terrible elder evils from within the trenches of 
  their homeworld, elder evils that have learned to 
  use technology from across the stars. The elves 
  attempt to hold back plasma cannon-wielding 
  aberrations equipped with power armor, but 
  they continue to lose ground.
  A MOTHER’S CRY
  Dagon was a relatively unknown planet for 
  many millennia until elven agents hijacked 
  Old One tech and escaped to the nearest space 
  station, informing the galaxy of the war on 
  Dagon. Some headway was made connecting 
  with Nyram Voltan, the ruling elven kingdom in 
  the archipelagos. Stories tell of elves awakening 
  on Dagon under the eyes of their goddess 
  the Mother of Surf, one of the few benevolent 
  Exarchs to journey through the galaxy.
  For a great while, these elves flourished, 
  expanding across Dagon, eventually forming 
  the five families that would control the planet. 
  However, a warlock from the Heartmaker famliy 
  looked into the ocean’s depths, and the depths 
  looked back. Seeking power to raise his station, 
  Heartmaker opened a great tear across the 
  trenches of Dagon and allowed horrific elder 
  evils into the world. 
  The Mother of Surf attempted to protect her 
  children as best she could, but she was slain 
  by a horrific beast known only as the Undertow, 
  and her remains became the blueprints for 
  powerful technologies the eldritch creatures 
  interfaced with as they began their conquest 
  of Dagon. Today, Heartmaker dwells among 
  the aberrations as a commander, seeking to 
  consume more and more power.
  HOUSES AND HAHSTS  
  As their holdings shrank, the five families, 
  collectively known as the Nyram, remain in a 
  diminished state on Dagon, containing far fewer 
  resources and military might than centuries 
  before. Nyram Voltan are the ruling family, 
  specializing in the very portal magic Heartmaker 
  used to begin the terrible war. Nyram Syrin and 
  Nyram Shaldranath are warrior families, with 
  Syrin specializing in symbiotic relationships 
  with creatures of the oceans while Shaldranath 
  builds massive constructs and armors made 
  of coral. Finally, Nyram Ondyr are druids 
  and alchemists of high renown, while Nyram 
  Pheneran are clerics and paladins of the Mother 
  of Surf. The elves, once welcoming to visitors, 
  have become increasingly xenophobic and 
  isolationist.
  
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  Little is known of the eldritch monsters 
  who have claimed almost half the planet, 
  but expeditions to uncover their secrets have 
  yielded some results. These monsters are split 
  into six hahsts, or battalions, all answering to 
  greater elder evils who in turn answer to the 
  Undertow. Most believe that Heartmaker acts 
  as a mouthpiece for the Undertow as reports 
  speak of his horrific mutation into a gangrel 
  nautical-abyssal creature, a far cry from his 
  once-handsome elven shape. Beyond this, the 
  composition and command of the hahsts remain 
  unknown.
  LOST VAULTS, 
  LEGENDARY TECH 
  Few junkers willingly go to Dagon. Those who 
  do arrive were often drafted or captured before 
  being sent to the planet. Elven traders wearing 
  the robes of the Nyram of Dagon are rarely 
  trusted across the galaxy, with many wondering 
  whether they look for allies or seek to buy/
  kidnap fighters. However, even the most cautious 
  junker cannot resist the lure of lost elven cities 
  and Exarch tech. Recently, the elves have offered 
  a share of any technology recovered from hahst 
  camps as payment for coming to Dagon to assist 
  in the war effort. 
  ADVENTURES ON 
  DAGON 
  A Diamond in the Ruff (Tier 1). Your group 
  meets a young woman named Savra Nyr’Syrin, 
  who claims to be an exiled duchess of Nyram 
  Syrin on Dagon. If you can return her to the 
  planet, she will reward you handsomely, but 
  there are others with less-than-lucrative plans 
  on the lookout for her. 
  Silver Linings, Eldritch Tidings (Tier 2). 
  Dagon is in need of help! A message goes out 
  across the galaxy from Duchess Savra Nyr’Syrin, 
  asking for junkers to help liberate her familial 
  islands from the Drakahaun hahst led by a 
  horrific general named the Blue Butcher. Tech 
  from an Exarch vault is promised as payment, 
  but you must hurry.
  Island of Insanity (Tier 3). After crashing 
  onto Dagon, you awaken, sitting in the prison of 
  Heartmaker. The mutated elf offers you a chance 
  to be his latest experiment on his nightmare 
  island of Innysmorte to answer the question: 
  “What is the deadliest game?”
  DRAMADORA
  Native Species: Humans, half-orcs, megafauna
  Nicknames: Hunter’s Paradise
  Biome: Temperate deciduous rainforests
  Gravs: 2
  CONSERVATION AND 
  COMPETITION 
  This verdant planet was discovered by a 
  prolific gnomish big game hunter named Glower 
  Bravstrom, who specialized in unique biome 
  tracking. Given that gravity is lighter here, 
  mortals can keep up, size-wise, with the massive 
  megafauna and kaiju that call this planet home. 
  Bravstrom still dwells here in his mountain 
  lodge Juman, waiting to find the great white 
  ultrasloth, the hulking specimen that took his 
  leg and eye.
  THE FOOTSTEPS OF 
  GIANTS
  This world, called Dramadora by the 
  native Umsal people, grew around a naturally 
  occurring portal to the Elemental Planes from 
  which primordial magic radiated, forming the 
  world Bravstorm eventually stumbled upon. Here 
  the Umsal people evolved, forming a symbiotic 
  relationship with the world around them, 
  creating amazing druidic structures resembling 
  massive trees glowing with elemental essence. 
  In time, the Umsal came to converse with the 
  spirits of the great prehistoric beasts wandering 
  the face of the planet.
  
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  However, an Exarch called Zunxun the 
  Defiler came across Dramadora, and the great 
  being decided to make the world their new 
  plaything. Corrupting and manipulating the 
  energies of the elemental portal within the 
  planet, Zunxun turned many of the spirits 
  against the Umsal, forcing the people to flee and 
  hide underground, abandoning their ancient 
  tree cities and spiritual ways for many centuries. 
  Zunxun discarded the planet many millennia 
  ago, but the scars they left on the delicate world 
  still remain.
  It has only been in the last few cycles after 
  Bravstrom arrived on the planet that the Umsal 
  have begun to reemerge from within their 
  underground realms to slowly reintegrate with 
  their world. The Umsal have started training 
  junkers in technosylvology, a unique form of 
  druidry combining magitech and nature.
  SCHOLARS AND 
  GARDENERS 
  The Umsal are slowly beginning to reclaim 
  their world and work with the updated planetary 
  knowledge Bravstom has collected. They now 
  attempt to cull the megafauna that are too 
  corrupted from Zunxun’s lasting influence. The 
  Umsal have accepted this unfortunate necessity 
  of how life must continue. Bravstorm has 
  become increasingly impressed, and perhaps 
  envious, of the Usmal’s connection with nature 
  and he will often follow them on long hunts in 
  the bush. 
  Other than the Umsal, Bravstorm’s lodge 
  Juman, and a handful of small junker outposts, 
  few settlements exist on the planet. However, 
  Dramadora is now considered a stop of the 
  Pathway of Eternal Grass, a galactic-sized 
  pilgrimage druids are expected to take at least 
  once in their lives. These individuals are drawn 
  to Dramdrasyl, the Planetary Arbor, which 
  is said to be the direct passage to the portal 
  at the center of the planet, true life is slowly 
  reawakening on Dramadora.
  
  165
  WHERE FOLIAGE AND 
  FILIGREE MEET
  Given the growth in the teachings of 
  technosylvology, more and more druidic junkers 
  have found their way to Dramadora to learn from 
  the Umsal. Besides this, many junkers come 
  to assist the Umsal in taking back their old 
  homes and helping to recover their lost history. 
  From magineering to cartography, scouting and 
  recon, archaeology and linguistics, junkers are 
  providing all kinds of skills that the Umsal need. 
  Additionally, junkers are working to help the 
  Umsal spread their abilities across the stars.
  ADVENTURES ON 
  DRAMADORA
  Took the Path Less Trodden (Tier 1). An 
  old map said to identify the entrance of one of 
  the uncorrupted world trees has been uncovered 
  in a reclaimed Umsal city. However, it is said 
  that the trail is guarded by ancient servants of 
  Zunxun.
  The Last Hunt (Tier 2). You have been 
  invited to Bravstorm’s lodge to join the gnome 
  on another hunt to take care of some corrupted 
  megafauna. However, when you arrive, all you 
  find is a note saying, “Time to get that damned 
  sloth.”
  Force of Nature (Tier 3). Dramdrasyl cries 
  out with pain! Zunxun’s spirit has returned to 
  this world, screaming as a wraith and claiming 
  the Planetary Arbor as their new body. Will you 
  take up the call of the Umsal and help them 
  reclaim their lost cultural treasure?
  DWALLI
  Native Species: Dragons (rust, white, titanium), 
  dire tardigrades, elementals
  Nicknames: Scarthax’s Tomb
  Biome: Arctic 
  Gravs: 4
  ON DEATH’S DOOR
  Dwalli is a planet whose climate is 
  temperamental and terrifying, fueled by the 
  dying Exarch Scarthax. The planet is naturally 
  cold, but Scarthax’s body has fused to the 
  world’s core, causing massive gouts of flame to 
  blast into the atmosphere for weeks at a time. 
  It is rumored that if you walk the planet’s many 
  tunnels, they will bring you to where Scarthax 
  groans upon their deathbed. 
  A WAR BETWEEN TWO 
  TITANS
  For centuries, Dwalli was a world free of 
  control and destiny, a place where ancient 
  dragons and elementals warred and fought over 
  the icy surface of the planet for dominance. 
  Over time, one dragon came to rule the planet, 
  a giga-white dragon named Frostdramak who 
  had absorbed thousands of elemental cores and 
  vast quantities of spark. Over time, Frostdramak 
  grew to the size of an ancient kaiju, becoming 
  sole ruler of Dwalli -- until the Exarch Scarthax 
  was drawn to the power radiating from the 
  ancient wyrm. Scarthax’s capsule slammed into 
  the planet and tore a massive hole deep into the 
  planet’s mantle, and thus the battle began. 
  
  166
  Scarthax and Frostdramak fought for 
  eons, fracturing the surface of Dwalli beyond 
  recognition, until finally in their dying breath, 
  Frostdramak slew Scarthax, casting the Exarch 
  into the core of the planet. Scarthax’s metal 
  body fused to the molten core, and the massive 
  celestial construct now screams and rolls in 
  pain, slowly melting and dying from both the 
  pressures at the center of the frigid world and 
  the planetary core’s heat. 
  Today, Dwalli is often avoided at all costs, 
  with many having heard the rumors of visitors 
  driven mad by Scarthax’s pained screams. 
  However, Exarchical fanatics will often flock 
  here to worship the Molten Titan and offer up 
  their services as the Exarch’s mouthpiece. 
  Alternatively, some have come hoping to kill the 
  Exarch, but thus far none have succeeded.
  MADDENING CROWD
  No humanoids dwell on Dwalli. Instead, 
  only a few clutches of dragons remain along 
  with large herds of dire tardigrades. The prime 
  residents of Dwalli are elementals and the dying 
  Scarthax, to whom fire elementals are often 
  drawn as they see the Exarch as a massive 
  addition to the molten core they call home. One 
  or two small satellites were built and now orbit 
  Dwalli, but these are skeleton-crew research 
  stations crafted to observe the Molten Titan 
  slowly become one with the planet. 
  A BARREN BLOODBATH
  Junkers are often pulled to Dwalli by the 
  lure of Exarch technology. The massive pieces 
  of Scarthax’s landing capsule can be seen from 
  space, so many junkers undertake mad missions 
  to the surface to try and harvest what they 
  can -- if the dragons and elementals don’t get 
  to them first. Besides the capsule pieces, the 
  chance to actually talk to or see an Exarch is an 
  additional draw, though few who attempt to to 
  speak with the Molten Titan ever return.
  
  167
  ADVENTURES ON 
  DWALLI
  Exarch Flare (Tier 1). One of the space 
  stations orbiting Dwalli probed a little too close 
  to Scarthax, who unleashed a massive molten 
  flare. The station crew needs help repairing the 
  satellite so they can get back online.
  Draconic Frenzy (Tier 2). Titanium dragons 
  driven wild by Scarthax’s screams have begun 
  attacking the space stations as well as junker 
  operations on the planet’s surface. Is there a way 
  to deafen or free the ancient protectors from this 
  horrendous nightmare?
  Scarthax Salvaged (Tier 3). Scarthax 
  cultists have built a new body for the Molten 
  Titan from the scraps of their capsule, and now 
  the ancient Exach seeks revenge on the dragon 
  who almost killed them. However, someone has 
  to keep Scarthax on-world before the big guns 
  arrive to take care of the Exarch once and for all.
  NECROS
  Native Species: Black Legion, House of Blood
  Nicknames: The Dead World
  Biome: Slime mold desert
  Gravs: 2 
  A DEAD SPOT IN THE 
  UNIVERSE
  The planet Necros is an anomaly to the 
  scanners of junkers and Exarchs alike. Both are 
  drawn to the small planet a fraction of Adelphos’ 
  size, though they are drawn here for different 
  reasons. For Exarchs, they sense the massive 
  energy signatures denoting Exarch technology. 
  For junkers, they pick up the rapidly repeating 
  distress call that’s been looping for the past 
  decade. 
  
  168
  A FUNGAL HAVEN
  Once upon a time, Necros was a planet like 
  any other -- with the exception of the virulent 
  fungal swarm known as the Black Legion rapidly 
  subsuming every living creature on the surface 
  of the planet. It was only when the massive 
  Exarch Shi’ai porta-ship crashed onto the planet 
  after battling a vindictive giga titanium dragon 
  that the Black Legion boomed. The ensuing 
  damage rapidly destabilized the ecosystem of 
  Necros, leading to the proliferation of the Black 
  Legion.
  Necros is now a dead world, completely 
  covered by the Black Legion. Junkers who 
  venture here without proper protective 
  equipment find themself rapidly assimilated 
  and used as new vessels for the Black Legion 
  hivemind.
  It is the unfortunate truth of evolution that 
  sapiance is not a required trait for a species to 
  dominate an ecosystem. The Belgus 2 felthwhit 
  lizard of the Derlk era are a great example 
  where with its barely functioning lizard brain, it 
  nonetheless became the most prolific species in 
  the history of Belgus 2. Much in the same vein, 
  the Black Legion is the dominant life form of 
  their homeworld of Necros.
  RESIDENTIAL 
  MICROBIAL 
  INFESTATION
  The Black Legion appears, taxonomically, to 
  be a fungus comparable to a type of cordyceps. 
  The fungus’ spores attack an animal or plant’s 
  central nervous system, killing the animal but 
  rewiring its nervous system to serve as a host. 
  The Black Legion swept over the world of Necros 
  for a millenium, absorbing and assimilating 
  the native flora and fauna. Unfortunately, the 
  borrowed bodies have an expiration date of 
  around four to five cycles. If it weren’t for a 
  planet-sized spaceship crashing into Necros, 
  the Black Legion species would have surely 
  disappeared. However, by assimilating the 
  spaceship’s occupants, the Black Legion received 
  their first taste of sapience. Since then, they’ve 
  desperately craved more.
  There is something poetic about a species 
  uplifted into sapience, a species that will do 
  anything and everything to continue along the 
  path they accidentally stumbled upon. The 
  Black Legion now sweeps across the galaxy, 
  searching for more host bodies before the ones 
  they have expire. However, within their core has 
  formed another faction: the House of Blood.
  The House of Blood is a peculiar offshoot 
  of the Black Legion, viewed as a sort of black 
  sheep of the family. The House of Blood refers 
  to members of the Black Legion who have 
  procreated while possessing sapient host bodies, 
  spawning a new kind of Black Legionnaire 
  named Dhampyres. These Dhampyres are 
  members of the Black Legion hivemind, but 
  they do not “wear out” their bodies like other 
  members of the Black Legion do. This blessing 
  comes with an incredible cost as Dhampyres 
  have a prion deficiency in their host bodies. 
  They make up for this deficiency by consuming 
  the blood and plasma of other members of their 
  host bodies’ species. Members of the House of 
  Blood are more aggressive and less willing to 
  communicate with members of other species.
  A DEADLY 
  PLAYGROUND
  Necros is a dangerous place for junkers given 
  the extremely low gravity and danger of the 
  Black Legion’s constant drive to grow and grow. 
  However, as if doing so to spite fate, junkers 
  
  169
  have been working on experimental sub-orbital 
  ships that can fly just outside the crushing force 
  of Necros’ gravity. The leader of this operation 
  is one Meddyr Relson, a gnome xenobotanist-
  turned-junker who had heard constant stories of 
  Necros and wanted to see for themself what this 
  ”Dead World” was all about.
  ADVENTURES ON 
  NECROS
  Escapee Off World (Tier 1). One of Relson’s 
  experimental ships has been caught in an 
  atmospheric tendril. It has gone radio silent and 
  now drifts in the atmosphere. Whenever any 
  junker gets close, they hear one word repeating 
  on a loop: “Consumption.”
  The Cry of Necros (Tier 2). Strange spark 
  readings now radiate from Necros. A black orb 
  from the atmosphere latches on to any ships 
  that orbits too closely.. Once attached, the ship’s 
  crew can see a massive nuhun rune glows on 
  the surface of the orb. 
  Necros Awakens (Tier 3). A colossal entity 
  has awakened on Necros: a fungal-infected 
  Exarch frame calling itself Necrosis Primarch. It 
  has started to create great fungal vessels from 
  the wreckage of the ancient Exarchical ship that 
  crashed upon Necros eons ago and warns that 
  soon it will consume the system.
    
  
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  BLACK LEGIONNAIRE TEMPLATE 
   
  Creatures who have been taken over by the 
  Black Legion have their statistics modified in 
  the following ways: 
   
  The creature’s Intelligence score becomes 17 
  (+3) if not already higher. 
  The creature gains blindsight out to a range 
  of 60 feet. 
   
  Additionally, the creature gains the following 
  traits: 
  Universal Receiver. The Black Legionnaire 
  can perceive any telepathic communications 
  within 60 feet of it as if they were the 
  intended target. 
  Innate Spellcasting (Psionics). The 
  Legionnaire’s innate spellcasting ability 
  is Intelligence. They can innately cast the 
  following spells, requiring no material 
  components: 
  At will: message, minor illusion 
  1/day: invisibility 
  REFKER 6
  Native Species: Dire tardigrades, aberrations
  Nicknames: Refker Sooze, Black Ooze, Radio 
  Dark
  Biome: Barren steppes
  Gravs: 5
  EXPERIMENT GONE 
  WRONG
  Refker 6, the last planetoid in the Refker 
  System, sits like a black stain on the home 
  system of humans. This world, once bright 
  and full of life, fell victim to a wizard’s quest for 
  power, turning the grassy world into a dead one 
  covered with aberrations oozing up from a portal 
  etched into the planet’s core. There have been 
  attempts to reclaim the planet, but the crushing 
  atmosphere and astral horrors that continue 
  to float around the world have thus far made it 
  impossible.
  AMBITION TOO HIGH
  Endal Clovus was an intrepid engineer and 
  wizard, one of the foremost magineers and 
  alchemists of the Rekfer System. While working 
  with his husband Aramys, Endal discovered an 
  old tome from several decades prior containing 
  the studies of a threscan alchemist named 
  Slashstream who had emigrated to Refker 
  6. Slashstream theorized there was a way to 
  harness the ectoplasmic energy from aberrations 
  as a renewable energy source. For several 
  months, Endal and Aramys prepped their test 
  site, collected equipment, and readied their 
  capture-tanks.
  However, a failure in translation led to the 
  experiment going horrendously wrong, and the 
  capture-tanks failed, killing Aramys and causing 
  Endal to lose his legs. One of the aberrations, 
  a creature named Xekerek, offered its services 
  to Endal in exchange for knowledge of Refker 6. 
  Bound together in symbiosis, Xekerek regrew 
  Endal’s legs and began to slowly take over the 
  alchemist’s mind. Soon Xekerek controlled 
  Endal completely, forming the creature known 
  as Xekdal. In an event known as the Oozing, 
  Xekdal performed the same experiment Endal 
  and Aramys had attempted but implemented no 
  safety measures, and thousands of aberrations 
  poured into the world.
  Few civilians escaped. Many mutated citizens 
  of the great cities and rolling farms of Refker 6 
  now wander the world, crying out for flesh to 
  sate their hunger. Some holdings still remain 
  on the planet. They are rusted and hardened 
  bunkers built to weather the occasional 
  sparkstorm that run across the steppes of 
  Refker 6, but all curse Endal as the cause of the 
  Oozing, not knowing the true story behind it.
  
  171
  HARDY REBELS, 
  HARDENED MUTANTS
  While only an eighth of the original 
  population of Refker 6 remain, they are a tough 
  group of junkers. Led by the intrepid Sariah 
  Conlyn, a veteran of the Oozing, the rebels fight 
  back against the aberrations that have begun 
  integrating with old human tech. The rebels have 
  a small network of bases that expand across a 
  third of the planet’s surface, all either nestled in 
  dense mountains where the mutants can’t sense 
  them or upon hallowed grounds that have been 
  blessed. The rebels continue to hold out as best 
  as they can, believing in Sariah’s words, “We 
  make our own fate.”
  The aberrations are led by Xekdal, the first 
  of the aberrations to make the symbiotic leap 
  between humanoid and horror. Commanding 
  their legions from the lost human city of 
  Cloudcatch, Xekdal has been experimenting 
  with the aberrations’ transformative powers, 
  creating near-perfect humanoid replicas called 
  “disguisers” and are using them to infiltrate the 
  rebels and slowly tear them apart from within. It 
  is a treacherous and shadowy battle that Xekdal 
  plays but one that they anticipate winning.
  TAKE BACK OUR HOME
  Many human junkers come from the Refker 
  System, and some might even be survivors of the 
  Oozing, but Refker 6 was also a cosmopolitan 
  world that had few cultural barriers. Here the 
  drive to create, build, and live was truly the core 
  of life. Many junkers, especially humans, see 
  this poor planet as a lost cause, a stain upon an 
  otherwise glowing center of hope amongst the 
  stars. Other junkers see Refker 6 as a chance to 
  restart, refresh, and fix the mistakes of the past. 
  For a select few junkers who choose to delve 
  into the darker side of their science, the lure 
  of aberration-biotech hybrids is too good of an 
  opportunity to miss.
  
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  ADVENTURES ON 
  REFKER 6
  We Make Our Own Fate! (Tier 1). An agent 
  of the rebels has crash landed not far from your 
  settlement, but when you arrive, the ship is 
  empty. Something is definitely wrong as there is 
  no blood, only a strange oil.
  Get the Plasma Rifle! (Tier 2). A cache of 
  old-world weapons has shown up on your radar, 
  powerful magitech rifles that were thought to be 
  lost to the aberrations. In the bunker with them 
  is a strange child who speaks of destiny.
  Come with Me If You Want to Live! (Tier 
  3). You have volunteered for a harebrained 
  attempt to take back your homeworld or assist 
  your comrades in doing so. Sariah Conlyn has 
  sent out one last message, asking all those in 
  the galaxy to rally at Cloudcatch and end Xekdal 
  once and for all.
  RIIG
  Native Species: Elementals, rust dragons
  Nicknames: The Saltlick, Strelg’s Sweat
  Biome: Mineral-rich mountains, salt lakes
  Gravs: 1
  A MUTUALLY 
  BENEFICIAL BUSINESS 
  VENTURE
  Riig was discovered by a conglomerate 
  of dwarven and draconic miners. This low-
  atmosphere planet is covered by high mountains 
  and deep salt lakes, all filled with minerals ripe 
  for the taking. Several small mining stations, 
  all jointly run by the dragons and dwarves, dot 
  Riig’s surface, the most impressive being the 
  underwater Saltstill Station. Saltstill consists of 
  a wide, flat disk bolted to the base of one of the 
  largest lakes on the planet. The thrill of shooting 
  out of the station and blasting to the surface 
  carried by the salt brings many tourists.
  NAMED BY A RAT
  Riig was colonized by the dwarven 
  Bellowsbrink Company and the draconic 
  Firefringe Mining Consortium. The planet is 
  considered an untapped resource in a galaxy 
  where mining worlds are often fully stripped of 
  their resources before they are even surveyed. 
  When the mining ship Drill of the Depths settled 
  on the planet and dwarven surveyors began to 
  explore the mountaintops, they were met by 
  strange elemental creatures resembling large 
  rodents made of salt crystals. These creatures 
  greeted the dwarves with a horrific shriek, and 
  that noise became the name by which the planet 
  was recorded.
  For the first fifty or so cycles of operations, 
  the old hill dwarf Strelg Stremml and the red 
  dragon Veshonomtrambalo worked to establish 
  what would eventually become Saltstill Station. 
  They worked together to pour the foundation 
  and build the large structure that they would 
  sink below the surface of Lake Fiztryl. Yet, a 
  sickness began to affect many of the dragons of 
  the Firefringe Mining Consortium, transforming 
  them into horrific rust dragons and causing 
  them to attack and destroy much of the original 
  mining equipment and eat their runestone 
  batteries. 
  Nowadays, most of the mining operations 
  have moved underground to avoid the threat of 
  rust dragon attacks. Some of the subterranean 
  operations have started to come across pieces 
  of a giant construct --  a fallen or slumbering 
  Exarch perhaps?
  
  OLD MINERS AND 
  OLDER STORIES 
  Three main settlements are built on Riig: 
  Saltstill Station, which is run and operated 
  by the dwarf Zeema Altbrigg and her wife Rita 
  Altbrigg; the orbital elevator manned by the 
  Grelskel dragodwarf family; and the deep cavern 
  town of Orlon operated by Bellowbrink workers. 
  Most of the denizens of these three locations 
  are dwarves or dragonborn, and, recently, they 
  have begun to intermarry, bringing the strongest 
  traits of dragonborn and dwarf together. Most 
  of the descendents of the original mining 
  expedition live in Saltstill, while more and more 
  decide to delve into the depths and move to 
  Orlon.
  However, given the constant threat rust 
  dragons pose to the orbital elevator, the 
  Grelskel has grown increasingly isolationist and 
  unfriendly towards the residents of Saltstil and 
  Orlon. The Grelskel believe it is their elevator 
  that allows the other two settlements to flourish. 
  Therefore, they should be given more resources 
  to protect against the growing danger of the 
  dragons attacks. The elevator platform has a 
  frontier-like feeling, almost lawless, with tempers 
  balanced on a needle’s edge.
  BODILY VAULTS
  The biggest draw for junkers on Riig are the 
  expansive vaults found underground, thought 
  to be built into the body of the great Exarch 
  the Bellowbrink Company unearthed. However, 
  many junkers who delve into the Exarch’s 
  vaults have not returned. Those who do come 
  back seem strangely silent and alien, with an 
  odd sheen on their skin, vacant looks in their 
  eyes, and strange articulation -- as if they have 
  stiffened all over. These returned repeat the 
  same phrase: “Awaken, slumbering children.”
  ADVENTURES ON RIIG
  An Auspicious Eggucation (Tier 1). One of 
  the Grelskel boys has gone off and swiped a rust 
  dragon egg from one of the old sparlon ruins 
  that jut from the mountaintops near the orbital 
  elevator. The dragon who laid the egg is gone, 
  but likely not for long. Use your time wisely to 
  return the egg before the dragon notices it is 
  missing.
  Dangerous Delivery (Tier 2). It is time to 
  send the monthly shipment of munitions to 
  the Grelskels, but it appears rust dragons have 
  decided to turn part of the region into their 
  new lair. The family needs the supplies, but the 
  dragons are making things hard. 
  Exarch Awakens (Tier 3). The Orlon dig 
  teams have finally broken through to find a 
  doorway into the Exarch’s head and discovered a 
  massive supercomputer spread across the planet 
  from here. The computing network connects 
  to the core of the world with the glowing word 
  “Awaken” hovering above all of its control panels.
  
  CHAPTER TWELVE
  GUILDS AND EXPLORATION
  GUILDS
  S
  pace exploration can be dangerous for a 
  multitude of reasons. Because of that, 
  specialists often join or create guilds to 
  achieve their goals more efficiently. Here’s a list of 
  guilds that can be found in Adelphos and beyond 
  and some suggestions for creating your own.
  ADELPHOS MEDICAL 
  ASSOCIATION (AMA)
  “Health comes first.”
  Adelphos is a dangerous place, and where 
  there is injury, doctors step up to the challenge. 
  The Adelphos Medical Association runs several 
  hospitals throughout Adelphos.
  
  175
  INSIDE THE GUILD
  The AMA is made up of researchers and 
  general practitioners, but they also reach out 
  to capable adventurers to oversee the transfer 
  of medical supplies from one place to another. 
  Medical supplies are a high-priority target for 
  the Darkmatter Crew, so protection is vital.
  GOALS OF THE AMA
  The AMA’s main concern is saving lives as 
  best as they can and finding more efficient 
  methods of healing those who need it. The pay 
  tends to be fairly meager, but most members are 
  too altruistic to mind.
  JOINING THE AMA
  If one wants to be a doctor, they must first 
  graduate from a university as prestigious as 
  Runesalt University with a doctorate in medicine 
  or healing magic. Novice spellcasters may also 
  be accepted as part of an internship program, 
  but they will eventually be expected to go to 
  university. Skilled adventurers are always 
  needed, but most tend not to stay employed for 
  long due to the pay.
  Number of Members: 110 total; 20 doctors, 60 
  nurses, 30 adventurers
  Suggested Classes: Cleric, druid, paladin
  Suggested Backgrounds: Hermit, sage
  You might enjoy playing a character in the 
  AMA if…
  • You want to save people
  • You don’t mind escort missions
  • You don’t mind long periods of downtime
  
  GUILD CONTACT
  ALFRED CEETE (HE/HIM)
  An odontos doctor in Stilt City, Alfred Ceete 
  creates health potions and sells them at a 
  loss to keep adventurers safe while exploring. 
  He’s reasonably laid-back but will not tolerate 
  reckless behavior. 
  GUILD JOBS
  Escort Missions. When medical supplies 
  need to be moved, protecting them is a massive 
  priority. Capable warriors are needed for this 
  job.
  Extraction. Monster attacks are somewhat 
  common in Adelphos, so specialized medical 
  evacuation teams are often on standby in case 
  wounded persons require rescue and medical 
  attention. The job involves a lot of waiting 
  followed by a swift, immediate response to a 
  crisis.
  BLACK BAY TAMERS 
  “Behavior that is rewarded is repeated.” 
  .It takes an incredibly brave (or perhaps 
  foolish) person to attempt to tame wild monsters. 
  The Black Bay Tamers have both the guts and 
  the naivete to give it a try.
  INSIDE THE GUILD
  The Tamers tend to focus their expertise on 
  taming one or two monsters. These subgroups 
  tend to get into petty arguments over which 
  monster makes the best pet. 
  JOINING THE TAMERS
  Joining their club is incredibly simple; 
  just go on one of their hunts and bring back a 
  worthy trophy.
  Number of Members: 25 total; individuals 
  rotate in and out
  Suggested Classes: Ranger, paladin, druid, 
  wizard
  Suggested Backgrounds: Outlander, cragclaw 
  wrangler
  You might enjoy playing a character in the 
  Black Bay Tamers if…
  • You wish to improve your skills with handling 
  wild animals
  • You have an animal companion you wish to 
  show off
  
  177
  GUILD CONTACT
  AILA (SHE/HER)
  The elven president of the Black Bay Tamers, 
  Aila specializes in falconry and is extremely 
  eager to teach others about the artform. She 
  runs an animal rescue from within her own 
  home, which tends to occupy most of her time, 
  and she’s always on the lookout for strong-willed 
  people who can give her animals and monsters a 
  good home.
  GUILD JOBS
  Animal Control. Between runaway 
  cragclaws, bears where bears shouldn’t be, and 
  animals just being animals, they can sometimes 
  cause trouble to the citizenry. Animal control 
  volunteers need to create non-violent solutions 
  for whatever issues wild or domestic animals 
  might be causing.
  Trainer. People who train beasts and 
  monsters are often needed when the animal in 
  question could kill a person.
  THE  
  DARKMATTER CREW
  “Take whatever isn’t bolted down!”
  The terror of all Adelphan traders, the 
  Darkmatter Crew are some of the most feared 
  space pirates in the galaxy. Their name comes 
  from both their stealth and their destructive 
  capabilities.
  INSIDE THE GUILD
  Contrary to their reputations as brutes, 
  the Darkmatter Crew has a fairly organized 
  hierarchy and merit based organization. A 
  fledgling criminal can quickly rise through the 
  ranks if they prove themselves to be an asset 
  during raids. Every year, the crew experiences a 
  change in leadership, with the current captain 
  forced to resign and a new captain voted in. A 
  previous captain may run for the office again 
  after a year has passed. The current captain, 
  Haar Flamebeard, a red dragonborn, is a very 
  unpopular figure in the Darkmatter Crew for his 
  reckless, poorly thought-out plans and general 
  disregard for the lives of his crew. 
  GOALS OF THE 
  DARKMATTER CREW
  Their number one mission is to plunder 
  merchant ships of valuables and compensate 
  their crew generously for their troubles. Many 
  governments have tried to stomp out the space 
  pirate menace, but none have yest succeeded in 
  tracking them down.
  JOINING THE 
  DARKMATTER CREW
  The Crew is elusive, and to join them is 
  usually on an invitation-only basis. The easiest 
  way to be invited is to be on the top of the 
  Most Wanted lists. If a solo pirate’s exploits are 
  especially impressive, the criminal may receive 
  a leadership position despite being new to the 
  crew.
  Number of Members: 40 total
  Suggested Classes: Rogue, fighter, ranger
  Suggested Backgrounds: Urchin, criminal, 
  space pirate
  You might enjoy playing a character in the 
  Darkmatter Crew if…
  • You have no regard for legality in your quest 
  for riches
  • You work well with others and aren’t afraid to 
  take orders
  • You have ambition and are willing to do just 
  about anything
  
  GUILD CONTACT
  B’LUGA (SHE/HER)
  A master of gathering intel, B’luga is an 
  odontos who generally knows everything there is 
  to know about a wanted criminal’s whereabouts. 
  When visiting her offices, one finds a neat and 
  somewhat sterile environment built for precision 
  and organization. Her job in the guild is to 
  handle recruitment and retention.
  GUILD JOBS
  Raiding. As part of the Darkmatter Crew, 
  you may be part of the main vessel, The Blue 
  Flame, that frequently boards merchant ships. 
  Being part of the raiding party means getting 
  your hands dirty and doing most of the stealing 
  and killing.
  Salvage Missions. Some loot doesn’t require 
  bloodshed; crashed vessels are a fairly simple, 
  cruelty-free way of getting easy cash -- as long 
  as you get there first.
  HAVEN 
  ARCHAEOLOGICAL 
  SOCIETY 
  “We must dig deeper.”
  Swamps and marshes are excellent places 
  to look for fossils, so Haven is a natural place 
  for archaeologists to congregate. In time, 
  they banded together under the aegis of the 
  Haven Archaeological Society, the premier 
  archaeological society on Adelphos. The Society 
  often commissions adventurers to guide them to 
  particularly dangerous excavation sites.
  INSIDE THE GUILD
  The Society is a loosely connected group of 
  researchers who openly share information and 
  research materials in hopes of making incredible 
  discoveries. Many members are obsessed with 
  getting their name in the history books, so 
  competition between researchers can be fierce 
  but friendly. Dr. Elias Camus from the Adelphos 
  Medical Association occasionally lends his 
  expertise on missions that require him as well.
  GOALS OF THE HAVEN 
  ARCHAEOLOGICAL 
  SOCIETY
  The current controversial research topic 
  is the existence of Lochmaw, the crocodragon 
  kaiju. For every piece of evidence in favor of 
  Runesalt being built on the back of a sleeping 
  crocodraconic behemoth, some researcher 
  submits their own evidence to refute the 
  legends. Kaiju in general are a topic of hot 
  debate within the society.
  
