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ZG05 Caldron Born

This adventure involves a conspiracy operating beneath Cauldron Hill that threatens the peace between two nations. The party must investigate multiple plot lines, including cultists seeking to disrupt peace talks and a rogue fey lord, while racing against a ticking clock. Failure of any plot could spell disaster for the city of Flint.

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100% found this document useful (2 votes)
203 views

ZG05 Caldron Born

This adventure involves a conspiracy operating beneath Cauldron Hill that threatens the peace between two nations. The party must investigate multiple plot lines, including cultists seeking to disrupt peace talks and a rogue fey lord, while racing against a ticking clock. Failure of any plot could spell disaster for the city of Flint.

Uploaded by

HiveBee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EN5ider Presents:

Cauldron-Born
Part One
A 5E-Compatible Adventure for 7th- to 8th-Level Characters
Introduction
The Second Bird Alights Two other forces are at work in Flint — a cult of

A conspiracy has woven itself firmly into

the dark underbelly of the city of Flint. The

Royal Homeland Constabulary (RHC) has learned


dwarven assassins who want to disrupt a peace sum-

mit, and a rogue lord of the Unseen Court who seeks a

war between man and fey. Either plot will spell disas-

of its existence and knows it has a base beneath the ter for Flint, but can the party spare the time to stop

haunted mountain named Cauldron Hill. Now at the them before the doom beneath Cauldron Hill is born?

king’s command it is time to rip this threat from its


Plot Threads
shadowy womb and thrust it into the light of day. Similar to the second adventure in the series, in Cauldron-Born,
the PCs will find themselves racing against the clock to manage
the numerous threats in and around Flint. Before you run this ad-
venture you’ll want to be familiar with the Timeline, Background,
Adventure Overview, and NPC Roster.
Additionally, we’ve provided a Mission Dossier handout (Ap-
pendix C), which you can give to the players at the start of the
adventure, and a collection of NPC information (Appendix D, Dra-
matis Personae), from which you can divulge information to the
players at your discretion.

From the Pen of Seamlessly Updated to Fifth Edition by


Thurston Hillman EN Mike Myler
Publishing tm

With Additional Material by Ably Produced and Facilitated by


Ryan Nock Russ Morrissey

Evocative Cover Illustration by Special Thanks to


ShenFei Jamie, because if I’m going to dedicate a book to you, it’s going
to be the one with a giant robot on the cover; and Dan Houston
Stunning Cartographic Displays by and Falkus, Kickstarter backers who introduced Dester Rathnine
James Hazelett, Brian Patterson, Jonathan Roberts and Rosalyn Taylor; and to the hundreds of gamers who backed
the original release of Zeitgeist on Kickstarter; and to the over
Masterful Interior Illustrations by one thousand generous patrons of EN World EN5ider whose
Claudio Pozas, ShenFei, Eleni Tsami support has made this Fifth Edition update possible.
Includes art in the public domain
Open Game Content
with Unparalleled Layout and Graphic Design by The game rule information in this article is designated
Eric Life-Putnam Open Game Content. All other material in this article, including
maps, graphic elements, and illustrations (including graphic
Playtested for Maximum Enjoyment by elements and illustrations in the public domain), narrative
Michael Border, Walter Byers, Justin Engelking, and descriptive text, character and place names, trade dress,
Benjamin Riggs, Dennis Chiado “EN Publishing,” “EN World,” “EN5ider,” “Zeitgeist,” all EN
Publishing product and article titles, and Zeitgeist, EN World,
and EN Publishing logos, are designated Product Identity.

2 | EN5ider Presents: Cauldron-Born, Part One


Introduction

The adventure consists of a mix of party-driven investigation and Adapting the Adventure.
time-based events the PCs must react to. Three plot threads occur This adventure has to serve several purposes. First it’s the climax of
simultaneously, and the party has great flexibility to pursue them as the first act of Zeitgeist: The Gears of Revolution, and with a few
they see fit and even fail one or more while still reaching the climax. small tweaks it can be the end of the campaign if needed.
See DM Quick Reference: Timeline at the end of the adventure to Second, we want the adventure to work as its own story, with
help keep the various plots straight. enough fun events and locations that GMs can use it for inspiration
for their own campaigns.
To run this as a stand-alone, you can cut out a lot of the context
Timeline of the greater conspiracy, and put the focus on trying to protect the
The adventure begins on the 8th of Spring, in the year 501 aov (Af- peace summit from a “cult.” The dwarven radicals might be bundled
ter Our Victory), approximately two months following the end of in with Kell’s guild as members of a doomsday cult trying to stop
Adventure Four, Always on Time. the peace talks, with the fey Ekossigan as a third party complica-
• Spring 8. A carriage chase assassination attempt by Kell’s tion. The cult’s complex might just be well-hidden, or can be in any
thugs. The party meets with King Aodhan and are tasked to Plane of Shadow-style location, and instead of crafting a colossus
find Lorcan Kell. The B-Team picks up mediator Brakken. they might be summoning a doomsday demon, waking a dragon,
Asrabey, an emissary of the Unseen Court embroils the party launching a steampunk airship, or resurrecting a villain from your
in the search for a rogue fey lord. Dwarven radicals attack campaign’s history.
Pardwight University. Finally, this adventure can serve as the starting point of an
• Spring 9. The party and B-Team examine a broken golem for abridged Zeitgeist campaign. Start with the party having no
clues. A letter arrives from Vlendam Heid, warning the party knowledge of the conspiracy, so the focus is just on protecting the
about the eschatologists. The party takes command of the peace summit. The colossus bursts free at the end of the adventure,
task force to capture Kell. kicking off the missions in Adventures Six through Nine (to get con-
• Spring 10. Asrabey asks the party to take him to Gale. In trol of the golem before the Obscurati can).
the evening, the B-Team escorts Brakken to the club Sunset
Bench, one of Kell’s fronts. Late at night the dwarven radi- Unresolved Issues.
cals bring a ship full of monsters into the city. The main factors keeping Risur and Danor from establishing a long-
• Spring 11. Brakken and the B-Team witness the effects of a lasting peace are:
fey curse in the Cloudwood. An evening opera gives the party • Long-standing animosity in the leadership, who typically spent
a chance to nab Kell’s lawyer. their youths fighting in the last war and will overreact to any
• Spring 12. The dwarven radicals attack a subrail station in new provocation.
the morning. At sunset, paranoia in the Cloudwood leads • Ownership disputes of the lush Yerasol Archipelago. Each side
a mob to murder the mayor. Ekossigan performs his ritual will have to forcibly evict some of its citizens who are dug in
sacrifice in the evening. beyond what are considered “viable borders.”
• Spring 13. If the party hasn’t caught him yet, Kell leaves his • Fears in Risur that Danor will use peacetime to grow its influ-
hide-out at 3:00 am, giving the party a chance to take him ence over the other great nations. Negotiations will establish
down. That evening Han Jierre and his niece Lya arrive and lines each nation is forbidden to cross with regard to establish-
dine with the party and the king. ing factories and footholds in Drakr, Ber, and Crisillyir.
• Spring 14. At midnight, the king will be able to send the • Fears in Danor that Risur is stealing Danoran technology and,
party to the Bleak Gate if they have not already found a way. by combining it with magic, will eliminate what advantages
Danor has. The two leaders will have to agree to the broad
terms of an industrial patent treaty.
Background • Certain prisoners will need to traded. The most complicated
Risur and Danor have fought several wars over the past two centu- factors here will be Nathan Jierre and Duchess Ethelyn of
ries. King Aodhan of Risur is supposed to be pledging to marry Lya Shale (see Adventure One, Island at the Axis of the World).
Jierre, niece of the sovereign of Danor, to cement an end to hostili- It depends on what the party did earlier in the campaign, but
ties between the two nations. Lya, her uncle, and a small fleet of generally Danor wants Ethelyn as a prisoner, and wants Nathan
Danoran ships are already on their way to a peace summit in Flint, returned to them if the party tried to grant him asylum.
the industrial capital of Risur. They arrive in mere days.
Risur’s spies have discovered that Lya is involved in a conspiracy They lack two pieces of the puzzle.
known as the Obscurati. The Ob have been experimenting with First, the Obscurati aren’t necessarily hostile to Risur. Their
strange magic, and they have a stronghold and factory in Flint, but goals — thoroughly detailed in the Zeitgeist Campaign Guide —
hidden in the dark parallel world known as the Bleak Gate. What are far larger than the affairs of two countries.
they have been building is a mystery, but Lya knows Risur suspects Second, Aodhan assumes that the Ob are building some sort of
her. King Aodhan and his ministers can’t fathom why she’s still weapon to use against Flint, but their creation is actually a titanic
coming, nor can they tell what the conspiracy’s true goals are. golem, which is necessary for their broader goal. Its creators named

EN5ider Presents: Cauldron-Born, Part One | 3


Introduction

the colossus Borne; nine months ago, one of those creators betrayed A Lot Going On?
the Obscurati and sabotaged the colossus, removing its mind. Now In writing this adventure we realized we had more plot threads we
it is just a giant thoughtless machine, one the Ob are wary of ac- wanted to resolve than we had originally planned at the start of
tivating. Lya’s goal at the peace summit is to divert attention away designing the Zeitgeist Adventure Path. That’s why this adven-
from the secret factory and buy time for the colossus to be repaired. ture now spans two levels instead of just the one that we’d said in
the Campaign Guide. One of the later adventures will be short-
Peace Summit. ened slightly to balance out the level progression throughout the
King Aodhan still holds out hope for peace, though he prepares campaign.
for catastrophe. He will meet with his Danoran counterpart, Sov-
ereign Han Jierre, and they have called upon a neutral mediator, Pacing and Leveling.
Brakken of Heffanita, a minotaur from the nation of Ber. The adventure can take many routes, and we discourage precise XP
Many key details of the peace talks have been kept from all but tracking. The party starts this adventure at 7th level. We recom-
the highest ranked officials in Flint. The King is wary of sabotage mend the characters reach 8th level after dealing with two of the
or political embarrassment. The people of Flint are of mixed minds, three threads in Act One, then 9th level at the adventure’s end.
some supporting their king, others protesting against Danor.
Led by the zealot Grundun Zubov, these devout eschatologists
Turf War. have seeded themselves within Flint over the past months. Unlike
A year ago, a foreign crime syndicate known as the Family began the true teachings of Heid Eschatol that speak of “preparing for
to horn in on territory held by local strongman Lorcan Kell. The the end of things,” the followers of Zubov have begun a calculated
Family, led by the respectable and fashionable Morgan Cippiano, is plan to “make things end.” Already dwarven assassins have planted
better at subtlety and winning the favor of the citizenry, but Kell’s bombs in key areas and set up discreet sniper positions. Zubov is
guild of thieves is backed by the Obscurati, for whom they work as prepared to die in the greatest terror attack Risur has ever seen.
muscle. Over the past few months sporadic gang fights have broken As Zubov puts the final pieces of his destructive plot into place,
out and people allied with either group have been found murdered. his most recently hired gun is having misgivings. Dwarven sniper
Kvarti Gorbatiy (whom the PCs likely had the pleasure of meeting
Return of the Unseen Court. in Adventure Three, Digging for Lies), did not realize when Zubov
Just as the Bleak Gate is a shadowy reflection of reality, the fey land hired him how radical the mission was, and even the coldly profes-
of the Dreaming is its verdant reflection. What little order and hi- sional sniper is troubled by what Zubov is planning.
erarchy exist in the Dreaming are controlled by the Unseen Court.
These powerful fey do not take kindly to King Aodhan’s peace over- Obscurati Affairs.
tures to Danor, for they find technology abhorrent, but the court Over the past several years the Obscurati have established a mas-
cannot unite under a single response. sive construction facility underneath the mountain Cauldron Hill,
One member of the Unseen Court, Ekossigan, has pushed for or rather in its shadowy analogue in the Bleak Gate. They had the
war against Risur. Ekossigan performed divinations and sought aid of many government officials, most of them were misled in the
visions to find proof that would spur his peers to action. But he details and purpose of the operation. Some of these the party dis-
peered too closely into the darkness of the Bleak Gate, and heard covered and took down in earlier adventures.
the screams of souls being burned as fuel in the Obscurati’s forges. Currently, the facility is overseen by Leone Quital, known by his
Driven mad by the ordeal, Ekossigan left a poem hinting at his moniker “the steelshaper” for his innate magical ability to reshape
intentions, then disappeared to Flint, where he is gathering the and telekinetically manipulate almost any type of metal. He was
local lesser fey—pixies, satyrs, gremlins, and such—to his banner. one of three architects of the colossus, but of the three he is the only
He is convinced he must destroy the Obscurati’s factories, but it’s one invested in the Obscurati’s mission.
nearly impossible for even a being of his power to enter the Bleak The Ob in Flint made use of Locan Kell’s thieves guild to smug-
Gate. To reach the Ob’s complex, Ekossigan must perform a hor- gle in the materials it needed for the construction, and for the past
rendous act: hanging thirty-one children from the branches of a six months Kell’s men have been slowly slicing up loose ends. But
century-old tree. Kell himself is a loose end because his men have been using the Ob-
The Unseen Court has dispatched one of its emissaries, the high scurati’s secret gates to travel between the real world and the Bleak
elf dreadnought Asrabey Varal, to follow Ekossigan to Flint and Gate. After years of disciplined secrecy, the Ob are likely to be un-
stop him before he succeeds in provoking the war he wants. done by the overconfidence of a top-hatted, bloodthirsty crime lord.

The Disciples of Heid Eschatol. I, Grappa.


Radical dwarven followers of the philosophy of Heid Eschatol Nine months ago, one of the colossus’s other two creators—Alex-
believe that the upcoming treaty is a step backwards from their ander Grappa, known as “the mindmaker”—tried to escape the
prediction of doomsday. Rather than form a tenuous peace that will Bleak Gate complex. The third architect, “the gearbuilder” Tinker
last for only a few decades, why should they not accept a war that Oddcog, is the main focus of Adventure Six, Revelations from the
will bring about finality to their conflict? Mouth of a Madman.

4 | EN5ider Presents: Cauldron-Born, Part One


Introduction

The Ob had been trying for years to make a golem mind suitable Adjusting for History.
for their ultimate plan, but none of their attempts were successful. The party’s Prestige (see the Zeitgeist Player’s Guide) likely has
The colossus would need to be intelligent enough to react to unpre- reached 4 with Risur, and could be as high as 5. If the party’s Prestige
dictable dangers in an environment too deadly for anyone to stand with Risur is only 3, the king is a bit more conservative concerning
nearby and give it orders. And it would need to be devoted enough what resources he’ll call upon, but he trusts Delft’s opinion of the
to the conspiracy’s beliefs that it would not give up, even though it party. If their Prestige with Risur is 2 or less, the king might not even
would suffer incredible damage and might even be destroyed. But call upon the party, instead giving them the bodyguard duty while
any golem mind smart enough showed too much independence, and having the “B-Team” handle the investigation. Of course, when the
the Ob feared they would go rampant when placed into the colos- “B-Team” get in over their heads and die horribly, the players’ heroes
sus’s powerful body. can swoop in to save the day.
Grappa, a Risuri veteran of the Third Yerasol War who turned If Asrabey died in Adventure One, he’s either back from the
to golem-crafting in hopes of sparing other young men from the dead if you allow that in your game (if anyone has the resources
horrors of war, attracted the Ob’s attention for his novel method of for resurrection, it’s the Unseen Court), or he’s been replaced by a
raising golems like children. He implanted some artificial memo- similar powerful high-elf male warrior, perhaps one armed with a
ries into a construct as a baseline, then gave the “newborn” time to bone scimitar and a wand of scorching ray.
learn and mature. Learned experience was embedded with context If somehow the party has already killed Lorcan Kell (and accord-
and emotion, making it more real and effective than any crafted ing to the E.N. Publishing messageboards, it nearly happened in at
psyche could be. least two campaigns), you could simply slot in his lawyer Quentin
Five years ago, Grappa was personally recruited by Kasvarina Augst as the target, or invent a lieutenant who replaced him.
Varal, one of the heads of the Obscurati who traveled between the
conspiracy’s various cells. She helped him raise and train several
golem “children,” and then chose the one with the most promise,
which Grappa had named Borne. Grappa oversaw the careful trans-
fer of Borne’s mind from a man-sized golem into the colossus, and
spent months making sure Borne would be at ease in his new body.
During this time, however, Grappa grew nervous about the Ob’s
ultimate goals. After he snooped on something he shouldn’t have, she is vulnerable. The Cauldron Hill complex is warded against
Kasvarina and Leone had him locked up. Grappa managed to es- many types of divination, so the Ob keep her there, hoping to find
cape, though, with the aid of a slender bronze golem handservant. a solution eventually.
He mind-controlled Kasvarina, interrogated her, then wiped her As the RHC has gotten closer to uncovering the conspiracy, the
memories. Then he extracted the colossus’s mind to prevent his Obscurati leadership has put great pressure on Leone to activate the
“son” serving the conspiracy’s goals. With Kasvarina as a hostage colossus. He lacks the carefully cultivated mind of Borne, though,
and his handservant at his side, Grappa fled toward Flint’s harbor, so he has brought in less skilled enchanters to try implanting the
but Leone the steelshaper caught up with him and killed him. consciousnesses of the other, less optimal golem “children.” Each
Before dying, Grappa managed a desperate spell to transfer his has failed to synchronize, and Leone had their minds extracted and
mind to his golem handservant, but Leone tore the handservant killed to keep the titan from going out of control. The Obscurati are
apart before taking Kasvarina back to the Ob compound to try to now in possession of a 300-foot tall paperweight.
restore her memories.
The RHC eventually discovered the scene, and agents took
the shattered golem into their possession, intending to repair it. Adventure Overview
Grappa’s mind endures within the bronze golem’s head, and shortly On the way to meet with King Aodhan, the party is attacked by
after this adventure begins the RHC manages to repair the golem thugs working for crime boss Lorcan Kell, at behest of the Obscu-
enough for it to move and haltingly speak. Grappa’s limited by a rati. Escaping the ambush, the party meets their king, who orders
geas so he cannot reveal all the conspiracy’s secrets, but he still them to root out the conspiracy before the peace summit begins,
wants to bring them down. five days hence.
The weak link in the Ob’s secrecy is Kell himself. If the party can
The Cauldron Hill Complex. capture or kill him, they should be able to figure out how the Ob
The engineers and builders inside the compound are growing anx- travel between the two worlds. The party takes command of a task
ious as Leone keeps them there even after the colossus has been force of fifty police officers and plans the take-down.
completed. A few unfortunate disappearances of dissenters have Meanwhile, a second group of constables—”the B-Team”, whom
tanked morale, and even the guards are starting to grumble. the players can take control of temporarily as secondary PCs—meet
As if that weren’t bad enough, no one from the Ob has been able the summit’s mediator, the minotaur Brakken of Heffanita when
to restore Kasvarina’s memories. For a variety of reasons (explored he arrives at Flint’s docks. The B-Team serves as a second set of
in Adventure Eight, Diaspora), many people around the world are eyes, letting the players witness events that their main characters
interested in finding Kasvarina, and without her magical talents wouldn’t be privy to.

EN5ider Presents: Cauldron-Born, Part One | 5


Introduction

Complications Arise. After the party finishes with the king, the B-Team witnesses the
While planning ways to capture Kell, Asrabey Varal, an emissary of first attack by dwarven cultists. They derail a train with one bomb,
the Unseen Court, arrives and warns that a fey lord named Ekossi- collapse a building with another, then begin shooting panicked
gan has come to Flint to provoke a war. Asrabey invokes the right of people from rooftops. Either the B-Team or the main party must
Kelland’s Tribute to ask for aid, because he is magically forbidden stop them before hundreds are killed.
from causing any harm to a member of the Court. The king leaves
it to the party whether to help him or pass the buck to the B-Team. Three Threads.
The first Danoran dignitaries for the peace summit will arrive The next four days then are filled with chasing down three targets—
the next day, Spring 9, and Aodhan wants results by the 13th, when the dwarven radicals, the fey lord Ekossigan, and Lorcan Kell.
Sovereign Han Jierre and his niece Lya arrive, so he can know The radicals try to sneak in a shipment of horrifying monsters
whether they are hostile to Risur. If the party can’t manage that, to stalk the streets, but the party has a chance to stop them at sea.
then just after midnight on the 14th, the king and his ministers While the party might manage to strike the dwarves’ hide-out,
will be able to send the party to the Bleak Gate. their leader Grundun Zubov has already prepared his final attack.
He intends to crash the opening of a new subrail station, take hos-
tages, and then drive a train car loaded with explosives underneath
Messenger Wind. the hotel where all the peace summit dignitaries are staying. If he’s
The party will be active all across Flint, and might want to split up. not stopped, the detonation will inflame Danor enough to provoke
They should have access to a messenger wind (provided by Gale in a new war.
Adventure Two, The Dying Skyseer, or by the RHC if you’re running At the same time, Ekossigan is gathering local minor fey to his
this adventure as a stand-alone). There are five golden feathers that banner in the rural city district called Cloudwood. The fey lord lays
are linked to a central orb. Anyone with a feather can call upon the a curse on the district, which the B-Team witnesses first hand. If
wind’s power as long as they are within 30 miles of the orb. the party can’t stop him the people there violently turn on each
When called, the wind flies 10 miles an hour until it reaches the other.
summoner. They can give it a message, and it will fly to any other When they find him, Ekossigan is prepared to sacrifice thirty-
bearer of one of these feathers to deliver that message. If multiple one children in a treetop orphanage. Their deaths will open a portal
creatures activate this power, it resolves its first command before to the Bleak Gate so he can march his army of fey through. The
starting the second. party has a chance to go with him if they let him perform his vile
The party should likely have three of these, their boss Delft one, ritual. Otherwise they must fight him as he invokes a destructive
and the B-Team the remaining one. ice storm and tries to bring down the whole tree orphanage around
them.
Plan B. If defeated, he disintegrates, but not before revealing that he has
This adventure has a lot of things going on, and while we want to had a vision of Kasvarina Varal beneath Cauldron Hill. Though the
make sure the PCs are aware of the scope of the dangers, we don’t party might not recognize the name, Asrabey has history with her,
want to take away their roleplaying agency by forcing them to be in and he offers to aid the party on their mission to the Bleak Gate.
certain places at certain times. That’s what the B-Team is for. They The primary goal, though, is capturing Lorcan Kell. With their
let you present brief vignettes so the players can have a broader task force the party knocks over Kell-aligned businesses, disrupts
perspective of the events in the adventure. illicit transactions, targets the guild’s lieutenants, and eventually
Additionally, they should be a fun break from the main plot, give assaults his stronghold, the Theater of Scoundrels. Along the way
the players an opportunity to try something new, and potentially the B-Team can help the party arrest Kell’s lawyer, and an opposing
provide the main party with extra resources to handle the numerous crime syndicate called The Family offers to lead the party to Kell
time-sensitive challenges. himself if the task force’s efforts have failed.
Finally, for an adventure with so much going on, we think it’s less Kell always has an escape route planned, though, and if the party
believable if none of the good guys die. The B-Team lets you as GM isn’t careful he’ll trick them with a decoy and link up with the Ob-
pull out all the stops to demonstrate the threat the villains pose. scurati, who spirit him away to the Bleak Gate, but not before he
They’re only 4th level, so if they lose horribly to a foe, the main party brutally murders the B-Team in retaliation.
should stand a chance, and the players might be well-motivated.
It is likely (and to be honest, preferable) if the B-Team suffer Preparing for Cauldron Hill.
casualties or are otherwise defeated, ideally by Lorcan Kell as he Though not part of the three major threads, the party can get some
escapes and joins up with the Obscurati. Kell serves as the main help for their ultimate mission of attacking Cauldron Hill. The
combat threat in the climax, and the more the party hates him, the RHC manages to reassemble the handservant golem that houses
better. Alexander Grappa’s consciousness, and he offers to guide them into
Brakken is a telepath, so when he eventually shares his memories the Cauldron Hill complex.
of the B-Team, it helps gloss over any metagaming concerns of the Later, the party is invited to meet Lieutenant Dale, provisional
players having knowledge their main PCs wouldn’t. guardian of haunted Cauldron Hill after its last protector turned
Scenes involving the B-Team are marked with an asterisk. out to be part of the Obscurati. He gives the party as much as he

6 | EN5ider Presents: Cauldron-Born, Part One


Introduction

knows about the Bleak Gate version of the mountain, and invites mindless colossus to Flint’s harbor, the king places them in charge
them to practice a bit of meditation to protect them from the evil of a small fleet. Depending on how the party comported itself dur-
spirits in that dark world. ing the banquet, they even get help from some of the Danoran ships,
since most of Danor is not affiliated with this conspiracy and wants
Time to Get Dressed Up. to help in Flint’s time of need.
Though the party probably managed to stop the dwarven radicals The king stands on deck and gathers magical energy, calling
and the fey lord Ekossigan, it’s unlikely the party managed to catch upon the loyalty of every citizen of the city. The party must keep
Lorcan Kell and find a way to Cauldron Hill by the time Lya Jierre the king close while avoiding the colossus’s attacks and fending off
and her uncle arrive on the 13th. When Lya personally requests monsters that hitched a ride on it from the Bleak Gate. If they can
their presence at the first banquet of the peace summit, protocol protect the king long enough, he banishes the colossus into The
demands they attend. Dreaming, where it cannot harm Flint, and where it is beyond the
Given the chance to mingle with key figures of both nations, the reach of the Obscurati, at least for now.
party can try to wheedle information out of Lya, but must main-
tain proper decorum or be tossed out. Just as dessert is about to be
served, Asrabey Varal bursts into the room and asks the king’s per- Adventure Layout
mission to travel to the Bleak Gate. Though placed in an awkward Cauldon-Born’s plot has a precise beginning and climax, but the
position, Aodhan agrees, and the banquet ends on a sour note. The middle of the adventure can take many different paths. We roughly
Danorans, spooked, quickly excuse themselves, but Brakken asks divide events as follows:
for a moment with the king and the party. • Prologue: Meet the King: The PCs’ meeting with the king,
The minotaur reveals that he is a telepath, as well as a real bomb- and the arrival of Brakken and Asrabey.
shell: one member of the Danoran entourage is rushing for a secret • Act One: Three Threads: Long-term set up for assaults on the
portal that leads to the Bleak Gate, to warn the defenders. If the Obscurati base. Tracking down Locan Kell. Helping Asrabey
party acts fast, they can catch him and maintain the element of stop Ekossigan. The radical eschatologist attacks throughout
surprise. Flint.
• Act Two: The Etiquette of Gustatory Interrogation: The
Attacking the Compound. party hobnobs with dignitaries. Varal requests to investigate
Aodhan wants the party to try to take out the Obscurati’s presence Cauldron Hill.
in Flint. Asrabey simply wants them to cover his infiltration as he • Act Three: Expedition to the Bleak Gate: Breaking into the
tries to rescue Kasvarina. And Alexander Grappa in his golem body facility. Confronting Lorcan Kell. Borne activates and goes
tags along if the party will let him, or sneaks after them if nec- crazy.
essary, having used his magic to ensure he knows when the party • Act Four: To Battle a Colossus: Attracting Borne out to the
attempts their assault. The party might have some Risuri soldiers bay. Naval battle against Borne. King Aodhan’s ritual.
with them, and perhaps other NPC allies. From a pacing standpoint, “Act One” would involve the party start-
The party has to figure out how best to breach the compound ing their investigation and finishing two of the three threads. In
and find its heart, and stealth or trickery can make a far easier “Act Two” try to keep a fast pace as the party finishes the third
path than pure firepower. Regardless of whether the party sweeps thread just in time to attend the banquet (or runs out of time and
through with overwhelming might or manages to get themselves fails). Then “Act Three” is the Ob complex, with the surprise end-
outmatched and captured, they ultimately reach the massive cen- ing of having to thwart the colossus.
tral chamber where the colossus stands inert. As a last fight breaks Of course, if the party does really well, don’t try to force them to
out, somehow the colossus activates (perhaps the party damages take longer just so the pacing remains the same. If they can get into
it, or Leone tries to activate it as a last-ditch defense, or Grappa the Bleak Gate before the 13th, skip the banquet and go straight
awakens it). to act three.
Filled with just wild instinct and a desire to break free, the colos-
sus smashes its way to the surface, and the whole complex begins to Scene Layout.
collapse and shift into the real world. If the party has done well they Each scene is presented in a format of Title, keywords, and tag-line.
can stamp out the Ob’s forces in Flint, gather vital information and Keywords include:
free dozens of engineers who will gladly join Risur. If they screw up, Scene Type: Action, Exploration, Exposition, Puzzle, Social, or
they might barely make it out alive. Hybrid.
Duration: Montage (a few hours or days), Real-Time (a few min-
Time to Dream utes), or Tactical (round-by-round).
The colossus begins to rampage, threatening to destroy half the city.
Seeing their secrecy utterly ruined, Lya and Han Jierre teleport NPC Roster
away, and it falls to the party to stop the titan. Because of the large number of NPCs the party will meet, we’ve
King Aodhan has some magical control over who enters and compiled two handouts to help you keep track of their various sta-
leaves his realm. If the party can manage to drive or lure the tuses, mannerisms, and role in the adventure. A GM handout lists

EN5ider Presents: Cauldron-Born, Part One | 7


Introduction

keywords and traits to help you portray the NPCs, while a player NPC Page
handout details characters whom the PCs would be familiar with Kell’s Guild
at the start of the adventure. Encourage the players to add notes as Rufus Hammerton, Kell-guild lieutenant 11–12
they meet new people of interest. Kate Glenn, Kell bodyguard cleric Part Two
More detailed entries are included throughout the adventure Nick Reder, Kell bodyguard grappler Part Two
close to the characters’ first appearances. Dester Rathnine, Family mole in Kell guild Part Two
Sylyx (a.k.a. Norm), Obscurati liaison to Kell guild Part Two
NPC Entry Page Fey and Vekeshi Contacts
Alexander Grappa, the Mindmaker 15 Rear Admiral Morris Dawkins, “the Old Stag” Part Two
Asrabey Varal, high elf dreadnought 19 The Alderman, gnome beadle Part Two
Assistant Chief Inspector Stover Delft 11 Valentina Yorke, subrail druid Part Two
Brakken of Heffanita, minotaur negotiator 16 Mugwort, pixie spy in RHC Part Two
Ekossigan, fey lord 34 The Trash Heap, city dump hag Part Two
Grundun Zubov, dwarven zealot 34 Ellik, creepy fey Part Two
Han Jierre, sovereign of Danor 34 Radical Eschatologists
Hana “Gale” Soliogn, fey terrorist 15 Takbar Rhozenko, bombing leader 20
Harkover Lee, Risuri principle minister 14 Captain Tamushin, radical eschatologist, of Cherno Bezna Part Three
Kasvarina Varal, Obscurati leader 34 Doug Clapper, teen look-out Part Three
King Aodhan 11 Peace Summit Dignitaries
Kvarti Gorbatiy, dwarven mercenary 35 Captain Rosalyn Taylor, Danoran naval representative Part Two
Leone Quital, the Steelshaper 35 Eloise Duffet, Danoran minister of war Part Three
Lorcan Kell, killer and guild-leader 35 Geoff Massarde, tiefling engineer Part Two
Lya Jierre, Danoran minister of outsiders 35 Kian Doherty, Risuri minister of agriculture Part Two
Roland Stanfield, Flint’s city governor 35 Pierre Riquier, Danoran minister of magic Part Two
Steffan Eberhardt, peace summit observer Part Three
Recurring Characters. Off-Screen, Overseas, and General
Many NPCs in this adventure will have roles in future adventures Giovanni Algardi, “The Carver” Part Three
in the series. Lya Jierre is the primary antagonist in Adventure Six, Archmissionary Cornelius Eboracum, grand exorcist Part Three
Revelations from the Mouth of a Madman, while Alexander Grappa Cruusk, Ber ship’s bosun 16
and Leone Quital are key to Adventure Seven, Schism, and Asrabey Feroz, Brakken’s bear 16
and Kasvarina return in Adventure Eight, Diaspora. King Aodhan Gerax, one-legged Beran orc consular 17
and Roland Stanfield will be vital to the end of the second arc of the Grandis Komanov, radical eschatologist figurehead Part Three
adventure path, in Adventure Nine, The Last Starry Sky. Finally, Rush and Merton, Lya’s bodyguards Part Three
Han Jierre rises to prominence in the last third of the campaign. If Tinker Oddcog, the Gearbuilder, gnome madman Part Three
anyone important dies, though, you can replace them with someone Bartholomew Pryce, journalist 23
thematically similar.
Rewards.
Incidental NPCs. At the end of this adventure, the party’s Prestige with Flint and Ri-
The following NPCs probably only show up for a single scene, but if sur should increase by 1 for their role in the peace talks and defense
the PCs latch on to anyone, refer here to easily remember who is who. against a rampaging Borne. If they manage to defeat Ekossigan
without the mayor of the Cloudwood being slain, their reputation
NPC Page with the Unseen Court goes up by 1. If the PCs took Morgan Cip-
Officials, Military, Locals piano up on his offer to assist with demolishing the Kell-Guild,
Hadsworth Hudgins, carriage driver 11 their prestige with the Family increases by 1 step. Finally, the PCs
Sergeant Deb Macon, task force liaison 15 prestige with the Obscurati increases by 1 step after they success-
Justin Rollins, royal technologist 24 fully infiltrate the Cauldron Hill complex and Borne is unleashed.
Captain Dale, military defender of Cauldron Hill 25 The PCs should have each about 23,500 gp in equipment by the
Rock Rackus, local celebrity Part Two start of this adventure. After the introduction, Stover Delft delivers
Sergeant Langlois, Cloudwood cop Part Two them a stipend of 9,500 gp each to aid in the various threads that
Doyle Idylls, Cloudwood mayor Part Two occur at the beginning of the adventure. Just before the banquet,
Circe, Cloudwood kid delinquent Part Two Delft approves a further 13,000 gp stipend per PC.
Relle, Cloudwood spinster Part Two If the PCs are free agents, instead of RHC constables, you’ll need
Kevin Wilson, subrail architect Part Two to make sure they receive appropriate treasure. This is made easy
Colonel Aden Tucker, overconfident commander Part Two by offering a one-time payment of 5,000 gp per player for assisting
Greg Masterson, Ob recruiter at the Battalion Part Two Brakken and making up the difference with loot the party can keep.

8 | EN5ider Presents: Cauldron-Born, Part One


Introduction

Character Themes.
Each Zeitgeist adventure includes one or more the encounter with the fey Ekossigan.
scenes that bring the PCs’ character themes Spirit Mediums can aide investigations into
(detailed in the Player’s Guide) to the forefront. the terrorist attacks and have the option to ques-
In addition to the moments below, most of the tion Lorcan Kell and other people of interest even
Final Word Before backgrounds elicit strong interest by one of the if they die. During the final encounter against
We Start. attendees at the peace summit banquet. Borne, Spirit Mediums will be able to relay the ex-
This is a detail-rich, multi-layered Dockers can work together with Thames act status of King Aodhan, giving the PCs an edge
adventure. Your players will inevi- Grimsley to rally the dock workers of Flint to man in managing the final battle.
tably outwit you and find some way the fleet that confronts Borne in the climax. Technologists will have the best chance of dis-
to short-circuit the expected path Eschatologists can be heavily involved in the arming the bombs used by the dwarven radicals.
of the investigation, but that’s fine. terrorist actions of Grundun Zubov, and may They’ll also be best equipped to sabotage and
Just make sure that the key players receive advanced warning from Vlendam Heid, sneak through the Obscurati complex.
don’t reveal the existence of the co- founder of their movement. Vekeshi Mystics are likely the best chance the
lossus until the PCs see it firsthand, Gunsmiths will be able to identify many of PCs will have of gaining the trust and support of
and that no one explains the Ob- the weapons used by the eschatologist radicals Asrabey Varal early in the adventure, and they’ll
scurati’s ultimate goal. Anything and the Obscurati, and may even receive special have a chance to save Kasvarina in the Obscurati
else is fair game. After all, the PCs weapon modifications from Kvarti Gorbarity. complex.
are supposed to win. We’re just Martial Scientists can learn a new special abil- Yerasol Veterans will be able to identify better
trying to make the chase challeng- ity from Major Dale that will protect them during with many members of the peace talk banquet,
ing enough to be fun. their journey into the Bleak Gate. giving the PCs an edge when dealing with high
Skyseers give receive a special vision during ranking Danoran dignitaries.

EN5ider Presents: Cauldron-Born, Part One | 9


Prologue: Meet the King

I n this act, the party meets with their king

to plan an assault on the Obscurati, and the B-

Team greets and protects Brakken the mediator.


Meanwhile in the News...
While the party prepares to crack the conspiracy,
what’s going on in Flint and the rest of the world?
Doctor. Tales from Ber tell of miraculous healing in the hinter-
lands. Long averse to the Clergy and their renowned curative magic,
Back on the Job the upper class of Ber seem quite abuzz at rumors of a foreign doc-
It’s been just over a week since the new year’s festival filled the skies tor treating the sick using science and surgery, not sorcery. Though
over Flint with fireworks, metaphorically driving away the meager Flint has its own medical education programs that produce fine
cold weather that passes for winter in Risur. Flowers are already physicians, stories tell of this mystery man repairing severed spines,
blooming across the city, and despite the perpetual cycle of worker reattaching lost limbs, and restoring sight to the blind, feats cur-
protests and police crack-downs, despite the gang violence, and de- rently beyond the scope of secular medicine.
spite the fringe eschatologists on street corners claiming that this Hue. Clothiers across Lanjyr are concerned that the upcoming
is the last spring the world will ever know, the people of Flint are peace summit might endanger the production of a popular dye,
optimistic for the future. Tardisian Blue, which changes color in the presence of magic. The
The city is abuzz with talk of the peace summit. This morning flower that yields the dye is native to a single island in the Yerasol
the king arrived by ship from the capital city of Slate and took resi- Archipelago, and that island allegedly lies in a “buffer zone” that has
dence in Hotel Aurum, the newly-finished tallest building in the been proposed, where neither side could have settlers. Druids in
city. The party’s presence has been requested in the afternoon, once Risur cheer the announcement, saying it will let the islands return to
the king and his retinue have settled in. their original historic beauty.
Baker. For months subrail travelers have wondered at the con-
The Hotel Aurum. struction outside their windows as they passed beneath the heart of
Construction began only a year ago on the extravagant Hotel downtown. Wonder no longer. The Sharon M. Baker Station (red line,
Aurum. Conceived by a genius halfling, the hotel is actually two station 4) will be having its ribbon-cutting ceremony on the 12th
separate buildings connected skywalks at the third, seventh, and of Spring. The city subrail authority apologizes that the Red Line
eleventh floors. The distinction was meant to allow segregation of will be shut down until noon that day for track maintenance and
different classes, with one building being made for the “everyman” platform alignment.
while the other side would cater to nobles. Tenant. The Royal Docks of Upper Flint Bay have a new short-
Early in the construction, the hotel was chosen as the site for term lodger. Freux Rouge, a second-rate frigate of the Danoran
the peace talks, and the interiors were furnished to the exact speci- navy, arrives on the 9th bearing early dignitaries for this month’s
fications of the Danoran and Risuri delegations, with each side peace summit. The Flint garrison promises that Risuri ships will be
taking ownership of a separate side of the two-building hotel. The ready at a moment’s notice if the Danorans cut off our offered hand
Risuri delegation resides in the less opulent “west building,” while of friendship. Indeed, the R.N.S. Brawn – the ship whose berth the
the Danorans have been given occupancy of the “east building.” In Freux Rouge is taking, will be on regular patrol. Gawkers are expected,
order to better preserve the nature of the peace talks, the Danoran because the Rouge is one of Danor’s few remaining sailing warships.
east building has been designated as a temporary consulate, and Smith. In Drakr, this spring’s Forge Festival will see most ev-
counts as Danoran sovereign soil for purposes of the peace talks. ery dwarf over the age of 10 working to craft something out of
metal over the course of a single day. Trekhom’s grand shipyard
Access and Protection. expects to launch a vessel at sunrise the next day, and has invited
Police watch the streets in a one-block perimeter around the build- all non-dwarves in the city to come and watch the unprecedented
ing. The nearest subrail stop, Darvill Station, is just outside the construction.
perimeter, but the station has a constant security presence as well. Reunion. Centuries after it was destroyed in the Second Victory,
The entrances of both towers of the hotel are guarded by agents the Aquilopolis Bridge which once connected the human world with
of their respective nations, with Danoran musketeers and pikemen the elf world has been reconstructed. Now the massive structure
guarding the east, while Risuri soldiers stand watch with sword links Crisillyir and Elfaivar at the Strait of Sjögren, and the Avery
and wand at the west. The Danorans won’t allow any non-Danorans Coast Railroad is already conveying passengers and freight between
admittance to their building during the initial phases of the peace the two continents. However, security is tight, and the bridge’s
talks, and are sure to report any such attempts to their superiors completion was delayed due to numerous attacks by jungle tigers.
(particularly Lya Jierre).

10 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

Guards on duty at the Risuri side of the hotel have been given Chief Inspector Stover
profiles on the PCs, Brakken, and other RHC constables, recog- Delft. A local Flinter in his early
nizing them immediately. Mages preparing defenses for the peace 40s, Delft handles the logistical and
summit noticed an oddity: just as a ring of gold blocks teleportation, political drudgery so the party can
the hotel’s very name seems to have the same function. It is impossi- perform their heroics without too
ble to teleport into or out of the building, or between the two towers, much backlash. Though normally
though teleportation within a single building works normally. rather easy-going, he gets squinty
and condescending when people
obstruct important affairs because
In Medias Res of politics. Delft chews tobacco, and
thinks he looks charming if he grins while sucking on tobacco juices. He
Action. Tactical. Level 7. walks with a cane because a mimic tore a chunk out of his leg fifteen years
Kell’s thugs attack the party. ago. He has a habit of poking inanimate objects with the cane before he gets
Chief Inspector Stover Delft sent a carriage bearing the royal too close to them, and spitting on them when he wants to be extra sure.
seal to pick up the party and deliver them to Hotel Aurum so they
may meet with their king. During the journey, the carriage is set King Aodhan. Now in his
upon by Kell-guild thugs. Normally they’re not much of a threat, 70s, the king of Risur looks rather
but these men carry advanced weapons. unassuming. He prefers to resolve
Their plan is to murder the horses pulling the carriage and then disputes by being cool-headed and
gun down the party, but these are the king’s horses, and they do not rationally persuading those who
die easily. (The driver wasn’t so lucky.) What was meant as a brutal will listen to his side. For those who
ambush likely turns into a high-speed chase through the streets. won’t, he’s shrewd enough to give
them a sliver of what they want and
Royal Carriage. then distract them with harmless
Reserved for guests of the king, this luxurious, beautiful carriage is endeavors while those worth dealing
big enough to hold six people. Latched shutters are normally closed with get the job done. Despite all
when the carriage travels, but can be opened for a view, or to speak this, though, he trains regularly to keep his stamina and swordplay robust,
with the driver, a war vet named Hadsworth Hudgins. The walls, and the rites of rulership grant him daunting magical powers.
doors, and shutters of the carriage are practically bullet-proof and
can be deadbolted from within. Two royal horses pull the carriage.
The carriage picks up the party from the RHC headquarters and Front Carriage Crew Rear Carriage Crew
goes south along a broad thoroughfare. As it nears a railroad cross- 4 Kell-guild veteran musketeers Rufus Hammerton
ing, Hadsworth taps the side of the carriage, leans over, and says, “I 1 Kell-guild technologist 4 Kell-guild veteran musketeers
think I see troub—.” 2 horses 1 Kell-guild technologist
Then he’s shot in the chest with a pair of muskets. His body Royal Carriage 2 carriage horses
slumps and falls off the side of the carriage, and the horses bolt. 2 royal horses (42 hp left each)

High Speed Assassination Attempt. Kell-Guild Veteran Musketeer


The ambush consists of two carriages of Kell-guild attackers, one Medium human, chaotic neutral
approaching from the front, the other from the rear. Each car- Armor Class 14 (studded leather)
riage has two musketeers on the front driver’s seat it, and inside Hit Points 22 (4d8+4)
the carriage are two musketeers and one Kell-guild technologist, Speed 30 ft.
with special gadgets provided by the Obscurati. The rear carriage STR DEX CON INT WIS CHA
also has Rufus Hammerton, one of Kell’s lieutenants, and athletic 14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
and arrogant warrior whom the party might have met in Adventure Saving Throws str +4, con +3
Two, The Dying Skyseer. Skills Acrobatics +4, Intimidation +3
The front carriage pulls sideways to try to block the road, and Senses passive Perception 9
then its side door opens. The two musketeers in the driver’s seat Languages Common, Primordial
shoot and kill Hadsworth. Then two shooters in the carriage fire Challenge 1 (200 XP)
muskets at the horses, but fail to kill them. Actions
Finally, the technologist hefts a bulky, musket like device with Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
steam piping all across it, and he shoots at the carriage. The PCs Hit: 5 (1d6+2) piercing damage.
hear a thump, and then the high-pitched whine of a drill as the Musket (20 bullets). Ranged Weapon Attack: +4 to hit, range 60/150
tranq drill-dart gun tries to burrow through the wall of the car- ft., one target. Hit: 8 (1d12+2) piercing damage.
riage and dose the party with poison gas.

EN5ider Presents: Cauldron-Born, Part One | 11


Prologue: Meet the King

Kell-Guild Technologist The drill-dart releases enough gas to fill up to a 10-foot cube with
Medium human, neutral tranquilizing gas. Each round a creature is in the gas it must succeed
Armor Class 15 (studded leather) on a DC 12 Constitution saving throw or gain one level of exhaus-
Hit Points 18 (4d8) tion. When a creature has 3 levels of exhaustion from this gas it falls
Speed 30 ft. asleep for 1d4 hours and is immune to its effects until the creature
STR DEX CON INT WIS CHA wakes. Once they are able to breathe normally again, awake creatures
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 12 (+1) exhausted by this gas lose 1 level of exhaustion each round. The gas
Saving Throws dex +5, int +4 can be cleared out by opening a window, but that of course is the goal
Skills Acrobatics +5, Animal Handling +3, Arcana +4, Perception +5, of the gadget: to force targets to remove their cover.
Stealth +7; thieves’ tools +2 Reactions
Senses passive Perception 15 Uncanny Dodge. When an attacker the Kell-Guild Technologist can see
Languages Common, Primordial hits them with an attack, the Kell-Guild Technologist can use their
Challenge 3 (700 XP) reaction to halve the attack’s damage against them.
Evasion. When the Kell-Guild Technologist is subjected to an effect
that allows them to make a Dexterity saving throw to take only half Rufus Hammerton
damage, they instead take no damage if they succeed on the saving Medium humanoid, chaotic evil
throw, and only half damage if they fail. Armor Class 17 (studded leather, shield)
Sneak Attack (1/turn). The Kell-Guild Technologist deals an extra 7 Hit Points 33 (6d8+6)
(2d6) damage when they hit a target with a weapon attack and have Speed 30 ft.
advantage on the attack roll, or when the target is within 5 feet of an STR DEX CON INT WIS CHA
ally of theirs that isn’t incapacitated and the Kell-Guild Technologist 14 (+2) 16 (+3) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
doesn’t have disadvantage on the attack roll. Saving Throws str +5, dex +6
Actions Skills Acrobatics +9, Animal Handling +2, Athletics +5, Deception +4,
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Intimidation +4, Perception +2, Stealth +9
6 (1d6+3) piercing damage. Senses passive Perception 12
Musket (20 bullets). Ranged Weapon Attack: +5 to hit, range 40/120 Languages Common, Primordial
ft., one target. Hit: 9 (1d12+3) piercing damage. Challenge 4 (1,100 XP)
Time Bomb Launcher (2 bombs). Ranged Weapon Attack: +5 to hit, Grappler. Rufus has advantage on attack rolls against a creature he
one object or surface within 40 feet. Hit: A fist-sized projectile with is grappling and he can use an action to try to pin a creature he’s
four prongs digs into the target and attaches, its clock arms ticking grappled. To do so, Rufus makes another grapple check. If he suc-
loudly once per second. After one round it begins ticking twice as fast, ceeds, Rufus and the creature are both restrained until the grapple
and after two rounds it ticks four times per second. At the end of ends.
the third round the bomb explodes in a 20-foot radius. Each creature Leaper. Rufus is always considered to have a running start when jump-
in the area must succeed on a DC 12 Dexterity saving throw, taking ing and can make a DC 14 Dexterity (Acrobatics) check to reduce
35 (10d6) fire damage on a failed save, or half as much damage on a falling damage by 7 (2d6).
successful one. Sneak Attack (1/turn). Rufus deals an extra 14 (4d6) damage when
Before it explodes, the explosive can be detached with a DC 14 he hits a target with a weapon attack and has advantage on the attack
Strength check, and the countdown can be stopped with a DC 16 roll, or when the target is within 5 feet of an ally of his that isn’t
Intelligence (thieves’ tools) check. incapacitated and Rufus doesn’t have disadvantage on the attack roll.
The maximum effective range it can be shot is 40 feet. If it hits Actions
flesh the time bomb bounces off and does not arm. The timer can be Multiattack. Rufus attacks with his shortsword.
manually set as an action, and can be set to anywhere from 3 rounds Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
to 10 rounds. Hit: 6 (1d6+3) piercing damage.
Tranq Drill-Dart Gun (2 darts). Ranged Weapon Attack: +5 to hit, Alchemist’s Fire. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
range 40/160 ft., one target. Hit: 6 (1d6+3) piercing damage and if one target. Hit: The target takes 2 (1d4) fire damage at the start of
the target is an object, it is embedded with an arrow-like device. When each of its turns. A creature can end this damage by using its action
it hits an object like a door, a spool inside the device activates a drill to make a DC 10 Dexterity check to extinguish the flames.
that bores a narrow hole through surfaces up to 3 inches deep. One Tanglefoot Bag. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
round later, the device sprays gas through the hole. target. Hit: The target becomes covered in hardening sap and must
succeed a DC 10 Strength check or gain the grappled condition. At
the start of each of its turns, the target receives another check to
remove the grappled condition. The sap can also be destroyed (AC 13,
6 hp).

