Domani Republic – A city-state of canals, marble plazas and disciplined military order. Trade and politics flow as freely as water. The city prides itself on unity – even as fear spreads beneath the surface. Ruled by the Doge.
Outcasts Village – A settlement of refugees, mixed lineages, and those politically inconvenient to the capital. Colorful homes painted in spirals and sunbursts stand on stilts above muddy water. The people are resilient – and distrustful of the Republic’s promises.
The Doge’s Palace – A marble citadel of canals, banners, and war councils where strategy and secrecy shape the fate of the Republic.
The Outcast Village – A colorful marsh-edge settlement of refugees and mixed bloodlines, politically ignored but quietly resilient.
The Troglodyte Settlement – A fortified network of stone platforms rising from black water, where ritual, secrecy, and leverage rule.
The Sacred Dragon Grove – An ancient olive-lined courtyard of sacred ivy and old oaths, guarded by a principled bronze dragon.
The Battlefield beyond the Canal Walls – A smoke-choked expanse of shattered lines, siege beasts, and illusion-twisted chaos where the war truly unfolds.
The Doge – Lord Vincenzo: Charismatic ruler of the Domani Republic. Strategic, composed, burdened by leadership. Rarely seen without his loyal dog, Gio.
Giuseppe, the Jester: Court satirist and quiet conscience of the palace. Intelligent, observant, and increasingly troubled by the Doge’s recent secrecy. Loyal – but not blind.
Shan, the Mysterious Alchemist: A traveling human mage obsessed with venom, poison, and antidote. Brilliant, morally flexible, and mysterious.
The Troglodyte Shaman: Leader of the clan. Calm, calculating, and bound to ritual balance. Speaks in broken phrases but understands far more than he reveals.
Zak, the Orc Child: A frightened survivor of the troglodyte rituals.
The Doge’s War Council – Preparing for total war. Coordinated, disciplined, pragmatic. Focused on survival of the Republic at any cost.
The Troglodyte Clan – Swamp-dwelling traders of secrets and ritual leverage. Organized, transactional, and bound by oath-magic.
Salon of Six Mirrors: A glamorous gathering hall in the Domani Republic.
The Sugarplum Tavern: A lively tavern filled with strange creatures and bad music; Datura’s hut lies nearby.
The Hollow Tree Cemetery: A moss-covered graveyard neighboring a small medical shack.
The Singing Bog: An ancient stretch of land where chimes echo emotions.
The Broken Teeth Shore: A jagged coastline and nearby swamp, home to human fishermen, forest creatures, and, deeper in, an ogre’s secluded hut.
Sir Henry Belloflore: a pretty noble raised on destiny and delusion. Sincere, clueless, and always ready to pose before thinking.
Princess Margherita: a princess who escaped her family. Her name was stolen by someone far more dangerous.
Datura: the bog witch. Charming, clever, and cruel. She collects faces and swaps identities.
Gubbo: a soft-spoken firbolg who tends the dead with care. Has a plushie named Fuzzles.
Arvi: an anxious firbolg medic with big feelings and a worse track record.
Gul: a grumpy ogre living alone in the swamp. Blamed for everything. Interested in tea and peace.
Livia Truchi: a human baker who died under mysterious circumstances.
Melmosa Locals: Talking frogs, outcasts, human settlers and mud spirits tired of being labeled “monsters.”
Blurstep (CR 1)
Bog Witch (CR 6)
Homunculus (CR 0)
Homunculus Greater(CR 1/8)
Kyrnwing (CR 4)
Kyrnwing Fledgling (CR 1/8)
Morthavax (CR 2)
Otters (CR 0)
Otyugh (CR 5)
Shrek (CR 2)
Storm Giantess (CR 13)
Tutto Market: A labyrinth of tents, stalls, relics, minstrels, cursed items, and intoxicating foods.
Signora Pier: Where the fishing and merchant boats dock, gossip is exchanged, and questionable deals made.
La Pazienza: A battered but swift merchant ship bearing the scars of cursed voyages and survived storms.
Melmosa Island: A rotting marshland filled with white flowers, croaking echoes, and dark creatures that stalk the mud.
Mute Grotto: An ancient, sealed cavern beneath the marsh.
Pedro Squamari: Melodramatic fishmonger with noble ties.
Captain Marito Fagiano: Ship captain whose grin is as slippery as his business ethics.
Genaro the Rich: Flamboyant gnome merchant who trades cursed oddities.
Orid: Cunning satyr rogue with a mysterious past.
Zurakh: Orc hunter with blunt logic and monster-hunting instincts.
Domani Townsfolk: Pretending nothing’s wrong – it’s market season.
Brinewrack (CR 1)
Crustback Crab (CR 5)
Crustback Titan (CR 10)
Gloomhauler (CR 5)
Leviathan (CR 20)
Tideborn (CR 1/2)
Goblin Sharkfolk (CR 1)
Sawfish Sharkfolk (CR 3)
Basking Sharkfolk Brute (CR 4)
Salqari (CR 5)
Undermaw (CR 1/4)
Undermaw Lesser (CR 1/8)
Experiment Chamber: The locked-down room where the players first awaken.
Vivarium Gardens: Lush, overgrown testing areas.