  179
  JOINING THE HAVEN 
  ARCHAEOLOGICAL 
  SOCIETY 
  Amateur scientists tend to to not be taken 
  very seriously by the Society. If one wants to 
  apply as a researcher, they must first graduate 
  from a university as prestigious as Runesalt 
  University with a master’s in archaeology, 
  biology, or xenobotany.
  If someone wishes to assist in research 
  by providing protection, that’s a far simpler 
  matter; they just require you to go through a 
  background check, submit your adventurer’s 
  resumé, and wait two weeks for your application 
  to be accepted.
  Number of Members: 80 total; 50 
  archaeologists, 30 adventurers
  Suggested Classes: Wizard, druid, ranger
  Suggested Backgrounds: Hermit, sage, 
  xenobotanist
  You might enjoy playing a character in the 
  Haven Archaeological Society if…
  • You enjoy making new discoveries
  • You don’t mind escort missions
  • You have a thirst for knowledge
  GUILD CONTACT
  DR. ELIAS CAMUS (HE/THEY)
  The head researcher at Runesalt University 
  with a dual doctorate in archaeology and 
  runography and founding member of the guild, 
  Dr. Camus is an elf constantly searching for 
  something new and exciting to show their 
  students. His passion for science is infectious, 
  and many graduates end up joining the society 
  to spend more time learning under their 
  supervision.
  GUILD JOBS
  Escort Missions. When a researcher wishes 
  to go somewhere that requires protection, escort 
  missions are incredibly important to making 
  sure discoveries can be made without significant 
  risk to researchers.
  Advance Party. Some areas are presumed 
  to be so dangerous that the researcher sends 
  an advance party to clear the way before going 
  themselves. Advance parties consist of talented 
  scouts and veteran warriors alike.
  HAVEN TROPHY 
  HUNTERS 
  “The hunt never ends.”
  Haven is a place full of powerful monsters, 
  and that kind of danger invites thrillseekers 
  to attempt to slay the biggest, baddest beasts. 
  From those attempts formed the Haven Trophy 
  Hunters.
  INSIDE THE GUILD
  Less of a guild and more of an enthusiast 
  club, the Hunters are constantly trying to one-
  up each other and score the most impressive 
  kills. They hold formal competitions at the start 
  of the season; the prizes tend to be trophies and 
  bragging rights.
  JOINING THE 
  HUNTERS
  Joining their club is incredibly simple: 
  just go on one of their hunts and bring back a 
  worthy trophy. The Haven Trophy Hunters are 
  always on the search for more hunters to make 
  their competitions fiercer.
  Number of Members: 30 total; 3 contest 
  organizers, 27 hunters
  Suggested Classes: Barbarian, fighter, ranger
  Suggested Backgrounds: Outlander, soldier
  You might enjoy playing a character in the 
  Haven Trophy Hunters if…
  • You want to fight big monsters
  • You enjoy the wilderness
  • You don’t mind being in the company of 
  braggarts and jerks
  GUILD CONTACT
  Quickdraw (they/them)
  Quickdraw is a local hunter who has 
  declined ever to give their real name, so the 
  Hunters have given them the nickname for 
  their skill with a pistol. They can be found at 
  the tavern in Stilt City on the weekdays and 
  hunting on the waters on the weekends. They 
  offer their services as a guide for a price and 
  information about various places of interest in 
  the wilderness of Haven.
  
  180
  GUILD JOBS
  Escort Missions. Novice hunters may need 
  supervision before going on real hunts, which is 
  where escort missions come in. These jobs tend 
  to be pretty boring on account of the weaker 
  monsters, but someone has to do it, and you 
  usually get paid decently for the hassle.
  Bounties. Occasionally, the authorities 
  will give Hunters the authority to find and kill 
  especially dangerous criminals. Headhunters are 
  a special type of hunter who revel in the chance 
  to hunt people without repercussions.
  SIMBAST-NAP
  “Welcome!” 
  When adventurers set out to explore 
  unknown areas of Adelphos, the Simabast-Nap 
  guild is rarely far behind. Simbast-Nap is a 
  corporation started by a simbast named Tigris 
  Tavner to provide a place for homesteaders 
  to rest in between expeditions. Wherever a 
  Simbast-Nap inn is built, the rest of civilization 
  is sure to follow.
  INSIDE THE GUILD
  The inns are run like a modern franchise 
  with practically identical building layouts and 
  standardized services across all Simbast-Nap 
  
  181
  inns and taverns. A weary traveller could go to 
  a tavern on a completely different planet and get 
  mostly the same quality of service. If you have a 
  favorite drink in Runesalt, the Black Bay tavern 
  will have the same drink on the menu.
  JOINING THE 
  SIMBAST-NAP
  Joining is simple. Job applications can be 
  found in a box to the left of the front desk at any 
  Simbast-Nap facility. A simple background check 
  is required, and then you can begin your two-
  week training period before being assigned to 
  one of the many Simbast-Nap taverns or inns.
  Number of Members: 10,000 total within the 
  franchise
  Suggested Classes: Bard, rogue
  Suggested Backgrounds: Entertainer, guild 
  artisan, folk hero
  You might enjoy playing a character in the 
  Simbast-Nap if…
  • You enjoy long periods of downtime
  • You like low risk/low reward jobs
  • You don’t mind talking to people for long 
  periods
  
  182
  GUILD CONTACT
  TIGRIS TAVNER (HE/HIM)
  The founder and CEO of Simbast-Nap, 
  Tigris constantly travels from one facility to the 
  next to ensure uniformity and quality. As part 
  of his constant travels, he’s heard an absurd 
  amount of rumors and will gladly divulge that 
  information if asked.
  GUILD JOBS
  Service. The unsung heroes of any 
  settlement, bartenders, janitors, and hospitality 
  are a key to a successful inn. Many of 
  these jobs require an incredible amount of 
  patience to deal with facility customers and 
  administrative higher-ups. Employees can also 
  make arrangements to move between locations 
  frequently and work at whatever hotel they end 
  up at that night.
  Construction. New Simbast-Nap facilities 
  are being built all over Adelphos, and skilled 
  laborers are always needed to help build them.
  OPTIONAL 
  RULES: 
  EXPLORATION 
  MECHANICS 
  Exploring in space brings its own unique 
  challenges. Here are a set of optional rules for 
  traveling on alien planets as well as fighting or 
  traveling in limited or intense gravity.
  GRAVS
  There are five modes of gravitational force 
  called Gravs or GRs.
  1. Next to nothing
  2. Low
  3. Standard
  4. High
  5. Lethal
  1 GRAVS
  One Gravs are areas of complete or nearly 
  zero gravity. When at 1GR, you experience the 
  following changes.
  • Walking is more difficult, and your walking 
  speed is halved unless you have something 
  to grab hold of like a handrail, in which case 
  you can move your normal movement speed.
  • When in 1GR any ranged spell attack or melee 
  weapon attack while not grappling or being 
  grappled by the target sends the attacker 
  back 5 feet.
  • Once a creature or object starts moving, they 
  cannot change direction without something 
  to push against. For example, a fighter may 
  leap off the wall to move 30 feet, and they 
  will keep moving in that direction at that 
  speed until they crash into a different wall or 
  dig their weapon into the floor.
  • Your carrying capacity is doubled, and you 
  ignore any Strength requirements for armor.
  Creative explorers have learned to 
  take advantage of spells to increase their 
  maneuverability in space. Especially clever 
  wizards may use their firebolt or scorching ray to 
  change their trajectory and direction.
  2 GRAVS
  Areas of moonlike gravity are much less 
  restrictive than standard gravity but come 
  with their own challenges. When at 2GR you 
  experience the following changes.
  • Moving in the opposite direction that you 
  moved in your current or previous turn costs 
  5 feet of movement.
  • When taking the Dash action, you can move 
  an additional 10 feet.
  • The height and length of your jumps are 
  doubled.
  • Your carrying capacity is doubled, and you 
  ignore any Strength requirements for armor.
  • Upon falling, you ignore the first 40 feet of the 
  fall when taking fall damage, and the damage 
  die of fall damage is changed from d6s to 
  d4s.
  3 GRAVS
  3 Gravs have earthlike gravity. There are no 
  changes from normal gameplay.
  
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  4 GRAVS
  Four Gravs are areas of high gravity. They 
  are incredibly difficult to move in, and when at 
  4GR, you experience the following changes.
  • Your walking and climbing speeds are halved, 
  and all non-magical flying speeds are 
  reduced by 45 feet (to a minimum of 5 feet).
  • All Strength (Athletics) or Constitution checks 
  to climb are done with disadvantage, and 
  the damage dice for fall damage are changed 
  from d6s to d8s.
  • Upon falling prone, a creature takes 1d8 
  bludgeoning damage.
  • Your carrying capacity is halved, and any 
  Strength requirements for armor are 
  increased by 2.
  • Any creature that spends 8 hours in 4GR with 
  a Strength score of 12 or lower must succeed 
  on a DC 14 Strength saving throw or gain a 
  level of exhaustion. The saving throw must 
  be repeated every 8 hours.
  5 GRAVS
  This level of gravity is so intense that it is 
  lethal to nearly all life forms except for those 
  who have evolved to live in it. When at 5GR, you 
  experience the following changes.
  • Your walking and climbing speeds are halved, 
  and all non-magical flying speeds are 
  reduced to 0 feet. Any creature attempting 
  to move must succeed on a DC 22 Strength 
  (Athletics) check or fall prone.
  • All Strength (Athletics) or Constitution checks 
  to climb are done with disadvantage, and 
  the damage dice for fall damage are changed 
  from d6s to d10s.
  • Upon falling prone, a creature takes 2d10 
  bludgeoning damage.
  • Your carrying capacity is quartered, and any 
  Strength requirements for heavy armor are 
  increased by 4.
  • Any creature that spends 1 hour in high 
  gravity must succeed on a DC 18 Strength 
  saving throw or gain a level of exhaustion. 
  The saving throw must be repeated every 
  hour.
  GRAV JAMMERS
  A true technological marvel, a grav jammer is 
  a specialized device created by Dr. Elias Camus 
  50 cycles ago. The devices can be attached to a 
  creature or vehicle to create the effects of lighter 
  gravity on whatever the jammer is attached to 
  within a 20-foot radius.
  When the jammer is active, the effects of 
  gravity are reduced by 1GR. All creatures within 
  a vehicle affected by a grav jammer gain this 
  effect as well. A grav jammer cannot work on 
  creatures or objects larger than Giant.
  A grav jammer is powered by runestones. 
  When a runestone is inserted into the jammer, 
  the runestone’s effects cease, and the runestone 
  will lose its magic in three days.
  TRAVEL
  Adelphos has its own units of measurement 
  for distance, hikes and terahikes. A hike is equal 
  to 3 kilometers, and a terahike is equal to half 
  a light year. Here is a set of optional rules for 
  travel and walking speeds using these units of 
  measurements.
  CREW
  Captain. The captain is the leader on the 
  vehicle Once per day as a reaction they can 
  inspire one of their crewmates. Doing so allows 
  a crewmate to reroll an ability check related to 
  water/space/land-based complications. You can 
  use this ability a number of times equal to your 
  Charisma or Intelligence modifier (to a minimum 
  of 1)
  Navigator. The navigator is the person who 
  makes sure the crew gets to where they’re going. 
  Proficiency in navigator’s tools is recommended.
  Rower. A rower is only required on boats 
  that require manual propulsion. If the boat is 
  wind- or motor-powered, you can treat any roll 
  that requires a rower as 12 + 1d6.
  Gunner. A gunner mans any weapons 
  that require crewing. Proficiency with ranged 
  weapons is recommended. 
  Helmsman. The helmsman is the person 
  in control of steering the vehicle. Proficiency in 
  vehicles is recommended.
  TRAVEL PACE ON 
  FOOT
  A group of adventurers traveling by foot can 
  take either a slow, normal, or fast pace. Consult 
  the following table for how fast you can expect to 
  move in various gravities, assuming an 8 hour 
  travel day.
  
  184
  TRAVEL PACE BY 
  LAND VEHICLE
  A group of adventurers traveling by land 
  vehicles can take either a normal or fast pace. 
  Consult the following table for how fast you can 
  expect to move with various vehicles, assuming 
  an 8 hour travel day.
  When traveling in 4GR, your vehicle’s 
  movement speed is reduced by a number shown 
  on the table. When in 5GR, your vehicle is 
  slowed down by an additional -11 hikes. If the 
  vehicle’s speed is reduced to 0 hikes, then the 
  vehicle cannot be driven in that level of gravity 
  without a grav jammer device.
  TRAVEL PACE BY AIR
  A group of adventurers traveling by air can 
  get to their destination incredibly quickly. To 
  avoid the complexities of aeronautical physics 
  and simplify gameplay, the rules presented 
  here presumed that to remain airborne vehicles 
  must expend ever greater amounts of a limited 
  supply of energy.  Consult the following table to 
  determine how fast you can expect to move via 
  aircraft. 
  AIR TRAVEL COMPLICATIONS
  Flying within an atmosphere is not 
  always safe or without complications. When 
  a complication occurs, the pilot, or someone 
  else who can reasonably resolve the issue, 
  must make an ability check to respond to the 
  situation.
  Every 30 minutes the party is flying through 
  a dangerous atmosphere, the DM rolls a d6. On 
  a 5 or 6, a complication occurs. To choose the 
  complication, roll a d6 and consult the table, or 
  choose for yourself.
  After failing one or more ability checks, the 
  DM may ask the pilot to make a DC 20 Dexterity 
  or Intelligence (Space Vehicles) check to perform 
  an emergency crash landing. 
  TRAVEL PACE BY 
  WATER
  A group of adventurers traveling by boat are 
  unaffected by gravity with the exception of 1GR. 
  Buoyancy is a function of density, not weight, so 
  if a boat can float in 3GR, it can float in 5GR.
  WATER TRAVEL 
  COMPLICATIONS
  While traveling by air is faster and more 
  efficient, the cost of failure is extremely harsh. 
  Fortunately, the consequences of crashing your 
  boat are far more survivable than falling out of 
  the sky, but there are still dangers to be wary of.
  When the DM deems appropriate, 
  they should  choose or randomly select a 
  complication from the table below to challenge 
  the adventurers.
  Depending on the complication, the check 
  might be made by one of the various roles on 
  the ship. Below are the roles needed to navigate 
  water craft. Note that a single person can fill 
  multiple roles but must roll their checks with 
  disadvantage due to their attention being 
  divided.
  TRAVEL PACE BY 
  SPACECRAFT
  Traveling via spaceship can get the 
  passengers to their destination at an incredibly 
  fast pace. Consult the following table for how 
  fast you can expect to move via spacecraft. 
  SPACE TRAVEL 
  COMPLICATIONS
  Interplanetary travel is arguably the most 
  dangerous form of travel with the cost of failure 
  being incredibly high for even the smallest 
  mistakes. When a complication occurs, the pilot, 
  or someone else who can reasonably resolve the 
  issue, must make an ability check to see how 
  they adapt to the situation.
  For long journeys or dangerous journeys, 
  DM’s should feel free to throw complications 
  at the adventurers. Roll a d6 and consult the 
  table, or choose to determine what the party 
  encounters.
  Additionally, should the party fail multiple 
  checks (the exact number left to the DM’s 
  discretion) have the the pilot  make a DC 20 
  Dexterity or Intelligence (Space Vehicles) check 
  to perform an emergency crash landing on a 
  planet, taking the maximum fall damage + 50 on 
  a failure, or half as much on a success. If there’s 
  nowhere to make an emergency landing, the 
  ship can stay drifting in space without power 
  until someone saves your crew.
  
  185
  TRAVEL PACE: FOOT
  NUMBER OF GRAVS SLOW
  NORMAL
  FAST
  1 Gravs
  2 hikes
  5 hikes
  9 hikes
  2 Gravs
  13 hikes
  20 hikes
  25 hikes
  3 Gravs
  10 hikes
  13 hikes
  17 hikes
  4 Gravs
  2 hikes
  4 hikes
  Impossible
  5 Gravs
  Impossible
  Impossible
  Impossible
  TRAVEL PACE: LAND VEHICLE
  VEHICLE
  NORMAL
  FAST
  4GR
  5GR
  Spark scooter
  19 hikes
  24 hikes
  1/2 speed
  1/4 speed
  GM-13 speeder
  22 hikes
  27 hikes
  1/2 speed
  1/4 speed
  R3-B3L speeder
  21 hikes
  26 hikes
  1/2 speed
  1/4 speed
  Speedlift
  19 hikes
  24 hikes
  1/2 speed
  1/4 speed
  Spark chaser
  27 hikes
  32 hikes
  1/2 speed
  1/4 speed
  Sparkpod
  21 hikes
  26 hikes
  1/2 speed
  1/4 speed
  TRAVEL PACE: AIR
  NUMBER OF GRAVS
  AIRCRAFT SPEED (HIKES PER HOUR)
  1 Gravs
  515 HPH
  2 Gravs
  450 HPH
  3 Gravs
  400 HPH
  4 Gravs
  370 HPH
  5 Gravs
  160 HPH
  TRAVEL PACE: AIR
  VEHICLE
  SPEED (PER 8HRS)
  DURABILITY
  Galley
  12 hikes
  17 AC, 120 HP
  Swamp skiff
  4 hikes
  13 AC, 15 HP
  Longship
  12 hikes
  15 AC, 60 HP
  Rowboat
  6 hikes
  14 AC, 50 HP
  Sailing ship
  8 hikes
  13 AC, 20 HP
  Warship
  10 hikes
  21 AC, 150 HP
  
  186
  SPACE VEHICLES 
  ITEM
  COST
  SPEED (TERAHIKES/
  WEEK)
  CARRYING CAPACITY (CREW/
  PASSENGERS, CARGE)
  Washburn 
  freighter
  300000 gp
  4 THW
  9, 75 tons
  F3-TT
  200000 gp
  3 THW
  9, 30 tons
  HWSS Frontier
  500000 gp
  5 THW
  2000, 250 tons
  Sparkwing
  50000 gp
  ½ THW
  2, 100 lb.
  AIR TRAVEL COMPLICATIONS
  D6 
  ROLL
  COMPLICATION
  1
  Lightning Storms. Make a DC 13 Space Vehicles check to circumnavigate. Anyone 
  with proficiency in navigator’s tools can assist to give advantage on the roll.
  2
  Surprise Dragons. Dragons are in the flight path! Make a DC 14 Dexterity (Space 
  Vehicles) check to dodge them. On a failure, the pilot has disadvantage on their next 
  Dexterity check to avoid obstacles.
  3
  Enemy Attack. An enemy aircraft attacks. Make a DC 14 Dexterity (Space Vehicles) 
  check to lose them. On a failure, the pilot has disadvantage on their next Dexterity 
  check to avoid obstacles.
  4
  Low Fuel. Did you remember to fuel up before taking off? Make a DC 10 Intelligence 
  (Space Vehicles) check to see if anyone remembered to do it. On a failure, you’ll need to 
  land to refuel.
  5
  Unexpected Tornado. An unexpected tornado descends from the sky in front of 
  you. Make a DC 15 Intelligence or Dexterity (Space Vehicles) check to prevent excess 
  damage. On a failure, the pilot has disadvantage on Dexterity checks to avoid the next 
  obstacle.
  6
  Electrical Failure. A bolt of lightning strikes your vehicle, and you find yourself flying 
  without instruments. Make a DC 13 Intelligence (Navigator’s Tools) check to find the 
  way manually. On a failure, the ship is set off course.
  
  187
   WATER TRAVEL COMPLICATIONS
  D6 
  ROLL
  ROLE
  COMPLICATION
  1
  Rower
  The water current is dragging the ship in an undesired direction. 
  Make a DC 14 Strength (Athletics) check, or be pushed off course.
  2
  Navigator
  A storm’s a-brewin’. Make a DC 13 Intelligence (Navigator’s Tools) 
  check to circumnavigate, or be pushed off course.
  3
  Helmsman
  The water has trees, rocks, or ice floes in the way. Make a DC 15 
  Dexterity or Intelligence (Water Vehicles) check or your boat takes 
  2d6 bludgeoning damage.
  4
  Navigator
  You might be lost. Make a DC 14 Intelligence (Navigator’s Tools) 
  check to make sure you’re on track. On a failure, you’re off course, 
  and take an additional day to reach your destination.
  5
  Group check
  You got caught inside a rough storm. Make a DC 15 Dexterity or 
  Intelligence (Water Vehicles) or a DC 15 Strength (Athletics) check or 
  your boat takes 3d6 bludgeoning damage.
  6
  N/A
  You drift for a time
   SPACE TRAVEL COMPLICATIONS
  D6 
  ROLL
  COMPLICATION
  1
  The gravity of a neutron star is pulling you off course. Make a DC 16 Intelligence 
  (Space Vehicles) check to realign the ship. On a failure, you’re off course, and take an 
  additional week to reach your destination.
  2
  You’re passing through an asteroid belt! Make a DC 17 Dexterity (Space Vehicles) 
  check to dodge them. On a failure, the pilot has disadvantage on their next Dexterity 
  checks to avoid obstacles.
  3
  An enemy spaceship attacks. Make a DC 16 Dexterity (Space Vehicles) check to lose 
  them. On a failure, the pilot has disadvantage on Dexterity checks to avoid obstacles.
  4
  Did you remember to fuel up before taking off? Make a DC 10 Intelligence (Space 
  Vehicles) check to see if anyone remembered to do it or stop at the nearest planet to 
  refuel. 
  5
  The oxygen tanks are busted; you won’t be able to breathe for long. Make a DC 19 
  Intelligence (Smith’s Tools) check or all creatures on board lose 1d6 off their max hp 
  per day. This check can be repeated once per day.
  6
  You discovered a new planet, you can choose to land there if the planet has solid 
  ground.
  
  CHAPTER THIRTEEN
  POLITICS OF LUMBER
  T
  he Politics of Lumber is an adventure for four to 
  five 1st level characters. 
  BACKGROUND
  The county of Tidetimber stands as a landing 
  point for many in Haven, and as such, a large 
  market arose  to supply new adventurers with 
  gear, weapons, and mounts they may need for 
  their travels. In the capital of Morlock’s Mount, 
  many vie for what little coin these new arrivals 
  bring. A new corporation known as Timbertech 
  has come into the public eye.  In Morlock’s Mount, 
  they offer contracts to new junkers, offering a full 
  array of gear and a free mount. In return, junkers 
  need only sign on as employees of Timbertech for 
  a limited duration. Advertisements are placed all 
  over the county, tempting new junkers to sign on 
  with flashy signs. 
  
  189
  OVERVIEW
  The Politics of Lumber plays out in three 
  parts, taking the players from level one to level 
  three.
  In Chapter  1: Welcome to Timbertech, 
  the players will first meet and encounter Taira 
  Kade, a representative from an up-and-coming 
  company in Morlock’s Mount that is looking 
  for new talent to help with various jobs around 
  Tidetimber county. This will be their first 
  interaction with the company. 
  In Chapter 2: Mission Time, the players 
  will have a collection of missions they can go 
  on for Timbertech, where they will meet some 
  new NPCs and also begin to discover some of 
  the less-than-savory aspects of Timbertech’s 
  business practices.  
  In Chapter 3: Doubt Comes In, the players 
  will finally uncover some of the nefariousness 
  behind Timbertech, and also have their earnings 
  scrounged from them by Timbertech’s secretaries 
  who are treating the players as disposable. 
  ADVENTURE 
  HOOKS
  Fresh Blood Wanted! Your party was sought 
  out by Timbertech, as they are looking for young 
  starry-eyed junkers who are looking to adventure 
  and explore and not ask too many questions.
  A Joint Business Venture. The party has 
  heard of Timbertech and knows that they are 
  starting to expand into other areas of Morlock’s 
  Mount, and they see plenty of gold being made. 
  Why not take the risk?
  Something is Fishy. You all have your own 
  suspicions about Timbertech, a company that 
  seemed to literally appear overnight. Coming 
  together with this joint mistrust, your mission is 
  now to infiltrate and reveal the truth. 
  CHAPTER 1: 
  WELCOME TO 
  TIMBERTECH 
  We begin in Morlock’s Mount. Establish with 
  the players if the PCs are meeting for the first 
  time or are already an established group. The 
  beginning of the adventure need not change 
  much either way. 
  While exploring the city, the PCs will find 
  flyers for Timbertech in every corner of the 
  town, seemingly inescapable on every bulletin 
  board, every building, and strewn across the 
  ground. If the players don’t seek out Timbertech 
  themselves, give them some time to explore 
  the city before sending along Taira Kade, a 
  Timbertech representative. 
  TAIRA KADE (HUMAN, SHE/HER): 
  Taira is a Timbertech recruiter.  If the 
  characters don’t seek Timbertech themselves, 
  she will notice the PCs seem a little green, 
  seemingly perfect targets for the company’s 
  recruitment. Taira is a human woman, dressed 
  in a bright white Timbertech uniform with 
  a name badge with fancy lettering. She is 
  dedicated to her job and persuasively speaks 
  of the benefits for new employees. If the players 
  refuse to sign on with timbertech, Taira will 
  seek them out several more times with offers of 
  employment until they accept. 
  TIMBERTECH 
  CAMPUS
  If the players choose to sign on with 
  Timbertech, they will be escorted to the 
  company’s campus, just outside of the city. 
  The campus is built atop a series of treetops 
  in buildings made from fresh, unweathered 
  timber.  Several lifts bring cargo and mounts 
  from the surface to the elevated buildings. The 
  campus boasts facilities for food, leisure, and 
  even lodging for employees needing a place 
  to stay. Additionally, a stable for mounts and 
  offices all exist atop numerous trees connected 
  by sturdy wooden bridges. In the office building, 
  a manager waits to sign the recruits onto 
  contracts with Timbertech. 
  The manager, who could be Taira or a new 
  NPC (DMs discretion), outlines the job:
  • Employees receive one Scout or Service mount 
  CR 1 or lower
  • Employees receive up to 60gp worth of 
  nonmagical equipment and one Spell Scrap 
  of their choosing (see Appendix 1)
  • Employees receive one dorm room within 
  Timbertech’s campus, which may be shared 
  with members of their party 
  • Employees receive 20gp for each mission 
  completed
  • Employees are expected to complete at least 
  one minor mission per week and one major 
  mission once a month. Additional missions 
  will be compensated based on their level of 
  importance
  
  190
  • Contract term is 3 low-risk missions with the 
  option to extend employment. 
  The manager will read the last few lines 
  quickly and try to answer as few contract 
  questions as possible, but they shouldn’t appear 
  overly suspicious during this meeting. Players 
  can make a DC 16 Investigation check to attempt 
  to read over the contract for fine print, and if 
  successful they will see the following terms were 
  not disclosed:
  • Employees may be required to pay for their 
  equipment in the event  it is significantly 
  damaged or in need of replacement 
  • A portion of employee pay is deducted to cover 
  living and food expenses
  If asked about these additional terms, the 
  manager explains they forgot to mention them. 
  This should be used to instill some suspicion of 
  Timbertech’s ethics but not enough to turn the 
  players away. The manager is willing to make 
  minor concessions provided the majority of the 
  contract’s terms remain intact. 
  
  191
  With their signatures secured, the PCs will 
  receive their first mission, to be completed by 
  the end of the week. They are given the following 
  mission, alongside the gear listed above, and 
  a Messenger Headset to be shared among the 
  group (see Appendix 1):
  • Timbertech is setting up an excavation site in 
  the wilderness, following a rumor of some 
  interesting ruins buried nearby. They’re 
  delivering construction materials and need 
  the characters to guard the shipment on the 
  way. 
  CHAPTER 2: 
  MISSION TIME 
  MISSION 1: THE ROAD 
   TO THE OUTPOST
  The trip to the new outpost will take about 
  five days, mostly travelling on existing roads, but 
  into largely unprotected territory. For each day 
  of travel, roll 1d6, and if a 6 is rolled, the day 
  goes smoothly as nothing usual happens. With 
  any other result, , roll for an encounter on the 
  following table:
  1D6
  ENCOUNTER
  1
  Another Timbertech Rep, on their way 
  back to HQ, who will offer them each 
  a potion of healing
  2
  1d4 Plumed Leopard
  3
  1 Marble Masked Treethief
  4
  1d3 Wild Cragclaws
  5
  2 Bandits and 1 Bandit Captain
  6
  Reroll twice, both results happen 
  today (don’t have to be at the same 
  time)
  In addition, each day players must succeed 
  on a DC 15 group Wisdom (Survival) check to 
  stay on course, otherwise the journey takes an 
  additional day. 
  When five days have passed, the group 
  arrives at the new outpost. Not much is here yet 
  aside from a lot set aside for the new building, 
  and what appears to be the excavation site. The 
  site manager, a simbast in a brown timbertech 
  uniform, waits for them here, they introduce 
  themselves as Ruri (they/them), and explain 
  they will be setting up the new outpost building. 
  Much of the construction is an automated 
  process, as the Timbertech outpost kit builds 
  itself, but they require someone to guard the site 
  while it’s being built overnight. 
  MISSION 2: GUARD DUTY
  The characters’ second mission is to guard 
  the outpost’s construction.
  Before the day’s end, Ruri starts the Outpost 
  Kit construction process, which slowly expands 
  into the frame of a small building (about the side 
  of a shed) and begins to fill in the walls. As night 
  falls, the building will be about ¼ of the way 
  complete, and Ruri will retreat to their tent atop 
  a nearby tree. The PC’s can choose to either stay 
  together to defend the building all night or take 
  shifts. Either way, at some point in the night, 
  something happens. 
  In the middle of the night, have whoever 
  is awake roll a DC 14 Wisdom (Perception) 
  check or use their passive Wisdom (Perception).  
  On a success, they notice a group of people 
  approaching the site. These people appear to be 
  bandits, carrying shortswords, jugs of oil, and 
  pieces of flint. They will fight if provoked but will 
  try to run if things seem dire. It appears they 
  came to burn down the building. If questioned 
  about their motives, they’ll say very little, 
  unwilling to speak to Timbertech’s employees. A 
  passive Perception of at least 14 allows a PC to 
  notice that one of the individuals looks familiar, 
  and a successful Intelligence (History) check 
  of the same DC reveals this person is Vald, a 
  threscan man who runs a shop in Morlock’s 
  Mount.  It’s likely the group would’ve met him 
  in the city, where he seemed pleasant and calm, 
  suggesting this may be unlike him.
   
  VALD (THRESCAN, HE/HIM):
  Vald is a large man but gives the appearance 
  of a gentle giant. In combat, it’s apparent he 
  attempts to inflict bludgeoning damage by using 
  the blunt end of his sword. The characters can 
  try to convince Vald to talk by succeeding on a 
  Charisma (Persuasion) check against Vlad’s 15 
  Wisdom (Insight). If convinced, he will explain 
  that he and some of the locals are sick of 
  Timbertech and came here to make a statement 
  against them. They assumed nobody would 
  be inside so they would only cause property 
  damage. Vald’s concerns stem from Timbertech 
  pulling employees away from most of the 
  businesses in town, many of which can’t afford 
  to compete with the bigger company. 
  
  192
  If the arsonists are captured, Ruri will call 
  for Timbertech reps to come and get them in 
  the morning. At this point, the building will be 
  completed, and representatives will arrive by the 
  end of the day to remove the captives and begin 
  work on the excavation project. 
  MISSION 3: EXCAVATION
  For this part of the adventure, player 
  characters should be at least 2nd level.
  The character’s third mission is to investigate 
  the excavation.
  With the completion of the outpost, the rest 
  of the Timbertech crew arrives. They  consist 
  of 4 additional employees, one of whom is the 
  project leader, a dwarf who introduces himself 
  as Brul (dwarf veteran, he/him). Brul will 
  lead the expedition into the ruins alongside the 
  PCs, while the remaining three Timbertech staff 
  monitor the integrity of the building. 
  The ruins consist of a building, or what’s 
  left of it, buried underground and untouched 
  seemingly since it’s last use. The team doesn’t 
  know what was once in here, but rumor has it 
  there’s some degree of ancient magic left within 
  for them to harvest. 
  THE RUINS
  As the PCs enter the ruins, they notice 
  the walls and floors seem to be made from 
  deteriorating stone with rusted metal supports. 
  The floors of every room are strewn with 
  unusable pieces of corroded metal and seem 
  to shake very faintly every minute or so. Brul 
  seems concerned by these tremors but assures 
  the group the ruins are safe. 
  ROOM 1
  The entrance to the ruins is a hole made 
  in the ceiling of this room. The room itself 
  has very little of note, aside from some rusted 
  suits of armor that are so fragile that a simple 
  touch causes them to crumble. A door covered 
  in rubble provides an exit from the room. The 
  door to leave the room is blocked  by  rubble. 
  Characters who attempt to clear the debris must 
  make a DC 17 Strength (Athletics) check. On 
  a success the heavy rubble is moved without 
  incident, while a failure forces the characters to 
  make a DC 13 Dexterity saving throw or take 2 
  (1d4) points of bludgeoning damage when some 
  debris unexpectedly shifts. The door is unlocked 
  and is easily opened once the debris is cleared.
  ROOM 2 
  This room appears overrun with rust, as 
  though a scrap heap was left here to corrode.  
  Beneath the mounds of rusted metal can be 
  found 1d6 Spell Scraps, as well as a resting rust 
  monster, which attacks if awoken. Three doors 
  exit this room. One returns to room1, while the 
  opposing wall holds 2 rusted metal doors that 
  require a successful DC 16 Strength (Athletics) 
  check to pry open.
   
