Tuesday 7 May 2024

The Serene Republic of Juna

bay

NOTE: Juna was meant to be the big city to which the adventurers could turn if what they sought wasn't available in Forksbury. As a merchant city, it has embassies, trade missions, merchants, travellers and all manner of sketchy characters from around the world. Thieves guilds, assassins, sages, wizards, obscure orders and rare and hard to obtain items can all be found here. To make it feel more real, I based it on Venice and wrote up an outline:

Juna

Ruler: Doge Camarius, married to Lady Helena of Avalon, daughter of Roland the Just.

Former rulers: Puplavo, Bianca, Regecarius, Regina, Wylan, Geoffrey, Tybrech, Maria, Fabian

Overview: The Republic of Juna, also known as the Serene Republic, is a city-state nestled amidst the tranquil waters of the Azure Lagoon, primarily on the island of Arran. It was founded by refugees fleeing undead hordes, ages ago, who found sanctuary on the islands of the bay. It evolved into a village of fishermen and salt workers. Now, Juna is a marvel of engineering, built by elven engineers from Erynthal on a network of over a twenty islands, connected by a vast system of canals, bridges and elevated walkways. Its stunning architecture of white stone, opulent palaces, and grand basilicas rise majestically from the water's edge, creating a mesmerizing skyline. The main city on Arran is attached to the mainland by a long bridge, and is heavily fortified with 2 concentric walls. 

Crest: Janos the two-faced god, looking both behind into the past, and ahead into the future. Juna is seen as the gateway into Bronn, between sea and land, past and future, rural and urban, and life and death. 


Juna has long struggled to be independent of Mercian influence, and has strained relations with Avalon. The betrothal of Roland’s daughter Helena to the Doge is meant to usher in a new era of cooperation. 


Juna is governed by a complex web of institutions designed to preserve the balance of power. At its core is the Great Council of Twelve, consisting of wealthy nobles who hold the highest authority. They elect the Doge, the ceremonial head of state, whose role is to represent the city. The Doge resides in the opulent Palace of Tranquility, a magnificent structure that serves as the administrative centre of the republic.


The Republic of Juna manages several strategic islands along its key trade routes, as well as territories on the mainland, known as The Terraferma, including cities, towns, and fortresses that contribute to the republic's military and economic might.


Known for its industrious spirit, merchants and artisans from all corners of the known world are attracted by the city's flourishing markets. Thousands of gnomes live in the textile quarter, building and maintaining the city’s automata looms, as well as other magical mechanisms. 


The canals and narrow streets teem with life, as merchants barter for exotic goods, gondoliers navigate the waterways, and performers entertain crowds in bustling market squares, such as the famous Merfolk Bridge, where water-dwellers come to sell fish, seashells and exotic goods from the deep.


Juna holds a dominant position in maritime trade, with a vast fleet of ships servicing lucrative routes. Junean merchants navigate the Midsea, connecting the East and the West, and bring wealth, exotic goods, and knowledge to the city. Older, more established merchants bankroll ambitious, young up-and-comers, who travel all over the world in search of trade deals. This helps the republic's influence extend far and wide.


The council provides extensive funding for the Hierophant’s Crusade against the undead, as the Lakbans are an important market for the Junoese. 


The Whispering Basilica, an architectural masterpiece adorned with magnificent mosaics, tells tales of the city's grandeur. In its transept, one can hear the voices of Junean saints of the All-Faith, whispering from beyond the grave. 


The Shimmering Bridge connects the Doge's Palace with the Eternal Prison, evoking both awe and a hint of melancholy. The Grand Canal, the main waterway, showcases the city's stunning palaces and elegant architecture. Hidden among the labyrinthine streets are secret passageways, hidden courtyards, and ancient buildings used as refuge during times of chaos.


The Forge is a vast shipyard and naval base, a testament to Juna's maritime power, where mighty galleys are constructed and launched into the waters. Napos flame-throwers, typically mounted in the mouth of a great sculpted lion on the prow, has given Juna the edge in naval warfare for a century now. 


The vibrant Silver Square, the heart of the city, buzzes with activity as locals and visitors gather to witness grand processions, enjoy lively festivals, and savour the flavours of Junean cuisine (heavy on shell fish) at bustling cafes. 


The Library of the Magi, within the Doge's Palace, holds a wealth of ancient manuscripts that have been collected and preserved over the centuries. There is even a vault of forbidden books of dark magic. Junean wizards focus heavily on water and wind magics, and often accompany naval expeditions. The Juneans believe in the importance of history, and gather up books from all over the Midsea in their quest for advantage over rival (merchant) powers.


The fortified town of Veltros, with its impressive walls and charming canals, offers a glimpse into the rural heartland of the republic, while the island of Omerun is renowned for its glassmaking traditions.


Political rivalries, both within and outside the republic, create a delicate web of alliances and ancient grudges. The city-state's powerful navy defends against pirates, rival maritime powers, and the occasional threat of invasion; a recent treaty with the merfolk will make trade routes even more secure. 


Great eagles are bred in the tallest of city spires, where they are trained from birth as scouts and weapons of war. Hippogriff are ridden by some Junean Knights; griffins are frowned upon due to their taste for horse meat. 


The great wealth of Juna has also allowed them to purchase the favour of brass dragons in times of peril. 


The three bridges to the mainland are guarded by legendary Stone Sentinels, powerful golem created over four hundred years ago by the sorcerer Califex and the stone giant sculptor Milnus. Milnus still lives in the dungeons beneath the city, creating sculptures that adorn the city’s richest towers.


Juna often relies on mercenaries for rank and file, with mixed results.  


Population: 52,000 (plus up to 60,000 foreign workers, merchants, sailors and mercenaries)

Products: Textiles, ceramics, glass, pottery, jewelry, furniture, precision instruments, automata, salt, fish, garum (fermented fish sauce), clams, pearls.

Military: substantial professional navy (funded by trade revenues, ships have napos flamethrowers in the bow), Junean Knights, stone sentinels, a state militia, alliance with brass dragons. Typically rely on mercenaries for external military missions. 