Mystery Wings: Left and right chambers offering trials of loyalty or chaos, both leading to the patio beneath the Library Tower.
Library Tower: A vertical challenge of riddles, ropes, and sassy literature.
Dr. Badgerstein’s Laboratory: A chaotic combination of magic and emotionally confused rodents.
Dr. Badgerstein: Eccentric, chaotic scientist with good intentions and zero ethical boundaries.
Sir Squeaks-a-Lot: Brave mouse knight with a noble heart, big dreams, and very small armor.
Axo-Lotto: Shy axolotl in magical armor, speaks softly but carries a gentle splash.
Hamstank: A battle-hardened hamster in spiked tank-armor, secretly a softie.
Archmage Clawdrick the Tired: A very sleepy, very grumpy cat warlock.
The Misfit Menagerie: Clever, cuddly, and occasionally chaotic. Former test subjects now seeking freedom and snacks. United by squeaks, scales, fluff, and loyalty.
Armored Pigeon Mercenary (CR 3)
Capybara Knight (CR 3)
Dallai-Llama (CR 1)
Dr. Badgerstein’s Abomination (CR 10)
Dr. Horatio Badgerstein (CR 6)
Frog Ghost (CR 4)
Giant Mosquito (CR 2)
Giant Mosquito Swarm Lesser (CR 1/8)
Giant Mosquito Swarm (CR 1/2)
Golden Retriever Cleric (CR 2)
Goose Lance-A-Lot (CR 2)
Greater Giant Mosquito (CR 5)
Lich Leech (CR 9)
Panda Wizard (CR 4)
Raccoon Rogue (CR 3)
Scalemail Serpent Swordsman (CR 5)
Ferrhold – a multi-level dwarven city carved into the Ferr Mountains, with lava tunnels, forge-halls, and ancient spider-constructs chamber.
Ferrhold Antechambers: Initial encounter zone where the PCs meet fleeing dwarves.
Molten Gallery: A ruined hall once used to display dwarven sculpture. Now partially melted and home to a lava elemental.
Collapsed Tunnel: A major blockage. Within the rubble lies a giant snake construct.
Magma Bridge: A cracked lava basin obstructed by a massive lava snail.
Mountain Whisperers Cave: Used by Jezza and the Whisperers for lava rituals, prophetic cooking, and vision quests.
Obsidian Webchamber: The central control hub of the ancient spider-governor system.
Kamior, the Runic Archivist: A blind dwarf scholar. Urges the PCs to restore the mechanical spiders and seal the lava channels.
Monta, the Stonebinder: A blind geomancer who once studied under Kamior.
Sabotaged the spider constructs to let the lava flow freely.
Jezza, Shaman of the Deep Ash: A greykin dwarf and spiritual leader.
Tharaz, Hammer of the Law: A hardened enforcer of Ferrhold’s ancient codes.
Hans “The Flamethrower”: An eccentric dwarf inventor.
Ferrhold Loyalists: Support Kamior and the survival of Ferrhold above all.
Mountain Whisperers: Allied with Monta, believing the mountain must purge itself to prevent a greater awakening. Ruled by Jezza, a fanatic shaman.
Animated Coal Swarm (CR 1/8)
Construct Spider (CR 6)
Deepkin Automaton (CR 4)
Dwarf Golem (CR 7)
Fire Giant (CR 9)
Iron Aelthar (CR 6)
Lava Snail (CR 3)
Magma Elemental (CR 5)
Serpent of the Deep Forge (CR 12)
Shaman Follower (CR 1/2)
Shaman Follower Devout (CR 1)
Slag Hound (CR 3)
Noctovia: A twilight-locked region where sunlight never breaks the mist. The central city, Notara Falls, is ruled by vampires and steeped in gloom, secrets,and crumbling decadence.
The Broken Hut: A hidden tavern run by the hag Noctara the Broken.
Crimson Bathhouse: A place in Notara Castle for secret meetings and quiet reflection.
The Chapel of Falling Veils: Ornate, eerie cathedral in Notara Castle, where the vampire wedding is to be held.
Misty Woods: A haunted forest twisted by ancient curses and illusions.
Count Valadrin Salvatore - A vampire noble who once used the Skin and now fears its return. Ruler of Notara Falls.
Amaralda Romante - A bard and a vampire hunter leader, seeking to end Valadrin’s rule.
The Eclipsed Daughters - Three vampire brides bonded by a hive mind, set to marry the Count in a dark ritual.
Noctara the Broken - A hag and former queen, seeking to restore her husband through the Skin.
Bloodwing Bat (King Noctarius) - A cursed first vampire, who made the Skin of a Killer. Currently a monstrous figure.
Jester Jigglehead - An eerie gnome who serves as a cryptic guide and herald of chaos.
Romante Hunters - Led by vampireslayer Amaralda Romante, this group seeks to kill count Valadrin and secure the Skin.
Noctara’s Covenant - Followers of the hag Noctara who wish to restore the Skin to her cursed husband, Bloodwing Bat (formerly King Noctarius).
Notara Castle Retainers - Loyalists to Count Valadrin who are beginning to question his sanity and wavering leadership.