  ROOM 3
  A single metal door leads to this room. The 
  door is sealed and locked and  appears in decent 
  condition and probably hasn’t been opened since 
  the building fell. The door’s lock can be picked 
  with a successful DC 15 Dexterity check using  
  thieves’ tools or broken down. The metal door 
  has an AC of 12 and 1o hit points. 
  The room appears to have been a study of 
  some kind, with a small table on one end of the 
  room where two skeletons sit across from each 
  other. The rest of the room is well preserved, and 
  a small hole in the ceiling gives a faint breeze. 
  The skeletons permanently hold hands across 
  the table. Each wears half of a key around their 
  necks, which can be assembled into a single key. 
  Stored inside the hole in the ceiling is a 
  lock box, which the skeletons’ assembled key 
  opens. If given the opportunity, Brul will attempt 
  to use the skeletons’ key to open the box and  
  take what’s inside, placing the contents in a 
  Timbertech marked loot bin. The box contains 
  20gp, a small painting of a couple, and a Locket 
  of True Feelings (see Appendix 1).
  ROOM 4 
  This smaller room has very little left in it 
  and  seemingly everything is overcome with rust 
  like previous rooms. Some nonmetal objects 
  have been left unscathed, revealing this to 
  have been some kind of closet, full of old faded 
  linens. Those who step into the center of the 
  room must succeed on  a DC 16 Dexterity saving 
  throw or fall victim to the deteriorating floors, 
  falling 20ft into a hole that’s eroded beneath the 
  floorboards. 
  At the bottom of this hole is a stream of 
  water that reeks of iron. Anyone falling into the 
  hole discovers  a Purity Waterskin (see Appendix 
  1) hidden under the water. 
  
  193
  ROOM 5
  This room’s door seems new and has a 
  depression in its center that looks like the foot of 
  a dragon. To open it, a piece must be taken from 
  the dragon skeleton in Room 7. 
  In this room a rust dragon wyrmling (see 
  Appendix 1)presides over a hoard of rusted 
  treasures and will attack those who enter. When 
  the dragon is reduced to 10 hit points or less,  it 
  will attempt to fly away, breaking through the 
  ceiling to the surface.. It leaves behind a set of 
  Rust Dragon Scale Mail (see Appendix 1).
  ROOM 6
  This room is filled with old brush and hay.  
  It’s unclear how it got down here but it pours 
  in from the next room, filling the doorway. With 
  10 minutes of effort, the characters can clear a 
  passage through the room. 
  
  194
  ROOM 7
  In this room, it becomes clear what the 
  brush and hay was for; it appears to have been 
  fashioned into a massive nest. The room’s 
  original ceiling is missing, seemingly replaced 
  with the dirt that covers the building. The 
  skeleton of what appears to have been a young 
  dragon sits over a nest of 6 unhatched eggs 
  (only one is broken open, and empty). Within the 
  skeleton of the dragon are 1d4 rust monsters, 
  seemingly trying to get into the unhatched eggs, 
  which will attack on sight.
   
  LEAVING THE RUINS
  As the PCs leave, the crew from Timbertech 
  will ask they hand over any loot found within 
  the premises, stating that anything found on 
  a Timbertech mission is company property. 
  The PCs will  be brought back to Timbertech 
  HQ, where they’re instructed to give over their 
  weapons and armor for damage inspection. At 
  this point, the PCs should be level 3. 
  CHAPTER 3: 
  DOUBT COMES IN
  The PCs should be given time to rest in their 
  dorm while their gear is inspected. After a long 
  rest, their gear will be delivered to the room, 
  each with a bill for their replacement, citing 
  what appear to be very minor scratches and 
  dents (this should amount to about 65 gp owed 
  per person). Along with this, the PCs receive 
  pay for their three missions, from which was 
  deducted housing and food expenses, leaving 20 
  gp, and a note informing them their contracts 
  have been extended for another 3 missions. 
  From here, the PCs should be given two 
  options:
  • Confront Timbertech about their treatment 
  • Continue on as Timbertech Employees
  CHAPTER 4: 
  CONCLUSION
  For right now, the group has gotten the 
  answers and research they might have been 
  looking for from Timbertech, but if they are left 
  unsatisfied, you can wrap it up nicely with one 
  of the adventure threads below.
   
  THREAD #1
  If the decision is made to stay with 
  Timbertech, the adventure ends here. Use this 
  as a jumping point for a broader campaign with 
  Timbertech as a group patron, where they are 
  consistently given security and salvage missions. 
  If the group ever ends up opposing Timbertech, 
  consult the following section.
  THREAD #2
  The PC’s can take a stand against 
  Timbertech and will find help from the locals 
  in doing so. Any attempts to bring concerns to 
  the company will be ignored but exploring the 
  campus will reveal a secret room in the dorm 
  building where the captive saboteurs from 
  Mission 2 are being imprisoned. 
  If freed, the captives  commit themselves 
  to taking down the company. There are 1d12 
  guards in each building who attempt to stop the 
  characters and freed captives from escaping. If 
  the guards can be defeated, the PCs and captives 
  can alert the local authorities, who will arrive to 
  take down Timbertech. 
  The campus has 6 buildings, each on a 
  different tree:
  • Offices
  • Stables
  • Dorms
  • Cafeteria
  • Armory/Storage
  • Research Lab
  If the research lab is raided, the PCs will find 
  a Spark Harvester. 
  THREAD #3
  With the company defeated, the PCs are 
  given all the gear they accumulated through 
  this adventure by Taira or another Timbertech 
  representative. In addition, they will be 
  contacted by Vald following this, who offers them 
  a better deal for their work: offering cash for any 
  relics they find and willing  to sell, no strings 
  attached. 
  
  CHAPTER FOURTEEN
  BIG TROUBLE FOR 
  LITTLE SPORIERS
  T
  his adventure is optimized for four to 
  six 3rd-level characters, and can be run 
  for characters of levels 2-4 with optional 
  changes as indicated.
  BACKGROUND
  Dalemorn is a tranquil, peaceful plain broken 
  only by the roar of arcane vehicles and the hum 
  of floating gasbags. These migratory creatures 
  are drawn to the great sparkstorms that cross 
  the area and are seen as a nuisance by most 
  local farmers. Dr. Krelborn sees something more 
  in them. He sees a storm-proof irrigation and 
  agricultural feed system capable of independent 
  decisions, self-replication, and wide distribution 
  across the vast plains. These notes he’s kept 
  secret, for now, until he can learn more about the 
  original druidic towers in the area. He believes 
  the ancients may have done similarly, or at least 
  hoped to learn methods of control from them. 
  In his experimentation, however, he has set the 
  ecosystem out of balance. The local sporiers have 
  detected these disturbances and encircled his 
  home, attempting to contain the outbreak and 
  alarming the neighbors in the process. 
  
  196
  OVERVIEW
  Big Trouble for Little Sporiers plays out in 
  three parts, taking players from level two to level 
  four. 
  In Chapter One: The Eastern Ridge, 
  characters are sent by the commissioner to 
  investigate a series of sporier incidents in the 
  area, all leading to the house of Dr. Seymour 
  Krelborn, a botanist homesteader living in the 
  shadow of one of the druidic vine-towers that 
  pepper the region. 
  In Chapter Two: Doc’s Farm, the characters 
  discover upon arriving that Krelborn’s farm 
  is overrun and surrounded by sporiers which 
  prevent anyone from entering. Strange plant 
  life inside threatens characters until they 
  discover Dr. Krelborn’s secret project: infusing 
  gasbags with spark energy. Apparently, some of 
  Krelborn’s gasbags are out of control, and the 
  sporiers were the first to know. Characters must 
  race to stop the scientist’s experiment before it 
  breaks free and poisons the entire aquifer!
  In Chapter Three: He Never Stopped To 
  Think SHOULD He?, the characters either 
  discover the true end of Dr. Krellborn in the jaws 
  of his pet experiment or track him down to the 
  local druidic water tower to begin the final steps 
  in his wild plan. 
  ADVENTURE 
  HOOKS
  Strange Sportiers. There have been multiple 
  reports of sporiers acting strangely on the 
  eastern ridge. Usually, the reclusive creatures 
  keep their distance from civilization, but these 
  have been destructive and confrontational. 
  Missed Conference. Dr. Krelborn was 
  supposed to present his ecological research at 
  a conference in Cornucopia but never showed. 
  No one’s been able to reach him for about three 
  weeks, and everyone’s eager to hear about his 
  climate research.
  Gassy Gratuity. Dr. Krelborn’s fliers 
  advertise great prices for gasbags caught 
  alive and turned in to him for scientific study. 
  However, no one knows exactly what kind of 
  gasbag he is looking for, so maybe get some 
  clarification. 
  CHAPTER 1: THE 
  EASTERN RIDGE
  If your party has a means of transportation, 
  they’re merely dispatched to investigate based on 
  the information above. Otherwise, Elyrym is glad 
  to provide use of a Sparkwagon to traverse the 
  distance from Cornucopia to the Eastern Rim. 
  It’s a quiet ride across grain-filled fields and 
  open, unclaimed prairie. The farms out here are 
  sparse and far between.
  If characters seek to gather more information 
  about the sporiers from the locals on their way 
  to Krelborn’s outpost, they may hear one or more 
  of the following: 
  FLYNN FOGSURGE 
  (HALFLING 
  FARMER, HE/HIM)
  “Doc up yonder never comes ‘round anyway. 
  Can’t say as anything’s been more unusual than 
  the usual unusual. He keeps to himself unless 
  there’s a storm, then he’ll be by to buy off any 
  gasbags found loitering around.”  
  Flynn doesn’t know what they’re used for, 
  but they’re rarely seen again after being sold.
  VAL ZHORRALK 
  (BUGBEAR 
  SURVERYOR, THEY/
  THEM)
  “The professor’s a reclusive sort, not prone 
  to socialization. Like so many of us here, he 
  finds nature better company. I haven’t seen 
  him in at least a month, but last I saw he was 
  very enthusiastic about some new fertilizer he’d 
  developed.”
  Val holds him in high regard after he helped 
  her recover crops after a particularly terrible 
  storm.
  
  197
  GORIK GARIK (SPACE 
  GOBLIN JUNKER, 
  SHE/THEY) 
  “WHO? Never met… oh. OH. You mean DOC. 
  Crazy doc up by the aquifer doc. That fella’s been 
  struck by a few too many stray bolts if you know 
  what I mean. He gets more shipments than a 
  Black Bay Bar. Don’t know what he’s doing up 
  there but clearly it takes a lot of tech!”
  RUNDI TURNER 
  (YAKUI SIMBAST 
  MERCHANT, HE/
  THEY) 
  “Doc Krelborn’s a good client, good customer. 
  Always tips. Always buys. Keeps a regular supply 
  of irrigation for that garden of his. Stays private 
  past that. I guess he’s into some kind o’ botany 
  or somethin? I’ve never been past the gate but 
  he’s got a setup like you’ve never seen. I didn’t 
  know half those plants could grow out here.”
  
  198
  CHAPTER 2: DOC’S 
  FARM
  The investigation of doc’s farm leads 
  characters to discover the extent of the 
  professor’s experiments and the danger of his 
  final conclusion. While exploring the following 
  rooms, a sense of urgency should permeate the 
  area. Use sporiers to encourage the characters 
  along or add a ticking clock by adding a rising 
  sparkstorm to the area.
  AREA 1: THE 
  APPROACH
  As characters arrive at Doc’s farm, read or 
  paraphrase the following.
   
       Like all things on the flat Eastern Ridge, 
  Doc’s farm is visible long before arrival. It’s 
  an emerald gem of a garden next to a wood-
  shingled, prefab house with a greenhouse 
  added to the north wall. Not far from it rises 
  a druid tower–strange, aquifer-fed twists of 
  spark-fed vines and ancient magic that serve 
  no known modern purpose.  
  The gate is half-open, bent back by unruly 
  vines recently animated by the sporiers in 
  area 2. Examining the area with a successful 
  DC 16 Intelligence (Investigation) or DC 18 
  Wisdom (Perception) reveals that a runebike 
  (Dr. Krelborn’s) drove through a few hours ago, 
  heading for the Druid Tower. The vines and 
  overgrowth in the area appear to have been 
  growing for months.
  AREA 2: THE 
  GARDEN
  Sporiers (see Appendix 2) have stationed 
  themselves around the courtyard garden, 
  attempting to keep other plants and animals 
  out of the area until the effects of Dr. Krelborn’s 
  fertilizer wear off. They’ve animated several 
  plants in the courtyard to aid them. As 
  characters approach, read or paraphrase the 
  following.
   
       In front of Dr Krelborn’s farmhouse spreads 
  an opulent garden filled with beautiful 
  varieties of plants from across Haven. The 
  raised beds and careful landscaping are 
  clearly overgrown. The paths bend unevenly 
  underfoot, and the fountain near the house 
  overflows with crawling vines. Here and 
  there, the brush shakes as small woodland 
  creatures move about. 
  Give characters a minute to explore. The 
  sporiers are shy and don’t want confrontation. 
  As the party proceeds inwards, the sporiers will 
  make a show of appearing and waving warding 
  symbols, attempting to shoo the characters 
  away. If this fails, they’ll summon additional 
  vine mongrels from their den in area 4.
  FEATURES  
  OF THE AREA
  Terrain. Areas off the path count as difficult 
  terrain. Characters moving faster than half their 
  speed must make a successful DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check or fall 
  prone at the end of their movement.
  Creatures. 16 sporiers, 4 awakened shrubs, 
  and 2 vine mongrels (see Appendix 2) hide in 
  the overgrowth, distributed across the entire 
  area. The vine mongrels and awakened shrubs 
  obey the directions of the sporiers.
  Tactics. The sporiers use their ability 
  to communicate with plants to try to drive 
  characters back with the awakened shrubs and 
  vine mongrels. If characters don’t turn back 
  or attempt to communicate, they summon up 
  to 4 additional vine mongrels from area 4. The 
  sporiers themselves do not engage in combat, 
  and will disperse if any shrubs or mongrels are 
  destroyed.
  Development. If characters engage in 
  combat with the sporiers and vine mongrels, 
  they’ll be left on their own to investigate. If they 
  choose to heed the warning of the sporiers and 
  attempt to communicate, they may learn that 
  the area inside is corrupt and the sporiers are 
  quarantining it. Sporiers are non-verbal, but 
  understand Common. They will allow characters 
  to enter if they understand they are offering aid.
  Rewards. Wehzok and Muhun runes power 
  the fountain, and may be extracted safely. See 
  Chapter 1, character options.
  
  199
  Difficulty Adjustments. Make the following 
  adjustments if the party is weak or strong:
  • If the party is very weak or weak, remove 1 
  vine mongrel.
  • If the party is strong, add 2 vine mongrels.
  • If the party is very strong, add 2 vine 
  mongrels and replace the awakened shrubs 
  with a single awakened tree.
  AREA 3: POLLEN 
  TRAP
  The sporiers use this area as a trap, leading 
  predators to the toxic pollen spread across the 
  deck. A successful DC 10 Wisdom (Perception) or 
  Wisdom (Nature) check notices the dense toxic 
  dust coating the loose deck. Stepping on the 
  deck’s wood plates drops the porch a few inches, 
  sending up a toxic cloud. Characters within 
  30 feet must succeed on a DC 11 Constitution 
  saving throw or fall asleep as if under the sleep 
  spell. 
  Development. The sporiers drag any who fall 
  under its effect back outside the gates.
  AREA 4: VINE DEN
  Read or paraphrase the following:
   
       The overgrowth is particularly dense in 
  this area, seeming to pull in and press tightly 
  around itself to form a protective covering the 
  size of a small gazebo. 
  The vine mongrels den here beside the 
  warmth of the greenhouse. A DC 12 Strength 
  (Athletics) check is required to pull the vine 
  mesh apart enough to fit a Medium or smaller 
  creature inside. The interior of the den is low, 
  only about 4 feet tall, and counts as difficult 
  terrain for characters, but not for the sporiers or 
  vine mongrels.
  FEATURES  
  OF THE AREA
  Floor. The crawling-vine floor is difficult 
  terrain. Characters moving faster than half their 
  speed must make a successful DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check or fall 
  prone at the end of their movement.
  Creatures. 4 vine mongrels (see Appendix 
  2) 
  Tactics. The vine mongrels fight to the 
  death, taking full advantage of their ability to 
  move freely. If sporiers fled here from Area 2, 
  they’ll attempt to reason with players once more 
  or flee at first opportunity.
  Difficulty Adjustments. Make the following 
  adjustments if the party is weak or strong:
  • If the party is very weak or weak, remove 1 
  vine mongrel.
  • If the party is strong or very strong, replace 
  the walls with awakened shrubs, which also 
  attack each round.
  AREA 5: ENTRYWAY
  Read or paraphrase the following
   
       The unlocked doors are slightly ajar, with 
  withered vines pouring down the porch like 
  broken cables. Immediately to your left, jungle 
  ferns, pitcher plants, and a floating, bulbous 
  fruit grow freely in a room-sized terrarium 
  that has cracked open. Stray vines spill out 
  through broken glass to run along the floor.  
  FEATURES  
  OF THE AREA
  Terrarium. The floating fruit is a baby 
  sac leaf (See Appendix 2). It will float towards 
  characters if examined more closely, but does 
  not leave the terrarium. Other plants may be 
  of interest to alchemists or poisoners for use as 
  rare ingredients. A DC 14 Intelligence (Nature) 
  check indicates that not only are none of the 
  plants from this area, some are also from 
  offworld.
  An examination of the broken glass with a 
  successful DC 14 Intelligence (Investigation) 
  check reveals that this happened within the last 
  few hours. No dust or pollen has collected on the 
  glass’s edges, and the shards scattered across 
  the floor are still sharp and jagged.
  Doors. The north and east wooden doors are 
  both latched, but not locked.
  Movement. Perceptive characters, those with 
  a passive Wisdom (Perception) of 12 or higher, 
  may notice a flicker of movement up the hall as a 
  floating flower or sporier moves through room 6.
  
  200
  AREA 6: DINING-
  ROOM-LAB
  This dining room was converted into a 
  secondary garden for Dr. Krelborn’s more 
  delicate flowers. Read or paraphrase the 
  following as the characters enter.
   
       This semi-circular room appears to have 
  once been a dining area or entertainment 
  room. The entire east wall is a semi-circle 
  of windows out of which you see the 
  rolling grasslands and distant, gathering 
  sparkstorms. Shelves of plants and carefully 
  numbered bottles, pitchers, and vials litter the 
  area. 
   
  A glass-windowed office (area 7) is in the 
  south-western corner of the room. Looking 
  through the windows on the door and wall 
  beside, you can see piles of shipping materials 
  and a cluttered desk.
  FEATURES  
  OF THE AREA
  High Ceilings. The ceiling slopes up at a 
  45-degree angle to a height of about 10 feet at 
  the windows.
  Flying flowers. A few flying flowers float 
  lazily in the northeast corner. They will attack if 
  provoked.
  Plant Extracts. Several of the bottles and 
  vials have potions and distillations which may be 
  useful. Roll at random or select from the table 
  below. Identifying one requires an Intelligence 
  (Nature or Arcana) check against the DC 
  indicated on the table. There are 1d6 potions of 
  each type in the room.
  AREA 7: OFFICE
  This cramped room at one time was home to 
  the professor’s research and analysis. Read or 
  paraphrase the following as the characters enter.
   
       In this room sits a small writing desk and 
  boxes and crates of many shapes and sizes. 
  Scientific equipment, logbooks, and journals 
  lay scattered as if thrown out of the way in a 
  rush. 
   
  FEATURES  
  OF THE AREA
  By reviewing the notebooks and logs in the 
  room and making an Intelligence (Arcana or 
  Investigation) roll, characters may learn the 
  following, based on their degree of success.
  DC 10: Professor Krelborn believed he’d 
  found a way to unlock new Spark resonances 
  within crops, using some ancient tech that’s 
  unfamiliar to you.
  DC 14: Professor Krelborn has discovered 
  several new runes which he’s combinating with 
  local plants to extend longevity and durability. 
  These discoveries have something to do with the 
  Druid Tower, but it’s unclear what. 
  DC 18+: Professor Krelborn has outlined a 
  way to recreate the druidic mesh that is fed by 
  the ancient aqueducts with a complex chain 
  of sigils. He believes he can use the gasbags 
  to distribute an enhanced sparkseed across 
  blighted or dying fields, provided he can develop 
  a chemical formula capable of withstanding the 
  gasbag’s internal systems and stable enough to 
  survive the storms.
  The shipping logs are from all over Haven, 
  and consist of a steady exchange of fertilizers, 
  scientific gear, and agricultural equipment.
  AREA 8B: BEDROOM
  The professor was definitely not as tidy with 
  his personal belongings as he was with his 
  research. Read or paraphrase the following as 
  the characters enter. 
   
       Krelborn’s private quarters are a mess 
  of hastily tossed gear and clothes. Private 
  journals line shelves built into the walls. Bike 
  parts dot a small repair desk, and it looks 
  as though several personal belongings were 
  recently removed.  
  By reading the journals, characters learn 
  that Professor Krelborn (first name “Seymour”) is 
  concerned about the effects of his recent project 
  on the gasbags. They seem to develop a taste for 
  spark-creatures, especially sporiers. He can’t 
  reproduce the formulae outside the gasbag’s 
  unique digestive system, but he’s noticed the 
  more sporiers he traps and feeds, the more 
  trouble he has from the wild ones in the area.
  
  201
  AREA 9: PREP AREA
  The door to this room is locked, requiring 
  a successful DC 14 Dexterity check using 
  thieves’ tools to unlock, or a DC 15 Strength 
  (Athletics) check to knock in the wooden door. 
  When characters enter, read or paraphrase the 
  following.
   
       The west wall of this narrow prep area is 
  made of plexiglass so thick with condensation 
  you can only see the vague outlines of 
  shadowy plants and ferns beyond. More 
  packing materials sit stacked in the south 
  corner of the room, along with a bottling 
  station. On the north edge, refrigerated 
  cabinets hold carefully labeled serums and 
  bottles. A pungent odor fills the room, and you 
  can feel the humidity rise.  
  There’s a storage closet on the northeast 
  corner into which dozens of sporier have 
  been trapped by an increasingly desperate 
  Dr. Krelborn. These sporier have been driven 
  mad in their isolation, and will attack as a 
  sporier swarm (see Appendix 2) as soon as any 
  character opens the door. 
  The potions on the north wall follow the 
  same color and flavor pattern as those in Area 
  6. Optionally, you may choose to vary their 
  duration and intensity by randomly assigning 
  the associated dice in each.
  Development. The sporier swarm floods out 
  area 5 and flees into the foliage. If the characters 
  did not scare them away, the sporiers in the 
  garden will subdue them until the effects of their 
  isolation (and chemical alterations) wear off. In 
  addition to the swarm’s available actions listed 
  in their stat block, cornered sporiers may hurl 
  shipping boxes and potions from the north wall 
  at players. If this chaos occurs, roll on the table 
  in area 6 as if the character had imbibed the 
  brews.
  PLANT EXTRACT POTIONS
  D10
  COLOR
  SMELL
  EFFECT
  DC TO 
  IDENTIFY
  1
  pink
  coppery
  Removes the poisoned condition, but causes 1d4 
  poison damage
  12
  2
  white
  sage
  Grants resistance to lightning damage for the 
  next 2d4 rounds
  15
  3
  yellow
  wine
  Grants resistance to necrotic damage for the 
  next 2d4 rounds
  14
  4
  brown
  fish
  Grants advantage on the next Constitution 
  saving throw within 24 hours
  16
  5
  cyan
  charcoal
  Grants advantage on Strength saving throws, 
  but disadvantage on Dexterity saving throws, for 
  the next hour
  16
  6
  deep blue
  fruity
  Causes extreme inebriation for the next 1d4 
  hours
  10
  7
  black
  vanilla
  Grants truesight for the next 1d4 hours, followed 
  by blindness until your next long rest
  18
  8
  clear
  garbage
  Adds 1d4 levels of exhaustion
  16
  9
  orange
  sugary-sweet
  Removes 1d4 levels of exhaustion
  14
  10
  deep green
  Bitter greens
  No effect (other than a healthy meal)
  10
  
  202
  AREA 10: 
  LABORATORY
  Before the group stands the culmination of 
  Dr. Krellborn’s work. Read or paraphrase the 
  following when the characters enter the room. 
   
       A gasbag, the biggest gasbag you’ve ever 
  seen, fills a corner of the room. The typically 
  docile, balloon-like creature has swollen to an 
  alarming size, its tendrils thick and elongated 
  as they grasp around the room. It presses 
  itself against the glass greenhouse ceiling, 
  emitting a warning wheeze that’s the tell-tale 
  sign of an imminent noxious expulsion. 
  FEATURES  
  OF THE AREA
  Laboratory. This is where Dr. Krelborn tests 
  his formula on both plants and the delivery 
  method on gasbags. The tables are crowded with 
  plants and lab equipment. Along the north wall 
  are six large, sealed vats with the distribution-
  ready formula. A hyperbaric chamber in the 
  southwest corner is shattered open from the 
  escape of the greater gasbag.
  Lab Notes. If the notes from Krelborn’s 
  bedroom or office were not discovered, they may 
  be found here as well. If a character rolled 10 
  or lower on the Intelligence (Investigation) check 
  in area 7, reroll on the table here as they gain 
  additional information.
  Hazardous Materials. Like room 9, much of 
  the equipment in this area is dangerous to direct 
  contact. Cables across the floor may be used to 
  deal additional electric damage; titrations and 
  chemicals may make improvisational grenades, 
  flammable hazards, or risk a roll on the table 
  from area 6.
  Creatures. 1 greater gasbag (see Appendix 
  2) 
  Tactics. The greater gasbag escaped the 
  hyperbaric chamber used by Dr. Krelborn to 
  infuse it with the fertilizer. In it’s panic, the 
  gasbag is pressing itself against the glass, urgent 
  to escape. It will expel its gas in the first round, 
  then make subsequent attacks with its tendrils 
  and bite. 
  Rewards. A large zai rune is embedded 
  in the greater gasbag, along with two wehzok 
  runes. 
  Difficulty Adjustments. Make the following 
  adjustments if the party is weak or strong:
  • If the party is very weak or weak, reduce the 
  greater gasbag to a gasbag
  • If the party is strong or very strong, fill the 
  room with permanent gasbag gas leaking 
  from the hyperbaric chamber. This requires 
  saving throws each turn and grants the 
  gasbag cover in the dense fog.
  CHAPTER THREE: 
  HE NEVER 
  STOPPED TO 
  THINK SHOULD 
  HE?
  The adventure can end one of two ways:
   
  KRUEL FATE
  Dr. Krelborn was eaten by the gasbag in 
  Area 10. The characters discover his body in the 
  aftermath and clean up the place.
  TO THE TOWER
  Dr. Krelborn has gone to enact his final 
  plan from the Druid Tower! If going with plan 
  B, the characters may discover this information 
  from any of the notes gathered during their 
  investigation, but especially from the laboratory 
  in area 10. 
  The druid tower is less than a mile away, and 
  characters arriving there will find Krelborn (cult 
  fanatic) with 1 greater gasbag and 2 gasbags. 
  The greater gasbags contain the same runes as 
  the one in area 10, and Krelborn rides a R3-B3L 
  scooter. 
  In this scenario, Krelborn’s study has proven 
  successful: he has created a heartier fertilizer 
  that will create longer lasting, sparkstorm 
  durable crops. However, the new fertilizer 
  can only be created at the expense of infected 
  gasbags that internally produce the mixture.. 
  Characters may persuade Dr. Krelborn with a 
  DC 18 Charisma (Persuasion or Intimidation) 
  check to give up on his plan, or subdue him 
  before he releases the infected gasbags into the 
  wild.
  
  203
  CHAPTER FOUR: 
  CONCLUSION
  Dalemorn is not quite out of the rapids 
  yet, given what could happen if Doc’s lab goes 
  unattended for too long, but for right now 
  things are looking more stable than before. If 
  the players choose to stick around in Dalemorn, 
  below are some adventure threads you can 
  use to expand their time in the breadbasket of 
  Haven.
   
  THREAD #1
  Krelborn may escape to continue his 
  experiments elsewhere, or may bargain with the 
  characters to learn secrets of the druid towers. 
  This could prove lucrative for both of them, 
  Krellborn pushes.
   
  THREAD #2
  The possessed sporiers set loose from area 
  9 or greater gasbags freed from the lab may 
  continue to plague the area. However, if they 
  do, they begin to awaken something slumbering 
  beneath the grasslands. 
  THREAD #3
  Krellborn’s experiments have infected the 
  groundwater of his farm and is spreading -- right 
  before the ultrasloth migration. If they drink 
  from the ponds near his farm, Dalemorn will be 
  flattened. 
  
  CHAPTER FIFTEEN
  RUNESALT SALVAGERS
  R
  unesalt Salvagers is an adventure for four to 
  five 6th level characters.
  BACKGROUND
  Last year, a spacecraft known as DQU-3811 
  crashed into the swamps of Runesalt to the delight 
  of salvagers and scrappers all over the town. The 
  spacecraft was carrying an incredibly valuable 
  metal known as zenithium, a rare resource 
  that is instrumental for creating runestones. 
  Unfortunately, DQU has now become the home of 
  a powerful crocodragon known as Caigon, Son of 
  Lochmaw, who has decided to make the precious 
  cargo the centerpiece of his draconic horde. Many 
  salvagers have tried to retrieve the cargo, but none 
  have ever returned to tell the tale.
  OVERVIEW
  Runesalt Salvagers plays out in three parts, 
  taking the players from level six to level eight or 
  higher. 
  
  205
  In Chapter One: The Job, the adventurers 
  arrive in Stilt City and are introduced to Skyr 
  Rockwilt. While there, they hear about DQU and 
  can potentially undertake the quest from Skyr, 
  one of his competitors, or without the assistance 
  of a salvaging company if they feel bold enough. 
  On the docks, they meet a skiffer named 
  Mesma, who is concerned that their friend has 
  yet to return from a salvaging mission.
  In Chapter Two: The Search, the 
  adventurers may rescue Mesma’s friend, who 
  explains that he and his team never even got 
  close to DQU before they were attacked. He 
  points the team in the right direction and heads 
  home if able. They may also encounter a scrap 
  hag named Ursula Zucas, who wishes to buy 
  some of the treasure the adventurers intend 
  to find and gives potentially helpful advice on 
  defeating or avoiding Lochmaw.
  In Chapter Three: Caigon and the Crash 
  Site, the adventurers reach the crash site. 
  Caigon is guarding DQU, and the party will 
  either need to fight or trick him to get the 
  zenithium. The adventure concludes (or, if 
  your players wish, continues) in Chapter Four: 
  Conclusion.
  ADVENTURE 
  HOOKS
  Your Reputation Precedes You. Your party 
  was chosen for this retrieval mission because of 
  your reputation. Many have died looking for this 
  treasure, so salvage companies are reaching out 
  to accomplished adventurers.
  Favor for a Friend. Someone in the party 
  has a friend in Runesalt. This friend might be 
  connected to Mesmer and Lethe, or they might 
  simply want some of the salvage. Either way, 
  they ask their friend in the party to undertake 
  the quest for them.
  The Search for More Money. Your party 
  sought out the job because of the massive 
  potential pay. Characters motivated by coin may 
  want to negotiate with Skyr Rockwilt or Ateles 
  Turner to get a better return on investment.
  CHAPTER 1:  
  THE JOB
  ARRIVING  
  AT STILT CITY
  The adventure begins as the characters 
  arrive in Stilt City, the capital of Runesalt. Like 
  the name implies, the entire city is suspended 
  on stilts, keeping the buildinging above the 
  saltmarsh waters below.
  When the characters arrive in the city, read 
  the following out loud.
   
       Your boat approaches the underbelly of 
  Stilt City, heading towards the docks that 
  will lift you to the city proper. As the elevator 
  tracks slowly carry you upwards, you see 
  the Rockwilt Salvage Company, whose sign 
  is a beautiful collage made from repurposed 
  spacecraft lights and miscellaneous junk, in 
  the center of the city. 
  If the party was personally requested for this 
  job by Skyr Rockwilt, add the following.
   
       A dapper cetacean man walks out of the 
  Rockwilt Salvage Company’s door, adjusts his 
  lenses, and waves to the party. His pace is 
  slow, and he stops to puff on his pipe every 
  few steps as if he’s expecting you to do most 
  of the walking.  
  THE ROCKWILT 
  SALVAGE COMPANY
  When the party enters Skyr’s shop for the 
  first time, read the following out loud.
   
      The inside of Skyr Rockwilt’s shop is 
  surprisingly quaint for how successful it 
  is. The interior is made of wood mixed 
  with various metal plates in an alternating 
  checkerboard pattern. Several suits of armor 
  with runestones affixed to the chests are on 
  display in the center of the room, and various 
  runestones are mounted on the walls.  
  
  206
  veneer of plausible deniability when sabotaging 
  other salvagers. Despite being a coward, Ateles 
  is a simbast whose skills have made him the 
  number two salvaging business in the district.
  Frukking asshole. I had never met a simbast I 
  didn’t like until I met Ateles.  
   
   
   
   
   
  - Ironbashk
  FINDING A BOAT
  When the party arrives at the dock, read the 
  following out loud.
   
       The dock is significantly less busy than 
  when you disembarked, with far fewer people 
  coming or going. A tall, purple-skinned tiefling 
  is anxiously pacing back and forth, clearly 
  trying not to panic. 
  Development. If the party inquires about 
  a boat or mentions DQU to the tiefling, they’ll 
  mention they’re worried about their friend who 
  left to go plunder DQU a few weeks ago. This 
  friend, an odontos named Lethe, hasn’t come 
  back yet. Lethe is an inexperienced salvager 
  who went to DQU despite knowing the risks. 
  The tiefling, who introduces themself as Mesma, 
  asked his friend not to go, but he ignored 
  their wishes. As mad as Mesma is at Lethe for 
  endangering himself, they’re more concerned 
  about getting Lethe back safely and will offer the 
  use of their swamp skiff to do it.
  ROLEPLAYING MESMA 
  (THEY/THEM)
  Mesma (lawful good tiefling commoner) is 
  a complete bundle of nerves, fast-talking and 
  seemingly sleep-deprived. There is never a lull 
  in the conversation because Mesma fills any 
  potential silence with catastrophizing.
  If Skyr met you outside, he’ll hobble inside 
  and sit at the front desk to converse. If not, then 
  he’ll be at the same desk, polishing an iridescent 
  gemstone the size of a baseball.
  Development. If the party inquires about the 
  job from Skyr, he’ll explain that Caigon has been 
  killing every salvager that attempts to plunder 
  DQU, and he wants the treasure from those 
  salvage teams. If the party accepts the job from 
  Skyr, he’ll offer rental services on some of his 
  equipment, including three muhun runestones 
  and two harpoon shockers. He’s also selling 
  scrolls of arcane lungs. His rental rates are 
  one-third of their usual price. Upon completion 
  of the mission, he’ll appraise your haul free of 
  charge and buy as much zenithium as possible.
  ROLEPLAYING SKYR 
  ROCKWILT (HE/HIM)
  Skyr Rockwilt (neutral good odontos noble) 
  is the commissioner of the county of Runesalt, 
  and he will not tolerate open hostilities in his 
  presence. A diplomat at heart, he tries his best 
  to find a peaceful solution to his problems. Part 
  of the reason why he wants someone qualified to 
  salvage the treasure from DQU is to put an end 
  to the ever-growing list of greenhorn salvagers 
  who’ve ended up dead in the jaws of Caigon. 
  Like most odontos, he’s fairly hard to get a read 
  on, and his speech lacks any sounds made by 
  pressing his lips together.
  ROCKWILT’S RIVAL
  Development. Upon leaving Skyr’s shop, the 
  party is immediately flagged down by a hooded 
  figure with feline features. He introduces himself 
  as Ateles Turner and asks if he can make a 
  counteroffer. He’ll offer 50 gp upfront if the 
  party promises he gets first dibs at their haul 
  -- regardless of whether or not the party accepts 
  his offer.
  ROLEPLAYING ATELES 
  TURNER (HE/HIM)
  Ateles (chaotic neutral simbast commoner) 
  is a simbast who is out for himself first and 
  foremost. He’s Skyr’s self-proclaimed rival and 
  will jump at the chance to foil Skyr’s plans, 
  albeit indirectly. Ateles tends to hide behind a 
  
  207
  CHAPTER 2:  
  THE SEARCH
  SKIFF BOUND FOR 
  SALTMARSHES
  Upon leaving Stilt City, the adventures will 
  spend five days traveling to the DQU crash 
  site via skiff. During that time, they are likely 
  to encounter various creatures and people, 
  including Lethe. Check for encounters once per 
  day and once per night by rolling a d6. On a roll 
  of 4 or higher, an encounter takes place. Use the 
  following Skiffing Encounters table to determine 
  which kind, either by rolling a d12 or choosing. 
  Keep in mind that not all encounters must 
  contain combat. 
  Note. If the players decide to take a more 
  proactive role in searching for Lethe, they can 
  make a DC 15 Wisdom (Survival) check at the 
  end of each day to try to find clues about his 
  whereabouts. Doing this increases the chances 
  of finding him, increasing the roll on the d12 by 
  +1. Each successful DC 15 Wisdom (Survival) 
  check on subsequent days increases by another 
  +1, to a maximum of +10.
  SKIFFING ENCOUNTERS
  D12
  SKIFFING ENCOUNTER
  1
  A rival salvaging team made up of 2d4 
  veterans
  2
  Two giant crocodiles
  3
  One crocodragon wyrmling
  4
  One water elemental
  5
  1d4 dire tardigrades
  6
  1d4 ghosts
  7
  A rival salvaging team made up of 2d6 
  scouts
  8
  1d6 dire tortoises
  9
  1d4 hell tortoises
  10
  One ultrasloth
  11
  1d12 gasbags
  12
  Lethe
  RIVAL TEAMS 
  Your party is not the only group seeking 
  the zenithium haul inside DQU; many rival 
  teams have taken to sabotaging other savaging 
  groups, either by stealing from or killing their 
  competition. Some groups may not be outright 
  hostile when encountered, but others may 
  actively search for other salvagers to steal from. 
  When creating a rival team encounter, consider 
  the types of people that might form a team. 
  Here’s an example of a three-person team that 
  might ambush, sabotage, or outright attack the 
  party.
  THE PUSHYCATS 
  I have heard about the Pushycats but never met 
  them. Apparently they can be dicks. 
   