12 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

Tactics.
Try to keep things moving in this encounter. The royal horses pull
the carriage past the ambushers trying to block the road, and the
two other carriages give chase. People in the streets scream and
dive out of the way, and the out-of-control carriage occasionally
clips obstacles, like news stands and food carts, slowing it enough
for the assassins to gradually close in.
Carriage Horse Have the party roll initiative, but make it clear that the carriage
Large beast, unaligned is not stopping on its own, so normal melee combat is unlikely. In-
Armor Class 12 deed, the horses start sprinting, pulling the carriage at over twenty
Hit Points 37 (5d10+10) miles per hour, making it dangerous to try to jump out. Any char-
Speed 50 ft. acter who falls out of the carriage at that speed takes damage as if
STR DEX CON INT WIS CHA he’d fallen 20 feet, and can try to soften the damage with a Dex-
18 (+4) 14 (+2) 15 (+2) 2 (–4) 13 (+1) 7 (–2) terity (Acrobatics) check (reducing the damage taken by 1d6 per 5
Saves con +4 points of the result).
Skills Perception +3 At the start of the encounter the front pursuing carriage is 70
Senses passive Perception 13 feet behind the royal carriage while the other is 100 feet back and
Languages — slightly off to the side so those on board can have clear shots. Every
Challenge 1 (200 XP) round thereafter the Kell-Guild carriages get 30 feet closer. On
Trampling Charge. If the horse moves at least 20 feet straight toward each carriage, one musketeer is always busy driving. One shoots
a creature and then hits it with a hooves attack on the same turn, that from the driver’s seat and two lean out the sides. The technologist
target must succeed on a DC 14 Strength saving throw or be knocked doesn’t get involved until the carriages are within 40 feet; before
prone. If the target is prone, the horse can make another attack with then he’s out of range of his gadgets.
its hooves against it as a bonus action. Rufus Hammerton doesn’t have any ranged weapons, and he yells
Actions at the driver of his carriage to pull in close so he can try to board
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 the PCs’ carriage. He’s trained for brutal close-in knife-fighting.
(2d6+4) bludgeoning damage. At the end of the first round, the tranq drill-dart starts pump-
ing out poison gas, giving the PCs an incentive to open the doors
Royal Horse and possibly climb out to take control of the carriage. Moving from
Large beast, unaligned the carriage door to the driver’s seat requires a DC 13 Strength
Armor Class 15 (natural armor) (Athletics) check. Calming the injured horses requires a Handle
Hit Points 51 (6d10+18) Animal check (DC 15). Characters who lean out of the carriage to
Speed 50 ft. shoot weapons have cover against counterattacks if two carriages
STR DEX CON INT WIS CHA are roughly side by side, or superior cover if they’re attacking down
18 (+4) 16 (+3) 17 (+3) 2 (–4) 15 (+2) 11 (+0) the length of the street.
Saves dex +5, con +5
Skills Perception +6 Aftermath.
Senses passive Perception 16 If the party rides out the danger for three minutes, traffic gets
Languages — thicker and the assassins give up. If the assassins are stopped (kill-
Challenge 3 (700 XP) ing their horses, destroying the carriages’ wheels, tricking them
Hard to Put Down (1/day). When the horse is reduced to 0 hit points into a collision), the party can interrogate them and learn they were
it stabilizes. The horse may choose to take its move instead of going sent by Kell. “The other guys,” which is what the Kell guild calls
unconscious. Alternatively, the horse may choose to take an action the Ob, want the party dead, and provided this time and place to
or bonus action, after which it goes unconscious and needs to make ambush them.
death saves in order to stabilize. If things look bad, like if the front carriage is taken out and none
Trampling Charge. If the horse moves at least 20 feet straight toward of the party are down, or if his own carriage crashes, Rufus Ham-
a creature and then hits it with a hooves attack on the same turn, that merton tries to run, and he’s athletic enough to outpace his fellow
target must succeed on a DC 14 Strength saving throw or be knocked thugs. If taken alive, the party earns three Task Force Tokens (a
prone. If the target is prone, the horse can make another attack with gameplay element that appears in the second part of this adventure).
its hooves against it as a bonus action. Eventually police can show up and provide a second, reinforced
Actions escort for the rest of the trip to Hotel Aurum. If the party is really
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 hurting, you can hand-wave some police druids who can provide a
(2d6+4) bludgeoning damage. few cure wounds per PC.

EN5ider Presents: Cauldron-Born, Part One | 13


Prologue: Meet the King

Meeting with the King Standalone Introduction.


If running this adventure as a stand-alone, the Obscurati are part
Exposition. Real-Time. of the same cult as Grundun Zubov’s dwarves. The king admits they
The party plans with Aodhan. don’t know who attacked the party, but he assumes they want to
Chief Inspector Stover Delft meets the party at the Risuri en- stop the peace summit. He was going to ask the party to provide
trance to Hotel Aurum, and is shocked to hear they were attacked. security, but now they have a greater mission: find the people behind
Once he’s sure they’re alright he guides them to a novel (but primi- the attack and stop them. Keep the B-Team material the same and
tive by modern standards) lift, which ascends to the eleventh floor, bring in Asrabey as normal. Just simplify the plot so there’s only one
complete with an operator in a dapper uniform. Along the way group—the eschatological radicals, who are allied with Kell and are
Delft reminds them to be on their best behavior, then grins and secretly building something deadly at their Cauldron Hill base—plus
says they’re going to make a damned fine impression. the side complication of Ekossigan.
King Aodhan has established a temporary court, and dozens of
advisors and minor nobles are busy setting up the eleventh floor’s Wayfarer’s Lantern.
various offices and suites when the party arrives, likely bloodied and In Adventure Four, Always on Time, the party might have acquired
bruised from battle. An aide meets them at the lift and takes them the wayfarer’s lantern. If they burn special oil infused with essence
to a conference room off the main court chamber, which has been of a given plane, the lantern can create effects tied to that plane,
furnished with a large meeting table, several chairs, and a map of lasting for 5 minutes in a 50-foot radius. If given oil infused with
the city on an easel. Officiates attend to King Aodhan, but when he essence of the Bleak Gate, the lantern could create an area that is
sees the party, he dismisses everyone except the party, Delft, and coterminous between the two planes. Such oil is expensive, but if the
his principle minister Harkover Lee. The king’s exact reactions to party wants they could acquire enough for three uses.
the PCs will vary based on his previous encounters, and you should This could let them briefly interact with the Bleak Gate, but they
give the party a chance to be complimented and exchange some wouldn’t have time to complete the necessary mission. If when
formalities with the king before starting the mission briefing. the oil ran out they were inside the Cauldron Hill complex (which is
underground), they would be shunted through hundreds of feet of
The king comes up and shakes each of your hands. “It’s good to see you stone and likely slain from the shock.
again, constables. I heard about your trouble on the way over, and what If the party manages to get the amulets from Kell (page @@),
happened to Hadsworth, your driver.” He shakes his head. “I wish I could they can use those with the lantern to transition fully to the Bleak
give this more time, but I’ve got a hundred other things to do before Gate. Any amulets the party might have recovered from Macban-
tomorrow, so let us get on to business. nin’s manor in Adventure Two have long since lost their enchantment.
“I’m not trying to make you feel important by saying this, but I’m
about to give you probably the most important mission I’ve had to send
anyone on in my whole reign. The woman I’m supposed to be marrying Harkover Lee says, “Despite a variety of encounters with the Obscurati,
might be trying to destroy my kingdom, and apparently there are people we only have a sense of their actions, not their goal, nor the organization
who want to make sure we don’t find out what she’s up to. We have five or extent of the group. We don’t know who they are, but we do know
days until she gets here. where they are.
“Harkover?” “The Ob maintain some manner of industrial complex in the Bleak
Gate, in a location analogous to Cauldron Hill in this world. They have
Principal Minister Harkover Lee gestures at Stover Delft. Delft the ability to pass between the two worlds with relative ease. We do not
hands the party a small folder of documents. You can print out Ap- have the same ease.
pendix A: Briefing Dossier as a prop for your players, or visit our “When you have time, review the material in these folders. Please
website to get a template you can modify to match your group’s ignore Inspector Delft’s “wit” of giving official delegate titles to the last
experiences. two entries. Their inclusion will make sense in a moment.”

Lee spends the next few minutes having the party walk through the
Principal Minister Harkover investigation so far, and reminds them of the occasional minor de-
Lee. Perhaps the most powerful mage in tail they might have forgotten. The highlights you’ll want to hit are:
Risur, Lee acts as King Aodhan’s bodyguard • The Ob are operating secretly and have caused harm to Risur,
and chief of staff. Straight-backed and virile so we have to assume they’re hostile.
despite being in his 60s, Lee speaks crisply and • Lorcan Kell’s guild worked with them to attack the RHC
passionately in a slight Ber-tinged accent, and headquarters.
was said to be quite the ladykiller in his youth. • The Ob have shown the ability to slip into the Bleak Gate via
He always dresses in reds and golds and carries rusted ring gates.
a solid gold orb tucked into his robes. He never eats or drinks in public. • At least one powerful individual working with the Ob is unac-
counted for: the steelshaper who confronted the party outside
of the Nettles church (in Adventure Two, The Dying Skyseer).

14 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

After a few minutes of discussion, or if the PCs ask what the mission Hana “Gale” Soliogn. A
is, Lee defers to his king. high elf woman just over 100 years old,
Hana can fly at will, control winds, and
The king says, “There are certain aspects of my office that don’t get speak with birds, but has no directly
shared too readily. Being king means that you’re connected, just a little, offensive magic. Bitter for her treat-
to every man and woman in this country. They approve of your rule, and ment by her Danoran “foster family,”
that approval is power. I wish I could lend some of this to you for your she uses her powers to sabotage Dan-
mission, but there are rules, old old rules, that are there to prevent folks or-owned industry. Some accuse her
like me from abusing the power the people grant them. of more violent crimes, calling her a
“Being king also means you’re connected to the land. I can feel when- “fey terrorist.” She seeks an audience
ever someone enters or leaves the country. If I focus hard enough, I can with the Unseen Court, but has not yet
even forbid someone’s entrance or cast them out. been granted one.
“This conspiracy, they’re in the Bleak Gate. If they were in the Dream-
ing, this would be easy. I could march an army with me at the head into Alexander Grappa, the Mind-
the Dreaming at the drop of a hat. It wouldn’t make the Unseen Court maker. Alexander fought for Risur in the
happy, but I could do it. But the Bleak Gate is harder. I’ve never been in Third Yerasol War four decades ago as a mere
my entire life, and they say kings have no power there, because no one foot soldier. After losing too many friends
rules the dead. he devoted himself to learning magic of
“So here’s what I need of you. This group has a way into the Bleak golem-crafting. Originally he hoped that his
Gate, and I want you to find it, and use it, and drag those bastards into homeland could field an army of automata in-
the light of day. And I need you to do it before my fiancée gets here.” stead of shedding the blood of its young men
and women, but his interest slowly drifted
from golem construction to the crafting of
The Dragnet. minds for these artificial warriors, as well as
Delft takes over and explains that they think their best lead is enchantment magic and other ways to end a
Lorcan Kell. His thugs used a ring gate to attack the RHC head- conflict without anyone dying.
quarters, and as the party just saw, they’re using odd, high-tech When the Ob were ready to begin construction on the colossus, Kasvarina
equipment and taking orders from the Ob. The first step to get into Varal personally recruited Grappa, promising him he could help create peace.
the Bleak Gate, then, is to capture and interrogate Lorcan Kell. Nine months ago, though, he overheard the leaders of the conspiracy dis-
Lya Jierre arrives on the 13th, which realistically gives the party cussing their full plans, and was imprisoned and geased so he could not tell
just four days for this mission. Kell has a huge organization, but the anyone. He managed to escape, but was killed, and only managed to preserve
party has help. It took a while to press through all the bureaucracy his consciousness by transferring it to his bronze golem handservant.
to get this arranged, but Delft is proud to announce that they have
formed a task force to take down Kell’s guild. The party will have
50 police officers at their disposal. Getting any more will require Delft also recalls something about a wrecked automaton some
calling in favors (see Prestige in the Zeitgeist Player’s Guide). agents found that seemed suspicious. The king tells Harkover Lee
Delft has one Sergeant Deb Macon waiting in a nearby office. to get some expert technologists to help the RHC look into the
She’ll be helping the party coordinate their forces and deploy them machine. This small tidbit lays the groundwork for bringing the
over the next few days. The king is pretty busy, so Delft figures mindmaker, Alexander Grappa, into the plot, so make sure not to
they’ll spend some time kicking around a plan just down the hall, accidentally forget it.
then come back to brief the king once they’ve got the details figured Finally, the king can open a brief portal to the Bleak Gate, but
out. The task force can start in the morning. With luck, they’ll find only at midnight during a new moon. The next new moon is on the
Kell before he knows what hit him. 14th, a few hours after he’s set to start talking with the Jierres. But
if the party can’t find another way in, Aodhan still wants the party
Fallback Options. to go after the Ob, so he’ll send them through.
Harkover Lee briefly outlines some other contingencies before the
party goes off to brainstorm. Taking Kell alive is optimal. If the Switching Gears.
party has no choice but to kill him, Harkover Lee can arrange for Aodhan asks them to clear the room so he can deal with some more
a powerful cleric from Crisillyir to be teleported in who can make menial elements of the peace summit. Before they go, he reiterates
contact with the dead thug’s soul and question it. that they have his full backing on this mission.
If Kell doesn’t work, a less likely option is to contact Hana “Gale” As the party meets Sergeant Macon and starts to plan the task
Soliogn. The woman is officially a terrorist, but she claimed to have force missions, Delft excuses himself, saying he has to check on
been guided to the Bleak Gate by a fey named Ellik. She claimed another set of constables who should be meeting the Ambassador
the trip required unique circumstances, but it’s possible Gale or from Ber, who will be the peace summit’s mediator.
Ellik could help out. At this point, change the perspective to the B-Team.

EN5ider Presents: Cauldron-Born, Part One | 15


Prologue: Meet the King

Brakken of Heffanita. A The ship’s bosun, a brute of a lizardman named Cruusk, is first
minotaur from the nation of Ber, Brak- off the boat and asks with a hiss who’s meeting the ambassador. He
ken’s ambassadorship in Orithea helped demands identification, though he only gives a cursory glance (not
end that nation’s civil war and bring on really knowing what an RHC badge should look like). Once the
unprecedented prosperity. Recently PCs have identified themselves, the lizardman sends word back to
Brakken became ambassador to Risur, Brakken, but tells the constables that they will need to wait while
and was tapped by the rulers of Risur and the mediator finishes preparing his cargo for offloading. Cruusk
Danor to mediate their peace talks. He’s gets to work with the rest of the crew. If the party tries to come
said to be very canny, and that his mere presence tamps down on people’s aboard, the captain barks at them (he’s a gnoll) to get off unless
pretensions. He once even got a raging bear to back down with a single disap- they have a search warrant.
proving glare. A few of the crew come down the gangplank to the docks, and
Brakken secretly is a telepath, and has had such success in negotiations the local dockers warily prep a crane. A goblin and a docker get
because he can hear the surface thoughts and, if necessary, nudge people into a brief argument—neither speaking the other’s language—and
toward compromise. He seldom pushes the actual leaders of each side, but eventually the docker throws up his hands and lets the goblin take
he finds it helps immensely if he can calm the emotions of their advisors. the controls of the crane. The ship’s crew guide it in and start to pull
He’s genuinely driven by a desire to help people live in harmony, though rais- a huge crate up from the galleon’s hold.
ing his own prestige is certainly a bonus.
He dresses in simple tribal clothing from Ber and refuses to travel without I Feel Like I’m Being Watched.
his most trusted friend, a dire bear named Feroz. The constables are being watched by two Kell-guild thugs, lurking
at the door of a dockside bar 100 feet away — a DC 18 Wisdom (In-
sight) check gets a hunch someone’s watching and a DC 14 Wisdom
Enter the B-Team. (Perception) check actually spots the men. If they’re noticed, the
When you switch to B-Team scenes, hand the players the pre- thugs head into the bar and slip out through back doors, planning
generated character sheets from Appendix: Allies and Back-up to get reinforcements. If the constables want to follow, they don’t
Constables. Please make it clear that these aren’t full PCs. When get far before a mishap with the crane distracts their attention.
they’re “off-screen,” as it were, and the GM have fiat over what hap-
pens to them, like any other NPC. This lets the GM drop the party Snap!
into scenes and dictate the set-up of scenarios. The crane is hoisting a massive steel cage off the Fuego, but the
The B-Team consists of: weight is too much, and the cable snaps, dropping the cage on the
• Carlao, human Yerasol veteran knight. stone worked dock. It breaks on impact, and the creature within the
• Serena, human technologist rogue. case claws its way out: a massive dire bear.
• Kaea, high elf skyseer evoker. The bear belongs to Brakken, and is his prized fighting animal.
• Dima, dwarf eschatologist cleric. Named Feroz, this beast is more startled than anything about his
• Josiah, human gunslinger ranger. tumble. The Risuri dockers nearby panic (the ship’s crew, who know
• Gaethan, half-elf spirit medium ranger. the beast is tame, watch with amusement). The sudden flurry of
movement spooks the bear, and it rears up defensively.
Subtle Nudges. As long as no one attacks it, the dire bear soon settles down and
Brakken’s abilities provide GMs a unique opportunity to “nudge ponderously approaches one of the constables (Carlao, most likely),
the plot” by having Brakken learn about secrets via his abilities then stops to stare into his face. The crew of the Fuego look on
that the PCs may not have caught onto. He might share some info in stunned disbelief, Cruusk in particular dropping the crate he
he “overheard” or that one of his “contacts told him,” and suggest was holding onto. The goblin operating the crane quickly exits and
the B-Team constables pass it along to the PC. Be sure to use this begins swimming away, fearful of the consequences.
sparingly, as the PCs are the stars of the adventure, not a psychic Booming footsteps signal the arrival of Brakken of Heffanita,
minotaur. But if absolutely necessary, Brakken can be used to keep the minotaur mediator walking down the gangplank towards the
things moving. dock. Brakken is amused by the sight, and calls out to Feroz. The
large beast turns and plods back to Brakken’s side.
If the constables attack Feroz, the bear immediately retreats
A Bear in Bosum Strand* back up to the ship, where Brakken is able to calm it with his psy-
chic abilities. Brakken scolds the constables, and for the remainder
Social/Action. Real-Time. Level 6. of the adventure, Feroz will growl and stare at the constables when-
The other constables greet Brakken and ensure his safe arrival. ever they’re near.
The B-Team is waiting at the appointed dock when Fuego Du- If the constables held their ground, Brakken congratulates them.
radero arrives from Ber at noon. The impressive galleon is crewed He introduces himself as “Brakken of Heffanita, Ambassador to Ri-
by a mishmash of orcs and half-orcs, with a handful of gnolls, liz- sur from the Progressive Monarchy of Ber, and chosen mediator for
ardfolk, and other monstrous humanoids. the historic peace talks between Danor and Risur.” He understands

16 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

that there are those who might wish him harm, so he appreciates Enter Varal
the protection, but he warns them that his job will require him
moving around a lot. For instance, he wants to make sure Feroz is Social. Real-Time.
stabled at the Beran consulate, and then he’d like to get a late lunch Cut back to the main party, a few minutes after they leave the king
before going to meet the king. He already has a place picked out. to continue planning. The party hears a commotion outside as an
Brakken puts a pack on his bear’s back, full of gifts meant for the unannounced visitor shows up: Asrabey Varal. The PCs likely en-
dignitaries, and then he’s ready to head out. countered Varal during Adventure One, The Island at the Axis of
the World, and depending on how their encounter with the high elf
Escorting the Ambassador. played out he may react to their presence. If the PCs were able to
The Beran consulate is located in the southern district of eastern defeat him then Varal grudgingly gives them a nod, but if he was
Stray River. The fastest way is to take a ferry, but Brakken asks able to escape or subdue the party he ignores them.
to walk, which takes a couple hours. He wants to gently scan the Asrabey has his sword sheathed and his lion shield strapped
minds of those around him to gain a sense of the city’s mood, and across his back. If they try to stop him, he explains he is on official
he enjoys the reactions of “civilized people” to a giant bear ambling business for the Unseen Court, and will brook no delays. Yes, he
down the street. will foolishly fight his way through if the party is stubborn; Asrabey
Brakken makes small talk, shares stories about his homeland, is also exceedingly stubborn.
and asks a few questions about Flint. As ambassador to Risur he’s
spent his time in Slate, not Flint, and this city is much more psychi- Before the King.
cally complex than any he’s been to before. The high elf presents himself. kneeling before King Aodhan.
The route passes a few landmarks, like Dawn Square (where Ne-
vard’s Rally took place; here Brakken looks troubled), the Royal “Gracious King Aodhan, ruler of the mortal nation of Risur as recog-
Shipyard (where the king’s ships are docked; Brakken smiles), and nized by the true lords of this land, I come on an urgent mission for the
Hotel Aurum (Brakken begins frowning a block before the party Unseen Court. The Court would have it known that one of their ilk has
comes within site of the blockaded street and the protesters gath- taken an interest in this city and is acting on his own. I am here to tell
ered). Brakken isn’t set to meet the king until later tonight, so he you that the Court does not approve.
continues to Stray River, where his mood perks up. “His name is Ekossigan, herald of the four seasons, he who defends
The constables may simply shrug off Brakken’s odd moods as him stags from arrows, widdershins prophet. liege of changelings. Upon
reacting to a new land, but they might notice with a DC 20 Wisdom leaving the Court he penned this poem:
(Insight) check that he seems to adopt the mood of whatever neigh- ‘When spring returns to winter, / The cauldron births a spark.
borhood he’s about to enter. ‘The steel betrays the vintner, / The silver spurns the arc.
‘The fire-bride’s dissension: / Dismissed by green-adorned.
Mi Casa, Su Casa. ‘The wheel-woven dead man / Shall wake the cauldron-born.’
The Beran consulate is far less impressive than the Danoran con- “I ask your leave to search this city for this rebel whom I name. More-
sulate that the party visited in Adventure Two, The Dying Skyseer over, I invoke the Rite of Kelland’s Tribute. We offer one war unfought in
but it spreads across more land. Rustic and relaxed, the building is exchange for one season slain. The fey shall not retaliate if you kill that
rarely visited and sees only a handful of official guests every month. which the Unseen Court’s greatest warrior cannot harm.”
The grounds are patrolled by a half-dozen guards with fierce and
loyal mastiffs. A DC 13 Intelligence (History) check recalls that Asrabey, as an
Two-stories tall and constructed of simple brickwork, the main agent of the Unseen Court, is forbidden from harming Ekossigan
consulate building is dwarfed by the stables. The stables are home himself, so he is effectively requesting someone to help him mur-
to various normally ferocious animals including several wolves and der the rogue fey. The king looks to the party. He has to fulfill the
the consular’s pet worg, Blademaw. Once every three months the tribute but he will let the adventurers decide whether they’ll help
consulate lets in children from various schools on a tour with the Asrabey or have the B-Team handle it. Aodhan eventually agrees
main sight-seeing attraction being the animals in the stables. but demands that the high elf obey their laws while inside the city.
The consular, a one-legged orc named Gerax, greets Brakken Asrabey agrees, then immediately turns to leave.
and the constables like they’re old friends. In truth Brakken has Varal will not reveal where he’s staying while in Flint; if the
never met the orc but subtle use of his abilities makes the meeting PCs agree to help, he tells them to meet him at the RHC office
an impressive scene. Gerax greets the constables with great respect at dawn two days hence. If pressed about his activities during the
despite their relatively low standing. intervening time, Asrabey will admit that the Unseen Court has
For the remainder of the adventure Brakken spends his nights sympathizers in Flint, and meeting them will be easier without
in the Beran consulate. Feroz remains within the stables. Gerax the party being present. The dreadnought refuses to be followed;
asks everyone to join him for drinks but Brakken declines saying he between his stealth, climbing ability, and teleportation he should
has a lunch date. He asks the constables to take him to Pardwight stymie any attempt to keep tabs on him.
University where he’ll be meeting one Steffan Eberhardt, Drakr’s More information on Varal’s quest to stop Ekossigan appears in
representative to the peace summit. The meal’s on him. the second part of this adventure.

EN5ider Presents: Cauldron-Born, Part One | 17


Prologue: Meet the King

High Level Equipment.


Below are the listed rules for all equipment wielded by the Dreadnought DC 11 + your proficiency bonus), and it uses your attack roll and ability
Asrabey Varal. Take note that the equipment presented here is meant score modifier to damage rolls. While it is attacking, you gain no bonus
for GM reference only, and PCs are not expected to be able to acquire to Armor Class from the shield.
this gear for their own use during this adventure. In fact, in the event While the shield hovers, it shares your space and travels wherever
Asrabey is somehow killed, the Unseen Court will not only demand but you move, and it continues attacking the same target as long as it re-
also make certain that his gear is returned to them. mains within 5 feet of you. You can use a bonus action to command the
shield to attack a new target within 5 feet of you. The shield does not
Cloak of Smoke. provoke opportunity attacks from movement.
An ornate garment from the lands of the Unseen Court, this cloak fills After the hovering shield attacks for the fourth time, it tries to return
your square with a constant roil of smoke that grants half cover (+2 to your hand. If you have no hand free, it falls to the ground at your feet.
bonus to AC and Dexterity saving throws). You can see through the The shield ceases to hover if you grasp it or are moved more than 10
smoke without trouble, and you can dismiss or invoke the smoke at the feet away from it.
beginning of your turn without any actions required.
Vekeshi Blade.
Lion Shield. Normally a +3 longsword that deals an extra 1d6 fire damage, the Ve-
This specially crafted +3 shield can also be loosed to attack on its own. keshi Blade wielded by Asrabey Varal is a potent artifact of the Unseen
You can use a bonus action to toss this magic shield into the air and Court. When wielding the Vekeshi Blade, you can transform the weapon
speak the command word. When you do so, the shield begins to hover into a whip-like form that has 15-foot reach but still deals damage as
and attacks one creature of your choice within 5 feet of you. The shield a longsword. On your turn, you can shift and revert the blade with no
deals 2d6 magical piercing damage plus the target is grappled (escape actions required.

18 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

Asrabey Varal Asrabey Varal. A centuries-


Medium humanoid (elf), chaotic neutral old high elf warrior, became one of
Armor Class 26 (glamered +3 platemail, lion shield) the many husbands of Kasvarina
Hit Points 150 (20d8+60) Varal, a powerful matriarch who had
Speed 30 ft., climb 30 ft. survived the Great Malice. Kasvarina
STR DEX CON INT WIS CHA encouraged Asrabey’s resentment of
20 (+5) 19 (+4) 16 (+3) 12 (+1) 12 (+1) 8 (–1) the humans who had sentenced their
Saving Throws str +10, con +8 people to death. For years he trained,
Skills Acrobatics +9, Athletics +10, Insight +6, Intimidation +4, and undertook many daring raids
Nature +6, Perception +6 until he became famous as one of the
Senses darkvision 60 ft., passive Perception 16 greatest high elf warriors in the world.
Languages Common, Elven Eventually Asrabey left Elfaivar
Challenge 15 (13,000 XP) and offered his services to the Unseen Court, though he has kept a much
Cloak of Smoke. At the beginning of his turn, Asrabey can dismiss lower profile for the past two hundred years. Asrabey has not seen Kasvarina
or invoke a constant roil of smoke that fills his square, granting him for fifty years, and he has not the slightest inkling of her affiliation with the
half cover (+2 bonus to AC and Dexterity saving throws). He can see Obscurati. He might respect a few humans from Risur, but he hopes that
through the smoke without trouble. someday Kasvarina will come to him and ask him to lead a final war of ret-
Indomitable (2/long rest). Asrabey can reroll a saving throw that he ribution against the Clergy that ruined their race, and the nation of Danor,
fails. He must use the new roll. whose tiefling leaders bear the mark of their crime.
Fey Ancestry. Asrabey has advantage on saving throws against being
charmed, and magic can’t put him to sleep.
Lion Shield. Asrabey can use a bonus action to toss this magic shield Bombs Away!*
into the air and speak the command word. The shield begins to hover
and attacks one creature of his choice within 5 feet of him. While Action. Real-Time. Level 7.
the shield hovers, it shares Asrabey’s space and travels wherever Grundun Zubov’s bombs start going off. Panic. Running. AHHHH!
he moves, and it continues attacking the same target as long as it One last scene before the adventure goes free-form.
remains within 5 feet of him. Asrabey can use a bonus action to At 2:15 in the afternoon, the B-Team and Brakken reach Pard-
command the shield to attack a new target within 5 feet of him. The wight District, where the city’s main university lies. Brakken asks
shield does not provoke opportunity attacks from movement. After around a bit and eventually is pointed to a Yerasol restaurant that
the hovering shield attacks for the fourth time, it tries to return to serves fruit, goat, fish, and fried plantains located in the Onça Stu-
Asrabey’s hand. If you has no hands free, it falls to the ground at dent Hall (Area 11 on the map). There they are greeted by Steffan
Asrabey’s feet. The shield ceases to hover if he grasps it or is moved Eberhardt, and Bracken introduces him to the party as “Drakr’s
more than 10 feet away from it. eyes at the peace summit.”
Power Attack. When Asrabey makes his first melee weapon attack in Steffan — an old thin dwarf with sickly white skin, who supports
a turn, he can take a –5 penalty to his melee weapon attack rolls in himself on a skull-tipped ebony cane — shrugs in a “what are you
exchange for a +10 bonus to melee weapon damage. In addition, Asra- gonna do” way and says, “We Drakrans thought we knew how the
bey can use a bonus action to make one melee weapon attack after he world was going to end — these two countries fighting until every-
uses a melee weapon to reduce a creature to 0 hit points or scores a one is dead. Now we have to change all our predictions.”
critical hit with it. Asrabey can only use this feature on his turn. Brakken leans in to the constables as if Steffan can’t hear him,
Quick. Asrabey has advantage on initiative rolls. “Drakr’s just worried they’ll have fewer customers for their guns
Slippers of Spider Climbing. Asrabey can move up, down, and across and warships.” The two laugh and Brakken looks for a seat big
vertical surfaces and upside down along ceilings, while leaving his enough to support him.
hands free.
Vekeshi Blade. On his turn, Asrabey can transform his longsword into a Pardwight District.
whip-like form that has 15 foot reach or back. While in whip-form the One of the few parts of Central District that has managed to keep
weapon still deals damage as a longsword. itself surrounded by a buffer of nature, Pardwight is host to the
Actions city’s university. Classes fill spare rooms in the buildings of the dis-
Multiattack. Asrabey attacks four times. trict, with only a handful of facilities exclusive to the school.
Vekeshi Blade. Melee Weapon Attack: +13 to hit, reach 5 ft. or 15 ft., The orange line of the subrail is actually above ground in the
one target. Hit: 12 (1d8+8) magical slashing damage plus 3 (1d6) fire Pardwight District, and it has opened up the area to middle class
damage if wielded in one hand or 13 (1d10+8) magical slashing dam- socialites who are charmed by the eclectic clothiers, restaurants,
age plus 3 (1d6) fire damage if wielded in two hands. and other shops in the area. Sailors and dock workers trying out
Lion Shield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. the trains for the first time often jump off here to explore. Students
Hit: 12 (2d6+5) magical piercing damage plus the target is grappled tend to stay in the dorms, but the rail offers them easy access to the
(escape DC 16). city’s culture.

EN5ider Presents: Cauldron-Born, Part One | 19


Prologue: Meet the King

When the constables arrive, have each make a DC 12 Wisdom 14. Foyle Ravine. Signs warn people not to enter the wooded
check to notice that the clock tower (Area 13) is 7 minutes slow. ravine. Because of an old teleportation prank gone awry,
Unless otherwise noted, buildings are 30 feet high. Streets are anyone who tries to leave the gorge teleports back to the
30 or 40 feet wide. base unless they’re wearing a gold ring. The local police
1. Pemberton Industries Office Building. This squat complex keep gold rings on hand to rescue stranded pedestrians. The
once served as a testing ground for the discredited phenomenon is why the subrail has to go on the surface here.
Pemberton Industries’ experiments with personal 15. Pardwight Station (Orange Line, station 4). This station has
arcanoscientific devices. Now it is locked and lightly guarded some of the most stark and modern architecture of the whole
until Benedict Pemberton or his debtors can clear out the subrail system.
labs. The university briefly had a department of arcanoscience 16. Cesanne Sword Studio. This physical education facility was
based here, but now the students have been forced to find originally founded to teach duelists. Today it mostly hosts
other accommodations, most of them much less safe in the dodgeball.
event of accidents.
2. Flint Tribune. This five story building holds the offices of Terror Attack.
the city’s foremost daily paper, as well as business printing While Brakken, Steffan, and the constables partake of spicy fried
presses. It also services the Risuri Record and Pryce of fish, goat, and plantains, the agents of radical eschatologist Grund-
Progress, more fringe papers. un Zubov prepare the opening salvo in their message to Risur.
3. Mixed use. Various shops, often with classrooms or Snipers set up atop the medical library (Area 4) and the Anderson
apartments on different floors. Clocktower (Area 13), and a bomb waits in the skywalk of Hodge-
4. Pardwight Medical Library. Five stories tall, the library man Hall (Area 8).
houses not just books but curative scrolls, galleries of famous
healers, and an entire floor of preserved specimens both First Bomb.
human and monstrous. At 2:25, right as the constables are receiving their food and right
5. Mixed use. Another set of shops, galleries, and such, as a train is passing beneath the skywalk, the bomb detonates. The
surrounding a pleasant garden. explosion tears apart the skywalk, shatters the windows in the
6. Strandholt Teaching Hospital. The façade has three stories, restaurant the constables are at, and is loud enough to be heard
while the two wings — for critical patients and chronic anywhere in the city. The train derails, and a great black smoke
patients, have an extra floor. A basement extension houses cloud billows into the sky. A dozen fatalities result from the explo-
the insane. sion, along with twenty-six wounded among those onboard the rail
7. Mixed use. If you’re going to have a mixed-use property, you and those nearby hit by shrapnel.
want it here, because this one is really the prettiest. Look at It takes about 2 minutes for doctors to stream out of the hospital
that fountain. (Area 6), and 5 minutes for the first police to mobilize from the
8. Hodgeman Hall. The only part of the district that exclusively southeast. The constables have 15 minutes until the second bomb
is owned by the university, these two buildings have several goes off.
lecture halls and cozy classrooms for the teaching of classics, Total Casualties: 26 wounded, 12 dead.
languages, and non-mechanical sciences.
9. Pardwight Druidic Temple. The university formally After the First Attack.
recognizes all druidic sects, and tolerates clericists and other Depending on how fast the constables react, they might learn some
religions, but its founders adhered to the way of the puma of these facts after the whole incident plays out, or they might figure
spirit, looking forward to prey or progress, not skyward like out where the terrorists are and stop them before the second bomb.
the skyseers. Brakken and Steffan are shaken by the bombing but have the
10. Quillis Upperclassman Dorm. Fronted by a fresh air market, presence of mind to do whatever the constables suggest. Steffan is
the dorm is actually run by a collection of former graduates a cleric and stabilizes those who are pulled from the wreck. If the
who demand their lodgers work at least 4 hours a week in the constables insist, he might even accompany them, in which case he
market. can provide castings of cure wounds (three spell slots at 1st level
11. Onça Student Hall. A major gathering place for students, and two spell slots at 2nd level).
Onça Hall also houses most of the university’s administrative
offices, plus its commissary. The Yerasol restaurant Brakken Bet He Wasn’t Prepared for That.
wants to try is on the ground floor of the building. An elderly dwarf — one Takbar Rhozenko — waited for the train
12. Pardwight District Court. This somber building is known as reading a newspaper. Just before the train arrives he closed the pa-
the Stone Dome by the law students who study here. A small per, checked a pocket watch, and turned away. The bomb explodes,
police lies across the ravine to the southeast. the train derails, but the dwarf is unfazed. While everyone else on
13. Anderson Clocktower. The 60-foot high clocktower predates the street is running to see what happened, he walks away casu-
Flint’s industrial boom, and it has never stopped working for ally, right past the now-shattered windows of the restaurant the
more than five minutes. constables are eating at.

20 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

The dwarf is distinctive, beardless with white hair and dark Medical Library.
patches around his nose and finger tips from frostbite. He has a After witnessing the bombing of the rail line, Takbar wound the
newspaper tucked in his armpit, and is fiddling with a pocket watch. watch to a fifteen minute timer, then pressed a button to start the
If that’s not enough to get the constable’s attention, this will. countdown. This sent a message to linked devices in the Flint Tri-
Recent earthquakes have jostled Flint, and when the explosion bune building, and so even though the gargoyle broke the watch,
goes off it causes just enough damage to knock loose a puma-faced at 2:40 those bombs will go off unless the detonators (three each
gargoyle from atop Onça Student Hall. The gargoyle plummets and on two floors) are disabled with DC 18 Intelligence (thieves’ tools)
strikes Takbar as he walks past the building, just feet away from checks.
the party. If the party somehow kept Takbar from being crushed, they can
Takbar is left dying but conscious, and he growls in pain. If the figure out that the watch sent a magical signal by fiddling with the
gargoyle is heaved away and he is magically healed, he can survive, device via a DC 18 Intelligence (Arcana) check, and detect magic
but otherwise he passes on after a minute. Any PC can make a DC can let them trace the signal to the bombs. Takbar’s watch cannot
21 Intelligence (Religion) check to realize that Takbar is a mem- deactivate the bombs, but the spotter in the sniper squad atop the
ber of an obscure radical sect from Drakr. If no PC realizes this, medical library also has a watch which can similarly be used to stop
Steffan points it out, shocked that someone from such a rare group the countdown.
would happen to be here. If the bombs detonate, the first two floors of the Flint Tribune
If the party tries to interrogate Takbar, he resists until he real- (Area 2) burst in a cascade of explosions that annihilate structural
izes his meager lies aren’t convincing them. Then he clamps down support for the half of the building facing the rail line. In a thun-
on his suicide pill, and mocks them with a promise that Zubov will derous crash of stone and steel, the building topples into the street.
destroy the world they know. The poison transmutes the dwarf’s A gas line ruptures and a geyser of flame shoots into the air above
blood to ice, and his skin rapidly turns blue. He dies within three the rubble. The building just barely misses the druidic temple, but
rounds unless the poison’s magic can be healed with magic (either a hundred people working at the newspaper are crushed, and most
dispel magic or protection from poison). die within minutes without help.
What was initially shock and curiosity in the public turns to
The First Lead. panic. People in the district believe that their offices may also be
Astute characters might search Takbar and find the newspaper and potential bombing sites, and many try to run.
the pocket watch. Any creature in the building when it collapses takes 17 (5d6)
The paper is a small-run circulation, the Risuri Record, which bludgeoning damage (a DC 12 Dexterity saving throw reduces
is owned by Risuri citizens who are sympathetic to Drakr and the this damage by half). If a creature survives that damage, assume it
Heid Eschatol philosophy. The tabloid is renowned for dealing with will eventually be rescued when pulled from the rubble. A creature
trash scandals—with their current run discussing an entirely base- caught directly in the blast takes an additional 35 (10d6) bludgeon-
less affair between Danoran Minister of Outsiders Lya Jierre and ing damage (a DC 14 Dexterity saving throw reduces this damage
her brother Luc Jierre. by half).
The paper releases every week but this one is dated for tomor- Total Casualties: 26 wounded, 100 trapped and soon to die, 12
row. Clever characters can figure out that the dwarf got it from dead.
the printer today, and that the printer is just down the street at the
Flint Tribune. Snipers!
As for the pocket watch, it’s set for 2:40, just 15 minutes after the Three dwarves are positioned atop the Pardwight Medical Library
first attack. It radiates an aura of minor transmutation magic. The (Area 4), and another three on the Anderson Clocktower (Area 13).
gargoyle cracked it and damaged its components beyond the scope Each group has two snipers with scoped rifles, and one spotter with
of any immediate repair. a long spyglass to report targets to the snipers, plus a small ice
If they search him more thoroughly, they can find the forged elemental that guards the entrance to the roof. The ice elemental
work order for repairs last night at the skybridge, which has the is a native to northern Drakr (not extraplanar) and resembles a
address of Soknik Repairs, the contractor who apparently was pro- crystalline serpent.
viding the workers. Soknik Repairs is the hideout of Zubov’s cell. Having panicked the crowd with the second bomb, the snipers
wait for people to flee down the bridge to the southeast or the street
Second Bomb. to the north. Then they start firing, killing 10 people in the first
The second attack takes place 15 minutes after the first, giving the minute. Panic turns to outright terror as people realize there’s no
constables a narrow window to avert it. way out.
Zubov’s men scouted the Flint Tribune building while visiting The snipers continue to fire indiscriminately at the frightened
the Risuri Record, which has a small office on the second floor. Last crowd and at people in windows in nearby buildings. They make a
night they bribed the cleaning crew to go home, then hid explosives point of killing anyone who tries to flee, or who tries to help those
in the crawlspace between floors, near every support column. These trapped in the rubble, as well as anyone in a police uniform.
explosives have a magical trigger, one activated by the pocket watch Once the shooting starts a character can search for the snipers
of Takbar Rhozenko, who has headed to the roof of the Pardwight by spending a standard action, picking a building, and making a

EN5ider Presents: Cauldron-Born, Part One | 21


Prologue: Meet the King

DC 21 Wisdom (Perception) check to spot sunlight reflecting off


the scopes or spyglass. For the sake of fairness, don’t have the snip-
ers target the constables unless one of them intentionally makes
himself a target.
Total Casualties: 26 wounded, 100 trapped and soon to die, 22
dead, plus another 5 wounded or dead per minute.

Sniper Crossfire.
If the constables don’t intervene, the local police manage to find the
snipers and take them out, which takes half an hour. By that point
a hundred people are wounded from explosions and non-fatal shots
from the snipers, and nearly two hundred are dead. Eight more
police die attacking the snipers, who kill themselves up rather than
be taken alive.
The constables might choose to help earlier than that. If they are those of the spotter, indicating targets of opportunity. These
move before the second bomb goes off they can at best round up dwarves are methodical in their attacks, and tend to aim at poten-
four Allied Officers to come with them. After the second bomb, the tial runners or anyone who looks like they might be trying to rally
party can get a dozen officers, though that will make them targets. the crowd together.
Let the players control the officers, especially if the party decides to The clock tower sniper nest is on one of the tower’s “shoulders,”
split up to tackle the two sniper nests simultaneously. and is accessed from the middle section near the clock face. It’s
If the constables go up to one nest, they’ll take fire from the other, much narrower, just 15 feet by 25 feet. This second group is far
but after one nest is cleared out you can safely assume the police are more blasé, and the pair of snipers carry on a casual philosophical
able to stop those other snipers within a few minutes. debate about the state of the world while murdering people. This
Alternately, the constables might call for help from the main PCs, team fires at mostly random targets, with the snipers justifying
using the messenger wind. From Hotel Aurum he party can prob- each of their shots aloud with comments like, “Oh, that overweight
ably reach the bombing site in 5 minutes. man clearly should have known he would not live long; he should
have been prepared for an early death!”
Allied Police Officer
Medium human, lawful neutral Team 1 (Medical Library) Team 2 (Clock Tower)
Armor Class 16 (chain shirt, shield) 2 eschatologist snipers 2 eschatologist snipers
Hit Points 11 (2d8+2) 1 eschatologist radical 1 eschatologist radical
Speed 30 ft. 1 small ice elemental 1 small ice elemental
STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 10 (+0) 9 (–1) 8 (–1) Eschatologist Sniper
Saving Throws Str +2, Con +3 Medium humanoid (dwarf), chaotic evil
Skills Athletics +2, Insight +1 Armor Class 11
Senses passive Perception 9 Hit Points 37 (5d8+15)
Languages Common, Primordial Speed 25 ft.
Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA
Actions 10 (+0) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 6 (–2)
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Saving Throws str +2, con +4
5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if wielded Skills Religion +2, Perception +3
with two hands. Damage Resistances poison
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., Senses darkvision 60 ft., passive Perception 13
one target. Hit: 5 (1d8+1) piercing damage. Languages Common, Dwarvish
Challenge 1 (200 XP)
Sniper Nests. Dwarven Resilience. The Eschatologist Sniper has advantage on
From 50 feet up, the snipers are easily within close range for most saving throws against poison.
of their targets. The two nests are about 200 feet apart, so the Marksmanship. The Eschatologist Sniper doubles their proficiency
snipers have a — 2 penalty to hit the constables if they’re attacking bonus when making ranged attack rolls with a scoped rifle.
the other nest. Low walls on the roof grant superior cover against Actions
attacks from below, and cover from attacks made from the same Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
elevation. Hit: 4 (1d8) bludgeoning damage.
The medical library roof is 50 feet across, accessible by a central Scoped Rifle (200 rounds). Ranged Weapon Attack: +5 to hit, range
door. The team here is a silent crew, the only words being uttered 200/1,000 ft., one target. Hit: 6 (1d10+1) piercing damage.

22 | EN5ider Presents: Cauldron-Born, Part One


Prologue: Meet the King

Eschatologist Radical Aftermath.


Medium humanoid (dwarf), chaotic evil The dwarves realize that they will be stopped by law enforcement
Armor Class 14 (chain shirt) eventually, have special poison pills in their mouths (see Takbar
Hit Points 22 (3d8+9) Rhozenko, page @@). If a dwarf thinks he’s about to be taken alive
Speed 25 ft. he’ll chomp down on the pill as a move action.
STR DEX CON INT WIS CHA Any of the snipers who are taken alive are fanatical and hard to
10 (+0) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 6 (–2) break, but if the party applies the right pressure the dwarves can
Saving Throws dex +3, int +2 give up the location of Soknik Repairs. In any case they will gladly
Skills Athletics +2, Deception +0, Insight +3, Religion +2, Percep- boast that their leader Grundun Zubov has already thought of a
tion +5, Stealth +3 counter to anything the police could do to stop them.
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 15 For Later Investigation.
Languages Common, Dwarvish, Primordial Zubov’s terrorist cell planted specially crafted firedust casks in the
Challenge 1 (200 XP) skywalk supports, concealing them as additions to the normal stone
Dwarven Resilience. The eschatologist radical has advantage on pillars. The dwarves worked overnight on the 8th, and the local po-
saving throws against poison. lice were fooled by some simple disguises of them as workers and a
Sneak Attack (1/turn). The eschatologist radical deals an extra 3 moderately well-forged work order.
(1d6) damage when they hit a target with a weapon attack and have The trigger for the explosion was a wire on the tracks. When the
advantage on the attack roll, or when the target is within 5 feet of an train crossed over it sent a jolt down the line that set off the firedust.
ally of theirs that isn’t incapacitated and the eschatologist radical The wire was deactivated through most of the day, but a member
doesn’t have disadvantage on the attack roll. of the cell passed by 5 minutes before the detonation and casually
Actions attached two connectors while adjusting the cuff on his pants.
Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Gunsmith PCs or those knowledgeable in the creation of firedust
Hit: 4 (1d8) bludgeoning damage. can identify the material as a variety of more explosive firedust typi-
Shotgun (20 cartridges). Ranged Weapon Attack: +3 to hit, range cally only available to the military. An hour at a lab determines that
30/90 ft., one target. Hit: 10 (2d8+1) piercing damage. the firedust originated in Drakr.
Examination of the stone used to conceal the explosives deter-
Small Ice Elemental mines that it’s aggregate rubble concrete. A bit of work can track
Small elemental, unaligned down a producer who sold an appropriately-sized quantity earlier
Armor Class 15 (natural armor) this week. The buyer was Zubov, but he picked up the material in
Hit Points 18 (4d6+4) his own wagon and paid in coin, so tracing him that way is unlikely.
Speed 20 ft., swim 60 ft. The dwarves in the sniper nests, as well as Takbar, all had white
STR DEX CON INT WIS CHA powder on their shoes. A chemical examination reveals it as sodium
12 (+1) 8 (–1) 12 (+1) 4 (–3) 11 (+0) 11 (+0) borate, along with several other compounds used as an insecticide.
Saving Throws dex +1, con +3
Skills Athletics +3, Perception +2, Stealth +1 Pryce Is Right.
Damage Resistances cold; bludgeoning, piercing, and slashing from Later, while the party is at the RHC headquarters, Bartholomew
nonmagical attacks Pryce meets them. A firebrand sometimes critical of the monarchy
Damage Immunities poison and the RHC, Pryce was the editor of Pryce of Progress, a newspaper
Condition Immunities exhaustion, paralyzed, petrified, poisoned, with heavy Docker sympathies. He’s in his early thirties, reasonably
prone, unconscious good-looking if you can overlook the filthy smoking habit, and hangs
Senses darkvision 60 ft., passive Perception 12 out in different drinking or gambling dens in the Bosun Strand.
Languages — Pryce has the eye of a canny journalist, and can provide any in-
Challenge 1 (200 XP) formation you think your party needs that they missed, since he saw
Power Attack. When the elemental makes its first melee weapon the dwarves working in the Flint Tribune building but was too busy
attack on its turn, it can take a –5 penalty to its melee weapon trying to meet a deadline to worry about them at the time.
attack rolls in exchange for a +10 bonus to melee weapon damage. In Perhaps more importantly, now that the offices of the Flint Tri-
addition, on its turn the elemental can use a bonus action to make one bune are gone, he sees an opportunity to take its place. He’s already
melee weapon attack after a melee weapon attack it makes reduces a acquired seed money for a new office and printing press, but he’d like
creature to 0 hit points or scores a critical hit. to run his first issue with information about the Terror in Flint. He’d
Actions like an interview with the party, and if possible he wants to follow
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 them and report on how they’re helping protect the city.
(1d4+1) bludgeoning damage plus 2 (1d4) cold damage and the target Pryce plays no plot-relevant role in the adventure, but can give
makes a DC 11 Constitution saving throw. On a failed save, the target the party a sense that they’re famous, and that people are watching
can use either an action or a bonus action on its next turn, not both. to see how they lead.

EN5ider Presents: Cauldron-Born, Part One | 23


Act One: Setup

T his section contains two events that

don’t fit cleanly into the main plot threads,

but which set up the party’s eventual assault on the


It translates to, “Would you kindly give me a pen?”
Alexander Grappa has been conscious inside his golem’s severed
head, able to hear what’s going on but not communicate until now.
A strong will has kept him from going crazy, though his memory
has some gaps, and there are things he still cannot talk about be-
cause of a geas.
Obscurati base in the Bleak Gate. Either with a pen (writing roughly and blindly) or with addi-
tional tapping, Alexander communicates the following message:

A Bunch of Bolts I am Alexander Grappa, the mindmaker. A magical compulsion prevents


me from explaining everything, but I believe we have mutual enemies.
Puzzle. Real-Time. Don’t bother repairing the mouth. I did not design this golem for
The party and the B-Team meet and examine the partially reas- vocal communication. I would very much appreciate functional eyes,
sembled bronze golem. however. And if I’m to guide you to our mutual enemies I’ll need legs. I
The morning of the 9th of Spring, before the party meets with have a feeling that my neck isn’t in excellent shape either.
their task force, a royal technologist comes to the RHC headquar- Back in summer I was in my own body, imprisoned after I learned
ters to help repair the mangled bronze golem that the RHC found a secret that I unfortunately cannot share. Again, pardon certain va-
a few months ago. The party is present to see what information it garies that are necessary due to my geas. I fled the Bleak Gate with a
might yield. The B-Team is present because they found the golem woman and this golem at my side. A rival caught up and slew me, but
originally, and one of their number, Serena, has been trying to re- I managed to transfer my consciousness into this machine. My rival
pair it in her spare time. destroyed this golem body, but did not realize he had failed to actually
The royal technologist, Justin Rollins, is a big light-hearted kill me.
black man who has a “pet contraption” the size of a small dog that I would rather like to thwart his plans and help the aforementioned
walks on four legs and carries his tools — plus a box of chocolates woman. If sufficiently reassembled I can guide you through the…the
that Justin idly munches as he works. most I can say is to call it a facility. I cannot get to the Bleak Gate my-
self, but I know my way from there.
Golem Condition. In exchange for this, perhaps you could arrange me access to my old
When the B-Team found it, the golem was in hundreds of pieces. golem-crafting workshop. Ask around for Alexander Grappa, and I hope
Serena has spent considerable effort to bend bits back into shape people will have heard of me. It would be very nice to design a better
and reassemble the body. Right now she has one and a half arms body for myself.
assembled, one leg, and the bulk of the torso, minus a few external
casing pieces. Justin explains it will take him about a day to get the golem func-
The head’s back area is mostly intact, but the face and eyes are tional. Out of Grappa’s earshot, he suggests they keep the golem
obliterated, and Serena hasn’t tried attaching it to the body yet, locked up—maybe toss him a few books to read or something—until
unsure what would happen. She explains that it radiates magic they can be sure they can trust him.
still, and she thinks it could still control the body if reattached. Her By the afternoon of the 10th, the golem’s body is intact enough to
hunch is that it could be given orders, perhaps even something like walk and climb, and Justin has enchanted a handheld tap-to-voice
“take us back to your base.” device so it can speak about a word every 2 seconds.
Justin asks those assembled to securely restrain the body to a
table with straps. He intends to put the head on, and he doesn’t Further Questions.
want the machine flailing around. After a few minutes of work The party understandably might have a lot of questions for Grappa,
with silver dust and wires engraved with arcane sigils, he magically but all his geas allows him to say is that he was in a facility in the
fuses a thick cable between the back of the skull and the neck. The Bleak Gate, which has hundreds of workers and dozens of guards.
head still lies limply. He can neither name nor describe anyone he worked with, but he
can say whether he knows people if the party describes them. For
It’s Alive! instance, if they mention meeting a steelshaper, or if later on they
The body twitches a bit, and then the fingers on its functional right mention Kasvarina’s name, Grappa can acknowledge that they
hand begin tapping the table. Any Yerasol Veteran recognizes it were his “rival” and “the woman.”
as the equivalent of Morse code (there’s definitely someone in the He cannot say the name Obscurati, nor that the facility is build-
building who can translate if the party can’t.) ing something, let alone that it’s building a giant colossus. Grappa

24 | EN5ider Presents: Cauldron-Born, Part One


Act One: Setup

also knows that the Obscurati plan to use the colossus to perform
some sort of ritual—he overheard Kasvarina talking about training
the colossus about the planes, in case it had to make a split decision
during the ritual—but he doesn’t know what the goal of that ritual
is. In any case, he can’t tell the party about it. His best bet is to lead
the party so they can find out the details themselves.
The party might try to have Principle Minister Harkover Lee re-
move the geas, but when he tries to remove curse it fails. This shocks
the man, since it means whoever cast the spell is significantly more
powerful than him, not to mention that it has lasted far longer than
a normal geas should (in game terms Kasvarina is a 17th-level spell-
caster, and Harkover is only 13th level.)