Bloodwing Bat (CR 8)
Clawmonger (CR 12)
Flesh Golem (CR 5)
Nosferatu (CR 8)
Poltergeist (CR 2)
Swarm of Bats (CR 1)
Swarm of Bats, Lesser (CR 1/2)
Swarm of Rats (CR 1/4)
Vampire Bride (CR 6)
Vampire Spawn (CR 5)
Werewolf (CR 3)
Fondue Village Square: Flanked by shops, stalls, and the Ministry building. Scene of the Founder’s Day Festival.
The Melted Fang Tavern: Secret backroom where cheese smuggling deals happen.
Town Hall: Stark stone building, home to Droolmont’s elite anti-dairy troops.
Abandoned Cheese Factory: Massive, creaking structure reeking of curd and mold.
Village River Docks: Place for fishing near the Abandoned Cheese Factory.
Governor Droolmont: Former cheese lover turned militant anti-dairy official.
Hurd “El Fromagio”: Orc tavernkeeper and smuggler kingpin.
Anna of the Milkward Sons: Stern member of the Sons, playing her own secret game.
Cheddrick the Cheese Mimic: a chatty mimic with terrible survival advice.
Crazy Fisherman Jalk: Obsessively searching the river for “Nessie”.
Whey Rats Gang: Ratfolk smugglers moving cheese beneath the governor’s nose.
The Milkward Sons: Zealous villagers who believe cheese is divine and the ban is heresy.
Ministry of Digestive Order: The governor’s elite enforcers, sworn to cleanse dairy and hunt monsters.
Sentient Slices (CR 1/8)
Brie Swarm (CR 1/2)
Eel Swarm (CR 1/2)
Crab Swarm (CR 1)
Ratfolk Vandal (CR 1)
Giant Crab (CR 2)
Anaconda (CR 3)
Giant Eel (CR 4)
Gruyere Ghost (CR 6)
Gouda Golem (CR 7)
Muctopus (CR 9)
Hydra (CR 12)
The crumbled halls and overgrown plazas of Larancea Grove.
Important Sites:
Larancea Grove: War-scarred elven glade now used for political debates and ghost summoning.
Monster Market Swamp: Pop-up rally zone where monster delegates hold booths and pitch support.
Queen Fionola Caileann (Ghost): Tyrannical former monarch, seeks resurrection via elven possession.
Cristal the Shardfather: Charismatic prism tyrant pushing for legal monster governance.
Seorias ‘Bob’ Boverithon: Necromancer loyal to the queen yet conflicted as his ritual enables soul-swapping.
Agent Blink: An overwhelmed Pixie from the Fey Bureaucracy who worsens every situation.
Cleric Anatis Miraan: A vigilant idealist, first to witness the Soulstone corruption.
Elves of Larancea: Noble bodies reinhabited by loyalists to Queen Fionola.
Fey Board of Inspection (FBI): Official mediators who collapse under stress.
The Shardfather Coalition: Eclectic monster alliance seeking radical but legal regime change.
Animated Armor (CR 1)
Animated Rug of Smothering (CR 2)
Ghost Elven Warrior (CR 1)
Ghost Elven Warrior (Withering) (CR 1/4)
Mimic Harp (CR 2)
Phase Spider (CR 3)
Prism Tyrant (Cristal the Shardfather) (CR 15)
Runestone Colossus (CR 13)
Runestone Golem (CR 7)
Runestone Golem Elite (CR 10)
Spectral Elven Mask (CR 1/8)
Spectral Elven Mask Swarm (CR 1/2)
Truth Eater (CR 2)
Truth Eater Elite (CR 4)
Scorchspine Mining Line: an underground industrial rail system carved into the base of the mountains. Once a marvel of dwarven engineering, it now lies in decay. It consists of multiple derelict stations, each with distinct environmental hazards and inhabitants, culminating in the Broken Better Vault.
The Deep Scar: The starting hub – a half-functional station with graffiti, broken signage, and an unstable cart launcher.
Scorchspine Stations: Line’s stations, some corrupted and filled with danger. Slime-infested passage overtaken by predatory biofauna.
The Broken Better Vault: A goblin mega-market warped by time magic.
Vrag, the Orc Shaman: A weathered mystic trapped mid-journey. Offers guidance, stress-relieving games, and occasionally brews vodka from cave fungus.
Grik-Grak, Goblin Bard: The Vault’s “marketmaster.” With every beat of his bone-stitched war drum, trades are sealed, fortunes rise, and souls are risked. His primal rhythm sets the tempo of the Vault’s time loop.
Skrik, Goblin Barbarian: Ruler of the Vault, commands the market with primal authority and economic tyranny. She believes true power lies in infinite transactions.
Sir Basil Woods: A slick-talking tabaxi, once a charming operative of a secret organization, he stole the “Happy Ending” artifact from his superior, Aya. Realizing the consequences, he panicked, got drunk, and now tries to sell the artifact using goblins.
The Broken Better: A faction of obsessive traders locked in a magical time loop. They believe value is everything – even if it costs identity.
Manus Noctis: A covert organization of tabaxi spies.
Bulette (CR 5)
Cave Troll (CR 7)
Giant Bat (CR 1/4)
Giant Spider (CR 1)
Gibbering Mouther (CR 2)
Quasit (CR 1)
Goblin Minion (CR 1/8)
Goblin Warrior (CR 1/4)
Roper (CR 5)
Withering Shadow (CR 1/8)
Shadow (CR 1/2)
Stone Golem (CR 10)
Tombcrawler (CR 2)
Tombcrawler Ravager (CR 4)
Smiling Wilds: A corrupted forest where emotions are warped and monsters have polite manners.