   
   
   
   
  - Ironbashk
  A team consisting of three simbasts named  
  Mash, Thrash, and Dash.
  Mash (he/him): The muscle of the group, 
  prefers to smash first and ask questions later. 
  Use the veteran statblock with the following 
  changes: change the longsword to a warhammer, 
  and change his Strength score to 20 (+5).
  Thrash (they/them): The leader of the group 
  but the worst in a fight. Deeply cares about their 
  allies and will put themself into danger to protect 
  their friends. Use a bandit captain stat block.
  Dash (they/them): The group’s stealth 
  expert, not very talkative, and mostly likely 
  to abandon their friends if an encounter goes 
  poorly. Use a scout stat block with the following 
  change: change their Dexterity score to 20 (+5).
  
  208
   
       You see a small, rundown hut made 
  of wood, mud, and pieces of scrap metal 
  sitting on the riverside. Metal on metal rings 
  like bells, undercut by the loud buzzing of 
  sawblades. Coming into view is an old crone 
  wearing red-tinted goggles and a metal apron 
  made of bluish-white metal with glowing 
  purple lines running through it. She waves at 
  you. 
  The old lady is a scrap hag named Ursula 
  Zukas. The hut behind her is her runestone 
  workshop. At the end of every month, she takes 
  the runestones she’s made to Stilt City to sell 
  them at the main plaza and uses the proceeds to 
  acquire more resources.
  Ursula is a lovely lady. I make sure to visit her 
  every few weeks and bring some treats and 
  new plants. Only tried to eat me once.  
   
   
   
   
   
  - Ironbashk
  Development. If asked about the DQU crash, 
  Ursula will say she knows of it and gesture 
  vaguely in its general direction. She’s not 
  interested in salvaging it herself but will request 
  that, if the party doesn’t die in the attempt, they 
  bring her back a bar of zenithium, which she 
  will trade for either a felko, lkesh, muhun, or zai 
  runestone. She can tell the party the following 
  information about Caigon, the crocodragon that 
  guards the wreck.
  • Caigon is an ambush predator; scouting the 
  area can mean the difference between victory 
  and a watery grave.
  • Caigon has an irrational hatred of bullfrogs 
  and will attack any noisy frogs in the area.
  • Caigon is a loudmouth who will telegraph his 
  attacks in Draconic after being discovered.
  LETHE
  The adventurers have found Lethe! Read the 
  text below out loud. 
   
       As the swamp skiff glides along, a dense 
  fog rolls in, and you begin to hear  high-
  pitched screams and clicking noises up 
  ahead. The cries are unmistakably odontos 
  in origin, which is soon confirmed when 
  someone armed with a quarterstaff comes 
  into view. They are desperately struggling to 
  escape the grasp of a mass of vines and leafy 
  bulbs. 
  Development. Lethe is being swallowed 
  by a sac leaf and is being held in one of the 
  plant’s digestive sacs. Every turn, the sac leaf 
  will absorb 1d6 hp from Lethe. To free him, the 
  players must either destroy the sac holding 
  Lethe or kill  the whole creature.
  If the party successfully rescues Lethe, he’ll 
  be grateful and ask if they are also looking for 
  the DQU haul. If they say yes, Lethe will offer 
  his assistance in exchange for an equal cut of 
  the treasure. If they refuse, Lethe will ask for a 
  ride to his capsized swamp skiff and he will then 
  go home to Stilt City.
  ROLEPLAYING LETHE 
   (HE/HIM)
  Lethe (chaotic neutral odontos druid) is fairly 
  small compared to other odontos and also has a 
  less pronounced accent. He was in search of the 
  DQU’s treasure to help his parents retire but is 
  otherwise rather risk-averse.
  THE HERMIT’S HUT
  On the fourth day of travel, the party will 
  come across a small hut. Read the following out 
  loud.
  
  209
  ROLEPLAYING 
  URSULA ZUCAS  
  (SHE/HER)
  A bit of scatterbrain, Ursula (chaotic neutral 
  scrap hag) has a passion for invention and 
  creation and will immediately latch onto anyone 
  who engages with her hobby or shows genuine 
  interest.
  CHAPTER 3: 
  CAIGON AND  
  THE CRASH SITE
  The adventurers arrive at the crash site of 
  DQU-3811 and, by extension, Caigon’s lair. Read 
  the following text out loud.
  
  210
   
       The saltmarsh trees start getting thinner 
  as the adventurers’ boat approaches the crash 
  site of DQU-3811. The water is darker and 
  deeper here, deep enough that the bulk of the 
  ship is underwater. The water starts to vibrate 
  and shake as you get closer, and waves slam 
  against the swamp skiff. 
  CAIGON, SON OF 
  LOCHMAW
  Caigon ain’t no joke. I barely survived my first 
  -- and only -- encounter with Caigon, and I 
  will never go back to that area of Runesalt. 
  If Caigon was able to eat four skiffs....I dunno 
  what daddy could eat, and I don’t want to.  
   
   
   
   
   
  - Ironbashk
  Tactics. Unless the party hasactively made 
  Wisdom (Perception) checks (DC 16) to spot 
  Caigon, they are surprised when he appears. 
  The crocodragon is extremely protective of his 
  horde, and he is wily. The water around DQU is 
  500 feet deep, and he will attempt to overturn 
  the swamp skiff, knocking the party into the 
  water using his Tail Slam feature. Afterward, he 
  will try to drag them underwater one by one, 
  drowning them in the process. The party can 
  avoid Caigon by moving 200 feet away from DQU 
  and standing in the shallows. Caigon will not 
  attack them from the shallows, but he will fight 
  to the death to protect his horde. If the party 
  tries to use range to their advantage, he will dive 
  underwater to avoid their attacks.
  ROLEPLAYING AS CAIGON 
  (HE/HIM)
  Caigon (chaotic evil crocodragon) is petty, 
  quick to anger, spiteful, and incredibly childish. 
  He’s prone to violent tantrums in the face of 
  even minor inconveniences and will loudly 
  complain in Draconic in the middle of combat. 
  He tends to think out loud, meaning his enemies 
  can know what he’s thinking just by listening 
  (if they understand his language). As Ursula 
  mentioned, his irrational hatred of frogs often 
  supersedes his sense of self-preservation and is 
  a surefire way of keeping him distracted for at 
  least a round if the party summons or brings 
  frogs with them.
  Treasure. The party can only retrieve 
  the zenithium haul once Caigon is defeated, 
  incapacitated, or otherwise removed from the 
  area. Retrieving the haul requires a successful 
  DC 15 Strength (Athletics) check that allows 
  them to swim to the bottom of the lagoon. There 
  they must make a successful DC 13 Intelligence 
  (Investigation) check to find the crate containing 
  15 spheres of zenithium (worth 50 gp each), five 
  muhun runestones, and a capsule containing 
  1d6 + 2 weapons of the DM’s choice. If the party 
  fails these checks, they can repeat them as long 
  as Caigon is not in the area.
  CHAPTER 4: 
  CONCLUSION
  Once the haul is found and brought aboard 
  the swamp skiff, the party is free to return to 
  Stilt City. However, word of Caigon’s defeat will 
  travel fast, and many salvagers will attempt 
  to intercept the cargo on the way back. When 
  traveling back, check for encounters once per 
  day and once per night by rolling a d6. On a 
  roll of 3 or higher, an encounter takes place. 
  Use the following Returning Encounters table to 
  determine which kind, either by rolling a d8 or 
  choosing. Assume that rival teams are actively 
  hostile and will stop at nothing to relieve the 
  adventurers of their cache.
  D8
  RETURNING ENCOUNTER
  1
  One giant crocodile
  2
  2d4 dire tardigrades
  3
  One sac pod
  4
  One ultrasloth
  5
  A rival team made up of 2d4 veterans
  6
  A rival team made up of one veteran and 
  2d8 thugs
  7
  A rival team made up of 1d8 scouts
  8
  A rival team made up of one odontos 
  assassin
  
  211
  WHAT’S NEXT?
  The adventurers will deliver their cargo 
  to Ursula, Skyr, Ateles, or an eager merchant 
  willing to pay them fairly. After the adventure, 
  they can go on their way, building a name for 
  themselves in the rough and tumble world of 
  Adelphos, or you can use one of the following 
  story threads for future adventures in Runesalt.
  THREAD #1
  If the party fails to find Lethe, Mesma is 
  distraught and assumes the worst of the party. 
  They will hold a grudge against the group and 
  could become a potential enemy in the future.
  THREAD #2
  After Caigon is defeated, the waters of Haven 
  start getting rougher. Tsunamis and earthquakes 
  become more common, and the rumors of 
  Lochmaw’s return seem all the more likely. The 
  party may be called back to defeat the father 
  when they killed the son.
  THREAD #3
  If Ateles Turner was snubbed at the 
  beginning, he’ll start sending hitmen after the 
  party, determined to make them pay for their 
  disrespect. Whenever the adventurers are 
  already in a difficult encounter, roll a d4; on a 3 
  or 4, an assassin shows up to capitalize on the 
  group’s moment of weakness.
  
  FAUNA
  W
  ithin the following pages is a record 
  of some of the various beasts and 
  monsters the homesteaders have 
  documented and found while journeying across 
  Adelphos. Most hail from within the environs of 
  the Haven counties.
   
  SIZES 
   
  Sizes have always been a hot-button debate 
  on what their usefulness and how inaccurate 
  they can sometimes be. In C&C we added a 
  new size classification after Colossal: Umber. 
  Umber is meant for those scenarios where 
  something is just “too damn big”. While it has 
  no mechanical dealings in truth, it is meant to 
  really make you feel small and insignificant.   
  CHAPTER SIXTEEN
  BEASTIARY
  
  213
  BAY SQUID
  The bay squid. A majestic and elegant creature.  
   
   
   
   
   
  - Ironbashk
  Native to the Black Bay, these small, 
  amphibious squids are often used by aquatic 
  rangers in the most radical of hunting scenarios. 
  They travel in pods of no less than eight and 
  feed on anything even remotely edible. On more 
  than one occasion, druids of the Black Bay have 
  transformed into these squids to be launched 
  by a companion wielding a squid gun (See page 
  62; equipment), earning them a grand boasting 
  session at the local tavern.
  DIRE TARDIGRADE 
  Dire tardigrades are unusual creatures, 
  appearing very rarely on Adelphos, but 
  every once in a while one will catch a ride 
  on a transport bound for Morlock’s Mount. 
  Dire tardigrades are roughly the size of a 
  hippopotamus. They prefer to dwell in the waters 
  off the coast of the Mount, drawn to the natural 
  BAY SQUID
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 1 (1d4 -1)
  Speed 10 ft., swim 30 ft.
  STR
  6 (-2)
  CON
  8 (-1)
  WIS
  11 (+0)
  DEX
  11 (+0)
  INT
  2 (-4)
  CHA
  4 (-3)
  Senses Darkvision 30 ft., passive  
  Perception 10
  Languages --
  Challenge 0 (10 XP)
  Proficiency Bonus +2
  Amphibious. The bay squid can breathe and 
  survive both on land and underwater.   
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 
  5 ft., one creature. Hit: 1 (1d6 - 2) piercing 
  damage and 2 (1d4) poison damage.
  DIRE TARDIGRADE
  Huge beast, unaligned
  Armor Class 15 (Natural Armor) 
  Hit Points 62 (4d12 + 36)
  Speed 25 ft., swim 120 ft.
  STR
  19 (+4)
  CON
  28 (+9)
  WIS
  9 (-1)
  DEX
  8 (-1)
  INT
  5 (-3)
  CHA
  11 (+0)
  Damage Immunities Cold
  Condition Immunities Blinded, deafened, 
  paralyzed, stunned
  Senses Blindsight 60 ft., passive  
  Perception 9
  Languages Understands all languages but 
  cannot speak
  Challenge 3 (700 XP)
  Proficiency Bonus +2
  Vacuform. The dire tardigrade can survive 
  in the vacuum of space indefinitely.
  Very Nearly Invincible. When the dire 
  tardigrade is reduced to 0 hit points, it does 
  not die. Instead, it enters a deep hibernation-
  like trance for 1d4 days. At the end of it, it 
  awakes with all of it’s hit points restored. If 
  it is reduced to 0 while in hibernation mode, 
  the dire tardigrade dies. 
  Innate Spellcasting.  The dire tardigrade’s 
  innate spellcasting ability is Charisma. It can 
  innately cast the following spell, requiring no 
  components:
  1/day: dimension door
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d12 + 4) bludgeoning 
  damage.
  Water Jet (1/day). The dire tardigrade 
  sprays a concentrated stream of water from 
  its mouth in a 30-foot line. Each creature in 
  the line must succeed on a DC 14 Strength 
  saving throw or take 19 (3d12) bludgeoning 
  damage and be knocked prone. The target 
  takes half damage and is not knocked prone 
  on a success.
  
  214
  runic energies emanating from the Map Room’s 
  cliff where the first city of Haven was built. 
  Locals have taken to harvesting “rune-goo”, the 
  glowing blue algae secreted by tardigrades  after 
  consuming spark-infused water.
  FERION
  The ferion love to dwell just below the surface 
  of saltmarshes and coastal swamps in the early 
  hours of the morning or in the late hours of 
  the day when the light is at its haziest. These 
  large crocodile-sized amphibians use their 
  bioluminescent flagellates to hypnotize their 
  prey. Should this fail, the ferion will attempt to 
  wrangle its victim with powerful spinnerets full 
  of sticky capture threads before pulling it in for a 
  powerful bite with its double jaw.
  FERION
  Large beast, unaligned
  Armor Class 18 (Natural Armor) 
  Hit Points 210 (22d10 + 88)
  Speed 25 ft., burrow 40ft., swim 40ft.
  STR
  19 (+4)
  CON
  18 (+4)
  WIS
  15 (+2)
  DEX
  12 (+1)
  INT
  6 (-2)
  CHA
  17 (+3)
  Saving Throws STR +8, CON+8
  Skills Stealth +9
  Condition Immunities Stunned
  Senses Blindsight 60 ft., passive  
  Perception 12
  Languages  --
  Challenge 9 (5,000 XP)
  Proficiency Bonus +4
  Alluring Display. As a bonus action, one 
  creature of the ferion’s choice within 30 
  feet of it must succeed on a DC 15 Wisdom 
  saving throw or be charmed by it for 1 
  minute. An affected creature can repeat 
  the saving throw on its subsequent turns, 
  ending the effect on a success.
  Threat Display. As a bonus action, one 
  creature of the ferion’s choice within 30 feet 
  must make a DC 15 Wisdom saving throw or 
  be frightened of the ferion until the end of its 
  turn.
  Actions
  Multiattack. The ferion makes two attacks, 
  one with its shovel claws and one with its 
  capture threads.
  Shovel Claws. Melee Weapon Attack: +8 to 
  hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) 
  slashing or bludgeoning damage.
  Devour. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one restrained or charmed target. 
  Hit: 55 (10d10) slashing damage. If this 
  damage reduces a target to 0 hit points, it is 
  devoured by the ferion, killing it instantly.
  Capture Threads. The ferion fires out a 
  lattice of sticky filaments in a 30-foot long 
  and 5 feet wide line in front of it. Each 
  creature in the line must make a DC 15 
  Strength saving throw or be restrained and 
  pulled up to 30 feet towards the ferion.
  
  215
  FERROUS LEAPER 
  Many of the mining operations across 
  Haven are often plagued by attacks from 
  ferrous leapers. These creatures resemble large 
  amphibians (akin to an armless bullfrog) made 
  from living stone and clusters of raw ore. They 
  are very territorial. They use their overly large 
  legs to crush and deter miners, forcing them 
  from their nests, which are believed to house 
  ore burls. In a pinch, a ferrous leaper can use 
  static electricity or attract lightning to injured 
  workers. While they might look slow, “leaper” is 
  an understatement as these creatures can make 
  great bounds to attack. 
  If ya hear that a mine has ferrous leapers, ya 
  stay the fruk away. I ain’t getting zapped by a 
  stone frog.  
   
   
   
   
   
  - Ironbashk
  GASBAG
  Gasbags are considered a pest by most.. 
  These docile and passive man-o-war-sized 
  invertebrates breeze over farms, markets, 
  and the grav-train. Haven children will often 
  make games of trying to force gasbags to shoot 
  out their internal stores and jet away. Some 
  biologists in Dalemorn have discovered that 
  gasbags are especially attracted to the old 
  aqueducts that dot the county. Some researchers 
  are seeking to leverage these creatures as 
  fertilizer or  domesticate them as farm or herd 
  animals. 
  FERROUS LEAPER
  GASBAG
  Medium beast, unaligned
  Large beast, unaligned
  Armor Class 14 (Natural Armor) 
  Hit Points 22 (3d8 +9 )
  Speed 35 ft.
  Armor Class 12 (Natural Armor) 
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fly 40 ft.
  STR
  14 (+2)
  STR
  10 (+0)
  CON
  16 (+3)
  CON
  13 (+1)
  WIS
  14 (+2)
  WIS
  8 (-1)
  DEX
  13 (+1)
  DEX
  16 (+3)
  INT
  6 (-2)
  INT
  6 (-2)
  CHA
  9 (-1)
  CHA
  10 (+0)
  Senses Blindsight 60 ft., passive  
  Perception 12
  Languages  --
  Challenge 1/2 (100 XP)
  Proficiency Bonus +2
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Blindsight 60 ft., passive  
  Perception 12
  Languages  --
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Ferrous Body. The ferrous leaper’s body is 
  covered in deposits of raw iron ore. Whenever 
  the ferrous leaper would take lightning 
  damage, it instead reflects the damage to 
  every creature within 10 feet of it.
  Great Leap. Ferrous Leapers can long jump 
  up to 30 ft.
  Gas Propulsion. While flying, the gasbag 
  can Dash as a bonus action.
  Actions
  Actions
  Two-Legged Stomp. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 
  + 2) bludgeoning damage. 
  Tendril. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage. 
  Expulsion (Recharge 6). The gasbag expels 
  the toxic gas in its gas sack in a 30-foot 
  cone in front of it. Every creature in the area 
  of effect must make a DC 11 Constitution 
  saving throw or take 10 (3d6) poison damage 
  and be poisoned for 1 minute. Affected 
  creatures can repeat the saving throw at the 
  end of their subsequent turns, ending the 
  effect on a success. After using this feature, 
  the gasbag’s flight speed is reduced to 0 until 
  the end of its next turn.
  
  216
  HONEERA
  The honeera are a common sight in the 
  thick forests of Haven, resembling large bonobo 
  chimpanzees. Female honeera run the packs, 
  usually comprising eight or nine members. 
  Females grow large bone head plates and 
  cartilaginous chin growths while males grow 
  longer chin growths and are smaller. Their fur 
  is usually a deep blue-black, and their skin a 
  dark gray. While usually the rule of, “If you don’t 
  bother them, they won’t bother you,” will work 
  against most honeera, it does not take much to 
  set a pack of them off. 
  HONEERA
  Medium beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft., climb 50 ft.
  STR
  16 (+3)
  CON
  14 (+2)
  WIS
  12 (+1)
  DEX
  16 (+3)
  INT
  8 (-1)
  CHA
  10 (+0)
  Saving Throws DEX +5
  Skills Acrobatics +8, Perception +5,  
  Stealth +5
  Condition Immunities Pooisoned
  Senses Darkvision 60 ft., passive  
  Perception 15
  Languages  Understands Common but 
  cannot speak
  Challenge 4 (1,100 XP)
  Proficiency Bonus +2
  Pack Tactics. Honeera have advantage on 
  attack rolls against creatures if the honeera 
  has an ally within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Scream and Shout. When the honeera 
  scores a critical hit, every creature of its 
  choice within 10 feet of it must make a DC 
  12 Wisdom saving throw or be frightened 
  until the end of the creature’s next turn. 
  Actions
  Reactions
  Multiattack. The honeera makes two claw 
  attacks and one bite attack. 
  Claws. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.
  Devour. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 +3) 
  piercing damage.
  Capture Threads. The ferion fires out a 
  lattice of sticky filaments in a 30-foot long 
  and 5 feet wide line in front of it. Each 
  creature in the line must make a DC 15 
  Strength saving throw or be restrained and 
  pulled up to 30 feet towards the ferion.
  Return to Sender. As a reaction to being 
  struck by a ranged weapon attack, the 
  honeera can reduce the damage by 1d10 + 4. 
  If this reduces the damage to 0, the honeera 
  can make a ranged weapon attack with the 
  piece of ammunition using its Dexterity 
  modifier for the attack and damage rolls.
  
  217
  Pale aphoods are pretty docile if ya leave 
  them alone, but their eggs can be amazing on 
  morning toast, or hard boiled. Keep forever. 
  Damn, now I want aphood eggs.  
   
   
   
   
   
  - Ironbashk
  PALE APHOOD
  The aphood is a winged, insect-like creature 
  inhabiting the humid deserts, grasslands, and 
  swamps of numerous planets. The wetlands of 
  Haven lay claim to the pale version, which is 
  somewhat smaller than other aphood species. 
  The pale aphood has a pair of independent 
  proboscis that can adhere to its potential meals 
  to draw them into its jagged maw. he creature’s 
  unique wing design allows it to both hover 
  and move in near silence as it seeks out its 
  quarry. Contrary to initial observations of these 
  creatures being incapable of communication, it 
  was recently discovered that the species share a 
  common language.
  PALE APHOOD
  Large monstrosity, unaligned
  Armor Class 13 (Natural Armor) 
  Hit Points 28 (3d10 + 12)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  16 (+3)
  CON
  19 (+4)
  WIS
  11 (+0)
  DEX
  12 (+1)
  INT
  6 (-2)
  CHA
  4 (-3)
  Skills Athletics +5
  Condition Immunities Stunned
  Senses passive Perception 10
  Languages  Aphood
  Challenge 1 (200 XP)
  Proficiency Bonus +2
  Flyby. The aphood doesn’t provoke 
  opportunity attacks when it flies out of an 
  enemy’s reach.
  Actions
  Multiattack. The aphood makes two attacks 
  with its proboscis. If it has a creature 
  grappled, it may substitute one of its 
  proboscis for its bite attack.
  Proboscis. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one creature. Hit: 4 (1d8) acid 
  damage and if the target is Medium sized or 
  smaller it is grappled (escape DC 13). The 
  aphood can only have two creatures grappled 
  in this way at a time.
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one grappled creature. Hit: 7 (1d8 
  + 3) piercing damage plus 3 (1d6) acid 
  damage and the creature is restrained in the 
  aphood’s mouth. Creatures restrained in this 
  way are no longer grappled by the proboscis.
  
  218
  SCRAP HAG
  Obsessive collectors at heart, scrap hags 
  specialize in salvaging from shipwrecks 
  and creating new gadgets. They tend to be 
  incredibly friendly to those who engage in their 
  technological interests but will not take theft 
  lightly. It isn’t uncommon to find a scrap hag 
  running a magic item store in secluded areas of 
  Black Bay.
  SKULLRENDER
  A dark abomination of fused eldritch energies 
  and reptilian tenacity, the skullrender is one 
  of the most vicious predators on the surface of 
  Adelphos. None now know its true origins, but 
  what is certain is the creature subsists on the 
  terror of its victims, gaining sustenance from 
  their screams as much as from their flesh. The 
  few skullrenders that have attacked homesteader 
  resemble massive komodo dragons with strange 
  reflective skin that allows them to blend into 
  their surroundings. They are blind and instead 
  of eyes have four sensory blooms on their heads 
  allowing them to echolocate.
  SCRAP HAG
  Medium fey, chaotic neutral
  Armor Class 18 (Plate Mail)  
  Hit Points 82 (15d8 + 15)
  Speed 30 ft., swim 20 ft.
  STR
  14 (+2)
  CON
  12 (+1)
  WIS
  16 (+3)
  DEX
  13 (+1)
  INT
  18 (+4)
  CHA
  13 (+1)
  Saving Throws CON +4, INT +7
  Skills Arcana +7, Insight +6, Perception +6, 
  tinker’s tools +7
  Condition Immunities Blinded, charmed, 
  frightened
  Senses Blindsight 60 ft., passive  
  Perception 16
  Languages Common, Sylvan
  Challenge 7 (2,300 XP)
  Proficiency Bonus +3
  Innate Spellcasting. The scrap hag’s 
  spellcasting ability is Charisma (spell 
  save DC 15). She can innately cast the 
  following spells, using tinker’s tools as 
  spellcasting focus, and requiring no material 
  components:
  At will: detect magic, disguise self, detect 
  metal, mending
  3/day each: heat metal, fabricate,  web,
  2/day each: lightning bolt, shape metal
  1/day each: animate objects, arcane eye, 
  legend lore,
  Magic Resistance. The hag has advantage 
  on saving throws against spells and other 
  magical effects.
  Actions
  Multiattack. The hag makes two metal claw 
  attacks.
  Metal Claws. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) 
  slashing damage.
  
  219
  TUSKED APE
  Tusked apes can be found throughout the 
  mountainous regions of the planet and in 
  neighboring systems. The average member of 
  the species is far larger and heavier than most 
  primates. Resting on the knuckles of their 
  upper arms and manipulating items with their 
  secondary arms, a tusked ape stands at nearly 
  fifteen feet tall, but some have been recorded 
  specimens of nearly twenty-five. Their immense 
  tusks are often used for mating rituals and to 
  establish dominance between rivals. Male tusks 
  tend to be a little longer and more viciously 
  curved while females’ are smaller and less likely 
  to be used for combat.
   
  SKULLRENDER
  Large monstrosity, neutral evil
  Armor Class 15 (Natural Armor)  
  Hit Points 93 (11d10 + 33)
  Speed 40 ft., climb 20 ft.
  STR
  19 (+4)
  CON
  17 (+3)
  WIS
  13 (+1)
  DEX
  13 (+1)
  INT
  7 (-2)
  CHA
  7 (-2)
  Skills Athletics +6, Stealth +3
  Damage Resistances Force
  Condition Immunities Frightened
  Senses passive Perception 11
  Challenge 3 (700 XP)
  Proficiency Bonus +2
  Death Eater. Death saves made within 
  30 feet of a skullrender are made at 
  disadvantage. Whenever a skullrender drops 
  a creature to 0 hit points, it gains 5 (1d10) 
  temporary hit points.
  Eldritch Invigoration. Whenever a 
  creature within 30 feet of the skullrender 
  is unconscious and at 0 hit points, the 
  skullrender’s attacks deal maximum 
  damage.
  Actions
  Multiattack. The skullrender makes two 
  claw attacks or a bite attack and a claw 
  attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage plus 3 (1d6) force damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage, and the target must succeed on 
  a DC 14 Dexterity saving throw or become 
  grappled (escape DC 14). The skullrender 
  has advantage on any bite attacks made 
  against a creature grappled in this way.
  TUSKED APE
  Huge beast, unaligned
  Armor Class 14 (Natural Armor)  
  Hit Points 202 (15d12 + 105)
  Speed 40 ft., climb 40 ft.
  STR
  24 (+7)
  CON
  24 (+7)
  WIS
  12 (+1)
  DEX
  13 (+1)
  INT
  5 (-3)
  CHA
  7 (-2)
  Skills Athletics +11, Intimidation +6, 
  Perception +5
  Senses passive Perception 15
  Challenge 10 (5,900 XP)
  Proficiency Bonus +4
  Actions
  Multiattack. The tusked ape makes two fist 
  attacks. It can replace one of its fist attacks 
  for a rock or sweeping tusks attack.
  Fist. Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target. Hit: 34 (5d10 + 7) 
  bludgeoning damage.
  Rock. Ranged Weapon Attack: +3 to hit, 
  range 50/100 ft., one target. Hit: 25 (7d6 + 1) 
  bludgeoning damage. 
  Sweeping Tusks (Recharge 5 -- 6). Each 
  creature in a 15-foot cone must make a DC 
  13 Dexterity saving throw or take 39 (6d12) 
  bludgeoning damage and be knocked prone.
  
  220
  ULTRASLOTH
  This behemoth towers over the landscape but 
  is not typically dangerous to the inhabitants of 
  Adelphos unless provoked. Ultrasloths travel in 
  small family groups and can strip the land while 
  feeding. In the first few months of Dalemorn’s 
  development, ultrasloths were a major problem, 
  but the commissioners built an “ultrasloth 
  highway” that cuts through the fields along 
  their traditional migration route. If riled (a 
  difficult proposition), the creature goes on the 
  defensive, swatting at threats with its massive, 
  earth-rending claws before fleeing. Some believe 
  that grogl might be related to ultrasloths given 
  that their skeletons and claws are very similar, 
  but xenobiologists have not yet confirmed this 
  hypothesis. 
  ULTRASLOTH
  Gargantuan beast, unaligned
  Armor Class 10 (Natural Armor)  
  Hit Points 227 (13d20 + 91)
  Speed 20 ft., climb 20 ft.
  STR
  24 (+7)
  CON
  25 (+7)
  WIS
  10 (+0)
  DEX
  2 (-4)
  INT
  4 (-3)
  CHA
  5 (-3)
  Saving Throws CON +10
  Senses passive Perception 10
  Challenge 8 (3,900 XP)
  Proficiency Bonus +3
  Actions
  Claw. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one target. Hit: 39 (5d12 + 7) slashing 
  damage.
  Resounding Screech (Recharge 4 -- 6). As 
  a bonus action, the ultrasloth can let out 
  a terrific screech. Each creature within 60 
  feet that is not an ultrasloth must make a 
  DC 14 Constitution saving throw or take 17 
  (5d6) thunder damage and become deafened 
  for 1 minute. On a successful save, the 
  creature instead takes half damage and is 
  not deafened.
  Never. Ever. Let a bugbear trick ya into 
  trying to ride an ultrasloth. Elrym told me 
  that he needed one tracked just for scientific 
  purposes...by the time I got off I was in Bigby’s 
  Vale...was a great mini-vacation wandering 
  across western Haven.  
   
   
   
   
   
  - Ironbashk
  
  221
  FLORA
  Even the plants of Adelphos are teeming with 
  more aggressive forms  than other worlds. In 
  the following pages are various greenery threats 
  found on the planet.
  FLOATING FUNGUS
  Some fungi have adapted to the shifting 
  conditions of the planet’s surface by developing 
  unique methods of locomotion to traverse 
  from one area of compost to another. These 
  mushrooms use their ability to catch, contain, 
  and manipulate air currents to allow them to 
  float across the landscape. Even in the dark 
  tunnels and caves beneath the surface, certain 
  strains of this floating fungus can be found.
   
  FLOATING FUNGUS
  Medium plant, unaligned
  Armor Class 9  
  Hit Points 19 (3d8 + 6)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  4 (-3)
  CON
  14 (+2)
  WIS
  9 (-1)
  DEX
  9 (-1)
  INT
  2 (-4)
  CHA
  4 (-3)
  Skills Perception +1
  Condition Immunities Blinded, deafened, 
  prone
  Senses Blindsight 30 ft., passive  
  Perception 11
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Deadly Fumes. Whenever a living creature 
  hits the floating fungus with a melee attack, 
  they must succeed on a DC 12 Constitution 
  saving throw or take 2 (1d4) poison damage.
  Spore Burst. If the fungus is slain by 
  slashing or piercing damage, it bursts open 
  in a cloud of spores. Each creature within 
  5 feet must make a DC 12 Dexterity saving 
  throw or take 7 (3d4) poison damage and 
  become poisoned until the end of their next 
  turn. On a failure, the creature instead takes 
  half damage and is not poisoned.
  Actions
  Spore Shower. Each creature within a 5 
  foot radius and/or directly below the floating 
  fungus must make a DC 12 Constitution 
  save or take 2 (1d4) poison damage and 
  become poisoned until the end of their next 
  turn.
  
  222
  FLYING FLOWER
  Flying flowers are pleasant sights on 
  Adelphos, often seen after big rainstorms or 
  particularly powerful sparkstorms. Looking like 
  flowers of varying shape and color, they grow 
  leaf-like wings, and often spread their  seeds 
  across the landscape, making once empty spaces 
  beautiful for many days and sometimes weeks 
  until the next storm.
   