Tuesday 30 April 2024

Languages of Bronn

Babble on, Babel

Language is connected to geography; here's a little on the larger languages in use around the Midsea. If you want to revise language choices, feel free to do as I didn't fill this out earlier:
Common (Low Eltharian): a polyglot language that absorbed influence from languages around the Midsea, it was the language of trade in the old Eltharian Empire.
High Eltharian: The language of the elite of Elthar, of law, religion and diplomacy. It is still used around the Midsea by elites wanting to evoke the majesty of Elthar.
Catharese: The language of the Empire of Catharn at the east end of the Midsea, it is overtaking the use of Common. The Cathars were absorbed into the Elthar Empire ages ago, but their own culture remained strong under the surface and is now becoming ascendant.
Anvouan: The language of nomads who settled North of the Wornspine, founding Anvou and Rossoan. These lands are known for their magical forests, chivalry and poetry.
Gothic: Spoken in the Northeast, by Rugenmarch and the Gothic Kingdoms.
Seteshan: Spoken by the Kingdom of Setesh, the great desert kingdom of east Gudana.
Lavik: Spoken in the Lakban states, such as Salesia, Uzice, Halych, Vylach, Morea and Sylvania, it is the tongue of the nomad barbarians who overran the region following the collapse of Elthar. Common, however, is still the language of the people.
Ancient Elvish and fey tongues: Many islands and forests are still populated by fey and elves, who speak an ancient tongue that was once ubiquitous. It is known for being evocative and fit for song. Now it has broken into many dialects.
High Elvish: A very sophisticated language built upon eons of formal philosophy, epic poetry, diplomacy and artisan skills, it is more formalized than the more emotive Fey tongues.

Race relations in Bronn

 
monsters!

I wrote up some notes on inter-species relations (seems important to establish as a compass at the get go) for the campaign, then promptly forgot about it. I really have to print this stuff out as quick reference, otherwise I just wing it: 

Relations between peoples in Bronn vary by region, but there are persistent themes: humans, goblins and dwarves in particular fight over mines. 

The fey and wood elves are often locked in conflict with humans over logging and the expansion of farmlands. Goblins, fey, humans and high elves fight endlessly over the forests themselves. Some woods are still guarded by ancient treants, while others have fallen into the grip of chaos beasts.

Gerts, the obstinate and aggressive goat men, fight over hills and mountains with the goblins, giants and dwarves. 

There are stories of winged bird-men and their inaccessible aeries in the Wornspines who were prized for their feathers and the (supposed) medicinal benefits of their ground wing bones, but they have not been seen in living memory.

Thrunds, known to some as ‘noble goblins’ are found in the east of Bronn, where their martial prowess is not to be underestimated. They congregate in barrens, forests and mountains. They are fine craftsmen, but their xenophobia limits trade.

Gnomes and kobolds have a deep blood hatred, second only to their animosity with goblins, who will enslave gnomes whenever the opportunity presents.

Dwarves hate goblins most of all, and have difficult relations with high elves, who also mine and covet their precious gems. Dwarves fear and stigmatize magic, which they have no aptitude, and are deeply distrustful of wizards.

Of all these relationships, the most variable is that between high elves and humans. In the north, humans hate and fear the high elves of Erynthal, who will regularly launch punitive expeditions from their island stronghold against those who desecrate their ancient temples and sacred forests on the continent.

Anvou, which has always prized nature and has a strong druid tradition, is an exception, but this has strained relations with their human neighbours.

In Avalon, high elves are revered, as they helped expel the armies of Mercia. It also helps that the numbers of the High Elves have dwindled over the centuries, and their realms shrunk in turn. Relations with fey and gnomes can be strained, thanks to industry and logging.

Avalon’s druids and verderers work diligently to right the imbalance; farmers even form alliances with fey, offering goods and food in exchange for enchantments that provide bounteous crops yields.
The Sea Kings, as well as the Norgrun, have had a long rivalry with Erynthal, filled with piracy, raids, blockades and outright war. Enslaved elves are common in the Norgrun villages, and vice versa.
The Gothic Kingdoms are an unstable region of ever fluctuating realms, beset by roving bands of warriors; the Skaelingweald is feared and avoided, for it is filled with goblins, spiders, ogres, trolls and worse.

Most races live in isolation from each other.

The Serene Republic of Juna is the exception to the rule: a multiracial hub in southern Arthea, many races associate peaceably here. There are ambassadors and merchants here from kingdoms a world away.

Catharn, at the eastern end of the Midsea, is also quite cosmopolitan, although there are occasional fits of xenophobia orchestrated by the dark cabal that rules this fragment of once great Elthar.

The capital of Setesh, on the southern rim of the Midsea, is also said to be a great cosmopolitan hub, where people and trade from the world over mingle. A land of dark sorcery and strange rituals, they are known for their cyclopean sculptures and elaborate desert tombs.

The Lakbans are populated by many different peoples, locked in an endless competion for territory and resources. It has been conquered repeatedly, with each wave of invaders overwriting the previous, leading to multi-generational grudges. Dragons, manticore and goblin raids from the mountains keep them militarized and impoverished. It is both the site of The All-Beings first revelation, and frequent outbreaks of the undead. Powerful magical energies flow through it, for good and ill.

There are other sites in Bronn where ancient magics were awoken in ancient times, fissures in the fabric of reality, through which the impossible can flow. And sometimes still does.

Many of these sites are lost to time, grown over and forgotten.

Magic is a rare and precious phenomenon, understood by few, accessible to fewer, and feared by many.

Notes on gnomes, for the Arthea campaign

gnomes
Cheeky lil tykes, gnomes

On the verdant surface of Arthea, there are two types of gnomes: the Fiahla Aonar (or Lone Gnomes) and the Mari Sraid (Town Gnomes). The Fiahla live alone in forests, communing with nature and listening to the tree spirits, animals and plants. When large numbers of people are around, they drown out the voices of nature, creating a cacophony that sensitive gnomes can find discombobulating. Tribal/town gnomes find more satisfaction in the harmony of a community of peers, and work closely with each other, in speechless synergy, to a degree other species find eerie.

Gnomes are all very talented with their hands, often dedicating themselves to gardening, knowledge of plants and potions, or to finely crafted machinery. Their keen eyesight and nimble fingers allow them to create incredibly small, intricate devices. Some work in tandem with wizards, producing delicate automata. These are strictly regulated, and stamped with the insignia of the approved wizard orders, lest they be burned as instruments of The Devil.