BlissCore Facility: Abandoned greykin dwarf research lab where the cube was born. Still echoes with corporate slogans.
The Trauma Vault: Sealed vault within the Matriarch’s palace, housing powerful bottled traumas.
Pavilion of Rest: A paradise-like camp in the T’sinrae Court that offers false comfort and aggressively kind drow staff.
The Deep Web: Lair of the silkblood queen and her bug-army.
Kaesalia T’sinrae: The formidable matriarch of a memory-bound drow court, who possesses the PC’s memories and collects crystals filled with trauma.
Aelwen Figheadair: A composed and calculating silkblood queen with resilience to the cube's influence.
Elo the Superior: An eye tyrant so consumed by ego, paranoia, and poetic delusion that he believes the cube's collapse will make him a king.
Gramir Brighthold: A greykin dwarf cleric left fractured by the cube's experiments, now drifting between lucidity and euphoric detachment.
Tanveer Arkenar: T’sinrae’s trusted drow warrior supervising others in collecting traumatic memories.
BlissCore Staff: Greykin dwarf creators of the cube and researchers. All dead or absorbed, except for one cleric and the PCs.
T’sinrae Court: Drow hoarders of pain and memory. Ruthless, beautiful and horrifyingly nice.
Behir (CR 11)
Chain Elemental (CR 5)
Darkmantle (CR 1/2)
Darkmantle Lesser (CR 1/8)
Drow Matriarch (CR 10)
Drow Warrior (CR 3)
Eye Tyrant (CR 15)
Gelatinous Cube (CR 2)
Mindbinder (CR 6)
Mindbinder Elite (CR 9)
Mimic (CR 2)
Rat King (CR 1)
Shardling (CR 2)
Silkblood (CR 7)
Veilmaw (CR 8)
Gooseford Village: a halfling farming town nestled between hills and goose-patrolled fields. Known for its peaceful charm, excellent pies, and the annual Goose Spring Festival.
Sacred Goose Stables: where the top-tier racing geese are housed like royalty. Now also the site of a murder.
The Mushroom Tangle: a chaotic glade in the woods where local spriggans live, prank, and nap in moss hammocks.
Philippa’s Hut: a crooked-roofed rental at the Gooseford Hostel.
Philippa Fetch: a determined wizardess trying to summon the legendary Goosedra to cleanse the land.
Snug Hog, the Hedgehog Oracle: anxious, and deeply prophetic. Desperately trying to do the right thing without getting jailed again.
Eli Swoonsong: a dramatic halfling bard and part-time game host. Always mid-performance.
Alvin Appleberry: a barter-only food vendor with strong opinions, a sweet heart, and a mild grudge against Eli.
Mayor Roric Gosling: Gooseford’s cider-loving mayor, emotionally fragile and overwhelmed by goose politics.
Spriggans: silent, intense, and vaguely mystical. Speak through cookies and drawings. Surprisingly insightful.
Gooseford Villagers: primarily halflings who love festivals, fear curses, and take goose racing very seriously.
Dire Chicken [CR 1/2]
Mad Cow [CR 1]
Mad Goat [CR 1/4]
Dire Goose [CR 1]
Mad Horse [CR 1]
Mad Pig [CR 1/2]
Mad Sheep [CR 1/2]
Forest Troll [CR 7]
Giant Hedgehog [CR 3]
Giant Scarecrow [CR 4]
Phase Hound [CR 2]
Phase Hound Alpha [CR 10]
Pumpkin Sprite [CR 1]
Rat Swarm [CR 1/2]
Spriggan Thornback [CR 5]
Spriggan Vinewhip [CR 3]
Spriggan Thorncrown [CR 9]
The Draconic Monasterium: The stronghold of Lochlan and the Draconic Acolytes.
Hrolf Forest: A cursed woodland, home to a deadly werewolf pack.
The Duskfjord Crypt: An undead-infested tomb where draugr feast.
Ashenfang Heights: A volcanic peak with jagged, fang-like cliffs, where aelthars of lava, frost, and iron must be tamed.
The Beygur Caverns: A nightmarish chitin-covered hive where the chittermaws lurk.
The Kar-Makahl Ruins: A crumbling stronghold housing a malfunctioning deepkin automaton.
Thundercloaks Encampment: A rebel hideout where the PCs may find a way to cut Leashes of Dominion.
Thulnirvoth Peak: The site of the final battle between Lochlan, Carcer, and Thulnirvoth.
Lochlan Skarlovar: Once Thulnirvoth’s devoted servant, he was cast aside for Carcer. Convinced Carcer is a manipulator, he seeks to kill him. Wielding magical leashes, he sends the PCs to hunt monsters for his growing army.
Saraia Veilthorn: A deadly assassin-for-hire, currently working for Carcer. While she claims she has personal reasons for wanting Lochlan dead, she’s keeping the full truth to herself.
Carcer: Once a renowned dragonslayer, Carcer was meant to kill Thulnirvoth but instead became its protector. Now, he leads a scattered resistance against Lochlan. His true motives are unknown.