  JOINED ONE
  Joined ones are recently-deceased beings 
  taken over by the Adelphos Superorganism. They 
  resemble the beings they were in their previous 
  life, but their bodies are covered in spores 
  and plant-like matter. They produce clouds of 
  poisonous gas and attack using a newfound 
  strength.
  FLYING FLOWER
  Small plant, unaligned
  Armor Class 12 
  Hit Points 7 (2d6)
  Speed 5 ft., fly 30 ft.
  STR
  8 (-2)
  CON
  10 (+0)
  WIS
  12 (+1)
  DEX
  14 (+2)
  INT
  2 (-4)
  CHA
  6 (-2)
  Saving Throws DEX +4
  Skills Acrobatics +4, Perception +3
  Senses passive Perception 13
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. Ranged Weapon Attack: +4 to 
  hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage plus 2 (1d4) poison damage.
  JOINED ONE
  Medium plant, unaligned
  Armor Class 17 (Natural Armor) 
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  16 (+3)
  CON
  10 (+0)
  WIS
  12 (+1)
  DEX
  11 (+0)
  INT
  2 (-4)
  CHA
  6 (-2)
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses passive Perception 11
  Challenge 2 (450 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. The joined one makes two slam 
  attacks. One attack can be replaced by its 
  noxious fumes attack.
  Metal Claws. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) 
  bludgeoning.
  Noxious Fumes (Recharge 5 -- 6). The 
  joined one produces a cloud of poisonous 
  gas. Creatures within 10 feet of the joined 
  one must make a DC 11 Constitution saving 
  throw or take 10 (3d6) poison damage and 
  become poisoned for 1 minute.
  
  223
  SAC LEAF
  Sac leaves are found in thick jungle canopies, 
  swamps, and other areas heavy with vegetation. 
  While other flora have developed a plethora 
  of defense mechanisms to protect themselves 
  against beasts of the field, the sac leaf has 
  evolved to become a predator unto itself. The 
  creature actively stalks densely-forested areas, 
  seeking new sources of precious liquids and 
  minerals. Sometimes looking like a bulging fruit 
  to lure prey in, sac leaves are often found where 
  you least expect them. 
  SAC LEAF
  Huge plant, unaligned
  Armor Class 14 (Natural Armor)  
  Hit Points 138 (12d12 + 60)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  16 (+3)
  CON
  21 (+5)
  WIS
  11 (+0)
  DEX
  10 (+0)
  INT
  4 (-3)
  CHA
  5 (-3)
  Skills Athletics +7, Perception +3
  Condition Immunities Blinded, deafened
  Senses Tremorsense 30ft.,  
  passive Perception 13
  Languages Common, Sylvan
  Challenge 6 (2,300 XP)
  Proficiency Bonus +3
  Consume Radiance. Whenever the sac leaf 
  is dealt radiant damage, it instead takes no 
  damage and gains temporary hit points equal 
  to half the amount of radiant damage dealt.
  Harvest Lifeforce. As a bonus action, the 
  sac leaf can draw energy from all living 
  creatures within its central sac, draining 
  3 (1d6) hit points from each creature and 
  healing the sac leaf for an equal amount up 
  to its maximum number of hit points.
  Native Vegetation. The sac leaf ignores 
  difficult terrain while in forests, mountains, 
  or swamps.  
  Actions
  Multiattack. The sac leaf makes two impale 
  attacks. One attack can be replaced by its 
  deposit attack.
  Impale. Melee Weapon Attack: +7 to hit, 
  reach 10 ft., one target. Hit: 17 (3d8 + 4) 
  piercing plus 4 (1d8) poison damage, and the 
  target is grappled (escape DC 15). 
  Deposit. The sac leaf deposits a grappled 
  creature into its central sac, and the grapple 
  ends. The deposited creature is restrained, 
  has total cover against attacks and other 
  effects outside the leaf, and takes 10 (3d6) 
  acid damage at the start of each of the sac 
  leaf’s turns. The sac leaf can have only two 
  Medium-sized or smaller creatures deposited 
  at a time. 
  The central sac has an AC of 10 and 30 
  hit points. Destroying the sac releases all 
  restrained creatures. Additionally, if the sac 
  leaf dies, a deposited creature is no longer 
  restrained by it and can escape from the 
  corpse using 10 feet of movement, exiting 
  prone. 
  
  224
  SAPPER SPHERE
  Sapper spheres are floating loozes orbs with 
  a metallic shine that feed off spark. Sapper 
  spheres congregate wherever there are high 
  levels of spark such as places of magic, near 
  runestones, or around tech powered by spark. 
  Individually, they are not usually difficult to 
  fend off, but when they amass in high numbers, 
  they become a nuisance for runestone users. 
  They will attempt to engulf the source of power 
  and, if successful, fly off while still digesting it. 
  A sapper sphere will move towards strong spark 
  sources, squeezing through the smallest spaces 
  to get to it.
  SAPPER SPHERE
  Small ooze, unaligned
  Armor Class 8  
  Hit Points 51 (6d10 + 18)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  12 (+1)
  CON
  16 (+3)
  WIS
  5 (-3)
  DEX
  8 (-1)
  INT
  1 (-5)
  CHA
  2 (-4)
  Damage Resistances Acid, bludgeoning
  Condition Immunities Blinded, charmed, 
  deafened, exhaustion, frightened, prone
  Senses Blindsight 60 ft. (blind beyond this 
  radius), passive Perception 7
  Languages --
  Challenge 1/2  (100 XP)
  Proficiency Bonus +2
  Amorphous. The sapper sphere can move 
  through spaces as narrow as 1 inch wide 
  without squeezing, regaining its spherical 
  form afterwards.
  Magic Resistance. Any runestone that 
  comes within 5 feet of the sapper sphere 
  will begin to be drained. For every round 
  that the runestone is within range, the 
  item or weapon will take a permanent and 
  cumulative -1 penalty to damage rolls. If the 
  penalty drops to -5, the runestone will be 
  drained, and the sigil will fade away.
  Spark Sense. The sapper sphere can locate a 
  source of spark within 30 feet of it. Six feet of 
  any material will block this sense.
  Actions
  Pseudopod. Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 10 (2d6 + 
  3) bludgeoning damage plus 4 (1d8) acid 
  damage.
  Latch. The sapper sphere attempts to move 
  into the space of another creature in order 
  to get closer to the source of spark. That 
  creature must make a DC 11 Dexterity 
  saving throw, avoiding the sphere on a 
  success. On a failure, the sphere will engulf 
  a creature of Tiny size or smaller or attach 
  itself to a larger creature.
  While attached, the sphere will do 10 
  (3d6) acid damage to the creature at the 
  start of the creature’s turn. The creature 
  can attempt to remove the sphere with a 
  successful DC 11 Strength check. On a 
  successful, they successfully remove the 
  sphere and can move to a space of their 
  choice within 5 feet of the sapper sphere.
  
  225
  SPORIER 
  Sporiers look like very small humanoid 
  mushrooms, standing roughly a foot high 
  on average. They often place themselves as 
  guardians of gardens and protectors of plants. 
  Rambunctious and mischievous, sporiers are 
  often seen as pests by most farmers, yet in 
  Dalemorn, farmers have started to develop a 
  symbiotic relationship with sporiers, leaving 
  little treats out in exchange for the sporiers to 
  fight off other, more harmful pests.
  SPORIER
  Tiny plant, unaligned
  Armor Class 8
  Hit Points 5 (2d4)
  Speed 10 ft.
  STR
  1 (-5)
  CON
  10 (+0)
  WIS
  16 (+3)
  DEX
  6 (-2)
  INT
  2 (-4)
  CHA
  6 (-2)
  Saving Throws DEX +0
  Skills Perception +5
  Senses passive Perception 15
  Challenge 1/8 (25 XP)
  Proficiency Bonus +2
  Aura of Spores. Non-plant creatures within 
  10 feet of the sporier have disadvantage on 
  saving throws.
  Notify Plants. If the sporier knows the 
  location of creatures within 10 feet of 
  it, plants within 30 feet of it know those 
  creatures’ location as well. 
  Swarming Rush. A sporier adds 1d4 to its 
  weapon damage rolls while within 5 feet of 
  another, conscious sporier.
  Actions
  Multiattack. The sporier makes two club 
  attacks.
  Club. Melee Weapon Attack: -3 to hit, reach 
  5 ft., one target. Hit: 1 (1d4 − 3) bludgeoning 
  damage. If the target is a creature, it must 
  succeed on a DC 10 Strength saving throw 
  or be knocked prone.
  Dart. Ranged weapon attack: -1 to hit, range 
  20/60 ft., one target. Hit: 1 (1d4 -2)piercing 
  damage.
  Adorable. Absolutely adorable.   
   
   
   
   
   
  - Ironbashk
  
  226
  VINE MONGREL
  Vine mongrels resemble a large monkey 
  composed of thick vines, leaves, and flowers. 
  They are quite curious yet can be antagonistic 
  if their territory is threatened. They typically 
  live in small family units but can also be loners, 
  preferring the company of themselves for long 
  periods of time. Some homesteaders have tried 
  to make them pets, but the vine mongrel’s ability  
  to snap their long tails like a whip often deters 
  most  individuals. 
  VINE MONGREL
  Medium plant, unaligneed
  Armor Class 13 (Natural Armor) 
  Hit Points 11 (2d8 + 2)
  Speed 35 ft.
  STR
  10 (+0)
  CON
  12 (+1)
  WIS
  12 (+1)
  DEX
  14 (+2)
  INT
  2 (-4)
  CHA
  6 (-2)
  Saving Throws DEX +4
  Skills Acrobatics +4, Perception +3
  Senses passive Perception 13
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. The vine mongrel makes two 
  attacks, one with its bite and one with its 
  whipvine.
  Metal Claws. Melee Weapon Attack: +2 
  to hit, reach 5 ft., one target. Hit: 2 (1d4) 
  piercing damage. 
  Whipvine. Melee Weapon Attack: +4 to hit, 
  reach 30 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, and the target is pulled up 
  to 10 feet towards the vine mongrel.
  
  CHAPTER SEVENTEEN
  DRACONIFORMS
  T
  he dragons of Adelphos, while still spanning 
  the traditional variants of chromatic and 
  metallic, have evolved several different 
  subspecies, some larger and far more powerful 
  than their more recognized cousins. However, 
  these dragons feed off of spark in various 
  fashions: some by ingesting old scrap, others from 
  infused water, and some through contact with the 
  great storms that stillwrack the world. So far, the 
  three known Adelphos dragons are rust dragons, 
  titanium dragons, and crocodragons, all of which 
  can grow to a new giga-sized variant. 
  CROCODRAGON
  Crocodragons are found in marshes, bogs, and 
  swamps. On Adelphos, they reside in Runesalt 
  and have zero tolerance for junkers encroaching 
  on their waters. Anything that comes close 
  becomes food, including vehicles. There are 
  many old pictographs representing crocodragons, 
  showing these titanic beasts might have an 
  ancient spiritual connection to the land and 
  original denizens of Adelphos.
  
  228
  LOCHMAW
  There is a legend of a kaiju-sized crocodragon 
  known only as Lochmaw who is said to be part 
  of the very landscape of Runesalt. Stories found 
  on old stellae dredged up from the muck show 
  a massive crocodragon fighting a kaiju and 
  consuming it whole, causing his size to increase 
  almost a thousandfold. This meal was so grand 
  that he fell into a millenia-long slumber, so 
  long that the landscape grew over the immense 
  reptile. Where Lochmaw slumbers, no one in 
  Runesalt knows, but whenever great tremors fill 
  the swamps, the phrase “Lochmaw, slumbers 
  still,” fills the air. 
  A CROCODRAGON’S 
  LAIR
  Crocodragons do not have a traditional lair 
  but rather inhabit territory that expands as 
  they grow. Crocodragons consider anything that 
  sinks into their waters as their property. If they 
  are not hunting or sunbathing, crocodragons 
  patrol their treasure hoards at the bottom of the 
  swamp and will fiercely protect what is theirs. 
  Surprisingly, crocodragons will tolerate overlap 
  of territories with others of their kind and will 
  share hunting grounds but not hoards.
  LAIR ACTIONS 
  On initiative count of 20 (losing initiative 
  ties), the crocodragon may take a lair action to 
  cause one of the following effects; the same lair 
  action may not be taken two rounds in a row:
  • The crocodragon bellows for others to join the 
  hunt. Up to 1d4 crocodragons of smaller size 
  arrive over the course of 1d4 rounds to be 
  within 60 feet of the crocodragon that called 
  them and are allied with the summoning 
  crocodragon. This lair action cannot be used 
  again by either the original crocodragon or 
  the summoned ones until dawn of the next 
  day.
  • From a point the crocodragon can see within 
  120 feet, a column of blistering steam erupts 
  from the water rising 40 feet high with a 30 
  foot radius. Creatures within the area must 
  make a DC 14 Dexterity saving throw, taking  
  33 (6d10 ) fire damage on a failed save, or 
  half as much damage on a successful one.
  • The crocodragon attempts to grapple a 
  creature  within 10 feet with its jaws. The 
  target creature must make a DC 14 Strength 
  saving throw. On a failure, the creature is 
  grappled and pulled underwater, and taking  
  23 (4d8 + 5) bludgeoning damage, and  
  losing 2d8 + 3 rounds of air if it is holding 
  its breath.. On a success, the creature is 
  not grappled or pulled underwater, does not 
  lose any air and takes half as much damage. 
  This effect only works when the crocodragon 
  attacks from the water.
  REGIONAL EFFECTS 
  The region containing a legendary 
  crocodragon’s lair is warped by  its magic, 
  creating one or more of the following effects:
  • Within one mile, aquatic plants and algae grow 
  twice as fast and twice as thick.
  • Will-o’-wisps are seen frequently within 
  one mile of the lair, spawning at dusk and 
  haunting the swamp throughout the night.
  • If a creature is unfamiliar with the territory, 
  Wisdom (Surviva) checks within one mile of 
  the crocodragon’s lair have disadvantage.
  Regional effects do not stack where 
  crocodragon territories overlap.
  If the crocodragon dies, these effects  fade 
  over 1d10 days.
  
  229
  Natural Camouflage. The crocodragon 
  wyrmling has advantage on Dexterity 
  (Stealth) checks made while underwater.
  Semiaquatic. The crocodragon wyrmling 
  can hold its breath for an hour underwater.
  CROCODRAGON
  WYRMLIING
  Small dragon, neutral evil
  Armor Class 13 (Natural Armor)
  Hit Points 36 (8d6 + 8)
  Speed 20 ft., swim 40 ft.
  STR
  15 (+2)
  CON
  13 (+1)
  WIS
  11 (+0)
  DEX
  14 (+2)
  INT
  13 (+1)
  CHA
  10 (+0)
  Saving Throws STR +4, DEX +4, CON +3, 
  WIS +2
  Skills Perception +2, Stealth +4
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 15 ft., darkvision 60 ft., 
  passive Perception 12
  Languages Draconic
  Challenge 1  (200 XP) 
  Proficiency Bonus +2
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 8 (1d10 + 3) piercing 
  damage.
  Steam Breath (Recharge 5 –-  6). The 
  crocodragon wyrmling exhales steam in a 
  10-foot cone. Each creature in that area 
  must make a DC 11 Dexterity saving throw, 
  taking 21 (6d6) fire damage on a failed save, 
  or half as much damage on a successful one. 
  Being underwater does not grant resistance 
  to this damage.
  Ambusher. The crocodragon has advantage 
  on attack rolls against any creature it 
  surprises.
  Natural Camouflage. The crocodragon 
  wyrmling has advantage on Dexterity 
  (Stealth) checks made while underwater.
  Semiaquatic. The crocodragon wyrmling 
  can hold its breath for an hour underwater.
  YOUNG
  CROCODRAGON
  Medium dragon, neutral evil
  Armor Class 17 (Natural Armor)
  Hit Points 90 (12d8 + 36) 
  Speed 30 ft., swim 60 ft.
  STR
  20 (+5)
  CON
  16 (+3)
  WIS
  13 (+1)
  DEX
  18 (+4)
  INT
  14 (+2)
  CHA
  12 (+1)
  Saving Throws STR +8, DEX +7, CON +6, 
  WIS +4
  Skills Perception +4, Stealth +7
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 30 ft., darkvision 120 ft., 
  passive perception 13
  Languages Draconic
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Actions
  Multiattack. The crocodragon makes three 
  attacks, one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 16 (2d10 + 5) piercing 
  damage. 
  Claws. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing 
  damage.
  Steam Breath (Recharge 5 –-  6). The 
  crocodragon exhales steam in a 15-foot 
  cone. Each creature in that area must make 
  a DC 15 Dexterity saving throw, taking 49 
  (14d6) fire damage on a failed save, or half 
  as much damage on a successful one. Being 
  underwater does not grant resistance to this 
  damage.
  
  230
  Ambusher. The crocodragon has advantage 
  on attack rolls against any creature it 
  surprises.
  Natural Camouflage. The crocodragon 
  has advantage on Dexterity (Stealth) checks 
  made while underwater.
  Legendary Resistance (3/Day). If the 
  crocodragon fails a saving throw, it can 
  choose to succeed instead.
  Semiaquatic. The crocodragon can hold its 
  breath for an hour underwater.
  Multiattack. The crocodragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 17 (2d10 +6) piercing  
  damage.
  Claws. Melee Weapon Attack: +11  to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) 
  slashing damage.
  ADULT 
  CROCODRAGON
  Large dragon, neutral evil
  Armor Class 21 (Natural Armor)
  Hit Points 152 (16d8 + 80)
  Speed 30 ft., swim 80 ft.
  STR
  23 (+6)
  CON
  20 (+5)
  WIS
  15 (+2)
  DEX
  22 (+6)
  INT
  15 (+2)
  CHA
  14 (+2)
  Saving Throws STR +11, DEX +11, CON 
  +10, WIS +7
  Skills Perception +7, Stealth +11
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 60 ft., darkvision 120 ft., 
  passive perception 17
  Languages Draconic
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Actions
  Legendary Actions
  Tail. Melee Weapon Attack: +11 to hit, 
  reach 10 ft., one target. Hit: 15 (2d8 + 
  6) bludgeoning damage. 
  Frightful Presence. Each creature of the 
  crocodragon’s choice that is within 120 feet 
  of the crocodragon and aware of it must 
  succeed on a DC 17  Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the crocodragon’s 
  Frightful Presence for the next 24 hours. 
  Steam Breath (Recharge 5 –-  6). The 
  crocodragon exhales steam in a 30-foot 
  cone. Each creature in that area must make 
  a DC 18 Dexterity saving throw, taking 56 
  (16d6) fire damage on a failed save, or half 
  as much damage on a successful one. Being 
  underwater does not grant resistance to this 
  damage.
  The crocodragon can take 3 legendary 
  actions, choosing from the options below. 
  Only one legendary action can be used 
  at a time and only at the end of another 
  creature’s turn. The crocodragon regains 
  spent legendary actions at the start of its  
  turn.
  Detect. The crocodragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The crocodragon makes a tail 
  attack.
  Tail Slam (Costs 2 Actions). The 
  crocodragon slams its tail down, sending 
  a shockwave through the ground and/
  or water. Each creature within 10 feet 
  of the crocodragon must make a DC 16 
  Constitution saving throw or be stunned 
  until the end of their next turn.
  
  231
  Ambusher. The crocodragon has advantage 
  on attack rolls against any creature it 
  surprises.
  Natural Camouflage. The crocodragon 
  has advantage on Dexterity (Stealth) checks 
  made while underwater.
  Legendary Resistance (3/Day). If the 
  crocodragon fails a saving throw, it can 
  choose to succeed instead.
  Semiaquatic. The crocodragon can hold its 
  breath for an hour underwater.
  Multiattack. The crocodragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 
  15 ft., one target. Hit: 18 (2d10 + 7) piercing 
  damage.
  Claws. Melee Weapon Attack: +13 to hit, 
  reach 10 ft., one target. Hit: 14 (2d6 + 7) 
  slashing damage.
  ANCIENT 
  CROCODRAGON
  Huge dragon, neutral evil
  Armor Class 21 (Natural Armor)
  Hit Points 238 (12d12 + 60)
  Speed 30 ft., swim 80 ft.
  STR
  25 (+7)
  CON
  21 (+5)
  WIS
  16 (+3)
  DEX
  23 (+6)
  INT
  17 (+3)
  CHA
  14 (+2)
  Saving Throws STR +13, DEX +12, CON 
  +11, WIS +9
  Skills Perception +9, Stealth +12
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 60 ft., darkvision 120 ft., 
  passive Perception 19
  Languages Draconic
  Challenge 17 (11,500 XP)
  Proficiency Bonus +6
  Actions
  Legendary Actions
  Tail. Melee Weapon Attack: +13 to hit, 
  reach 15 ft., one target. Hit: 16 (2d8 + 
  7) bludgeoning  damage. 
  Frightful Presence. Each creature of the 
  crocodragon’s choice that is within 120 feet 
  of the crocodragon and aware of it must 
  succeed on a DC 19  Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the crocodragon’s 
  Frightful Presence for the next 24 hours. 
  Steam Breath (Recharge 5 –-  6). The 
  crocodragon exhales steam in a 60-foot 
  cone. Each creature in that area must make 
  a DC 19 Dexterity saving throw, taking 84 
  (24d6) fire damage on a failed save, or half 
  as much damage on a successful one. Being 
  underwater does not grant resistance to this 
  damage.
  The crocodragon can take 3 legendary 
  actions, choosing from the options below. 
  Only one legendary action can be used 
  at a time and only at the end of another 
  creature’s turn. The crocodragon regains 
  spent legendary actions at the start of its  
  turn.
  Detect. The crocodragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The crocodragon makes a tail 
  attack.
  Tail Slam (Costs 2 Actions). The 
  crocodragon slams its tail down, sending 
  a shockwave through the ground and/
  or water. Each creature within 10 feet 
  of the crocodragon must make a DC 19 
  Constitution saving throw or be stunned 
  until the end of their next turn.
  
  232
  Ambusher. The crocodragon has advantage 
  on attack rolls against any creature it 
  surprises.
  Natural Camouflage. The crocodragon 
  has advantage on Dexterity (Stealth) checks 
  made while underwater.
  Legendary Resistance (3/Day). If the 
  crocodragon fails a saving throw, it can 
  choose to succeed instead.
  Semiaquatic: infinite. The crocodragon can 
  hold its breath for an hour underwater or 
  indefinitely while in a hibernating state.
  Multiattack.  The crocodragon can use 
  its Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +17 to hit, reach 
  15 ft., one target. Hit: 25 (3d10 + 9) piercing 
  damage
  GIGA  
  CROCODRAGON
  Gargantuan dragon, neutral evil
  Armor Class 24 (Natural Armor)
  Hit Points 400  (24d12 + 144)
  Speed 50 ft., swim 120 ft.
  STR
  28 (+9)
  CON
  22 (+6)
  WIS
  18 (+3)
  DEX
  25 (+7)
  INT
  19 (+4)
  CHA
  16 (+3)
  Saving Throws STR +17, DEX +15, CON 
  +14, WIS +12
  Skills Perception +12, Stealth +15
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 80 ft., darkvision 160 ft., 
  passive Perception 22
  Languages Draconic
  Challenge 25 (75,000 XP) 
  Proficiency Bonus +8
  Actions
  Legendary Actions
  Claws. Melee Weapon Attack: +17 to 
  hit, reach 10 ft., one target. Hit: 19 
  (3d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, 
  reach 20 ft., one target. Hit: 22 (3d8 + 9) 
  bludgeoning  damage. 
  Frightful Presence. Each creature of the 
  crocodragon’s choice that is within 180 feet 
  of the crocodragon and aware of it must 
  succeed on a DC 21  Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the crocodragon’s 
  Frightful Presence for the next 24 hours. 
  Steam Breath (Recharge 5 –-  6). The 
  crocodragon exhales steam in a 100-foot 
  cone. Each creature in that area must make 
  a DC 22 Dexterity saving throw, taking 108 
  (24d8) fire damage on a failed save, or half 
  as much damage on a successful one. Being 
  underwater does not grant resistance to this 
  damage.
  The crocodragon can take 3 legendary 
  actions, choosing from the options below. 
  Only one legendary action can be used 
  at a time and only at the end of another 
  creature’s turn. The crocodragon regains 
  spent legendary actions at the start of its  
  turn.
  Detect. The crocodragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The crocodragon makes a tail 
  attack.
  Tail Slam (Costs 2 Actions). The 
  crocodragon slams its tail down, sending 
  a shockwave through the ground and/
  or water. Each creature within 20 feet 
  of the crocodragon must make a DC 20 
  Constitution saving throw or be stunned 
  until the end of their next turn.
  
  233
  RUST DRAGON
  Rust dragons are happiest when surrounded 
  by scrap and salvage, making them a favored 
  mascot of junkers and salvagers. However, they 
  have a darker origin: when a metallic dragon 
  becomes infused with too much spark, it drives 
  them to find more and more, and if that need 
  for spark is not quenched, the dragon begins 
  to rust, almost mummifying within its own 
  scales. Thus, rust dragons are born. This spark 
  addiction can be passed on genetically and over 
  time has made rust dragons into their own 
  species. They are easily recognizable with their 
  gaunt skeletal appearance and the haunting cry 
  they utter when on the hunt for spark. 
  A RUST  
  DRAGON’S LAIR
  Rust dragons tend to dwell in abandoned 
  mineshafts or build elaborate nests on sparlons. 
  If a mineshaft is not yet abandoned, they 
  have no qualms in making it so. Alternatively, 
  they will do everything in their power to keep 
  homesteaders and junkers away from sparlons. 
  Their ability to corrode any metal causes their 
  lairs to have thick layers of rust over the walls. 
  Rust monsters and other detritus feeders make 
  their homes in a rust dragon’s lair.
  LAIR ACTIONS
  On initiative count of 20 (losing initiative 
  ties), the rust dragon may take a lair action to 
  cause one of the following effects; the same lair 
  action may not be taken two rounds in a row:
  • A cloud of rust emanates from the walls of 
  the lair. Creatures within 20 feet of the walls 
  must make a DC 20 Constitution saving 
  throw or take 17 (5d6) poison damage on a 
  failed save or half as much on a successful 
  save.
  • The terrain beneath the dragon’s enemies 
  shifts. Each creature of the dragon’s choice 
  within the lair must make a DC 20 Dexterity 
  saving throw or be moved 20 feet in a 
  random horizontal direction. If this causes 
  a creature to move into a wall, that creature 
  stops moving and takes 10 (3d6) bludgeoning 
  damage and is knocked prone.
  • The dragon roars, calling a nearby rust 
  monster to its aid. The rust monster appears 
  within 20 feet of the dragon and acts on 
  initiative count of 10 (losing initiative ties).
  REGIONAL EFFECTS
  The region containing a legendary rust 
  dragon’s lair is devastated by its magic, causing 
  one or more of the following effects:
  • All nonmagical, not actively used metal 
  within 6 miles of the dragon’s lair rusts at a 
  supernatural rate.
  • Water sources within 6 miles of the dragon’s 
  lair taste of metal and can cause a 
  degenerative disease that slowly metalicizes 
  one’s insides.
  • The earth within 6 miles of a rust dragon’s lair 
  regularly rumbles with earthquakes.
  
  234
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 30 
  feet of it.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 11 (2d8 + 2) piercing 
  damage plus 3 (1d4) acid damage.
  Steam Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in a 30-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 12 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  RUST DRAGON
  WYRMLIING
  Medium dragon, chaotic neutral
  Armor Class 14 (Natural Armor) 
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., fly 60 ft.
  STR
  14 (+2)
  CON
  14 (+2)
  WIS
  8 (-1)
  DEX
  14 (+2)
  INT
  8 (-1)
  CHA
  8 (-1)
  Saving Throws STR +4, DEX +4, CON +4
  Skills Intimidation +1, Perception +1
  Senses Blindsight 10 ft., darkvision 30 ft., 
  passive Perception 11
  Languages Draconic
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Actions
  
  235
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 60 
  feet of it.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Multiattack. The dragon makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 16 (3d8 + 3) piercing 
  damage plus 5 (2d4) acid damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing 
  damage.
  Steam Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in a 40-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 14 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  YOUNG RUST 
  DRAGON
  Large dragon, chaotic neutral
  Armor Class 16 (Natural Armor) 
  Hit Points 144 (17d10 + 51)
  Speed 40 ft., fly 80 ft.
  STR
  16 (+3)
  CON
  16 (+3)
  WIS
  10 (+0)
  DEX
  16 (+3)
  INT
  10 (+0)
  CHA
  10 (+0)
  Saving Throws STR +6, DEX +6, CON +6
  Skills Intimidation +3, Perception +3
  Senses Blindsight 20 ft., darkvision 60 ft., 
  passive Perception 13
  Languages Draconic
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Actions
  
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 90 
  feet of it.
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Multiattack.  The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 17 (3d8 + 4) piercing 
  damage plus 7 (3d4) acid damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) slashing 
  damage.
  Tail. Melee Weapon Attack: +8 to hit, 
  reach 15 ft., one target. Hit: 11 (2d6 + 4) 
  bludgeoning damage.
  Frightful Presence. Each creature of the 
  dragon’s choice that is within 120 feet of it 
  ADULT RUST  
  DRAGON
  Huge dragon, chaotic neutral
  Armor Class 18 (Natural Armor)
  Hit Points 178 (17d12 + 68)
  Speed 50 ft., fly 100 ft.
  STR
  18 (+4)
  CON
  18 (+4)
  WIS
  12 (+1)
  DEX
  18 (+4)
  INT
  12 (+1)
  CHA
  12 (+1)
  Saving Throws STR +8, DEX +8, CON +8
  Skills Intimidation +5, Perception +5
  Senses Blindsight 30 ft., darkvision 90 ft., 
  truesight 10 ft., passive Perception 15
  Languages Draconic
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Actions
  Legendary Actions
  and aware of it must succeed on a DC 
  13 Wisdom saving throw or become 
  frightened for 1 minute. A creature 
  can repeat the saving throw at the 
  end of each of its turns, ending the effect 
  on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for 
  it, the creature is immune to the dragon’s 
  Frightful Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in a 40-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 14 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Tail Attack. The dragon makes a tail attack.
  Rust Item (Costs 2 Actions). The dragon 
  corrodes a nonmagical ferrous metal object it 
  can see within 30 feet of it. If the object isn’t 
  being worn or carried, the effect destroys a 
  1-foot cube of it. If the object is being worn 
  or carried by a creature, the creature can 
  make a DC 16 Dexterity saving throw to 
  avoid the effect.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a +0 
  bonus is destroyed. If an affected object is a 
  held metal weapon, it rusts as described in 
  the Rust Metal trait.
  
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 
  120 feet of it.
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Multiattack.  The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 18 (3d8 + 5) piercing 
  damage plus 10 (4d4) acid damage.
  Claws. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) 
  slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, 
  reach 15 ft., one target. Hit: 12 (2d6 + 5) 
  bludgeoning damage.
  ANCIENT RUST  
  DRAGON
  Gargantuan dragon, chaotic neutral
  Armor Class 20 (Natural Armor)
  Hit Points 341 (22d20 + 110)
  Speed 60 ft., fly 120 ft.
  STR
  20 (+5)
  CON
  20 (+5)
  WIS
  14 (+2)
  DEX
  20 (+5)
  INT
  14 (+2)
  CHA
  14 (+2)
  Saving Throws STR +11, DEX +11,  
  CON +11
  Skills Intimidation +8, Perception +8
  Senses Blindsight 40 ft., darkvision 120 ft., 
  truesight 20 ft., passive Perception 18
  Languages Draconic
  Challenge 18 (20,000 XP)
  Proficiency Bonus +6
  Actions
  Legendary Actions
  Frightful Presence. Each creature 
  of the dragon’s choice that is within 
  120 feet of it and aware of it must 
  succeed on a DC 16 Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in a 60-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 19 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Tail Attack. The dragon makes a tail attack.
  Rust Item (Costs 2 Actions). The dragon 
  corrodes a nonmagical ferrous metal object it 
  can see within 30 feet of it. If the object isn’t 
  being worn or carried, the effect destroys a 
  1-foot cube of it. If the object is being worn 
  or carried by a creature, the creature can 
  make a DC 19 Dexterity saving throw to 
  avoid the effect.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a +0 
  bonus is destroyed. If an affected object is a 
  held metal weapon, it rusts as described in 
  the Rust Metal trait.
  
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 
  180 feet of it.
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Multiattack. The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 
  15 ft., one target. Hit: 25 (4d8 + 7) piercing 
  damage plus 14 (4d6) acid damage.
  Claws. Melee Weapon Attack: +14 to hit, 
  reach 10 ft., one target. Hit: 18 (2d10 + 7) 
  slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, 
  reach 20 ft., one target. Hit: 18 (2d10 + 7) 
  bludgeoning damage.
  GIGA RUST  
  DRAGON
  Colossal dragon, chaotic neutral
  Armor Class 24 (Natural Armor)
  Hit Points 505 (26d20 + 154)
  Speed 80 ft., fly 180 ft.
  STR
  24 (+7)
  CON
  24 (+7)
  WIS
  18 (+4)
  DEX
  24 (+7)
  INT
  18 (+4)
  CHA
  18 (+4)
  Saving Throws STR +14, DEX +14,  
  CON +14
  Skills Intimidation +11, Perception +11
  Senses Blindsight 60 ft., darkvision 180 ft., 
  truesight 40 ft., passive Perception 21
  Languages Draconic
  Challenge 24 (62,000 XP)
  Proficiency Bonus +7
  Actions
  Legendary Actions
  Frightful Presence. Each creature 
  of the dragon’s choice that is within 
  120 feet of it and aware of it must 
  succeed on a DC 19 Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in an 80-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 22 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Tail Attack. The dragon makes a tail attack.
  Rust Item (Costs 2 Actions). The dragon 
  corrodes a nonmagical ferrous metal object it 
  can see within 30 feet of it. If the object isn’t 
  being worn or carried, the effect destroys a 
  1-foot cube of it. If the object is being worn 
  or carried by a creature, the creature can 
  make a DC 22 Dexterity saving throw to 
  avoid the effect.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a +0 
  bonus is destroyed. If an affected object is a 
  held metal weapon, it rusts as described in 
  the Rust Metal trait.
  
  239
  TITANIUM 
  DRAGON
  Titanium dragons are considered to be 
  walking, breathing war machines and extremely 
  alien creatures, believed to have come from the 
  stars in strange capsules that grow into their 
  lairs. Titanium dragons are loud, boisterous, 
  and very naturally curious, often “adopting” 
  settlements or towns. Recently, the small 
  lumber camp of Drammyn in Bigby’s Vale was 
  adopted by a titanium dragon calling themselves 
  Ginnywinx.
  Far longer and more serpentine than lizard-
  like, titanium dragons have massive sail-like 
  wings that are more akin to gliders. Their tails 
  are much longer than their bodies, and they 
  grow large fan-like frills on them. Their shadows 
  have become familiar sights across Haven, many 
  using the moniker “Titanium shadow, good 
  fortune tomorrow.” When a titanium dragon 
  grows to full maturity, it leaves its lair and 
  journeys into the stars.
  A TITANIUM 
  DRAGON’S LAIR
  When offworld, titanium dragons bend the 
  stars themselves to create their lairs. On-world, 
  it is not so different. A titanium dragon’s lair 
  solidifies solar rays into walls, floors, and roofs. 
  This allows them to hide their lairs wherever 
  there is color. 
  LAIR ACTIONS
  On initiative count of 20 (losing initiative 
  ties), the titanium dragon may take a lair action 
  to cause one of the following effects; the same 
  lair action may not be taken two rounds in a 
  row:
  • The walls within the lair flare up. Each 
  creature of the dragon’s choice within the 
  lair must succeed on a DC 20 Constitution 
  saving throw or be blinded until the end of 
  their next turn.
  • Beams of light shine from the walls of the lair. 
  Each creature of the dragon’s choice within 
  60 feet of it must make a DC 20 Dexterity 
  saving throw or take 18 (4d8) radiant damage 
  or half that damage on a successful save.
  • The floor burns hot. Each creature of the 
  dragon’s choice within the lair must make a 
  DC 20 Constitution saving throw or be set on 
  fire for 1 minute. Creatures set on fire by this 
  take 7 (2d6) fire damage at the start of each 
  of their turns. They may repeat this saving 
  throw as a bonus action, ending the effect.
  REGIONAL EFFECTS
  The region containing a legendary titanium 
  dragon’s lair is benefited by its magic, causing 
  one or more of the following effects:
  • The sun grows brighter, causing warmer days 
  year-round.
  • Water sources within 6 miles of the dragon’s 
  lair are purified, allowing people to drink 
  from them with no risks.
  • The earth within 6 miles of a titanium 
  dragon’s lair is softened and perfected for 
  farming.
  