There are still some Fiahla gnomes living in Pelshire, although their numbers are greatly diminished thanks to logging. Several ancient forests have been cut down to build the great merchant fleets of Juna, and to heat the great city in winter. This has caused tension between the fey and authorities of Avalon. Although a treaty was signed decades ago, verderers and druids have clashed repeatedly with nocturnal loggers, illegally cutting down trees, and fey have raided logging camps. Gnomes have built ingenious traps and devices to protect the trees in the area, and they are blamed for anything that goes wrong in the logging camps. Farmers adjacent to forests, too, hate gnomes, whom they suspect of sabotaging their crops.

Many displaced gnomes found themselves in the city of Juna, where their abilities are highly coveted. That does not prevent some from being press ganged into dim factories, where they are ruthlessly exploited by cruel overlords. The Guilds of Juna do their best to prevent this sort of abuse of their most prized workers. There is even a semi-recognized guild for gnomes, the Gorman Clair.

Sunday 7 April 2024

Map of Western Bronn from the world of Arthea

Map of Bronn from the world of Arthea
This is a segment of a larger world map, focusing on the continent of Bronn, from the fantasy world of Dragon Garage. I built it out for two reasons:

1) I really wanted to do a sequel to Dragon Garage, and maps can add verisimilitude to a fantasy novel setting.

2) I needed to build out a fantasy world for a Dungeons & Dragons role playing group set in the same world. 

Combining the two tasks seemed like a reasonable idea.. at first. 

The scope of the book is comparatively narrow, far more narrow than what is needed for a role playing game. I think that's true of most books. You need an entire series to really populate an open game world.

The section above is where the adventurers are currently, but it does extend beyond, forming 3 full continents: Bronn, Cassea and Gudana. 

It's based on the inaccurate, distorted maps from early in the Age of Exploration. You can see the basic outline of Europe, with Spain in the south west and Italy towards the south east. I changed it further, adding island chains to shield shipping along the Western Ocean edge, and more islands in The Midsea (analogous to the Mediterranean). Cultures echo medieval Europe.

The book is set in the western tip of Kingdom of Avalon, near Forksbury. 

Originally, I wanted to create the entire game world of Arthea from scratch, extrapolating from popular mythology, but quickly realized how monumental a task this was. As a result, over time, more Dungeons & Dragons elements popped up. 

I also wanted to use a less well known game system, but... D&D is ubiquitous, everyone knows it, and it would be the easiest to get up and running a campaign with (even if I hadn't played in decades). 

I even added the city of Neverwinter (it appears in the D&D movie) on the West coast of Aosta: it's a city that figures in popular pre-made adventures, so I have something to fall back on if my ubermegadungeon falls flat on its face.

D&D has TONS of monsters, multiple compendiums of them, which is awesome. Coming up with an endless stream of creature encounters (not to mention spells) for players... yikes.
I can create a limited series of creatures and mythology for future books, a bit at a time, but it wouldn't be enough for a gaming group. Not for years and years...

As time has passed, my plans for Dragon Garage sequels has evolved, and now I'm not sure about the world anymore. Ah well.

That's the problem with writing fiction: new (and sometimes better) ideas are always occurring!
Along the north rim of the Midsea, Bronn is tropical to temperate. The North is temperate to arctic in the far north, especially past the Icethorns, where the giants and dragons rule. The Island of Erynthal, north of Anvou, is the bastion of the High Elves, and many of the surrounding forested islands are still ruled by fey.
To the south of Avalon is the Twilight Empire, the rump of the once great Eltharian Empire.
Gudana is dominated in the West by The Great Jungle, and the East by The Great Desert, separated down the middle by a great mountain range known as the Southspines.
The jungle is said to be dominated by lizard folk known as the Makara, and evil snake-people. Their naval raiders, known as ’sea snakes' prowl the northern shores of the Midsea, abducting villagers to sell into slavery. Humans are worked near to death and then eaten during the spring mating festivals of the snake-people.
Setesh dominates The Great Desert, and their sorcerer-pharaohs are known for dark magic and necromancy. They have green-grey skin, or blue-grey, while the commoners have mostly grey skin. In the east in the fabled Kingdom of Petenasem, home of the Sphinx-prophets. Many fabulous and magical kingdoms are to be found along the Sun Coast of Gudana, the passage to the Far East, of which little is known.


Saturday 30 March 2024

The Tomb of Aethelwulf: A Dungeons & Dragons adventure scenario

Map of the Tomb of Aethelwulf
Map of Aethelwulf's Tomb

Note: This Dungeons & Dragons adventure takes inspiration from the 'Five Room Dungeons' movement on the internets (specifically the awesome Matthew Colville). I couldn't keep it at five rooms though, and it ballooned to around 20. It's meant as a starter adventure to take Dungeons & Dragons players from level 1 to level 2, and is my first effort to create a dungeon since, well, high school. Consider yourselves forewarned! Use and modify as you see fit.

Inciting incident: 

Two villagers, Alwyn and Gwyneth (two women), come running down a hill, towards the tavern the characters have just left. Gwyneth has an arrow embedded in her arm. They are out of breath and terrified. 


“Verily, milord! Kobolds! Them foul creatures be defilin' the sacred resting place of Aethelwulf! They're... they're conjurin' dark sorcery, I says. And there were a necromancer, pale as death itself, breathin' fire; his evil gaze struck down Waerstan! They've snatched Oswin and Godric. I beg thee, someone, save them afore 'tis too late!


The village priest of Fairfield, Athric, asks you to go to the tomb, rescue Oswin and Godric, and cleanse it of the kobold infestation. He will pay you 50 gold if you do so, and quickly. 


It is the fifth of the month of Darkwane: the snows have melted, the days grow longer, and buds appear on trees. 


The Remembrance festival starts in 3 days, when heroes of the past are celebrated. Sir Aethelwulf was the greatest of these, fighting the undead in holy crusades for years before retiring to his farm. His spirit is believed to watch over the spring planting. For that to go well, the ritual offering must be made at his tomb on time.


Aethelwulf is said to have wielded the holy sword of Duranthar, which served him well against the Necromancy. He also bore the Aegis of Alamane, an enchanted shield. Supposedly these rest with him in his tomb.