Thulnirvoth: A bored and enigmatic wyvern, Thulnirvoth watches the war between Lochlan and Carcer without intervention - yet. Neither fully controlled nor entirely free, its true will remains a mystery.
Draconic Acolytes: A devoted order of acolytes ruled by Lochlan who worship Thulnirvoth as a divine entity. The Acolytes believe that Carcer has somehow manipulated their god, twisting Thulnirvoth’s will for his own ends.
Dragonborn Protectors: A fractured group of warriors, mystics, and rebels ruled by Carcer, once a dragonslayer. They see Lochlan as a power-hungry zealot, warping devotion into control.
Thundercloaks: A faction of mercenaries and smugglers who hold the key to unlocking the PCs’ chains - for a price.
Chittermaw (CR 2)
Chittermaw Ravager (CR 6)
Deepkin Automaton (CR 4)
Draconic Acolyte (CR 12)
Draugr (CR 1)
Draugr Lesser (CR 1/4)
Frost Aelthar (CR 5)
Giant (CR 7)
Iron Aelthar (CR 6)
Lava Aelthar (CR 8)
Saber Cat (CR 2)
Werewolf (CR 6)
Wolf (CR 1/2)
Wolf Wounded (CR 1/4)
Wyrmling (CR 6)
Wyvern (CR 13)
The Divine Arena: Where the gods watch, laugh, and throw “helpful” objects at contestants.
Thrym’s Wedding Hall: A frost giant’s palace, site of the most absurd wedding heist in history.
The War-Torn Ruins: A cursed battlefield where peace demands a sacrifice.
Hymir’s Keep: A giant-sized brewery, complete with chaotic and sentient ingredients.
Loki’s Banquet Hall: A god-tier roast battle place that could turn into a literal fight.
The Knowledge Tree: Odin’s sacred grove, where answers come at the cost of death.
The Bifrost Bridge: The final destination… if Fenrir lets you pass.
The World Serpent’s Back: A vast, undulating expanse of warm, shifting scales, stretching endlessly beneath a swirling cosmic sky.
Thor: God of thunder and strength. Boisterous, battle-hungry, and always up for a drink or a fight (preferably both).
Freya: Goddess of love, beauty and war. Cunning and charismatic, she tests mortals with impossible choices.
Tyr: The honorable but grim god of war and justice, overseeing trials with a mix of fairness and absurdity.
Loki: The chaos-loving god of deception and trickery, turning every challenge into a mind game.
Odin: The All-Father, god of wisdom, war and death, protector of heroes; wise but ruthless, demanding sacrifices for knowledge.
Ratatoskr, the Messenger of Yggdrasil: A squirrel who serves as a messenger on Yggdrasil, the World Tree.
The Gods of Asgard: The divine overlords running the trials purely for entertainment. They place bets, meddle in the challenges, and laugh at mortal suffering.
Barbarian (CR 1/4)
Barbarian Berserker (CR 1)
Crows (CR 1/4)
Dwarven Warrior (CR 5)
Fenrir (CR 16)
Jörmungandr (CR 20)
Níðhöggr (CR 14)
Sleipnir (CR 10)
Valkyrie (CR 8)
Wereraven (CR 3)
Heorot: The grand mead hall of King Hrothgar, now a symbol of human pride and the source of discord with the Forbidden Forest.
Town Square: The bustling heart of Heorot’s surrounding village, filled with merchants, gossip, and occasional tension between humans and outsiders.
Forbidden Forest: A dark, sprawling woodland teeming with dangerous creatures and magical forces, home to Grendel's Mother and her allies.
Grendel Mother’s Cave: A hidden cave serving as both sanctuary and stronghold for Grendel's Mother.
Dragon’s Lair: A fiery cavern guarded by a formidable dragon, housing ancient treasures, secrets, and the golden chalice.
Brun’s Forge: The workshop of an orc smith on the edge of the Forbidden Forest, where legendary weapons are crafted despite tensions with humans.
Beowulf: A hero of renown hiding the truth of his past.
Grendel's Mother (Mor): An ancient monster demanding justice for her slain son and residents of the Forbidden Forest.
Wiglaf: Beowulf’s loyal knight, torn between duty and truth.
Arith: A drow warlock who knows Beowulf's secret and seeks to aid Grendel's Mother.
Brun: An orc smith capable of crafting legendary weapons.
Heorot: The human settlement led by King Hrothgar, loyal to Beowulf, and driven by a desire to preserve their way of life.
Grendel's Mother’s Allies: A coalition of marsh creatures, non-human outcasts, and sympathizers who seek vengeance and balance against human encroachment.
Corrupt Soldier, Heavy (CR 1/2)
Corrupt Soldier, Light (CR 1/4)
Dragon (CR 15)
Grendel (CR 13)
Grendel, Lesser (CR 5)
Grendel’s Mother (CR 12)
Shambling Mound (CR 5)
Water Hag (CR 2)
Wraith (CR 1)
Wraith Convergence (CR 7)
Wyrm (CR 10)
The adventure takes place in Elpida, a secluded village in the misty mountain peaks. The village is home to the Monasterium of Rebirth and currently hosts the sinister Vanitas Circus. The PCs will also visit the Aeon Vestibule, a celestial arena for the divine trials.