Guardian of the Hill


Social. Real-Time.
The party is invited up to Cauldron Hill by Lieutenant Dale.
After Mayor Reed Macbannin was revealed to be performing
horrible experiments atop Cauldron Hill (in Adventure Two, The
Dying Skyseer), a replacement was assigned to keep track of the
cursed mountain. Lieutenant Dale, an erudite and cool-headed
military officer, used to be on call to respond in case of supernatural
incursion.
Now Captain Dale maintains a garrison of eighty soldiers atop
Cauldron Hill, and at the king’s direction he sends an invite to the New Acquisitions.
party because he hopes to be working with them. The invite arrives
just as the party is finishing up with Alexander Grappa. Bleak Amulet
Martial Scientist PCs might know Dale from the Battalion acad- Wondrous item, uncommon
emy and his infamous thesis on Meditation, Coffee, and Cherry Pie: This rusted amulet bears no special inscription or embellishment,
Unorthodox Salves Against the Supernatural. only a pressed circle of brass, and it has no effect while worn on any
If the party goes up to Cauldron Hill, they find work crews at the plane but the Bleak Gate. When worn in the Bleak Gate, your armor
mansion still repairing seismic damage from previous tremors, and class increases by +1, you gain a +2 bonus on all saving throws, and a
another crew excavating the strange laboratory beneath Macban- +1 bonus on all attack and damage rolls.
nin’s garden shed. If the party can’t make it, Dale understands that The amulet can only hold back the power of the shadowy plane
the party is on a tight schedule, and can meet the party down in for a limited time. After 24 hours the amulet crumbles to dust.
the city, though he recommends a bar called the Bookhouse, which Alternately, the amulet can be used once to re-roll any single dice
serves the best damned papaya pastries in the country. roll while the wearer is in the Bleak Gate, after which the amulet
Dale can provide the PCs each with a specially attuned amulet. immediately crumbles to dust.
The bleak amulet (see sidebar) has no magical properties in the real
world, but in the Bleak Gate it offers impressive magical defenses. Dale Assault
In addition, the captain offers to spend some time training with Martial Scientist technique
any Martial Scientists in the group, teaching them specialized Characters with the Martial Scientist theme who spend time train-
technique to use against supernatural creatures. After a few hours, ing with Major Dale can learn this ability. Alternatively, researching
a Martial Scientist can learn the Dale Assault special ability (see his infamous thesis, Meditation, Coffee and Cherry Pie: Unorthodox
sidebar). Salves Against the Supernatural, can learn this technique.
If you have enjoyed a filling and pleasant meal since your last long
Soldiers Ready. rest, you can spend a bonus action to gain a calm reflection as if you
Depending on which method of entry the party uses to reach the were meditating. While so relaxed, when you would be affected by
Bleak Gate, they might be traveling with most of Dale’s soldiers. any fear effect, delay its onset by one round.
The night of the 13th, sixty soldiers will wait near Hotel Aurum, You can end this trance to feint on your turn against one target in
ready to go through the portal the king will open, though only thir- range (no actions required by you), making a Charisma (Deception)
ty-one people will be able to pass through, so the party had better go check opposed by the target’s Wisdom (Insight) check. If the target
first. The expedition to the Bleak Gate takes place during Act Three. is an aberration, celestial, dragon, elemental, fey, fiend, monstrosity,
The rest of Act One will appear in Part Two of Cauldron-Born. e or undead, you have advantage.

EN5ider Presents: Cauldron-Born, Part One | 25


Appendix A:
GM Quick Reference
Timeline
Between scripted the scenes the party will likely be Spring 11.
working to find Kell, Ekossigan, or the eschatologists. • * Morning. Brakken and the B-Team witness a
B-Team scenes are marked with an asterisk. paranoid mob in the Cloudwood.
• Evening. An opera gives the party a chance to nab
Spring 8.
Kell’s lawyer.
• Afternoon. The party meets with King Aodhan.
Asrabey embroils the party in the search for Spring 12.
Ekossigan. • Morning. Zubov leads the eschatologist attack on
• * Afternoon. The B-Team picks up Brakken, and the subrail station.
eschatologist snipers strike. • Evening. At sunset paranoia in the Cloudwood
leads a mob to murder the mayor.
Spring 9.
• Late Night. Ekossigan performs his ritual sacrifice
• Morning. The party and B-Team examine the just before midnight.
broken golem. A letter from Vlendam Heid arrives,
as does an invitation from Captain Dale. The party Spring 13.
takes command of the task force to capture Kell. • Pre-Dawn. Kell leaves his hide-out, giving the
party a chance to take him down.
Spring 10.
• Afternoon. Han Jierre and his niece Lya arrive.
• Morning. Asrabey asks the party to take him to • Evening. Opening dinner of the peace summit.
Gale.
• Midnight. The king will be able to send the party
• * Evening. The B-Team escorts Brakken to the club to the Bleak Gate if they have not already found a
Sunset Bench, one of Kell’s fronts.
way.
• Late Night. An Eschatologist ship full of monsters
arrives.

26 | EN5ider Presents: Cauldron-Born, Part One


Appendix A: GM Quick Reference

NPC Quick Reference


• Alexander Grappa. Mind mage. Addled memo- • Harkover Lee. King’s magical advisor/body-
ries, geas to keep Obscurati secrets. Golem body guard. Straight-backed. Never eats. Beran accent.
has no mouth. Possesses great aplomb. Desires Ob
downfall. Apologetic he can’t help more. • Kasvarina Varal. High elf matriarch, suffer-
ing from near-total amnesia, unaware of her own
• Aodhan. Aged king, still full of vitality. Cool-head- power.
ed, favors rational persuasion to combat. Gladly
spares a few moments to talk about personal issues • Kvarti Gorbatiy. Dwarf sniper. Has made his
with those he meets. Physically feels the emotions peace, but still is boisterous and talkative. Pays
of nearby fey. people compliments easily. Has rifle made of a gi-
ant’s bone, carved with infernal letters.
• Asrabey. High elf warrior of unmatched prow-
ess. Flaming sword. Animated lion shield. Cloak • Leone Quital. Flamboyant steelshaper. Acts
of smoke. Despises Danorans. Honorable, duty- cultured, appreciates fine food, wine, and music,
focused. Doesn’t talk about self, but is fanatically but has a vicious short temper. Eager to please
loyal to Kasvarina. He is one of her many husbands. Obscurati so he’ll be brought into the fold.

• Brakken. Minotaur mediator. Telepath, with • Lorcan Kell. Leader of thieves’ guild. Ugly face.
obedient pet dire bear. Uses psychic powers to help Fancy clothes and top hat. Lots of hidden knives.
high-stakes peace negotiations. Enjoys making Not too clever. Is brutally intimidating figurehead,
strangers become friends. Likes to sight-see. while his minions run his guild.

• Ekossigan. Fey lord of the seasons. Arrows redi- • Lya Jierre. Tiefling martial scientist. Ambitious.
rect nearby him. Invisible body. Wears a wooden Haughty but friendly. Progressive. Wants peace.
mask. Devoted to maintaining proper order and Arcano-technological vorpal rapier.
rhythm in nature and culture. Gets flustered if
interrupted while talking. • Morgan Cippiano. Leads Flint branch of Family.
Bald. Gravelly voice. Talks fashion. Wants Kell out;
• Grundun Zubov. Beardless, white-haired dwarf will “trade favors.” Gathers info for the Clergy, but
with a pipe made of ice. Wants to see this corrupt won’t talk about his role.
world end. Willing to die to help that happen. Only
talks to give orders, except when someone who re- • Quentin Augst. Physically unimposing, monocle.
ally understands his philosophy challenges it. Then Convinced money can solve anything, and is more

he gets angry. important than anything. Doesn’t really like his


kids. Exasperated that things are going wrong.
• Han Jierre. Joyless leader of Danor, who orders
horrible acts that he might create a better world for • Roland Stanfield. Aasimar. Constant expression
others. Easily separates his sympathetic personal of contented optimism. Perfect politician’s smile.

beliefs from his political persona, which is erudite, Old war wound in his lower back.

polite, and often cutting.


• Stover Delft. Party’s boss. Chews tobacco. Cane.
Spits. Good-natured.
• Hana “Gale” Soliogn. High elf with wind magic,
favored by Ekossigan to gain storm magic. Was
owned by a Danoran family. Has chip on shoulder
against technology and industry. Unwilling to help
Ekossigan murder people. Refined, but cautious.

EN5ider Presents: Cauldron-Born, Part One | 27


Appendix B: The B-Team
Kaea Josiah
Medium humanoid (elf), chaotic neutral wizard (evoker) 4 Medium humanoid (human), lawful neutral gunfighter (bushwacker) 4
Armor Class 15 (mage armor) Armor Class 16 (breastplate)
Hit Points 26 (4d6+8) Hit Points 30 (4d10+8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 16 (+3) 8 (–1) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 8 (–1) 14 (+2) 13 (+1)
Saving Throws int +5, wis +3 Saving Throws dex +5, cha +3
Skills Arcana +5, History +5, Insight +3, Perception +1, Stealth +4 Skills Acrobatics +5, Athletics +2, Deception +3, Intimidation +3,
Senses darkvision 60 ft., passive Perception 11 Perception +4, Stealth +7; gun kit +2
Languages Celestial, Common, Draconic, Elvish, Goblin, Orc Senses passive Perception 14
Challenge 2 (450 XP) Languages Common
Arcane Recovery. Once per day when Kaea finishes a short rest, she Challenge 2 (450 XP)
can choose expended spell slots to recover. The spell slots can have a Blindside Attack (1/turn). Josiah deals an extra 9 (2d8) damage to
combined level that is equal to or less than 2nd-level. one creature he hits with a ranged weapon attack if he has advantage
Fey Ancestry. Kaea has advantage on saving throws against being on the attack roll.
charmed, and magic can’t put her to sleep. Fighting Style: Point Blank Shooter. Josiah does not have disadvan-
Sculpt Spells. When Kaea casts an evocation spell that affects other tage on attack rolls when he is within 5 feet of a hostile creature who
creatures that she can see, she can choose a number of them equal to can see him and who isn’t incapacitated.
1 + the spell’s level. The chosen creatures automatically succeed on Flushing Shot. Josiah’s ranged weapon attacks ignore half and three-
their saving throws against the spell, and they take no damage if they quarters cover.
would normally take half damage on a successful save. Quick. Josiah has advantage on initiative rolls.
Spellcasting. Kaea is a 4th-level spellcaster that uses Intelligence as Actions
her spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Enchanted Musket. Ranged Weapon Attack: +6 to hit, range 40/120
She has the following spells prepared from the wizard spell list: ft., one target. Hit: 10 (1d12+4) magical piercing damage.
Cantrips: acid splash, light, ray of frost, shocking grasp Equipment. Josiah carries a potion of blur, potion of invisibility, and
1st-level (4 slots): burning hands, mage armor, magic missile, shield potion of heroism.
2nd-level (3 slots): blur, scorching ray, shatter
Actions
Enchanted Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) magical bludgeoning damage or 7 (1d8+3)
magical bludgeoning damage if wielded in two hands.
Equipment. Kaea carries a potion of healing, scroll of aid, and scroll of
identify.

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Appendix B: The B-Team

Gaethan Carlao
Medium humanoid (half-elf), lawful good fighter (champion) 4 Medium humanoid (human), lawful good fighter (champion) 4
Armor Class 16 (+1 studded leather) Armor Class 19 (half plate, shield)
Hit Points 30 (4d10+8) Hit Points 34 (4d10+12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 8 (–1) 15 (+2) 14 (+2) 16 (+3) 8 (–1) 12 (+1) 10 (+0)
Saving Throws str +5, con +4 Saving Throws str +4, con +5
Skills Acrobatics +5, Animal Handling +1, Insight +2, Perception +2, Skills Animal Handling +3, Athletics +4, Insight +3, Perception +3,
Stealth +5, Survival +2 Persuasion +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish Languages Common
Challenge 2 (450 XP) Challenge 2 (450 XP)
Action Surge (1/short rest). On his turn, Gaethan can take an ad- Action Surge (1/short rest). On his turn, Carlao can take an additional
ditional action on top of his regular action and a possible bonus action. action on top of his regular action and a possible bonus action.
Fey Ancestry. Gaethan has advantage on saving throws against being Improved Critical. Carlao’s weapon attacks score a critical hit on a roll
charmed, and magic can’t put him to sleep. of 19 or 20.
Improved Critical. Gaethan’s weapon attacks score a critical hit on a Power Attack. When Carlao makes his first melee weapon attack
roll of 19 or 20. in a turn, he can choose to take a –5 penalty to his melee weapon
Second Wind (1/short rest). On his turn, Gaethan can use a bonus attack rolls in exchange for a +10 bonus to melee weapon damage. In
action to regain 1d10+4 hit points. addition, Carlao can use a bonus action to make one melee weapon
ACTIONS attack after he uses a melee weapon to reduce a creature to 0 hit
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range points or scores a critical hit with it. Carlao can only use this feature
20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. on his turn.
Enchanted Longbow (40 arrows). Ranged Weapon Attack: +6 to Second Wind (1/short rest). On his turn, Carlao can use a bonus
hit, range 150/600 ft., one target. Hit: 8 (1d8+4) magical piercing action to regain 1d10+4 hit points.
damage. ACTIONS
Equipment. Gaethan carries a potion of improved healing and potion of Enchanted Longsword. Melee or Ranged Weapon Attack: +5 to hit,
fly. reach 5 ft., one target. Hit: 7 (1d8+3) magical slashing damage or 8
(1d10+3) magical slashing damage if wielded in two hands.
Equipment. Carlao carries a potion of improved healing.

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Appendix B: The B-Team

Dima Serena
Medium humanoid (dwarf), lawful good cleric (life domain) 4 Medium humanoid (human), chaotic neutral rogue (thief) 4
Armor Class 18 (chainmail, shield) Armor Class 15 (studded leather)
Hit Points 30 (4d8+12) Hit Points 22 (4d8+4)
Speed 25 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 14 (+2) 17 (+3) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
Saving Throws wis +5, cha +4 Saving Throws dex +5, int +2
Skills History +3, Insight +5, Nature +3, Perception +5, Persuasion +3, Skills Acrobatics +7, Athletics +4, Deception +3, Intimidation +3,
Religion +3 Perception +1, Stealth +7
Damage Resistances poison Senses passive Perception 13
Senses darkvision 60 ft., passive Perception 15 Languages Common, Thieves’ Cant
Languages Celestial, Common, Dwarvish Challenge 2 (450 XP)
Challenge 2 (450 XP) Cunning Action. Serena can take a bonus action on each of her turns
Channel Divinity (1/short rest). Dima can channel divine energy in combat. This action can be used only to take the Dash, Disengage,
directly from his deity, using that energy to fuel one of two magical Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use
effects. thieves’ tools to disarm a trap or open a lock.
Preserve Life. As an action, Dima presents his holy symbol and evokes Second-Story Work. Climbing does not costs Serena extra movement.
healing energy that can restore 20 hit points. Dima chooses any crea- When she makes a running jump, the distance she covers increases
tures within 30 feet and divides those hit points among them. This by 3 feet.
feature can restore a creature to no more than half of its hit point Sneak Attack (1/turn). Serena deals an extra 7 (2d6) damage when
maximum. Dima can’t use this feature on an undead or a construct. she hits a target with a weapon attack and has advantage on the
Turn Undead. As an action, Dima presents his holy symbol and speaks attack roll, or when the target is within 5 feet of an ally of hers that
a prayer censuring the undead. Each undead within 30 feet that isn’t incapacitated and Serena doesn’t have disadvantage on the
can see or hear him must make a DC 13 Wisdom saving throw. If the attack roll.
creature fails its saving throw, it is turned for 1 minute or until it takes Actions
any damage. A turned creature must spend its turns trying to move Enchanted Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
as far away from Dima as it can, and it can’t willingly move to a space target. Hit: 7 (1d6+4) piercing damage.
within 30 feet of him. It also can’t take reactions. For its action, it can
use only the Dash action or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the creature can use the
Dodge action.
Disciple of Life. Whenever Dima uses a spell of 1st-level or higher to
restore hit points to a creature, the creature regains additional hit
points equal to 2 + the spell’s level.
Dwarven Resilience. Dima has advantage on saving throws against
poison.
Spellcasting. Dima is a 4th-level spellcaster that uses Wisdom as his
spellcasting ability (spell save DC 13; +5 to hit with spell attacks). He
has the following spells prepared from the cleric’s spell list:
Cantrips: guidance, resistance, sacred flame, spare the dying
1st-level (4 slots): bless, cure wounds, detect magic, guiding bolt,
healing word, sanctuary
2nd-level (3 slots): hold person, spiritual weapon, zone of truth
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) bludgeoning damage or 7 (1d10+2) bludgeoning dam-
age if wielded in two hands.
Equipment. Dima carries a scroll of cure wounds (3rd level) and wand of
cure wounds (10 charges).

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Appendix C:
Briefing Dossier
e of His Majesty
This dossier is official correspondenc
ulary. By the
King Aodhan’s Royal Homeland Constab
this document,
powers of his office, the king has sealed
ning it shall come
and any unauthorized individuals ope
to the attention of the RHC.
ument is an
N.B. Unapproved opening of this doc
who transgress be
offense against the crown. Let those
es of Rulership.
struck down, as established in the Rit

Peace Summit of 501 AOV


Spring 8. Mediator Brakken of Heffanita arrives from In the Risur delegation.
Ber. Drakran observer Steffan Eberhardt is already in * King Aodhan.
town. * Principal Minister Harkover Lee.
Spring 9. Danoran vessel Freux Rouge arrives, carry- * Royal Engineer Geoff Massarde.
ing Captain Rosalyn Taylor and Minister of Magic Pierre * Minister of Agriculture Kian Doherty.
Riquier. For the Risur delegation, Geoff Massarde and * City Governor Roland Stanfield.
Kian Doherty arrive from Slate.
Spring 13. At 6pm, Danoran vessel Lux Profectusque And for the Danorans.
arrives, carrying Sovereign Han Jierre, Minister of * Sovereign Han Jierre.
Outsiders Lya Jierre, and Minister of War Eloise Duffet. * Minister of Outsiders Lya Jierre.
That evening a banquet involving all dignitaries and * Minster of War Eloise Duffet.
begins the Peace Summit. * Minister of Magic Pierre Riquier.
Spring 14. King Aodhan and Sovereign Han Jierre hold * Naval Representative Rosalyn Taylor.
private talks.
Spring 20. The talks are scheduled to end with a formal And finally.
declaration of betrothal between the King and Lya Jierre. * Mediator Brakken of Heffanita.
Spring 22. The Sovereign and most of the delegation * Drakran Observer Steffan Eberhardt.
will depart, while Lya Jierre will begin a nationwide
political tour. Life in Flint can return to normal.

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Appendix C: Player Handouts

Persons of Note
Hereafter labeled as PN#. Examination of stolen financial documents reveal many
* PN1. Danoran Minister of Outsiders Lya Jierre. Niece of factories in Parity Lake changed ownership—we suspect
Sovereign Han Jierre. Witnessed at gathering of Obscurati in by intimidation—and were registered in the names of
Vendricce. Involvement unknown. known members of Kell’s guild. Strong certainty that Kell
* PN2. Nathan Jierre. Cousin of Lya. Researcher at Axis aided Macbannin in smuggling various industrial goods to
Island, accomplice of Duchess Ethelyn of Shale. Involved in destination unknown.
extraplanar observation. After Macbannin’s arrest, Kell’s guild apparently
* PN3. Luc Jierre. Brother of Lya. Arcanoscientist, inven- accompanied agents of the Obscurati during the attack on the
tor of artifact identified as “Wayfarer Lantern.” Delivered RHC headquarters.
lantern to Lya Jierre and PN5 in Vendricce. * PN12. “Steelshaper.” Unnamed individual who aided PN8
* PN4. Sovereign Han Jierre. Ruler of Danor. Involvement Creed to recover documents at an abandoned church in The
unknown. Nettles. Demonstrated ability to move and shape metal
* PN5. “Nicodemus.” Unnamed individual smoking cigarettes without obvious spellcasting. Had a Crisillyiri accent.
(leaf of Nicodemus) at gathering in Vendricce. Appeared to * PN13. Lady Inspectress Margaret Saxby. Former head of
have a leadership role. the RHC in Flint. Apparently worked to help Macbannin
* PN6. Duchess Ethelyn of Shale. Sister of King Aodhan. maintain secrecy, believing it was part of an official Risuri
Claimed skyseer vision warned of threat to Risur. Attempted military project. Appears to have no direct affiliation with
assassination of king. Attacked Axis Island. See attachment the Obscurati.
PN6a. * PN14. Kaja Stewart. (deceased) Arcanoscientist in Macban-
* PN7. Reed Macbannin. (deceased) Mayor of Flint district nin’s laboratory who stole items identified as “Ancient
of The Nettles. Operated facility on Cauldron Hill refining Artifacts” after Macbannin was captured. Worked with
substance identified as “Witchoil.” Committed suicide in PN11 Kell to fence these items. Dead through possibly faked
prison cell. suicide in cell at RHC headquarters.
* PN8. Cillian Creed. (deceased) Butler of Macbannin. * PN15. Caius Bergeron. Alleged patron of archaeology. Ac-
Infused with Bleak Gate magic, granting shadowy physical cording to PN14 Kaja, Bergeron brought Ancient Artifacts
form. Performed murder, organized smuggling operation, to Macbannin for examination, to determine their powers
attempted cover-up, and likely other criminal activities on and risk. Funded multiple expeditions to Ancient ruins.
behalf of Macbannin. Killed via exneuralation by Sijhen. Arranged bodyguards for
* PN9. Her Majesty Princess Fairy Dust, Hana “Gale” PN3 Luc on Avery Coast Railroad, apparently with intent to
Soliogn. High elf refugee from Danor. Hostile to Danoran accompany to Vendricce.
industrial activity in Flint. Unconfirmed role in murder and * PN16. Sijhen. Mysterious being, identified as a “Gidim.” See
arson of industrialists. Sent PN10 Nilasa on spy mission in attachment PN16a for details of Gidim. Entity sought to
Danoran consulate in Flint. return to its own plane. Believed dead or banished when its
* PN10. Nilasa Hume. (deceased) Stole financial documents portal collapsed. No apparent affiliation with conspiracy.
from consulate, linking Macbannin to various criminal enter- * PN17. Xambria Meredith. Archaeologist who excavated loca-
prises. Murdered by PN8 Cillian Creed. tion identified as “Ancient High Bayou Ziggurat.” Recovered
* PN11. His Grace the Duke of Slaughter. Lorcan Kell. Ancient Artifacts, which were delivered to PN15 Bergeron.
Crime lord in Flint district Parity Lake, with base of Possessed by PN16 Sijhen, and shared memories. Provided the
operations in location identified as “Theater of Scoundrels.” name “Obscurati” to identify hostile conspiracy; we suspect
Renowned for violence and cruelty. the name was gleaned from consumed brain of PN15.

Attachment PN6a: Ethelyn’s Prophecy


Duchess Ethelyn of Shale allegedly received this prophecy. It, along with numerous other The “axis” likely motivated Ethelyn to target Axis Island. Likewise the “steel ship” sug-
factors, motivated her treason against the crown. gests the R.N.S. Coaltongue, a prominent Risuri steel warship. The “sail of shadows” could
simply be the smoke from its engine, or might be related to the Obscurati’s penchant
A globe spins on its axis, and a steel ship sets off to war on a sail of shadows. for hiding, particularly in the shadowy Bleak Gate. However, the ship has not set off to
The world passes into night, and blackness grips all of Risur as the stars fall war, and indeed the current peace plans will hopefully avoid any imminent war.
from the sky. The king’s eyes turn a soulless white, and he moves as a puppet, his We see no obvious correlations in the rest of the prophecy. If it is true, that sug-
strings pulled by a man who has already died a thousand times. gests the events have not yet occurred. Stars falling from the sky could relate to any
number of meteor showers, or perhaps the incursion from Gidim, a previously unknown
Though we are wary of putting excessive stock in prophecy--if for no other reason world (see Attachment PN16a), but this is only speculation.
than the desire to avoid hubristically bringing its predictions to pass in the course of -- Royal Skyseer Cliff Swanland
trying to prevent them--we can see some obvious parallels to current situations.

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Appendix C: Player Handouts

Obscurati Intelligence
Herein an overview of knowledge about the organization construct something that requires a great industrial base.
identified as “Obscurati” by PN17 (Xambria Meredith). Macbannin also refined witchoil, which likely would be used
as fuel for whatever is being created.The Ob want it to remain
Section the First: Obscurati Organization secret, and have gone to elaborate lengths to keep it so.
The Ob (for short) appear to have a very strong focus on The Ob appear to have a base, and likely factory or assem-
secrecy and compartmentalization. It is possible they have bly facilities in the Bleak Gate, and possess means to travel
other cells of their organization that we are unaware of simply between that world and ours with relative ease.
because the operatives we’ve interrogated were not privy to the
full scope. Indeed, given the conspiracy’s assets and inter- Section the Third: Wider Operations
national span, it seems likely they are up to more than just The Ob are interested in reaching or manipulating other
operations in Flint. planes. It is possible PN15 Bergeron’s funding of Ancient ex-
It is imperative that we trace the chain of command to its peditions is merely tangential to their main activities, but PN3
top and then work our way down to lower tiers of other cells. Luc’s invention, the Wayfarer Lantern, has the potential to
influence planar magic. Additionally, Axis Island had unusual
Section the Second: Operations in Flint planar fluctuations, and PN2 Nathan was studying other stars.
In Flint, we suspect PN12 Steelshaper convinced PN7
Macbannin to work on a fake Risuri military project. Macban- Section the Fourth: Goals
nin operated in our world and helped smuggle materials, we Unfortunately, we lack enough information to present
suspect into the Bleak Gate, which are likely being used to anything but baseless speculation.

Attachment PN16a: Gidim


Creatures identified as “Gidim Warbeasts” appeared several times, apparently summoned
from the planet Apet, also known as The Distant Plane. Apet is source of teleportation and
divination magic, and the incomplete silver ring that surrounds it is source of foresight
magic. Travel to plane was believed impossible, and no creatures could be summoned from
there.
At Ancient High Bayou Ziggurat, a golden plate sealed a portal to a small pocket di-
mension, which appeared to have originally been part of Apet before being sliced away.
Several creatures escaped, including PN16 Sijhen. Based on explanation from PN14 Xambria,
the entity was not native to Apet, but rather from the planet/plane/star called Gidim.
Alternately, the creature’s race might just be called Gidim. We are operating with dubious
nomenclature.
Sijhen, like the Gidim Warbeasts, existed primarily as manifested thought, with ability
to become solid. Our best guess is that they feed on thought or emotion, either indi-
rectly—like plants requiring intangible sunlight—or physically. After PN16’s arrival in
Flint, numerous victims were reported having their brains removed through the palates of
their mouths. Apparently Sijhen acquired the knowledge of the minds it ate. The warbeasts
appear to have been lacking higher intelligence.
Sijhen’s possession of PN17 might have been dependent on circumstances, or could be trait
of entire species.
Entity attempted to open a portal to its homeworld, though no place called Gidim is
known to our skyseers or astronomers, and such travel would normally be impossible. It
acquired an ancient artifact known as “Ancient Star Map” which it appeared to use to di-
rect its portal. The possibility of an extraterrestrial race possessed of these powers is
greatly concerning, but is beyond the scope of this current investigation.
Henceforth, by order of the king, all information about the Gidim is to remain secret,
and any previous statements are to be disavowed as a deception perpetrated by unknown fey
entities. Until further information is acquired, any additional incursions by the Gidim
should be kept hidden from the general public to avoid a mass panic.

Ranyard Muldrate
RHC Slate branch
S.C.P. Division
On behalf of Lord Viscount Inspector Nigel Price-Hill

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Appendix D:
Dramatis Personae
Alexander Grappa, the Mindmaker. Alexander fought Ekossigan. A fey lord of the Unseen Court, Ekossigan appears as a
for Risur in the Third Yerasol War four decades ago as a mere foot soldier. slender male, draped in robes adorned with leaves, his face concealed by
After losing too many friends he devoted himself to learning magic of a wooden mask with empty eye sockets. Ekossigan’s magic and demeanor
golem-crafting. Originally he hoped that his homeland could field an army are tied to the seasons, alternately chill and bleak in winter, spirited
of automata instead of shedding the blood of its young men and women, and hopeful in spring, and so on. When he is swayed by strong emotion,
but his interest slowly drifted from golem construction to the crafting though, his nature may change, and his mood can manifest in the world
of minds for these artificial warriors, as well as enchantment magic and around him.
other ways to end a conflict without anyone dying. When the Ob were As an ever-changing entity, Ekossigan has no set followers, but his
ready to begin construction on the colossus, Kasvarina Varal personally very presence can turn lesser fey to his side. Of all in the Unseen Court,
recruited Grappa, promising him he could help create peace. Nine months Ekossigan sees technology as the greatest threat because it will change
ago, though, he overheard the leaders of the conspiracy discussing their the perpetual cycle of seasons into a march for progress. He foresees a
full plans, and was imprisoned and geased so he could not tell anyone. future where there is no nature, and it has driven him to desperation.
He managed to escape, but was killed, and only managed to preserve his Grundun Zubov. Leader of a radical sect of eschatologists,
consciousness by transferring it to his bronze golem handservant. Zubov is a man of few words. While his underlings chatter and philoso-
King Aodhan. Now in his 70s, the king of Risur looks rather phize, Zubov simply smokes his pipe, carved from glacial ice that will never
unassuming. He prefers to resolve disputes by being cool-headed and melt. He knows his purpose, and talking won’t change anything.
rationally persuading those who will listen to his side. For those who won’t, Zubov’s clan back in Drakr has been long trampled upon by the rich
he’s shrewd enough to give them a sliver of what they want and then and powerful, and after nearly dying in a pointless war against an equally
distract them with harmless endeavors while those worth dealing with pointless border state, Zubov felt nothing but hatred for his country. In
get the job done. Despite all this, though, he trains regularly to keep his the teachings of Heid Eschatol he saw a reason for his suffering: to pre-
stamina and swordplay robust, and the rites of rulership grant him daunt- pare him for an uncelebrated death, but one necessary to bring about the
ing magical powers. end of the world. Though many like him and his family will die, the fall of
Asrabey Varal. A centuries-old high elf warrior, became one of the high and mighty will be oh so much greater.
the many husbands of Kasvarina Varal, a powerful matriarch who had Sovereign Han Jierre. Han’s father made sure he traveled
survived the Great Malice. Kasvarina encouraged Asrabey’s resentment and experienced the grand diversity of life, both good and bad, so that he
of the humans who had sentenced their people to death. For years he would not be complacent with the sheltered prosperity his family enjoyed.
trained, and undertook many daring raids until he became famous as one He returned from his travels still devoted to the supremacy of science and
of the greatest high elf warriors in the world. reason, and his father brought him into the Obscurati, grooming him to
Eventually Asrabey left Elfaivar and offered his services to the Unseen become one of the conspiracy’s three leaders.
Court, though he has kept a much lower profile for the past two hundred Today Han is sympathetic to the needs and perspectives of others, but
years. Asrabey has not seen Kasvarina for fifty years, and he has not the has ordered so many foul acts to promote the Ob agenda that he finds
slightest inkling of her affiliation with the Obscurati. He might respect a little joy in his own life. He still keeps in touch with the families of those he
few humans from Risur, but he hopes that someday Kasvarina will come lived with during his youthful travels, to remind himself why he’s pledged
to him and ask him to lead a final war of retribution against the Clergy that himself to this course.
ruined their race, and the nation of Danor, whose tiefling leaders bear the Hana “Gale” Soliogn. A high elf woman just over 100 years
mark of their crime. old, Hana can fly at will, control winds, and speak with birds, but has no
Brakken of Heffanita. A minotaur from the nation of Ber, directly offensive magic. Bitter for her treatment by her Danoran “foster
Brakken’s ambassadorship in Orithea helped end that nation’s civil war family,” she uses her powers to sabotage Danor-owned industry. Some
and bring on unprecedented prosperity. Recently Brakken became am- accuse her of more violent crimes, calling her a “fey terrorist.” She seeks
bassador to Risur, and was tapped by the rulers of Risur and Danor to an audience with the Unseen Court, but has not yet been granted one.
mediate their peace talks. He’s said to be very canny, and that his mere Principal Minister Harkover Lee. Perhaps the most
presence tamps down on people’s pretensions. He once even got a raging powerful mage in Risur, Lee acts as King Aodhan’s bodyguard and chief of
bear to back down with a single disapproving glare. staff. Straight-backed and virile despite being in his 60s, Lee speaks crisply
Brakken secretly is a telepath, and has had such success in negotia- and passionately in a slight Ber-tinged accent, and was said to be quite the
tions because he can hear the surface thoughts and, if necessary, nudge ladykiller in his youth. He always dresses in reds and golds and carries a
people toward compromise. He seldom pushes the actual leaders of each solid gold orb tucked into his robes. He never eats or drinks in public.
side, but he finds it helps immensely if he can calm the emotions of their Kasvarina Varal, A centuries-old high elf who allied with William
advisors. He’s genuinely driven by a desire to help people live in harmony, Miller during the Second Victory and later helped Nicodemus the Gnostic
though raising his own prestige is certainly a bonus. found the Obscurati. Her key responsibility has been to undermine the
He dresses in simple tribal clothing from Ber and refuses to travel with- Clergy’s military and monetary might, primarily by forming vengeance
out his most trusted friend, a dire bear named Feroz. cults among her fellow surviving high elves.

34 | EN5ider Presents: Cauldron-Born, Part One


Appendix C: Player Handouts

In the past few years she helped oversee the various cells of the con- three years she has worked with King Aodhan to keep the peace between
spiracy as they neared the opening of the Axis Seal, but nine months ago their two nations, and as they began making plans for a formal alliance,
she was tricked by Alexander Grappa and her memories erased. Now she she accepted the king’s offer of marriage as a symbolic union.
only barely recollects the first decade of her life, and has trouble under- She is also the leader of the Obscurati’s Golden Cell, tasked with
standing where she is. Her memories are slowly returning, and though recruiting archaeologists and miners around Lanjyr to seek out ancient
Leone assures her she was an ally of his, she doesn’t trust him and wants seals like the one on Axis Island. She was told it was simply part of a plan
to escape. to strengthen Danor by finding more magical powers, but she has suspi-
Kvarti Gorbatiy. A dwarven locksmith-turned-mercenary, Kvarti cions of something greater. At the start of the adventure she does not
found a book of Heid Eschatol philosophy in the hands of a man he had as- know about Colossus Cell.
sassinated. Though he presents a weary face to maintain his reputation, Morgan Cippiano. Morgan Cippiano heads the local branch of
he goes through life content. All his affairs are in order, and while he hopes the Family crime syndicate, based out of Crisillyir. Though gruff-voiced
to find a cause worth dying for, he would not be angry if his life was cut and cocky, Morgan has an unusual fascination with fashion. He rejects
short. His overly grim reputation got him his job as one of Zubov’s snipers, trends, but has a good eye for classical styles that people of any culture
but he does not agree with the man’s philosophy. can appreciate. He hopes some day to be seen as a father figure to his
Leone Quital, the Steelshaper. An aristocrat from community, but for now he’s willing to smash a few heads and order a few
Crisillyir, Leone was recruited into the Ob for his unusual, innate ability throats slit in order to clear out the competition.
to manipulate and shape metal without having to actually learn or cast Quentin Augst. Lorcan Kell’s lawyer, and the guy who handles the
spells. Contacts groomed him and encouraged him to acquire skills that guild’s affairs. Augst started off just representing Kell’s toughs in court,
the conspiracy would need, but he only gained the leadership’s trust after but eventually grew frustrated with the guild’s inefficiency and promised
he helped rescue Kasvarina Varal eight years ago during a Risuri raid on Kell he could make both of them a lot richer if he could handle logistics.
Cherage. A cannon bombardment collapsed a factory she was touring, Augst home in North Shore is maintained by his half-elf handmaiden,
and Leone nearly killed himself with exertion to tear apart the crumpled who has looked after his children ever since Augst’s wife died several
steel and pull her to safety. years ago in a tragic fire—a fire Augst set when his wife realized his crimi-
A few years later he was placed in charge of the secretive construction nal connections.
of the colossus, reporting directly to Roland Stanfield. Though he doesn’t A fan of opera, Augst usually sticks to Central District, where his
believe the cover story that the colossus is meant as a weapon to help friends know him as a bookish teetotaler who has to be dragged out to play
Risur fight the fey titans, he works loyally, hoping to earn the right to know polo occasionally. Though the guild members think he’s weak, he makes
the group’s real goal. sure everyone gets paid well, which engenders more respect than stabbing
Though he prefers to appear refined, romantic, and honorable, Leone a back-talker ever could.
is flamboyant and short-tempered. He sometimes imagines himself a Roland Stanfield. Stanfield witnessed the fall of the eladrin
conductor, waving his hands to imagined music as he telekinetically ma- goddess Srasama five hundred years ago and died soon thereafter in the
nipulates metal. He has a fondness for fine bromago cheese, and often chaos of Elfaivar’s fall. But he reincarnated, restored to life by a sliver
enjoys the wine from his family’s vineyard. of the divine power he absorbed when Srasama was slain. His memories
Lorcan Kell. The grizzled Kell grew up an enforcer for local gangs vague and jumbled, he found his way back to his homeland of Risur and
and eventually murdered his way into a position of leadership. Now he eventually settled in Flint, then just a modest coastal port. In the centu-
feigns gentility, dressing in elegant clothing that conceals no less than ries since, he has died at irregular intervals, and with each rebirth he has
eight blades at any time. returned to the city he calls home. For most of that time he has served as
Kell is unpredictable and hot-headed, confident he can kill anyone Flint’s governor, having constantly striven to improve himself with each
who’s a threat. He possesses a great knack for instilling loyalty in intel- life, from a simple warrior, to a humble leader, to an educated Renaissance
ligent minions who can run operations for him. His guild’s recent work man nimbly handling the complex challenges of the fastest-growing city
with the Obscurati earned him a nice variety of magical toys, and as the in the world. Stanfield wears a near-constant expression of contented
turf war with the Family heats up, the Ob have promised him more aid to optimism, but still occasionally complains of a war wound he took to his
keep him loyal. back in his first life.
Minister of Outsiders Lya Jierre. An ambitious tiefling Chief Inspector Stover Delft. A local Flinter in his early
in her late–20s, Lya’s uncle is Han Jierre, the Sovereign of Danor. She 40s, Delft handles the logistical and political drudgery so the party can
graduated top of her class from the prestigious academy of war, the Jierre perform their heroics without too much backlash. Though normally rather
Sciens d’Arms, and many students of other war colleges have read her easy-going, he gets squinty and condescending when people obstruct im-
thesis, Field Study of Melee Effectiveness and Foe Debilitation through portant affairs because of politics. Delft chews tobacco, and thinks he
Focused Limb Severance Techniques Contrasted with Mainstream Oppor- looks charming if he grins while sucking on tobacco juices. He walks with a
tunistic Techniques, which she wrote near the end of the last Yerasol War. cane because a mimic tore a chunk out of his leg fifteen years ago. He has
Despite her youth, she was awarded the position of Minister of Out- a habit of poking inanimate objects with the cane before he gets too close
siders, giving her great leeway to travel and make alliances. For the past to them, and spitting on them when he wants to be extra sure.

EN5ider Presents: Cauldron-Born, Part One | 35


EN5ider Presents:

Cauldron-Born
Part Two
A 5E-Compatible Adventure for 7th- to 8th-Level Characters
Act One, Thread One:
The Downfall of Kell
I n this thread, the party moves against Lor-

can Kell’s crime gang.


The party likely took down Rufus Hammerton at the start of the
adventure. Otherwise he’s holed up in the Machete Hill stronghold
(see below).

Fronts.
The Kell Guild The guild operates the usual array of clubs, brothels, restaurants,
The party has several options on how to proceed with finding Lor- and shops, but also have an atypical holding interest in a variety of
can Kell. First, for the GM’s sake, what is the party up against? factories — when the Ob needed certain goods, some factory owners
Kell’s operations are based out of the Theater of Scoundrels, a capitulated to let the guild skim, others had their places burn down,
debauched hang-out for thieves and thugs. Here Kell holds court but a few were killed outright, and their wills — forged and rewrit-
and watches his minions practice their skills. The ‘theater’ aspect is ten by Augst — put their whole businesses into guild hands.
a big draw to new members, because Kell throws a good party, and
the stage often has raunchy, violent, and sometimes bloody shows. Safe Houses.
Guild members are encouraged to practice their lying by joining Kell splits his time between several homes in Parity Lake and The
in plays. Nettles, most of them gated villas. He also keeps numerous safe
houses, usually multi-story buildings that are the tallest in the
Hierarchy. neighborhood. Conscious of how many times he’s killed men who
Kell doesn’t manage the daily affairs of his guild. He’s just the had no way out, Kell always plans his escape routes, and he’s more
figurehead who’ll hunt you down and chop you up if you cause than willing to leap between rooftops to avoid a trap.
trouble. His lieutenants actually run the guild, foremost among
them Quentin Augst, a lawyer based in Central district. Augst Resources and Training
prefers opera to Kell’s brand of low theater, so meetings of the Out of a city of eight hundred thousand, Kell’s guild has three hun-
guild leadership usually happen in one of their business fronts, dred official members and a couple thousand citizens who directly
the Sunset Bench. do business with them, most of them in Parity Lake or The Nettles.

From the Pen of Seamlessly Updated to Fifth Edition by


Thurston Hillman EN Mike Myler
Publishing tm

With Additional Material by Ably Produced and Facilitated by


Ryan Nock Russ Morrissey

Evocative Cover Illustration by Special Thanks to


ShenFei Jamie, because if I’m going to dedicate a book to you, it’s going
to be the one with a giant robot on the cover; and Dan Houston
Stunning Cartographic Displays by and Falkus, Kickstarter backers who introduced Dester Rathnine
James Hazelett, Brian Patterson, Jonathan Roberts and Rosalyn Taylor; and to the hundreds of gamers who backed
the original release of Zeitgeist on Kickstarter; and to the over
Masterful Interior Illustrations by one thousand generous patrons of EN World EN5ider whose
Claudio Pozas, ShenFei, Eleni Tsami support has made this Fifth Edition update possible.
Includes art in the public domain
Open Game Content
with Unparalleled Layout and Graphic Design by The game rule information in this article is designated
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maps, graphic elements, and illustrations (including graphic
Playtested for Maximum Enjoyment by elements and illustrations in the public domain), narrative
Michael Border, Walter Byers, Justin Engelking, and descriptive text, character and place names, trade dress,
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Publishing product and article titles, and Zeitgeist, EN World,
and EN Publishing logos, are designated Product Identity.

2 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

The official guildsmen are trained in the theater in the best way Dirty Rats.
to knife someone, or to use a hostage as a human shield. Almost The moles send word to Kell’s guild as soon as the task force is con-
all carry pistols, and some of Kell’s favorites have access to choicer vened. Thereafter, each day choose one of the following effects for
weapons smuggled in from Drakr. each mole:
By contrast, the entire Flint police force numbers just seventeen • Misinformation 1. If the party has officers case an area, the
hundred, and they tend to carry maybe swords, night clubs, and mole reports a juicy but false lead. If the party follows up on
crossbows. The guns they do get are cast-off muskets from the mili- that lead, their effort is wasted.
tary. The authorities aren’t looking to start a war in the streets. • Misinformation 2. If the party sends out a scouting mission,
Kell usually travels with two personal bodyguards — Kate Glenn, the mole either under- or over-reports the danger by half, to
a corrupt priestess who protects Kell from hostile magic, and Nick lead the task force into a trap or waste its resources.
Reder, a meaty bruiser who can hold back the largest foes. • Tip Off 1. When the party sends out a Bust Up a Joint
The Ob have recently equipped the guild with high-quality fire- mission or Sting mission, the mole warns those involved, and
arms and alchemical weapons. A few prominent members of the when the task force shows up, no one is there.
guild have gotten magic or arcanoscientific gear, and Kell himself • Tip Off 2. When the party sends out an Assault mission,
now enjoys riding around in a figurine of wondrous power that the mole warns the guild so they can prepare their defenses.
transforms into an armored carriage, drawn by tramping mechani- Increase the number of defenders by half.
cal legs instead of actual horses. • Cold-Blooded Murder. If none of the other options present
themselves, at night the mole kills a fellow cop and passes the
In Hiding. murder off as a Kell-guild assassination.
When he gets wind that the RHC are after him in force, Kell re- When a mole sabotages the party, each PC who went on the mis-
locates to the Theater of Scoundrels, his seat of power. From there sion can make a DC 17 Wisdom (Insight) check to detect the mole.
he prepares to fight the RHC, but tries to get in touch with his Also, if the party gets suspicious, once per day each PC can make
contacts in the Obscurati in case he has to run. Once things get too a DC 18 Intelligence check with a +1 bonus for each previous sabo-
hot, Kell moves to a safe house and hides inside a rope trick to evade taged mission, and on a success they figure out who one of the moles
divination (see Kell Spooked, page 4). is. The party might also use its own methods to catch moles, and
Even if they can find him, catching him isn’t easy. The Obscu- perhaps use the moles to feed false information to the guild.
rati gave him a one-use item — a gatecrasher charm — which tears a
whole in reality so he can slip into the Bleak Gate for a few minutes.
It has nasty side effects though, and the trip isn’t permanent unless
there’s someone from the Ob on the other side waiting to pull him
all the way through. He can use the charm in a pinch to get a few Running the Task Force.
minutes’ head start on running. The party can deploy their 50 officers as they see fit, but each of-
ficer can only undertake one mission per day. Some missions gather
intelligence. Others, called strikes, damage the guild, and the task
What You Gonna Do When force needs 6 strikes for a partial victory, or 8 for a complete one.
They Come for You?
Targets.
Exploration. Montage. Level 7. The task force has a variety of targets, most of which require some
The party kicks in doors and runs down criminals to find Kell. investigation to find.
To capture Kell, first they must find him. * Front. A business the guild uses to launder money, have meet-
If your group has an idea of their own, run with it, but as a ings, and keep an eye on an area. In Parity Lake, this might
base suggestion we assume they’ll try to drive Kell into the open be a shoe store, bookseller, seafood restaurant, bath house,
by dismantling his guild. The party has several avenues, and each bar, brothel, etc. These are usually warehouses in Bosum
successful operation contributes to the overall challenge of finding Strand, money-lenders in Central, and high-end boutiques in
Kell. It’s up to the party to lead the task force, and men’s lives are North Shore. The Nettles doesn’t have enough commercial
on the line if they screw up. activity to host any fronts.
* Den of Thieves. Hang-out spot for members of the guild.
Task Force Makeup. These will usually be bars or clubs, but sometimes they’re just
Most of the city’s police keep to their regular duties or prepare se- swanky homes with a good view.
curity for the peace summit. But thanks to the wonders of overtime * Illicit Transaction. Meet-up where guild members commit
pay, the party has 50 officers at their disposal. Delft tried to get some major crime. Examples include smuggling magical
men from districts where Kell was unlikely to have moles, but unbe- poisons in the linings of hats, selling stolen military muskets,
knownst to the party, three officers in the task force are actually on kidnapped women being charmed and magically altered
the take, and will rat out the party’s plans to Kell’s guild, making to look like elves, planning to assassinate an ombudsman,
things more difficult if the party doesn’t clean house. wizard brought in to torture a captured cop for info, etc.

EN5ider Presents: Cauldron-Born, Part Two | 3


Act One, Thread One: The Downfall of Kell

* Stronghold. One of three well-defended compounds that might add +2 or grant advantage. The results of a successful mis-
could easily repulse most police assaults. A fancy tower called sion are detailed with each entry.
Grand Suites and a mansion dubbed Casa de Kell are both Each mission calls for a second skill check to avoid a mishap.
in Parity Lake. The Nettles hosts a gated compound called Mishaps (as well as failures on some missions) lead to officers being
Machete Hill. incapacitated. They might die, or just be injured enough that they
* Theater of Scoundrels. The guild’s seat of power in eastern can’t help on further missions. A PC present on a mission can choose
Parity Lake. to take 3d6 damage instead of having an officer be incapacitated.

Missions. Task Force Tokens.