  240
  Vacuform. The dragon can survive in the 
  vacuum of space.
  Spaceflight. While in the vacuum of space, 
  the dragon’s flying speed increases to 1,000 
  feet.
  Vacuform. The dragon can survive in the 
  vacuum of space.
  TITANIUM DRAGON
  WYRMLING
  YOUNG TITANIUM 
  DRAGON
  Medium dragon, chaotic good
  Large dragon, chaotic good
  Armor Class 16 (Natural Armor)
  Hit Points 51 (6d8 + 24) 
  Speed 30 ft., fly 60 ft.
  Armor Class 19 (Natural Armor)
  Hit Points 172 (15d10 + 90) 
  Speed 40 ft., fly 80 ft.
  STR
  20 (+5)
  STR
  23 (+5)
  CON
  18 (+4)
  CON
  22 (+6)
  WIS
  11 (+0)
  WIS
  11 (+0)
  DEX
  10 (+0)
  DEX
  10 (+0)
  INT
  14 (+2)
  INT
  16 (+3)
  CHA
  16 (+3)
  CHA
  19 (+4)
  Saving Throws STR +7, DEX +2, CON +6, 
  WIS +2
  Skills Perception +4
  Damage Immunities Radiant
  Senses Truesight 15 ft., darkvision 60 ft., 
  passive Perception 14
  Languages Draconic, telepathy 120 ft.
  Challenge 3 (700 XP) 
  Proficiency Bonus +3
  Saving Throws STR +10, DEX +4, CON +10, 
  WIS +4
  Skills Perception +8, Stealth +4
  Damage Immunities Radiant
  Senses Truesight 20 ft., darkvision 120 ft., 
  passive perception 18
  Languages Draconic, telepathy 120 ft.
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Actions
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 10 (1d10 + 5) bludgeoning 
  damage. 
  Breath Weapons (Recharge 5 –-  6). The 
  dragon uses one of the following breath 
  weapons. 
  Plasma Beam. The dragon exhales 
  super-heated plasma in a 30-foot line. Each 
  creature in the area of effect must make a 
  DC 13 Dexterity saving throw, taking 22 
  (4d10) radiant damage on a failed save, or 
  half as much on a success.
  Blinding Beam. The dragon exhales a 
  blinding burst of starlight in a 15-foot cone. 
  Each creature in the area of effect must 
  make a DC 13 Constitution saving throw or 
  be blinded for 1 minute.
  Multiattack. The dragon makes three 
  attacks, one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one target. Hit: 17 (2d10 + 6) 
  bludgeoning damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 
  5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage.
  Breath Weapons (Recharge 5 –-  6). The 
  dragon uses one of the following breath 
  weapons.
  Plasma Beam. The dragon exhales 
  super-heated plasma in a 60-foot line. Each 
  creature in the area of effect must make a 
  DC 16 Dexterity saving throw, taking 55 
  (10d10) radiant damage on a failed save, or 
  half on a success.
  Blinding Beam. The dragon exhales a 
  blinding burst of starlight in a 30-foot cone. 
  Each creature in the area of effect must 
  make a DC 16 Constitution saving throw or 
  be blinded for 1 minute.
  
  241
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Spaceflight. While in the vacuum of space, 
  the dragon’s flying speed increases to 1 
  lightyear.
  Vacuform. The dragon can survive in the 
  vacuum of space.
  Multiattack. The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +15 to hit, 
  reach 10 ft., one target. Hit: 20 (2d10 + 9) 
  bludgeoning damage.
  Claws. Melee Weapon Attack: +15 to hit, 
  reach 5 ft., one target. Hit: 16 (2d6 + 9) 
  slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 
  15 ft., one target. Hit: 18 (2d8 + 9) slashing  
  damage.
  ADULT TITANIUM  
  DRAGON
  Huge dragon, chaotic good
  Armor Class 20 (Natural Armor)
  Hit Points 262 (21d12 + 126)
  Speed 40 ft., fly 80 ft.
  STR
  28 (+9)
  CON
  22 (+6)
  WIS
  11 (+0)
  DEX
  10 (+0)
  INT
  16 (+3)
  CHA
  24 (+7)
  Saving Throws STR +15, DEX +6, CON +12, 
  WIS +6
  Skills Perception +12, Stealth +6
  Damage Immunities Radiant
  Senses Truesight 60 ft., darkvision 120 ft., 
  passive Perception 22
  Languages Draconic, telepathy 240 ft.
  Challenge 17 (18,000 XP)
  Proficiency Bonus +6
  Actions
  Legendary Actions
  Frightful Presence. Each creature 
  of the dragon’s choice that is within 
  120 feet of it and aware of it must 
  succeed on a DC 21 Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon uses one of the following breath 
  weapons.
  Plasma Beam. The dragon exhales 
  super-heated plasma in a 90-foot line. Each 
  creature in the area of effect must make a 
  DC 21 Dexterity saving throw, taking 66 
  (12d10) radiant damage on a failed save, or 
  half on a success.
  Blinding Beam. The dragon exhales a 
  blinding burst of starlight in a 60-foot cone. 
  Each creature in the area of effect must 
  make a DC 21 Constitution saving throw or 
  be blinded for 1 minute.
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon 
  beats its wings. Each creature within 10 
  feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6 + 8) 
  bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying 
  speed.
  
  242
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Spaceflight. While in the vacuum of space, 
  the dragon’s flying speed increases to 1 
  lightyear.
  Vacuform. The dragon can survive in the 
  vacuum of space.
  Multiattack. The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +17 to hit, 
  reach 15 ft., one target. Hit: 21 (2d10 + 10) 
  bludgeoning damage, plus 14 (4d6) radiant 
  damage.
  Claws. Melee Weapon Attack: +17 to hit, 
  reach 10 ft., one target. Hit: 17 (2d6 + 10) 
  slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 
  20 ft., one target. Hit: 19 (2d8 + 10) slashing  
  damage.
  ANCIENT TITANIUM  
  DRAGON
  Gargantuan dragon, chaotic good
  Armor Class 23 (Natural Armor)
  Hit Points 533 (26d20 + 260)
  Speed 40 ft., fly 80 ft.
  STR
  30 (+10)
  CON
  30 (+10)
  WIS
  11 (+0)
  DEX
  10 (+0)
  INT
  16 (+3)
  CHA
  28 (+9)
  Saving Throws STR +17, DEX +7, CON +17, 
  WIS +7
  Skills Arcana +10, Perception +14, Stealth 
  +7, Survival +7
  Damage Immunities Radiant
  Senses Truesight 60 ft., darkvision 120 ft., 
  passive Perception 24
  Languages Draconic, telepathy 480 ft.
  Challenge 24 (62,000 XP)
  Proficiency Bonus +7
  Actions
  Legendary Actions
  Frightful Presence. Each creature 
  of the dragon’s choice that is within 
  120 feet of it and aware of it must 
  succeed on a DC 24 Wisdom saving throw or 
  become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon uses one of the following breath 
  weapons.
  Plasma Beam. The dragon exhales 
  super-heated plasma in a 120-foot line. Each 
  creature in the area of effect must make a 
  DC 24 Dexterity saving throw, taking 71 
  (13d10) radiant damage on a failed save, or 
  half on a success.
  Blinding Beam. The dragon exhales a 
  blinding burst of starlight in a 90-foot cone. 
  Each creature in the area of effect must 
  make a DC 24 Constitution saving throw or 
  be blinded for 1 minute.
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon 
  beats its wings. Each creature within 10 
  feet of the dragon must succeed on a DC 25 
  Dexterity saving throw or take 17 (2d6 + 10) 
  bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying 
  speed.
  
  243
  Infused Attacks. The dragon’s weapon 
  attacks are magical. 
  Legendary Resistance (3/Day). If the 
  dragon fails a saving throw, it can choose to 
  succeed instead.
  Spaceflight. While in the vacuum of space, 
  the dragon’s flying speed increases to 10 
  lightyears.
  Sundip. The dragon can spend up to 10 
  minutes bathing in the body of a star. 
  While bathing, it is immune to any damage 
  it would take from the star. For every 
  minute spent bathing, the dragon gains 34 
  temporary hit points. These temporary hit 
  points stack up to an amount equal to half of 
  its maximum hit points. 
  If the dragon spends the full 10 minutes 
  bathing, it gains the ability to use both 
  effects of its breath weapon at once. When it 
  does so, it can choose between the cone or 
  line areas of effect.
  Vacuform. The dragon can survive in the 
  vacuum of space.
  GIGA TITANIUM  
  DRAGON
  Umber dragon (300 ft. tall 1028 ft. long), 
  chaotic good
  Armor Class 25 (Natural Armor)
  Hit Points 758 (37d20 + 370)
  Speed 150 ft., fly 320 ft.
  STR
  30 (+10)
  CON
  30 (+10)
  WIS
  11 (+0)
  DEX
  10 (+0)
  INT
  22 (+6)
  CHA
  28 (+9)
  Saving Throws STR +19, DEX +9, CON +19, 
  WIS +9
  Skills Arcana +15, Perception +18, Stealth 
  +9, Survival +9
  Damage Immunities Radiant; bludgeoning, 
  slashing, and piercing from non-magical 
  weapons
  Senses Truesight 240 ft., darkvision 480 ft., 
  passive Perception 28
  Languages Draconic, telepathy 10 miles
  Challenge 30 (155,000 XP)
  Proficiency Bonus +9
  Actions
  Multiattack. The dragon can use its 
  Frightful Presence. It then makes three 
  attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +19 to hit, 
  reach 130 ft., one target. Hit: 32 (4d10 + 10) 
  bludgeoning damage, plus 35 (10d6) radiant 
  damage.
  Claws. Melee Weapon Attack: +19 to hit, 
  reach 85 ft., one target. Hit: 24 (4d6 + 10) 
  slashing damage. 
  Tail. Melee Weapon Attack: +19 to hit, 
  reach 170 ft., one target. Hit: 28 (4d8 + 10) 
  slashing  damage, plus 16 (3d10) thunder 
  damage.
  Frightful Presence. Each creature of the 
  dragon’s choice that is within 480 feet of it 
  and aware of it must succeed on a DC 26 
  Wisdom saving throw or become frightened 
  and paralyzedfor 1 minute. A creature can 
  repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on 
  a success. If a creature’s saving throw is 
  successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours. 
  Corroding Breath (Recharge 5 –-  6). The 
  dragon uses one of the following breath 
  weapons.
  Plasma Beam. The dragon exhales 
  super-heated plasma in a 1,030-foot line. 
  Each creature in the area of effect must 
  make a DC 26 Dexterity saving throw, taking 
  110 (20d10) radiant damage on a failed save, 
  or half on a success.
  Blinding Beam. The dragon exhales a 
  blinding burst of starlight in a 770-foot cone. 
  Each creature in the area of effect must 
  make a DC 26 Constitution saving throw or 
  be blinded for 1 minute.
  
  244
  Legendary Actions
  The dragon can take 3 Legendary Actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom 
  (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon 
  beats its wings. Each creature within 85 
  feet of the dragon must succeed on a DC 26 
  Dexterity saving throw or take 24 (4d6 + 10) 
  bludgeoning damage and be knocked prone. 
  The dragon can then fly up to its flying 
  speed.
  
  Once ruled over by the Titan Queen 
  Shekmetorek, the kaiju of Adelphos are guardians, 
  protectors, and sentinels against the reach of the 
  Exarchs upon their creator’s land. The kaiju all 
  possess great intelligence, either wandering and 
  slumbering around the world, some merging with 
  the very forests and oceans they pass through, 
  waiting until they are awoken.
   
  CR TITAN 
   
  Similar to our earlier sidebar on sizes, CRs are 
  often confusing and sometimes seem arbitrary. 
  Which is why for our kaiju we invented the CR 
  TITAN category. These are massive monsters, 
  some towering as tall as small mountains. 
  That isn’t a CR, that is an act of the cosmos. 
  You are fighting LITERAL GOD BEINGS of the 
  environment and of space. IT IS GOING TO BE 
  FRUKKING HARD. Hence, CR TITAN.  
  CHAPTER EIGHTTEEN
  BROBDINGNAGIANS
  
  246
  A NEW LEGACY
  Today, the kaiju are led by Shekmetorek’s 
  mate, a bitter and wrathful beast named 
  Klokotok. He resembles a titanic otter, his fur 
  a deep azure blue around which storm clouds 
  and lightning form and blossom. A great crown 
  of stone floats above his brow, and his tail ends 
  in a massive, bony club. Many individuals have 
  searched for  the King of the Kaiju, but those 
  who have returned tell stories of his horrific rage 
  and anger
  There have been many stories, artifacts, 
  and records describing tales of the kaiju. 
  Amongst those stories were tales of the great 
  battles between kaiju and Exarch. The Exarch 
  Atu Vel lunged at thunder-crested Sarrox, who 
  retaliated in turn with a thrashing of crystalline 
  horns. Rorion tore mercilessly at Ura Tamu, the 
  silver swarm, and noxious vapors erupted from 
  beneath the titanic Exarch’s armor plating. Elu 
  An, momentarily draining the baleful fire of 
  Etrig, countered Kukrael’s beams of prismatic 
  energy before both plummeted into the gaping 
  volcano of Ascension’s End. Many think these 
  stories to be fanciful tales of a lost people.
  Since the arrival of the homesteaders, 
  Klokotok has attempted to command the kaiju 
  under him to crush these newcomers Yet, thus 
  far, the kaiju have been unwilling, hopeful the 
  new arrivals will bring a favorable future to 
  Adelphos. Klokotok watches from within the 
  heart of the storm where his beloved was killed, 
  and his subjects have grown wary of their grief-
  stricken king. Below are details on several kaiju 
  that dwell upon or near Adelphos - all dangerous 
  and all powerful. 
  ADELPHAN 
  TARRASQUE
  The tarrasque of Adelphos is believed 
  by some to be the very core of the planet. It 
  sleeps beneath thousands of layers of earth 
  for thousands of years. Many believe that 
  when earthquakes or great sparkstorms 
  wrack Adelphos, the Adelphan tarrasque -- 
  or Corerattler as it is often nicknamed -- is 
  stirring in its slumber. Others see the creature 
  as the Bringer of the Second Sunder, an event 
  prophesied in ancient carvings of  Haven 
  archaeological sites. A small, isolated religious 
  following of the Adelphan tarrasque has even 
  cropped up in Driftwood. 
  The Adelphan tarrasque resembles a regular 
  tarrasque, only much larger and with a deep 
  gray hide. Massive runestones jut from its body 
  in place of its spines, and its tail is longer, 
  ending in a huge fan used to collect spark energy 
  that can be routed into a terrifying spark beam.
  THE ADELPHAN 
  TARRASQUE’S LAIR
  This one of a kind creature has no true lair. 
  While below the earth, it hides within a cocoon 
  of the hardest stone. When it roams the above-
  world — though it does so rarely — the very 
  land surrounding it becomes its lair. Cities, 
  mountains, and forests are all the same to the 
  Adelphan tarrasque and everything within 10 
  miles of the tarrasque  is considered part of its  
  lair.
  LAIR ACTIONS
  On initiative count of 20 (losing initiative 
  ties), the tarrasque may take a lair action to 
  cause one of the following effects; the same lair 
  action may not be taken two rounds in a row:
  • The ground shakes. Each creature of the 
  tarrasque’s choice that it can see within 
  120 feet of it must make a DC 20 Dexterity 
  saving throw or be knocked prone. Creatures 
  already prone take 17 (5d6) bludgeoning 
  damage on a failed save.
  • Gravity shifts towards the tarrasque. Each 
  creature of the tarrasque’s choice that it can 
  see within 120 feet of it must make a DC 20 
  Strength saving throw or be pulled up to 30 
  feet towards the tarrasque.
  • Rubble crashes around the lair. Creatures of 
  the tarrasque’s choice that it can see within 
  120 feet of it must make a DC 20 Dexterity 
  saving throw or take 14 (4d6) bludgeoning 
  damage.
  
  Legendary Resistance (3/Day). If the 
  tarrasque fails a saving throw, it can choose 
  to succeed instead.
  Magic Resistance. The tarrasque has 
  advantage on saving throws against spells 
  and other magical effects.
  Reflective Carapace. Any time the 
  tarrasque is targeted by a magic missile 
  spell, a line spell, or a spell that requires 
  a ranged attack roll, roll a d6. On a 1 to 5, 
  the tarrasque is unaffected. On a 6, the 
  tarrasque is unaffected, and the effect is 
  reflected back at the caster as though it 
  originated from the tarrasque, turning the 
  caster into the target. 
  Regeneration. The tarrasque regains 20 hit 
  points at the start of its turn if it has 1 or 
  more hit point.
  Supermassive Lifeform. The gravity within 
  20 feet of the tarrasque increases to 4 gravs. 
  The gravity within 5 feet of the tarrasque 
  increases to 5 gravs.
  Innate Spellcasting. The tarrasque’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 components:
  At will: dispel magic. lightning bolt
  2/day each: earthquake, prismatic spray
  Multiattack. The tarrasque can use its 
  Frightful Presence. It then makes five 
  attacks: one with its bite, two with its claws, 
  one with its horns, and one with its tail. It 
  can use its swallow instead of its bite.
  Bite. Melee Weapon Attack: +19 to hit, reach 
  20 ft., one target. Hit: 49 (6d12 + 10) magical 
  piercing damage. If the target is a creature, it 
  is grappled (escape DC 27). Until this grapple 
  is ended, the target is restrained, and the 
  tarrasque can’t bite another creature.
  Claws. Melee Weapon Attack: +19 to hit, 
  reach 25 ft., one target. Hit: 37 (6d8 + 10) 
  slashing damage. 
  Horns. Melee Weapon Attack: +19 to hit, 
  reach 20 ft., one target. Hit:  43 (6d10 + 10) 
  piercing damage.
  Tail. Melee Weapon Attack: +19 to hit, 
  reach 30 ft., one target. Hit: 31 (6d6 + 10) 
  bludgeoning  damage, and the target is 
  knocked prone.
  Swallow. The tarrasque makes one bite 
  attack against a Large or smaller creature 
  it is grappling. If the attack hits, the 
  target takes the bite’s damage, the target 
  is swallowed, and the grapple ends. While 
  swallowed, the creature is blinded and 
  restrained, it has total cover against attacks 
  and other effects outside the tarrasque, and 
  it takes 56 (16d6) acid damage at the start of 
  each of the tarrasque’s turns.
  If the tarrasque takes 60 damage or 
  more on a single turn from a creature inside 
  it, the tarrasque must succeed on a DC 20 
  Constitution saving throw at the end of that 
  turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet 
  of the tarrasque. If the tarrasque dies, a 
  swallowed creature is no longer restrained by 
  it and can escape from the corpse by using 
  30 feet of movement, exiting prone.
  ADELPHAN 
  TARRASQUE
  Colossal monstrosity (titan), unaligned
  Armor Class 25 (Natural Armor)
  Hit Points 676 (33d20 + 330)
  Speed 50 ft.
  STR
  30 (+10)
  CON
  30 (+10)
  WIS
  16 (+3)
  DEX
  8 (-1)
  INT
  3 (-4)
  CHA
  6 (-2)
  Saving Throws STR +19, CON +19, INT +5 
  WIS +12, CHA +7
  Skills Athletics +19, Perception +12
  Damage Immunities Cold, fire, poison; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses Blindsight 120 ft., passive Perception 
  22
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  248
  Monster Out of Time. When the tarrasque 
  is reduced to half its maximum hit points or 
  lower for the first time in a day, it can cast 
  the time stop spell as a reaction.
  Reactions
  Legendary Actions
  The tarrasque can take 5 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  The tarrasque regains spent legendary 
  actions at the start of its turn.
  Cast. The tarrasque casts a spell it knows.
  Move. The tarrasque moves up to half its 
  speed.
  Tail. The tarrasque makes one tail attack.
  Chomp (Costs 2 Actions). The tarrasque 
  makes one bite attack or uses its swallow.
  REGIONAL EFFECTS
  The region containing a legendary Adelphan 
  tarrasque’s lair is devastated by its magic, 
  causing one or more of the following effects:
  • The earth within 6 miles of the tarrasque’s lair 
  regularly shakes with earthquakes.
  • The air within 6 miles of a tarrasque becomes 
  heavy with its magic and should creatures 
  within that radius gain a level of exhaustion, 
  the number of levels gained is doubled. 
  • Resting becomes difficult. The amount of 
  time required to benefit from a short or long 
  rest is doubled when within 6 miles of the 
  tarrasque’s lair.
  • Natural disasters plague the land within 6 
  miles of the tarrasques lair — tornadoes, 
  tsunamis, and the like.
  
  249
  ADELPHOS 
  SUPERORGANISM
  Often seen separately as large collections 
  of creatures composed of fungus, the Adelphos 
  superorganism can unify into one colossal 
  creature. The stories of its origin are wide 
  and varied, but one vein is often repeated: the 
  superorganism was a remnant of an ancient 
  Asketri superweapon bio-engineered to fight the 
  Exarchs attacking Adelphos. Massive sprawling 
  network of fungus-like organisms crisscross 
  underneath the landscape and even drift upon 
  the very air around the Superorganism’s lair. To 
  this day, no one approaches within 20 miles of 
  the Superorganism’s lair lest the great beast be 
  awakened and coalesce into its titanic centaur-
  like appearance and wreak havoc.
  THE ADELPHOS 
  SUPERORGANISM’S 
  LAIR
  The Adelphos superorganism is massive, and 
  generally speaking, it is in and of itself its 
  own lair. The land the superorganism 
  occupies sprawls for miles and miles. It 
  is an area many consider a “no-go zone” 
  A journey into the lair might include 
  spelunking into caves below the superorganism, 
  or trekking through mountains within its 
  terrain. The Adelphos superorganism might 
  allow visitors to stay within this lair for some 
  time before making itself known and attacking -- 
  or it might immediately quash any life daring to 
  enter the lair.
  
  Awe-Inspiring. Any creature that starts its 
  turn within 60 feet of the superorganism 
  must make a DC 18 Wisdom saving throw 
  or become frightened of the superorganism 
  until the beginning of its next turn. A 
  creature frightened in this way must 
  use their turn to move as far from the 
  superorganism as possible. Creatures 
  piloting mechs or starships are immune to 
  this effect.
  Fungal Network. While on Adelphos, the 
  superorganism regains 20 hit points at the 
  end of its turn.
  Legendary Resistance (3/Day). When the 
  superorganism fails a saving throw, it can 
  choose to succeed instead.
  Living Landslide. When the superorganism 
  moves through the space of a Medium or 
  smaller creature, the creature must make 
  a DC 25 Constitution saving throw or be 
  reduced to 0 hit points.
  Megaton Punch. When the superorganism 
  hits with a mighty slam attack, all creatures 
  in a 120 foot cone behind the target must 
  make a DC 25 Dexterity saving throw or 
  take 33 (6d10) bludgeoning damage from the 
  resulting shockwave. 
  Overwhelming Strength. Once per 
  turn, when the superorganism misses 
  with an attack, it can use its Strength 
  score in place of the attack roll, potentially 
  causing the attack to hit.
  Multiattack. The superorganism makes four 
  melee attacks then uses its Noxious Breath if 
  it is able.
  Mighty Slam. Melee Weapon Attack: +17 to 
  hit, reach 55 ft., one target. Hit: 41 (6d10 
  + 8) bludgeoning damage. On a hit, the 
  creature must make a DC 25 Dexterity 
  saving throw or take an additional 16 (3d10) 
  bludgeoning damage and be restrained until 
  the end of its next turn.
  Ram. Melee Weapon Attack: +17 to hit, reach 
  30 ft., one target. Hit: 47 (6d12 + 8) piercing 
  damage. 
  Tail Whip. Melee Weapon Attack: +17 to hit, 
  reach 120 ft., one target. Hit: 35 (6d8 + 8) 
  slashing damage, plus 19 (3d12) thunder 
  damage.
  Noxious Breath (Recharge 5-6). The 
  superorganism breathes a cloud of 
  poisonous spores in a 360-foot cone in front 
  of it. Each creature in the area of effect must 
  make a DC 25 Constitution saving throw. On 
  a failure, the creature is poisoned and takes 
  52 (8d12) poison damage. On a success, 
  the creature takes half damage and is not 
  poisoned. Affected creatures can repeat the 
  saving throw on subsequent turns, ending 
  the effect on a success or taking a further 
  26 (4d12) poison damage on a failure. 
  Creatures who are reduced to 0 hit points by 
  this poison damage rise on their next turn 
  as a joined one under the superorganism’s 
  control.
  The cloud of noxious spores, although 
  not poisonous, still persists 1d4 rounds after 
  its use, heavily obscuring the previous area 
  of effect.
  ADELPHOS 
  SUPERORGANISM
  Titanic aberration, unaligned
  Armor Class 24 (Natural Armor)
  Hit Points 717 (35d20 + 350)
  Speed 245 ft., burrow 250 ft
  STR
  27 (+8)
  CON
  30 (+10)
  WIS
  12 (+1)
  DEX
  10 (+0)
  INT
  8 (-1)
  CHA
  11 (+0)
  Saving Throws STR +17, INT +8, WIS +10
  Skills Intimidation +9, Perception +10, 
  Survival +10
  Damage Resistances Acid
  Damage Immunities Bludgeoning, slashing, 
  and piercing from non-magical weapons
  Condition Immunities Charmed, 
  frightened, paralyzed
  Senses Blindsight 1,000 ft., passive 
  Perception 20
  Languages --
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  251
  Legendary Actions
  The superorganism can take 3 legendary 
  actions, choosing from the options below. 
  Only one legendary action can be used 
  at a time and only at the end of another 
  creature’s turn. The superorganism regains 
  spent legendary actions at the start of his 
  turn.
  Attack. The superorganism makes one 
  mighty slam attack.
  Get Go. The superorganism either burrows 
  up to its speed to a place it can see or moves 
  up to half its speed, both without provoking 
  opportunity attacks.
  Enenom (Costs 3 actions). The 
  superorganism attempts to recharge its 
  Noxious Breath. If it fails, every creature 
  within 40 feet of it takes 18 (4d8) poison 
  damage.
  LAIR ACTIONS
  On initiative count of 20 (losing initiative 
  ties), the Adelphos superorganism may take a 
  lair action to cause one of the following effects; 
  the same lair action may not be taken two 
  rounds in a row:
  • Fungi bloom in the lair. Creatures within 60 
  feet of the Adelphos superorganism must 
  succeed on a DC 20 Constitution saving 
  throw or take 36 (8d8) poison damage and 
  become poisoned for 1 minute or take half as 
  much damage on a successful save.
  • The Adelphos superorganism produces allies. 
  1d4 floating fungi and 1d4 sporiers appear, 
  each within an unoccupied location within 
  90 feet of the Adelphan superorganism. 
  These creatures act on their own initiative.
  • Fungi grow to blind the superorganism’s prey. 
  Each creature within 90 feet of the Adelphos 
  superorganism must succeed on a DC 20 
  Wisdom saving throw or be blinded until 
  their next turn.
  REGIONAL EFFECTS
  The region containing the Adelphos 
  superorganism’s lair is the superorganism and 
  can devastate the land, causing one or more of 
  the following effects:
  • Fungal life within 6 miles of the lair has its 
  growth rate and maximum size tripled.
  • Creatures of Medium size or smaller who die 
  within 6 miles of the lair become infested 
  with spores and are revived 24 hours later as 
  a joined one.
  • All terrain within 6 miles of the lair counts as 
  difficult terrain.
   
  
  252
  FAUSTIX THE 
  BROOD MOTHER 
  Faustix the Brood Mother is a kaiju that is 
  jealous of the Exarchs and longs to transform 
  herself into such a being capable of wielding the 
  power of the Lumin Order. To her, the violence 
  and primal nature of the kaiju is disgusting and 
  painful to bear. She once resembled a massive, 
  wasp-like humanoid, but after centuries of 
  ingesting spark, she has unlocked her Ascendant 
  form, a gargantuan humanoid wasp entombed 
  in runic armor and wielding something 
  approximating crude Exarch technology. She is 
  cruel and violent and will do anything to reach 
  her goal.
  FAUSTIX’S LAIR
  Faustix’s lair lies deep within a veritable 
  graveyard of ships, mechs, and other technology 
  ranging from magical to the mundane. A journey 
  into her lair is a dangerous one. Creatures will 
  become exhausted at an increased rate due to 
  the area’s latent magic and recovery from rest 
  has decreased. Faustix herself feeds on any 
  magic in the area, causing magic item-related 
  mishaps.
  LAIR ACTIONS
  On initiative count of 20 (losing initiative 
  ties), Faustix may take a lair action to cause one 
  of the following effects; the same lair action may 
  not be taken two rounds in a row:
  • Faustix may choose to increase or decrease 
  the gravs in the area by 1 grav five times per 
  day.
  • The swarm attacks. Each player within 70 
  feet of Faustix must succeed on a DC 20 
  Dexterity saving throw or take 17 (5d6) 
  piercing damage or half that on a successful 
  save.
  • Faustix absorbs spark from her enemies. Each 
  creature within 90 feet of Faustix must make 
  a DC 20 Constitution saving throw. Faustix 
  gains 1 Evo Point for each creature who fails 
  this save.
  REGIONAL EFFECTS
  Faustix’s lair wreaks havoc on natural magic 
  inthe surrounding region,, causing one or more 
  of the following effects:
  • Magical items within 6 miles of Faustix’s lair 
  cannot regain charges.
  • Creatures within 6 miles of Faustix’s lair only 
  regain half the spell slots and half the hit 
  points they normally would after a short or 
  long rest.
  • Creatures within 6 miles of Faustix’s lair gain 
  one level of exhaustion for every four hours 
  they spend while not resting.
   
  
  Apex Predator. Faustix has advantage on 
  attack rolls against creatures smaller than 
  herself. 
  Energy Syphon. Whenever Faustix would 
  have taken fire, lightning, or thunder 
  damage, she instead regains 10 hit points. 
  If the damage she would have taken exceeds 
  30, then she instead gains 1 Evo Point.
  Insidious Evolution (Optional Trait).  If 
  Faustix has 15 or more Evo points, she can 
  use an action to undergo a rapid evolution, 
  using a combination of spark and magic to 
  ascend to a higher form. If this happens, she 
  uses the Faustix Ascendant stat block.
  Legendary Resistance (3/Day). When 
  Faustix  fails a saving throw, she can choose 
  to succeed instead. 
  The Swarm. Faustix has a swarm of 
  medium-sized broodlings on and around 
  her. Any creature that starts its turn within 
  70 feet of Faustix takes 17 (5d6) piercing 
  damage.
  Multiattack. Faustix makes four melee 
  attacks then uses either her Cementing 
  Paste or Conductive Goop actions.
  Mashing Mandibles. Melee Weapon Attack: 
  +15 to hit, reach 25 ft., one target. Hit: 32 
  (4d12 + 6) bludgeoning damage.
  Shredder Pincers. Melee Weapon Attack: 
  +15 to hit, reach 35 ft., one target. Hit: 24 
  (4d8 + 6) slashing damage and creature is 
  grappled (escape DC 23). 
  Stinger Tail. Melee Weapon Attack: +15 to 
  hit, reach 45 ft., one target. Hit: 20 (4d6 + 
  6) piercing damage. On a hit, the creature 
  must make a DC 23 Constitution saving 
  throw or be poisoned for 1 minute. While 
  poisoned in this way, the target takes 1 level 
  of exhaustion at the end of each of their 
  turns. An affected creature can repeat the 
  saving throw at the end of its turns, ending 
  the effect on a success.
  Conductive Goop. Faustix vomits up a 
  viscous goo that she sprays in a 240-foot 
  cone in front of her. Creatures in the area of 
  effect must make a DC 21 Dexterity saving 
  throw or be covered in this goop. While 
  covered, whenever a creature takes fire, 
  lightning, or thunder damage, they must 
  repeat the saving throw, taking an extra 55 
  (10d10) of the triggering damage type on 
  a failure and half on a success. Creatures 
  covered in this goop must use two actions 
  to wipe themselves clean or submerge 
  themselves in water for 1 round. 
  Cementing Paste (Recharge 5 -- 6). Faustix 
  vomits up a thick quick-drying paste that 
  she can apply to any creature that is in 
  range of her mashing mandible attack. A 
  Large or smaller creature  that is flying has 
  its flying speed reduced to 0 as the cement 
  weighs them down. Regardless of flight or 
  not, a creature that has this paste applied to 
  them is restrained. The cementing paste has 
  an AC of 18 and 25 hit points. A creature 
  ceases to be restrained when the cementing 
  paste is reduced to 0 hit points. A creature 
  killed while restrained by the cementing 
  paste is slowly converted over the next 1d4 
  days into a broodling hive.
  FAUSTIX THE BROOD 
  MOTHER
  Umber monstrosity, chaotic neutral
  Armor Class 21 (Natural Armor)
  Hit Points 445 (24d20 + 192)
  Speed 100 ft., fly 450 ft.
  STR
  21 (+5)
  CON
  26 (+8)
  WIS
  22 (+6)
  DEX
  23 (+6)
  INT
  18 (+4)
  CHA
  19 (+4)
  Saving Throws STR +14, INT +15, CHA +13
  Skills Acrobatics +15, Intimidation +13, 
  Stealth +15
  Damage Resistances Force, psychic
  Damage Immunities Bludgeoning, slashing, 
  and piercing from non-magical weapons; fire; 
  lightning; thunder
  Condition Immunities Charmed, 
  frightened, paralyzed
  Senses Truesight 600 ft., passive Perception 
  16
  Languages Understands Common but 
  cannot speak
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  254
  Legendary Actions
  Faustix can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  Faustix regains spent legendary actions at 
  the start of her turn.
  Attack. Faustix makes one shredder pincer 
  or mashing mandible attack.
  Scatter (Costs 2 actions). Faustix 
  breaks apart into a gargantuan swarm of 
  broodlings, gaining an additional 150 feet 
  of flying speed and immunity to all damage 
  except fire, which she gains vulnerability 
  to. Then Faustix flies up to her speed. She 
  reforms back into her original form at the 
  beginning of her next turn.
  Devour Spark (Costs 3 actions). Faustix 
  makes a mashing mandible attack against 
  a mech or starship. On a successful hit, 
  the target must make a DC 21 Constitution 
  saving throw. On a failure, the mech or 
  starship loses power as if it had been 
  subjected to an Anti-Magic Pulse and Faustix 
  gains 1 Evo Point.
  