Monasterium of Rebirth: A sanctuary hiding the celestial rift, now overwhelmed with pilgrims seeking healing.
Celestial Rift: A glowing tear located on monastery grounds, leaking divine energy.
Vanitas Circus: A black and gold circus camped on Elpida’s outskirts. It’s a front for Nyx's schemes and the hollyphant's imprisonment.
The Aeon Vestibule: A celestial arena where sacred trials test the party's morality, decisions, and sacrifices.
The Eftychia Tavern: A gathering spot for villagers and circus performers, filled with rumors and hidden agendas.
Althea (Aasimar Cleric): The leader of the Monasterium. Determined to use the rift for healing. Her sacrifice may be necessary to close it​.
Caelius (Celestial Arbiter): A stern, compassionate being who warns of the rift’s dangers and guides the party in their divine quest.
Nyx (Gith Bard): The manipulative bard and owner of the Vanitas Circus. Seeks to harness the rift’s energy for power​.
Nepheli (Air Genasi Paladin): Althea’s devoted second-in-command, unaware of the deeper secrets​.
Greg (Draconic Dwarf): A trapped circus performer who may aid the adventurers if freed.
Monasterium of Rebirth: Led by Althea, a devoted aasimar cleric, and Nepheli, a loyal air genasi paladin. They strive to heal people but hide the rift’s dangers​.
Vanitas Circus: A traveling troupe hiding darker motives, seeking to exploit the rift’s power for personal gain.
Celestial Forces: Entities like solar Caelius urging to close the rift.
Acolyte (CR 1/4)
Acolyte Leader (CR 1)
Ancient Gold Dragon (CR 24)
Deva (CR 10)
Flying Sword (CR 1/4)
Flying Sword of Radiance (CR 2)
Hollyphant (CR 5)
Ki-rin (CR 12)
Pegasus (CR 2)
Pegasus Guardian (CR 4)
Planetar (CR 16)
Solar (CR 21)
The adventure takes place in a remote, snow-covered wilderness. This icy expanse is marked by jagged peaks, vast emptiness, and the constant strong wind. Blizzards and cold make survival a challenge, while the local hunters speak of deeper mysteries hidden among the snowbanks and icy cliffs.
Hunters’ Camp: A temporary camp where local hunters, led by the rugged Walrusfolk ranger Kunik, gather. Here, the players meet NPCs and learn about the strange animated snowmen who seem to follow the hunters without ever causing direct harm.
Ice Devil’s Lair: A maze of frozen tunnels and chambers within a mountain, this lair hides powerful magic and dangerous creatures. The white dragon, bound in chains, is imprisoned here. At the heart of the lair waits the ice devil himself, ready to strike a deal or engage in a deadly confrontation.
The Gnome Traders’ Shop: A bizarre, magical store owned by gnome merchants Flimp and Flump. The shop appears seemingly out of nowhere during a snowstorm, offering warmth, supplies, and rare items, for the right price or entertainment.
Kunik: The leader of the hunters, Kunik is a sturdy Walrusfolk ranger with a keen sense of survival and a deep respect for the wild.
Tapeesa Dawnkiller Akuluk: A fierce Goliath barbarian, Tapeesa is known for her incredible strength and bravery.
Sakari Alianait: A solemn and focused Winter Elf fighter, Sakari is vigilant, often scouting for signs of danger.
Kova “Melter” Iqualuk: A male Dragonborn rogue with a sly personality, Kova is both a skilled tracker and a thief.
Flimp and Flump: A pair of eccentric gnome shopkeepers who seem to appear when needed most. Flimp and Flump offer aid, information, and magical items if the players can entertain or negotiate with them.
Snowmen: These animated beings, crafted from snow but infused with a mysterious magic, quietly follow and observe travelers without interfering. Though they appear harmless, their power becomes apparent if they’re provoked. Flimp and Flump, the gnomish traders, seem to have an unknown connection with them.
Yeti Hunters: Led by Kunik, the hunters are locals from small villages who make their livelihood by tracking and confronting yetis and other dangerous wildlife. However, they’re increasingly unnerved by the recent strange appearances of the snowmen and tales of a dragon sighted in the distance.
Ice Devil
White Dragon (adult)
The Cursed Child
Yeti
Sabertooth Cat
Ice Wolf Guards
Ice Mephits
Frost Giant
Snow Salamanders
The Pearl Citadel: The heart of Kainoa is where Priestess Ailani resides, housing the Aqualabium, a heavily guarded cursed artifact.
The Luminous Gardens: Glowing coral reefs that provide food and light to the city, and a gathering place for merfolk.
The Wreck Market: A sunken cavern filled with shipwrecks, where desperate merchants and traders barter for supplies.
The Aqualabium Heart Vault: A hidden vault deep within the Pearl Citadel, containing the Aqualabium, the source of Davejazali' power over the city.
Davejazali: The undead tyrant who controls Kainoa, seeking to expand his rule across the seas. His power over the city is tied to the Aqualabium.
Priestess Ailani: The former leader of Kainoa, now a puppet under Davejazali' control, but still viewed as a symbol of hope by many.
Captain Makoa: Commander of Kainoa’s Guard, a loyal but pragmatic soldier who is secretly plotting to overthrow Davejazali.