Each officer can be assigned one mission per day. Each mission has Certain missions can earn Task Force Tokens. A token can be spent
a Minimum Officers and Optimal Officers entry, though sometimes to gain a +2 bonus on a skill check for a mission. This represents
the party will need to scout to know these figures. things like getting insider information, letting criminals off if
* Case a District. Look for Kell-guild activity. they’ll rat on their colleagues, or persuading their friends to leave
* Scout. Watch a Front, Den of Thieves, Stronghold, or the town instead of fighting. Tokens must be spent before making the
Theater to see how many hostiles are present. roll, and they are each single-use.
* Bust Up a Joint. Go into a Front or a Den of Thieves to look The Zeitgeist Player’s Guide suggests that each PC should have
for information. Success earns one Task Force Token at a contacts throughout the city. For each contact located in a given
front, or two tokens at a den of thieves. district, the party starts with one token that can be spent in that
* Sting. Swoop in during an Illicit Transaction. Success earns district.
1 Strike and a Task Force Token.
* Assault. Attack a stronghold to earn 1 Strike. Attack the Favors.
Theater of Scoundrels to earn 3 Strikes. The party might use their Risur Prestige to call in favors and get
Going after the Theater of Scoundrels right away is foolhardy, since some military additions, or to get some officers to work even longer.
the task force is outnumbered and moles in the task force would For example, it’s a Level 2 favor to get 1 extra officer for a few
spoil the attack. Waiting gives the party time to find the moles and hours (long enough to send them on another mission), Level 3 for
spoil the guild’s morale so people desert. 4 officers, Level 4 for 12 officers, and Level 5 for 50 officers. For
A smarter course is to chip away at the organization around the military, it’s a Level 3 favor to get 1 soldier for a mission, Level 4
edges, frightening the guild members and driving some into hiding, for 4 soldiers, and Level 5 for 12 soldiers.
making for an easier takedown. Still, the timeline is tight. With For the purpose of this mission, soldiers just count as normal
average skill rolls, it’s actually likely that the task force won’t man- officers for the missions Case a District and Scout, but count as 4
age to reach 8 strikes. officers each in other missions.
See the Zeitgeist Player’s Guide for more information on
Party Involvement. Prestige.
The party might undertake a mission themselves, or lead a group of
officers. Each mission takes roughly 4 hours, once you factor in co- Progress.
ordinating all the officers, getting into position, the mission itself, The party realistically just has four days — from the 9th to the
then clean-up and interpretation of any info found. This will cut 12th — to locate Kell since the peace talks formally begin on the
into their time for the other threats facing the city. Each 7th level 13th. They want to rack up 8 strikes against Kell’s guild by then,
PC counts as 8 extra officers when determining whether you have which will give them an opening to take him down (see Duke of
the minimal or optimal amount. Slaughter, page 12).
You can briefly narrate their involvement and have one PC roll On their way to 8, these events occur:
the appropriate check to determine the outcome, or you can play
through the scene normally, assembling a group of foes from Kell Spooked. Kell starts in his Theater of Scoundrels, which
Appendix D: Kell-Guild Stats. The enemy forces are pretty weak he thinks is unassailable. Realistically the party would be chewed
compared to the party, so feel free to go back to the brief version if up by dozens of Kell’s thugs if they picked a fight here, and even
the players are bored with taking out pushovers. the whole task force would probably be driven back, at least at first.
If the party manages to get three strikes against the guild, Kell
Skill Checks. gets nervous. He leaves orders and pretends that he’s going hunting,
Each mission calls for a skill check. If no PCs accompany the of- but in truth he and his two bodyguards make for a safe house in
ficers on a mission, roll 1d20+5 for their skill check. If a PC does northwestern Parity Lake. They travel while protected by invisibil-
come along, they can roll a check with their modifier instead. ity and nondetection, and are only on the road for fifteen minutes.
The check is made with disadvantage if the number of officers is They settle into the top floor of a four-story tenement, which has
below Optimal but at least Minimum. If it’s below Minimum, there a narrow but deep canal running past it (the better to leap into
is a –2 penalty as well. Using more officers than Optimal doesn’t as part of a getaway plan). Kate Glenn uses a wand of rope trick
make things any easier. Particularly clever plans or usage of magic so they can hide and fool divination. Three low-level toughs watch

4 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

the entrance to the building and to the rope trick, and can quickly Mini-Game Training.
signal if anything suspicious happens. To ease the party into the rules for the Task Force, you might have
Two other men act as messengers, going out at morning and a group briefing on the morning of the 9th, where Sergeant Macon
night to pick up or leave messages at a dead drop a few blocks away. introduces the party to the task force. Macon explains that she has
One of these men is Dester Rathnine, who’s actually on the Fam- taken the liberty of sending out two groups of 6 officers on Case a
ily’s payroll, and who can potentially help the party track Kell down District missions, one to Bosum Strand, the other to North Shore, to
(page 7). see if they can start nibbling at the guild around its edges.
Mark that 12 officers have been deployed today. Then roll the
The Family Interested. Additionally, when the party gets Charisma (Persuasion) checks for those two missions (d20+5 vs. DC
to three strikes, the Family sees a chance to actually take out Kell. 15), and the Charisma (Deception) check to avoid trouble (d20+5 vs.
This triggers the Enemy of My Enemy is My Family encounter DC 12). Determine the officers’ findings.
(page 7). Afterward, Sergeant Macon suggests sending some scouts to
keep an eye on any locations they found, and recommends each
Betrayal in the Ranks. Once the task force has racked up group should consist of 3 officers. Mark those down and roll to deter-
6 strikes, Kell’s guild starts to get shaky. Enough people try to cut mine their success (or let the PCs roll on their behalf), and then let
deals with the party that they can easily figure out what safe house the players take the reins from there. Don’t have any moles sabotage
Kell is hiding in, though actually getting him is a challenge. these initial missions.

Break and Run. When the task force gets 8 strikes, Kell Kell’s Operations.
becomes certain that the noose is closing around him. He sends out The party starts off knowing the location of the Theater of Scoun-
the carriage created by his figurine of wondrous power as a decoy, drels and the three strongholds—The Grand, Casa de Kell, and
then slips away and runs to a spot the Ob told him to go in case of Machete Hill. The Case a District mission gives the party the loca-
an emergency. If he can evade the task force he gets a free trip to the tion of some of Kell’s fronts and hang-outs, as well as the times of
Bleak Gate, but first he sends a message to the RHC by targeting illicit transactions.
the B-Team. Bosum Strand, Central District, or North Shore. Success un-
covers one operation. Roll on the table below to determine the type,
Other Options. and secretly roll to determine how many hostiles will be present.
If the task force fails, the party might still be able to make a move 1d6 Result
on Kell with the Family’s help (page 7). 1–3 Front. 1d4+1 hostiles are present.
4–5 Den of Thieves. 1d8+1 hostiles are present.
Mission Details. 6 Illicit Transaction. 1d12+4 hostiles are present.
A player-appropriate version of the Task Force mini-game rules ap- Parity Lake. As above, but success uncovers 1d4+2 operations.
pears in Appendix E. The Nettles. As above, but success uncovers 1d4 operations. Re-
roll any fronts, since there’s not enough commercial activity in this
Case a District. district to support them.
The officers hit up contacts and try to figure out where Kell’s guild
has operations in a district. Each attempt targets one city district,
but the districts where Kell’s guild has a larger presence — Parity Scout.
Lake and The Nettles — are more dangerous. After this mission, it Choose one location and send officers to figure out how dangerous
is useful to Scout before sending in officers. it is. Scouting itself can be dangerous, especially for a stronghold.
* Minimum Officers: 2. You cannot scout an illicit transaction.
* Optimal Officers: 6. * Minimum Officers: 1.
* Check: DC 15 Charisma (Persuasion) or DC 13 Intelligence. * Optimal Officers: 3.
* Success: The task force uncovers some operations in that * Check: DC 20 Wisdom (Perception).
district, as detailed in the sidebar this page. * Success: The task force learns how many enemies are at a
* Failure: The task force learns nothing of value. location, and thus how many officers are required.
* Mishap: Make a Charisma (Deception) check to avoid * Failure: The task force learns nothing of value.
drawing unwanted attention (DC 15 in Parity Lake or The * Mishap: Make a Dexterity (Stealth) check (DC 13 normally,
Nettles; DC 12 in Bosum Strand, Central District, or North DC 15 at a Stronghold, DC 18 at the Theater). On a failure,
Shore). On a failure, ambush! One officer is incapacitated. ambush! One officer is incapacitated.

EN5ider Presents: Cauldron-Born, Part Two | 5


Act One, Thread One: The Downfall of Kell

Bust Up a Joint. Assault Stronghold.


Officers target a Front or a Den of Thieves, looking for clues. Officers storm one of the strongholds — the Grand Suites, Casa de
Fronts are typically less well-guarded, but Dens of Thieves yield Kell, or Machete Hill. Success takes out part of the guild’s leader-
better information. Since the task force is likely to hit up multiples ship and seizes a huge chunk of its assets. Mechanically, an assault
of these, be sure to narrate enough details about the locations so works like a Sting, but with many more hostiles. Each stronghold
they feel distinctive. that is taken out earns the task force a Strike.
* Minimum Officers: Equal to the number of hostiles. * Grand Suites. 30 hostiles. DC 20 Charisma (Intimidation)
* Optimal Officers: Three times the number of hostiles. check to force surrender. Gunmen watch from the upper win-
* Check: DC 20 Charisma (Intimidation) to get hostiles to dows of this fancy six-story tower. Underground tunnels let
surrender. the hostiles flee to the sewers. If a first attack is rebuffed, the
* Success: The task force arrests or kills all the hostiles, and 1d6 replacement hostiles arrive per day through the tunnels.
suffers no casualties. Scouting discovers the tunnels. If the task force either
* Failure: The task force suffers casualties equal to half the blocks the escape or attacks through the tunnels, they have
number of hostiles, and takes out a number of hostiles equal advantage on their Charisma (Intimidation) check. Blocking
to the number of officers sent in. also prevents reinforcements.
* Mishap: Spice things up by requiring a DC 15 check to avoid * Casa de Kell. 22 hostiles. DC 20 Charisma (Intimidation)
some complication — Charisma (Persuasion) or Charisma (In- check to force surrender. Scouting reveals that this old
timidation) to get bystanders out of the way to avoid innocent mansion is surrounded by machinery factories and that traps
deaths, Dexterity (thieves’ tools) to keep a trap from killing fill the hallways. During an attack, make a DC 15 Dexterity
officers, Wisdom (Insight) to avoid piling too many people (thieves’ tools check) to avoid an extra 1d8 deaths.
into an unsteady building in the Nettles, etc. A failure results * Machete Hill. Counts as 21 hostiles. If the party didn’t take
in 1d8 good guys incapacitated. down Rufus Hammerton, he’s here, and the effective total is
* Consequence: Regardless of the result of the skill check, if 25 hostiles. DC 20 Charisma (Intimidation) forces surrender.
the task force takes out all the hostiles and has at least one This gated compound has several squat buildings with
survivor, it earns a Task Force Token. At a Den of Thieves, quaint shuttered windows, laid out at angles so attackers
victory yields two tokens instead. entering the gate have to pass through a crossfire of cannons.
If all the officers sent are incapacitated without taking out Yes, cannons, and they’re loaded with small shards of metal
the hostiles, the hostiles execute the officers. as grapeshot, since they’re being used at close range.
Scouting discovers the cannons, which can be neutralized
Sting. with a careful advance behind tower shields, or by attacking
Officers target an Illicit Transaction, with the goal of disrupting through the gates. Otherwise, the task force suffers 2d6
Kell’s business and taking out his men. You cannot scout for a Sting, deaths at the start of the mission, before they make the
so there’s greater danger of committing the wrong number of officers. Charisma (Intimidation) check.
Mechanically, a sting works like “Bust Up a Joint.” If the task
force takes out all the hostiles and has at least one survivor, it earns Assault Theater of Scoundrels.
a Task Force Token and earns one Strike toward locating Kell. The task force takes on the seat of Kell’s guild, a tattered theater
After the task force has successfully stung three Illicit Transac- that has been renovated into a killing gallery, guarded by 100
tions, the guild gets skittish and cancels all other big meet-ups for hostiles in the theater and nearby buildings. A DC 22 Charisma
the near future. Thus, Stings can only earn a total of 3 Strikes. (Intimidation) check forces a surrender, but they definitely refuse
to admit defeat as long as Kell is present. As noted above, he goes
Quentin Augst. Lorcan Kell’s lawyer, and into hiding after the task force accumulates 3 strikes.
the guy who handles the guild’s affairs. Augst Once Kell leaves, for every other stronghold the task force has
started off just representing Kell’s toughs in court, taken out, 20 of the hostiles desert because of low morale. At best,
but eventually grew frustrated with the guild’s in- the party only has to deal with 30 hostiles.
efficiency and promised Kell he could make both of A success here counts as 3 Strikes, though the party would be
them a lot richer if he could handle logistics. wise to acquire Task Force Tokens first. Smart, callous players will
Augst home in North Shore is maintained by just burn this place down with all the criminals inside. Maybe pull
his half-elf handmaiden, who has looked after his the arson brothers Eberardo and Valando out of prison for the job.
children ever since Augst’s wife died several years ago in a tragic fire—a fire Doing so still requires getting close enough, though, and the hos-
Augst set when his wife realized his criminal connections. tiles aren’t just in the theater, but in all the surrounding buildings.
A fan of opera, Augst usually sticks to Central District, where his friends
know him as a bookish teetotaler who has to be dragged from his home simply Capture Quentin Augst.
to play polo. Though the guild members think he’s weak, he makes sure every- This is a bit more involved than a simple task force mission. See At-
one gets paid well, which engenders more respect than stabbing a back-talker torney of Scoundrels, below. But if successful it counts as 2 Strikes
ever could. against Kell’s guild.

6 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

Enemy of My Enemy Is people getting locked up for it.


My Family Second, a prisoner release. Morgan reminds them that his ‘fam-
ily’ originates in Crisillyir. Though he doesn’t like to get involved in
Social. Real-Time. politics, he promised a relative that he’d help out a family friend if
The Family can help get Kell. he could. That friend is one Giovanni Algardi.
A few hours after the task force reaches three strikes against The party remember him as an aged sculptor nicknamed “The
Kell, a letter is dropped off at the RHC headquarters, or might be Carver” provided they succeed on a DC 13 Intelligence (History)
delivered to the party by a courier if the PCs are too busy to stop check. It eventually was discovered that he could animate his stat-
by base. ues to assassinate people inside their own exquisitely-carved homes.
Algardi confessed to the murders of several Risuri nobles, but in-
I have men in your organization that tell me Lorcan Kell is priority one. I ternational politics has kept him from the gallows for three years.
have men in Kell’s organization who can deliver him to you. Meet me at Morgan wants him released and teleported tomorrow to Alais
the Brave Hall fashion show, corner of Yearling and Healers in Central Primos, capital of Crisillyir. Family members there will contact
this afternoon, and we can make a deal. Morgan via sending to verify the delivery.
—Morgan Cippiano Finally (and you can skip this if it doesn’t apply to the party),
Morgan asks what Ashima-Shimtu told them. The party likely met
The fashion show is going on all week, every evening. Alternately, with the imprisoned demoness several months ago, in Adventure
the party might think to approach the Family themselves, in which Four, Always on Time. Morgan wants to know whether they made
case Morgan will meet them wherever they suggest, confident they a deal with her. If pressed on how he knows about this, he just says
won’t betray him. that word travels fast when people land on islands that have been
cursed for centuries.
Dressed to Kill.
Brave Hall is a stodgy gentleman’s club intended for men from Good Faith.
aristocratic families, though they have started allowing men and To show he is well-intentioned, Morgan offers them a free bit of
women with newly acquired fortunes in on a provisional basis. Ev- information. The man in charge of the Obscurati facility here in
eryone is in coats and top hats, drinking brandy and smoking cigars Flint is Leone Quital, known as the “Steelshaper.” Morgan reiter-
as they watch handsome young men and waifish women parade ates that he doesn’t know much about the actual group, but word
about in unorthodox fashion like seersucker suits, denim pants, and has gotten around of the man making an appearance in The Nettles
a huge variety of sashes which, Morgan is confident, will just be a a few months ago, and he’s distinctive enough that Morgan was able
passing trend. to find out who he is.
Morgan has no great reason for meeting here, other than that Morgan says that Leone is supposed to be able to control metal
he’d already scheduled it and figured it might motivate the party to with his mind, to bend, break, or levitate it with ease. He doesn’t
dress nicer. He asks them out to a balcony for fresh air, and talks know if it will be of much help in the current mission, but he can
business while looking at the sunset across Flint Bay. also give the party the location of the Quital family estate, north-
east of Vendricce.
You Actually Can Refuse This Offer.
His offer is simple. He will have his man who has infiltrated Kell’s Making a Deal.
guild give the crime boss an excuse to leave his hiding spot — most On their own, the party cannot hope to get either the moratorium
likely a fake meeting with Kell’s contact to the Obscurati, a man or the prisoner release, but if they ask the king he’ll back their deci-
who goes by the name Norm. Yes, Morgan says, he’s got some in- sion. He has misgivings about releasing the Carver, though. It’s a
kling about Kell’s involvement with the group, though he hopes the judgment call for the party whether they’ll be able to nab Kell on
party knows more about them than he does, because he can’t find their own, or if they need to accept Morgan’s offer.
out much of anything. As for Morgan’s third request, if the party shares the details of
Morgan’s man will report back with the route Kell will take, and their encounter with Ashima-Shimtu he doesn’t seem fazed at all.
it will be up to the party to take him down. Morgan recommends
enlisting some of the locals to be ready to protest or riot in order Morgan Cippiano. Morgan Cippiano heads
to cut off certain roads and funnel Kell where they want him. Mor- the local branch of the Family crime syndicate,
gan’s suggestion is one of the bridges along Stanfield Canal, where based out of Crisillyir. Though gruff-voiced and
Kell won’t be able to slip down alleys to escape. cocky, Morgan has an unusual fascination with
What does he want in exchange? fashion. He rejects trends, but has a good eye for
First, a moratorium on murder investigations in Parity Lake, at classical styles that people of any culture can ap-
least for a few weeks. It’s dirty business, but this city deserves a preciate. He hopes some day to be seen as a father
better class of criminal. If his people don’t cull the ranks of Kell’s figure to his community, but for now he’s willing to smash a few heads and
thugs, there’ll just be another round of street wars in a few years. order a few throats slit in order to clear out the competition.
He’ll practically be doing the city a favor, and he doesn’t want his

EN5ider Presents: Cauldron-Born, Part Two | 7


Act One, Thread One: The Downfall of Kell

He’ll thank them for doing business, then go back to the show. After * Geoff Massarde. Tiefling lush who helped build the Risuri
it’s over, he’ll pass it along via sending to his contacts in the clergy flagship Coaltongue. Strong advocate for technology and rec-
back in Crisillyir. onciliation. Drinks too much and hits on women. Has a wand
that can chill things with a touch, which he uses to make ice.
Man on the Inside. * Captain Rosalyn Taylor. One-eyed redheaded captain of
If the party agrees, a few hours after Morgan gets word that Freux Rouge, Danor’s last sail-powered warship. Old-fash-
Giovanni made it home safely, the RHC is visited by Morgan’s man ioned, high-spirited, and responsible.
on the inside, Dester Rathtine. Scruffy, dressed like a common
pickpocket but packing a pair of finely-crafted concealed daggers, A Very Important Mission.
Dester is cheeky, chatty, and a little arrogant. He’s been a low-level When Brakken brings up the outing with the B-Team, he claims
street enforcer for Kell for years, but was recruited a few months he needs their help for what might be the most important part of
ago by the Family as a double agent. Now he’s one of the trusted the peace talks: making sure everyone has a good time at a club.
runners who deliver information between Kell and his guild while Depending on your party’s enthusiasm for the B-Team, you might
he’s in hiding. breeze through this scene, or let them treat it as a mission to get the
Dester tells the party where Kell is hiding, about his bodyguards, two sides to be friendly.
and that he has mentioned a few times his “escape plan,” which
Dester thinks will let him teleport, but that he can only use once. If Busy Night.
the RHC tries to assault him, he’ll almost certainly be able to get Sunset Bench is a truly fine establishment, on the ground floor of
away. He’d have used his ace in the hole, but it might take days to a five-level building with apartments for two dozen wealthy occu-
find him again. pants. Every hall and room is gently lit by colored glass sculptures
What Dester thinks will work better is if he tells Kell that “the that have light spells active within. Beyond the foyer and its coat/
other guys” (by which he means the Obscurati) have agreed to get sword check, the main room of the club is circular, two hundred
him to safety, and want to meet him. Dester suggests a bar on the feet across, with a sunken central area and small private cubbies
south side of the Nida Street Bridge, along the Stanfield Canal, at 3 dotting the outer walls. At the far of the sunken area, spot lights
in the morning. The RHC could then whip up some sort of ritual to illuminate the stage, behind which a curtain leads to the kitchens,
block Kell’s get-away plan, and place it on the bridge, which would dressing rooms, and storage. On the near side by the entrance, glass
be deserted at that time of night. shelves loaded with various alcohols line the wall behind the bar.
The party can call upon Principal Minister Harkover Lee to per- The club is hosting the last night of a week-long tour starring
form a ritual akin to dimensional shackles on the bridge, blanketing local celebrity Rock Rackus. A band backs him up as he sings, nar-
a 100-foot radius in magic that prevents all methods of extradimen- rates, and jokes about his many exploits across the world. He might
sional movement (including teleportation or travel to a different even have a bit about the main PCs, if they interacted with him
plane of existence). See Duke of Slaughter (page 12) for how Kell before. Brakken reads Rock’s thoughts and is enthralled that the
reacts. man’s wild claims are actually true.
Also present tonight but keeping a low profile is Quentin Augst,
who is meeting a representative of the Obscurati — a non-descript
Sunset Bench* Risuri man who goes by Norm (actual name: Sylyx). Augst is trying
to bargain for help from the conspiracy, and the desperation in his
Social. Real-Time. Level 8. voice is slowly convincing Norm that they’ll need to kill the lawyer
The B-Team escorts Brakken and some dignitaries to one of Kell’s before he can talk to the authorities.
fronts. When the B-Team enters the club, with a DC 22 Wisdom (Percep-
On the evening of the 10th of Spring, Brakken decides to take tion) check they might recognize Augst in a corner of the crowded
dignitaries from both Risur and Danor out for a night on the club, which could give them a chance to eavesdrop or make a move
town, hoping that some fun will form bonds. The B-Team escorts on the man, though he does have bodyguards lingering nearby in
the group from Hotel Aurum to a fancy club in North Shore, the the crowd. If the constables succeed on a DC 13 Dexterity (Stealth)
Sunset Bench. check can get close enough without attracting attention, they hear
The outing consists of Brakken, Geoff Massarde (Risur-allied the Ob rep offer an escape route to the Bleak Gate for Kell and a few
tiefling engineer), and Captain Rosalyn Taylor (representative of his lieutenants, but he can’t send any forces.
from Danor’s navy). The B-Team acts as bodyguards for all of them.
Brakken leaves Feroz at the consulate, saying, “In Ber, you never Tip Your Servers.
bring your bear to a bar.” Unless the constables suggest otherwise, Brakken takes a table
These NPCs reappear at the banquet in Part Two (included in near the stage, psychically nudging the current occupants to leave
Cauldron Born Part 3), but this scene and a few others with the B- and make room.
Team gives the GM an opportunity to introduce them to the players, After half an hour, Rack takes a break to let his band get some
so a half-dozen new NPCs don’t need to be presented all at once at drinks, and he makes a point to remind everyone that this is his
the banquet. The short version goes like this: more casual show, put on by the greatest venue in the city, Sunset

8 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

Bench. But if you want to slum it a bit, he’ll be headlining the Norm, Obscurati Liaison
Navras Opera House tomorrow night. After that he hops off the Medium humanoid (human), lawful evil sorcerer (shadow) 6
stage to hobnob with the crowd. Armor Class 14 (mage armor)
Wishing to hear more of Rock’s tales, Brakken enlists Geoff and Hit Points 33 (6d6+12)
Rosalyn to go with him to meet the man. Shortly after they get up, Speed 30 ft.
the discussion between Augst and Norm gets heated, with Augst STR DEX CON INT WIS CHA
snapping at a waitress who comes by to offer them drinks, then 12 (+1) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
yelling, “We’re not running. That’s just throwing money away! We Saving Throws con +5, cha +6
need firepower, not a damn escape route! And because you couldn’t Skills Arcana +4, Deception +6, Insight +4, Stealth +4
just shut up and agree, now I’ve missed half the show!” Senses passive Perception 11
Norm tells Augst to calm down, but instead Augst gestures to Languages Common, Primordial
his bodyguards and storms out. If Augst leaves unaccosted, Norm Challenge 4 (1,100 XP)
finishes his drink and follows a minute later. Obscurati Wand. Norm keeps a special wand stashed in his apartment
that he can use to complete transition to the Bleak Gate after using
Making a Move. the canal path (see below).
If Augst realizes the constables are onto him, he’ll leave in a hurry. Sorcery Points (6/long rest). Norm can use sorcery points to gain
If confronted, he looks at his men meaningfully, and suggests the additional spell slots, or sacrifice spell slots to gain additional sorcery
two groups take things outside so no innocents get hurt. Then, just points.
as he nears the exit, he says, “Do it, please.” One of his bodyguards Creating Spell Slots & Sorcery Points. As a bonus action on his
pulls out a flask of alchemist fire and chucks it at the shelves of turn, Norm can expend one spell slot and either gain a number
liquor behind the bar. Flame bursts across the wall, and the crowd of sorcerer points equal to the slot’s level or create a spell slot by
begins to panic. expending sorcery points (1st-level—2 points, 2nd-level—3 points,
3rd-level—5 points).
Augst and the Ob Rep Metamagic: Subtle Spell. When Norm casts a spell, he can spend 1
• Quentin Augst sorcery point to cast it without any somatic or verbal components.
• Norm, Obscurati liaison Metamagic: Twinned Spell. When Norm casts a spell that targets
• 3 Kell-guild pistoleers only one creature and doesn’t have a range of self, he can spend
• 4 Kell-guild scoundrels a number of sorcery points equal to the spell’s level to target a
second creature in range with the same spell (1 sorcery point if the
Quentin Augst spell is a cantrip). To be eligible for Twinned Spell, a spell must be
Medium humanoid (human), neutral evil incapable of targeting more than one creature at the spell’s current
Armor Class 14 (studded leather) level.
Hit Points 36 (8d8) Shadow Eyes. Norm can spend 2 sorcery points as an action to cast
Speed 30 ft. darkness and he is able to see through it. He can also use a spell slot
STR DEX CON INT WIS CHA to cast darkness but when doing so it functions normally (and he is
8 (–1) 15 (+1) 10 (+0) 17 (+3) 13 (+1) 14 (+2) unable to see through it).
Saving Throws wis +3 Shadow Hound. Norm can spend 3 sorcery points as a bonus action to
Skills Deception +6, History +5, Insight +5, Intimidation +4, Investiga- conjure a shadow hound. The shadow hound targets one creature he
tion +5, Persuasion +4 can see within 120 feet and it uses the statistics of a dire wolf with
Senses passive Perception 11 the following changes:
Languages Common, Dwarvish, Giant, Primordial * The shadow hound is Medium sized and has 3 temporary hit points
Challenge 1 (200 XP) when conjured.
Eyes of Charming (3 charges). Augst can expend 1 charge as an action * The hound treats other creatures and objects as difficult terrain
to cast the charm person spell (save DC 13) on a humanoid within 30 but takes 5 force damage if it ends its turn inside an object.
feet of him, provided that he and the target can see each other. The * The hound innately knows the location of its target at the start of
lenses regain all expended charges daily at dawn. its turn (a hidden target ceases to be hidden to the hound).
Actions Norm conjures the shadow hound in an unoccupied space within
Multiattack. Augst attacks twice. 30 feet of the target and it rolls its own initiative. The shadow hound
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range always uses its turn to move in the most direct route towards its
20/40 ft., one target. Hit: 4 (1d4+2) piercing damage. target and uses its action to attack the target, only taking opportunity
Alchemist’s Fire (3). Ranged Weapon Attack: +3 to hit, range 20 ft., attacks against the target and no other creatures.
one target. Hit: 2 (1d4) fire damage, and the target takes 2 (1d4) fire In addition, the target has disadvantage when making saving
damage at the start of each of its turns. A creature can end this dam- throws against Norm’s spells if the shadow hound is within 5 feet of it.
age by using its action to make a DC 10 Dexterity check to extinguish When 5 minutes have passed, it is reduced to 0 hit points, or its
the flames. target is reduced to 0 hit points, the shadow hound disappears.

EN5ider Presents: Cauldron-Born, Part Two | 9


Act One, Thread One: The Downfall of Kell

Spellcasting. Norm is a 6th-level spellcaster that uses Charisma as Kell-Guild Scoundrels


his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Medium humanoid (human), chaotic neutral
Norm has the following spells prepared from the sorcerer’s spell list: Armor Class 15 (studded leather, dual wielder)
Cantrips: acid splash, mage hand, ray of frost, shocking grasp, true Hit Points 33 (6d8+6)
strike Speed 30 ft.
1st level (4 slots): detect magic, disguise self, mage armor STR DEX CON INT WIS CHA
2nd level (3 slots): darkvision, invisibility, suggestion, web 14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
3rd level (3 slots): none Saving Throws Str +4, Dex +4
ACTIONS Skills Acrobatics +4, Animal Handling +3, Deception +3, Intimidation
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or thrown 20/60 ft., +3, Perception +1, Stealth +6
one target. Hit: 3 (1d4+1) piercing damage. Senses passive Perception 11
Languages Common, Primordial
Kell-Guild Pistoleer Challenge 1 (200 XP)
Medium humanoid (human), chaotic neutral Sneak Attack (1/turn). The Kell-Guild Scoundrel deals an extra 3
Armor Class 14 (studded leather) (1d6) damage when they hit a target with a weapon attack and has
Hit Points 33 (6d8+6) advantage on the attack roll, or when the target is within 5 feet of
Speed 30 ft. an ally of the Kell-Guild Scoundrel that isn’t incapacitated and the
STR DEX CON INT WIS CHA Kell-Guild Scoundrel doesn’t have disadvantage on the attack roll.
14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1) Actions
Saving Throws Str +4, Dex +4 Extra Attack. The Kell-Guild Scoundrel attacks twice.
Skills Athletics +6, Acrobatics +4, Deception +3, Perception +3, Shortswords (2). Melee Weapon Attack: +4 to hit, reach 5 ft., one
Stealth +4 target. Hit: 5 (1d6+2) piercing damage.
Senses passive Perception 13 Alchemist’s Fire (2). Ranged Weapon Attack: +4 to hit, range 20 ft.,
Languages Common, Primordial one target. Hit: 2 (1d4) fire damage, and the target takes 2 (1d4) fire
Challenge 1 (200 XP) damage at the start of each of its turns. A creature can end this dam-
Grappler. The Kell-Guild Pistoleer has advantage on attack rolls against age by using its action to make a DC 10 Dexterity check to extinguish
a creature they are grappling and they can use an action to try to pin the flames.
a creature they’ve grappled. To do so, the Kell-Guild Pistoleer makes Tanglefoot Bag (2). Ranged Weapon Attack: +4 to hit, range 20/60
another grapple check. If they succeed, the Kell-Guild Pistoleer and ft., one target. Hit: The target becomes covered in hardening sap and
the creature are both restrained until the grapple ends. must succeed a DC 10 Strength check or gain the grappled condition.
Strangler. When the Kell-Guild Pistoleer starts their turn grappling a At the start of each of its turns, the target receives another check to
creature, the creature they are grappling takes Sneak Attack. remove the grappled condition. The sap can also be destroyed (AC 13,
Sneak Attack (1/turn). The Kell-Guild Pistoleer deals an extra 3 (1d6) 6 hp).
damage when they hit a target with a weapon attack and has advan-
tage on the attack roll, or when the target is within 5 feet of an ally Tactics.
of the Kell-Guild Pistoleer that isn’t incapacitated and the Kell-Guild The pistoleers grapple anyone who gets adjacent to their boss, but
Pistoleer doesn’t have disadvantage on the attack roll. otherwise shoot to keep the constables at bay. Any shots that miss
Actions almost certainly strike someone in the club. The scoundrels gang up
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. on vulnerable PCs to take them down, and shout at the constables
Hit: 5 (1d6+2) piercing damage. to back off if they don’t want anyone to die. The B-Team is likely
Broken Pistol (10 bullets). Ranged Weapon Attack: +4 to hit, range outmatched here, and if given a chance, Augst and his men make
30/60 ft., one target. Hit: 6 (1d8+2) piercing damage. a run for it.
If that’s not feasible, such as if the constables called in back-up,
Lorcan Kell. The grizzled Kell grew up an en- Augst chucks his own alchemist fire, then pulls out his wand of
forcer for local gangs and eventually murdered his way charm person.
into a position of leadership. Now he feigns gentility, Norm silently casts disguise self then hides in the crowd and
dressing in elegant clothing that conceals no less than watches, but if it looks like Augst is about to be captured he might
eight blades at any time. get involved (he’ll be relying on the fact that onlookers will be too
Kell is unpredictable and hot-headed, confident he focused on the ruckus with Augst to notice Norm standing there
can kill anyone who’s a threat. He possesses a great and wiggling his fingers casting spells). Once Augst is down, Norm
knack for instilling loyalty in intelligent minions who will shock him again to make sure the man is dead. This won’t stop
can run operations for him. His guild’s recent work with the Obscurati earned the party from speaking with his corpse or spirit, but it should re-
him a nice variety of magical toys, and as the turf war with the Family heats duce what they can get out of him.
up, the Ob have promised him more aid to keep him loyal. If Augst and his crew successfully get away, Norm will suggest to
his superiors that the lawyer needs to be silenced.

10 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

Follow-Up. Dead Lawyer.


If captured, Augst tries to cut a deal: a reduced sentence in exchange If Augst dies, it only counts as a single Strike, plus maybe one token
for information. This provides ten Task Force Tokens for the main if the party can use magic to interrogate his corpse and asks the
party’s efforts against the guild, and also counts as 2 Strikes. right questions.
Additionally, Augst knows the five arcane signs that are required
to activate the rusted ring gates along Stanfield Canal. When the Escaped Lawyer.
guild smuggled materials to “the guys on the other side,” as he If Augst gets away, Brakken comes to the constables and tells them
puts it, they would mark crates or objects as they were loaded onto that he overheard someone muttering, “We’ll have to kill him be-
barges going down the canal in the real world. Though the Ob were fore he talks.” He actually just noted it telepathically, since it was
secretive, Augst figured out that each bridge had ring of rusted one of the strongest thoughts in the room.
metal worked into its stone on the underside, and the sigils were Norm will follow Augst, waiting for him to leave himself ex-
linked to each gate. As the barge went under the bridges one by one, posed without his bodyguards. Augst, though, is loath to run when
each gate would draw the marked item more fully into the Bleak he thinks he can salvage things. He holes up in his home and keeps
Gate. Eventually the item would shift fully over, disappear from sending runners out to try to coordinate with the guild.
the barge, and plunge into the canal, where he assumes it would be After a few hours, Norm comes up with a plan. He knows Augst’s
recovered by the other side’s men. fondness for opera, and recalls Rock Rackus mentioning that he’d
One time he did a test, marking an empty box with the five signs, be performing the next evening (Spring 11). So he purchases box
and sending it on a barge when the Ob were not expecting a de- seats for Augst and his children, enchants the tickets with a subtle
livery. The box did disappear from the barge briefly, but the crew suggestion, and has them delivered to Augst’s house in the morning,
spotted it floating in the water behind the ship and recovered it. with a fake note from Rock Rackus asking him to come.
Augst isn’t sure if somehow the Ob can turn their gates on and off, Augst obeys the suggestion and attends, along with his children.
or if there’s some extra process at the end that’s required to make He travels in a pair of carriages, never far from his bodyguards.
the transition permanent. But once he’s at the opera house he asks his guards to wait outside
It’s the latter, by the way. When the Ob expect a shipment, a the box. Norm has tickets for the next box over, discreet enough
team waits at the end of the Bleak Gate analogue of the canal, then that no one will see him casting, and close enough to kill the law-
casts a minor spell from a wand on each object (or person) coming yer with his favorite spell, shocking grasp.
through. If they don’t cast the spell, the object slips back to reality Of course, if the B-Team or the party or their task force put in
after a few minutes. Norm has one of these wands, which he uses much effort, they can probably get enough manpower to swoop in
to slip back and forth on his missions, but he keeps it stashed in his and capture Augst before Norm gets a chance to assassinate him
apartment in North Shore. (treat this as an Assault or Sting against 8 hostiles), but smart
Augst can share these signs, which can get the party mostly to parties might wait for the Ob to make their move, in order to get
the Bleak Gate. Capturing Norm gives them a chance to get his more information. Indeed, if the party does capture Augst, they
wand (he also knows the arcane sigils), which would complete the might use him as bait to draw out the Obscurati.
deal. See Canal Route (see Pick Your Team in Act Three, Expedi-
tion to the Bleak Gate) if they try this method.

EN5ider Presents: Cauldron-Born, Part Two | 11


Act One, Thread One: The Downfall of Kell

Duke of Slaughter Massacre.


There are several scenarios where Kell avoids being caught. He
Action. Tactical. Level 11. might trick them into chasing his carriage (with a thug inside
The party tries to capture Lorcan Kell. dressed like him as a decoy), or he might use his gatecrasher charm
There are a couple of ways this can go down. Note that stats for to outrun the task force, or they might simply never get close
Kell-guild foes appear in Appendix D. enough to him. In these scenarios, Kell will try to spitefully kill
some RHC constables — the B-Team — before he links up with the
Kell’s Team Ob and goes to the Bleak Gate.
• Lorcan Kell The tone here might be pure spite, or it could be to show that Kell
• Kate Glenn outwitted them and is taunting them. It might even be retaliation
• Nick Reder if the B-Team captured Augst. Most likely, Kell and his bodyguards
• 3 Kell-guild veteran pistoleers attack the B-Team as they’re nearing the Beran consulate at dawn
on the 13th. Narratively, the purpose of this scene is to give the
Task Force Failure. players a sense of Kell’s capabilities before their main PCs deal with
If the party gets five or fewer strikes against Kell’s guild, they’re him.
unable to put enough pressure on Kell to leave his hiding spot, and
they don’t gather enough intelligence to figure out where he is. Tactics.
On the afternoon of the 12th, a representative of the Ob informs The pistoleers likely strike first, trying to rush from hiding and
Kell via sending that they’ll get him out if he’s willing to work for grapple weak constables. Kell stalks into melee after them. If any-
them. Kell agrees, but wants to send a message before he leaves one seems to be legitimately a threat against Kell, Nick grabs them
behind his guild. and pulls them away. Kate hangs back and readies to counterspell
Kell and his bodyguards leave the safe house at 3:00 am on the any takedown magic like hold person.
13th, track down the B-Team, and kill them. See Massacre below. The constables should be horribly out-matched, and unless they
He and his bodyguards show up later in the Cauldron Hill complex. run, Kell should slaughter them. Play up the smug enjoyment he
gets from sticking knives in people or gouging out eyes, and leaving
Task Force Partial Victory. foes debilitated with bleeding wounds. If he deals enough damage
If the party gets six strikes against Kell’s guild, they’re able to fig- to outright kill someone, the killing blow likely involves a limb com-
ure out where he’s holed up. The party has a chance to catch him, ing off or throat being slit.
but he has a massive advantage because of his gatecrasher charm. If he can blind someone, he’ll dump that person to the ground
See Safe House Raid, below. and leave them as a witness. Otherwise, whenever he has only one
The Ob still have agents in the RHC and police, and so if Kell foe left, he’ll use nonlethal damage to knock them out, then will
manages to escape the party here, the Ob track him down and bring carve out their eyes and have Kate stabilize them so they can live
him to the Cauldron Hill complex. As above, he likely goes after the to tell the tale.
B-Team first, unless he’s been substantially injured. Kell is under orders not to kill Brakken, but if the minotaur (or
his bear) are present, he’ll gladly cut them up and leave them barely
Task Force Victory. alive. If the constables miraculously overpower him, he’ll try to flee
With eight strikes, Kell sees his empire destroyed, his allies falling when reduced to 20 hit points. Otherwise, he cuts down the B-Team
or turning against him. The Ob don’t want to be dragged into the then slips away. Any witnesses are too horrified to even consider
conflict, though they will help him if he can get to safety. getting involved.
The party learns where Kell is hiding and have time to make
some sort of plan. Enough members of his guild turn on him that Safe House Raid.
the party should be aware of his gatecrasher charm, and they likely Kell’s safe house is the fourth floor of a tenement, and his group
concoct a plan to let him run and then ambush him at a spot that hides inside a rope trick to avoid divination. One thug watches the
blocks all methods of extradimensional movement (including tele- roof, another waits at the base of the rope trick with a bell tied to
portation or travel to a different plane of existence). Most likely is a rope around his ankle. If he isn’t careful to remove the rope, any
that he’s tricked into fleeing at 3:00 am on the 13th, and his route movement will ring out a warning to those inside the rope trick.
will lead him into an ambush. See Road Ambush (page 13). The third thug rests in the rope trick, so the trio can work in shifts.
There is a clockwork time bomb next to the window, and another
Family Assistance? next to the door (the same type the Kell-guild technologists had in
If the party takes Morgan Cippiano’s offer for help, things look the first encounter). They are primed so a move action can activate a
similar to the Road Ambush scenario. However, if there are still four-round fuse. The countdown can be stopped with a DC 22 Dex-
moles in the task force, the moles warn Kell that Dester Rathnine is terity (thieves’ tools) check, or the bomb can be pried loose from the
a turncoat. Kell turns the party’s ambush against them. See Cruel wall with a DC 17 Strength check.
Variant (page 13).

12 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread One: The Downfall of Kell

If either bomb explodes it blows up the whole roof, dealing 35 trapped. When that fails, he’ll try to fight his way to the edge of the
(10d6) fire damage to everyone on the fourth floor (DC 14 Dex- bridge and dive off (at a spot that doesn’t have a dock below). He’ll
terity saving throw halves damage), and 7 (2d6) fire damage to still have to swim at least 70 feet to get beyond the dimensionally
everyone on the third floor (DC 12 Dexterity saving throw negates locked area.
damage). If he does manage to avoid being filled with bullets and gets away,
The party can deploy any officers from the task force who haven’t he links up with the Ob in the Nettles, as above.
already gone on missions today. This would be a deadly fight for a
party of 7th level characters, but backed up by two dozen officers, Cruel Variant.
they have a good shot. The trick is keeping Kell from getting away. If the party relies on Morgan’s man on the inside, Dester Rathnine,
before they manage to get rid of all three moles in the task force,
Tactics. Kell lays a trap of his own for the party. He sends out his carriage,
If attackers are spotted, Kell and his people try to take up defensive but when it stops on the bridge, no one gets out. If anyone opens
positions away from windows. If he has at least a minute before the it, they pull a cord that triggers the fuses for four clockwork time
task force breaches the building, Kell gets one of his thugs to don a bombs stuck to the inside walls. And sitting right in the middle,
disguise — a top hat and coat — and be a decoy. The man heads down bound, gagged, and panicked, is Dester Rathnine. Iron manacles
to the ground floor, goes to a rear entrance, and activates the figu- around his feet loop through an iron ring on the floor of the carriage.
rine of wondrous power to conjure the mechanical carriage. Then he Kell uses the distraction to track down the B-Team to massacre
jumps in and speeds off as fast as a horse. Depending on who chases them before joining up with the Ob, but he’ll listen carefully for the
the decoy, Kell might be able to slip away. distant sound of a massive explosion.
If forced to fight, he and his team do so brutally, hoping to break
the assault. If Kate goes down, or if Kell is reduced below 40 hit
points, he decides to run for it. He triggers the fuse on the time Interrogation
bomb, then jumps out a window and plummets to a canal thirty feet
below. Four rounds later, the top floor explodes. Social. Real-Time.
If he thinks he’s still not clear, Kell activates his gatecrasher If the party takes Kell alive, or at least recovers a body…
charm. That gives him about a five minute head start, and he runs So, the party has captured Kell. What have they won?
for The Nettles, where he can leave a few signs that will draw the You can let the party interrogate the crime boss, or leave it to
Ob’s attention. If the party doesn’t manage to track him down with- “professionals.” Kell resists normal threats, intimidation, and even
in two hours, the Ob scoop him up and deliver him to the Bleak torture, but he can’t resist magical compulsion. A quick dominate
Gate. Of course, clever parties might tail him and then steal the person by Harkover Lee gets Kell to share everything he knows
Ob’s equipment so they can head into the Bleak Gate themselves. about the Obscurati. It’s mostly about the local cell’s operations in
the real world and how they get back and forth between the worlds.
Road Ambush. He’s never been to the Bleak Gate facility, and hasn’t even met
Kell can be tricked into thinking he’s meeting with the Ob, and Leone.
convinced to head to a rendezvous on the south side of the Nida Like Quentin Augst, though, he knows the five sigils used to
Street Bridge. Though Principal Minister Harkover Lee is not a send crates down the Stanfield Canal. Also, he has a stash of amu-
warmage and won’t join the fight, he can prepare a ritual to blan- lets (just enough for the party and maybe a few other key NPCs)
ket a 100-foot radius of the bridge with an effect that blocks all various Ob agents used when they shifted partially into the Bleak
methods of extradimensional movement (including teleportation or Gate. The magic of the amulets has faded out so Kell could never
travel to a different plane of existence) for several hours. use them, but with Harkover’s aid the party can reactivate enough
Kell travels to the fake meeting in his mechanical carriage, and to get the party equipped.
likely the party can rig something to block his path. The bridge is Finally, he managed to recover a broken wand of the sort the Ob
60 feet wide, 400 feet long, stone with metal railings and street use to finalize the transition. Like the amulets, Harkover can figure
lamps spaced widely enough that the party could hide. Also, at each out what magic the wand had and reverse engineer it. With all these
of the pilings supporting the bridge, broad stairwells lead down to elements combined, the party can now undertake the Canal Route
landings and small docks, 30 feet below. A few boats moor at these (see Pick Your Team in Act Three, Expedition to the Bleak Gate).
pilings, and so dozens of officers could hide just down the stairs. If they killed Kell, it takes a day to arrange for a powerful cleric
from Crisillyir, Archmissionary Cornelius Eboracum, to teleport
Tactics. in. He performs frankly evil magic to drag Kell’s soul out of the
If the party manages to block the carriage, Kell sends out a thug to afterlife and compel it to provide the information above.
see what the problem is, but he stays inside. The carriage is bullet If Kell is defeated or dead, the Ob aren’t going to go to the effort
proof and its doors can be locked for security (much like in the to rescue or resurrect him. Unless, that is, you get to the battle
first encounter; see what we did there?). Kell refuses to surrender, in the Obscurati complex, and the party is having too easy a time.
and will try to activate his gatecrasher charm when he realizes he’s Then...who knows? Ghost Kell? Golem Kell? Cyborg ghost?

EN5ider Presents: Cauldron-Born, Part Two | 13


Act One, Thread Two:
One Season Slain
I n this thread, the party aids Asrabey in

stopping Ekossigan.
A Powerful Ally.
Asrabey’s stats are presented in Appendix B, but generally you
should try to avoid involving him in combat. He’s dramatically more
powerful than any of the PCs, and his assistance would make fights
too easy and take the spotlight away from the party. We suggest
Following Fey things for him to do in each combat encounter that involve him in
the action without having him face the same foes as the party.
Exploration. Montage. Level 15.
The party keeps tabs on Asrabey or looks for Ekossigan themselves. Where’s Ekossigan?
Following Varal’s brief meeting with the king, the dreadnought To open a portal to the Bleak Gate, Ekossigan needs to sacrifice
spends the next day gathering information from various contacts in thirty-one children on the branches of a century old tree. He has
Flint. The party is likely occupied on the first day with setting up found the Gallo’s School for Boys, an orphanage founded a century
the task force and looking for the dwarven radicals, giving Varal ago in 401 A.O.V. by druids. It eventually faded into obscurity, but
free leave to meet with sympathizers to the Unseen Court, all of it has continued to raise children quietly. The orphanage sits in the
whom he asks to keep an eye out for Ekossigan. boughs of a massive tree, a hundred feet high, about 7 miles east of
His contacts include members of the Vekeshi Mystics, like Rear the city, in the southern Cloudwood.
Admiral Morris Dawkins (known as the Old Stag) in North Shore,
and possibly a Vekeshi PC. Many gnomes and elves grant him But he had trouble finding several of his contacts in the Cloudwood,
hospitality, including The Alderman, a gnome beadle who lives in and he suspects that Ekossigan, as a powerful fey lord, is gathering
an alder tree in Pine Island, and Valentina Yorke, an elvish druid the local fey in the forest under his banner.
working in Central District to ensure their subrail construction
does not anger the local spirits. Cloudwood Tension.
He also speaks with numerous fey throughout the city, including The party just needs to read the newspaper to see that the Cloud-
a pixie named Mugwort who has been hiding in the rafters at the wood has been a hotbed of unexplained phenomena for the past few
RHC offices in Central District as a spy, and The Trash Heap, a days. If they check with police reports and civilian complaints, they
filthy hag-like entity who lives beneath the city’s dump northeast also learn that yesterday morning (the 9th) the body of a young boy
of the Nettles and has a penchant for giving out strange cast-off was found strangled, lying in a stream, partially gnawed on by cats.
objects with prophetic usefulness. No one in the district has reported any missing children, but people
One person he is unable to reach is Gale, the fey terrorist. in the district are begging the police to protect their children.
On the 11th, the Flint Tribune (if it still exists) will break the
Following Asrabey. story, and also accuse the RHC of endangering children by wasting
Keeping an eye on the high elf is tough, and doesn’t earn the party police manpower on a violent and pointless crackdown in Parity
much, except perhaps for political ammunition that goes beyond Lake.
the scope of this adventuore.
Tailing him to each of his meetings requires a DC 16 Wisdom Where to Look.
(Perception) check but also a DC 20 Dexterity (Stealth) check to Asrabey knows the party has had previous contact with Gale, and
keep from being noticed. The tail can make the Wisdom (Percep- he wants them to arrange a meeting. He believes that even if she is
tion) check with disadvantage by hanging back farther in order to sympathetic to the fey cause, she is nevertheless an elf, not a true fey.
make the Dexterity (Stealth) check with advantage. She might be persuaded to help, whereas the true fey are compelled
If Asrabey spots his tail he will demand once that the character to serve Ekossigan.
leave him be or else be cut down. He actually draws a weapon and (If the party did not meet Gale in Adventure Two, The Dying
will give the PC a minute to run away. The second time he spots his Skyseer, Asrabey still asks them for help. Perhaps the party can find
tail, he immediately attacks, though he will not intentionally kill. her by working through a journalist she gave an interview to, or
Remember how we said Asrabey is ridiculously stubborn? He also pulling police files to figure out where she’s most often sighted.)
really doesn’t like being followed. If the party still has the messenger wind Gale offered in The
Dying Skyseer, they can easily arrange a meeting for as soon as
Frosty Relations. the same morning. Otherwise they can head into the Cloudwood
Varal shows up at the RHC office (or wherever the party is) on the to speak with the local druids, who can get a message to her. Any
morning of the 10th, as he promised. He explains that he has met Vekeshi Mystic PC would know how to reach her as well, through
with people around the city, none of whom have seen Ekossigan. a relay of contacts.