Praying at the Altar of Aethelwulf may be heard by his spirit, and grant advantage on an attack roll the next time the players face undead. It will also cause 1d6 of radiant damage to the target.


If the characters fight to prevent the desecration of Aethelwulf’s tomb, there is a chance, should they be in dire peril (only from undead), that he will appear as a spirit to aid them (1 in 20).


1. Glen outside the tomb: The entrance is set into the face of a limestone cliff face, flanked by two twenty foot tall reliefs of Seraphic Knights carved into the rock. In centre of the glen there is a statue of Aethelwulf atop a ten foot tall granite plinth. Like the reliefs, it is weather worn and covered in moss, but the inscription in the base has been recently cleaned. 

BADDIES: There are two kobolds on sentry duty in the woods nearby (if at night), or inside the darkness of the entry chamber (if during day). They are armed with crossbows and daggers. As soon as the characters move into the clearing, they will open fire from the cover of the woods/entrance. They fire with disadvantage if outside during daylight but are not affected inside the entrance. The zombies and skeleton will then attack. If inside the entrance, one kobold will fire a bolt and then go to warn the necromancer inside.


TOMB DOORS: The tomb doors are heavy, and made of copper. Reliefs panels depict knights praying, boarding a ship, slaying undead creatures, and laying siege to a city. Someone has scrawled graffiti in charcoal across the door: 


The dread it feigns is but a guise,

Embrace the truth, and it shall demise.


TRACKS: There are many tracks going in and out of the tomb. Some are human, some kobold. Some are imprints of… skeletons, and others seem to be of the lame. 


STATUE INSCRIPTION:

In every skirmish, he led the way,

Guiding his comrades, come what may,

From treacherous crypts to haunted glens,

His bravery inspired his loyal friends.


STATUE PLINTH: On the side of the plinth there is a panel that can be pressed, it pivots when pressed, revealing a small chamber containing an iron key that unlocks the storage rooms and secret library.


2) Entry chamber

A clean chamber decorated with elaborate frescoes, with a twenty foot wide staircase at the north end, flanked by large braziers that burn with golden flame. A cold damp wind howls from the hall beyond. There is a heavy oak door in the middle of the east wall. An extinguished torch lies in the centre of the chamber. Blood splatters nearby lead towards the stairway. 


FRESCOES: Depict a noble knight across several panels, with him praying, giving food to the poor, confronting undead hordes, leading a great army, and standing at the side of a king with a long red beard. 


ODDS and ENDS: there is a broken back half of an arrow shaft lying near the entrance. There is blood on it.


3) Storage room

A small musty room, 20 feet by 20 feet. There are stacked barrels and crates along the south wall. Along the east side is a copper rack with picks, shovels, torches, and a coil of hemp rope hanging from it. One  barrel has been smashed open; white sand has spilled out. 


BARRELS: There are two barrels of oil, 4 of sand. There is a crate filled with blue robes of various sizes, a crate torches, and a crate filled with small carved soapstone figurines of knights (50 figurines). 


ROPE: 100 foot long.


4) Bridge over chasm + river

A long bridge fitted stone, lit by flickering gold flames set in small braziers along its length, crosses over a deep and vast limestone cavern, and reverberates with echoes. Glittering ore streaks can be seen in the rock, which is slick with moisture. Long glittering stalactites hang from above, and the roar of rushing water can be heard far below. The air is damp and cold, and you taste the tang of minerals.


To the west, set in the cavern wall, is a stone platform surrounded by a railing, jutting out, illuminated by a flicking light from an iron brazier set in the centre.


Far below, on the east side, you can dimly perceive an elaborately carved passage cutting through the rock, under a thick lintel. A stone slab platform is set in front of it. The edges have eroded away into the foaming water. An old boat is tied up to a stone column at the platform’s edge, with two oars lying on it. 


You can hear the faint flapping of wings in the darkness above…


MONSTERS: Two winged kobolds flit about the cave. They will attack anyone who tries to cross. A kobold on the west platform will fire crossbow bolts. 


5) Hall of Offerings

This is a long chamber with two rows of stone columns carved into the effigies of knights, hands resting atop sword hilts. At the far end is a large burbling fountain atop an inscribed plinth, about 80 feet away. The walls are painted with colourful frescoes. 


The far end is lit by two torches mounted on sconces set into the columns. There are dirty blankets, animal pelts and straw piled around the base of the fountain. A giant rat, tied by a leash to the furthest column, squeals and strains, trying to get at intruders. 


FRESCOES: Depict knights saving villagers, fighting the undead, and praying to the All-Being. There is a dry barren fountain in the centre of the chamber; a pile of sacks in the north east corner.


There are bags of copper coins bearing Aethelwulf’s visage piled in the NE corner (72 cp).


FOES: Four kobolds and a pet giant rat on a leash. The kobolds will hide with their crossbows behind the columns and ambush players as they approach.


TRAP 1:

The first set of columns has a trip wire between them that will spill a trough of oil on players as they advance. The kobolds will then light their crossbow bolts (flaming rags tied to the tips) and fire them at the player. If they are covered in oil, it will do 1d6 fire damage for 1d6 turns; can be put out by rolling on floor DEX DC 10 to put out, can keep rolling for 1 save per turn.


TRAP 2: 

At the second set of columns is a trip wire trap (SPOT WIS DC 10) that will topple a player prone. DEX save DC 10 or take 1 point damage.


4 KOBOLDS, GIANT RAT


Embedded into the limestone base of the fountain is an inscription:


HERE IS INTERRED THE HEART OF AETHELWULF, HERO OF AVALON.


On the back of the fountain is a pressure panel, which will open a small vault on the front. Inside is a small brass chest decorated with red garnet stones. Inside it is a mummified heart. 


HEART OF AETHELWULF: Those who bear the relic are alerted to the presence of the undead, like a weapon of warning. The bearer will hear an unnerving whine when they are near. The relics material worth is 100 gp, but it is virtually priceless to the Seraphic Order (1000 gp). It rightly belongs in the tomb, and removing it, or trying to sell it, will be looked upon with extreme ire by locals and anyone who values it. 



6) Hall of Warriors (19 sarcophagi)

There are modestly decorated sarcophagi in two rows in this L shaped room. Most of the lids have been set on their side, against the sarcophagi. 