Sorceress Hina: A local figure, secretly loyal to Davejazali, who runs the Salty Squid Inn and gathers information.
Sailor Koyana: A kenku parrot adventurer, and a friend of dragon turtle Namu, rescues the PCs.
The Vortex Scourge: Davejazali' personal army, composed of cursed pirates and sea creatures enforcing his will, including sahuagins, chuuls, dire sharks, or even an aboleth and plesiosaurus.
Kainoa Residents: The native merfolk, longing for freedom, who are beginning the PCs for help.
Aboleth - CR 10
Ancient Sea Serpent - CR 18
Cave Kraken - CR 21
Chuul - CR 4
Dragon Turtle - CR 17
Giant Dire Shark - CR 7
Giant Sea Horse - CR 1/2
Merfolk - CR 1/8
Pirate - CR 1/8
Plesiosaurus - CR 2
Sahuagin - CR 1/2
Sahuagin Mage - CR 1
Okabe’s Villa: A luxurious villa surrounded by shrines, gardens, and hidden passageways, hosting the annual masquerade.
Monastery Complex: Accessible via hidden corridors from the villa, with catacombs beneath it.
Catacombs: A secret underground complex, containing Okabe’s darkest secrets, including a hidden dragon’s egg.
Okabe (Tiefling Samurai): Respected leader and hidden villain, responsible for framing a Yokai for his crimes.
Mizuki (Tabaxi Ninja): Okabe’s close ally who persuaded him to conceal the massacre and helped to kill the Yokai.
Hisui (Yuan-ti Sorcerer): Once an accomplice, now filled with regret, hiding key information.
Suk (Aarakocra Monk): Found dead at the start of the adventure, her murder is the catalyst for the investigation.
Wukong (Monkey-like Trickster): A wildcard in the story, hosting gambling games but holding secrets of his own.
The Yokai: A spirit unjustly framed for murder, now seeking revenge.
Okabe’s Allies: Mizuki, his closest friend, and Hisui, who helped to kill the Yokai but now has doubts.
The Rakshasa: A scheming outsider who offers the PCs rewards if they retrieve a dragon egg hidden in the catacombs.
Elementals: Fire, Water, Air, and Earth Elementals guarding Okabe’s treasures.
Smoke Mephits: Mischievous creatures guarding secret areas.
Rakshasa: If crossed, becomes a powerful enemy.
Yokai: Depending on the PCs' choices, they may face the Yokai in a final battle.
Oriental Dragon: Imprisoned dragon with a calm and good nature that may be triggered to attack.
Erden Bazaar: The busy market in Nar where everyone's arguing about the cause of the water crisis.
Mirage Dunes: Tricky desert with illusions and hidden dangers.
Ruins of Amdrah: Ancient ruins with forgotten knowledge about the Purple Worm and its role in the desert's balance.
Aventurine Oasis: A lush oasis guarded by Nil Suyrel, central to the water crisis in Nar.
Purpura Monastery Complex: The headquarters of the Purpura Divitae, a faction devoted to protecting Nil Suyrel and harnessing the power of yaganotum.
Garnsukh ‘Battler’ Tselger: A superstitious Dragonborn fighter seeking treasures in the desert, with a deep bond to his friend Luk.
Luk: A volatile Kobold sorcerer obsessed with unlocking the secrets of yaganotum, often causing trouble with his reckless behavior.
Takaya Sarnai: The leader of the Purpura Divitae, a determined human monk aiming to transform Nar into a prosperous town.
Orest: An Earth Genasi barbarian and Takaya’s husband, skilled in manipulating earth and eager to master his powers over yaganotum.
Aya: A Tabaxi bard with a mysterious background, offering cryptic advice and riddles.
Purpura Divitae: A religious organization focused on protecting Nil Suyrel and harvesting yaganotum. They hold significant influence in Nar but are distrusted by the locals.
Nar Residents: The superstitious locals of Nar, who blame the Purple Worm for the water crisis and are wary of the Purpura Divitae.
Ankheg (CR 2): Large, burrowing monstrosity that spits acid and grapples prey.
Cyclops (CR 7): One-eyed giant with tremendous strength and devastating melee attacks.
Fire Snake (CR 4): Large elemental serpent that burns with intense heat and fiery attacks.
Giant Scorpion (CR 3): Large beast with powerful pincers and a venomous stinger.
Gnoll (CR 1/2): Chaotic evil humanoid, driven by a hunger for flesh.
Gnoll Berserker (CR 1): Frenzied gnoll warrior, gains strength and resilience in battle.
Kobold (CR 1/8): Small, cunning humanoid, often attacking in packs.
Kobold Warrior (CR 1/2): Agile kobold with improved armor and fighting skills.
Purple Worm (CR 15): Gargantuan monstrosity, capable of swallowing creatures whole.
Ancient Purple Worm (CR 20): Titanic, burrowing terror with immense strength and deadly poison.
Baba Yaga’s Hut: Hidden by powerful invisibility magic, it holds important clues.
Mushroom Alley: Home to glowing mushrooms and illusionist Conn Mistread, a key area to locate a Shadowcat.
Hammock Square: High canopies and magical hammocks provide the hiding spots for another Shadowcat.