14 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

Tell Me About Ekossigan. and every book in the building mysteriously lost its last page.
Varal does not go into much detail about the affairs of the Unseen They can also provide detailed maps of the forest, which is a
Court, but he has had some dealings with Ekossigan in the past. nightmare to patrol. The police just set up guard posts along key
The rebel fey has a nature that changes with the seasons, and some- trails to try to protect the district borders, and leave the deep woods
times when an event really affects him, his change in mood will alone. There are dozens of square miles of forest within a day’s walk
change the seasons, leading to freak snowstorms in summer or of the city where Ekossigan could be hiding, so just roaming and
trees blossoming in the middle of winter. looking is pointless without some sort of lead.
As for Ekossigan’s combat abilities, Asrabey relates that the fey Sergeant Langlois and his men can be requisitioned to help
has shown little in the way of offense. He has great sway over true search the forest for fey. He really can’t spare the officers, since too
fey, though, so his minions may be a greater threat than he is. In- many of his people are already on the task force, but if the party
deed, if any members of the party are actual fey, Asrabey gives them pulls strings he’ll go along with it. Another option is just to use the
a small charm to wear — a ring with gear teeth on the inside, within task force men, if the party thinks they can spare them.
which a pair of other gears can spin — that will protect them from
Ekossigan’s influence. The Kid.
Being part of the Unseen Court makes Ekossigan almost com- If the party asks to look at the body of the child found in the woods,
pletely immune to divination that try to find him. Like many fey he it’s a grisly sight. He was found naked, covered with patterns of
can step from here to there without stepping in the space between, green paint, which a DC 17 Intelligence (Arcana) check identifies
and around him arrows never hit what they’re aimed at. as old fey ritual markings from the time when men regularly fought
His skin is treebark, making him hard to harm. Varal then goes the fey, nearly two thousand years ago. In-depth research, or a DC
on to smile and mention that trees burn — while lightly igniting his 25 Intelligence (Arcana) check, can pinpoint the ritual: a curse on
sword for effect. the child’s family to cause paranoia and in-fighting.
The fingers and toes have been gnawed at by cats, and the throat
is crushed. Closer examination with a DC 13 Wisdom (Medicine)
Casing the Cloudwood check reveals that the child wasn’t strangled, but hung by a rope.
Also, he has dozens of thin lacerations across his body, like you’d get
Exploration. Montage. Level 7. running through trees and brush naked. That, combined with nu-
Ekossigan is hiding somewhere in the Cloudwood. merous small fractures scattered throughout his body, might clue
There are three major groups in the Cloudwood that the RHC the party to the fact that he fell through tree branches.
have easy access to speak with. The local populace can be spoken What happened was the boy, one of the orphans at the Gallo
with by wandering the streets, stopping at street cafes, and the school, was too old for Ekossigan to use in the ritual. He instead
like. The other two groups are conveniently located in the same hung the boy from the tree the orphanage sits in, then cut him
office — the local police force, and the district Mayor, Doyle Idylls. loose and sent some of his gremlins down to place the body where it
would be found, several miles from the orphanage. Since the child
The Mayor. was an orphan and he was being “raised by the state,” the curse is
Doyle Idylls is spooked about recent events happening in his dis- spreading distrust through the whole district.
trict, but he officially blames them on local hooligans rather than A remove curse cast on the body will relieve the whole district,
actual fey intruders. Still, he’s having his building’s exterior paint- and lets the party call in one free favor with the locals, which
ed with a coat of crushed mulberry and powdered chicken bone — a doesn’t count against their normal limit per day. If the curse per-
supposed ward against fey intrusion. sists, though, tempers will soon flare.
Idylls knows the party is heading up the task force against Kell;
some of his police were pulled away for it, and he’s getting yelled The Locals.
at by the locals who are afraid for their children. He won’t readily Locals don’t want to talk, and if they realize the party is law en-
meet with the party, though they can just barge in on him, or try to forcement, they’ll be unfriendly and angry, blaming them for
convince his secretary. Forcing the issue will make the mayor and leaving their children without proper protection.
his police uncooperative. Aside from a few blocks that make up the business part of the
district, the Cloudwood is very rural, with farmland dominating
The Police. the north and woodlands on the low mountains and further south.
The main police office is built on the backside of the mayor’s man- The place barely qualifies as part of the city. Your nearest neighbor
sion. Led by a boisterous second-generation immigrant from Danor, might be over a rocky hill a half mile away. Nevertheless, people
Sergeant Langlois, the police won’t talk to the party unless they have been getting into fights, devolving into little tribes that are
get approval from the mayor. If a chat is approved, the sergeant and edging closer to a fight.
his men can bring the PCs up to speed on a rash of vandalism that’s If the party can convince people to talk, they’ll explain that local
overtaken many public offices in the district. During their visit to nighttime offerings of milk and sliced fruit to the fey have all been
the station, the officers complain about oddities: rotten bird eggs disappearing — normally only a few offerings disappear overnight
keep falling on the sidewalk, gophers chew through his basement, (generally this is thought to be the work of starving homeless folk).

EN5ider Presents: Cauldron-Born, Part Two | 15


Act One, Thread Two: One Season Slain

A DC 13 Intelligence (Nature) check suggests that the offerings are She warns them that Ekossigan is powerful, and asks that they
taken in greater quantities when the fey themselves feel the need to leave. She knows Ekossigan plans to go into the Bleak Gate, and
pay tribute to something greater. lead a small army of fey to Cauldron Hill. Though she’s afraid of
People used to give these offerings out of respect for the fey, but him, she thinks it will be best if the party just lets him go. If they
since Doyle Idylls became mayor here and began trying to convince insist, she confesses her mistake in promising to help the fey lord,
locals that the fey are a threat, the offerings have become more and how she will have to fight the party if they continue.
protective, a measure to prevent bad luck. If the party’s clever, they The party has a chance to finagle around the legalese of Gale’s
might try to follow the fey who snag the offerings. bond to Ekossigan, such as if they convincingly claim they have
no desire to stop Ekossigan. They can also break her free with a
Fey Sympathizers. remove curse or dispel magic, and protection from evil temporarily
In the deep woods, a handful of lumberjacks, farmers, and hunters blocks the compulsion.
are upset with Doyle Idylls’s anti-fey sentiment. Though unfriendly Gale doesn’t know where Ekossigan is; she communicates with
to outsiders, if the party can earn their trust or feign having similar message. But if she’s freed from Ekossigan’s bond, she can lead the
beliefs, they can learn that the group knows there’s a major fey in party to Ellik, the gremlin who is his lead henchman. Ellik has
the forest, and they’re trying to meet him. Their goal is to force the been to the Bleak Gate several times over his long life, and a year
mayor out. They have no idea what Ekossigan’s real plan might be, ago he took Gale, but the same route won’t be available for years. If
but if the party seems stuck you can have these people guide them Ekossigan intends to get there, it will involve powerful magic, and
to the orphanage at the last minute. she worries what the price will be.

Fey Contacts. Tactics


Any characters who have pre-established fey contacts with the for- If the party insists on confronting Ekossigan, Gale attacks them,
est cannot find their contacts. The intent here is not to punish the taking the horribly unfair advantage of being a flying spellcaster.
player or take away a lead, but rather to show what powerful influ- She already has cast mage armor, mirror image, and nondetection
ence Ekossigan has. (included in her stats above). She casts storm shield and uses her
control winds ability to subject the PCs to strong winds, with the
result that she’s constantly upwind from them, and ranged weapon
Her Majesty, Princess Fairy attacks against her are made with disadvantage.
Dust Then she hovers 100 feet away, flies up to launch lightning bolts
and magic missiles, then takes cover behind the treetops, 60 feet
Social. Real-Time. Level 8. above the ground. If any PCs start to approach she drops a fog cloud
The fey terrorist Gale might know how to find Ekossigan. on them to slow them down, then changes position. If she runs low
Gale has contact with a creepy gremlin named Ellik, who acted on spells she’ll flee.
as a courier for the Unseen Court. When Ekossigan arrived in Throughout the fight she shouts that she’s sorry, and that she’s
Cloudwood, Ellik sought Gale and asked for her help. She met with trying to resist. If Asrabey is with the party he hesitates to join a
Ekossigan, and he played to her desires of being accepted by the battle. High elf women are exceedingly precious and rare, and he
fey, sweeping her up in a narrative of making a grand difference doesn’t want to risk her being harmed. If the party can convince
to the world. him they can break Gale free from her compulsion he’ll help, but
Before she realized the danger, she had agreed to help him, and will grow wrathful against any PC who does lethal damage to her.
the binding power of a pact to a fey lord now compels her into his The party will likely have to use cover and stealth to defeat Gale,
service. To make her a more useful tool, he imbued her with a sliver or else simply outlast her. Fireball works pretty well too, but might
of the power of summer, giving her destructive weather magic that kill her. If she’s knocked out, she descends safely to the ground, as
she never possessed before. with feather fall.
Gale hates Danor and theoretically should agree with Ekos-
sigan, but as she sees the rapid pace of the fey gathering and Aftermath.
preparing, she grows nervous. She wants to help the party, and If Gale manages to defeat the party, she contacts Ekossigan, who
struggles against her master’s will so as not to betray them out- sends gremlins to recover them and bring them to him. He cannot
right. He has ordered her to warn him of any threats, and to kill use them as part of his ritual to reach the Bleak Gate, but he’ll
anyone who is trying to stop him, but that leaves her enough gladly hang them from the orphanage’s branches as a warning to
wiggle room of interpretation that she can spare a few minutes those who oppose the Unseen Court.
of conversation. If the party defeats Gale, she rambles semi-consciously about
When the party approaches her, she asks to meet them at a Ellik’s location, the Nutgarden, an abandoned beer house that is
switchback trail in the forest (if you still have the map from Dying infamous in the district for burning down and claiming the lives
Skyseer, that works). She keeps her distance, hiding in the trees — a of forty people a few years ago. This information lets them skip the
DC 28 Wisdom (Perception) check for range and the concealment “Finding a Gremlin” part of the challenge in It Takes a Gremlin,
of trees — and speaks to them via message. and gives them a chance to go after the gremlin during daylight.

16 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

Hana “Gale” Soliogn Torches and Pitchforks*


Medium humanoid (high elf), chaotic neutral sorcerer 9
Armor Class 14 (mage armor) Social. Real-Time. Level 4.
Hit Points 31 (9d6) An angry mob disrupts Brakken’s visit to the Cloudwood.
Speed 30 ft., fly 40 ft. At dawn on the 11th, the B-Team meets Brakken at the Beran
STR DEX CON INT WIS CHA consulate, picks up a dignitary from each side, and sets out for the
8 (–1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 18 (+4) Cloudwood on another bid to create some unity between the two
Saving Throws con +4, cha +8 groups.
Skills Arcana +6, Deception +8, Insight +5, Nature +6, Perception +5, Today’s outing involves Kian Doherty (Risur’s Minister of Ag-
Persuasion +8, Stealth +5, Survival +5 riculture) and Pierre Riquier (Danoran Minister of Magic), and
Senses darkvision 60 ft., passive Perception 15 Brakken hopes taking them out to the city district famous for its
Languages Common, Elvish, Primordial, Sylvan fey-friendly woodlands will be a bonding experience. Unfortunately,
Challenge 7 (2,900 XP) as the trio is enjoying some light brunch while hummingbirds flit
Air Affinity. Gale can innately control winds, and is immune to the about and a monkey snags their scraps, an angry mob is gathering
effects of strong wind. She can fly at will and can speak with flying just down the street, incited to paranoia by Ekossigan’s curse.
animals, which usually are friendly to her. (If the party already removed the curse, this scene is very short
Control Winds (9/long rest). Gale can control winds in a 360-foot and pleasant, sans angry mob.)
radius. Each time she uses this ability it lasts for 1 minute. Activating * Kian Doherty. Well-groomed 40-something who values
or controlling it is an action, and as long as she is not incapacitated Risur’s druidic traditions and hates being in Flint. Sullen,
it continues for the duration. She can increase winds by up to three but trying to keep an open mind.
steps (enough to turn a still day into a severe storm of 50 miles per * Pierre Riquier. A rare Danoran half-elf, Pierre came from
hour, or a strong breeze into a small hurricane). Any creature other a rich family that could afford magic lessons for him. Heavy
than her in the area must make a DC 16 Strength saving throw at the spectacles, messy hair, full of trivia about magic. Weak-willed
start of its turn to resist the winds or is knocked prone. and obsequious, he isn’t that interested in magic, honestly,
Fey Ancestry. Gale has advantage on saving throws against being but he’s one of the few people qualified for his position.
charmed, and magic can’t put her to sleep.
Sorcery Points (9/long rest). Gale can use sorcery points to gain A Wee Squabble.
additional spell slots, or sacrifice spell slots to gain additional sorcery The restaurant is next to a creek that weaves under several small
points. bridges on the street. Other small shops line the road, and the may-
Creating Spell Slots & Sorcery Points. As a bonus action on her or’s mansion is just two blocks away. A few minutes into the meal, a
turn, Gale can expend one spell slot and either gain a number of young girl runs into view from between the buildings on the other
sorcerer points equal to the slot’s level or create a spell slot by side of the creek. She hops the creek, scampers past Brakken and
expending sorcery points (1st level—2 points, 2nd level—3 points, the B-Team, and starts yelling for people to help.
3rd level—5 points, 4th level—7 points). A few seconds behind her, a woman in a sun dress holding a roll-
Metamagic: Subtle Spell. When Gale casts a spell, she can spend 1 ing pin runs to the creek, then stops when she sees the girl calling
sorcery point to cast it without any somatic or verbal components. for help. After a moment’s panic she turns and runs.
Metamagic: Quickened Spell. When Gale casts a spell that has a All that happened was that the girl, Circe, was taking a shortcut,
casting time of 1 action, she can spend 2 sorcery points to change and she went past the house of the woman, Relle. Relle didn’t recog-
the casting time to 1 bonus action for this casting. nize the girl and yelled at her to get away from her house. Then, for
Spellcasting. Gale is a 9th-level spellcaster. Her spellcasting ability is no reason either of them rationally understands, Circe threw a rock
Charisma (spell save DC 16, +8 to hit with spell attacks). Gale knows at the house, and Relle gave chase. Nudged by Ekossigan’s curse,
the following spells from the sorcerer spell list: the tiny distrust of a stranger turned into a chase.
Cantrips (at will): mage hand, minor illusion, mending, message, Within a minute, Circe gets a dozen people to come out and meet
prestidigitation, shocking grasp her in the street, where she explains that she was chased, and she
1st level (4 slots): detect magic, feather fall, fog cloud, mage armor, thinks the woman was going to kill her. The crowd starts getting
magic missile weapons from their houses and shops, and over the next ten minutes
2nd level (3 slots): mirror image, shatter
3rd level (3 slots): clairvoyance, lightning bolt, nondetection Timing.
4th level (1 slot): storm shield (as fire shield but grants immunity to This scene takes place the morning after Brakken’s visit to the
and deals lightning damage) Sunset Bench, detailed in Thread One. We apologize for the timeline
Actions being split this way, we hope this arrangement creates a good pace.
Wild Swing. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Also, if you want to shuffle things a bit (such as to fill out a session
1 bludgeoning damage. that has run short), you might move this up to the morning of the
10th, or even the afternoon of the 9th, but no sooner.

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Act One, Thread Two: One Season Slain

the group grows to thirty people. Then they’re ready, and they start It Takes a Gremlin
to follow Circe back to the house so they can drag Relle out, search
the house for signs of witchcraft, and burn the building down. Action. Montage. Level 7.
While the crowd is gathering, the constables that make a DC Ellik or another gremlin might lead the party to Ekossigan.
8 Wisdom (Perception) check notice another kid, dressed in long Chasing gremlins is a tough proposition in the middle of the
sleeves and with a hood hiding his face, watching from the creek night, especially if the PCs don’t possess darkvision or a quickly
bed. He has a bundle in his arms. None of the locals care about this activated light source. Given these conditions, successfully chasing
stranger, because it is actually a gremlin disguised as a kid. He was down a gremlin and subduing it is broken down into a Skill En-
out collecting the neighborhood’s offerings and got drunk on some counter as follows. This is meant to be a challenging pursuit, and it
stolen wine, so he just now woke up. might take the party a few tries to get it right.
* Key Skills: Deception, Intimidation, Nature, Perception,
Preventing a Riot. Persuasion, Stealth, Survival.
Brakken can sense that the crowd won’t respond to reason, and * Difficulty: Unless otherwise noted, all skill checks are DC 21.
Pierre is too feeble to want to get involved, but Kian doesn’t like * Goals: The party must first find a gremlin (of the nuglub
how things are looking. When the mob is just forming, Kian gets variety; page 21). Then they can either grab it and interrogate
up and asks what’s going on. The crowd shoves him away and tells it, or chase it and follow it back to Ekossigan.
him to stop sticking his nose into things. A few minutes later,
when it’s obvious things are about to get violent, Brakken tries to Finding a Gremlin.
leave, but Kian again tries to calm the group down, and they attack Ekossigan’s gremlin servants operate in the later hours of the night,
him, shoving him and knocking him down and eventually throw- typically between 2:00 and 4:00 am. The tiny creatures move from
ing him into the creek, where they pelt him with rocks — nothing house to house, ignoring those with any visible light sources and
big enough to kill him, but he eventually curls into a ball and yells using their diminutive height to sneak under windows to stealthily
for mercy. claim the offerings, which they carelessly shove into a large sack.
A show of force from the constables — incapacitating at least four The actual quality of the offering is not important, merely the latent
of the crowd — can get the mob to break up. Killing anyone, though, spiritual power invested in them. The gremlins actively hide and
leads to a riot. If the group doesn’t get involved, the mob leaves Kian stick to the darkness when retrieving offerings.
cowering in the stream and goes to burn down Relle’s house.
If the party goes after the gremlin, it runs. The constables can Recommended Tactics.
try to pursue the goblin (see It Takes a Gremlin below), and have The party can spot gremlins only after midnight, up until about
a decent shot because they’re chasing the critter during daylight. 6:00 am. On the night of the 12th, the gremlins are active instead
They might not know what to do with it if they catch it, though. from 8:00 pm until 11:00 pm, at which point they all rush to the
orphanage for the ritual.
Further Trouble. Checks made between 2:00 and 4:00 am, when the gremlins are
A few other small mobs attack people during the day. One albino most active, are made with a +2 bonus to the required skill check.
cow is lynched. On the other hand, if the party decides to wait until the night of
Later that afternoon, people start frantically chopping down the 12th, increase the DCs by +2 because of the frantic activity of
trees as a rumor spreads that “someone” is going to set fires tonight. the locals.
The fires never occur. A well-described action or a clever idea can grant advantage, and
The next morning, a small crowd chases down a police officer and a fool-proof plan counts as a success.
beats him to death, on the rationale that if the police aren’t going To find a gremlin, the party needs to succeed on two of the fol-
to protect the children, maybe they actually are the ones killing lowing skill checks (or do something similar and effective). Each
children. (No other children have been killed yet, but rumors are PC can make one attempt every half hour or so.
rampant.) Any Cloudwood police helping the party at this point * Dexterity (thieves’ tools). A character might rig up some sort
return to their station to protect it. of trap near offerings, like a noose and a wire that rings bells
Finally, at sunset on the 12th, if the curse hasn’t been broken, to alert the party.
the wave of paranoia reaches its peak. A huge mob of a hundred * Wisdom (Perception). A character can camp a particular
townsfolk rally around Circe, who is convinced that Mayor Idylls is house or roam about in a likely area. Anyone with darkvision
a witch. The mob storms his house and a dozen people die before the has advantage on their check.
police give up and flee. The mob then drags the mayor to a dairy and * Dexterity (Stealth). A character can aid the party in be-
drown him in a huge tub of milk, then leave him out as an offering ing stealthy and hidden, which makes it easier to lure the
to the fey, in hopes the madness will end. gremlins in.
And ironically it does. Since the curse was tied to “the state” rais- * Wisdom (Survival). It is also possible to track down a roam-
ing the sacrificed child, killing the local head of state ends the curse. ing gremlin by searching for tracks.
Still, the district never quite returns to normal.

18 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

Police Force. * Up a Wall. A PC can use Climb to follow as the little bugger
Bringing at least a dozen police officers negates the need for checks, is climbing up a cliff wall!
as the officers automatically discover several gremlins. Over a half * Crumbling Bridge. The gremlin scampers across an old
hour of coordinated searching, the officers find a gremlin and alert wooden bridge seeing its last days, forcing a DC 21 Strength
the party to come by where they found it. The NPC officers won’t be (Athletics) or Dexterity (Acrobatics) check to keep up.
much use in chasing it down, though.
Chasers’ Options.
Gale’s Help. A character can make a DC 21 Intelligence (Nature) or Wisdom
If the party gets Gale’s help or defeats her in combat, they can (Survival) check to try a shortcut. Success brings the PC 50 feet
automatically locate the gremlin Ellik at the burnt out bar The closer. Failure causes the character to fall 50 feet behind.
Nutgarden. Even better, they can find him during daylight, making A character can try to make a ranged attack against the gremlin
him much easier to chase down. If they give chase to him and fail, or cast a spell, but doing so means the character isn’t moving as fast.
though, they’ll need to start over and try to find another gremlin. He falls behind 25 feet. Usually the gremlin will have cover and
concealment from the terrain.
Catch a Gremlin.
After discovering one of Ekossigan’s gremlins, the tricky part is Ending the Chase.
capturing it. These creatures are fast and easily spooked if they so Once a character gets adjacent to the gremlin, they can make a DC
much as sense another living being approach. Once the party gets 12 Strength (Athletics) check to tackle the critter. Other attacks
within 100 feet, they must use normal concealment and hiding can take the gremlin out. If the gremlin manages to get 200 feet
rules (against the gremlin’s darkvision and passive Perception) to away from all the PCs, it loses them. The party can follow its tracks
get close enough to grab it, knock it out, or otherwise disable it. A with three successful DC 21 Wisdom (Survival) checks.
captured gremlin can be interrogated.
If it spots another creature, a gremlin madly dashes in an at- Tailing the Gremlin.
tempt to escape a potential captor. If the gremlin manages to get The party might want to just follow the gremlin all the way to Ekos-
more than 100 feet away from the party, proceed to the Chase sec- sigan. To do this, one PC must manage to keep the gremlin in sight
tion below. (within 200 feet during the day, or range of their light source at
night) for at least 5 minutes. Then they must make three DC 5 Con-
Chase a Gremlin. stitution checks and succeed at least twice to keep pace with the
The party might have to chase a gremlin if they want to catch and gremlin during the rest of the pursuit. The whole chase covers an
interrogate it. Gremlins are wily, and fey in the Cloudwood have a erratic path some 10 miles long, and likely takes 3 hours.
tendency to teleport short distances, making pursuit erratic.
The PCs and gremlin starts 100 feet apart, but keep track of each Interrogation.
PC’s distance separately, since the party might get split up. The With a captured gremlin in custody, the party can extract informa-
gremlin leads them on a merry chase, and each minute each pursu- tion from the creature. Gremlins are impulsive in nature, and those
ing PC can make a skill check to try to close the gap. A success loyal to Ekossigan are borderline psychotic. Dealing with such
gets 25 feet closer. Success by 5 or more gets 50 feet closer. Failure creatures should test the PCs’ patience, as keeping the creatures
keeps the status quo, and failure by 5 or more means the PC falls on task is difficult.
back 25 feet. Only exceptionally skilled characters could hope to negotiate
Because the terrain doesn’t lend itself to flat-out sprinting, hav- with such creatures by succeeding on a DC 25 Charisma (Intimida-
ing a faster or slower base speed is not a deal-breaker. Anyone with tion or Persuasion) check, and even the promise of release, riches,
a speed less than 30 feet takes a –1 penalty for every 5 feet under 30 or any other wild offering would be a hard sell and requires a DC
feet, and anyone with a speed higher than 30 feet gains a +1 bonus 23 Charisma (Deception) check. During such talks, the gremlins
for every 5 feet over 30 feet. constantly switch topics, taking note of simple things like the color
Below are a series of suggested actions the gremlin can take, and of the PC’s clothing, or the current temperature in the room. The
how the PCs can respond. The normal DC 21 applies to a night party gains a bonus to these interrogation checks equal to twice
chase when the party has light sources or darkvision. If a PC has their Prestige with the Unseen Court.
neither, they have disadvantage. If the chase happens during the Magical compulsion effects or divination magic might pull the
day, the PCs have advantage. necessary information out of the gremlin.
* Gap in the Wall. The gremlin wiggles through a narrow If successfully negotiated with, the gremlin reveals that Ekos-
gap — a tall fence, hedge, wall of brush, or perhaps a fox bur- sigan is staying in the orphanage. However, its sense of direction
row. Characters must use Dexterity (Acrobatics) to follow. doesn’t rely on normal human landmarks, so finding the orphanage
* Through a Pond. The gremlin dives underwater and tries to requires either a DC 16 Intelligence check, DC 20 Wisdom (Sur-
lose the party. Characters must make a DC 7 Strength (Ath- vival) check, or some sort of magical guidance. If the district hasn’t
letics) check to keep up, plus a DC 21 Wisdom (Perception) gone crazy yet, the party can also find the orphanage on a map in
check to see where the gremlin is under the water. the mayor’s office after about an hour of research.

EN5ider Presents: Cauldron-Born, Part Two | 19


Act One, Thread Two: One Season Slain

Unless the party asks and succeeds a second round of inter- Ekossigan vs. the Obscurati.
rogation, the gremlin does not mention that the children of the The act of sacrificing the children and entering the Bleak Gate will
orphanage are set to be ritually sacrificed. The creature simply for- drive Ekossigan from a little crazy to completely. He takes three
gets this point — not thinking it important — and does not withhold dozen gremlins and numerous other fey with him, all of whom are
it as an act of slight towards the party. driven a little mad as well. Indeed they do find the Cauldron Hill
Asrabey Varal’s presence in the interrogation grants the party complex and attack it, and the gremlins set to work causing all the
an effective Prestige of 5 with the Unseen Court, and the dread- technology and machinery within to go haywire.
nought’s reputation is worth another +5 bonus (for a total of +15). Ekossigan tries to attack within, but the defenders overwhelm him.
Once the gremlin has talked, Varal quickly dispatches the crea- Kept barely alive he’s brought up to the arcanoscience lab (area 14 of
ture with a cold iron stake through the head — an act of mercy for the Colossus map in Act Three) for experimentation. By the time the
the fey’s betrayal of the Unseen Court. PCs arrive (likely on the 14th), the complex is in disarray, but most of
the fey are scattered and unable to put up a unified front.
If left to their own devices the battalion of fey will start to be-
Gallo’s School for Boys come twisted and monstrous, slowly shifting into blind grues and
wraith-like monsters that wander away into the hollow city sur-
Exploration/Social. Real-Time. Level 7. rounding the mountain. Ekossigan, trapped and helpless, cackles
Dozens of children are imperiled. The party must approach Ekos- himself to death. Alternately, if the party has already killed Lorcan
sigan carefully. Kell, you could have the Obscurati implant machinery in Ekossigan
A light drizzle falls regularly on the area within a half mile of to turn him into a puppet for them, making him the headline foe in
Ekossigan, marking his dour mood. It also helps discourage explor- the Ob complex.
ers from finding his hiding spot. Should the party actually side with Ekossigan for the assault,
Ekossigan has set up a small court for himself in an orphanage their presence can keep him a bit more grounded, but he still shrieks
in the southeast of the Cloudwood district. He and his fey minions at the sight of technology, making stealth fairly useless. See “Mass
killed the headmaster, teachers, and attendants, but have kept the Murder with Ekossigan” in Act Three, Expedition to the Bleak Gate.
children here. Miles away from the nearest settlement, no one has
any idea anything is amiss.
If the party guesses from the dead child that he might have disap- boughs of a massive tree, centuries-old. A sturdy but vertigo-induc-
peared from an orphanage, the locals do know about the place, but ing staircase spirals around the tree’s trunk up to the entrance. A
it’s not prominent enough for any NPCs to suggest it. Similarly, if rancid stench drifts on the breeze.
they figure out what ritual Ekossigan is planning, tracking down The orphanage sits in the boughs of a tree, and areas of leaves
a “century-old” tree is hard, but with some asking around the party on the map represent terrain with enough branches to support a
could learn about the orphanage, which was founded one hundred person. Moving through the branches requires a DC 8 Strength
years ago, and whose logo is a tree with a book in place of its boughs. (Athletics) or Dexterity (Acrobatics) check, and they count as diffi-
The party has until midnight of the 12th of Spring to stop Ekos- cult terrain. A character can make this check with disadvantage to
sigan. At that point he hangs the children at the orphanage, creates move at full speed. Failure means the character makes no progress,
a portal to the Bleak Gate, and leads a small army of fey through. and a failure by 5 or more and, well, I hope you prepared feather fall.
Unless the party has tried to keep Asrabey Varal from following The outside of the structure is made up of wood, given a recent
them, he will accompany them to the orphanage. cost of green paint. In places the slats and beams appear to have
started sprouting short leafy branches, like the dead wood has come
Gremlin Presence. back to life. All the windows are shuttered, and now they’ve grown
Most of the gremlins sleep during the day, except for those on the enough that they cannot be opened, though they still let in dim
balcony. At night they head out to gather offerings, though they light during the day.
make sure to all be back at the orphanage by 11:45 pm on the 12th, The walls have warped enough that Medium creatures can usu-
in preparation for the ritual. ally find a spot to try to squeeze through with a successful DC 20
If they detect intruders, the gremlins will fling rocks or shoot Dexterity (Acrobatics) check. Small creatures can easily move
arrows down at people advancing up the staircase. Once the party through (counts as difficult terrain), and Tiny creatures aren’t even
gets onto the orphanage level, the fey try to slip through the holes slowed down. The “walls” just provide partial cover, not total cover.
in the walls to avoid being cornered in melee.
There are other fey around — pixies, brownies, satyrs, a couple Stench.
redcaps, and even a nymph — but they stay away from the gremlins Inside the orphanage, the new life is offset by the stench of rotten
and won’t join the fight. Not yet, at least. fruit, pools of spoiled milk, and piles of refuse. Inside areas 7, 8,
and 9 the stench is overpowering. Creatures must make a DC 12
Layout. Constitution saving throw when they enter or be sickened for the
Gallo’s School for Boys has a few activity buildings on the ground remainder of their stay inside the structure. Only one such save
level, but it is mostly one hundred feet above the ground in the needs to be made for a 24-hour period.

20 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

Nooses. • 4 pugwampi gremlins (see above)


The balcony around each dorm has seven or eight rope nooses tied • 2 nuglub gremlins
to the railing, waiting for children’s heads to be slipped through.
Nuglub Gremlin
1. Balcony. Small fey, chaotic evil
The walkway has a good view of the ground below. Railings, sized Armor Class 17 (natural armor)
for children, make it hard to accidentally fall off. A pair of tiny Hit Points 33 (6d6+12)
gremlins hide — seeing them from the ground requires a DC 25 Speed 30 ft., climb 20 ft.
Wisdom (Perception) check — and watch out for intruders, their STR DEX CON INT WIS CHA
miniscule bows always in hand. 13 (+1) 18 (+4) 15 (+2) 8 (–1) 9 (–1) 12 (+1)
Skills Acrobatics +6, Intimidation +3, Perception +3, Stealth +8
• 2 pugwampi gremlins Damage Resistances bludgeoning, piercing, and slashing from weapons
not made of cold iron
Pugwampi Gremlin Senses darkvision 120 ft., passive Perception 13
Tiny fey, neutral evil Languages Primordial (very limited), Sylvan
Armor Class 13 (natural armor) Challenge 2 (450 XP)
Hit Points 10 (3d4+3) Gunshy. Firearms aimed at a gremlin will not fire on first pull. If a
Speed 30 ft. character holds his aim on the gremlin for a round, the shot will go
STR DEX CON INT WIS CHA off at the start of the shooter’s next turn. Otherwise the gun fires the
3 (–4) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 16 (+3) moment the shooter stops aiming.
Skills Deception +5, Perception +6, Stealth +6 Innate Spellcasting. The gremlin’s innate spellcasting ability is
Senses darkvision 120 ft., passive Perception 16 Charisma (spell save DC 11). It can innately cast the following spells,
Languages Primordial (very limited), Sylvan requiring no material components.
Challenge 1/2 (100 XP) At will: prestidigitation, shocking grasp
Gunshy. Firearms aimed at a gremlin will not fire on first pull. If a 1/day: heat metal
character holds his aim on the gremlin for a round, the shot will go Magic Resistance. The gremlin has advantage on saving throws against
off at the start of the shooter’s next turn. Otherwise the gun fires the spells and other magical effects.
moment the shooter stops aiming. Actions
Innate Spellcasting. The gremlin’s innate spellcasting ability is Multiattack. The gremlin attacks once with a bite and twice with claws.
Charisma (spell save DC 13). It can innately cast the following spells, Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
requiring no material components. (1d6+1) piercing damage and the target is grappled (escape DC 11).
At will: prestidigation, speak with animals Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
1/day: shatter (1d4+1) slashing damage and the target makes a DC 11 Strength
Magic Resistance. The gremlin has advantage on saving throws against saving throw or falls prone.
spells and other magical effects.
Quick. The gremlin has advantage on initiative checks. 3. Office.
Unluck Aura. The gremlin radiates an aura of unluck in a 20-foot Characters who are interested in keeping the orphans from being
radius. Creatures in this area have disadvantage on all d20 rolls. This abandoned in the aftermath might want to look here for financial
is a mind-affecting effect that does not work on animals, gremlins, documents of the orphanage. There’s enough resources to at least
or gnolls. Any character who gains any sort of luck bonus (such as pay for a bit of lodging before the kids are left homeless.
that granted by a stone of good luck or divine favor) is immune to the
gremlin’s Unluck Aura. 4. Common Room.
Actions This room is full of discarded toys, balls, and piles of clothes the
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range gremlins can put on when they need a disguise.
20/40 ft., one target. Hit: 4 (1d4+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 5. Library.
target. Hit: 5 (1d6+2) piercing damage. Ekossigan, not without pity for the children, has moved all the
books from the library to the various dorms. With no hope for es-
2. Lobby. cape, the children read to avoid thinking about their suffering.
The desk chairs act as beds for some gremlins, while others doze
in the desks’ drawers. They’ve taken stacks of paper and clumped 6. Classroom.
them into crude shapes of animals. If alerted, the tiny pugwampi The fey used mud, beeswax, leaves, and twigs to assemble re-
gremlins take cover behind the desk so they can shoot intruders. markably life-like sculptures of adults sitting awkwardly in the
The larger nuglub gremlins crawl through holes in the ceiling and classroom’s chairs. One woman even has her arm raised like she
try to sneak and ambush the intruders from above. wants to ask a question. The statues crumble if touched.

EN5ider Presents: Cauldron-Born, Part Two | 21


Act One, Thread Two: One Season Slain

7. Dining Room. won’t open except at the touch of a fey, or with a heavy shove (DC 20
Four wooden tables with an array of broken chairs litter this room, Strength check from outside, made with disadvantage from within).
all of them sprouting recent growth. During the day, a group of
gremlins lounge in this room, eating leftover morsels from the pre- 11. Headmaster’s Office.
vious night’s offerings. They attack any intruders viciously, hoping If the party didn’t defeat or free Gale, Ekossigan summoned her
to swarm them. here when he sensed the party was coming. She sits on the roof of
• 8 pugwampi gremlins (see above) this small building, undeterred by the light drizzle. Upon seeing the
PCs, she puts a finger to her lips and tries to discourage them from
8. Kitchen. going inside using hand gestures. If Gale fled before, she won’t fight
A large crockpot and various old metal eating implements are now, but she will cast feather fall on any PC who falls. If the party
scattered throughout this room. During the day a duo of larger hasn’t faced Gale, she’ll reluctantly fight beside Ekossigan.
gremlins works here, preparing food offerings for Ekossigan in the Inside the office the furniture has been shattered, leaving a
attic. If interrupted the gremlins attempt to flee and get reinforce- cracked desk atop a tattered rug. There’s a hole in the wall to the
ments from other fey in the building. east. The fey have stashed a sizable treasure trove of offerings un-
• 2 nuglub gremlins (see above) derneath the bed (1,000 gp value total), though mixed in with coins
and jewelry are plates of half-chewed offerings and more than a few
9. Storage Room. squirrel carcasses.
This is the source of the stench. Nothing much useful is here. There’s no sign of Ekossigan, but if anyone steps onto the bal-
cony around the office, or if any outsider speaks within earshot of
10. Dorms. the building, Ekossigan addresses them. A fey lord like Ekossigan
Unsteady walkways lead down tree limbs to the dorms, each of can easily step between this world and the Dreaming, and so he
which holds 8 children who sleep in bunk-beds, except the southeast remains hidden in the parallel version of the office, speaking via a
dorm, which only has 7 children. The doors’ wood has grown so they limited form of telepathy until he’s ready.

22 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

Spring Returns to Winter A pair of fey snow leopards, the Sentries of Winter, manifest
with Ekossigan and harry the party.
Action. Tactical. Level 10.
Ekossigan will kill those who are against him. Winter Storm.
When the PCs enter the chamber, read the following. Though Ekossigan’s change in nature has killed the tree the orphanage sits
Ekossigan wants to say his piece to Asrabey, make sure he also in. Its leaves begin to blow away quickly, its branches creak, and its
speaks with the PCs. He’s unlikely to stand down unless the party bark cracks to the touch. Simultaneously, the drizzle of rain has
agrees to let him sacrifice all the children, in which case he’ll invite turned to driving sleet. Surfaces across the tree are slowly coated in
them along. If the party attacks before he manifests fully into the ice, and if Ekossigan is not stopped, whole sections of the tree will
real world, he just laughs. collapse under the weight of the storm.
Unprotected flames are automatically put out. Protected fires
A wooden mask appears in the air in front of you, antlers sweeping back like lanterns have a 75% chance of being put out. Ranged weapon at-
from its jaw. Its eyes are hollow, but it tilts slightly, as if it’s consider- tacks and Wisdom (Perception) checks are made with disadvantage.
ing your appearance. Slowly a hood fades in behind the mask, giving
the impression of an unseen head, and then a mantle of leaves over the Treefall.
shoulders of this invisible man. In the first round, frosty surfaces begin to get slick. Outdoor areas
“Greetings. I am Ekossigan of Spring, devoted servant of the Unseen are treated as difficult terrain.
Court and protector of the ever-turning seasons. It is with much re- In the second round, everything is coated in ice. In addition to
morse that I come to your dull and colorless world, but I shall rid this being difficult terrain, the ice forces a DC 8 Dexterity saving throw
garden of the dark seeds being wrought in your midst.” to move. Failing by 5 or more means the creature falls prone.
The fey’s masks turns to look you over, then stops at Asrabey. In the third round, the larger branches begin to creak, and the
“Ah, the guard dog of the Court. I had hoped that you would lend me southwest dorm shudders as the branch supporting it splits down
aid in my quest to find the truth in this polluted city, but you intend to its length. Creatures on that branch must make a DC 8 Dexterity
be the fire that destroys the weeds and renews the field. Yet you cannot saving throw or fall prone.
harm me, so the guard dog brings pups of his own. In the fourth round, the southwest branch cracks nearly through,
“Do you know what is inside Cauldron Hill, little pups? In the gate be- dangling downward at a precarious 45° angle. Creatures on that
tween this life and the afterlife, in your world’s shadow, a foul seed has branch must make a DC 10 Dexterity saving throw or fall prone.
been planted. And Asrabey, you know the gardener. Do you remember At the end of the fifth round, the southwest branch snaps off.
your dear wife, Kasvarina? I’m afraid she doesn’t remember you.” Anyone inside the dorm plummets; with feather fall, Gale can save
Asrabey says, “How do you know—” but he stops mid-sentence be- at most 5 creatures, who must be within 60 feet of her and not
cause the ground is trembling. inside the dorm building. With the branch gone, a large chunk of
You hear a noise over the constant drone of the rain. Movement, the foliage disappears too, shrinking the battlefield.
dozens of creatures down below, wings fluttering, wet hair slashing tree In the sixth round, the northwest and northeast branches have
branches, hooves tramping the grass. From the dorms on the other their first crack. They’ll dangle on the seventh round, and plum-
branches you hear nervous cries of children. met away on the eighth. The southeast and due south branches also
Ekossigan’s mask seems to grow more solid. “To uproot the seed, I crack on the eighth, and they fall away on the tenth.
must enter the gate, and the gate requires the death of innocents. In the twelfth round, the whole tree teeters; at the end of the
Spring’s new growth must return to winter’s grasp.” thirteenth round it topples to the ground.
More of his form begins to appear and a chill blue light beams from
every surface of his wooden skin. The temperature begins to drop, and On the Ground.
the fey lord cackles once. A creature who survives a fall to the ground takes 5 damage per
Asrabey says to you, “You stop Ekossigan. I’ll keep his army at bay. round from the onslaught of a horde of fey, barring some sort of
But keep him alive. I need answers.” trick to keep them at bay. There’s no feasible way to defeat the whole
Then he’s out the door, sprinting toward the staircase, and you see the horde, but the fey ignore anyone that runs away.
rain has turned to driving sleet. Ekossigan’s light flares to almost blind-
ing, and then he stands before you, fully and physically in this world. Gale Assist.
“Greetings,” he says. “I am Ekossigan of Winter.” If the party seems to be in trouble, and especially if one of the PCs
dies, Gale frees herself from Ekossigan’s control (breaking the fey
pact because she promised to aid “Ekossigan of Spring”). She can
Killing Winter. aid the party by casting protective spells on them and using her
The mad fey seeks to slay the party so that he can complete his ritual power to control wind, but she still can’t bring herself to actually
sacrifice. While the party battles Ekossigan, Asrabey holds the attack the fey lord.
staircase against an oncoming tide of hundreds of fey. The party
has very little chance of being able to run, but once they defeat the • Ekossigan of Winter
fey lord his sway over his minions will be broken. • 2 Sentries of Winter

EN5ider Presents: Cauldron-Born, Part Two | 23


Act One, Thread Two: One Season Slain

Ekossigan of Winter Sentry of Winter


Medium fey (cold), chaotic evil Medium beast, unaligned
Armor Class 18 (natural armor) Armor Class 15 (natural)
Hit Points 105 (14d8+42) Hit Points 39 (6d8+12)
Speed 35 ft. Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 16 (+3) 14 (+2) 14 (+2) 21 (+5) 16 (+3) 19 (+4) 15 (+2) 2 (–4) 12 (+1) 6 (–2)
Saving Throws dex +9, con +7, wis +6 Saving Throws con +4, int –2, cha +0
Skills Acrobatics +9, Animal Handling +6, Acrobatics +9, Nature +6, Damage Resistances cold
Perception +6, Stealth +9, Survival +6 Senses darkvision 60 ft., passive Perception 16
Damage Vulnerabilities fire Languages —
Damage Resistances bludgeoning, piercing, and slashing damage from Challenge 3 (700 XP)
weapons not made of iron Keen Hearing and Smell. The Sentry of Winter has advantage on
Damage Immunities cold Wisdom (Perception) checks that rely on hearing or smell.
Senses passive Perception 16 Pounce. If the Sentry of Winter moves at least 20 feet straight toward
Languages Common, Elvish, Primordial, Sylvan a creature and then hits it with a claw attack on the same turn, that
Challenge 9 (5,000 XP) target must succeed on a DC 13 Strength saving throw or be knocked
Arrowtwist. Any arrowed fired at a creature within 30 feet of Ekos- prone. If the target is prone, the Sentry of Winter can make one bite
sigan (including the fey lord himself) swerves toward the next nearest attack against it as a bonus action.
creature instead. If multiple targets are equally close, randomly Rake. When the Sentry of Winter hits a creature in the same turn with
determine whom the arrow targets. If there is no creature other than two or more attacks, that creature takes an extra 3 (1d6) damage.
Ekossigan within that range, the arrow simply thuds to the ground Snow Move. Because of its large, fur-covered paws, the Sentry of
near his feet. Yes, the party is encouraged to shoot at their allies. Winter ignores difficult terrain that is covered in snow.
This effect applies to any ranged attack—arrows, bolts, bullets, Actions
slings, axes, rays, even magic missiles. Area-effect attacks like fireballs Multiattack. The Sentry of Winter attacks once with its bite and twice
work normally, unless the attacker tries to peg a target with a pro- with its claws.
jectile. A flask of alchemist fire thrown at the ground at Ekossigan’s Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
feet will deal splash damage normally, but one thrown directly at him (1d8+3) piercing damage.
swerves. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Cold Skin. Creatures attacking Ekossigan with unarmed strikes or (1d6+3) slashing damage.
natural weapons take 7 (2d6) cold damage each time one of their
attacks hits. Tactics.
Innate Spellcasting. Ekossigan’s innate spellcasting ability is Charisma Ekossigan starts by using his breath weapon, then prepares to tele-
(spell save DC 17). He can innately cast the following spells, requiring port to a spot in the tree’s branches. He tries to distance himself
no material components. from the party while using his various spell-like abilities to turn
3/day each: chill metal, confusion, sleep them against each other. He’ll seek to imperil someone on a branch
1/day each: entangle, geas about to fall by putting them to sleep or entangling them with dry,
Quick. Ekossigan has advantage on initiative checks. dying branches.
Walk of Nature. Ekossigan can teleport through nature with ease. He If Ekossigan’s spells begin to fail him, he instead switches to
can use a bonus action to begin his transition. He begins to glow, and using his claws up close, trying to tear down weaker PCs in melee
chooses a destination within 60 feet that must be in or adjacent to and relying on his high armor and damage reduction.
a tree. That spot also begins to glow. At the start of his next turn, he The Sentries of Winter move to protect Ekossigan, attacking
can use 5 feet of movement to teleport to the chosen destination. If PCs that engage him, trying to give their master time to reposi-
he cannot, he takes 7 (2d6) damage. tion. If a Sentry is low on health, it charges into the thick of battle,
His feet hover slightly above the ground, so his movement is unim- hoping to deal as much damage as possible to enemy PCs when it
peded by snow or ice. Additionally, he can choose to hover in midair as is destroyed.
long as he is within 5 feet of a solid surface he could stand on. During combat, Ekossigan will shout out the following quotes
Actions which you can use to embellish the battle:
Multiattack. Ekossigan attacks twice with his claws. * “You do not understand what manner of child sleeps in the
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 mountain. Your nation’s womb will birth a monster! He shall
(2d6+5) slashing damage plus 7 (2d6) cold damage. not be awakened. HE MUST NOT BE AWAKENED!”
Cold Breath (Recharge 5–6). Ekossigan exhales freezing cold in a 20- * “So many screams! How many have been sacrificed to fuel
foot cone. Each creature in that area must make a DC 17 Dexterity this thing? How many souls have died to create this abomina-
saving throw, taking 28 (8d6) cold damage on a failed save, or half as tion? What are a few more to stop it? You would do the same
much damage on a successful one. if you could hear it.”

24 | EN5ider Presents: Cauldron-Born, Part Two


Act One, Thread Two: One Season Slain

* “Why do you persist? The cold of winter takes all Ekossigan. A fey lord of the Unseen
things — and even if it does not take you, that thing will.” Court, Ekossigan appears as a slender male,
* “You have seen him and he knows you, but you do not know draped in robes adorned with leaves, his face
him. The old man wishes to make amends, but he needs a concealed by a wooden mask with empty eye
body.” sockets. Ekossigan’s magic and demeanor
* “She waits in the hill Asrabey Varal, but for how long? Kasva- are tied to the seasons, alternately chill and
rina, your lover is coming. Why do you hide?” bleak in winter, spirited and hopeful in spring,
* (After a tree branch falls.) “You know, I was going to simply and so on. When he is swayed by strong emo-
hang the children, but this works just as well!” tion, though, his nature may change, and his mood can manifest in the world
around him.
Ekossigan’s Demise. As an ever-changing entity, Ekossigan has no set followers, but his very
Once Ekossigan is defeated, the storm ends, the tree creaks but presence can turn lesser fey to his side. Of all in the Unseen Court, Ekossigan
does not collapse, and the fey who were trying to fight through As- sees technology as the greatest threat because it will change the perpetual
rabey stop and then flee. If Ekossigan was merely knocked out or cycle of seasons into a march for progress. He foresees a future where there
otherwise disabled, Asrabey thanks the party, then presses a cold is no nature, and it has driven him to desperation.
iron spike to the fey lord’s heart and slaps him to consciousness.
He demands to know about Kasvarina, and Ekossigan, still de- This invokes part of Nevard’s prophecy from Adventure Two,
ranged, whispers that he has seen her held prisoner in a steel cage The Dying Skyseer, warning that a second doom would come from
lined with tapestries, beneath Cauldron Hill in the Bleak Gate. He Cauldron Hill. It can also suggest to the party that when the colos-
doesn’t know anything else. sus Borne heads for the harbor, they should try to drive him to the
Unless the party stops him, Asrabey proclaims the Ekossigan is Dreaming.
guilty of betraying the Unseen Court. Rather than impale him with
the spike, though, he presses a dagger into Ekossigan’s hand, and Asrabey’s Departure.
guides him to slit his own throat. The high elf dreadnought, saddened from having killed many fey
When Ekossigan dies (even if the party just takes him out in who tried to assault the tree, perfunctorily thanks the party for
combat), his body begins to crumble away into a mass of dead leaves their aid if they simply killed Ekossigan. If they kept him alive
which are carried away on the wind. A “life bloom” overtakes the long enough for Asrabey to ask about Kasvarina he shows a bit
area, as plants begin to sprout and smaller trees begin emerging more sincerity. Either way he says he intends to ask their king for
across the ground beneath the tree. The orphanage stops falling permission to enter the Bleak Gate and explore Cauldron Hill, to
away, and each PC is returned to full health. search for Kasvarina. He warns them not to trust the Danorans,
then leaves.
Skyseer Vision
Any character with the Skyseer theme feels his gaze drawn to Aftermath.
watch the leaves as they’re blown skyward, and he receives a vi- The Cloudwood slowly returns to normal as Varal and Gale deal with
sion. It is simple: A bird made of black steel, weeping blood, lands the remaining troublemaking fey. Doyle Idylls (if alive) is thrilled
at the peak of Cauldron Hill. Then it flies away toward the harbor, at the turn of events, and if he knows of the party’s involvement, he
but there is no city beneath it. Instead its shadow falls across a mails each of them a gift package containing two potions of superior
verdant forest. healing, a potion of heroism, and an oil of magic weapon. e

EN5ider Presents: Cauldron-Born, Part Two | 25


EN5ider Presents:

Cauldron-Born
Part Three
A 5E-Compatible Adventure for 7th- to 8th-Level Characters
Act One, Thread Three:
Eschatological Terrorists
I
n this thread, the party reacts to the sur- Long-Term Plans.
The radical eschatologists led here by Grundun Zubov are just one
prise attacks by Zubov’s group. Zubov’s plan is to cell of a radical movement whose figurehead is Grandis Komanov,
a dwarven cult leader who hides in the frozen northern wastes of
sow panic amongst the citizens of Flint by perpetrat- Drakr. Komanov wields mighty frost magic, and all of her followers
eventually develop white hair and markings akin to frostbite.
ing various attacks throughout the city. By diverting When members of the sect prepare for death, they shave their
facial hair, so they are no longer shielded from the cold of winter.
resources away from the peace talks, Zubov hopes to

launch a more direct attack on a newly opened subrail Epistle from Heid
station, giving him access to a tunnel that passes near Exposition. Real-Time.
Philosopher Vlendam Heid contacts the party.
Hotel Aurum. A well-timed explosion will send the If the party has an eschatologist, or if they befriended dwarven
philosopher Vlendam Heid in Adventure Four, Always on Time,
building tumbling down. they receive a letter on the morning of the 9th of Spring. See Play-
er’s Handout: Epistle from Heid.

From the Pen of Seamlessly Updated to Fifth Edition by


Thurston Hillman EN Mike Myler
Publishing tm

With Additional Material by Ably Produced and Facilitated by


Ryan Nock Russ Morrissey

Evocative Cover Illustration by Special Thanks to


ShenFei Jamie, because if I’m going to dedicate a book to you, it’s going
to be the one with a giant robot on the cover; and Dan Houston
Stunning Cartographic Displays by and Falkus, Kickstarter backers who introduced Dester Rathnine
James Hazelett, Brian Patterson, Jonathan Roberts and Rosalyn Taylor; and to the hundreds of gamers who backed
the original release of Zeitgeist on Kickstarter; and to the over
Masterful Interior Illustrations by one thousand generous patrons of EN World EN5ider whose
Claudio Pozas, ShenFei, Eleni Tsami support has made this Fifth Edition update possible.
Includes art in the public domain
Open Game Content
with Unparalleled Layout and Graphic Design by The game rule information in this article is designated
Eric Life-Putnam Open Game Content. All other material in this article, including
maps, graphic elements, and illustrations (including graphic
Playtested for Maximum Enjoyment by elements and illustrations in the public domain), narrative
Michael Border, Walter Byers, Justin Engelking, and descriptive text, character and place names, trade dress,
Benjamin Riggs, Dennis Chiado “EN Publishing,” “EN World,” “EN5ider,” “Zeitgeist,” all EN
Publishing product and article titles, and Zeitgeist, EN World,
and EN Publishing logos, are designated Product Identity.