A stone ringed cross of the All-Being has been thrown down near the entrance, smashed into a dozen pieces.


There is an inscription on the wall. 


Non nobis, Domine, non nobis, sed Nomini tuo da gloriam

 

(Not for us, My Lord, not for us, but to your Name give the glory)


INSIDE THE SARCOPHAGI: Corpses of knights, clutching a sword lain over their chest, lie wearing their finest plate mail armour, now rusted. 


5TH SARCOPHAGUS: Tucked beside the knight is an ivory tube with a brass skull effigy cap. Inside the tube is a delicate parchment map of a desert beside a mountain range, showing the location of the legendary Cursed City of Amit, otherwise known as The City of the Dead. It is rumoured to be the richest city in all the world, lined with gold and precious jewels. 


SOUTH END: A pile of burnt branches and ashes, and small animal bones scattered around them. 


7) Platform overlooking chasm (high)

Stone platform with a roof slab supported by columns sculpted to look like knights. There is a brazier with a magical flame here.


INCRIPTION ABOVE THE ENTRANCE: 

Now resting here, in honor, side by side, 

Their legacy of greatness shall endure, 

Their names engraved, forever to abide, 

In tales of old and battles pure.


8) Landing platform (low)

The stone tiles are slick and wet. Something in the water submerges with a ‘ploop’ sound. There is a strong breeze from the west and the air is damp.


GIANT FROGS: The water is inhabited by giant cave frogs, who live on blind fish, but aren’t picky where their meal comes from; they will attack players near the water’s edge.


9) Island in river

On the island is the body of a long dead ‘monk’ slouched over a copper chest. Beneath his robes is leather armour, a dagger, and a pouch containing a lockpick set. Inside the chest are 110 gold pieces, a +1 short sword (+2 vs undead) called Victus that was once wielded by the paladin Aed, and is said to have slain the great barrow wight Drathoric, a Wand of Web (4 charges), and two scrolls: Pass without Trace, Bless.


10) Badge storage chamber 

Hundreds of tin badges bearing the image of Aethelwulf are stacked on a shelf. There is a stool and a table here, an oil lantern, and several hundred leather strings. In a bowl are 20 tin badges that have been attached to string to make an amulet.


11) Altar of Athelwulf

The walls are lined with frescoes. Against the east wall is a marble altar on a broad plinth, topped by a statue of Aethelwulf praying; an inscription is set below him. A battered chest, two metal cages, and two burlap sacks are on the south side of it, near where a small fire burns beneath a spit. You can smell the sizzle of fresh meat.


Gleaming black shell casings are scattered across the floor. 


Caltrops gleam in the light, directly before the entrance. Behind them are toppled oak barrels and stacked crates, behind which several small creatures crouch. 


To the North side of the entrance is a knight in tarnished armour, engraved with holy symbols; within is a desiccated corpse, which glows with a sickening green light. It wields a mighty two handed sword.


FRESCOES: The North wall with pictures of Aethelwulf farming and planting, the South wall with Aethelwulf leading an army against undead, before a mighty castle.


ENEMIES:

There is a zombie knight, a kobold shaman, 3 kobold warriors and 1 giant centipede here.


KOBOLD SHAMAN, 3 KOBOLDS 2/w crossbows, 1 GIANT CENTIPEDE:

The kobold shaman works with the necromancer, who is helping increase the power of the tribe and promises to teach the kobold shaman necromancy. The kobold will order the trained centipede to attack, and will flee if wounded.


The kobold shaman has a key for the cages. 


ZOMBIE KNIGHT

AC 16, HP 18, attack -1, damage 1d10; resistant to fire, necrotic damage. Speed 10ft, STR +2, DEX-2, CON+2 It wears enchanted armour, holy armour, and if blessed, it will glow with a white light and incinerate the zombie within.


SHAMAN

AC 13, HP 17 Speed 30ft.

STR -1 DEX +2 CON +1 INT 0 WIS +2 CHA +1

Pack tactics, sunlight sensitivity, passive perception 11, Languages: common, draconic

Spells: Produce flame, shillelagh, cure wounds, fog cloud, healing word, flaming sphere, heat metal

Armed with a cudgel Att +1, 1d4 damage


GIANT CENTIPEDE

Small Beast, Unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 30 ft., climb 30 ft.

STR (-3) DEX (+2) CON(+1) INT(-5) WIS(-2) CHA(-4)

Senses Blindsight 30 ft., Passive Perception 8

Languages --

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


KOBOLDS STR -2, DEX +2, CON-1, INT-1, WIS-2, CHA-1

Senses: Darvision 60ft, passive perception 8

AC 12, HP 5, 5, 4; Speed 30 ft, Dagger +4, D1d4+2, Sling 1d4+2 range 60/120.


CHEST: Contains 230cp, 30sp, 20gp; a bone statuette of an infernal god (10gp, infernal focus point), a gold bracelet (20gp). A goblet of silver worth 10gp, 3 silver rings (5gp each). Sacks contain 1) 100cp and 2) silverware (100 pieces, silver, worth 50gp). 


ALTAR:

There is a marble altar topped by a statue of Aethelwulf praying set against the centre of the east wall, and an inscription below. 


PANEL:

There is a key hole to a panel lower on the altar plinth; it is a small key hole. Within the chamber is a small velvet bag tied with a piece of string, 4 glowing crystals, a silver medallion, and five vials filled with a clear blue liquid.


BAG: Contains blessed seeds that will grow into mighty oak trees. They go x10 times as fast as normal. 


VIALS: 5 potions of healing: 2d4+4 each.


MEDALLION: It is a Crusader's Living Spirit Medallion: It bears a relief of an angel shielding a praying knight before a grave. Grants resistance to necrotic damage and is inscribed with ‘Fortitudo Vitae’


RADIANT CRYSTALS: Glowing crystal, that when thrown, detonates and releases 1d10+2 radiant damage to undead. It does not damage or affect the living, other than temporarily blinding them. 


ALTAR INSCRIPTION:


Oh, Aethelwulf, a name forever sung,

In legends, your praises will be strung,

Pelshire's champion, with heart ablaze,

Your memory lives on in eternal praise.


Reciting the verse and laying an offering before the altar in good faith opens the secret door to the crypt. 