Maith Seashore: Shimmering tidal pools and magical coral formations conceal a Shadowcat.
Blostma Cave: Natural illusions and fey enchantments hide a Shadowcat.
Unicorn Breeding Hills: Sacred grounds disrupted by a Shadowcat.
Miroir Labyrinth: Reflective, ever-changing paths to track a Shadowcat.
Feynight Caverns: The treacherous fey underworld holds the final Shadowcat.
Orianne: Fey-elf leader of the Fey Board of Inspection, provides critical tools and information.
Devlin Saileach: Firbolg cleric from Misneach, offers guidance and support.
Arn: Owlin Blight Druid of the Runan Circle, provides Awakening Potions and assistance.
Ingunn: Strix warlock and leader of the Runan Circle, with dark motives and a hidden agenda.
Fey Board of Inspection: A multi-plane organization investigating the curse.
Runan Circle: A fey-only group with their own agenda, distributing Awakening Potions.
Misneach Residents: Diverse inhabitants affected by the curse, seeking help from the PCs.
Platypus (CR 0): Small, semi-aquatic creature with a venomous spur.
Pixe (CR ¼): Tiny, mischievous fey with illusionary and enchantment abilities.
Sproutlet (CR ¼): Small fungal creature, often found in tribes.
Spore Sproutlet (CR 1): Champion Sproutlet with commanding powers over their kin.
Dilophosaurus (CR 2): Agile dinosaur, spits venom to blind and poison prey.
Green Hag (CR 3): Malevolent fey witch, masters of deception and curses.
Bloodcap (CR 3): Small, yet bloodthirsty creature, thrives on the essence of the living.
Coven Mother (CR 6): Powerful witch, leader of a coven with formidable magic.
Fomorian (CR 8): Giant twisted by dark magic, deformed and malevolent.
Night Hag (CR 10): Evil hag, travels the Ethereal Plane to torment mortals.
Twisted Treant (CR 15): Corrupted tree guardian, immensely powerful and hostile.
Svetlo Pond: A mystical, glowing pond believed to have magical properties. Final confrontation site.
Yasna Cave: The meeting place of the Yasna Council.
Polana Square: The central area used for meetings, bartering, and the Kvetny Festival.
Zlato Union Camp: Posing as a merchant caravan, the mercenaries have stopped by the Festival grounds.
Harmonya Enclave Emissary Camp: The elves from the Enclave always attend the Kvetny Festival, and many elven merchants participate in the event.
Hippogriff Nesting Grounds: A protected area deep in the forest.
Medovy Tavern: The local inn and a hub for gathering information.
Dryad Matriarch Verbena: Initially an antagonist, she can become an ally if cleansed of the influence of a malevolent forest spirit.
Zaryana Mesic: Centaur Warrior concerned for Verbena. Offers combat assistance and insight.
Buk the Treant: Wise treant providing guidance.
Blizbor Cherny: Dwarf Fighter and Zlato Union spy, leading the operation.
Gvizd: Kenku Ranger knowledgeable about the forest and its secrets.
Radko: Satyr Bard organizing the Kvetny Festival and gathering information.
Verbena’s Faction: Focused on strict protection measures.
Yasna Council: Seeks a balanced approach to forest defense.
Zlato Union: Aims to exploit the forest’s resources for power and wealth.
Harmonya Enclave: Home of the Elves, located in the neighboring forest behind the wide river.
Wolf (CR ¼)
Swamp Hopper (CR ½)
Dire Wolf (CR 1)
Brown Bear (CR 1)
Dryad (CR 1)
Will-o-Wisp (CR 2)
Faerie Dragon (CR 2)
Hippogriff (CR 3)
Owlbear (CR 5)
Ancient Giant Elk (CR 10)
Ancient Treant (CR 15)
Temple of the Divine Sun: Sanctuary and ritual site.
The Grand Library: Source of ancient knowledge.
Caudle Tavern: Hub for rumors and faction meetings.
The Old Grove Cemetery: Graveyard amidst an eerie forest. Epicenter of undead disturbances.
Elric Gwyrmane: Cleric of the Order of the Divine Sun.
Cedar Oswell: Exiled Wizard with knowledge of death.
Carrion: Warlock with dark powers.
Drustan Arwood: Oathbreaker Paladin seeking glory.
Osgar Leifberg: Ranger with a vendetta against undead evils.
Dulch Mingums: Dwarf graverobber who stole the Phylactery.
Order of the Divine Sun: Guardians against necromancy.
Broken Circle: Renegades with questionable methods.
Arcane Assembly: Scholars of forbidden magic.
Wounded Stirge Swarm: Spreading undead sickness.
Stirge Swarm: Spreading undead sickness.
Wight: Enforcers of the Dracolich.
Bone Naga: Guardian of the Dracolich.
Grick: Inhabits catacombs under the graveyard.
Stirge Broodmother: Spawns Stirge Swarms.
Vampire Spawn: Stronger enforcers of the Dracolich.
Banshee: Cursed spirit manifesting around the Old Grove Cemetery, sometimes spotted in the City.
Shades: Usually peaceful, but turn hostile when their resting place is disturbed.
Grick Ravager: Inhabits catacombs under the graveyard.
Dracolich: Central antagonist, trapped within the cemetery bounds.