  255
  The Marriage of Spark and Magic. 
  Faustix is a creature of blood, magic, and 
  spark. Faustix counts as a monstrosity 
  for the purposes of effects that target 
  constructs, and vice versa for effects that 
  target constructs. Additionally, Faustix gains 
  a bonus to her damage rolls equal to her 
  Charisma modifier.
  Legendary Resistance (3/Day). When 
  Faustix fails a saving throw, she can choose 
  to succeed instead.
  Propulsion Systems. Faustix can take the 
  Dash action as a bonus action while flying. 
  Additionally, opportunity attacks against her 
  are made at disadvantage as long as she is 
  flying.
  Innate Spellcasting. Faustix’s innate 
  spellcasting ability is Charisma (spell 
  save DC 21; +13 to hit with spell attacks). 
  She can innately cast the following spells, 
  requiring no material components:
  At will: blink, lightning bolt, resilient 
  sphere
  3/day each: chain lightning, cloudkill, 
  globe of invulnerability
  1/day each: antimagic field, power word stun, 
  prismatic spray
  Multiattack. Faustix makes four attacks. 
  She can replace any of these attacks with a 
  use of her Spark Pulse.
  Nano-Edge Scythe Pincers. Melee Weapon 
  Attack: +15 to hit, reach 70 ft., one target. 
  Hit: 32 (4d10 + 10) slashing damage. This 
  attack ignores AC conferred by non-magical 
  armor.
  Phase Stinger. Melee Weapon Attack: +15 
  to hit, reach 90 ft., one target. Hit: 36 (4d12 
  + 10) piercing damage, plus 18 (4d8) force 
  damage. On a hit, the target must make a 
  DC 21 Constitution or Strength saving throw 
  (target’s choice) or be grappled (escape DC 
  25). 
  Spark Burst. Ranged Spell Attack: +13 to 
  hit, range 350/750 ft., one target. Hit: 31 
  (6d8 + 4) lightning damage.
  Spark Pulse (Recharge 6). Faustix 
  overloads her spark drives and emits a 
  pulsing beam of spark energy in a 500-
  foot line in front of her that is 50 feet wide. 
  Creatures in the area of effect must make a 
  DC 25 Dexterity saving throw. On a failure, 
  the creature takes 182 (52d6) lightning 
  damage and is affected as if it had been 
  struck by an EMP. On a failure, the creature 
  takes half damage and is not affected. 
  Evo Virus (1/day). Faustix deigns it 
  appropriate to share her apotheosis with 
  everyone, exuding a gas cloud in a 240-feet 
  radius. Every creature in the area of effect 
  must make a DC 25 Constitution saving 
  throw. On a failure, the creature is poisoned, 
  takes 1 level of exhaustion, and continues 
  to take an additional level of exhaustion at 
  the end of its subsequent turns. Creatures 
  who die by this inflicted exhaustion rise 1d4 
  rounds later as ascendant broodlings.
  FAUSTIX  
  ASCENDANT
  Terrestrial monstrosity (construct),  
  chaotic neutral
  Armor Class 23 (Natural Armor)
  Hit Points 629 (34d20 + 272)
  Speed 100 ft., fly 950 ft. (hover)
  STR
  21 (+5)
  CON
  26 (+8)
  WIS
  22 (+6)
  DEX
  23 (+6)
  INT
  18 (+4)
  CHA
  19 (+4)
  Saving Throws STR +14, INT +13, CHA +13
  Skills Stealth +15, Acrobatics +15, 
  Intimidation +13
  Damage Resistances Force, psychic
  Damage Immunities Bludgeoning, slashing, 
  and piercing from non-magical weapons; fire; 
  lightning; thunder
  Condition Immunities Charmed, 
  frightened, paralyzed
  Senses Truesight 600 ft., passive Perception 
  16
  Languages Understands Common but 
  cannot speak
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  256
  SCARTHAX, 
  HATRED 
  INCARNATE
  A being of sheer, uncompromising hatred 
  and wrath, Scarthax has lain dormant in the 
  center of the planet Dwalli for millenia. Despite 
  being technically asleep, his malice is still felt 
  on the surface in the form of intense heat and 
  gravity. Whether or not Scarthax is capable of 
  complex thought is still highly debated among 
  xenobiologists, but everyone agrees that, should 
  he be awakened, everyone on planet Dwalli is 
  doomed. 
  Legendary Actions
  Faustix can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  Faustix regains spent legendary actions at 
  the start of her turn.
  Attack. Faustix makes one nano-edge scythe 
  pincer attack.
  Warp (Costs 2 actions). Faustix warps 
  time and space, teleporting up to 1 mile in a 
  direction she can see, taking one creature of 
  size Huge or smaller with her.
  Shatterstar (Costs 3 actions). Faustix 
  makes two nano-edge scythe pincer attacks. 
  If both of these attacks hit, the target must 
  make a DC 21 Constitution saving throw. On 
  a failure, the target takes radiant damage 
  equal to half its maximum hit points.
  
  257
  Aura of Rage. The gravity within 1,000 feet 
  of Scarthax increases by 1 grav. Additionally, 
  any creatures within 1,000 feet of Scarthax 
  take 28 (8d6) fire damage at the start of 
  Scarthax’s turn.
  Final Explosion. When Scartax drops to 0 
  hp, his body starts overheating and flashing, 
  making it obvious that he’s going to explode. 
  At the end of a 5 minute countdown, all 
  creatures within 5,000 feet of Scarthax must 
  make a DC 30 Constitution saving throw 
  or take 165 (30d10) fire damage, or half as 
  much on a successful save.
  Force of Will. Scarthax is immune to the 
  effects of any enchantment spells below 6th 
  level.
  Legendary Resistance 3/day. When 
  Scarthax fails a saving throw, he can choose 
  to succeed instead. 
  Unstoppable Flame. When Scartax deals 
  fire damage, the target’s fire damage 
  immunities are instead treated as resistance.
  Innate Spellcasting. Scarthax’s innate 
  spellcasting ability is Charisma (spell 
  save DC 25, +17 to hit with spell 
  attacks). He can innately cast the 
  following spells, requiring no material 
  components:
  At will: flame strike (6th level), wall of fire
  1/day each: earthquake, meteor swarm
  Multiattack. Scarthax makes four melee 
  attacks then can cast one spell.
  Mighty Slam. Melee Weapon Attack: +17 to 
  hit, reach 55 ft., one target. Hit: 41 (6d10 
  + 8) bludgeoning damage. On a hit, the 
  creature must make a DC 25 Dexterity 
  saving throw or take an additional 16 (3d10) 
  fire damage and be restrained.
  Stomp. Melee Weapon Attack: +17 to hit, 
  reach 120 ft., one target. Hit: 35 (6d8 + 
  8) bludgeoning damage, and all creatures 
  within 45 feet of the attack must make a DC 
  25 Dexterity saving throw or take 32 (5d12) 
  thunder damage.
  Scarthax can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  Scarthax regains spent legendary actions at 
  the start of his turn.
  Attack. Scarthax makes one mighty slam 
  attack. 
  Stomp. Scarthax can cast one of his spells 
  from his Innate Spellcasting feature.
  Gravity Burst. The gravity within 1,000 
  feet of Scarthax increases by 2 gravs until 
  the start of the next round, after which 
  the gravity returns to its previous level. All 
  creatures within 1,000 feet of Scarthax must 
  make a DC 25 Constitution saving throw or 
  take 32 (5d12) force damage
  Gravity Bind. A creature within 100 feet 
  of Scarthax must make a DC 25 Charisma 
  saving throw or be subject to the effects of 5 
  gravs until the end of Scarthax’s next turn.
  SCARTHAX
  Titanic elemental, chaotic evil
  Armor Class 24 (Natural Armor)
  Hit Points 717 (35d20 + 350)
  Speed 250ft., burrow 150ft., fly 100ft.
  STR
  27 (+8)
  CON
  30 (+10)
  WIS
  12 (+1)
  DEX
  10 (+0)
  INT
  8 (-1)
  CHA
  27 (+8)
  Saving Throws STR +17, INT +8, CON +17
  Skills Athletics +17, Intimidation +17, 
  Perception +10
  Damage Resistances Bludgeoning, piercing, 
  and slashing damage from nonmagical 
  weapons
  Damage Immunities Cold, fire
  Condition Immunities Charmed, 
  frightened, paralyzed
  Senses Blindsight 1,000 ft., passive 
  Perception 20
  Languages --
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  Legendary Actions
  
  THE TITAN TWINS
  When one first witnesses the Titan Twins in 
  battle, one has to stop and think why. Why did 
  the universe come together to create two strange 
  and alien gargantuan creatures and choose to 
  make them powerful hand-to-hand combatants 
  worthy to be watched by all? Tierna resembles 
  a titanosaurus made of great craggy stone with 
  bright blue streaks rippling across their stony 
  body; while Lania resembles a strange hybrid 
  between armadillo, bat, mole, and ankylosaur 
  Thrill of the Crowd. Tierna can speak 
  all languages, and gains advantage on 
  performance checks if she speaks a 
  creature’s native language.
  Legendary Resistance 3/day. When Tierna 
  fails a saving throw, she can choose to 
  succeed instead. 
  Off the Top Ropes. If Tierna falls at least 
  50 ft. before hitting a creature with a melee 
  attack, she can choose to knock it prone. 
  Reactive Wrestler. Tierna can take three 
  reactions a round. 
  Multiattack. Tierna makes two punch 
  attacks and one flutter kick attack, then 
  uses her Initiate Tag Team ability.
  Punch. Melee weapon attack: +13 to hit, 
  reach y ft., one target. Hit: 23 (4d8 + 5) 
  bludgeoning damage plus 9 (2d8) force 
  damage.
  Flutter Kick. Melee weapon attack: 
  +13 to hit, reach 15 ft., one target. Hit: 
  27 (4d10 + 5) bludgeoning damage plus 
  9 (2d8) force damage. On a hit, Tierna gains 
  +2 to her AC until the end of her next turn.
  Elbow Drop. Melee weapon attack: +13 
  to hit, reach 10 ft., one target thrown by 
  Lania. Hit: 40 (10d6 + 5) bludgeoning 
  damage and the creature must make a DC 
  21 Constitution saving throw or be stunned 
  until the end of it’s next turn.
  Initiate Tag Team. Tierna initiates a tag 
  team move, choosing from the three options 
  below: 
  Closeline: Tierna attempts to grapple a 
  creature. If she succeeds, she throws the 
  creature 100 ft. in a straight line. 
  High n’ Low: Tierna leaps 50 ft. into the air, 
  coming hurtling down onto a creature within 
  30 ft. of her starting point with a vicious 
  flying flutter kick (see 
  Aided Dropkick: Tierna makes a shove attack 
  against a creature with 15 ft. then drops to 
  one knee, preparing to launch Lania.
  Reciprocate Tag Team. When Lania uses 
  her Initiate Tag Team ability, Tierna can 
  use her reaction to reciprocate, creating the 
  following effects: 
  Alley Oop: Tierna leaps up to 60 ft. towards 
  the thrown creature, performing an Elbow 
  Drop attack against the creature if she 
  reaches the creature with her movement. 
  Poetry in Motion: Tierna moves up to her 
  speed towards Lania, upon reaching her 
  she launches herself at the target creature, 
  making a flutter kick attack against the 
  creature. On a hit, the damage is resolved 
  as normal and the creature’s speed is halved 
  until the end of it’s next turn. 
  Whirlwind Attack: Tierna spins with Lania, 
  making a punch attack against every 
  creature within 10 ft. 
  TIERNA
  Gargantuan beast, chaotic neutral
  Armor Class 17, 19 (Flutter Kick)
  Hit Points 340 (23d20 + 93)
  Speed 150 ft., 75 ft. climb
  STR
  21 (+5)
  CON
  18 (+4)
  WIS
  17 (+3)
  DEX
  19 (+4)
  INT
  11 (+0)
  CHA
  23 (+6)
  Saving Throws Str +13, Dex +12, Int +8
  Skills Acrobatics +12, Performance +15, 
  Athletics +13
  Damage Immunities bludgeoning, slashing, 
  and piercing from non-magical weapons
  Condition Immunities stunned, charmed, 
  frightened
  Senses darkvision 120 ft., passive Perception 
  13
  Languages All (Thrill of the Crowd)
  Challenge 25 (75,000 XP; +8 proficiency)
  Actions
  Reactions
  
  with a ruddy red hide and thick maroon plating. 
  Both wear elaborate metallic fighters’ masks, 
  etched with powerful primordial sigils that seem 
  to constantly change and move. Wherever the 
  two go, there will always be a fight, and it will be 
  amazing to behold. 
  Thrill of the Crowd. Lania can speak 
  all languages, and gains advantage on 
  performance checks if she speaks a 
  creature’s native language. 
  Legendary Resistance 3/day. When Lania  
  fails a saving throw, she can choose to 
  succeed instead. 
  Elemental Battery. Whenever Tierna takes 
  fire, lightning, acid, or cold damage, she 
  instead gains 10 temporary hit points as she 
  absorbs the elemental energy to strengthen 
  herself.  
  Reactive Wrestler. Lania can take three 
  reactions a round.
  Multiattack. Lania makes two claw attacks 
  and one tail attack, then uses her Initiate 
  Tag Team ability. 
  Claw. Melee weapon attack: +14 to hit, reach 
  10 ft., one target. Hit: 17 (2d10 + 6) slashing 
  damage plus 9 (2d8) force damage.
  Tail. Melee weapon attack: +14 to hit, 
  reach 20 ft., one target. Hit: 18 (4d6 + 6) 
  bludgeoning damage  plus 9 (2d8) force 
  damage..
  Shoulder Rush. Melee weapon attack: 
  +14 to hit, reach 5 ft., one targe. Hit: 
  41 (10d6 + 6) bludgeoning damage and 
  the next weapon attack against the 
  creature is made with advantage.
  Initiate Tag Team. Lania  initiates a tag 
  team move, choosing from the three options 
  below: 
  Alley Oop: Lania attempts to grapple a 
  creature within 15 ft. of her. On a success, 
  she hurls the creature 60 ft. towards Tierna. 
  Poetry in Motion: Lania makes a shove attack 
  against a creature within 10 ft. of her, 
  shoving it 10 ft. back on a success. Lania 
  then drops to all fours in preparation to 
  launch Tierna. 
  Whirlwind Attack: Lania grabs Tierna’s arm 
  and spins, making a tail attack against every 
  creature of her choice within 15 ft. of her. .
  Reciprocate Tag Team. When Tierna uses 
  her Initiate Tag Team ability, Lania can use 
  her reaction to reciprocate, creating the 
  following effects:  
  Closeline: Lania charges forward and 
  closelines the creature, dealing 25 (5d10) 
  bludgeoning damage and forcing the creature 
  to make a DC 22 Strength saving throw or be 
  knocked prone and stunned until the end of 
  the creature’s next turn. 
  High n’ Low: Lania moves up to her speed 
  towards the target creature, making a 
  shoulder rush attack against the creature if 
  she reaches the creature. 
  Aided Dropkick: Lania moves up to her speed 
  and launches herself towards the creature, 
  making a Tail attack against the creature. 
  On a hit, the attack’s damage is resolved 
  as normal, and the creature is launched 50 
  ft. in a straight line away from Lania. If the 
  creature’s movement is impeded by an object 
  or other creature both the creature and 
  the obstacle takes 26 (4d12) bludgeoning 
  damage.
  LANIA
  Gargantuan beast, chaotic neutral
  Armor Class 21 (natural armor)
  Hit Points 360 (23d20 + 93)
  Speed 75 ft., 150 ft. swim
  STR
  18 (+4)
  CON
  18 (+4)
  WIS
  17 (+3)
  DEX
  22 (+6)
  INT
  11 (+0)
  CHA
  23 (+6)
  Saving Throws Str +12, Dex +14, Int +8
  Skills Acrobatics +12, Performance +15
  Damage Immunities bludgeoning, slashing, 
  and piercing from non-magical weapons
  Condition Immunities stunned, charmed, 
  frightened
  Senses darkvision 120 ft., passive  
  Perception 13
  Languages All (Thrill of the Crowd)
  Challenge 25 (75,000 XP; +8 proficiency)
  Actions
  Reactions
  
  CHAPTER NINETEEN
  EXARCHS
  ANCIENT 
  OVERLORDS
  Under Opus Nyn, the Exarchs were roughly 
  organized, held together by their fear of the power 
  carried by their leader in the Scepter of Ascension. 
  However, after Opus Nyn’s disappearance, the 
  Exarchs fragmented into factions and spread 
  out across the galaxy. The greatest of these were 
  known as the Lumin Order. These Exarchs were 
  creator-level individuals, capable of making entire 
  planets on their own. Opus Nyn was one of the 
  Lumin Order, who became “The Creator” after he 
  was chosen by the Scepter of Ascension.
  Only eight individuals could exist within the 
  Lumin Order at a time. Beneath the Lumin Order 
  sit the Charters, numerous smaller titan-level 
  and deity-level Exarchs waiting for a chance to 
  jump up into the ranks of the Lumin. Below the 
  Charters are the Throngs, a wild collection of 
  Exarchs of varying power, yet none able to control 
  things like nature or create species like the titan- 
  or deity-level Exarchs.
  To be an Exarch is to be in constant flux, 
  always seeking to kill and destroy one of your kin 
  or enough of your followers to rise in the ranks 
  and elevate yourself to a new level. Many Exarchs 
  go thousands of years before even seeing the 
  glimmer of a chance to rise in station among their 
  peers.
  Today, many of the lower-level Exarchs dwell 
  hidden across numerous worlds (including 
  Adelphos), having seen what the peoples of the 
  various conquered worlds did to their “loving” 
  titan or deity level Exarch Rulers. As for the 
  Lumin Order, none have been seen for millenia.
  
  261
  Multiattack. King of the Forest makes three 
  melee attacks and uses his Corner ability.
  Gore. Melee Weapon Attack: +16 to hit, reach 
  10 ft., one target. Hit: 23 (3d10 + 7) piercing 
  damage. If King of the Forest moves at least 
  25 feet before making this attack, it deals an 
  additional 38 (7d10) bludgeoning damage.
  Spear of New Forest. Melee Weapon Attack: 
  +16 to hit, reach 20 ft., one target. Hit: 20 
  (2d12 + 7) piercing damage plus 17 (5d6) 
  poison damage.
  Stomp. Melee Weapon Attack: +16 to hit, 
  reach 10 ft., one target. Hit: 26 (4d8 + 7) 
  bludgeoning damage. If the target is Medium 
  or smaller, then King of the Forest can 
  choose to knock the creature prone and 
  grapple them (escape DC 20).
  Corner. King of the Forest targets one 
  creature within 30 feet of him that he can 
  see, forcing it to make a DC 20 Wisdom 
  saving throw. On a failure, the creature is 
  teleported up to 1 mile within the range of 
  King of the Forest’s blindsight. 
  Exarch Beam (Recharge 6). King of the 
  Forest fires a beam of pure spark energy in 
  a 240-foot line in front of him that is 50 feet 
  wide. Each creature in the line must make a 
  DC 23 Dexterity saving throw. On a failure, 
  the target takes 101 (2d100) lightning 
  damage and is stunned for 1 minute. On a 
  success, the target takes half damage and 
  is stunned until the end of its next turn. 
  Creatures that fail the saving throw can 
  repeat the saving throw on subsequent 
  turns, ending the effect on a success.
  Exarch’s Might. King of the Forest gains 
  the following benefits as long as he is within 
  Araximixalia’s atmosphere:
  • He adds 1d10 to his initiative rolls and 
  cannot be surprised by any means.
  • He cannot be affected by spells of level 6 or 
  lower unless he wishes to be.
  • Any advantage he possesses cannot be 
  negated by disadvantage.
  • As a bonus action, he can forgo his 
  movement speed to instead teleport 
  anywhere on the surface of Araximixalia.
  Magic Weapons. King of the Forest’s weapon 
  attacks are magical.
  Vicious. King of the Forest has advantage on 
  melee weapon attacks against creatures that 
  have fewer than their maximum hit points. 
  Wild Thing. Beasts that are native to 
  Araximixalia have disadvantage on attack 
  rolls and saving throws while within 120 feet 
  of King of the Forest.
  KING OF THE FOREST
  Gargantuan construct, chaotic evil
  Armor Class 22 (Exarch Plate)
  Hit Points 629 (34d20 + 272)
  Speed 50 ft., climb 50 ft., swim 50 ft.
  STR
  24 (+7)
  CON
  27 (+8)
  WIS
  23 (+6)
  DEX
  22 (+6)
  INT
  17 (+3)
  CHA
  15 (+2)
  Saving Throws STR +16, INT +12, WIS +15, 
  CHA +11
  Skills  Acrobatics +15, Athletics +16,  
  Nature +12, Perception +15, Stealth +15, 
  Survival +15
  Damage Resistances Bludgeoning, slashing, 
  or piercing from magical weapons
  Damage Immunities Bludgeoning, slashing, 
  or piercing from nonmagical damage
  Condition Immunities Blinded, charmed, 
  deafened, frightened, paralyzed, restrained
  Senses blindsight 1 mile, passive  
  Perception 23
  Languages Simbast, Telepathy planet-wide
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  262
  KING OF  
  THE FOREST
  The ancient ruler of the simbast, the King 
  of the Forest was tyrannical and arrogant. 
  Thisarrogance led to his eventual downfall and 
  death at the hands of the simbast. However, 
  there are rumors that all those years ago, a 
  group of loyalists saved his soul-core and hid 
  it, moving it from world to world in hopes of 
  eventually resurrecting him. The stories describe 
  the King of the Forest as a massive knight with 
  great antlers rising from its helmet, with  roots 
  and branches growing from its shoulders and 
  back. 
  King of the Forest can take 3 legendary 
  actions, choosing from the options below. 
  Only one legendary action can be used 
  at a time and only at the end of another 
  creature’s turn. King of the Forest regains 
  spent legendary actions at the start of his 
  turn.
  Attack. King of the Forest makes one spear 
  of new forest or stomp attack. 
  Duck and Weave. King of the Forest 
  moves up to his speed without provoking 
  opportunity attacks.
  Disrupt Spark (Costs 2 actions). King of 
  the Forest reaches out and twists the spark 
  of any mech or vehicle he sees within 200 
  feet of him. The mech or vehicle must make 
  a DC 20 Constitution saving throw or have 
  one of its weapon systems or mods (King of 
  the Forest’s choice) disabled until King of the 
  Forest uses this legendary action again.
  Legendary Actions
  
  • Fire. The targeted creature must 
  succeed on a DC 16 Wisdom saving 
  throw or be frightened for 1 minute. 
  The target can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself on a success.
  • Cold. The targeted creature must succeed 
  on a DC 16 Dexterity saving throw. On a 
  failed save, the target’s speed is halved for 
  1 minute. In addition, the creature can’t 
  take reactions, and it can take either an 
  action or a bonus action on its turn, not 
  both. The creature can repeat the saving 
  throw at the end of each of its turns, 
  ending the effect on itself on a success.
  • Force. If the target is a creature, it must 
  succeed on a DC 16 Strength saving 
  throw, or Wanri moves it up to 30 feet in 
  any direction. It is restrained by the ray’s 
  telekinetic grip until the start of Wanri’s 
  next turn.
  • Poison. The targeted creature must 
  succeed on a DC 16 Wisdom saving throw 
  or fall asleep and remain unconscious for 
  1 minute. The target awakens if it takes 
  damage or another creature takes an 
  action to wake it. This has no effect on 
  constructs and undead.
  • Lightning. The targeted creature must 
  succeed on a DC 16 wisdom saving throw 
  or be paralyzed until the end of Wanri’s 
  next turn.
  • Acid. The targeted creature must make 
  a DC 16 Dexterity saving throw. On a 
  failed save, the creature begins to turn 
  to stone and is restrained. It must repeat 
  the saving throw at the end of its next 
  turn. On a success, the effect ends. On 
  a failure, the creature is petrified until 
  freed by the greater restoration spell or 
  other magic. 
  Sucking Chest Wound (1/day). Wanri 
  makes one Chromatic Arbalest attack 
  against a creature that he can see. On a hit, 
  the creature takes damage as normal and 
  must make a DC 21 Constitution saving 
  throw. On a success, the creature loses a 
  limb (roll a 1d4 assigning a number to each 
  limb). On a failure, the creature dies and 
  rises as a revenant on its next turn under 
  Wanri’s control.
  Multiattack. Wanri makes six Chromatic 
  Arbalest attacks.
  Gore. Melee Weapon Attack: +19 to hit, range 
  1 mile, one target. Hit: 88 (12d12 + 10) of 
  any damage (Wanri’s choice). Depending on 
  the damage, one of these effects occur:
  Anti-Magic Aura. Wanri emanates an aura 
  of anti-magic, as in the spell anti-magic field, 
  in a 10-foot radius around him.
  Incorporeal Body. Unless a creature is on 
  the Astral Plane, it makes weapon and spell 
  attacks against Wanri with disadvantage.
  Innate Spellcasting. Wanri’s innate 
  spellcasting attribute is Wisdom (spell save 
  DC 22; +14 to hit with spell attacks). He can 
  innately cast the following spells, requiring 
  no material components. 
  At will: absorb elements (5th level), misty 
  step, shield
  3/day: branding smite (6th level), conjure 
  volley, swift quiver
  1/day: blade barrier, flesh to stone, prismatic 
  wall.
  WANRI, EXARCH OF 
  FARWANDERING
  Medium aberration, chaotic neutral
  Armor Class 22 (Natural Armor) 
  Hit Points 850 (68d8 + 544)
  Speed 60 ft., climb 60 ft.
  STR
  17 (+3)
  CON
  26 (+8)
  WIS
  21 (+5)
  DEX
  30 (+10)
  INT
  19 (+4)
  CHA
  15 (+2)
  Saving Throws DEX +19, CON +17, WIS +14
  Skills  Intimidation +11, Perception +23, 
  Stealth +28
  Damage Immunities Bludgeoning, piercing, 
  and slashing from nonmagical attacks; 
  psychic
  Condition Immunities Charmed, 
  frightened, exhaustion, stunned
  Senses Truesight 240 ft., passive  
  Perception 32
  Languages All
  Challenge TITAN
  Proficiency Bonus +9
  Actions
  
  264
  WANRI,  
  EXARCH OF  
  FAR WANDERING
  This Exarch, once part of the Lumin Order 
  but thrown from it because of his lust to explore 
  and conquer, journeys through space and time 
  looking for a place and people to reign over. Over 
  the eons his physical body has vanished, leaving 
  only his head and a body of pure astral energy, 
  at the center of which sits a black hole. Often 
  hailed as a herald of destruction, Wanri has 
  been present at the death of many worlds, most 
  by his hand.
  Wanri can take 3 legendary actions, choosing 
  from the options below. Only one legendary 
  action can be used at a time and only at the 
  end of another creature’s turn. Wanri regains 
  spent legendary actions at the start of his 
  turn.
  Attack. Wanri makes one Chromatic 
  Arbalest attack. 
  Chage the Battlefield. Wanri and every 
  creature within 1,000 ft of him shifts to 
  another planet in the galaxy.
  Darken the Sky (Costs 2 actions). Wanri 
  designates a point he can see. Every 
  creature within a 30-foot radius of that 
  point must make a DC 21 Dexterity saving 
  throw. On a failure, the creature takes 252 
  (5d100) thunder damage and is blinded 
  and deafened for 1 hour. On a successful 
  save, the creature takes half damage and is 
  not blinded or deafened. Creatures that are 
  blinded or deafened by this ability can make 
  a Constitution saving throw on subsequent 
  turns, ending the effects on a success.
  Legendary Actions
  
  APPENDIXIES
  APPENDIX 1: THE POLITICS OF LUMBER
  PART A: MONSTERS
  Iron Scent. The dragon can pinpoint by 
  scent the location of ferrous metal within 30 
  feet of it.
  Rust Metal. Any nonmagical weapon made 
  of metal that hits the dragon corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the 
  dragon is destroyed after dealing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 11 (2d8 + 2) piercing 
  damage plus 3 (1d4) acid damage.
  Steam Breath (Recharge 5 –-  6). The 
  dragon exhales corrosive gas in a 30-foot 
  cone. Any nonmagical items within this area 
  are affected by this ability.
  If an affected object isn’t being worn or 
  carried, the gas destroys a 1-foot cube of it. If 
  an affected object is being worn or carried by 
  a creature, the creature can make a DC 12 
  Dexterity saving throw to avoid the gas.
  If an affected object is either metal armor 
  or a metal shield being worn or carried, 
  it takes a permanent and cumulative -1 
  penalty to the AC it offers. Armor reduced 
  to an AC of 10 or a shield that drops to a 
  +0 bonus is destroyed. If an affected object 
  touched is a held metal weapon, it rusts as 
  described in the Rust Metal trait.
  RUST DRAGON
  WYRMLIING
  Medium dragon, chaotic neutral
  Armor Class 14 (Natural Armor) 
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., fly 60 ft.
  STR
  14 (+2)
  CON
  14 (+2)
  WIS
  8 (-1)
  DEX
  14 (+2)
  INT
  8 (-1)
  CHA
  8 (-1)
  Saving Throws STR +4, DEX +4, CON +4
  Skills Intimidation +1, Perception +1
  Senses Blindsight 10 ft., darkvision 30 ft., 
  passive Perception 11
  Languages Draconic
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Actions
  
  266
  PART B: 
  MAGIC ITEMS
  MESSENGER HEADSET 
  Wonderous Item (uncommon)
  This item can be mounted on a person’s ear 
  and connected to one other Messenger Headset 
  within 10ft, this connection can be dismissed 
  as an action. For as long as the connection 
  remains, each headset can transmit the voices of 
  one wearer to another, activated by either wearer 
  as a free action. 
  SPELL SCRAP
  Wonderous Item (uncommon)
  These common shards of old magic items 
  can be found in ruined areas everywhere. On 
  their own, they provide little power, but a skilled 
  user can combine them into a makeshift magical 
  item. A single shard allows a user to cast one 
  cantrip up to level 3, chosen by the DM, while 
  holding it, the list of cantrips for each type of 
  scrap is determined by material. Have your DM 
  choose the cantrip when you find the scrap or 
  allow you to pick the cantrip contained. 
  Crystal: Sorcerer
  Wood: Druid
  Stone: Cleric
  Glass: Wizard
  Shards can be combined by those who know 
  how (make a Arcana check DC 13 to recall this 
  technique), allowing one holding it to cast a 
  1st level spell once per short rest. The spell is 
  chosen when the item is fused, selected from 
  a class spell list based on the fusion as shown 
  below. Each shard used in the fusion still 
  provides access to one cantrip as described 
  above, but you may change the scrap’s selected 
  cantrip e when a new item is crafted:
  Stone/Wood: Ranger
  Stone/Crystal: Paladin
  Glass/Wood: Bard
  Crystal/Glass: Warlock
  Any combination of the same type of shard 
  keeps its original spell list (two glass shards 
  allow one to cast a 1st level wizard spell, for 
  instance)
  Combining more than two of the same shard 
  types allow higher level spells to be cast,. You 
  may choose a spell of a level equal to the total 
  number of shards -1 (a combo with 6 Glass 
  shards can cast a 5th level wizard spell). A shard 
  combo can only have as many as two different 
  types used to build it typically.
  LOCKET OF TRUE FEELINGS
  Wonderous Item (rare)
  This little heart shaped locket can provide 
  insight into the emotions of others. As a bonus 
  action, you can select a creature you can see 
  within 50ft. You get a general overview (one 
  or two words) of the target’s  feelings towards 
  you and you have advantage on Insight and 
  Persuasion checks against the target until the 
  next dawn. 
  While wearing this locket, you can also cast 
  calm emotions once per day without expending a 
  spell slot or requiring material components. 
  Purity Waterskin
  Wonderous Item (uncommon)
  This waterskin, inlaid with a unique design 
  on its leather exterior, can clean any water left 
  inside it for at least 1 minute, making it safe to 
  drink. 
  RUST DRAGON SCALE MAIL
  Armor, scale (rare)
  This scale mail was fashioned from the scales 
  of a young Rust Dragon, providing a +1 bonus 
  to AC while wearing this armor.. In addition, 
  while wearing this armor when you are struck 
  with an attack from a nonmagical metal weapon, 
  you may force the attacker to succeed on a DC 
  14 Dexterity saving throw or have the attacker’s 
  weapon begin to rust. If an attacker’s weapon 
  fails this saving throw 3 times, the weapon rusts 
  away and is unusable. 
  
  267
  APPENDIX 2:  
  BIG TROUBLE 
  FOR LITTLE 
  SPORIERS 
  PART A:  
  MONSTERS & NPCS
  FLYING FLOWER
  Small plant, unaligned
  Armor Class 12 
  Hit Points 7 (2d6)
  Speed 5 ft., fly 30 ft.
  STR
  8 (-2)
  CON
  10 (+0)
  WIS
  12 (+1)
  DEX
  14 (+2)
  INT
  2 (-4)
  CHA
  6 (-2)
  Saving Throws DEX +4
  Skills Acrobatics +4, Perception +3
  Senses passive Perception 13
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Actions
  Multiattack. Ranged Weapon Attack: +4 to 
  hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage plus 2 (1d4) poison damage.
  GASBAG
  Large beast, unaligned
  Armor Class 12 (Natural Armor) 
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fly 40 ft.
  STR
  10 (+0)
  CON
  13 (+1)
  WIS
  8 (-1)
  DEX
  16 (+3)
  INT
  6 (-2)
  CHA
  10 (+0)
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Blindsight 60 ft., passive  
  Perception 12
  Languages  --
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Gas Propulsion. While flying, the gasbag 
  can Dash as a bonus action.
  Actions
  Tendril. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage. 
  Expulsion (Recharge 6). The gasbag expels 
  the toxic gas in its gas sack in a 30-foot 
  cone in front of it. Every creature in the area 
  of effect must make a DC 11 Constitution 
  saving throw or take 10 (3d6) poison damage 
  and be poisoned for 1 minute. Affected 
  creatures can repeat the saving throw at the 
  end of their subsequent turns, ending the 
  effect on a success. After using this feature, 
  the gasbag’s flight speed is reduced to 0 until 
  the end of its next turn.
  