2 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

Investigating Zubov uses the sniper to protect the storefront. His orders are to watch for
law enforcement and if it looks like their cover is blown, to kill any
Action/Exploration. Montage. Level 8. officers if they try to get downstairs. From Kvarti’s vantage point
Zubov knows the authorities will come looking for him. he can see through the glass storefront and target anyone inside
After the first attack by the eschatologists, Stover Delft asks the with ease.
party if they can spare time to investigate this threat while leading If the PCs arrive with a warrant to search the grounds, the clerk
the task force and searching for Ekossigan. He knows they’re busy, is truly shaken and clearly hiding something. The clerk is unable to
but they’re his best constables, and the only other people he can stop the PCs and simply hopes that they will not discover the secret
really spare are the B-Team, which would leave the mediator at risk. passage to the safe house in the backroom. The passage is hidden
It’s up to the party whether to give it a shot or pass the buck. under a foot-pedal table saw workbench, and the clerk doesn’t know
If the PCs did not have enough time to investigate the first at- where it goes.
tack they can return and look for clues, though clean-up might have Kvarti isn’t ready to attack the PCs right away, so he’ll wait to see
removed some of them. what happens when they leave.
Between Steffan Eberhardt’s knowledge of the radical sect, the Searching the backroom reveals an amount of paperwork no-
objects on the bodies of the defeated attackers, and accounts of the where near appropriately sized for a company that is too busy to
dwarves’ activities the night before, the party should either know take on new customers. A casual inspection of the books reveals
about Soknik Repairs, or be able to track the dwarves to there with that the office has only a handful of small paying customers, and
a few hours’ work. has been operating at a substantial loss since opening.
Another lead the party may wish to follow-up with is Kvarti Gor- If the clerk is pressed about the state of the business, he pretends
batiy. The PCs likely met Kvarti in Adventure Three, Digging for to crack and says there’s a trap door in the front office, under the
Lies, and may have struck up a relationship with the eschatologist rug — recognizing his deception requires a DC 19 Wisdom (In-
gunsmith. Parties without an eschatologist in their ranks may seek sight) check. He heads back to the front and snaps his fingers in the
out Kvarti to get some insight into the attacks, while eschatologist direction of the window, a sign to Kvarti that their cover is blown.
PCs will likely want to speak with Kvarti as per their letter from If Kvarti recognizes the party, he’ll fire a warning shot, just trying
Vlendam Heid. to give Doug cover to run. Otherwise he’ll try to pin the party down
If the party is stuck on how to proceed, a surviving intern who and injure but not kill them.
was working at the Risuri Record comes into the RHC later in the
day and says that they had technicians from Soknik Repairs come by Kvarti Gorbatiy
the day before the explosion occurred. The intern believes that the Medium humanoid (hill dwarf), lawful neutral
repair technician may have been involved in the sabotage. He also Armor Class 19 (+2 studded leather, ring of protection)
asks if there’s any reward for him offering this information. Hit Points 82 (11d8+33)
Speed 25 ft.
Soknik Repairs. STR DEX CON INT WIS CHA
A front business used to disguise a safe house and planning site for 10 (+0) 18 (+4) 15 (+3) 8 (–1) 15 (+2) 10 (+0)
Grundun Zubov’s attacks, Soknik Repairs caters to only a select cli- Saving Throws Str +4, Dex +8, Con +3, Int +0, Wis +3, Cha +1
entele. The building is nondescript and contains several businesses, Skills Acrobatics +7, Insight +5, Perception +5, Stealth +7
but a wide glass window makes up the entire exterior of the repair Damage Resistances poison
shop. Inside there is only a single room storefront, with a bland Senses darkvision 60 ft., passive Perception 15
rug, a few display cases, and a single door leading to the back. The Languages Common, Dwarvish, Primordial
cases are used to show off various technological gadgets like ornate Challenge 8 (3,900 XP)
cuckoo clocks and a pedal-cranked sewing machine that the staff Superb Aim. Kvarti ignores half cover and three-quarters cover when
has “repaired.” In truth these are just imports from Drakr. None making a ranged weapon attack, and he doesn’t have disadvantage
of them are for sale. when attacking at long range. When Kvarti makes his first ranged
During the daytime, a single human teenage clerk named Doug weapon attack in a turn, he can choose to take a –5 penalty to his
Clapper operates the counter. Those who come with honest inqui- ranged weapon attack rolls in exchange for a +10 bonus to ranged
ries are all rebuffed by the clerk, who insists that Soknik Repairs is weapon damage.
full up on clients and all their technicians are scheduled for months Superior Ranged Criticals. Kvarti’s ranged weapon attacks score a
ahead. This is of course a fabrication, as the building is nothing critical hit on a roll of 18–20.
more than a front that keeps relations with a small number of key Actions
“target clients” such as the Risuri Record. The clerk was hired by Multiattack. Kvarti attacks twice.
Zubov to stop people from inquiring too much about the business. Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
At any point in the morning and afternoon, Kvarti Gorbatiy is (1d6+1) magical piercing damage.
set up in a second floor window across the street from the store- Enchanted Rifle. Ranged Weapon Attack: +8 to hit, range 80/240 ft.,
front, keeping an eye on those who go in. Zubov did not trust the one target. Hit: 16 (2d10+5) magical piercing damage plus 7 (2d6) cold
mercenary enough to involve him in any of his major plans, and so damage.

EN5ider Presents: Cauldron-Born, Part Three | 3


Act One, Thread Three: Eschatological Terrorists

Tactics. within 5 feet of the magical rune without making a specific hand ges-
If Kvarti recognizes the party, he’s actually kind of amused, and he ture, causing the rune to release freezing cold mist in a 10-foot radius
shoots at them in good fun, making a big show of shattering the for 3 rounds. Each creature that starts its turn inside of or moves into
display cases around them but never actually hurting any of them. the mist must make a DC 18 Constitution saving throw, taking 7 (2d6)
Then he’ll duck behind cover and wait for the party to come across cold damage on a failed save and gaining 1 level of exhaustion. On a
the street and find him. He greets them with his hands over his successful save, a creature takes half as much damage and does not
head and his sniper rifle at his feet. suffer any exhaustion. Making a specific hand gesture allows a crea-
If he doesn’t know them, he’ll be more aggressive, trying to heav- ture to pass by the trap without activating it, and magically obscured
ily wound one or two PCs so the rest of the party will tend to them, creatures (such as invisible creatures) do not activate it. A successful
giving him an opportunity to run downstairs and slip into an alley. dispel magic (DC 15) cast on the rune destroys the trap.
If the party catches him, see “Kvarti Talks” (page 7) for details
of the ensuing interrogation. Fool’s Door.
A few twists, turns, and confusing splits beyond the puddle rune,
Trapped Tunnels. the party reaches an area strewn with more wooden debris than
The trapdoor ladder leads down to a series of complex tunnels, origi- usual, with platforms covering the ground and nailed-together
nally dug out two hundred years ago. There are no light sources planks leaned against the wall. An adventure that makes a DC 13
inside the tunnels or safe house, since dwarves can see in the dark. Wisdom (Perception) check notices one set of planks that conceals
If the party has light they can see centuries-old graffiti denounc- what looks like a doorway. However, if the planks are disturbed,
ing the witches who once ruled atop Cauldron Hill. The tunnels they reveal a cold chill of death trap, as above. Additionally, im-
are strewn with old wooden debris, as if furniture once filled these mediately beyond the false door is a pit trap.
underground passages. The ground has dozens of cracks, sunken
areas, and pools of stagnant water. Camouflaged Spiked Pit Trap
If one knows the route, the safe house is about 5 minutes from The wooden planks beneath you snap and drop you toward a distant floor
Soknik Repairs. The tunnels leading to the safe house have been of rusted spikes.
trapped by Zubov’s men. The dwarven radical ensured that all of his Description This pit has a cover constructed from material identical to
loyal followers were given the correct navigation route through the the floor around it. A successful DC 22 Wisdom (Perception) check
tunnel, and crafted various traps to kill or debilitate anyone else. discerns an absence of foot traffic over the section of floor that forms
Recent tracks from those using the safe house can be followed the pit’s cover. A successful DC 21 Intelligence (Investigation) check
with a successful DC 12 Wisdom (Survival) check. This causes the is necessary to confirm that the trapped section of floor is actually
party to encounter only the traps listed below. If they wander the the cover of a pit.
tunnels without guidance, they stumble upon one or two more traps. When a creature steps on the cover, it swings open like a trapdoor,
causing the intruder to spill into the pit below. The pit is 30 feet deep.
Trapped Puddle. Once the pit trap is detected, an iron spike or similar object can be
A puddle conceals a magic rune scribed on the floor. When anyone wedged between the pit’s cover and the surrounding floor in such a
steps across the rune, the trap activates. way as to prevent the cover from opening, thereby making it safe to
cross. The cover can also be magically held shut using the arcane lock
Cold Chill of Death Trap spell or similar magic.
From the ground rises a chilled mist that freezes you to the bone. You can A creature falling into the pit takes 11 (2d10) piercing damage from
feel death approach; an inevitable fate for all. the spikes, in addition to 10 (3d6) falling damage.
Description This trap is activated when an intruder steps near a hidden
magical rune, releasing a magical freezing cold mist. The DC is 20 to Threshold Trap.
spot the rune. A spell or other effect that can sense the presence of As the tunnels near the safe house, the party sees a large arch of
magic, such as detect magic, reveals an aura of evocation magic in the polished white marble along the walls and ceiling. The first such
area around the rune. The trap activates when a living creature passes arch is just a normal arch but 20 feet after it the tunnel splits and
both paths have arches of their own. (The party wants to go right.)
Kvarti Gorbatiy. A dwarven locksmith- There’s another split 20 feet later, and another two arches. (This
turned-mercenary, Kvarti found a book of Heid time, left is the way to go.) The third white arch is trapped, and
Eschatol philosophy in the hands of a man he the stones are each inscribed with small runes in dwarven spotted
had assassinated. Though he presents a weary by anyone that makes a DC 15 Wisdom (Perception) check. They
face to maintain his reputation, he goes through seem jumbled, and include the words: “Arc white the lost world in
life content. All his affairs are in order, and while the heart beyond the serpent shall gyre in the end the coils of ice.”
he hopes to find a cause worth dying for, he Each rune can be depressed by pressing it once, or reset by press-
would not be angry if his life was cut short. His ing it again. The trap is disarmed by pressing, in order, runes to
overly grim reputation got him his job as one of Zubov’s snipers, but he does read, “The world shall end in ice.” Those entering without doing so
not agree with the man’s philosophy. are subjected to the trap below.

4 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

The End of All Things Trap Grundun Zubov. Leader of a radical


Crossing the threshold of the arch without speaking the truth of the sect of eschatologists, Zubov is a man of few
universe has dire consequences, as a sharpened iron gate falls from the words. While his underlings chatter and phi-
ceiling. losophize, Zubov simply smokes his pipe, carved
Description This trap uses a runic cypher to unleash a sharpened iron from glacial ice that will never melt. He knows
gate that falls from the ceiling when a creature passes near it without his purpose, and talking won’t change anything.
pressing a specific sequence of runes. The DC to spot the triggering Zubov’s clan back in Drakr has been long
rune is 18 and when read without literacy in Dwarven is deciphered trampled upon by the rich and powerful, and
with a DC 17 Intelligence check. A successful DC 20 Dexterity check after nearly dying in a pointless war against an
using thieves’ tools disables gate’s dropping mechanisms harmlessly. equally pointless border state, Zubov felt nothing but hatred for his country.
A character without thieves’ tools can attempt this check with dis- In the teachings of Heid Eschatol he saw a reason for his suffering: to prepare
advantage using any edged weapon or edged tool. On a failed check, him for an uncelebrated death, but one necessary to bring about the end of
the trap triggers. When the trap is triggered, the sharpened iron gate the world. Though many like him and his family will die, the fall of the high and
falls down from the ceiling. Any creature in the entrance area must mighty will be oh so much greater.
succeed on a DC 20 Dexterity saving throw, taking 21 (6d6) piercing
damage on a failed save, or half as much damage on a successful one.
Any creature damaged by the gate is restrained until it is lifted up Safe House Mob.
with a DC 20 Strength check. • 1 army ant swarm
• 2 eschatologist radicals
Safe House. • 12 medium skeletons
Beyond the threshold trap, the party finds a hallway with clean-
picked pork ribs scattered across the ground. Thirty feet beyond the Army Ant Swarm
arch is a 30-foot by 20-foot living chamber, and off that is a pair of Large swarm of Tiny beasts, unaligned
similarly-sized rooms, a workshop and a meeting room. Armor Class 15 (natural armor)
The bones help the dwarves keep at bay the army ant swarm that Hit Points 49 (11d8)
lairs here. A minute after the party arrives in the hallway, the ants Speed 30 ft., climb 30 ft.
pour out of cracks in the wall, drawn by the scent of food. STR DEX CON INT WIS CHA
The dwarves treat their boots with sodium borate, which deters 3 (–4) 16 (+3) 10 (+0) 1 (–5) 10 (+0) 2 (–4)
the ants. They also powdered the floor of their living quarters with Skills Perception +3
it, but if the party manages to enter the quarters before the ants Damage Resistances bludgeoning, piercing, slashing
show up, they spot several trails of ants snaking across the floor. Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Living Chamber. Senses darkvision 60 ft., blindsight 10 ft., passive Perception 13
This simple room contains an assemblage of two dozen cots for Languages —
members to sleep in. When the PCs arrive, it is likely that two es- Challenge 5 (1,800 XP)
chatologist radicals are in the living chamber resting. Cling. When a creature leaves the swarm’s space, the swarm takes 1d6
Four skeletons, animated by dwarven clerics from the old re- damage as several of the insects continue to cling tenaciously to the
mains of those who once sheltered here from witches, stand in the victim. A creature with insects clinging to it takes 7 (2d6) piercing
corners. Their orders are to attack any non-dwarf humanoids who damage at the end of each of its turns. As an action, the insects can
find the hide-out, as well as any creature that harms them. The ant be removed with a DC 14 Dexterity saving throw. High wind or any
swarm cannot deal any damage to the skeletons, so they ignore it. amount of damage from an area effect destroys all clinging insects.
Consume. The swarm rapidly consumes any creature it swarms over.
Workshop. Against stunned or incapacitated targets, the swarm’s attack always
Workbenches have been arranged along the walls of this room filled deals critical hit damage.
with small mechanical pieces, weapon scopes of different shapes Scent. The swarm has advantage on Wisdom (Perception) checks that
and sizes, and several casks of firedust. This room is where the rely on smell.
radicals designed their bombs and crafted several of their other Swarm. The swarm can occupy another creature’s space and vice versa,
specialty weapons. Another four skeletons stand in the corners. and the swarm can move through any opening large enough for a Tiny
insect. The swarm can’t regain hit points or gain temporary hit points.
Meeting Room. Actions
Inside this chamber are several haphazardly arranged tables and Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the
chairs. The tables are littered with newsletters, notes, pictures, and swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
maps. Several charts and maps of Flint are also affixed to the walls damage if the swarm has half of its hit points or fewer. A creature
of this room, and are clearly part of some large plan. Another four damaged by the swarm makes a Constitution saving throw against the
skeletons stand in the corners. damage dealt. On a failed save, the creature is poisoned for 1 round.

EN5ider Presents: Cauldron-Born, Part Three | 5


Act One, Thread Three: Eschatological Terrorists

Eschatologist Radical Putting the Pieces Together.


Medium humanoid (hill dwarf), chaotic evil Once the PCs secure the safe house, they have a treasure trove of
Armor Class 14 (chain shirt) information to read over. Once the safe house is compromised (in-
Hit Points 25 (3d8+12) dicated by the clerk’s absence) the radicals abandon the site, but
Speed 25 ft. continue on with their plans, believing that law enforcement doesn’t
STR DEX CON INT WIS CHA have the intelligence and time to piece together their operation.
10 (+0) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 6 (–2) Meeting Room: Most of the valuable information can be found
Saving Throws Dex +3, Int +2 in the meeting room, where an analysis of the documents within (a
Skills Athletics +2, Deception +0, Insight +3, Religion +2, Perception DC 14 Intelligence check) can reveal that the radicals were await-
+5, Stealth +3 ing a large shipment by boat from the Drakr border city of Ysfeld.
Damage Resistances poison Based off the departing location of the shipment there should be
Senses darkvision 60 ft., passive Perception 15 nothing of note in the area, but those familiar with local fauna can
Languages Common, Dwarvish, Primordial make a DC 16 Intelligence (Arcana or Nature) check to realize that
Challenge 1 (200 XP) the site is a hotbed of malice beasts, the misshapen monsters that
Dwarven Resilience. The Eschatologist Radical has advantage on live in the magically unstable region known as the Malice Lands.
saving throws against poison. The documents imply the ship would sneak into Flint harbor on
Sneak Attack (1/turn). The Eschatologist Radical deals an extra 3 the night of Spring 10 and that the dwarves would meet it at Golden
(1d6) damage when they hit a target with a weapon attack and have Point, the western transfer station between the Red subrail line
advantage on the attack roll, or when the target is within 5 feet of an and Orange line. Due to weather and other factors, the ship might
ally of theirs that isn’t incapacitated and the Eschatologist Radical be delayed if you want to give a tardy party a chance to stop it.
doesn’t have disadvantage on the attack roll. A second set of documents seem to be city maps from different
Actions decades, each of them traced with the routes of the modern sub-
Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. rail lines. PCs who parse through these with a DC 12 Intelligence
Hit: 4 (1d8) bludgeoning damage. check can identify several hidden tunnels leading into the newly
Shotgun (20 cartridges). Ranged Weapon Attack: +3 to hit, range constructed subrail station.
30/90 ft., one target. Hit: 10 (2d8+1) piercing damage. There is an envelope, its seal broken, that contains a letter to the
news director of the Flint Tribune, inviting him to send a reporter
Medium Skeleton (12) to the opening ceremony of a new subrail stop, Sharon M. Baker
Medium undead, lawful evil Station (Red Line, station 4).
Armor Class 13 (armor scraps) Workshop: A sweep of the construction area and a DC 11 Intelli-
Hit Points 13 (2d8+4) gence check reveals that the radicals were constructing something
Speed 30 ft. far larger than their previous firedust explosives.
STR DEX CON INT WIS CHA Spellcasters or those trained in Alchemy can try to make sense
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) of the magical elements of the devices with a DC 15 Intelligence
Damage Vulnerabilities bludgeoning (Arcana) check; if successful, they identify the components used
Damage Immunities poison and deduce that the newly constructed “super bomb” would not be
Condition Immunities exhaustion, poisoned triggered as easily as a firedust cask. Instead, such a device would
Senses darkvision 60 ft., passive Perception 9 need to be triggered on site and require some kind of countdown to
Languages understands all languages it knew in life but can’t speak properly time all the necessary alchemical and magical reactions.
Challenge ¼ (50 XP) A more thorough examination with a result of 23 or higher re-
Actions veals the exact nature of the explosive (see page 21 in Part One).
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Based on the amount of materials that seem to have been present
Hit: 5 (1d6 + 2) piercing damage. here and some of the formulae scribbled on stray papers, a character
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one can determine that once the elements were combined it would take
target. Hit: 5 (1d6 + 2) piercing damage. exactly 26 minutes and 18 seconds for it to explode. The force would
be enough to level a couple city blocks. It’s clear that whatever was
Tactics. being constructed here has already been completed, and these parts
When the dwarf radicals hear the threshold trap go off, they wake are leftovers or prototype test bits that were not cleaned up.
up and hide in a hurry, hoping the skeletons can keep the intruders Technologist PCs have advantage on any of the above checks.
stuck in the hallway long enough for the ants to eat them. They The Plot: Don’t nudge the players here but if they ask the right
make sure not to catch each other in their shotgun lines of fire. As questions, let them figure out that — based on the average speed of
with everyone else in this sect, the dwarves will try to take their the subrail train — it travels three stations in 26 minutes, or six sta-
suicide pills if captured. tions if it encounters no traffic or makes no stops. That means that
from Sharon M. Baker station, it could reach Darvill Station by
Hotel Aurum just as the bomb went off.

6 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

Only after the bombings at Pardwight did Kvarti start putting


Kvarti Talks the pieces together. Kvarti is now rethinking his contract, not
wanting to be associated with mass murdering terrorists. If the Ar-
Social. Real-Time. mageddon Beasts are unleashed before the party finds him, Kvarti
The party likely has ways to track down Kvarti’s temporary lodg- decides to stop showing up at Soknik Repairs and ends his relation-
ings — a small rented condo in North Shore. The gunsmith is not ship with Zubov. Whether it succeeds or fails, the malice beast
present during most of the day, spending his time as a hired gun attack is the last straw for Kvarti, and if the party hasn’t found him
at Soknik Repairs, though he can be found here in the later parts of yet, he’ll find them.
the evening. Either by tracking him down or simply meeting him at
Soknik Repairs, the party might have a chance to chat with the dwarf. Information and Assistance.
Kvarti’s relationship with Grundun Zubov is cold at best. Zubov If the party seems amenable, Kvarti might offer to work with them
made contact with Kvarti by letter several months in advance of to help stop Zubov. He doesn’t know how to reach the sect leader,
the arrival of the radicals. It was Kvarti who found the tunnels, but he knows they had a meeting planned at the docks for the night
and he helped acquire forged documents to get the radicals into of the 10th. He describes the group as a doomsday cult, then cor-
the city without drawing any attention. Kvarti was led to believe rects himself. “Doomsdays cult. Multiple days of doom.”
these efforts were a lead-up to an assassination attempt — his pet
theory was that he’d be hired to kill the reincarnated man, Gover- Rewards of Cooperation.
nor Roland Stanfield. If Kvarti survives the adventure, he might thank any Gunsmith
Once Zubov arrived and they met in person, though, Kvarti re- PC (or simply a gun-wielder) by providing a free +1 magical en-
alized their views of the eschatologist philosophy were far apart. hancement bonus along with a frosty special ability to one of their
Zubov would not bring Kvarti in to any of the major plans, but he weapons (causing it to deal an extra 1d4 cold damage on hits). If the
kept paying the dwarf to keep quiet, and Kvarti was prepared in PCs already have +1 weapons, Kvarti can enchant up to two guns to
case his employer double crossed him and tried to kill him. have the frosty ability.

EN5ider Presents: Cauldron-Born, Part Three | 7


Act One, Thread Three: Eschatological Terrorists

Beasts of the End Time docks, which they’ll crash into (but at least reinforcements will be
on hand). Otherwise they will try to ram the party’s ship, then open
Action. Tactical. Level 8. the cages of the Armageddon Beasts and try to avoid dying in the
The terrorists try to sneak aramageddon beasts into the city. mayhem that follows.
Just after sunset on the 10th of Spring, the Drakr steamship
Cherno Bezna (Black Abyss) kills its engine three miles from Flint Cherno Bezna Crew.
and deploys oars. The dwarven crew rows silently for an hour and • Captain Tamushin, eschatologist prophet
a half, enters Flint Harbor, and spends the next four hours slowly • 2 eschatologist radicals (see page 6)
approaching freight docks near the Golden Point subrail stop in • 17 Drakran sailors
Central District. The ship carries six Armageddon Beasts — terri-
fying creatures from the Drakr-Malice Lands border. If the ship Eschatologist Prophet
makes landfall it will unleash its cargo of monsters on the city, and Medium humanoid (hill dwarf), chaotic evil
they will slay hundreds before the sun rises. Armor Class 18 (half-plate, shield)
Waiting for the ship to land is risky, and the party has a better Hit Points 37 (5d8+15)
chance of spotting the approach and catching them if they’re on Speed 25 ft.
their own ship. STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 15 (+2) 12 (+1) 16 (+3) 14 (+2)
Beasts at Sea. Saving Throws Wis +5, Cha +4
Spotting a ship under oars on a nearly-moonless night is chal- Skills Arcana +3, Insight +5, Perception +5, Religion +3
lenging, and one magically shrouded not to shed light, crewed by Damage Resistances poison
dwarves with darkvision, is nearly impossible. If the party is at sea Senses darkvision 60 ft., passive Perception 15
between 8 p.m. and midnight, they have an opportunity to see the Languages Common, Dwarvish, Primordial
ship. Let each PC make a DC 25 Wisdom (Perception) check to Challenge 4 (1,100 XP)
notice the ship; if they patrol the harbor (and thus have a better Channel Divinity (1/short rest). The Eschatologist Prophet can chan-
chance of being within range of the slow-moving Cherno Bezna at nel divine energy to fuel one of two magical effects.
any given moment), they can make a check every half hour. Death Wave. As an action, the Eschatologist Prophet presents their
The party might just camp out near Golden Point, which gives unholy symbol and evokes fell energy that roils outwards, dealing
them advantage on their Wisdom (Perception) check, but limits 2d8 necrotic damage to all other creatures within 30 feet. A DC 13
them to just making one. Also, the ship will just be a single naval Wisdom saving throw halves this damage.
round at full speed from reaching land. Turn Undead. As an action, the Eschatologist Prophet presents
their holy symbol and speaks a prayer censuring the undead. Each
Naval Tactics. undead within 30 feet that can see or hear the Eschatologist
If the Bezna’s look-out realizes a ship is headed for them, he’ll alert Prophet must make a DC 13 Wisdom saving throw. If the creature
the captain, who orders the engine back to life, and the crew back fails its saving throw, it is turned for 1 minute or until it takes any
to their stations. In the first round, the dwarven ship’s speed is damage. Undead of CR ½ or less that fail are destroyed. A turned
halved (because it can only use its oars), but thereafter it has its creature must spend its turns trying to move as far away from
normal speed. the Eschatologist Prophet as it can, and it can’t willingly move to
Depending on when the party spots them, the Bezna might still a space within 30 feet of them. It also can’t take reactions. For its
be miles from their intended drop-off point. If they’re close they action, it can use only the Dash action or try to escape from an
might try to flee, and just need to move a few stages to reach the effect that prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
The Cargo. Spellcasting. The Eschatologist Prophet is a 5th-level spellcaster that
In this campaign heavily based around investigation and cities there uses Wisdom as their spellcasting ability (spell save DC 13; +5 to hit
have been relatively few monsters, especially by normal fantasy with spell attacks). They have the following spells prepared from the
RPG standards. The nature of the Armageddon Beasts doesn’t mat- cleric’s spell list:
ter too much, just that they’re large and horrible. Use the statistics Cantrips: guidance, resistance, sacred flame, thaumaturgy
of existing CR 6 to 8 monsters and reskin them a bit so they are 1st level (4 slots): command, detect magic, guiding bolt, inflict
misshapen nightmare-creatures. None of the beasts are intelligent wounds, protection from evil and good
beyond animal level, and none should fly. Otherwise, here’s an op- 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
portunity to take an interesting critter from a monster book and 3rd level (2 slots): animate dead, spirit guardians
throw it at the party. Some suggestions include: Actions
• Giant Ape Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
• Hydra (1d6) bludgeoning damage.
• Mammoth Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target.
• Tyrannosaurus Rex Hit: 8 (2d6+1) piercing damage.

8 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

Drakran Sailor Aftermath.


Medium humanoid (hill dwarf), neutral evil Zubov was counting on the monsters to stretch the city’s police thin,
Armor Class 16 (chain shirt, shield) so he’d have an easier time at his final attack. If the party stops the
Hit Points 13 (2d8+4) Armageddon Beasts, he’ll have fewer men in the next scene.
Speed 25 ft. If any of the monsters get away they wreak havoc through the
STR DEX CON INT WIS CHA night and kill a dozen people or so apiece before finding a lair in the
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) sewers. The next day the military gets called in from the bayou west
Saving Throws passive Perception 10 of the city to hunt the monsters down. They track them down and
Skills Athletics +3, Vehicles (water) +3 slays them, but the streets start to empty because people are afraid.
Damage Resistances poison You might have one of these creatures happen upon the party in
Senses darkvision 60 ft., passive Perception 10 another encounter to liven things up, but generally you can leave
Languages Common, Dwarvish any escaped creatures in the background wreaking havoc.
Challenge ¼ (50 XP)
Actions
Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hostage Situation
Hit: 5 (1d8+1) bludgeoning damage or 6 (1d10+1) if wielded in two
hands. Social. Real-Time.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., Will the party risk Zubov killing his hostages, or give in to his
one target. Hit: 6 (1d10+1) piercing damage. demands?
At 9:00 in the morning on the 12th of Spring, Flint’s aasimar
Welcome Party. city governor Roland Stanfield invites several low-level dignitar-
Awaiting the ship is a trio of radicals, here to pick up the caged ies to the opening of the Sharon M. Baker subrail station. As the
beasts and deliver them to an empty warehouse. A dozen local dock- press, politicians, and business elite watch Stanfield cut the ribbon,
ers have been paid extraordinarily well by the eschatologists for this Grundun Zubov and his radicals approach through secret passages
strange job, but the dockers are hard-pressed (due to an influx of that lead into the subrail tunnels.
workers from rural areas) that they took the job, no questions asked. A handful of dwarves wait outside the station, poised to distract
Zubov’s men have bribed local authorities to not inspect the car- law enforcement with a suicidal gun battle. Meanwhile Zubov and
go, so unless the PCs are present, the offload occurs without a hitch. twenty more dwarves will burst up from the tunnels, abduct Stan-
Once the cages are offloaded, the dockers cart them into a ware- field, subrail architect Kevin Wilson, and several other VIPs, and
house. The dwarves attach a clockwork device on each cage, set for then take control of the underground platform.
half an hour, and when it runs down the gates of the beasts’ cages Outside the police find notes on each of the dead radicals with a
will open. By then, the dwarves plan to have killed their docker list of demands the terrorists have. Zubov doesn’t particularly care
helpers and gotten safely underground. if these are fulfilled, though he does want his message to get out.
If the party approaches, the radicals are unfazed by their pres- Mostly he cares about stalling for time while he prepares the al-
ence. If the PCs show their credentials and demand to see what’s chemical bomb. He expects to have to repel a rescue attempt, but he
making all the horrible snarling sounds inside the cages, the wants to draw in law enforcement officers, pulling them away from
dwarves can spend a move action next to a cage to advance the Hotel Aurum. When the time is right — about 15 minutes before
clockwork countdown and unlock the cage immediately. The Arma- noon — he and all but five radicals will set out in a short subrail
geddon Beasts burst out, and it becomes a desperate scramble to not train. A group of identical size stays behind and attacks the police
be the one eaten by the monsters. as a distraction.
If he gets a chance, his route takes him from Baker Station (Red
Radical Dock Party. Line, station 4) to the Golden Point switchpoint, and finally to Dar-
• 1 eschatologist prophet (page 8) vill Station (Orange Line, station 2) a stone’s throw from Hotel
• 2 eschatologist radicals (page 6) Aurum. If he’s not stopped, the bomb will explode, annihilating
• 12 dockers (noncombatants) several city blocks and causing Hotel Aurum to tumble, killing ev-
eryone within. Harkover Lee smashes a hole in the building’s wall
Tactics. and teleports the king to safety, but hundreds more will die.
The beasts are crazed by the sudden influx of movement and targets,
and move to attack those nearest the cages: the dockers. The dock- Clearing the Tracks.
ers reply by trying to flee as best they can, while the eschatologists The red line was already being shut down this morning so VIPs
use their abilities to slow down the PCs so the dwarves can get away. could enjoy a trip on a train without having to deal with any un-
As they say, you don’t have to outrun Armageddon, just your friend. pleasant company (that is to say, people who aren’t rich and snooty,
With luck, the party can stop the dwarves from opening all the like them). The bomb at Orange Line, station 4 shut down the Or-
cages, though in such a situation the extra monsters are liable to ange Line entirely, so the tunnels are basically clear of any kind of
just make a run for it rather than tussle with other malice beasts. traffic this morning.

EN5ider Presents: Cauldron-Born, Part Three | 9


Act One, Thread Three: Eschatological Terrorists

Demands. Only if the party has shown strong anti-Danoran sentiments will
“I am Grundun Zubov, speaker for this clan of eschatologists. We he listen to their advice. In that case they might be able to get four
follow the word of our philosopher Grandis Komanov, and we were Allied Soldiers (page 31) who arrived early on their side. Otherwise,
responsible for the attacks this week. Do not trifle with us, and you the party might have to move on their own.
will not have to suffer more deaths. My men have been active in your
city for weeks, and if any harm befalls me or my men here, your city
will reel from the devastation. Subrail Assault
“Herein follow our demands.
“My men are going to need ale. Let’s start with that. Action. Tactical. Level 11.
“Then bring us that Price fellow, the one who runs the RHC in Trying to rescue the hostages is just playing into Zubov’s trap.
Slate. We know you can get him here with magic, and you will if you Zubov lost a few radicals in the first rush, but he still has plenty
don’t want to go searching for your governor’s next incarnation. Ni- guarding the subrail station.
gel Price-Hill will pay for the death of our necromancer comrades.
“I want to speak to one of your skyseers. You no longer listen to Zubov’s Subrail Team
them, but they could see the future. You threw smoke into the skies • Grundun Zubov
and blinded yourself to the truth: the world will end in ice. Once you • 1 eschatologist prophet (see page 8)
hand over Price, and once I have spoken with a skyseer, I will inform • 12 eschatologist radicals (see page 6)
you of my further demands.” • 4 eschatologist snipers
Stopping the Armageddon Beasts means that there were more po-
An Ounce of Prevention. lice at the subrail station, able to cause more casualties among the
The party might figure out Zubov’s target and lay a trap for him in dwarves. For every 2 of the 6 beasts that the party kept from getting
the tunnels. They can easily get a dozen police officers to back them. loose in the city, subtract one radical from Zubov’s group.
The fight will be less dynamic than the one outlined below, so you
might throw a curveball by having dwarven reinforcements arrive Eschatologist Sniper
by rail car. Medium humanoid (hill dwarf), chaotic evil
Armor Class 11
Hit Points 37 (5d8+15)
We Don’t Negotiate with Terrorists! Speed 25 ft.
Within minutes of the attack, the local police precincts expend STR DEX CON INT WIS CHA
their limited-use magical communication to contact the military 10 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 6 (–2)
and the RHC. Likely by the time the PCs get on scene, the situation Saving Throws Str +2, Con +3
is being overseen by Colonel Aden Tucker. Skills Religion +2, Perception +3
Tucker brings the PCs up to speed on the situation, and explains Damage Resistances poison
that he’s in charge and he doesn’t want the RHC getting in his Senses darkvision 60 ft., passive Perception 13
way. These dwarves have some qualms with the current leader of Languages Common, Dwarvish
the RHC, and they’re liable to overreact if they see RHC constables. Challenge 1 (200 XP)
Tucker’s initial plan is to stall until about noon, giving the terror- Dwarven Resilience. The Eschatologist Sniper has advantage on
ists a few snippets of what they have demanded. At noon he intends saving throws against poison.
to send a large force into the subrail tunnels from the sewers to Marksmanship. The Eschatologist Sniper doubles their proficiency
launch a rescue mission. Unfortunately, by that point the dwarves bonus when making ranged attack rolls with a scoped rifle.
will already have launched their bomb-filled train. Actions
Therefore, Tucker waits for his task force (forty soldiers) to arrive, Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
smugly confident that because the dwarves are stuck in a hole, he has Hit: 4 (1d8) bludgeoning damage or 5 (1d10) bludgeoning damage if
plenty of time to summon overwhelming force. If the party reminds wielded in two hands.
Tucker that the dwarves have access to a train and can move, the Scoped Rifle (200 rounds). Ranged Weapon Attack: +5 to hit, range
embarrassed colonel pretends that changes nothing. Despite the 200/1,000 ft., one target. Hit: 6 (1d10+1) piercing damage.
risk to the hostages, Tucker thinks his men will make the victory
clean. He assumes the dwarves won’t move, and prefers to wait. Upper Level.
Though Colonel Tucker may seem at first brush to be the cliché The grand architecture of the subrail station’s upper level is empty
of a proud military man too confident to realize that he’s been and bullet-pocked, with a few bloodstains where people fell. The
outwitted, he’s actually a sympathizer to the Duchess and tradi- place is deserted, its two exits covered by dozens of police officers.
tional Risuri values. He really wouldn’t mind if the governor got a Wicket gates stand open, though normally they’d require a copper
black eye by having his metal machine road get negative press, and penny to enter. In the center of the eerily-quiet hall are two pairs of
figures that even if the mission is a failure, the governor will just staircases, one set leading to the eastbound platform, the other to
reincarnate anyway. the westbound platform.

10 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

Tunnel Approach. stretches across the doorway. The DC to spot the trip wire is 17. A
The secret tunnels Zubov’s men used to enter the subrail open out successful DC 17 Dexterity check using thieves’ tools disables the trip
two hundred feet west of the platform. The subrail route can also wire harmlessly. A character without thieves’ tools can attempt this
be accessed via sewers or access shafts, but the nearest shaft (shown check with disadvantage using any edged weapon or edged tool. On
on the map) is trapped. If the party goes to the next access shaft to a failed check, the trap triggers. Each of the three shotguns makes a
the east or west, they can get onto the rails a hundred feet from the ranged attack with a +12 bonus against every target within 30 feet of
edge of the map. the entryway (vision is irrelevant to this attack roll). (If there are no
targets in the area, the shotguns don’t hit anything.) A target that is
Platform Level. hit takes 13 (3d8) piercing damage.
Grundun’s men have rigged this area with traps, and tossed burlap
sacks all across the ground to conceal some nasty surprises. They Tripwire Mine Trap
decoupled some of the train cars and moved them to the west to Your foot snags something, and then you’re hurled back by an explosion.
provide a bottleneck. The locomotive of the subrail train is “idling” Description This trap uses a trip wire to trigger a cunningly hidden
but makes enough noise to cover the sound of footsteps. mine. The trip wire is 3 inches off the ground and stretches across
L – Lantern. Not actually a trap, but since the dwarves can see a small crevice or handhold. The DC to spot the trip wire is 22. A
in the dark, they keep everything dark except this one lantern. It’s successful DC 22 Dexterity check using thieves’ tools disables the trip
easy for them to notice if anyone moves in front of the lantern from wire harmlessly. A character without thieves’ tools can attempt this
that direction. check with disadvantage using any edged weapon or edged tool. On a
S – Shotgun. Anyone opening the doors of the parked rail cars failed check, the trap triggers, causing the mine to explode in a 5-foot
will get blasted with a trio of shotguns. This deters sneaking up, radius. Each creature in the area makes a DC 18 Dexterity saving
and works as an alarm. throw, taking 14 (4d6) fire damage and knocked prone on a failed save,
T – Tripwire. Walking between the rail cars, or trying to climb or half as much on a successful one (and not knocked prone).
up stealthily by the western pillars likely sets off a small mine at-
tached to the tripwire. Piercing Clamp Trap
P – Piercing Clamp. The burlap bags conceal bear-trap like You step on what looks like a discarded burlap sack, but there’s a click, and
clamps. When stepped on, the clamp tears through the sack and your leg feels like it’s been bitten by a dragon.
pierces the target’s leg. The rest of the bag is weighted to keep the Description This saw-toothed steel ring trap blends in with its
target from moving away. surroundings. The DC to spot the contraption is 18. A creature that
steps in the same 5-foot square as the trap must succeed on a DC
Shotgun Trap 16 Dexterity saving throw or take 5 (2d4) piercing damage and be
As you slide the door open, a wire snaps and a trio of shotguns discharge restrained. A creature can use its action to make a DC 20 Strength
in your face. check or DC 17 Dexterity check using thieves’ tools, freeing itself
Description This trap uses a trip wire to trigger shotguns arrayed or another creature within its reach on a success. Each failed check
around the entryway. The trip wire is 3 inches off the ground and deals 5 (2d4) piercing damage to the trapped creature.

EN5ider Presents: Cauldron-Born, Part Three | 11


Act One, Thread Three: Eschatological Terrorists

Grundun Zubov Mid-Route Attack.


Medium humanoid (hill dwarf), chaotic evil The party might let Zubov start the train, then have some sort
Armor Class 22 (plate mail, shield, aura of darkness) of blockade in the tunnel at Golden Point to stop them. The train
Hit Points 66 (7d10+28) would be packed with dwarves—Zubov, the prophet, 7 radicals, and
Speed 25 ft. 4 snipers—and if the party managed to defeat them they’d only have
STR DEX CON INT WIS CHA about 10 minutes to disarm the bomb.
16 (+3) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Saving Throws Wis +4, Cha +6 Spellcasting. Grundun is a 7th-level spellcaster who uses Charisma as
Skills Arcana +5, Deception +6, Intimidation +6, Religion +5; disguise his spellcasting ability (spell save DC 14; +6 to hit with spell attacks).
kit +5 He has the following spells prepared from the paladin spell list:
Damage Resistances poison 1st-level (4 slots): command, divine favor, inflict wounds, protection
Senses darkvision 60 ft., passive Perception 11 from evil and good
Languages Common, Dwarvish, Giant, Primordial 2nd-level (3 slots): aid, ray of enfeeblement
Challenge 7 (2,900 XP) Actions
Aura of Darkness. Grundun and friendly creatures within 10 feet Multiattack. Grundun attacks twice.
of him benefit as though they have half cover (+2 bonus to AC and Magic Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Dexterity saving throws). target. Hit: 8 (1d8+4) magical bludgeoning damage or 9 (1d10+4)
Channel Divinity (1/short rest). Grundun can channel divine energy to magical bludgeoning damage if wielded in two hands. On a hit,
fuel one of two magical effects. Grundun’s warhammer deals an extra 3 (1d6) cold damage.
Ensnarling Heresy. As an action, Grundun presents his holy symbol, Pistol. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target.
turning his heretical words into tangible dark coils. Grundun can Hit: 8 (2d6+1) piercing damage.
focus the force of his blasphemy on a creature within 10 feet
of him that he can see. The creature must succeed on a DC 14 Hostages.
Wisdom saving throw or be restrained. While restrained by the The dwarves have eight hostages — Kevin Wilson the architect,
tendrils, the creature repeats the saving throw at the end of each Governor Roland Stanfield, and six other dignitaries. They have
of its turns. On a success, it frees itself and the coils disappear. placed two generic hostages, bound, gagged, and blind-folded, in
Putrefying Strike. As a bonus action, Grundun touches one inner window seats of the two parked train cars, expecting their
weapon or piece of ammunition and coats it with an oily film. This presence to distract and slow down any attackers.
substance lasts for 1 minute. The next time he hits a target with an The other six hostages are bound and forced to sit on the floor of
attack using that weapon or ammunition the target takes an extra the second car in the short train. All are gagged except Stanfield,
18 (2d10+7) necrotic damage. who engages Zubov in a philosophical discussion, arguing that re-
Divine Sense (4/long rest). As an action, Grundun opens his aware- incarnation renders the Heid Eschatol philosophy a fool’s platitude.
ness to the forces of good and evil. Until the end of his next turn, he Stanfield is not worried. He is actually a masterful warrior
knows the location of any celestial, fiend, or undead within 60 feet of with effectively centuries of experience, but he does not want this
him that is not behind total cover. He knows the type (celestial, fiend, information known by the public. He doesn’t care enough about
or undead) of each such being he senses, but not its identity. Within the people around him to risk that secret for their lives. Only if
the same radius, he also detects the presence of any place or object he is stuck on the train when it is about to explode will he make a
that has been consecrated or desecrated, as with the hallow spell. move; he breaks his hand to slip his bonds, stuns any foes with a few
Evil Smite. When Grundun hits a creature with a melee weapon attack, punches, then leaps free. He won’t bother to rescue anyone, espe-
he can expend one spell slot to deal radiant damage to it, in addition cially not PCs who he knows are trying to defeat the Obscurati. Of
to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell course, if there are witnesses to his escape, he’ll do what is socially
slot, plus 1d8 for each spell level higher than 1st, to a maximum of expected and try to save a few innocents in the process.
3d8. The damage increases by 1d8 if the target is a celestial.
Fouling Hands (35 points). As an action, Grundun can make a melee Tactics.
spell attack to touch a creature and deal an amount of damage to it, Two snipers lie prone, one each on the north and south platforms
up to the maximum amount remaining in this pool. Alternatively, he on the right, their rifles trained on the spot between the two parked
can expend 5 points to give a target the poisoned condition for 1 hour rail cars. A third sniper stands on the central divider, keeping
per 5 points spent this way. watch on the other direction. The fourth sniper stands in the back
Power Attack. When Grundun makes his first melee weapon attack of the short train, having already smashed out a window on the back
in a turn, he can choose to take a –5 penalty to his melee weapon door so he can fire from cover.
attack rolls in exchange for a +10 bonus to melee weapon damage. Eight radicals with shotguns hide in the trench where the rails
In addition, Grundun can use a bonus action to make one melee run, ready to pop up and shoot soldiers coming down the stairs.
weapon attack after he uses a melee weapon to reduce a creature to Three stand in the train watching the hostages, while one waits
0 hit points or scores a critical hit with it. Grundun can only use this crouched on the walkway at the front of the train, on the look-out
feature on his turn. of sneaky intruders.

12 | EN5ider Presents: Cauldron-Born, Part Three


Act One, Thread Three: Eschatological Terrorists

Zubov works in the locomotive, watching the chemicals as they The runes on each wire are in Dwarven, and describe the connection,
mix. He has the train primed and ready to go at a moment’s notice. such as “Frayed Chronosomia to Phlogiston.” One wire. engraved
The eschatologist prophet waits beside Zubov; his main mission is simply “Black,” runs from the top of the barrel to the floor.
to extinguish attackers’ light sources of and heal injured dwarves. Every few seconds one of the 29 wires starts to glow, and then the
If attacked, the dwarves unleash a barrage of gunfire, staggering two chambers it connects admix some of their contents. The wires
their shots (half shoot while the others reload). The snipers can fire glow in no discernible pattern over the course of four minutes, and
each round. Wounded dwarves fall back to the train to be healed. touching one of the wires while it is live deals 1d6 lightning dam-
Zubov does not expose himself to combat. If thinks his side is going age to the character. The wire labeled “Black” never glows. It acts
to lose, he starts the train (move action) and activates the alchemi- as a magical ground, and a character holding it can touch any of the
cal explosive (standard action). From that moment, the party has wires without concern for taking damage.
twenty-six minutes and eighteen seconds before it explodes.
When the train starts it travels 15 feet the first round, 30 the Disable the Mixture.
next, then 45, and so on until it reaches a speed of 90 feet per round. The mixing can be stopped simply by cutting all the wires. However
If the party jumps on, Zubov and any of his remaining radicals if you cut a wire while a chamber on either end has any of its wires
fight to the last, smiling the whole time at the thought of a glorious active, the whole thing detonates. For instance, if you want to cut
death. There’s a good chance the party defeats him but are stuck a wire that leads from Witchoil to Aether, and while you’re cutting
traveling at 10 miles per hour with a bomb. it any other wire that connects with either Witchoil or Aether acti-
vates, you’ll set off the bomb.
Someone Set Us Up the Bomb. Figuring this out requires a minute of examination and a
The Eschatologists bomb is a complex device that requires several successful DC 24 Intelligence (Arcana or thieves’ tools) check.
steps to defuse. Technologist PCs have advantage on this check. Examination at
the safe house might have previously determined this.
Open the Case. Actually pulling off the feat requires seven consecutive Dexterity
The first step requires the PCs to gently open the casing of the de- (thieves’ tools) checks (DC 15 + 1 per previous check; maximum
vice. This can be accomplished by sliding the metallic sheeting off 21), each progressively harder with fewer safe windows. Being able
the outside shell, a DC 17 Dexterity check using thieves’ tools. Al- to detect magic grants a +2 bonus to these checks because of the
ternatively a PC can quickly re-arrange some of the plates for easier warning of which wire is about to activate. Technologist PCs have
access to the internals with a DC 15 Dexterity (Sleight of Hand) advantage on these checks.
check. Each attempt takes a minute. Failure here does not detonate An early detonation is less destructive, perhaps only collapsing
the bomb, but will eat up time on the clock. the subrail tunnel, but it certainly kills any PCs nearby. The danger
gets progressively worse, and by the time the train reaches Golden
Examine the Internals. Point the bomb is primed enough that a detonation would create a
Inside the case, 29 rune-inscribed steel wires criss-cross an am- 30-foot wide crater. If the adventurers manage to successfully cut
berglass drum that holds 40 gallons of alchemicals. The drum is all seven wires to phlogiston, they can keep the bomb from getting
divided into eight sections, each filled with a different substance. any more dangerous, but it will eventually go off unless they can
The eight substances are: deactivate the whole thing. The choice is up to the party.
* Fire humor. Refined trait in sentient beings that motivates
activity and emotion. Acts as trigger. Aftermath.
* Aether. That which fills vacuum. Massively expands size of If the party succeeds, the bomb can eventually be disposed of safely.
explosion. If the bomb goes off at full power, thousands die. In between, the
* Phlogiston. Pure elemental fire in liquid form. The actual PCs might decide they can’t deactivate the bomb, so they have to
destructive agent of the explosion. choose where to let it go off. The safest spot is probably Golden
* Frayed Chronosomia. Fluid time which, when poured, Point, which only has wharfs and warehouses, but no residences.
extrudes in the shape of woven threads. This unstable version It’s the easiest to evacuate.
makes the explosion difficult to detect with foresight and Between the police and marines, any eschatologists who escape
divination. are soon rounded up. Colonel Tucker grudgingly gives the PCs his
* Witchoil. Black essence of the barrier between this world and thanks for their assistance, but remains unimpressed if they dis-
the Bleak Gate. An accelerant that starts the reaction. obeyed his orders.
* Blood infused with ambergris. The calming agent that The press is, of course, ecstatic at any acts of heroics that occurred
prevents premature detonation. in their vicinity, especially if the party (or B-Team) previously took
* Serpent’s Loop. Scales of snakes that have devoured them- down the terrorists responsible for destroying the Flint Tribune.
selves, boiled in venom. Makes the fire burn any substance, They want interviews, but Governor Stanfield orders the police to
even stone. clear the area so clean-up can begin. He convincingly congratulates
* Frostburn. Phlogiston that freezes instead of burns. Will the party, thanks them for their services, and tells them he’ll see
coat everything burnt by the explosion with a layer of ice. them at the peace summit banquet.

EN5ider Presents: Cauldron-Born, Part Three | 13


Part Two: The Etiquette
of Gustatory Interrogation
D
ignitaries from the nation of Risur sit The Guest List.
The party has a list of the attendees in the dossier they received at
down to dinner with its enemies. the start of the adventure, but here is a refresher for you. The NPCs
who don’t merit a full character bio get brief descriptions.

Invitation and Welcoming Risur Delegation.


• King Aodhan.
Social. Montage. • Principal Minister Harkover Lee.
The PCs are invited to the banquet and are asked to attend the del- • Royal Engineer Geoff Massarde. Tiefling lush who helped
egates’ arrival. build the Risuri flagship Coaltongue. Strong advocate for
On the morning of the 13th, Stover Delft tracks the party down technology and reconciliation. Drinks too much and hits on
and hand-delivers their invitations to the opening dinner of the women. Has a wand that can chill things with a touch, which
peace summit. He tries not to make a fuss about the fact that he he uses to make ice.
was not invited. He does, however, tap a finger meaningfully at the • Minister of Agriculture Kian Doherty. Well-groomed
“Guest of” entry. The party was invited by Lya Jierre. 40-something who values Risur’s druidic traditions and hates
The five-course dinner starts at 8:00 pm, but tailors are standing being in Flint. Sullen, but trying to keep an open mind.
by at the RHC headquarters to get the group properly presentable • City Governor Roland Stanfield. Aasimar who has
before 5:00 pm. The Danorans arrive at 6:00 pm, and the king wants reincarnated for centuries, always returning to lead Flint.
the party present when they disembark their ship. The dinner will Calm, polite, and blandly political. Has a very long view on
also give the party an opportunity to observe the Danoran delega- problem-solving, which is what drew him to the Obscurati. He
tion for clues to why they’re still here when they have to know that secretly heads Colossus Cell, but keeps his distance from the
the RHC knows Lya Jierre is involved with the Obscurati. daily affairs.
If your group is the sort that needs the reminder, Delft can point
out that insulting or god forbid attacking the Danorans might start Danoran Delegation.
a war, so the party should be on their best behavior. On the up-side, • Sovereign Han Jierre.
if the party is rude, technically Lya Jierre’s responsible since she • Minister of Outsiders Lya Jierre.
invited them. • Minster of War Eloise Duffet. Broad, tall, dark-haired
tiefling woman, bearing scars from the Fourth Yerasol War.
Meeting at the Royal Docks. Deeply bitter against Risur because she was orphaned in
On the 9th, the Freux Rouge, captained by Rosalyn Taylor, parked the Third Yerasol War. Dismisses any non-warriors as not
at the Royal Docks. It bore a small party of dignitaries and a secu- having valuable opinions. Has a mechanical left arm with a
rity detachment protecting the Danoran side of Hotel Aurum. At 6 spring-mounted blade.
p.m. on the 13th, a second ship arrives. • Minister of Magic Pierre Riquier. A rare Danoran half-elf,
Lux Profectusque cruises into Flint Bay and makes a grand im- Pierre came from a rich family that could afford magic
pression. Two hundred Danoran sailors in crisp white uniforms lessons for him. Heavy spectacles, messy hair, full of trivia
line the edge of its main deck, helping the ship seem to glow in the about magic. Weak-willed and obsequious, he isn’t that
afternoon sun. The vessel swings about and closes with the Royal interested in magic, honestly, but he’s one of the few people
Docks, and with measured precision it cuts its engine and glides qualified for his position.
on momentum to stop not ten feet from the prow of Risur’s own • Naval Representative Rosalyn Taylor. Human, one-eyed
flagship, Coaltongue. redheaded captain of Freux Rouge, Danor’s last sail-powered
A company of Risuri marines flank the welcoming party in Fleet warship. Old-fashioned, high-spirited, and responsible.
Square, while across the bridge in Royal Square, several hundred
Flinters strain to watch. The king is not in attendance, having sent Observers.
Governor Stanfield in his stead. • Mediator Brakken of Heffanita.
A ramp is deployed, and the line of crew parts to reveal, first, a • Drakran Observer Steffan Eberhardt. Old thin dwarf with
small string and woodwind orchestra that strikes up the Danoran sickly white skin, who supports himself on a skull-tipped
national anthem; and second, the head of state, Sovereign Han ebony cane. Eberhardt represents weapons manufacturers
Jierre. He starts down the ramp as the elegant overture of the an- who have a financial stake in the continued conflict between
them begins. Beside him walks his niece Lya Jierre, and behind Risur and Danor, but he’s a principled fellow and would never
him follows the Danoran Minister of War Eloise Duffet, several consider trying to disrupt the talks.