The secret door can also be spotted and forced open with a STR DC roll of 15. Players may assist each other in opening it.


11 A) Opens when a player repeats the altar inscription to Aethelwulf. Before the wall are scratch marks in an arc (the door swings inward) on the floor. WIS DC 14 to spot the latch that opens the door, hidden at the base of the wall.


12) Library of Athelwulf

Stone shelves stuffed with scrolls and books, some now gone to rot; the room smells of must and mildew. There is a smooth stone table and several worn stools in the centre of the chamber. 


Tomes on martial arts, religious doctrine, prayer books, lists of knights, visitors, curators, ceremonies, ledgers of transactions, genealogy trees of local farmers, history of the Order of Dawn, The Seraphic Order, and more. Many are in other languages (High Eltharian, Catharese, Aostan, Old Avarish). 


Some of the more interesting texts:


"Liber Arcanum Aetherealis" (The Ethereal Tome): Penned by Aethelwulf himself, this tome chronicles his encounters with ethereal entities (from ghosts to apparitions) and their influence on the mortal realm, offering insights into the interplay between material and ethereal planes.


"Codex of Sanctified Wardings": A compendium of protective incantations and holy seals crafted by Aethelwulf's high priests and closest allies. It details wards against necromantic forces and safeguards against the corruption of malevolent energies. +1 on the next dispel magic roll.


"Lakban Chronicles: The War Against Shadows": A historical account chronicling Aethelwulf's campaign against the necromantic threat in the Lakbans, describing battles fought, allies rallied, and the strategies employed to confront the dread Luthius, Lord of the Undead. Luthius would often feign a retreat and then turn upon pursuing knights as their horses tired and ranks became ragged.


“Luthius: Bane of Light": A forbidden text detailing the dark origins and powers wielded by Luthius, shedding light on the nature of his malevolence, including an overview of flesh golems and death knights he employed. Little known fact: Luthius was resistant to radiant energy, but vulnerable to fire.


"Avalon's Resilience: An Analysis of Necrotic Resurgence": A scholarly examination of the cyclical nature of necromantic threats in Avalon's history, with Aethelwulf's annotations on how to fortify against such resurgences. Great trauma, whether from battles, plague or natural catastrophe, opened up gateways to the beyond, through which the dead could return. These sites needed to be blessed in order to seal the rift.


"Divine Edicts of Light's Justice": A collection of sermons espousing the virtues of righteousness, penned by Aethelwulf to inspire future champions in their battles against darkness. Provides +1 attack for 1d6 hours after reading when fighting undead.


"Tome of Benedictions: Healing Arts of the Paladin": A manual detailing sacred healing techniques practiced by Aethelwulf and his followers, combining divine blessings with medicinal lore to mend wounds inflicted by unholy forces. Add +1 to cure wounds/healing rolls for paladin who have read the book. 


“Codex of Cosmic Balance": Explores the delicate equilibrium between life and death, delving into Aethelwulf's philosophical musings on the necessity of harmony in the cosmic order. Bestows +1 to wisdom rolls against undead attacks for 1d6 days after reading.


“Lore of the Lakbans: Veil of Shadows": An exploration of the arcane and necromantic practices prevalent in the Lakbans, documenting their rituals, artifacts, and the dangers posed by these malevolent arts. +1 to knowledge rolls related to undead and the Lakbans.


"Paladin's Oathbound: Tales of Sacrifice and Triumph": An anthology of heroic deeds and sacrifices made by Aethelwulf and his companions, serving as an ode to their unwavering dedication in combating the forces of darkness.


13) Stairs over chasm

A narrow stone bridge of worn steps soars over a seemingly bottomless natural chamber. Chains hang from oak crossbeams far above, set into the cavern walls. The slick wet walls glisten with ore, and what might be gold. There is a thirty foot wide platform, ten feet deep, before the stairway, and a room as wide on the far side of the cavern, leading up into a chamber beyond. 


THE ‘GHOST’:

As you approach, a ghostly figure appears at the top of the stairs, emanating an unearthly green glow. It appears to be Aethelwulf himself. He draws a great sword and bellows, “Who dares disturb the rest of Aethelwulf? Begone, lest Duranthar strike you down!” 


He is sickly green and glowing, streams of mist peeling away from him into the dark, as if he’s eternally disintegrating, cloak buffeting in the howling wind, which sounds like a thousand voices crying out in anguish. It’s hard to hear anything else.


In a bone chilling voice he says, “Who dares disturb the rest of Aethelwulf? Go back, foul thieves. Go back.” 


He laughs if you try and shoot arrows at him, as he is unaffected. He can engage in limited conversation. His task is to frighten. 


The ‘ghost’ is an illusion created as a guardian of the tomb, it doesn’t matter. It is harmless and can be passed through safely. It can, however, cast FEAR.


WIND: There is a sudden gust of wind that threatens to knock you off balance. Make a DEX or STR roll to avoid being buffeted off the stairs, DC 10. If hit by a blow, make a DEX save to avoid falling off.


CRUMBLING STEPS: Some of the steps are crumbling. WIS/Perception DC 15 to spot them before crossing. They crack and shift as you climb up them (especially after the boulder rolls down); DEX DC 15 to avoid falling as a stair collapses otherwise. 


BOULDER 7 foot round (rolled by ZOMBIES): 3d6 damage if hit, 6d6 if rolled over. Dodge it DC 15 on bridge. Can leap for a chain DC 8. Boulder weighs about 6000 pounds. A large 8 foot round round boulder will be rolled out by zombies down the stairway to try and crush the players. DEX 15 to dodge, DEX 12 to grab a chain off to the side instead of falling into the depths. DEX 8 to grab if fail first time, but now 1d20 feet down.


HANGING CHAINS: Some of the chains are blown over the stairs by the wind, threatening to hit you. Attack -6, 1d4 damage, DC 6 DEX or get knocked off balance and fall.


13B) Old mining platform. Scattered bits of wood. There are holes 6 inch wide in regular pattern in the stone tiled surface. There is a wooden crane that extends out off the east side, and tarnished metal tracks that lead to the west side and a small round hole in the limestone. 


14) Chamber of Pillars

A large square chamber with four 20 foot wide pits in the corners, forming a cross, lined with stone pillars with thousands of names etched into them. The ceiling is almost 20 feet high with dozens of oak crossbeams. A tattered, mouldy red curtain hangs a rod set over the middle of the east wall. It is colder here. 