  268
  Multiattack. The greater gasbag makes two 
  tendril, or one tendril and one bite attack per 
  round.
  Bite. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one target. Hit: 7 (1d8 + 
  1) bludgeoning damage plus 7 (2d6) 
  electric damage.
  Tendril. Melee Weapon Attack: +7 to hit, 
  reach 10 ft., one target. Hit: 11 (2d8 + 3) 
  bludgeoning damage plus 4 (1d6) electric 
  damage. 
  Expulsion (Recharge 5-6). The gasbag 
  expels the toxic gas in its gas sack in a 
  30-foot cone in front of it. Every creature 
  in the area of effect must make a DC 14 
  Constitution saving throw or take 14 (4d6) 
  poison damage and be poisoned for 1 
  minute. Affected creatures can repeat the 
  saving throw at the end of their subsequent 
  turns, ending the effect on a success. After 
  using this feature, the gasbag’s flight speed 
  is reduced to 0 until the end of its next turn.
  Gas Propulsion. While flying, the gasbag 
  can Dash as a bonus action.
  GREATER GASBAG
  Huge beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 60 (8d12 + 8)
  Speed 10 ft., fly 40 ft.
  STR
  13 (+1)
  CON
  13 (+1)
  WIS
  16 (+3)
  DEX
  16 (+3)
  INT
  6 (-2)
  CHA
  9 (-1)
  Damage Immunities Lightning, Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., passive  
  Perception 9
  Languages --
  Challenge 3 (450 XP)
  Proficiency Bonus +4
  Actions
  Reactions
  Light Pulse. Light from inside the gasbag 
  pulses rapidly, dazzling creatures nearby. 
  Each creature within 10 feet of the gasbag 
  that can see it must succeed on a DC 13 
  Constitution saving throw or be blinded until 
  the end of the gasbag’s next turn.
  
  269
  SPORIER
  POSSESSED 
  SPORIER
  Tiny plant, unaligned
  Tiny plant, unaligned
  Armor Class 8
  Hit Points 5 (2d4)
  Speed 10 ft.
  Armor Class 8
  Hit Points 5 (2d4)
  Speed 10 ft.
  STR
  1 (-5)
  STR
  8 (-1)
  CON
  10 (+0)
  CON
  12 (+1)
  WIS
  16 (+3)
  WIS
  16 (+3)
  DEX
  6 (-2)
  DEX
  10 (+0)
  INT
  2 (-4)
  INT
  2 (-4)
  CHA
  6 (-2)
  CHA
  6 (-2)
  Saving Throws DEX +0
  Skills Perception +5
  Senses passive Perception 15
  Challenge 1/8 (25 XP)
  Proficiency Bonus +2
  Saving Throws DEX +2
  Skills Perception +5
  Senses passive Perception 15
  Challenge 1/2 (25 XP)
  Proficiency Bonus +2
  Aura of Spores. Non-plant creatures within 
  10 feet of the sporier have disadvantage on 
  saving throws.
  Notify Plants. If the sporier knows the 
  location of creatures within 10 feet of 
  it, plants within 30 feet of it know those 
  creatures’ location as well. 
  Swarming Rush. A sporier adds 1d4 to its 
  weapon damage rolls while within 5 feet of 
  another, conscious sporier.
  Aura of Spores. Non-plant creatures within 
  10 feet of the sporier have disadvantage on 
  saving throws.
  Notify Plants. If the sporier knows the 
  location of creatures within 10 feet of 
  it, plants within 30 feet of it know those 
  creatures’ location as well.
  Actions
  Actions
  Multiattack. The sporier makes two club 
  attacks.
  Club. Melee Weapon Attack: -3 to hit, reach 
  5 ft., one target. Hit: 1 (1d4 − 3) bludgeoning 
  damage. If the target is a creature, it must 
  succeed on a DC 10 Strength saving throw 
  or be knocked prone.
  Dart. Ranged weapon attack: -1 to hit, range 
  20/60 ft., one target. Hit: 1 (1d4 -2)piercing 
  damage.
  Bramble Arrows. Ranged Weapon Attack: 
  +3 to hit, range 20/60, one target. Hit: 
  5 (1d8 +1) piercing damage. The arrows 
  carry a neurotoxin which requires a DC 
  11 Constitution saving throw or induce 
  paralysis.arget. Hit: 1 (1d4 -2)piercing 
  damage.
  
  270
  SPORIER SWARM
  VINE MONGREL
  Large swarm of tiny plants
  Medium plant, unaligned
  Armor Class 16
  Hit Points 52 (8d10+8)
  Speed 40 ft.
  Armor Class 13 (Natural Armor)
  Hit Points 11 (2d8 + 2)
  Speed 35 ft.
  STR
  8 (-1)
  STR
  10 (+0)
  CON
  12 (+1)
  CON
  12 (+1)
  WIS
  16 (+3)
  WIS
  12 (+1)
  DEX
  10 (+0)
  DEX
  14 (+2)
  INT
  2 (-4)
  INT
  2 (-4)
  CHA
  6 (-2)
  CHA
  6 (-2)
  Damage Resistances bludgeoning
  Condition Immunities charmed, frightened, 
  grappled, paralyed, petrified, prone, 
  restrained, stunned
  Saving Throws DEX +2
  Skills Perception +5
  Senses passive Perception 15
  Challenge 4 (25 XP)
  Skills Acrobatics +4, Perception +3
  Saving Throws DEX +4
  Senses passive Perception 13
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Aura of Spores. Non-plant creatures within 
  10 feet of the sporier have disadvantage on 
  saving throws.
  Notify Plants. If the sporier knows the 
  location of creatures within 10 feet of 
  it, plants within 30 feet of it know those 
  creatures’ location as well. 
  Actions
  Actions
  Multiattack. The swarm makes one attack 
  against each creature whose space it 
  occupies.
  Tiny Fists. Melee Weapon Attack, +4 to hit. 
  One target in the swarm’s space. Hit 7 (2d6) 
  bludgeoning damage.
  Multiattack. The vine mongrel makes two 
  attacks, one with its bite and one with its 
  whipvine.
  Tiny Fists. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 2 (1d4) piercing 
  damage.
  Whipvine. Melee Weapon Attack: +4 to hit, 
  reach 30 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, and the target is pulled up 
  to 10 feet towards the vine mongrel.
  
  271
  PART B: ITEMS
  ZAI RUNESTONE
  Wondrous item, rarity varies
  These runestones use the power of the zai 
  sigil to store raw spark and release it as an 
  extremely potent form of energy. Almost all zai 
  runestones are made of metal and at least the 
  size of the average person’s head, and they give 
  off a faint scent of fresh rain until drained.
  A zai runestone can be bonded to a target 
  object, vehicle, or building by spending 1 hour 
  holding the runestone against the target and 
  meditating on the meaning of its sigil. At the end 
  of the hour, the runestone becomes magically 
  bonded to the target.
  Once bonded, a zai runestone releases a 
  steady flow of raw spark into the bonded target, 
  fully powering all magic and/or tech attached 
  to the target for a duration that’s determined by 
  the rarity of the runestone and the size of the 
  bonded target. See the Power Duration table 
  below.
  POWER DURATION
  RARITY
  POWER DURATION (FOR 
  LARGE TARGET)
  Uncommon
  25 days
  Rare
  100 days
  Very Rare
  1,000 days
  Legendary
  10,000 days
  Artifact
  100,000 days
  The zai runestone’s power duration is 
  doubled for each size category below Large the 
  bonded target is. For each size category above 
  Large, the duration is halved.
  If a zai runestone is bonded to a creature, 
  raw spark floods their body, and they take 
  damage as if affected by a runestone explosion. 
  They take the damage again at the end of each 
  minute until they die or are separated from the 
  runestone. If the creature is reduced to 0 hit 
  points by this damage, it is disintegrated, and a 
  runestone explosion is triggered. This runestone 
  explosion has its damage and area halved, and 
  the zai runestone isn’t destroyed.
  BABY SAC LEAF
  Large plant, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 32 (4d10 + 12)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  14 (+2)
  CON
  16 (+3)
  WIS
  11 (+0)
  DEX
  10 (+0)
  INT
  4 (-3)
  CHA
  5 (-3)
  Skills Athletics +3, Perception +1
  Condition Immunities Blinded, deafened
  Senses Tremorsense 30ft., passive 
  Perception 10
  Challenge 2 (2,300 XP)
  Consume Radiance. Whenever the sac leaf 
  is dealt radiant damage, it instead takes no 
  damage and gains temporary hit points equal 
  to half the amount of radiant damage dealt.
  Native Vegetation. The sac leaf ignores any 
  difficult terrain while in forests, mountains, 
  or swamps. 
  Actions
  Multiattack. The sac leaf makes two impale 
  attacks. One attack can be replaced by its 
  deposit attack.
  Impale. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 9 (3d8 + 2) 
  piercing, and the target is grappled (escape 
  DC 13). 
  Deposit. The sac leaf deposits a grappled 
  creature into its central sac, and the grapple 
  ends. The deposited creature is restrained, 
  has total cover against attacks and other 
  effects outside the leaf, and takes 10 (3d6) 
  acid damage at the start of each of the sac 
  leaf’s turns. The sac leaf can have only one 
  small-sized or smaller creature deposited at 
  a time. 
  The central sac has an AC of 10 and 30 
  hit points. Destroying the sac releases all 
  restrained creatures. Additionally, if the sac 
  leaf dies, a deposited creature is no longer 
  restrained by it and can escape from the 
  corpse using 10 feet of movement, exiting 
  prone.
  
  272
  WEHZOK RUNESTONE
  Wondrous item, uncommon
  This runestone uses the power of the 
  wehzok sigil to produce effects associated with 
  transformation and adaptation. The sigil is 
  inscribed on a gold band embedded in a stone 
  that changes its size, color, and weight each 
  day, though no one can see it doing so. The 
  runestone has the following properties while you 
  are holding it:
  Passive. You can breathe normally in any 
  environment.
  Active. You can use your action to touch 
  a willing creature with the runestone to give 
  them one of the following benefits for 1 hour: 
  blindsight out to 15 feet, darkvision out to 60 
  feet, water breathing, a swim speed of 30 feet, a 
  climb speed of 30 feet, or a fly speed of 20 feet. 
  Once you have used this ability, you can’t use it 
  again until you finish a long rest.
  Bonding. You can bond this runestone to 
  a creature or piece of equipment by spending 
  1 hour holding the runestone against the 
  equipment and meditating on the meaning of 
  its sigil. At the end of the hour, the runestone 
  becomes bonded to the equipment and can’t be 
  removed without destroying the item and the 
  runestone. The equipment becomes a magic item 
  if it wasn’t one already, wearing or holding it 
  counts as holding the runestone, and it gains an 
  effect based on its type:
  Creature. The runestone vanishes into the 
  creature, which gains the ability to cast alter self 
  at will.
  Armor. This armor automatically adapts to 
  protect you. After you take damage, you gain 
  resistance against that damage type. You can 
  have two damage resistances at a time in this 
  way. If you gain a damage resistance and already 
  have two, you lose the oldest resistance.
  Weapon. This weapon is a +1 magic weapon. 
  It ignores all environmental effects and all 
  damage resistances and immunities. When you 
  damage a creature or object with this weapon, 
  if it has a damage vulnerability, this weapon 
  deals that type of damage or changes its form 
  if necessary. For example, it might deal fire 
  damage or transform into a weapon made of 
  silver.
  Focus. When you cast a spell using this as a 
  focus, you can use a reaction to change all of the 
  damage dealt by that spell to a different type of 
  your choice. 
  Clothing. While wearing this item of 
  clothing, you gain a +1 bonus to your armor 
  class and saving throws. Additionally, you can 
  use an action to change the style, color, material, 
  and quality of the bonded clothing.
  
  273
  APPENDIX 3: RUNESALT SALVAGERS
  PART A: NPCS
  Multiattack. Caigon can use his Frightful 
  Presence. He then makes three attacks: one 
  with his bite and two with his claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one target. Hit: 16 (2d10 + 5) piercing  
  damage.
  Claws. Melee Weapon Attack: +10  to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) 
  slashing damage.
  Caigon can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and 
  only at the end of another creature’s turn. 
  Caigon regains spent legendary actions at 
  the start of his turn.
  Detect. Caigon makes a Wisdom (Perception) 
  check.
  Tail Attack. Caigon makes a tail attack.
  Tail Slam (Costs 2 Actions). Caigon slams 
  his tail down, sending a shockwave through 
  the ground and/or water. Each creature 
  within 10 feet of Caigon must make a DC 
  16 Constitution saving throw or be stunned 
  until the end of their next turn.
  Tail. Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one target. Hit: 14 (2d8 + 
  5) bludgeoning damage.
  Frightful Presence. Each creature of 
  Caigon’s choice that is within 120 feet of 
  Caigon and aware of him must succeed on 
  a DC 17  Wisdom saving throw or become 
  frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on 
  a success. If a creature’s saving throw is 
  successful or the effect ends for it, the 
  creature is immune to Caigon’s Frightful 
  Presence for the next 24 hours. 
  Steam Breath (Recharge 5 -- 6). Caigon 
  exhales steam in a 30-foot cone. Each 
  creature in that area must make a DC 18 
  Dexterity saving throw, taking 56 (16d6) 
  fire damage on a failed save, or half as 
  much damage on a successful one. Being 
  underwater does not grant resistance to this 
  damage.
  Ambusher. Caigon has advantage on attack 
  rolls against any creature it surprises.
  Natural Camouflage. Caigon has advantage 
  on Dexterity (Stealth) checks made while 
  underwater.
  Legendary Resistance (3/day). If Caigon 
  fails a saving throw, he can choose to 
  succeed instead. 
  Semiaquatic. Caigon can hold his breath for 
  an hour underwater.
  CAIGON
  Large dragon, neutral evil
  Armor Class 21 (Natural Armor)
  Hit Points 152 (16d8 + 80)
  Speed 30 ft., swim 80 ft.
  STR
  23 (+6)
  CON
  20 (+5)
  WIS
  15 (+5)
  DEX
  22 (+6)
  INT
  15 (+2)
  CHA
  14 (+2)
  Saving Throws STR +10, DEX +10, CON +9, 
  WIS +6
  Skills Perception +6, Stealth +10
  Damage Immunities Fire
  Damage Vulnerabilities Cold
  Senses Truesight 60 ft., darkvision 120 ft., 
  passive perception 16
  Languages Draconic
  Challenge 9 (5,000 XP)
  Proficiency Bonus +4
  Actions
  Legendary Actions
  
  274
  Multiattack. Skyr makes two weapon 
  attacks..
  Cutting Words. When a creature Skyr can 
  see within 60 feet of him makes an attack 
  roll, ability check, or damage roll, Skyr 
  subtracts 4 (1d8) from the result. This has 
  no effect if the creature can’t hear Skyr or is 
  immune to being charmed.
  Harpoon Shocker. Ranged Weapon 
  Attack: +4 to hit, range 40/80 ft., one 
  target. Hit: 4 (1d4+2) piercing damage 
  plus 5 (2d4) lightning damage and the target 
  must succeed on a DC 14 Strength saving 
  throw or be surrounded by lightning. While 
  surrounded by lightning the creature takes 
  5 (2d4) lightning damage at the start of its 
  turn.  The target can repeat the saving throw 
  at the end of each of its turns, ending the 
  effect on a success.
  Rapier. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Diagnostic Pulse. Skyr can to send a pulse 
  through a Huge or smaller object or an area 
  of material up to a 15 foot square that he 
  touches with his forehead. By doing so he 
  learns any physical properties and of any 
  significant impurities, faults, or damage in 
  the object or material. He pairs this with 
  smelting tools and tinkerer’s tools to enact 
  repairs at advantage.
  Ambusher. Skyr has advantage on checks 
  related to the repair or maintenance of 
  modern machinery. He is proficient and 
  equipped with tinkers’ tools, smiths’ tools, 
  thieves’ tools, and mechanists’ tools.
  Natural Camouflage. Skyr is a 4th-level 
  spellcaster . His spellcasting ability is 
  Charisma (+5 to hit with spell attacks, spell 
  save DC 13). He has the following bard spells 
  prepared:
  At will: dancing lights, vicious mockery
  1st level (4 slots): detect magic, healing word, 
  sleep, thunderwave
  2nd level (3 slots): detect metal*, see 
  invisibility, shatter
  *see spellcasting, chapter 3
  SKYR ROCKWILT
  Small humanoid (odontos), true neutral
  Armor Class 16 (expeditionary plate)
  Hit Points 36 (10d6)
  Speed 25 ft. 
  STR
  8 (-1)
  CON
  10 (+0)
  WIS
  13 (+1)
  DEX
  16 (+3)
  INT
  14 (+2)
  CHA
  17 (+3)
  Saving Throws Cha +5 Dex +4
  Skills Deception +5, History +4,  
  Performance +5, Persuasion +5
  Senses blindsight 15ft, passive  
  Perception 11
  Languages ommon, Aquan, Odontee
  Challenge 2
  Proficiency Bonus +2
  Actions
  Reactions
  
  275
  PART B:  
  MAGICAL ITEMS
  CROCODRAGON ARMOR
  Armor (leather), uncommon (requires attunement)
  This armor is crafted from the leathery hide 
  of crocodragons, and while wearing it, you gain 
  +1 to your AC, resistance to fire damage, and a 
  swimming speed of 20 feet. Once per day, you 
  can use an action to tune your senses to spark, 
  learning the location of the closest crocodragon 
  horde within 10 miles. You cannot use this 
  special action until dawn of the next day.
  FELKO RUNESTONE
  Wondrous item, very rare
  This runestone uses the power of the felko 
  sigil to produce effects associated with fire and 
  heat. It’s made of two stones connected with 
  metal wire and is the size of a closed fist. It 
  always feels comfortably warm. The runestone 
  has the following properties while you are 
  holding it:
  Warm Body. You have resistance to fire 
  damage.
  Combust. You can use an action to ignite a 
  creature or flammable object you can see within 
  30 feet of you. The target bursts into flames and 
  takes 1d4 fire damage at the start of each of its 
  turns until a creature uses their action to put 
  out the fire.
  Bonding. You can bond this runestone to 
  a piece of equipment. You must spend 1 hour 
  holding the runestone against the equipment 
  and meditating on the meaning of its sigil. At 
  the end of the hour, the runestone becomes 
  bonded to the equipment and can’t be removed 
  without destroying both the equipment and the 
  runestone. The equipment becomes a magic item 
  if it wasn’t one already, wearing or holding it 
  counts as holding the runestone, and it gains an 
  effect based on its type:
  Armor. When you bond the runestone to this 
  piece of armor, you gain your choice of resistance 
  to cold or fire damage. When a creature hits you 
  with a melee attack while you’re wearing the 
  armor, you can use your reaction to deal 1d6 fire 
  damage to that creature.
  Weapon. As a bonus action, you touch the 
  runestone and cause the weapon to burst into 
  flame. It sheds bright light for 20 feet and dim 
  light for an additional 20 feet. While aflame, the 
  weapon deals an additional 3d4 fire damage on a 
  hit, and a creature of your choice within 5 feet of 
  the target takes 1d4 fire damage. The flames last 
  until you dismiss them as a bonus action.
  Focus. When you cast a spell using this as a 
  focus, you can use your reaction to gain one of 
  the following effects of your choice:
  • All damage dealt by the spell changes its type 
  to fire damage.
  • If the spell deals fire damage, you may treat it 
  as having been cast using a spell slot of one 
  level higher than you expended.
  If you cast a spell affected by one of these 
  effects and it misses its attack roll or all targets 
  successfully save against the spell, you take 1d6 
  fire damage.
  Cloak. You can use an action to envelop 
  yourself with a cloak of flames and cast 
  polymorph on yourself, no components required. 
  This version of the spell turns you into a fire 
  elemental for 10 minutes. 
  Once you have used this ability, you can’t do 
  so again until you finish a long rest.
  MUHUN RUNESTONE
  Wondrous item, uncommon
  This runestone uses the power of the muhun 
  sigil to produce effects associated with liquid 
  and water. It’s made of a fist-sized lump of 
  constantly-damp red pumice surrounded by a 
  copper band inscribed with the muhun sigil. The 
  runestone has the following properties while you 
  are holding it:
  Talented Swimmer. You gain a swim speed 
  of 30 feet. If you already have a swim speed, it 
  increases by 20 feet.
  Hydromancy. While touching the runestone, 
  you can use an action to cast create or destroy 
  water at 1st level without expending a spell slot 
  or material component.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already, wearing or holding it counts as holding 
  the runestone, and it gains an effect based on its 
  type:
  Armor. This armor is constantly covered in 
  condensation. While wearing it, fire damage you 
  take is reduced by 1d4, and lightning damage 
  deals an extra 1d4 damage to you. Additionally, 
  
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  you can use a bonus action to end a grappled or 
  restrained condition on yourself.
  Weapon. This weapon ignores the effects of 
  underwater combat. While this weapon is wet, 
  whenever you deal damage with it and roll the 
  highest number on its damage die, roll that die 
  again and add the result to the total damage 
  dealt.
  Focus. When you cast a damaging spell 
  using this as a focus, you can use your reaction 
  to manifest it in a watery form. Damage dealt by 
  the spell changes to bludgeoning damage, and 
  any creature damaged by it must succeed on a 
  Strength saving throw equal to your spell save 
  DC or fall prone.
  Helm. While wearing this helm, you can 
  breathe normally in any liquid. Additionally, you 
  can cast the water breathing spell once per long 
  rest.
  TOOTH SPEAR
  Weapon (spear), uncommon
  Fashioned from the tooth of a crocodragon, 
  the tooth spear is an advantageous weapon to 
  have if you’re dealing with crocodragons. When 
  using this weapon, you gain a +2 to all attack 
  rolls made against crocodragons. Each tooth 
  spear makes the following weapon attack: reach 
  5 ft./range 20/60, one target. Hit: 5 (1d10) 
  piercing one-handed or 6 (1d12) piercing two-
  handed.
  XESH RUNESTONE
  Wondrous item, rare
  This runestone uses the power of the 
  xesh sigil to produce effects associated with 
  darkness and voids. It’s made of a perfectly 
  spherical asteroid the size of a marble with a 
  sigil only faintly visible as lines darker than the 
  surrounding material. It cannot be illuminated, 
  even by magical means, and casts no shadow. 
  The runestone has the following properties while 
  you are holding it:
  Eyes of Darkness. You can see normally in 
  both magical and nonmagical darkness out to 
  60 feet. If you already have darkvision, its range 
  increases by 30 feet.
  Call Darkness. You can use an action to 
  cast darkness, no components required. Once 
  you have cast the spell in this way, you can’t do 
  so again until you finish a short or long rest.
  Bonding. You can bond this runestone to a 
  piece of equipment by spending 1 hour holding 
  the runestone against the equipment and 
  meditating on the meaning of its sigil. At the 
  end of the hour, the runestone becomes bonded 
  to the equipment and can’t be removed without 
  destroying the item and the runestone. The 
  equipment becomes a magic item if it wasn’t one 
  already and gains an effect based on its type:
  Armor. As a bonus action, you touch the 
  xesh runestone, turning your armor into a 
  void until the start of your next turn. For the 
  duration, you are immune to damage and all 
  spells and other magical effects as the void 
  armor pulls magic and weapons through itself. 
  Once you have used this feature, you can’t use it 
  again until you finish a long rest.
  Weapon. This weapon has 9 charges and 
  regains 1d8 + 1 charges daily at midnight. When 
  you make an attack with this weapon, you 
  can expend 1 charge to instead hurl damaging 
  shadow discs from the weapon at a target you 
  can see within 30 feet. Make a ranged weapon 
  attack. On a hit, the target takes 3d8 necrotic 
  damage.
  Focus. The focus has 3 charges and regains 
  all expended charges daily at midnight. When 
  you cast a spell using this as a focus, you can 
  use your reaction and expend 1 charge to cause 
  tendrils of darkness to lash out at up to three 
  creatures of your choice within 15 feet of you. 
  Each creature must succeed on a Dexterity 
  saving throw equal to your spell save DC or take 
  3d8 necrotic damage.
  Cloak. You can use your action to speak a 
  command word, causing the cloak to magically 
  drain light and sound. You and each creature 
  touching the cloak gain the benefits of the pass 
  without trace spell. You can use this property 
  for up to 1 hour, all at once or in short bursts, 
  with each using a minimum of 1 minute from 
  the duration. The cloak regains 10 minutes of its 
  duration for every 12 hours it isn’t in use.
  ZAI RUNESTONE
  Wondrous item, rarity varies
  These runestones use the power of the zai 
  sigil to store raw spark and release it as an 
  extremely potent form of energy. Almost all zai 
  runestones are made of metal and at least the 
  size of the average person’s head, and they give 
  off a faint scent of fresh rain until drained.
  A zai runestone can be bonded to a target 
  object, vehicle, or building by spending 1 hour 
  holding the runestone against the target and 
  meditating on the meaning of its sigil. At the end 
  of the hour, the runestone becomes magically 
  bonded to the target.
  
  277
  Once bonded, a zai runestone releases a 
  steady flow of raw spark into the bonded target, 
  fully powering all magic and/or tech attached 
  to the target for a duration that’s determined by 
  the rarity of the runestone and the size of the 
  bonded target. See the Power Duration table 
  below.
  POWER DURATION
  RARITY
  POWER DURATION (FOR 
  LARGE TARGET)
  Uncommon
  25 days
  Rare
  100 days
  Very Rare
  1,000 days
  Legendary
  10,000 days
  Artifact
  100,000 days
  The zai runestone’s power duration is 
  doubled for each size category below Large the 
  bonded target is. For each size category above 
  Large, the duration is halved.
  If a zai runestone is bonded to a creature, 
  raw spark floods their body, and they take 
  damage as if affected by a runestone explosion. 
  They take the damage again at the end of each 
  minute until they die or are separated from the 
  runestone. If the creature is reduced to 0 hit 
  points by this damage, it is disintegrated, and a 
  runestone explosion is triggered. This runestone 
  explosion has its damage and area halved, and 
  the zai runestone isn’t destroyed.
  
  278
  CREATOR BIOS
  PROJECT LEADS  
  AND PRODUCERS
  Cam is a social studies teacher by day and a 
  game designer just about every other time of day 
  he gets. Repping his New Hampshire pride hard, 
  Cam is always striving to bring fun and exciting 
  projects to life with an educational twist hidden 
  somewhere in there. You can find him online at 
  @daylightpub1066 on most social media or at 
  his website http://www.daylightpublications.
  com.  
  Zac is the Creative Director for World of 
  Game Design where he develops adventures 
  filled with vile dungeons and derelict starships. 
  You can find his name printed on projects like 
  Scrap Rats, Knights of the Shadow Realm, and 
  Evershift. You can find his body someplace cold, 
  dark, and filled with Coke Zero.
  WRITERS
  Lydia Van Hoy, the Mother of Goblins, is a 
  best-selling TTRPG creative. They’re best known 
  for their work on DmsGuild titles such as 
  The Half-Race Handbook and The Adventures 
  Domestic Handbook. You can find them being 
  chaotically queer on twitter @lydiavanhoy1, or 
  follow their projects at motherofgoblins.gay
  Joseph Vargas got his start writing and 
  editing on a whim during the pandemic, and 
  found the process to be quite fulfilling. His 
  hobbies include playing the ukulele, meeting 
  new people through Tabletop RPGs, playing with 
  his three dogs, and singing karaoke.
  Noah Simpson is the kind of person who 
  likes to write things. Specifically, he likes to 
  write fantasy things. This is one of those fantasy 
  things he is writing for. You should buy it. And 
  you should buy the other things he has written 
  for.
  Jack Lewis is the creator of such hits as 
  Cryptids Inc and Titans of Faerun, and helped 
  Daylight Publications to bring to life our first 
  setting book Supers & Sorcery. When not writing 
  you can find Jack either ranting about how to 
  best out-box a kangaroo or the state of kaiju in 
  RPG media. 
  Kai Linder is an ENnie-nominated editor and 
  designer with a love for systems and flavourful 
  mechanics. Some of his work includes the 
  Musical Subclasses series, Goblin Heist, Eyes 
  Unclouded, and the True Necromancer class 
  for the Dark Dice podcast. He was also a two-
  time DMsGuild Design Dash champion thanks 
  to his ability to churn out designs faster than a 
  speeding bullet! Kai comes from an international 
  background (USA, Germany, Hong Kong, 
  Netherlands) and currently resides in the UK, 
  where he gets regularly scowled at for not liking 
  chocolate oranges.
  Magnus Laursen is a writer living in 
  Copenhagen. Multiclassing in philosophy and 
  game design, he hopes to one day understand 
  why he can’t let go of miniature wargames. 
  Maybe it’s that sweet scent of plastic glue?
  Born and raised in Florida, Penny has played 
  DND for 3 years, and been a bard-main for all 
  of them. When she’s not writing books, you can 
  find her on DND tiktok, making memes and 
  POVs.
  GUEST WRITERS
  Chris Hopper is a collection of semi-sentient 
  javascript produced by millions of front-end 
  developers hacking thousands of libraries 
  together with links from stack overflow. He 
  specializes in algorithm-optimized content and 
  keyword-specific statblocks and is available 
  for writing & design via https://linktr.ee/
  chrishopper. 
  Griffin Fredette (they/them) is a New 
  Hampshire based writer who’s been working on 
  5e content for nearly 2 years and playing the 
  game for 7 years. Griffin is a stretch goal writer, 
  providing the Welcome to Tidetimber adventure 
  as well as some of the magic items, most of their 
  writing so far has been on DMsGuild, where 
  you can find the catalogue of character options 
  they’ve made. 
  Shannon Roby is a Virginia-based performer. 
  She is a Cast Member of and Community 
  Manager for ParadiceRPG. IRL she teaches 
  students with language-based learning 
  differences like dyslexia and is training to 
  become an Academic Language Therapist. She 
  loves to cosplay, voice act, and play D&D!
  Basil Wright is a Black & Indigenous autistic 
  queer disabled writer. More of their written work 
  can be found on their website, https://www.
  towerofbasil.wordpress.com. You can follow them 
  on Twitter as well.
  
  279
  Julia Pluta is a librarian, mathematician, 
  and freelance author, committed to always 
  following her dreams. 
  EDITORS
  Cindy Butor (she/her) lives in Kentucky with 
  her partner Sam and their beautiful monsters 
  (i.e., cats) Dinah, Cicada, and Lottie. By day, 
  she is a reference librarian stressed out about 
  providing adequate services to the public, but 
  by night she is a writer and crafter stressed out 
  about meeting her deadlines. You can find her 
  other works on the DMs Guild under her name, 
  listen to her TTRPG shenanigans in the actual 
  play podcast 4Ever GM, and follow along with 
  her crafting at twitch.tv/cindy_bee.
  Joe Raso is a dad, a husband, and a long-
  suffering DM who’s had the pleasure of gaming 
  with the same group since his university days. 
  He’s now a freelance RPG creator and has 
  written for Eldermancy, Ghostfire Gaming, 
  Goodman Games, and Onyx Path Publishing, 
  along with a host of independent creators. 
  You can find his self-published works on the 
  DMsGuild and DriveThruRPG. You can also 
  follow his RPG exploits on Twitter @_joe_raso 
  or on his occasionally updated blog https://
  theschemingdm.wordpress.com/.
  LAYOUT 
  David Barrentine is a frontend developer by 
  day, D&D player and creator by night. David 
  dabbles in many hobbies such as illustration, 
  game design, writing, cartography, and 
  layout. He uses these skills to create amazing 
  adventures and unique supplements. His largest 
  project to date, Knights of the Shadow Realm, is 
  a campaign setting and full level 1-20 adventure 
  set in the incredibly in-depth world of Oranth. 
  David can be found on Twitter  
  @DavidBarrentine.
  ORIGINAL ARTISTS
  Alex Coggon is a professional illustrator 
  specializing in fantasy art and character 
  design. They have been working with the 
  ttrpg community for a number of years and 
  contributed to such projects as ‘Into the Wyrd 
  and Wild’, ‘Supers & Sorcery’, and ‘Sphinxes: 
  The First of Sages’ to name a few. Constantly 
  inspired by nature they continue to push their 
  artwork in new and unique ways to bring unseen 
  worlds to life.
  Natalie Poiré (Denece the Sylcoe) is a 24 year 
  old paleontology student and freelance artist. 
  She is the author and illustrator of the graphic 
  novel The Sylcoe and a creature designer for 
  Comets and Cockpits with Daylight Productions. 
  Natalie Poiré is passionate about understanding 
  the anatomy of modern and extinct organisms 
  on a scientific level and on an artistic level to 
  apply to fantastical creature designs.
  Ross Setterfield is a commission artist who 
  enjoys drawing spaceships and robots and cute 
  creatures. His hobbies include juggling and 
  playing musical instruments but not at the same 
  time. It can be dangerous and it doesn’t sound 
  very good
  David Frasheski is an illustrator and concept 
  artist based in Wisconsin! He works as a 
  freelancer in games and entertainment. Let him 
  pet your doggo or kitten and he will be forever 
  grateful. 
  Raul Volpato is a Brazilian pixel artist and 2d 
  illustrator who has a degree in Graphic Design, 
  and is trying to make the world a little bit better 
  with his art. 
  Jeff Zugale, aka Starshipwright, is a 
  concept designer, illustrator, cartoonist, painter, 
  3D modeler & printer, and maker of various 
  things. He specializes in Sci-Fi, most especially 
  spaceships, and has worked on more than a 
  dozen video games, a few TV shows, and some 
  TTRPGs: Project Mercenary, Blue Planet and 
  Ironsworn: Starforged. He’s now freelancing from 
  his Los Angeles apartment! You can find him on 
  Twitter & Instagram (@jeffzugale), his Patreon 
  (https://patreon.com/jeffzugale) and peruse 
  his many wares on the Starshipwright Store. 
  (https://starshipwright.com)  
  CARTOGRAPHY
  Abbie Hines is a freelance concept artist 
  and illustrator with a passion for TTRPGs and 
  fantasy art. With a focus on maps and character 
  design, she is most recognisable from other 
  works with Daylight Publications, including 
  Supers & Sorcery.
  ENCOUNTER MAPS
  Kent Willmeth is a digital illustrator from 
  Kansas. He is currently the lead artist at Dapper 
  Rabbit Games. Character design is his main 
  focus, but making the maps for Comets and 
  Cockpits was a fun challenge.
  
  280
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  $45.00
  Welcome to Adelphos, junkers!
  So you decided to try your hand in Haven, eh? Well, don’t expect us to go 
  soft on you just cause you are new to the homesteading game. Whether you 
  landed in Morlock’s Mount with the rest of your posse or decided to go 
  somewhere a little more...colorful...we got plenty to keep you occupied here 
  on the frontier. 
  Coming to you from Daylight Publications, our second setting gives you 
  wide open spaces and the exploratory flavor that fills any good western dime 
  novel combined with the comfort and wildness of an epic high fantasy saga. 
  An all new class and collection of subclasses, five original species, a new and 
  improved mount system, an original runic system, travel mechanics, and the 
  megaplanet of Adelphos is all contained within - plus more! 
  Our cadre of award-winning writers, artists, and cartographers bring the 
  territory of Haven and its six counties to life with action-filled writing and 
  bright art. With the help of our amazing editors and graphic designer, 
  Geographica Adelphos gives you adventure, excitement, and story all in 
  one kaiju-sized punch. 
  Well, what are you waiting for? Grab a mount and some gear, or take the 
  grav-train if you feel like paying out the big bucks. There is 39 billion square 
  kilometers of planet to explore and rediscover - and it ain’t gonna do it itself!
   
  Get out there, junkers!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Comets & Cockpits/Comets & Cockpits - Geographica Adelphos.pdf