14 | EN5ider Presents: Cauldron-Born, Part Three


Part Two: The Etiquette of Gustatory Interrogation

Danoran Bodyguards. Minister of Outsiders Lya Jierre.


In addition to the usual riflemen who would escort any Danoran An ambitious tiefling in her late–20s, Lya’s uncle is
dignitary, Lya travels with a pair of unique bodyguards, Rush and Han Jierre, the Sovereign of Danor. She graduated
Merton. top of her class from the prestigious academy of
Rush, a snide half-elf, carries a pair of elaborately decorated war, the Jierre Sciens d’Arms, and many students of
platinum rods, slotted into holsters at his hips, which function as ex- other war colleges have read her thesis, Field Study
tensible immovable rods. Merton, a hulking half-deaf half-orc, wears of Melee Effectiveness and Foe Debilitation through
a steel helmet with unusually thick protection over his ears, which Focused Limb Severance Techniques Contrasted with
protects him from the staff-like object he carries: an arcanoscien- Mainstream Opportunistic Techniques, which she
tific sonic weapon shaped vaguely like a tuning fork, but wrapped in wrote near the end of the last Yerasol War.
cashmere to avoid attracting attention. Despite her youth, she was awarded the position
of Minister of Outsiders, giving her great leeway to travel and make alliances.
bodyguards, and attendants bearing gifts. As they step off the ramp For the past three years she has worked with King Aodhan to keep the peace
onto the dock, the strings and woodwinds rise and are joined by between their two nations, and as they began making plans for a formal alli-
previously unseen brass instruments. Then, just as the sovereign ance, she accepted the king’s offer of marriage as a symbolic union.
reaches Governor Stanfield, the anthem crescendos and is joined by She is also the leader of the Obscurati’s Golden Cell, tasked with recruiting
a blast of the steamship’s horn. archaeologists and miners around Lanjyr to seek out ancient seals like the one
The sound fades out, and Governor Stanfield formally welcomes on Axis Island. She was told it was simply part of a plan to strengthen Danor
the Danorans. He starts to introduce the party, but Lya Jierre slips by finding more magical powers, but she has suspicions of something greater.
in first and describes the PCs as “the good people I crossed swords At the start of the adventure she does not know about Colossus Cell.
with in Vendricce, and who helped us at Axis Island.” She explains
that she asked for them to come to the dinner to show her com-
mitment to clearing up any misunderstandings. This moment could Sovereign Han Jierre. Han’s
play out a lot of different ways depending on how the party has father made sure he traveled and expe-
previously interacted with Lya, but try to portray her as genuinely rienced the grand diversity of life, both
concerned that nothing gets in the way of peace between the two good and bad, so that he would not be
countries. complacent with the sheltered prosper-
After some brief pleasantries, everyone loads up into royal car- ity his family enjoyed. He returned from
riages — windows shuttered so no rabble in the crowd are tempted to his travels still devoted to the supremacy
make a move on the Danorans — and they set out for Hotel Aurum. of science and reason, and his father
brought him into the Obscurati, grooming
Lya’s Explanation. him to become one of the conspiracy’s three leaders.
If the party encountered Lya Jierre at the end of Adventure Four, Today Han is sympathetic to the needs and perspectives of others, but
they’ll no doubt be curious why she’s here when it seems obvious has ordered so many foul acts to promote the Ob agenda that he finds little
she’s involved in a hostile conspiracy. In this case, the Obscurati is joy in his own life. He still keeps in touch with the families of those he lived
going for the big lie, and is counting on the compartmentalization with during his youthful travels, to remind himself why he’s pledged himself
of their conspiracy to pull it off. to this course.
A key aspect here is that even the heads of Obscurati cells don’t
know what’s going on in other cells. Lya is head of Golden Cell, be on the train with Luc? Lya states here that Danor’s intelligence
so she knows the conspiracy’s ultimate goal, and she has been in- community investigated the events on the Avery Coast railroad and
formed that, yes, the Ob do have a project in Flint, and that Reed learned that Caius recruited bodyguards. But as far as anyone in
Macbannin was involved. But she doesn’t know what is being built Danor knew, Caius was just a philanthropist with a penchant for
here. She just knows her mission is to protect the peace summit and archaeology. It seems now that he was collaborating with Reed
if possible delay Risuri efforts to disrupt the cell in Flint. Macbannin, trying to steal Luc’s lantern for himself. Lya says her
Lya claims that her brother Luc was indeed working on an exper- theory is that Caius was obsessed with ancient magic tied to other
imental device, and that the lantern is intended to solve the “Magic worlds, and that he thought the lantern would help him.
Problem,” as she puts it. Danor lies in a mostly dead magic zone, She claims that if there’s any assistance she can offer to help en-
yet despite there being no access to elemental planes, the world sure the threat from this group is squelched, the party need only
still functions by following physical and chemical processes. Her ask. But she assures them that she was simply in Vendricce to meet
brother’s lamp, she claims, is a science experiment to help probe her brother and support him as he tested his invention. Any combat
the nature of how such processes function in regions of different that might have happened after that she chalks up to fear for her
magic. She admits there are some niche military applications, but brother’s safety.
the primary purpose is scientific and technological inquiry. And if asked why the gathering was hidden in the Bleak Gate, she
Why then was Caius Bergeron — whom the party has clear evi- explains that the Clergy in Crisillyir have long crafted personal do-
dence was part of a conspiracy called the Obscurati — supposed to mains in that realm, and they were simply making use of their host’s

EN5ider Presents: Cauldron-Born, Part Three | 15


Part Two: The Etiquette of Gustatory Interrogation

generosity. Indeed, she points out that Danor is relatively inexperi- Conversation rumbles around the various tables as King Aodhan sits.
enced at using magic, and that if the party is looking for people who At this point etiquette permits one more person from each side to make
might have been working with Reed Macbannin and hiding in the a toast before the first course arrives.
Bleak Gate, it makes far more sense to look at Crisillyir.
Now, this lie is almost certainly not going to convince the party, Give the PCs a chance to go first, and either in the silence or in
but since the proof mostly comes down to the party’s word versus response to them, Danoran Minister of War Eloise Duffet proposes
hers, it’s believable enough to keep the peace summit going. Plus a toast:
there’s a slim chance the PCs might think they’ve been tricked, and
that between Morgan Cippiano and Leone the Steelshaper, per- “Let us remember the fallen sailors and orphaned children, and do them
haps the conspiracy actually is based out of Crisillyir. honor in these coming talks.”

Then she gives a frigid glare to the king. A DC 22 Intelligence (His-


The Banquet tory) check recalls a bit of Danoran propaganda from the Third
Yerasol War claiming Aodhan, before he was king, fired upon the
Social. Montage. Danoran capital of Cherage and struck an orphanage.
Everyone is trying to be nice to each other, except one woman.
The banquet takes two hours in total, and generally is a polite Event 2: Salad Fork, Soup Spoon.
diplomatic affair where no one wants to do anything contentious. Following the toasts, chefs come to deliver the first round of food.
But interspersed are moments where the party has a chance to de- Have each PC make a DC 6 Charisma (Diplomacy) check to main-
fine their positions and influence the opinions various NPCs have tain the proper etiquette as they eat.
of them and of Risur.
The key with this encounter is to make the PCs feel involved in The first course consists of a specially made Risuri soup imported from
the politicking going on, and to give them a chance to flex their distant Shale. The soup is made using local spices and select fish that can
diplomatic and investigative muscle. Certain parties will not enjoy only be found near the Yerasol Archipelago. As people finish their soup,
this type of gaming, so you’ll need to decide whether to give your a second course of specially made Danoran salad and Beran breads are
players time to hold full conversations with NPCs, or to gloss over brought to the table. A server notes that the Danoran Minister of War
everything but the key moments. Eloise Duffet has not touched her soup, to which Duffet responds that
the soup’s origin seems rather political. Shale was the seat of power of
Running the Banquet. Duchess Ethelyn, the king’s sister who led an attack on Danor.
To help the party keep track of who’s talking, you might want to Lya Jierre steps in and says that if a cow rancher murdered her
make props for the different characters. You can point to each NPC father, she would not stop eating beef. The table chuckles, but Han
as they talk, and heavily combat-oriented parties might pay more Jierre seems intrigued by the topic. He brings up the PCs’ exploits at
attention if they see minis and think combat is possible. Axis Island, thanks them for aiding his niece in handling the matter, and
then asks the party for their opinions on what the Duchess did and what
Event 1: Seating and the Toast. punishment she deserved.
Being members of the head table, the PCs await their declared en-
trance to the banquet in an adjacent chamber alongside the other Duchess Ethelyn’s betrayal of her brother King Aodhan played out
members of the table. The PCs are kept in the back of the line, away in Adventure One. Let the PCs extemporize here. If your players
from King Aodhan and Han Jierre, with the Risuri Head of Agri- are not the extemporizing type, let them off the hook by having Lya
culture, Kian Doherty, one spot in front of them. or King Aodhan brush off the question as one that is too serious for
The group is announced, and each of the PCs is named. The line this gathering.
moves into the banquet hall, and the PCs and the rest of the table
take their seats. The tables are setup with empty plates, but the wine Event 3: Intermission.
glasses have been filled in anticipation of the delegation’s arrival. The attendees continue conversing for a bit, but then the first inter-
mission of the event is called. Guests are invited to view a gallery
King Aodhan is the first to rise, addressing the attendees in a loud voice, of fine art that has been set up in one of the skywalks. During the
bidding them his deepest thanks and blessings for attending. He bids intermission the PCs have time to meet with other members of
Han Jierre to rise and give the first toast of the evening. The Sovereign the crowd. If the B-Team perished, the party gets three separate
of Danor rises and takes the opportunity to toast the cessation of hos- visits by Geoff Massarde, Kian Doherty, and Rosalyn Taylor, all
tilities between the two nations, proclaiming, “Our long conflict is finally of whom express condolences and recall their brief time with the
at an end, and we can begin looking forward to a shining future.” other constables.
After Han Jierre gives his toast, the king of Risur rises once again and Once a sufficient length of time has passed (use your discretion,
gives his toast. The king thanks Sovereign Jierre before giving his toast but the intermission is not likely to last more than twenty minutes
in honor of his soon-to-be wife “the lovely and talented Lya Jierre. For or so), the attendees are called back to their tables for the next part
without her, none of this would be possible.” of the meal.

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Part Two: The Etiquette of Gustatory Interrogation

Event 4: Let’s Talk Peace. homeland is what Risur brings to its shores. She neglects to men-
tion that Cherage has had a strict curfew since its last riots.
The third course of the banquet consists of renowned meat samplings
brought to Flint via magical transportation from the Risuri capital of Event 6: No Dessert.
Slate. Three plates are put on the table, each of them filled with a se- A second intermission is called. This one includes a performance
lection of finely spiced and thinly sliced meat meant as a preparatory by a string quartet, with one violinist using the famous Hurricane
appetizer for the guests. Violin, enchanted in the Navras Opera House. Lya Jierre is trying
to get Eloise to step aside for a private conversation when a Risuri
When the attendees begin to eat, the topic of conversation chang- guard comes running in, finds Harkover Lee, and explains that
es to a discussion about the start of the peace talks. Sovereign Jierre Asrabey Varal is on his way up.
and King Aodhan have an ongoing conversation about specifics of Less than a minute later, Asrabey strides into the gathering.
the talks, giving one another hints on how to handle some of their No NPC will try to bar him as he makes his way to King Aodhan,
more difficult advisors and councilors. The tone of the conversation where he intends to kneel as he speaks. If the party helped him with
is open and friendly, and PCs should get a sense that both rulers are Ekossigan he will show them respect and not try to force past them.
generally looking forward to the talks and bear no ill will towards At no point does the dreadnought make eye contact with any of
one another. the Danoran delegation, seeing them as unworthy of his attention.
Eventually Brakken, Lya Jierre, and Principal Minister Lee He says:
begin a conversation about the hardest hurdle to overcome in the
peace talks. Harkover Lee believes that many in Risur are against “King Aodhan, I apologize for my disruption. The Unseen Court wishes to
the talks because of the fear of industrialization, while Lya Jierre know more of the danger Ekossigan saw, and so I request permission to
believes her people cannot forgive past transgressions from the last investigate further, passing into the Bleak Gate to explore Cauldron Hill.
Yerasol war. Brakken tries to include the PCs in the conversation, Your nation owes me nothing, and so I ask this as a favor. If you would
interested in hearing their opinions, since they’re more in touch deny my request, you need only say so.”
with the people on the streets.
Varal is shading the truth a bit, though he is not directly lying to
Event 5: Agitation. the king: the Court has no direct knowledge of what’s happening
in Cauldron Hill. But he sees couching his request in such terms as
The fourth course consists of a haunch of specially bred boar from his best chance to find Kasvarina.
distant Ber, a personal gift from Vairday Bruse, King of Ber. The meat With a successful DC 22 Wisdom (Insight or Perception) check
is accompanied by a selection of varied fruits from Elfaivar, sliced into the party might glimpse a slight twitch of anxiety from Brakken.
bite-sized chunks, and everything is glazed with a sweet honey-based This is because the mediator is hearing the surface thoughts of
sauce. Han Jierre. (Roland Stanfield is immune to mind-reading.) The
Danoran sovereign is far better at keeping up a poker face than
The topic of conversation switches again as Roland Stanfield begins Brakken, and gives no indication of being perturbed by the spe-
to talk about the several changes that have come to Flint as a result cifics of Asrabey’s request, though he demonstrates an appropriate
of Risur’s new industrial revolution. The governor feathers his own level of displeasure at his breach of protocol.
nest by mentioning prominent construction, including the finished King Aodhan berates Asrabey for choosing this moment of all
subrail system, the various factories of the Parity Lake district, and times, and demands the high elf leave at once. That said, he does
the Hotel Aurum. not explicitly deny Asrabey’s request; this sort of nuance is common
The Governor is quickly confronted by the Danoran Minister in Risur–fey relations, but the Danorans, for their part, don’t really
of War, Eloise Duffet. She brings up several problems that have pick up on the subtlety. Asrabey inclines his head in acceptance of
confronted Flint recently; including the corruption and suicide of the king’s statements and departs with a flourish.
Mayor Reed MacBannin, arsonist attacks, and the events of the
past few days – which she only learned of after they landed in the Around the hall, there is a general letting out of breaths as the high
city today. Duffet wishes to hear the governor’s thoughts on these elf departs. King Aodhan says, with a smile, that enough time has now
matters, but Stanfield just offers a stock political answer: elapsed for dessert to be ready. Han Jierre declines politely, saying he
will take his leave so Risur can deal with its fey allies. He nods to Brak-
“Every society has to find its balance after a transition, but we are com- ken, and with that the Danoran delegation leaves with as much dignity
mitted to ensuring the safety of our citizens and our guests. You have as they can muster, which is quite a lot, considering.
my promise that if you had been in any danger neither I nor the king
would have kept that information from you.” King Aodhan gets the party’s attention and requests that they come
and speak with him and Harkover Lee in private. Brakken follows,
Duffet then asks the PCs what they’ve done to maintain the security with promises that he has information of import, but Harkover Lee
in the city. She points out that the Danoran capital of Cherage has closes the door in the minotaur’s face then casts a spell to sound-
been peaceful for a generation, and claims the only violence in her proof the room.

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Part Two: The Etiquette of Gustatory Interrogation

Final Preparation If the party is ready to act, a few minutes later Harkover gets word
of a Danoran guard heading downstairs toward the lobby; it might
Social. Real-Time. be worth following him and detaining him once he’s out of the hotel.
The king tells the party to prepare for their mission to the Bleak Gate, The man is unfamiliar with Flint, relying on a map to navigate to
and Brakken provides some key information. Stanfield Canal. He should be fairly easy to catch.
King Aodhan is furious. He doesn’t buy the Jierres’ story that the
evidence of their involvement is just a coincidence, but he wanted Meanwhile...
them to think he did. Now any element of surprise they might have Han and Lya Jierre hold a quick meeting after the banquet, where
had is blown because Asrabey likes making a dramatic entrance. Lya is incensed at how close Risur is to finding real proof of the
Nevertheless, he recognizes that the party could use the high elf’s conspiracy. The Danoran sovereign agrees that an intrusion to
help in a fight, so if they don’t have any objections, he’ll grant As- Cauldron Hill will be a setback, but he tells her not to worry. He
rabey’s request. knows things she doesn’t, and there are contingency plans in place.
The best-case scenario for them is that the RHC and Asrabey are
Telepathic Revelation. killed in the Bleak Gate and can bring back no information. If that
Brakken, with no other recourse to get the king to listen, psioni- fails, though, they’ll have to be ready to leave at a moment’s notice.
cally sends a message to the party: Han calls in one of his guards and gives the man the complicated
instructions of how to deliver a message. He scribes five sigils on a
“I’m a telepath, and I’ve read the Jierres’ minds. Let me in.” sheet of paper, as well as a brief warning that the RHC and Asrabey
are coming. He tucks the note into the man’s pocket, then tells him
When Asrabey Varal made his request, Brakken casually read to go as discreetly as possible along the Canal Route.
the surface thoughts of all those in attendance. Han Jierre’s reac- The man departs, and Han relaxes. Lya asks whether he thinks
tion was the most shocking, and Brakken could tell he was quite everything is fine now, and Han smiles. He explains that he expects
worried of what Varal may unearth during his expedition to the the messenger to be captured. Sending him out will just lull Risur
hill. The Sovereign was also concerned that the knowledge might into a false sense of security, when indeed a message has already
endanger his niece Lya. As for Lya’s thoughts, Brakken sensed that been sent that no bold hero could ever run down and catch.
she suddenly grew wary of her uncle, as if Asrabey’s arrival had Han knows that Roland Stanfield is part of Colossus Cell, and
confirmed some suspicion she had about her uncle’s activities. will pass along the news magically. Lya is unaware of Stanfield’s
Brakken has gotten a sense all night that everyone has been hid- involvement in the conspiracy.
ing things from each other, and that it all revolves around Lya’s Lya asks, and not for the first time, what is going on in Cauldron
involvement in something far greater than he can read. But he Hill, or at least when she’ll have proved herself enough that he can
knows that Cauldron Hill is at the center of it, because the last trust her with the information. Han says later, certainly not until
thought he overheard before the Danorans left was Han thinking, they leave Risur. He encourages his niece not to worry.
“I’ll have to send a messenger to Cauldron Hill.” When, later, the colossus does rip free and cause a panic, Han
If the party doesn’t figure it out, King Aodhan explains for them. resigns himself to giving up on peace with Risur. In the confusion
If Han’s sending a messenger to warn the Obscurati, that means he and Lya will withdraw to Lux Profectusque, which flees back to
they didn’t already know an attack was imminent. And if the party Danor at full speed. The ship will fight its way out if necessary, but
can stop the messenger, they can maintain the element of surprise. if the party has a foolproof plan to halt the ship, the two can also
Harkover quickly calls in a few of his aides and gives them direc- make use of teleportation magic once they’re out of the Hotel. They
tions to watch for any way Han Jierre might pass along a message. likely disappear when the party is too distracted to bother stopping
them.

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Part Three: Expedition
to the Bleak Gate
T
he party attacks or sneaks into the Obscu- Canal Route.
This route involves passing beneath five bridges that cross Stanfield
rati’s complex. Canal, which runs between Bosum Strand and Parity Lake. The
route can be traveled by barge or steamboat (the bridges aren’t tall
enough for most sailing ships), or you can walk along a foot path
Pick Your Team parallel the canal. The route to enter the Bleak Gate goes west to
east, and to exit is east to west.
Social. Real-Time. Each bridge is keyed to a different magical sigil, and a person or
If the party goes the Canal Route, they can bring along perhaps a object must be marked with or carrying something marked with
handful of allies — if they’re using amulets, there are only enough that sigil. Each bridge you pass under with the right sigil pulls you
for the PCs, Asrabey, Alexander Grappa (in his fully reassembled further into the Bleak Gate, and over the course of a few miles the
golem body), and perhaps one or two other prominent NPCs like real world fades out. The effect of each bridge only lasts about ten
Kvarti or Gale, though the party need to be persuasive to convince minutes unless you pass beneath the next in the line.
them to step into the Bleak Gate. If they’re relying on Obscurati At the east exit, a detachment of watchmen wait beneath the last
wands to complete the transition, there are only a limited number bridge. They have wands that finalize the transition. Without the
of charges available, at GM’s discretion. We know tagalong NPCs wand’s magic, a person can remain in the Bleak Gate only for a
can be annoying. Asrabey and Grappa, though, have important few minutes before snapping back to reality. Normally the watch-
plot roles. men just let through couriers or pick up crates that fall into the
If the party travels with Ekossigan, they’ll have the fey lord and canal since the ship they’re on isn’t in the same plane as them.
his hundreds of lesser fey minions, plus Asrabey. They might be They’ve never had to deal with a hostile incursion. See “Toll Bridge”
able to convince Ekossigan to wait long enough to get Alexander (page 20).
Grappa, but he won’t let them bring along military or police. The party might take this path if they manage to get the five
If the party uses the king’s Ritual of Transposition, the expe- sigils from Quentin Augst, but then they’d have to know to seize
dition can include up to thirty-one people, which should include the Obscurati wand from the watchmen in order to complete the
Asrabey and Grappa. The party might even convince Kvarti Gor- transition. If they got a wand from Norm, or if they got amulets
batiy to tag along. Sixty Allied Soldiers (see page 31) gather to from Lorcan Kell and had them repaired by Harkover Lee, they
travel with them, but not all of them make it through the portal can get in on their own.
before it closes.
Mass Murder with Ekossigan.
Grappa and Asrabey. Ekossigan, fully unhinged after sacrificing thirty-one children,
If the party has these two with them, Asrabey mentions Kasvari- marches with three dozen gremlins and numerous other fey — sa-
na’s name, and Grappa explains what he did to her. Because of his tyrs, nymphs, pixies, and the like. These are presented as generic
geas, all he can explain is that he learned about her history, and he Allied Fey (see page 31).
thought that if she had another chance to experience her life she The small army cavorts and dances from the bleak analogue of
might make different choices. She was once a great person who did Cloudwood to the Nettles. The music starts boisterous but turns
much good, but eventually the conspiracy corrupted her. eerie as more and more fey start cackling maniacally. Ekossigan
So when Grappa fled, he took pity on her and decided to steal deploys scouts, and after a few hours they find the front entrance.
her memories. More accurately, he locked them away. She’ll regain
her memories at a rate of a year every few days, but since she’s over Ritual of Transposition.
five centuries old she’ll just have the memories of herself as young After the banquet, the king and party take a carriage from Ho-
woman for some time. Certainly she’ll also recall what the Ob have tel Aurum to a wooded grove at the foot of Cauldron Hill. Sixty
told her since then, but she won’t have her own full memories for soldiers wait, having already assembled — but not lit — a bonfire.
months or years. Being exposed to her original life can bring mem- Stover Delft is also there to wish the party off, and has brought
ories back faster, but they’ll be spotty. along Alexander Grappa. Asrabey arrives on his own.
Asrabey is unsure what to make of this, but he promises he will Harkover Lee helps draw a ritual circle with powdered rust, and
find her and keep her safe. If she really is part of this conspiracy, then hands out thimble-sized charm bags woven with pieces of
perhaps he’ll be able to help her recall something of use for defeat- the Risuri flag. The king stands aside, concentrating and gather-
ing it. If any PC is a Vekeshi Mystic, Asrabey asks for his help, and ing power. A flicker of weakness passes through the crowd, and
if other PCs offer he won’t refuse them. everyone present somehow knows that the king is drawing upon his
people to perform the ritual.

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Part Two: The Etiquette of Gustatory Interrogation

At midnight, with no moon in the sky and no city lights vis- Utility Access.
ible through the trees, the king explains that once they appear On the surface of the mountain directly above the underground
in the Bleak Gate, they will be stuck there at least until the sun complex are five utility shafts, their exits surrounded by rocks or
rises, though its light will be barely noticeable on that plane. Af- trees to making stumbling across them unlikely. However if a char-
ter sunrise, if they want to return they can tear open the charm acter gets within a hundred feet he can pinpoint the location by
bags, which will end the spell’s effect on them. He warns them that sound and eventually by the smoke and steam billowing out.
when the spell ends, they’ll appear in the equivalent spot in this A grated cover is trapped with explosive runes (5d6 fire damage),
world — the terrain is the same, but structures might be very differ- but if it is removed the 20-foot wide shaft provides access to the
ent, so be careful. complex, a hundred feet down (Area 4 on the complex map). Each
If they don’t open the bags by sunset, which will be in about 18 minute a character spends in the shaft they must make a DC 13
hours, they’ll be trapped there. Constitution saving throw or take 1d6 fire damage from the heat.
Stover Delft is unusually polite to the PCs during this time,
knowing that this mission could prove to be fatal. He tells them to
come back alive so he can take credit for training them. Toll Bridge
When everyone is ready, the king begins the ritual.
Action. Tactical. Level 8.
At the end of the canal route, Obscurati watchmen bar the way.
Into the Gate Depending on their resources, the party might simply need to
avoid or kill these foes, or capture them and get them to explain
Exploration. Montage. Level 8. where they keep the Obscurati wand that will complete the party’s
The party navigates the Bleak Gate to reach Cauldron Hill. trip into this plane. The guards at this bridge have one wand be-
Sounds do not echo in the Bleak Gate, but neither is there ambi- tween them.
ent noise to muffle them. The water is still, the sky black, cloudless,
starless. Wherever the party appears, they smell an everpresent Obscurati Watchmen.
stench of burnt engine oil and hear a dull hiss coming from the • 2 Obscurati guards
direction of Cauldron Hill: the faint exhalations of dozens of steam • 2 shadow trolls
boilers.
The city exists just as in the real world, the same buildings, the Obscurati Guard
same trees, but wholly unoccupied. A single flicker of could can be Male humanoid (dark folk), lawful neutral
seen for miles, but there’s not a single sliver of light to be seen. Armor Class 20 (plate mail, shield)
There are five possible entrances the party can find to the Caul- Hit Points 45 (6d8+18)
dron Hill complex: three “front doors,” the entrance from Parity Speed 30 ft.
Lake, and the utility access from atop the hill. STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 16 (+3) 12 (+1) 13 (+1) 10 (+0)
Front Doors. Saving Throws Str +5, Con +5
The front doors are three heavily-guarded mechanically-operated Skills Athletics +5, Deception +2, Insight +5, Intimidation +4, Percep-
doors built into the side of Cauldron Hill. One faces Stanfield Ca- tion +5
nal, another is in the western Nettles, and one in the south Nettles. Senses passive Perception 15
All three have similar defenses and open onto long passages that Languages Common, Primordial
lead to the interior checkpoint. Challenge 3 (700 XP)
Each of these also has a nearby U-shaped tunnel carved into the Bravery. The Obscurati Guard has advantage on saving throws against
hillside, lined with rusted ring gates. These passageways, magically fear.
concealed, let Ob operatives step out of one of the front entrances, Power Attack. When the Obscurati Guard makes their first melee
then immediately go through a short loop to transition four-fifths weapon attack in a turn, they can choose to take a –5 penalty to
of the way into the real world. These gates have different sigils than their melee weapon attack rolls in exchange for a +10 bonus to melee
the Stanfield Canal gates, and only have 4 gates, not enough to fully weapon damage. In addition, the Obscurati Guard can use a bonus ac-
transition between the planes. tion to make one melee weapon attack after they use a melee weapon
to reduce a creature to 0 hit points or score a critical hit with it. The
Parity Lake Entrance. Obscurati Guard can only use this feature on their turn.
In the unlikely event the party explores the southern shore of Parity Actions
Lake, they can find another entrance with a channel to let small Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
boats deliver materials directly into the complex. A large hydraulic 7 (1d8+3) slashing damage or if wielded in two hands 8 (1d10+3).
elevator (Area 3 on the complex map) carries material up to the Pistol. Ranged Weapon Attack: +2 to hit, range 50/150 ft., one target.
main level. Hit: 7 (2d6) piercing damage.

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Part Two: The Etiquette of Gustatory Interrogation

Shadow Troll Recruitment.


Large giant, chaotic evil How does one end up working in the Bleak Gate for a mysterious
Armor Class 15 (natural armor) conspiracy? Most of the people here are patriotic soldiers and
Hit Points 84 (8d10+40) engineers, recruited with the promise of a chance to serve their
Speed 30 ft., climb 30 ft. country. In the aftermath of the adventure, the party might track
STR DEX CON INT WIS CHA down the head recruiter, one Colonel Greg Masterson, at the Bat-
18 (+4) 13 (+1) 20 (+5) 7 (–2) 9 (–1) 7 (–2) talion military academy. As soon as he gets word of the catastrophe
Skills Athletics +7, Perception +5, Stealth +7 at Cauldron Hill, though, he goes out into the bayou and blows his
Senses darkvision 60 ft., passive Perception 15 brains out. He reported to Roland Stanfield, and does not want any-
Languages Primordial one to discover Stanfield’s involvement, not even by interrogating
Challenge 5 (1,800 XP) his corpse.
Keen Smell. The troll has advantage on Wisdom (Perception) checks
that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If Total Number of Defenders.
the troll takes acid or fire damage, this trait doesn’t function at the Unless you need to make the challenge tougher, assume the complex
start of the troll’s next turn. The troll dies only if it starts its turn with as a whole has the following occupants. There used to be more, but
0 hit points and doesn’t regenerate. the party has killed a fair number who were sent on missions over
Sapping Strikes. When the troll scores a critical hit with one of its the past year.
attacks, its target makes a Strength saving throw against a DC equal • 100 engineers. 100 in the barracks.
to the damage dealt or gains one level of exhaustion. • 60 Obscurati guards. 2 at the canal bridge, 4 on patrol,
Actions 2 each at the three front entrances, 2 at the Parity Lake
Multiattack. The troll makes three attacks: one with its bite and two entrance, 6 at Checkpoint One, and 40 in the barracks who
with its claws. are off duty but tend to the kitchen and various menial tasks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 The off-duty ones aren’t in armor but do carry weapons.
(1d6+4) piercing damage. • 18 Obscurati dark creepers. 2 each at the three front
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 entrances, 12 who sleep outside on the mountain, staking
(1d10+4) slashing damage. territory so local monsters don’t invade.
• 12 Obscurati dark slayers. These work in the VIP suites
Terrain. (areas 10 to 26).
The final bridge in the canal has a 10-foot wide walkway that passes • 6 elite researchers. They reside in the VIP suites.
beneath it, with a short drop into the still water on one side, and • 3 golems. 2 Borne prototype and 1 greater Borne prototype,
a gentle grassy slope on the other. The bottom of the bridge is 20 usually at the Golem Guardpost (area 5).
feet up and has various trusses and decorations that let the shadow • 3 unique characters. Leone Quital and the fairly helpless
trolls hide from the party. Kasvarina, plus possibly Norm, the Obscurati liaison to the
Kell guild.
Tactics.
The two Obscurati guards are posted at the top of the bridge with been terrible, and after a bit of reflection a surviving guard might
a dim shielded lantern. They can easily see the party approaching decide he’d be happier back in the real world.
if they have any light sources, and likely have enough time to move
to the walkway and hide just out of sight up the hill. They drink po-
tions of darkvision so they can attack from the shadows. Cauldron Hill Entrance
When the party approaches, the shadow trolls wait and then at-
tack the last person in line. One likely grabs and pulls the victim off Action. Tactical. Level 6+.
the ground, while the other rends it. The party fights or sneaks their way into the Obscurati’s fortress.
When the trolls attack, the guards shoot anyone at close range, The Obscurati don’t like solicitors. Getting into their complex
then charge into melee. With the trolls on their side they think will require clever planning. Luckily, the early paranoia that
there’s no one they can’t beat. If things turn sour, a guard might helped create the base’s defenses has faded, so the more expensive
run, but he’s slow. If he manages to get back to the top of the bridge and tedious protections, like magic alarms on every entrance, are
he’ll light a flare that alerts the guards at the front door that faces no longer active.
the canal.
Layout.
Aftermath. The interior of the Cauldron Hill Facility is primarily made up of
The watchmen know only about the parts of the Cauldron Hill com- steel walls, specially shaped by Leone Quital. As most Obscurati
plex in areas 1, 2, and 3. They seem almost relieved that they were operatives working in the facility lack darkvision, gas lamps dot
attacked, since it means things are going to change. Morale has the walls at intervals of about every 10 feet. Unless indicated, every

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Part Two: The Etiquette of Gustatory Interrogation

room is considered to be fully illuminated by lights, though PCs can Ambush Squad.
attack them if desired (treat as a lantern). • 8 Obscurati dark slayers
A pervasive smell of oil can almost be tasted throughout the facil- • 2 cackling crawler
ity. Recent activation attempts with Borne have resulted in pools of • 2 serpent-maned lions
leaked witchoil. The smell lingers even though they were cleaned up.
Normal Front Door Guards.
Front Doors. • 2 Obscurati guards (page 20)
Each of the three main entrances is a highly defensible structure, • 2 Obscurati dark creepers
with steel doors (20 feet wide, 12 feet tall, 4 inches thick) built into
the stone sides of the hill. Thin lines of gold crisscross the frame on Obscurati Dark Slayer
the inside, barring any sort of teleportation effects. Medium humanoid (dark folk), neutral
Beyond the doors is a simple foyer with a room for the guards on Armor Class 14
the right and the hydraulic-powered mechanism on the left that op- Hit Points 44 (8d8+8)
erates the doors. Though not separately mapped, they all resemble Speed 30 ft.
Checkpoint One (Area 1 on the complex map). STR DEX CON INT WIS CHA
Beyond the foyer, a 10-foot wide tunnel continues a half mile 10 (+0) 18 (+4) 12 (+1) 10 (+0) 11 (+0) 15 (+2)
or more to Checkpoint One. Two sets of light rail tracks run the Saving Throws Dex +6, Con +3
length, and small hand-cranked vehicles make it easier to ferry Skills Athletics +2, Perception +2, Stealth +6
men and supplies, allowing travel at up to 15 miles per hour. There Senses darkvision 120 ft. (sees in magical darkness), passive Percep-
are currently two such vehicles stationed near the entrance. tion 12
The front doors remain closed most of the time, but a slot can be Languages Common, Primordial
opened to communicate with visitors. When shut, the doors lock Challenge 3 (700 XP)
into the floor and ceiling with steel bars, making forcing them Cunning Action (1/turn). The dark slayer can take a bonus action to
open nearly impossible (DC 25 Strength check). Gremlins with the take the Dash, Disengage, or Hide action.
party can make the bars jostle loose, so the doors simply have to be Death Throes. When the dark slayer is slain, the magic keeping it in this
pushed apart (a DC 22 Strength check). world ruptures in a crack of thunder that booms in a 10-foot radius.
In addition to the group of watchmen at the end of the canal, Creatures in the area make a DC 11 Constitution saving throw or take
two other groups roam the area around the mountain, maintaining 9 (2d8) thunder damage and are deafened for 1 minute (or half as
wards that keep evil spirits at bay. Therefore, every two hours the much and not deafened on a successful save). The dark slayer’s gear,
front doors open to allow people to cycle in and out. Each door has treasure, and body are pulled into the Bleak Gate.
a daily passcode — today’s are “outdoor,” “gathering,” and “yawn- Light Sensitivity. While in bright light, the dark slayer has disadvan-
ing,” and the guards are actually quite cautious because they’ve had tage on attack rolls and Wisdom (Perception) checks that rely on
to deal with a handful of incursions by possessed guards and evil sight.
shadow doppelgangers. Innate Spellcasting. The dark slayer’s spellcasting ability is Charisma
(spell save DC 12, spell attack bonus +4). The dark slayer can innately
Defenders. cast the following spells, requiring only verbal components:
If the party comes by a route other than the Ritual of Transposition, At will: chill touch, detect magic
there are only two Ob guards and two dark creepers here, but the 3/day: darkness, inflict wounds, spiritual weapon
door is closed. Sneak Attack (1/turn, 2d6). The dark slayer deals an extra 7 (2d6)
If the party waits for the gate to open to let a group in or out, add damage when it hits a target with a weapon attack and has advantage
those two extra guards to the hostile forces. on the attack roll, or when the target is within 5 feet of an ally of the
If the party waits until the 14th, the defenders are on alert. In ad- dark slayer that isn’t incapacitated and the dark slayer doesn’t have
dition to the normal guards inside the gate, an ambush contingent disadvantage on the attack roll.
waits hidden on the hill, looking for light sources that approach any Soul Harvest. When the dark slayer has advantage on an attack roll
of the entrances. They then rush to the exterior of that entrance and and successfully hits or deals sneak attack damage, it deals 1d6
hide a hundred feet away in the darkness. The ambush squad has additional damage and gains a number of temporary hit points equal
several Bleak Gate monsters working for them, and they will try to the additional damage.
to attack from opposite sides to pin the party against the cliff face. Actions
By themselves, the ambush squad is a difficult encounter, and Multiattack. The dark stalker attacks twice.
combined with the normal guards are a truly challenging encoun- Kukri. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
ter. However, the party should have a lot of soldiers at their side, (1d4+4) slashing damage plus 4 (1d8) poison damage.
giving them the advantage, and making it feel like they really have
to fight to get into the Ob complex.

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Cackling Crawler Keen Smell. The serpent-maned lion has advantage on Wisdom
Medium undead, neutral (Perception) checks that rely on smell.
Armor Class 15 (natural armor) Pack Tactics. The serpent-maned lion has advantage on an attack roll
Hit Points 22 (4d8+4) against a creature if at least one of the serpent-maned lion’s allies is
Speed 30 ft. within 5 feet of the creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Pounce. If the serpent-maned lion moves at least 20 feet straight
16 (+3) 17 (+3) 12 (+1) 6 (–2) 11 (+0) 7 (–2) toward a creature and then hits it with a claw attack on the same
Saving Throws Int +0, Cha +0 turn, that target must succeed on a DC 13 Strength saving throw or
Skills Stealth +7 be knocked prone. If the target is prone, the serpent-maned lion can
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, make one bite attack against it as a bonus action.
piercing, and slashing from nonmagical attacks Running Leap. With a 10-foot running start, the serpent-maned lion
Damage Immunities necrotic, poison can long jump up to 25 feet.
Condition Immunities exhaustion, frightened, paralyzed, petrified, Actions
poisoned Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
Senses darkvision 60 ft., passive Perception 10 (1d8+3) piercing damage plus 7 (2d6) poison damage.
Languages Abyssal Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Challenge 3 (700 XP) (1d6+3) slashing damage plus 3 (1d6) poison damage.
Incorporeal Movement. The cackling crawler can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) Obscurati Dark Creeper
force damage if it ends its turn inside an object. Small humanoid (dark folk), chaotic neutral
Legless Laughter. The cackling crawler is always considered prone and Armor Class 15 (studded leather armor)
cannot stand. The crawler does not take any penalty for attacking Hit Points 22 (4d6+8)
while prone, but ranged attacks against it still have disadvantage. Speed 30 ft.
Actions STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 11 (+0) 17 (+3) 14 (+2) 9 (–1) 10 (+0) 8 (–1)
(1d8+3) piercing damage and the target makes a DC 13 Constitution Saving Throws Dex +5
saving throw or is paralyzed for 1d4 rounds as its soul locks gazes with Skills Athletics +2, Perception +4, Sleight of Hand +5, Stealth +5
the cackling crawler. Senses darkvision 120 ft. (sees in magical darkness), passive Percep-
Dance of Death. The cackling crawler entrances opponents by swaying tion 14
back and forth. All hostile creatures within 30 feet who can see the Languages Common
cackling crawler must succeed on a DC 13 Wisdom saving throw or be Challenge 2 (450 XP)
stunned until the end of its next turn. The cackling crawler can extend Cunning Action (1/turn). The dark creeper can take a bonus action to
the duration of the effect by using its action. On the end of a stunned take the Dash, Disengage, or Hide action.
creature’s turn, it can repeat the saving throw, ending the effect on Innate Spellcasting. The dark creeper’s innate spellcasting ability is
itself on a success. Wisdom (spell save DC 10; spell attack +2). She can innately cast the
following spells, requiring no material components.
Serpent-Maned Lion At will: darkness, detect magic
Large undead, neutral Light Sensitivity. While in bright light, the dark creeper has disad-
Armor Class 15 (natural armor) vantage on attack rolls and Wisdom (Perception) checks that rely on
Hit Points 26 (4d10+4) sight.
Speed 50 ft. Sneak Attack (1/turn, 1d6). The dark creeper deals an extra 3 (1d6)
STR DEX CON INT WIS CHA damage when it hits a target with a weapon attack and has advantage
19 (+4) 15 (+2) 13 (+1) 3 (–4) 12 (+1) 8 (–1) on the attack roll, or when the target is within 5 feet of an ally of the
Skills Acrobatics +4, Perception +5, Stealth +4 dark creeper that isn’t incapacitated and the dark creeper doesn’t
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, have disadvantage on the attack roll.
piercing, and slashing from nonmagical attacks Snuff Light. As an action, a dark creeper can snuff any one nonmagi-
Damage Immunities necrotic, poison cal light within 50 feet. Magical lights affected by this ability are
Condition Immunities exhaustion, frightened, paralyzed, petrified, extinguished for 2d6 rounds.
poisoned Actions
Senses darkvision 60 ft., passive Perception 15 Multiattack. The dark creeper attacks twice.
Languages Abyssal Dagger (3). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Challenge 3 (700 XP) range 20/60 ft., one target. Hit: 5 (1d4+3) slashing damage plus 2
Incorporeal Movement. The serpent-maned lion can move through (1d4) poison damage.
other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

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Part Two: The Etiquette of Gustatory Interrogation

doors, powered by a similarly large machine, allows this entrance


Shadows of Cauldron Hill. to be locked. The entrance only opens for scheduled deliveries of
From a mechanical standpoint, as shadow-beings, the monsters materiel. It only takes a skeleton crew to make sure the doors stay
working for the Obscurati share many abilities commonly at- closed, so should the party trick their way through here, there are
tributed to the undead. They are treated as undead for purposes only two Obscurati guards.
of channel energy and immunities, but share no other similarities
to undead creatures. Creatures of this type are indicated with the Utility Access.
Shade subtype. A party that enters from above must basically guess which of the
five service shafts to go down. They’re 200 feet or more apart, so
splitting up is a very bad idea. After a bit of shoving or unscrew-
Tactics. ing, the party can exit the service areas, though they need to make
If the normal guards are attacked, they send one of the dark creep- Dexterity (Stealth) checks with disadvantage to avoid attracting
ers to hop onto the push cart. The little critter cranks his way the attention of those nearby.
toward Checkpoint One, which takes a minute. This raises the alert
within the compound, but no reinforcements come.
If the ambush party can attack from ambush, the cackling Lower Facility
crawlers and serpent-maned lions attack first, causing a panic. The This section of the facility has strong security, not ridiculous security.
slayers then move in pairs to strike whoever is most vulnerable at
the edge of the group. 1. Checkpoint One (Level 8 Encounter).
Much like the front entrance guard houses, this defensive station
Parity Lake Entrance. has a pair of mechanically-operated steel doors at the front of a hall-
This entrance is accessible by a 30-foot wide lightless tunnel with way, and another pair at the end. Two secret doors — found with DC
10-foot deep water. A much larger version of the front entrance 22 Wisdom (Perception) checks and opened with DC 22 Dexterity

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(thieves’ tools) checks — lead to the side chambers, where a small Two sets of service passages (Area 9) can be accessed via riveted
guard force can observe the area outside with a complex series of (DC 24 Strength check) hatches enchanted with the alarm spell.
mirrors and lenses that run through the ceiling. The alarms notify Leone if anyone opens the hatch. One leads to
The main tunnel is a killing field, equipped with oil sprayers and Area 3, another to the Upper Facility. These passages have pipes
firestarters. At the command of the guards in either side chamber, for natural gas, fresh water, waste water, hydraulic pump pressure,
the oil room can be sprayed with oil, which takes 3 rounds. On the and air circulation. Each passage is just less than 5 feet wide and
fourth round, several sparks ignite the whole room, burning people unlit. Their exits are also under the effects of the alarm spell.
inside alive. The fire deals 3d6 damage per round, and if somehow
they survive that, it consumes all breathable oxygen after 1 minute. 3. Checkpoint Two.
This huge hall was once a staging area for colossus construction,
Checkpoint One Defenders. storing all the massive components needed. Now the space is empty,
• 6 Obscurati guards (three on each side, page 20) with vaulted ceilings and a floor that has huge gouges from several
years of industrial work.
2. Barracks. On the east end, a massive hydraulic elevator descends 300 feet
The rooms around the outer edges are occupied by about 100 en- to the Parity Lake entrance. A pair of service passages, riveted and
gineers who won’t get into battle. They try to pass the time with covered by alarm like those in Area 2, lead off near the elevator.
games, reading, and writing theoretical papers, since their work A small checkpoint lies on the west end, this one is simply intend-
on the colossus is complete. These rooms also house 20 Obscurati ed to keep curious engineers from roaming. The secret doors that
guards who are out of their armor and don’t have their weapons lead to the side chambers are accessed from inside Area 3. There is
handy if caught by surprise. no deadly oil-fire trap here.
The interior area consists of well-stocked supply rooms, offices The double doors to the north are huge, each 15 feet wide and 30
for handling logistics, a large kitchen, and a commissary — 20 more feet tall. Controls are located in the two alcoves just south of the
unarmored Obscurati guards work here. doors, but the doors stand open when the party arrives.

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Part Two: The Etiquette of Gustatory Interrogation

4. Utility Access. Golem Greeting.


These areas contain steam engines that power fans to circulate air, • Leone Quital, master of magnetism (absent)
and operate pumps for the hydraulic doors, as well as sewage and • 2 Borne prototypes
fresh water pumps. Large vertical shafts lead to the surface. • 1 greater Borne prototype

5. Golem Guardpost. Leone Quital, Master of Magnetism


This area functions like an airlock. The doors that lead to Check- Magnetism from Afar. Leone Quital is not present in this battle; in-
point Two can’t open if the doors that lead to the Colossus Chamber stead, he uses his steelshaping abilities to modify the Borne Prototypes
are open, and vice versa. The south doors can be controlled from the (but not the greater prototype). He uses this magic through a scrying
alcove outside the south side, and the north doors can be controlled sensor, which can be dispelled. If it is dispelled, he cannot reactivate
from the alcove at the north end of this area. the sensor for a day. Every round, Quital acts at the beginning of the
However, once you’re inside, you can be trapped, because con- initiative order with one of the following abilities:
trols next to the doors in the Colossus Chamber can operate and * Faster, Faster, Faster. One Borne Prototype counts as being under
lock both ends of this area. As a final defense before the conspira- the effects of a haste spell for this round.
cy’s masterpiece, this chamber is enchanted to let the master of the * A Gentle Push. Quital can move one of the Borne Prototypes in the
facility — in this case Leone Quital — see what happens and com- room up to 15 feet. This does not count as the Prototype’s move.
municate with anyone inside. * Drop Your Weapon. Quital makes one disarm attempt against a
PC holding a metallic item. Quital has advantage on his Strength
(Athletics) check and makes this check with a +10 bonus.
Welcome to My Parlor * Pinned. Quital makes one free grapple attempt against a PC wearing
metal armor, holding them in a grapple for one round. Quital has
Action. Tactical. Level 12. advantage on his Strength (Athletics) check and makes this check
Quital toys with the PCs, using prototype golems to try and kill them. with a +10 bonus.
When the party arrives, unless the party has been completely
stealthy and no one has had a chance to run and raise an alarm, Borne Prototype
Leone waits until he gets as much of the party as he thinks possible Medium construct, unaligned
inside this area. Then he manipulates the controls to close and lock Armor Class 16 (natural armor)
the south doors. He addresses the party, who should recognize his Hit Points 68 (8d8+32)
voice if they encountered him in Adventure Two, The Dying Skyseer. Speed 30 ft.
STR DEX CON INT WIS CHA
The doors slam shut, and the gas lights along the walls flicker off. A 22 (+6) 15 (+2) 18 (+4) 13 (+1) 6 (–2) 6 (–2)
disembodied voice echoes in the dark, speaking with an aristocratic Damage Resistances bludgeoning, piercing, and slashing from attacks
Crisillyir accent. that aren’t adamantine
“I don’t know whether to be impressed with you getting past my se- Damage Immunities fire, poison, psychic
curity, or disappointed in the men who were supposed to stop you. But Condition Immunities charmed, exhaustion, frightened, paralyzed,
men, after all, are weak. That’s why we build machines, why we have petrified, poisoned
progress! All we’re good for is thinking. That, and enjoying the pleasures Senses darkvision 60 ft., passive Perception 8
in life.” Languages —
You hear a soft sip, as if from a wine glass, then a contented sigh. Challenge 6 (2,300 XP)
“Best to leave the violence and physical labor to the steam and steel. Immutable Form. The prototype is immune to any spell or effect that
Now I leave it to you to decide whether to go the easy way or the hard would alter its form.
way. Throw down your weapons and have a drink with me, and I’ll ex- Magic Resistance. The prototype has advantage on saving throws
plain what it is we’re doing here. Would you believe the engineers we had against spells and other magical effects.
working on it thought this was a Risuri military project? They were fools, Magic Weapons. The prototype’s weapon attacks are magical.
and I’d like to hold out hope that you’re not fools. Spell Absorption. Whenever the prototype is damaged by a melee or
“So yes, throw down your weapons and we can think, and talk, and en- ranged spell attack or by being within a spell’s area of effect, it takes
joy life. Or be foolish, and see which breaks first: your flesh, or my steel.” no damage and instead regains a number of hit points equal to the
damage dealt. Lightning damage does not cause the prototype to
If the party refuses to throw down their weapons, the doors to the regain hit points and it is slowed (as the spell) for 2d4 rounds. The
north open, revealing two man-sized and one 12-foot tall golem that prototype is stunned when it is targeted by telekinesis as Quital’s
march in and attack. The northern doorway has two sets of doors, control is disrupted.
and the second set that actually would lead to the colossus construc- Actions
tion chamber remain closed and locked. Multiattack. The prototype attacks twice.
If the party does throw down their weapons, the exact same Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10
thing happens. Leone is a liar. (1d8+6) bludgeoning damage.