MUCH colder the closer you get to the curtain.


The mosaic floor features ten foot wide squares overlaid with an elegant, flowering, curling vine that flows northward from a point at the centre of the south side. Stinging insects are depicted around the vines. There are several burnt husks of what were once humanoids lying on the floor in heaps.


FLOOR TRAP: Those who step away from the vines are engulfed in a column of flame from within the mosaic square, which glows red, then erupts, causing 1d8 fire damage. A square then takes 2 rounds to recharge. 


There are 4 zombies and an acolyte commander here. “Go back, wretched intruders!” “You do not understand the powers you are interfering with!” He will send the zombies against the characters. They are unarmed, claw attacks only. 


ZOMBIES AC 8, HP 22 +3 to hit, 1d6+1 bludgeoning, on dying get save: 1d20, if more than 5+ damage, they go up to 1 HP and keep going.


ACOLYTE AC 8, HP 7, +1 to hit, dagger 1d4. Wears medallion of the Necromancer, a skull in lead with silver traceries, inscribed with "Clypeum Acutum” (Sharp Shielding). 10 platinum pieces (Eltharian doubloons). 


14B) Ten foot wide pit, 20 feet deep. It is colder here. There is water below, freezing cold. Walls are slick and cold stone.


15) Dragon pit

The bones of a large dragon are laid out on a bed of gravel at the bottom of a pit, 10 foot deep, along with dozens of poplar spears. There were once frescoes on the walls, but they have all deteriorated into illegibility. There is brown mould to the west, making it particularly cold. The air is still, frigid, and damp.


BROWN MOULD

AC 5 HP 5, vulnerable to cold, bludgeoning, immune to fire, poison, fire heals it, cold kills it. SPORE BURST: 15 foot cube, lingers 1 min, DC 13 or take 36 HP 8d8 necrotic damage. Those who get close to it take 1 HP of cold damage per turn. 


16) Tomb of Athelwulf

Two skeleton guards with copper shields and wielding spears bar the entrance.


A tall figure in sumptuous purple vestments stands on the steps beside the sarcophagus of Aethelwulf, surrounded by dozens of flickering candles. He is a wizened and pallid, with sunken eyes that glow with a maniacal fervour. His lipless face is skull like, and his long silver hair is slicked back.


He is flanked by two black robed acolytes holding books bound in human flesh.


The marble top of the sarcophagus has been put aside. All around you, the stone walls have been meticulously painted with glyphs that make your skin crawl (symbols of Nergal), as has the sarcophagus, in a thick white paint.


Godric and Oswin are behind the acolytes, both held in small wooden cages, with large iron padlocks. (Each acolyte has one key).


AETHELWULF CORPSE: Red garnet stones have been placed in Aethelwulf’s eye sockets, and the egg of snake into his mouth. White powder of bone has been sprinkled over him, and fresh blood poured over his lips, which are now stained. Aethelwulf holds an ornately decorated bronze sword facsimile of Duranthar, a ceremonial replica which is -2 in combat. He lies on a decorative facsimile of Alamane (-1 in combat). The facsimile is worth 100 gp and the shield 150 gp to collectors, but only evil locals would even consider buying it. Anyone of good alignment will want them returned to the tomb.


THE NECROMANTIC RITUAL: The necromancer is attempting to raise Aethelwulf’s corpse as a death knight, but isn’t having much luck. 


On seeing the characters, the necromancer summons a BAT SWARM from the cavern beyond to attack.


The necromancer can also raise the other knights as armoured skeletons… if he has time.


The necromancer says some nasty things, fires off some spells, then disappears into green smoke and flees, leaving his bewildered acolytes to die. 


NECROMANCER 

Galdroch the Dread 

Galdroch is a tall, gaunt figure with sunken yet hypnotic eyes and a permanent scowl etched on his face. He wears flowing purple robes and an amulet around his neck in black obsidian. Around his waist hangs a sheathed dagger; he wields a long staff capped by a gold Seteshan vulture with red ruby eyes.

ST8, DX12, CO15, IN18, WI12, CH8

HP50, AC13 

SAVES: INT, WIS, CON +3

CLASS FEATURES

Arcane Recovery

Grim Harvest

+2 INT

Undead Thralls

Feat: Resilient (CON)

SPELLS

Cantrips: Chill Touch, Ray of Frost, Minor Illusion + 2

1 (IIII): Ray of Sickness, Mage Armor, Absorb Elements, Shield

2 (III): Mirror Image, Ray of Enfeeblement, Misty Step

3 (III): Animate Dead, Counterspell, Lightning Bolt

4 (II): Blight, Greater Invisibility


DUST OF BLINDING: he has a pouch at his waist, and in it is an itchy powder that he will toss into the air between him and characters, it will persist in the air in swirls for 6 rounds, and anyone who enters the space must save vs. CON 15 or be blinded for 1d6+1 rounds. 


2 ACOLYTES AC 12, HP 15, +3 to hit, dagger 1d4+1. Wear medallions with Skulls in lead and decorated with silver traceries. (Protect from zombie attacks by Necromancer’s raised army) 3 and 5 platinum pieces (Eltharian doubloons).


2 SKELETONS 

Medium undead, lawful evil

Armor Class 13 (Armor Scraps)

Hit Points 13 (2d8+4)

Speed 30 ft.

11 STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Vulnerabilities Bludgeoning

Damage Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Darkvision 60 Ft., passive Perception 9

Spear +4 to hit, 1d6 piercing damage

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.


Can animate more undead from the nearby chamber that has Aethelwulf’s most trusted knight henchmen. In there sarcophagi are the following lesser magic items:


Lionheart Brooch (20gp): A finely crafted brooch depicting a lion, symbolizing the knight's courage. When worn, it grants a +1 bonus to saving throws against fear effects. 


Virtuous Medallion: A medallion imbued with the knight's sense of honor. Once per day, it allows the wearer to reroll a failed saving throw against a curse or charm effect.


Tattered Rustic Travel Cloak: A rugged yet finely tailored cloak that provides resistance against cold weather and grants advantage on cold Survival checks in the wilderness (when repaired).


Chalice of Healing: A silver chalice that, when filled with water, becomes a font of healing. It can restore 1d4 hit points or cure minor ailments once per day.


Family Heirloom Ring: A ring passed down through generations. It can cast the Lesser Restoration spell to cure disease.


Whetstone of Sharpness: A magical whetstone that, when applied to a weapon, grants a +1 bonus to attack and damage rolls for 1d6 strikes.


Knight's Banner: A battle-worn banner that, when unfurled, emits an aura of bravery. Allies within its radius of 50 feet gain temporary 1d8 hit points at the start of combat.


Taking these things will be viewed as grave robbing and seen in very dim light by the people of Avalon. Anyone found carrying these out of the tomb will be arrested. They are there as temptation. 


17) Treasure room

The walls here are roughly cut and unadorned stone, and it is filled with chests, crates and barrels. Two large shields rest against them. Wooden shelves along the walls hold various artifacts, and a rack has well oiled weapons.


WEAPONS: nine knives, two maces, a Warhammer, and four long swords. 


CHESTS: Contain objects from Aethelwulf’s adventures throughout the world. Statues of various prophets, a griffin’s claw, a dozen dragon teeth, a hideous grey humanoid claw wearing jewelled rings, a necklace, a chalice of silver, a thick fur rug, a thick heavy robe of scales, a large glass eyeball, an Eltharian rug, a Catharn captain’s brass baton, six broken staffs engraved with unholy emblems and topped with skulls and demonic faces. Detect magic reveals their power is spent and they are inert. 


18) Great chasm

A large natural chamber of limestone, it smells of minerals. The walls are slick and wet and gleam in the dull light, and there are large fissures on the north side, leading into abyssal depths. Dozens of stalactites hang from the ceiling. Strange geometric patterns and glyphs can be seen etched into the chamber walls, at a very large scale.


The bottom floor of the chamber is filled with clear water and dotted with stalagmites.


A GHALEB DUHR living rock creature, a Namtaru or Quikstein, is living in this chasm, and it dislikes noise. If a battle occurs in the main tomb, it will wake the Duhr, and it won’t be happy. 

It speaks common.


GALEB DUHR DURRORUCH STONEGREAT

Size: Large 16 feet high

Type: Elemental

Alignment: Neutral

Armor Class: 16 (natural armor)

Hit Points: 105 (10d8 + 40)

Speed: 20 ft., burrow 20 ft.

Abilities: Strength 20 +5, Dexterity 11, Constitution 18, Intelligence 10, Wisdom 12, Charisma 9

Skills: Perception +3

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't adamantine

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13

Languages: Terran

Challenge: 6 (2,300 XP)

Actions:

Multiattack: The ghaleb duhr makes two slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Rock Catching: If a rock or similar object is hurled at the ghaleb duhr, the duhr can make a Dexterity saving throw DC 10 to catch the missile and take no bludgeoning damage from it.


The Galeb duhr eats rock, and collects precious gems. It can sniff out precious ores, gold and gems. They are slow to think and act, but determined once they make up their mind. 


Durroruch has made her lair beyond the main tomb. She also likes to sculpt, and there are geometric patterns in the rocks of the chamber. A concave depression, lined with gems, is set into the floor of the chamber, where she intends to move her egg (the boulder). She will want her egg returned.


She has an agreement with the keepers of the tomb to not disturb Aethelwulf’s resting place in exchange for being allowed to mine in peace.


19) Secret treasure chamber

A hidden space where there are ancient circles of rocks, animal bones, tusks, and piles of charcoal. The floor is rough and natural. 


B) Trap door

There is a stone that can be pressed before the trap door, that will fix it in place and make it safe to cross. WIS DC 12 to spot the trap door, which is devoid of dust. The stone in the wall is WIS DC 15 to spot. It is of a slightly smoother stone than the rest of the wall.


TRAP: 20 feet deep, 2D6 damage. 


C) Altar trap:  

Two altars have been dug into either side of the passage here, ten feet deep, lined with mosaics, each containing a marble sarcophagus, with the altar atop. There is an inscription above each tome, the west says ALL ARE ONE, ONE IS ALL; the east says PRAY IN PEACE, PASS IN UNITY. The altars are cracked and scorched.


Those who do not make the sign of The All-Faith as they pass will be hit by a blast of radiant energy emanating from the altars for 1d6 damage.


REFERENCE: 

These are the statistics for the magic items that have been replaced with facsimilies and are now lost:


Duranthar, Sword of Dawn, the Dawnsword

Weapon (Longsword), Legendary

History: Duranthar is a legendary sword wielded by the paladin Aethelwulf. It was said to have been forged by the famed swordsmith Adanthil and contains a sliver of the Holy Lance. It has been passed down through the ages as a symbol of valor and heroism.

Details: Duranthar grants its wielder a +2 (+5 vs undead) bonus to attack and damage rolls. It also acts as a weapon of warning, but only for undead presence. 


Additionally, once per day, the wielder can use the sword to unleash a powerful radiant energy burst, dealing 2d6 radiant damage to all undead creatures within a 20-foot radius (Dexterity saving throw for half damage). 


The Spirit of Aethelwulf may also appear if the players face an exceptionally dangerous and powerful undead being. Aethelwulf appears angelic and noble in full armour, bearing a spectral Duranthar. He will stay within 20 feet of the real sword for 1d10 turns, before dissipating. Undead creature's speed is halved in the area. Aethelwulf can strike once per turn, and it will always be the most powerful undead creature within reach. Targets must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage.


Place of Creation: Created in the fires of the Elves' Celestial Forge.


Aegis of Alamane

Armor (Shield), Unique

History: The Aegis of Alamane is a legendary shield said to have been carried by Aethelwulf. It was said to have been blessed by the All-Being.

Details: The Aegis of Alamane grants a +3 bonus to AC when wielded. Additionally, the shield has three charges, and the wielder can expend one charge to cast the Shield spell as a reaction. The shield regains 1d3 charges at dawn.

Place of Creation: Forged and enchanted by the Eltharian craftsmen of Mount Ebernus.


Crusader's Living Spirit Medallion: This ornate medallion grants the wearer resistance to necrotic damage and advantage on saving throws against spells and effects that would inflict a curse or disease. (Wondrous Item, Uncommon)