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Greater Borne Prototype Leone Quital, the Steelshaper. An


Large construct, unaligned aristocrat from Crisillyir, Leone was recruited into
Armor Class 18 (natural armor) the Ob for his unusual, innate ability to manipulate
Hit Points 105 (10d10+50) and shape metal without having to actually learn or
Speed 30 ft. cast spells. Contacts groomed him and encouraged
STR DEX CON INT WIS CHA him to acquire skills that the conspiracy would need,
26 (+9) 13 (+1) 20 (+5) 13 (+1) 6 (–2) 6 (–2) but he only gained the leadership’s trust after he
Damage Resistances bludgeoning, piercing, and slashing from attacks helped rescue Kasvarina Varal eight years ago dur-
that aren’t adamantine ing a Risuri raid on Cherage. A cannon bombardment collapsed a factory
Damage Immunities fire, poison, psychic she was touring, and Leone nearly killed himself with exertion to tear apart
Condition Immunities charmed, exhaustion, frightened, paralyzed, the crumpled steel and pull her to safety.
petrified, poisoned A few years later he was placed in charge of the secretive construction
Senses darkvision 60 ft., passive Perception 8 of the colossus, reporting directly to Roland Stanfield. Though he doesn’t
Languages — believe the cover story that the colossus is meant as a weapon to help Risur
Challenge 10 (5,900 XP) fight the fey titans, he works loyally, hoping to earn the right to know the
Immutable Form. The prototype is immune to any spell or effect that group’s real goal.
would alter its form. Though he prefers to appear refined, romantic, and honorable, Leone
Magic Resistance. The prototype has advantage on saving throws is flamboyant and short-tempered. He sometimes imagines himself a
against spells and other magical effects. conductor, waving his hands to imagined music as he telekinetically ma-
Magic Weapons. The prototype’s weapon attacks are magical. nipulates metal. He has a fondness for fine bromago cheese, and often
Power Attack. When the prototype makes its first melee weapon at- enjoys the wine from his family’s vineyard.
tack in a turn, it can choose to take a –5 penalty to its melee weapon
attack rolls in exchange for a +10 bonus to melee weapon damage.
Spell Absorption. Whenever the prototype is damaged by a melee or Kasvarina Varal. A centuries-old high elf who
ranged spell attack or by being within a spell’s area of effect, it takes allied with William Miller during the Second Victory and
no damage and instead regains a number of hit points equal to the later helped Nicodemus the Gnostic found the Obscurati.
damage dealt. Lightning damage does not cause the prototype to Her key responsibility has been to undermine the Cler-
regain hit points and it is slowed (as the spell) for 2d4 rounds. The gy’s military and monetary might, primarily by forming
prototype is stunned when it is targeted by telekinesis as Quital’s vengeance cults among her fellow surviving high elves.
control is disrupted. In the past few years she helped oversee the various
Actions cells of the conspiracy as they neared the opening of the Axis Seal, but nine
Multiattack. The prototype attacks twice. months ago she was tricked by Alexander Grappa and her memories erased.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: Now she only barely recollects the first decades of her life, and she has
16 (2d6+9) bludgeoning damage. If the target is the first creature trouble understanding where she is. Leone assures her she was an ally of his,
attacked this turn by the prototype, it makes a DC 21 Strength saving but as her memories slowly return, she doesn’t trust him and wants to escape.
throw or is pushed away 10 feet and knocked prone.

Tactics. Kasvarina if he wants his death to be brief.


Quital gives the golems verbal orders, directing them to attack Alexander Grappa recognizes the golems — he raised them, after
weaker PCs, and having them double team when possible. The all — and uses his “click-to-voice” gadget to call out to them: Linus,
greater prototype is a deadly threat from its sheer size, but it’s Hunting, and Colin (the big one). Though he’s useless offensively,
not really built for brawling, and so it only has as much reach as a Grappa’s presence deters the golems. The golems won’t attack him,
Medium creature. It might shock the party when the golems start and take a –2 penalty to attack any PC adjacent to him. After 5
talking, bickering like brothers when one of them messes up or gets rounds of slowly explaining who he is, he manages to convince
in another’s way. Hunting, who stops fighting. The others are more loyal to Leone,
If a PC visibly does damage to the prototypes, Quital uses his and will keep attacking the party. Hunting won’t get involved.
action for that round to try and grapple that PC, or disarm them if Without Grappa, the party might still reason with the golems,
they have a particularly potent weapon. If one of the PCs becomes since they’re starved for intellectual conversation. A petition to
an unexpected threat, Leone pushes a golem into contact with that talk and successful DC 17 Charisma (Persuasion) check gets them
PC to deliver a full attack. Should things be going well for the to ask what the party has that’s worth discussing in the middle of
golems, he’ll use his haste effect to make one of the golems more combat. If a character brings up interesting topics — by making an
efficient in close combat. Intelligence (Arcana, History, Nature, or Religion) on their turn as
The party’s allies make a big difference here. Asrabey will try to a free action, using whatever skills are applicable — the golems take
keep the greater prototype at bay while the rest of the party handles a –2 penalty to their attacks for the round as they’re too distracted
the smaller ones. During the fight he shouts at Leone to bring him for their own good.

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Part Two: The Etiquette of Gustatory Interrogation

Aftermath. Element of Surprise.


If the golems take the party out, Quital drags any survivors into If the party enters this area without having first set off an alarm,
Area 6 and has a medic stabilize them so they can be interrogated. people shout as they spot the intruders. Despite all the technology
See “Villainous Victory” (page 29). here, the Obscurati don’t have radios or electricity to trigger buzz-
If the party either destroys or talks down the golems, Leone ers, so unless they can get someone outside this area, they won’t be
scoffs and ends his observation of them so he can prepare a final able to call for help from the lower facility.
line of defense. The party remains locked in the room, but some
thorough dismantling via a DC 28 Dexterity (thieves’ tools) check 6. Staging Platform.
can make the doors open. If they got the golem Hunting to stand Crates, barrels full of witchoil, and a few stacks of adamantine
down, Grappa asks him to smash the doors open, but he cannot scales the size of a whole man have been pushed to the edges of this
manage it. area. Catwalks lead to the freight elevators, which can be called
by a lever at the end of the catwalk. When the party enters, the
Gnomish Escape Plan. left elevator is down, and the right one is up at the VIP suites level.
If the party is stuck for more than a minute, they hear muffled ner- Ladders on the walls do let people climb the 100 feet if the elevator
vous laughter coming from the walls — the voice of Tinker Oddcog, is out of order.
a gnomish artificer who designed the colossus. Tinker mutters
about how small and dark and safe the tunnel he is in is, and then 7. Freight Elevators.
begins jabbering about how he needs them to get him out. He’s When called, or when operated from the elevator itself, these huge
quite erratic, obsessed with things being tiny, and has trouble car- platforms ascend or descend 25 feet per round.
rying on a conversation.
He never moves out from behind the wall, but after a moment he 8. Construction Bridge.
seems to address the doors, saying: The bridge is suspended 100 feet above the staging platform, but
has side-support rails meant to prevent any falls. A visible “cut” in
“I know you’re large, and I don’t trust you. You were always watching me. the middle of bridge indicates that the support bridge can be re-
But you do as I say! Open up! Let these people through.” tracted. This feature is operated by a pair of control cabins, one at
each end of the bridge.
And then the doors open, revealing Area 6. A character inside the control cab can spend an action and make
Tinker won’t show up again until Adventure Six, Revelations a DC 11 Intelligence check to raise or lower their half of the bridge,
from the Mouth of a Madman. causing the platform to tilt about 30 degrees per round. He can also
ascend or descend, causing that entire half of the bridge to go up or
down 10 feet per round.
Upper Facility
The party likely won’t have time for a thorough exploration. 9. Service Tunnels.
From where the party enters, a giant shaft rises nearly 200 feet These 5-foot wide tunnels contain the utility pipes. Each exit is
above and a pit drops 150 feet below to bare rock that is drenched riveted (DC 24 Strength check) and covered by an alarm spell.
5 feet deep with witchoil. In the center stands the colossus Borne, As they approach Area 10, the shaft becomes vertical but has a
three hundred feet of riveted steel and adamantine, etched with narrow ladder.
thousands of arcane runes of power and protection. He appears
generally human-shaped, save for a small nook in the center of his 10. Dignitary Checkpoint.
chest, about five feet across. This is where the Ob intended to install The guards here are Obscurati dark slayers, loyal members of the
a version of the wayfarer’s lantern, to help stabilize it as it worked conspiracy and much better treated than the normal guards in the
on the Axis Seal. lower facility. Of the dozen slayers in the facility, four usually are on
Two freight elevators (Area 7) run between levels. Though there duty here, impeccably dressed. The other eight either rest or attend
are numerous defunct operating platforms at different elevations, to maintenance of the VIP suites, acting as (again, very well-paid)
the only two currently in operation are the entrance level and the butlers and cooks. If Leone knew the party was coming, eight of the
VIP level 100 feet higher up. A large drawbridge crosses the cham- slayers were sent out as the ambush party.
ber at the colossus’s shoulder level (Area 8), and a door off the right
freight elevator leads to the VIP suites (Areas 10 to 26). Two util- 11. Dining Hall.
ity shafts (Area 4) lead to the surface, and narrow service tunnels The VIPs dine here, as do the occasional Obscurati visitor like Kas-
(Area 9) provide a possible way for characters to sneak into this varina or Nicodemus. Leone was hoping to hold a celebration here,
area. but Grappa’s sabotage of the colossus ruined that plan.
A truss of light catwalks surround his head, but they easily tum-
ble if the bridge moves or if any part of the catwalks are damaged. A 12. Kitchen.
crane overhead sits unused, accessible only by narrow gear-toothed Behind a chilled meat locker is a utility shaft.
walkways around the edge of the chamber.

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13. Hybridization Laboratory. Depending on how dark you want things to get, Leone might
This lab is where some of the researchers worked to infuse first ani- even use his power to torture or kill one of the PCs — slowly crush-
mals and then humans with shadow magic, and to apply mechanical ing him in his own armor, dangling him telekinetically over a
enhancements to flesh. Most of these researchers worked on the 200-foot drop into a pool of witchoil, or killing one PC with the
witchoil golem and flayed jaguars the party faced in Adventure Two. weapon of another. Then, either right before or right after the point
They are non-combatants, and likely cower behind their shelves of of no return, some lucky break gives the party a chance.
dead experiments. The place is full of horrible devices and deadly The colossus activates, the cavern shudders, Leone frantically
fluids, in case combat ends up here. tries to regain control of it, and the party has to survive Lorcan
Kell if they want to get out alive.
14. Golem Laboratory.
Similar to above, here is where the prototype golems were con-
structed. Those that didn’t guard Area 5 have been shipped off to Borne to be Wild
other Obscurati projects or scrapped after their consciousnesses
were transferred unsuccessfully into the colossus. Action. Tactical. Level 10+.
Lorcan Kell attacks the party, and won’t give up even as Borne acti-
15 – 26. Lodgings. vates and tears the mountain apart around them.
Rooms 15, 17, 19, 22, 24, and 26 house the Obscurati dark slayers. The party’s arrival brings forth the last defenders of the complex.
Room 21, 23, and 25 held other researchers working in the two labs. Exactly who shows up depends on how the party got here.
Room 16 is Leone’s. 18 was Tinker Oddcog’s, though he’ll have
fled before the party gets here. Room 20 was Grappa’s, but cur- Kell’s Group.
rently Kasvarina stays here. See “Grappa and Asrabey” (page 19) • Lorcan Kell
for details of Kasvarina’s state. Right now she only remembers her • Kate Glenn
life up to about age thirty, and she has no real magical powers or • Nick Reder
useful knowledge. The walls of her room are covered in ornate tap-
estries, hiding the daunting shell of steel. Obscurati Defenders.
• 4 Obscurati dark slayers (page 22)
• Leone Quital, the steelshaper
Villainous Victory
Conditional Defenders.
Action. Tactical. Level 10+. • 8 additional Obscurati dark slayers
With the party at his mercy, Leone torments the party. The colossus’s • Norm, Obscurati liaison
activation prevents him from killing them.
If the party was defeated previously, they are disarmed, bound Feel free to add foes — guards or dark creepers — if you think the
in mage-cuffs (which deal damage to anyone casting a spell while party needs the challenge. If they have a ton of soldiers or fey still
wearing them equal to the spell’s level, forcing a concentration with them, you might have an equivalent force of guards arrive, let-
check), and then dragged to the colossus construction chamber. ting you reduce the two groups’ battle to background detail while
Leone has his men bring the party onto the bridge in front of you focus on the party versus Kell and his bodyguards.
the colossus, and has them set on their knees. Lorcan Kell and his When combat begins, Asrabey immediately abandons the party
bodyguards come out, and if necessary Kate Glenn rouses them and moves at full speed toward the VIP suites, shouting for Kas-
with light healing magic. varina. Leone sees that Asrabey has no metal equipment (wooden
If you think this scenario is likely, try to have an ace up your shield, sword made of fire), so he devotes himself to trying to
sleeve to get the party out of near-certain doom. Maybe the party manually control the colossus. He uses his magnetic powers to pull
has a verbal duel with Leone, and as he grows angrier and more himself to the colossus’s shoulder. Meanwhile, Grappa makes his
impatient, the metal around him flexes; if the party continues to way to the construction bridge.
enrage him, a clamp securing the colossus breaks loose, and Borne If the party already killed Lorcan Kell (and you don’t think you
moves. Perhaps Alexander Grappa can address the colossus and can bring him back as an even angrier, steam-belching, witchoil-
make it activate. If the party spared an Ob technician or operative dripping mechanically augmented revenant or something), you
earlier in the campaign, maybe the man has second thoughts; per- might need to come up with another headliner foe, or perhaps
haps a disgruntled engineer who just wants out swings the crane change the focus to rescuing Kasvarina.
and knocks the colossus loose. The key to this encounter is to make sure the party perceives the
But before that point, Leone gloats. You can use this opportunity main threat and engages it, and then halfway through the battle
to let him explain any lingering mysteries about the cell (as long have something trigger the colossus’s release. The main threat is
as you don’t reveal Roland Stanfield’s involvement, nor anything likely Kell, and the colossus probably gets released when the party
about the Axis Seal) and disabuse the party of any crackpot theo- gets curious and does something to it, causing the wards the Ob put
ries they might have tricked themselves into believing. in place to falter long enough for it to break free.

EN5ider Presents: Cauldron-Born, Part Three | 29


Part Two: The Etiquette of Gustatory Interrogation

However, if the party isn’t grooving on Kell, and if they don’t


disturb the colossus, you still have some options.

Grappa.
The Mindmaker likely makes a move for the colossus as soon as he
can. He climbs to the bridge, then scrambles across scaffolding to
reach Borne’s face. He tries to communicate with it.
If you don’t think your players would mind NPCs doing some-
thing plot-critical in their presence, have Grappa place his hand to
the colossus’s face. Leone recognizes the bronze golem and realizes
that it must be Grappa. He uses his powers to rip one of Grappa’s
arms off, but Grappa hunkers down and maintains contact with
Borne. Leone’s powers then tear the bronze golem completely apart.
This enrages the colossus, and it growls “Father!” as it rips free.

Leone.
The Steelshaper is beyond the party in a stand-up fight now, but
if it leads to a good resolution, they could strike Leone while he’s
distracted, causing him to lose his perch and tumble. He would
instinctively reach out with his steelshaping powers to catch him-
self, and in the shock of being attacked he over-exerts, tearing free Together, these likely force the party to take the lift up so they
sheets of metal that were warded to keep the colossus still. The titan can avoid the slayers’ advantage and get to a spot where the colos-
begins to move, and Leone gets perhaps one or two more attacks sus — still mostly restrained — cannot reach.
off against the party before either they strike him again and knock Before leaving the VIP suites, Kate Glenn used her wand of in-
him free, or the colossus’s movement sends him plummeting deep visibility to turn herself, Nick, and Kell invisible. When the party
into the construction pit. It’s an ambiguous death, but the party reaches the bridge, Kell and his bodyguards attack. Alternately,
won’t have time to follow up since the whole facility will be collaps- they might descend on the lift or climb down the ladder if the party
ing around them. doesn’t come up. Kell attacks with furious hate for the people who
destroyed the guild he spent his life building, and he fights to the
Ekossigan. death. His bodyguards might surrender if he goes down and things
If the party failed to stop Ekossigan and didn’t come with him, per- look bad for them.
haps he is the main threat, having been augmented and controlled
by the Ob after he failed to defeat the complex. He fights much as Uh-Oh...
in Thread Two, but as the ice spreads it causes the colossus to break After 5 or 10 rounds of combat, something should happen to let the
free. colossus break free, and each round thereafter the facility becomes
Alternately, an allied Ekossigan might get impaled by a steel more unstable. If the party runs, Kell follows them, preferring ven-
spear thrown by Leone, and his death shakes the whole area, jos- geance to escaping alive.
tling Borne free. Borne Round 1: A deafening rumble fills the chamber as a mas-
sive engine turns over. Black smoke begins to pour out of vents
Kasvarina. along the colossus’s back, equivalent to a small factory worth of
Perhaps when Asrabey brings Kasvarina out of the VIP suites, she smokestacks. The party likely recognizes the distinct smell of
screams, confused and terrified by the combat. Her scream jolts the witch­oil burning within the golem’s chest.
colossus, and it turns its head to face her. It growls, “Mother,” and Borne takes its first step and tears free from the magical bind-
starts to tear free. ings that have been holding it. This causes a massive tremor to
shake the room, knocking anyone inside prone unless they make a
Battle on the Big Bridge. DC 11 Dexterity saving throw.
The Obscurati dark slayers take up position on the big bridge (but Borne Round 2: Borne moves again, this time crashing through
generally stay away from the explosive red barrels). They rain fire the main support bridge in front of him. The bridge heaves and any-
down on the party with their rifles, and have cover against the one on it must make a DC 12 Dexterity saving throw or be thrown
party’s counter-attacks. 10 feet, perhaps off the side.
Leone meanwhile manually grabs the colossus’s right arm and Borne Round 3: The colossus realizes its way forward is blocked,
swipes it across the staging platform. At initiative count 0 each so it looks up and grabs the walls overhead. Its fingers tear through
round, each creature in the area must make a DC 13 Strength stone and steel, and it heaves itself up the construction shaft. Again
or Dexterity saving throw or take 3d6 bludgeoning damage, be creatures must make a DC 13 Strength or Dexterity saving throw
knocked prone, and be pushed toward the east end of the room. or be knocked prone from the tremors.

30 | EN5ider Presents: Cauldron-Born, Part Three


Part Two: The Etiquette of Gustatory Interrogation

Borne Round 4: The colossus strikes the ceiling, roars, then Ally Stats.
punches several times into the stone above it. Every in the facility
must make both a DC 13 Strength saving throw and DC 13 Dexter- Allied Soldier
ity saving throw. The first avoids being knocked prone. The second Medium humanoid (any race), lawful neutral
avoids 4d6 bludgeoning damage from falling debris. Armor Class 14 (breastplate)
Borne Round 5: Borne tears a tunnel free to the surface and Hit Points 39 (6d8+12)
heaves itself up until its head peeks out of the hole. The massive Speed 30 ft.
weight of the colossus causes massive chunks of stone thirty feet or STR DEX CON INT WIS CHA
larger to cleave free from the walls. The party can see that they’re 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
about to tumble, and they have until the start of the next round to Skills Insight +3, Stealth +3
seek cover — perhaps the arch of the Golem Guardpost, or one of Senses passive Perception 10
the VIP suites. Languages Common
Borne Round 6: Borne pulls itself to the surface. Anyone out Challenge 1 (200 XP)
in the open is crushed, taking 10d6 bludgeoning damage (DC 13 Soldier Healing Ration (1/long rest). The allied Risur soldier carries
Strength saving throw halves). The resulting destruction shatters a potion of healing.
the various wards surrounding the facility, transporting the broken ACTIONS
remnants of the complex, Borne, and all those inside the Cauldron Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hill region of the Bleak Gate back to the material plane. Light Hit: 4 (1d6+1) bludgeoning damage.
from outside pours through the hole overhead — either daylight or Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target.
starlight — making it clear to the party they’ve transitioned to the Hit: 6 (1d10+1) piercing damage.
real world.
Later: Borne pauses a moment atop the hill. Though Grappa has Allied Fey
removed its conscious mind, its base primitive mind marvels at the Medium fey, chaotic neutral
beauty of a world it has never seen. It stands still for a few minutes, Armor Class 15 (natural armor)
giving the party a lull during which they can climb to safety. Hit Points 4 (1d8)
Eventually Borne continues moving, slowly stomping its way Speed 30 ft.
down the mountainside. It triggers massive rockslides that would STR DEX CON INT WIS CHA
kill anyone still on the mountain, though luckily the natives of The 8 (–1) 13 (+1) 10 (+0) 10 (+0) 9 (–1) 12 (+1)
Nettles fled here months ago, thanks to the warnings of the skyseer Saving Throws Dex +3, Wis +1
Nevard. The colossus stumbles several times, having never actually Skills Acrobatics +5, Deception +5, Performance +5, Stealth +5
walked before, and eventually it stops at level ground between the Senses passive Perception 9
base of Cauldron Hill and Stanfield Canal. Languages Primordial, Sylvan
Challenge ¼ (50 XP)
Aftermath. Fey Power. The Allied Fey has one of the following. Roll 1d4 to
In the chaos, Leone and Grappa likely fall into the pit and have randomly determine the feature.
an ambiguous death. They’ll return in Adventure Seven. If Grappa 1 Flight: A fly speed of 30 feet.
wasn’t here, by the time the party gets back to the RHC headquar- 2 Gremlin Tricks: Firearms hang fire when aimed at the fey, going
ters, he’ll have slipped away. off immediately if the attacker stops aiming at the gremlin;
As soon as the facility shifts back to the real world, Asrabey grabs otherwise they fire one round after the trigger is pulled. When
Kasvarina and uses magic granted him by the Unseen Court to the fey dies, the nearest mechanical device stops working until
travel to the Dreaming, sparing the party only a brief nod of thanks repaired.
before leaving. 3 Innate Spellcasting (spell save DC 11; spell attack +3): The
If necessary, the party might receive aid in exiting the pit when fey can innately cast one of the following once per hour—charm
Captain Dale and his men atop Cauldron Hill throw ropes down. person, disguise self, entangle, silent image, sleep.
Dale handles the sudden appearance of the colossus with aplomb 4 Wild Might: The fey gains a +2 bonus to melee attack and
and points out that even if it isn’t under anyone’s control, it will damage rolls, and the damage dice of its weapon increases by one
devastate the city just by trampling buildings. step.
Alternately, perhaps Gale can help them out with air magic. If ACTIONS
Kvarti is present, the dwarf announces that he’s off to go drink, Melee (Varies). Melee Weapon Attack: +1 to hit, reach 5 ft., one
because he suspects the end of the world is nigh. e target. Hit: 2 (1d6–1) damage (varies by weapon).

EN5ider Presents: Cauldron-Born, Part Three | 31


EN5ider Presents:

Cauldron-Born
Part Four
A 5E-Compatible Adventure for 7th- to 8th-Level Characters
Act Four:
To Battle a Colossus
T
he PCs work with the Risuri Navy to lure Regroup Time
Borne out to sea while King Aodhan enacts a Social. Real-Time.
Let’s talk to the King about this? Sounds like a good idea!
ritual to send the creature to the Dreaming. It takes the party at least an hour to make their way from Caul-
dron Hill to the Hotel Aurum. As the PCs approach, they can see
that the Danoran contingent no longer has guards on post. A quick
Shadow of the Colossus check with any Risuri guard reveals that Han Jierre and his group
Until dealt with, the colossus becomes a permanent fixture in the vacated the hotel mere minutes after the colossus was first reported.
background of the city. It has no particular goal, so it is content for Reports are unclear where they went.
now to look at its surroundings and poke things like a child, curi- The PCs are admitted to meet with King Aodhan, who has con-
ous to see how strong they are. Though each stride is 50 feet long or vened on the ground floor lobby, since the ability to evacuate is more
more, it does not stray far. important than having good furniture. Present with the king are
It is certain that if left unchecked, the titan will make the city several military officers, Chief Inspector Stover Delft, and Hark-
unlivable. The king wants to get it out of populated areas, but trying over Lee.
to get it to move anywhere is likely to stir its anger, and that’s when During the quick debrief that follows, Aodhan and Stover Delft
things will get really dangerous. First though, the party will need bring the PCs up to speed on what’s happened in Flint. Parity
to make their way back to the Hotel Aurum, where King Aodhan is Lake district is being evacuated, leading to panic and looting in
holding an emergency session to handle the situation. neighboring districts. Reports keep coming in of ships fleeing the
harbor, including Lux Aurumque, the Danoran capital ship. Worse,
the panicked evacuation is making it difficult for the naval fleet
that defends Flint to get back into the harbor. There are twenty
first-rate ships-of-the-line stuck out at sea, and only a handful of
combat-ready vessels in the actual harbor.

From the Pen of Seamlessly Updated to Fifth Edition by


Thurston Hillman EN Mike Myler
Publishing tm

With Additional Material by Ably Produced and Facilitated by


Ryan Nock Russ Morrissey

Evocative Cover Illustration by Special Thanks to


ShenFei Jamie, because if I’m going to dedicate a book to you, it’s going
to be the one with a giant robot on the cover; and Dan Houston
Stunning Cartographic Displays by and Falkus, Kickstarter backers who introduced Dester Rathnine
James Hazelett, Brian Patterson, Jonathan Roberts and Rosalyn Taylor; and to the hundreds of gamers who backed
the original release of Zeitgeist on Kickstarter; and to the over
Masterful Interior Illustrations by one thousand generous patrons of EN World EN5ider whose
Claudio Pozas, ShenFei, Eleni Tsami support has made this Fifth Edition update possible.
Includes art in the public domain
Open Game Content
with Unparalleled Layout and Graphic Design by The game rule information in this article is designated
Eric Life-Putnam Open Game Content. All other material in this article, including
maps, graphic elements, and illustrations (including graphic
Playtested for Maximum Enjoyment by elements and illustrations in the public domain), narrative
Michael Border, Walter Byers, Justin Engelking, and descriptive text, character and place names, trade dress,
Benjamin Riggs, Dennis Chiado “EN Publishing,” “EN World,” “EN5ider,” “Zeitgeist,” all EN
Publishing product and article titles, and Zeitgeist, EN World,
and EN Publishing logos, are designated Product Identity.

2 | EN5ider Presents: Cauldron-Born, Part Four


Act Four: To Battle a Colossus

King Aodhan and Harkover Lee have begun putting together a


basic plan on how to remove the Colossus threat, though it is highly
dangerous.

The Ritual Plan.


Using a powerful magical ritual invested in him as part of the Rites
of Rulership, King Aodhan intends to banish the colossus into the
Dreaming. While the exact ramifications of performing such an act
are as of yet unknown to him, King Aodhan believes it is the only
option available to them if they are to save Flint.
In order to enact his ritual, the King requires 30 minutes of un-
impeded casting time, and he must stay within a thousand feet of
the target. The King knows the dangers of this, especially if the
golem takes note of him, and he isn’t sure it will be possible to keep
the titan still for that long. To this end, Aodhan wants to lessen the
colossus’s advantage by bringing the immense construct out into
the harbor, where its slow movement will be further impeded by
having it square off against faster seafaring vessels.
The main decision Aodhan has to make is whether to draw the
colossus to the harbor, which can be done via Stanfield Canal and
causes the least destruction; or to draw it to the waters north of the
city, near The Ayres, where more of the fleet could confront it. The It takes an hour to set up, but then teams start setting off their
second route, though, would wreck at least a mile of the city. The fireworks. The first launch shows that the colossus is attracted to
first route only endangers a few blocks — and, unfortunately, would the light — it reaches out a hand and tries to grab at the blossom of
destroy all the bridges along the canal — plus it gives them the abil- fire in the sky — so the authorities begin firing a quickly-planned
ity to deploy the R.N.S. Coaltongue. path that draws the colossus first to Stanfield Canal, and then down
The king is inclined to go for the harbor, but he can be convinced the canal toward the harbor.
to try the other route. Once that decision is made, Aodhan asks if Another option might be to requisition the Hurricane Violin and
anyone has a better plan, and if not he sends orders for every mili- use its enchantment to amplify a song that would lure the colossus.
tary ship in the harbor to assemble at the Royal Docks.
To Your Stations!
Other Plans. King Aodhan intends to board the R.N.S. Coaltongue, and he
Disabling the colossus seems infeasible. People have shot at it with wants the PCs either by his side or on a ship of their own. Harkover
pistols and muskets and it hasn’t noticed. Observation by telescope Lee explains that no amount of armor or protection will keep them
suggests its skin is adamantine, effectively impervious to any mun- safe from the colossus; in this case, speed is the best defense.
dane weapon, though perhaps enchanted cannons could injure it. Harkover Lee joins the main fleet attacking Borne and adds his
Luckily it seems not to have any sort of ranged weapons. own magical abilities to the battle while Stover Delft remains be-
Climbing it and looking for a way inside is an option, because hind in the city to coordinate evacuations from coastal areas, using
there is some space along its back with hollow components intended the local police and RHC to keep order.
for storing witchoil and other fuel. These do feed into its inner
forge-heart, which provides magical energy to the colossus’s limbs.
However, anywhere vulnerable would be so hot as to set fire to flesh The Battle of Bosum Strand
and melt most metals other than adamantine. Even if someone
could get in, magical wards would dispel the intruder’s protections Social. Montage.
and leave him doomed in the forge’s heat. The party and their king rally a makeshift fleet to save Flint from
Its mind is too limited for it to communicate, though it does re- destruction.
spond with curiosity to unusual sights and sounds. It has no fear of Dark clouds form ahead, and it begins to lightly rain during
anything, but it does get angry if it is harmed. their trip from the Hotel Aurum to the royal docks. When they
arrive, they see amassed a dozen Risuri warships — a mix of sail
Luring it to Sea. and steam, most of them sixth-rate (110-foot long, 30 cannons) or
The local authorities handle this, unless the party volunteers or has smaller, but perhaps with a few larger vessels like the R.N.S. Impos-
their own plan. The plan Delft comes up with is to get all the spare sible or the party’s own ship. They await the arrival of their king,
fireworks from the New Year’s festival and perform a few quick test flags flying high, their skeleton crews nervous at the deadly mission
launches to see if the colossus responds to them, and if so, whether before them. Also present, surprisingly, is a Danoran warship: the
he goes toward or away from the pretty lights. Freux Rouge.

EN5ider Presents: Cauldron-Born, Part Four | 3


Act Four: To Battle a Colossus

A Danoran Always Pays Her Debts. them to make ranged attacks with the canons using their normal
The loud shouts of a woman with a heavy Danoran accent ring ranged attack bonuses. Harkover Lee says he’ll devote his power to
through the nearly abandoned docks. If the PCs met her at the ban- creating a defensive shield around the ship.
quet, they recognize the voice of Captain Rosalyn Taylor. King Aodhan reminds everyone that he needs 30 minutes to com-
Unlike the Lux Aurumque, which fled at the first sign of trouble, plete the ritual that will banish the Colossus into the Dreaming and
Taylor and her crew actually sailed to the Royal Docks, intending to he needs to stay within a thousand feet. He also relates that he’ll be
offer aid. A contingent of Flint marines prevents the captain from particularly vulnerable during this period so the PCs will need to
disembarking, but she shouts to get the attention of the party. protect him if anything tries to board the ship or harm him.
If approached, Taylor asks the PCs to let her know what’s going
on and how she can help. Unless the party made a terrible impres- Let’s Get Its Attention.
sion, she goes on to say that the Sovereign is safely away, and that By the time the fleet is ready, the colossus is dangerously close to the
she will obey the last directions he gave her: to protect peace with end of the canal. The king gives the order to launch.
Risur. In that regard, she will gladly lend her vessel to the Risuri As the Coaltongue comes out to into the bay, it is greeted by a
fleet. A first-class ship-of-the-line, the Freux Rouge is probably the resounding salvo of cannon fire. Landing harmlessly in the waters
second strongest vessel in the harbor after the Coaltongue. in front of the Bosum Strand docks, the salvo lets out a resounding
Luckily, the PCs have King Aodhan at their side, and the king ‘BOOM’ sound that can be heard from most corners of the city.
will give orders based on whatever the PCs decide to do with Cap- Borne immediately reacts to this by turning towards the distant
tain Taylor’s ship. If the PCs approve, Taylor proves true to her fleet and standing to his full height.
word, and the Danoran vessel joins the Risuri fleet in their distrac- From here, the fleet begins launching another barrage along
tion attack on Borne. with an impressive pyrotechnical display of magic. The result looks
like brilliant fireworks crackling up in the sky during the ongoing
Dockers United. downpour of rain. This display is enough to fully captivate Borne
Closer to the docked Impossible several transport vessels remain and the colossus begins slowly walking towards the assembled fleet,
moored in the harbor, with hundreds of people shouting and surg- stepping into water first as deep as its knees, then its waist.
ing, nervously stranded after their ships fled the harbor without
them. These people, most simple sailors or dockworkers, are close
to panic, but from atop a warehouse Thames Grimsley tries to get The Battle Begins
the crowd’s attention and calm them down.
The PCs should know that the naval vessels currently in the Action. Tactical. Level 9.
harbor are understaffed, since most of the ships were in dock for The party engages the colossus in a naval combat that they cannot
maintenance and repairs while the ship-shape ones were out guard- hope to win, only endure.
ing the open sea to the north. The dockers could be used to assist the To quickly handle the naval combat, the captain has a +8 bonus
vessels, by coming aboard and helping to man the rigging and give on Dexterity (vehicle [water]) checks. The colossus uses Strength
extra muscle in arming weapons and steering ships. (Athletics) to contest these checks and has a +12 bonus.
Getting their aid requires some manner of inspirational speech R.N.S. Coaltongue. Dozens of cannons fire to either broadside
and a successful DC 22 Charisma (Persuasion) check. The char- of this gargantuan vehicle but the ship’s greatest weapons are its
acter who makes the check gets a bonus equal to twice the party’s capacitor, which magnifies the spells of mages who cast from the
Flint prestige, and advantage if they’re on good terms with Thames main deck, and its brand, which can launch a blast of arcane flame
Grimsley or are themselves a Docker. Bringing the king certainly from the prow.
can’t hurt.
If the attempt fails, the crowd devolves into a riot, another di- Crew Rolls.
saster that threatens to bring the great city down. If rallied though A character that is not acting as captain can be bosun, relaying
the dockers start pouring onto transports that take them to the orders to the crew. This adds their Charisma modifier to checks
makeshift fleet. made by the engineer or gunner attack rolls.
Or they can be engineer, making DC 8 Intelligence checks,
The Impossible Mission. granting a +1 bonus on the captain’s checks each round, plus 1 for
Another setback reveals itself: upon seeing the colossus, the aged every 5 points they succeed by.
captain of the R.N.S. Coaltongue suffered a heart attack. His first Or they can be gunner, perhaps ordering the crew to fire
officer can take command, but this gives you a chance to keep the cannons, aiming the ship’s brand, or casting spells through its ca-
party close to the king, and perhaps provide a player who doesn’t pacitor. They roll the ship’s attack and adds their Intelligence or
normally get to be captain a chance to control a vessel of his own. Dexterity modifier.
As the crew makes ready the tiefling engineer Geoff Masarde Or they can be navigator. Once per round after the captain
appears and explains to any spellcasters who will be aboard how to makes a Dexterity (vehicle [water]) check, they can make a Dexter-
make use of the ship’s capacitor to empower their spells. ity, Intelligence, or Wisdom check and choose to use their result in
Each PC gets a quick tutorial on using the turrets, which allows place of the captain’s roll.

4 | EN5ider Presents: Cauldron-Born, Part Four


Act Four: To Battle a Colossus

Naval Rounds. Someone Will Suggest It.


Each naval round is 5 minutes. Actions occur simultaneously. Ter- If the party rams the colossus, it doesn’t hurt the thing. If they
rain is roughly divided into stages 500 feet across. Each round blow up the Coaltongue right next to it, they manage to injure the
contains three phases: Location, Bearing, and Attack. titan’s knee so it limps for a bit, but it magically repairs itself over
• Location. Make opposed checks and reroll ties. The winner the course of a day.
can decide to block the opponent (the colossus) from moving,
or move to an adjacent stage. If they succeed by 5 or more 100-foot long ship halfway out of the water, which snaps the wooden
they can also approach within close-combat range, or drive vessel in half in a stunning display of tossed bodies, exploding am-
an enemy into an adjacent stage and follow it. munition stores, and splintered wood.
• Bearing. Make opposed checks. If the Coaltongue wins, it The king curses and yells to keep the thing’s attention then be-
gets to the colossus’s side, and so the titan takes a -2 penalty gins his ritual. A verdant green swoosh of magic energy reaches out
to its attack roll this round. If the Coaltongue succeeds by from the monarch to Borne and with the connection established the
5 or more, the colossus also has disadvantage. On a success colossus takes note of the Coaltongue, yet that alone is not enough
by 10 or more, the Coaltongue can stay directly behind the to keep it from destroying its other toys. At first it just wants to be
colossus, preventing it from counter-attacking. left alone, but as it gets attacked more and it begins to sense the
If the colossus wins, each side can attack as normal, since king’s spell upon it growing dangerously strong, it starts roaring
the Coaltongue’s capacitor lets it fire in any arc. with anger and aggressively attacking.
• Attack. Each side makes an attack roll, 1d20 (+8 for the The other ships try to avoid the colossus, and whenever it starts
Coaltongue’s attack rolls, +15 for the colossus’) vs. the to go for one of the lesser vessels, the rest of the fleet fires to try to
target’s AC (the Coaltongue has an AC of 20, the colossus has draw its attention away. After each naval round in which the colos-
an AC of 22). When at close-combat range (within 500 feet) sus doesn’t suffer a strike, it tries to destroy another ship.
attacks are made with advantage, and one combatant cannot To see if the rest of the fleet’s shots manage to distract the colos-
attack another target if the target is in an adjacent stage. A sus, have a PC roll 1d20 vs. DC 35, with a +2 bonus per surviving
hit inflicts a single strike, plus an additional strike for every ship in the fleet other than the Coaltongue. The fleet starts with 12
5 points the attack succeeds by. The Hull Integrity of the ships (or 13 if the Freux Rouge is present.) On a success, the fleet
Coaltongue (4) allows it to take 4 strikes before sinking. avoids harm. Otherwise, one of the ships is destroyed.
A strike against the colossus doesn’t actually cause
notable damage but does draw its anger. It will always try Horrors that Hitched a Ride.
to attack whichever vessel last injured it, which keeps it Whenever Borne strikes the Coaltongue, it leaves behind a witchoil
from destroying the rest of the fleet (see below). For a strike residue that transforms into 1d3 witchoil horrors (see above).
against the Coaltongue, roll 1d6: If it gets into close combat, Borne creates violent waves that crash
alongside the side of the vessel. Everyone onboard must make a
Result Location Effect DC 13 Dexterity saving throw or be knocked prone. Along with the
1–2 Hull Integrity Kills 1d6 crew. At 0 Hull Integrity, the wave, two witchoil monstrosities (see above) wash onto the deck.
ship starts sinking.
3–4 Propulsion 1 strike—checks to control the Witchoil Horror
Coaltongue or fire its weapons are Medium ooze, unaligned
made with a -5 penalty. Kills 2d6 crew. Armor Class 15 (natural armor)
2 strikes—ship is immobilized. Kills 6d6 Hit Points 26 (4d8+8)
crew. Speed 30 ft., climb 20 ft.
5–6 Armaments Each strike disables either brand STR DEX CON INT WIS CHA
(forward arc) or capacitor (others), kills 14 (+2) 12 (+1) 14 (+2) — 1 (-5) 10 (+0)
2d6 crew. Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire
Additionally, whenever the colossus hits a ship, the Damage Immunities necrotic
witchoil fueling it leaves a residue which manifests as Condition Immunities blinded, charmed, deafened, exhaustion,
monsters known as witchoil horrors. frightened, prone
If the Coaltongue (crew of 200) falls beneath 132 crew, it takes Senses blindsight 60 ft., passive Perception 5
a –5 penalty to either vehicle (water) checks or attack rolls. If it Languages —
falls beneath 104 crew, it takes either a –10 penalty to one, or a –5 Challenge 3 (700 XP)
penalty to both. Aura of Decay. At the beginning of its turn, all creatures within a 30-
foot radius of the witchoil horror take 1 necrotic damage.
Engaging Combat. Actions
When the colossus first enters the harbor, it reaches out and grabs a Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Risuri warship, the Avalanche. Simple curiosity causes it to lift the (1d6+2) bludgeoning damage plus 3 (1d6) necrotic damage.

EN5ider Presents: Cauldron-Born, Part Four | 5


Act Four: To Battle a Colossus

Witchoil Monstrosity • A ship under the direction of Thames Grimsley swoops in and
Large ooze, unaligned picks up the king and other survivors if the Coaltongue does
Armor Class 13 (natural armor) start to go down.
Hit Points 68 (8d10+24)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA Ritual Complete
18 (+4) 6 (–2) 16 (+3) — 1 (–5) 10 (+0) During the half-hour of desperate maneuvering to avoid the colos-
Damage Vulnerabilities radiant sus’s wrath, the rain overhead intensifies into a thunderstorm, and
Damage Resistances acid, cold, fire as King Aodhan’s spell reaches its crescendo a green light swirls
Damage Immunities necrotic around the colossus like a century of vines wrapping around an
Condition Immunities blinded, charmed, deafened, exhaustion, abandoned vehicle. The colossus surges toward the king and party
frightened, prone and raises its fists, but then the light flashes and the colossus is
Senses blindsight 60 ft., passive Perception 5 simply gone. The sea heaves at the sudden vacuum, but the storm
Languages — abates, and air is filled with the fresh scent of spring.
Challenge 6 (2,300 XP)
Aura of Decay. At the beginning of its turn, all creatures within a 30- Failure?
foot radius of the witchoil monstrosity take 3 necrotic damage. If the party fails to protect the king, or if they are defeated, the
Magic Resistance. The witchoil monstrosity has advantage on saving colossus continues its rampage. The events of the next three adven-
throws against spells and other magical effects. tures remain similar, since neither side is able to seize control of the
Actions colossus, even if it is on this plane. But it causes greater devastation,
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: spending a day tromping around Flint before the rising sun draws
11 (2d6+4) bludgeoning damage plus the target’s Strength score it east toward Crisillyir.
is reduced by 1d4. The target dies if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target finishes a short or long
rest. Aftermath
The king charges the party to ensure no disaster like this ever befalls
Either type of monster forces the party to enter normal tactical their nation.
combat, which is concurrent with the naval combat. If left un- The city will be rebuilt, and the dead mourned. But first, the king
checked, each round a horror kills 1 crewman and does 3 damage seeks the party’s counsel. As the damaged fleet returns to harbor,
to King Aodhan; a monstrosity also kills 1 crew, but does 6 dam- he sags onto a seat and tells them that the colossus has been ban-
age to the king. The king effectively has 200 hit points and can be ished. It’s now in the Dreaming, where he hopes it’s beyond the
healed, but if reduced to 0 hit points, he must end the ritual and reach of the Obscurati.
cannot restart it. He intends to send messengers to the Unseen Court to ask for
If Borne has destroyed any other ships, scatter difficult terrain their aid in keeping the machine from falling back into enemy
and debris around the deck of the Coaltongue as the wreckage falls hands, though he worries the fey might view the sudden arrival of
from the titan’s hands and washes aboard. the colossus as an act of war. Still, that’s an easier mission than the
one he has for the party.
Potential Saves. Take time to heal, recover, and prepare, he insists. But once their
As the combat progresses, the party might find themselves over- agents find a lead, the party will need to be ready to go anywhere at
whelmed by the witchoil creatures or the attacks of Borne. Use your a moment’s notice. Today he’s content to just have driven the colos-
best judgment to keep the tension high, and if the players are more sus away, but when they cross paths with it again, he wants this
interested in the naval battle than facing the oozes, perhaps simply weapon for Risur. He wants to know why the Obscurati were build-
just require them to kill one group, determine how much time it ing it, and either how to control it, or how to destroy it.
takes, and guesstimate appropriate penalties for the party to take The question he has for them, then, is what happens now between
to their checks when more monsters show up. Risur and Danor. If he tells his people this was an attack by Danor,
If the party is in trouble, the GM can use one of the following it will help with the rebuilding, and might be best for the security
saves. of the nation. But it’s not quite true. He’s not sure his people will
• Harkover Lee conjures a powerful evocation, centered on appreciate the nuance of a multinational conspiracy that happens
the deck of the Coaltongue, that burns away all the present to be headed by the Sovereign of Danor, even if not all of Danor is
witchoil creatures, but leaves him weakened and unable to part of it.
keep casting spells. He gestures to the Freux Rouge, or its wreckage. By tomorrow,
• Captain Taylor’s ship the Freux Rouge launches an all-out the crew of that ship will either be heroes who helped Risur defend
attack against the colossus, scoring a strike that takes the against a mysterious new foe, or they’ll be enemies, doomed for
attention off the Coaltongue, but the colossus easily destroys prison and possibly execution. He groans, feeling his age suddenly,
the ship on its next turn. and mentions that he probably wouldn’t have agreed to be king if

6 | EN5ider Presents: Cauldron-Born, Part Four


Act Four: To Battle a Colossus

he’d known he’d have to make decisions like this. party sails close enough to be clearly viewed by the citizens, the
Let the party offer their suggestions, and perhaps discuss the king stands, draws his sword, and asks the party to kneel. Then,
course ahead, but soon the ship nears shore. with just a simple proclamation that no one will ever hear but them,
he touches his sword to their shoulders and grants them each a
Victory? knighthood.
The people of Flint line the shore, cheering and applauding for the The crowd grows quiet at the scene, and then Aodhan tells them
heroes that drove away the monster that attacked their city. As the to stand, and the applause can be heard across the city. e

Onward to Act Two.


• In Adventure Six, Revelations from the Mouth of a Madman, the party accompanies Kasvarina on a journey across many nations,
party races against Lya Jierre to track down Tinker Oddcog, the retracing the steps of her lost memories and bringing them to life
gnome Gearbuilder who knows all the secrets of the colossus’s so she can reveal the creation story of the Obscurati.
design. Tinker is hiding amid the savage tribes of Ber, and has The colossus follows their path, drawn by a connection to
several monstrous defenders, but if the party finds him, the Kasvarina, albeit hidden in the Dreaming. And the Obscurati
insane gnome has slipped free of his geas and can provide a trove pursue them both, seeing in Kasvarina a chance to gain control
of information about the Obscurati. of the titan. The trek finally reaches the dread city of Methia,
• In Adventure Seven, Schism, a letter from Alexander Grappa, the which lies in a planar sink where no magic works. The colossus
Mindmaker, invites the party to the capital of Drakr and explains simply steps into the real world, and an overwhelming force of
that he has taken up residence in the brain of Leone Quital, the the Obscurati sweeps in to capture it and kill the party. But the
Steelshaper, and they are now struggling for control. The party Crown can bring back the magic that once existed here, fully
finds the Steelshaper in a vast railyard, and after defeating him restoring Kasvarina’s memories and giving the party a slim
they can help Grappa take full control. The Mindmaker proposes chance to escape.
a daring mission: they must strike another Ob cell, take live • Finally in Adventure Nine, The Last Starry Sky, the party rushes
captives, and then slip their consciousnesses into those bodies so back to Risur, having learned through Kasvarina that Governor
they can infiltrate a grand conclave of the Obscurati. Stanfield is part of the Ob. The aasimar plans a coup and
While undercover, the party learns that the colossus will activates a massive version of the wayfarer’s lantern that will
be used to manipulate the very nature of reality, to reshape bring the entire nation under the control of the conspiracy. The
the course of the world. But the conspiracy is at odds with party likely arrives too late to save the king, but he can pass along
itself, split into two camps with differing ideals. When the Ob’s the mantle to one of the PCs, bestowing on the party the power
leader Nicodemus launches a purge, the party can find allies, they need to confront Stanfield.
information, and fabulous treasure if they’re willing to risk Breaking through the defenses at Flint’s governor’s mansion,
getting killed in the crossfire. the party can try to destroy an eldritch machine manipulating
• Having returned to their original bodies, in Adventure Eight, the fabric of reality as the stars themselves fall from the sky in
Diaspora, the party explores the wild jungle of Elfaivar to find silvery shards. Even if the party manages to thwart Stanfield,
Kasvarina. Asrabey has her convinced to help destroy the con- though, they learn that the Ob’s plot was enacted simultaneously
spiracy, and she is determined not to repeat the mistakes that led across the entire world. Though they may have saved one nation
her to such villainy. The party recovers a high elf relic, the Crown from becoming slaves of the conspiracy, the rest of civilization
of the Lost Arc, which can reenact events from history. The now lies in the hands of the Obscurati.

EN5ider Presents: Cauldron-Born, Part Four | 7


Appendix A:
Allies and Back-Up
Allied Police Officer Allied Fey
Medium humanoid (any race), lawful neutral Medium fey, chaotic neutral
Armor Class 16 (chain shirt, shield) Armor Class 15 (natural armor)
Hit Points 11 (2d8+2) Hit Points 4 (1d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 10 (+0) 9 (–1) 8 (–1) 8 (–1) 13 (+1) 10 (+0) 10 (+0) 9 (–1) 12 (+1)
Saving Throws Str +2, Con +3 Saving Throws Dex +3, Wis +1
Skills Athletics +2, Insight +1 Skills Acrobatics +5, Deception +5, Performance +5, Stealth +5
Senses passive Perception 9 Senses passive Perception xxx
Languages Common, Primordial Languages Primordial, Sylvan
Challenge 1/4 (50 XP) Challenge 1//4 (50 XP)
Actions Fey Power. The Allied Fey has one of the following. Roll 1d4 to
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: randomly determine the feature.
5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if wielded Flight: A fly speed of 30 feet.
with two hands. Gremlin Tricks: Firearms hangfire when aimed at the fey, going off
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., immediately if the attacker stops aiming at the gremlin; otherwise
one target. Hit: 5 (1d8+1) piercing damage. they fire one round after the trigger is pulled. When the fey dies,
the nearest mechanical device stops working until repaired.
Allied Soldier Innate Spellcasting (spell save DC 11; spell attack +3): The fey can
Medium humanoid (any race), lawful neutral innately cast one of the following once per hour—charm person,
Armor Class 14 (breastplate) disguise self, entangle, silent image, sleep.
Hit Points 39 (6d8+12) Wild Might: The fey gains a +2 bonus to melee attack and damage
Speed 30 ft. rolls, and the damage dice of its weapon increases by one step.
STR DEX CON INT WIS CHA Actions
15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Melee (Varies). Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Skills Insight +3, Stealth +3 Hit: 2 (1d6-1) damage (varies by weapon).
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Soldier Healing Ration (1/long rest). The allied Risur soldier carries a
potion of healing.
ACTIONS
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6+1) bludgeoning damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target.
Hit: 6 (1d10+1) piercing damage

8 | EN5ider Presents: Cauldron-Born, Part Four


Appendix A: Allies and Back-Up

Asrabey Varal High-Level Equipment.


Medium humanoid (elf), chaotic neutral Below are the listed rules for all equipment wielded by the Dread-
Armor Class 26 (glamered +3 platemail, lion shield) nought Asrabey Varal. Take note that the equipment presented here
Hit Points 150 (20d8+60) is meant for GM reference only, and PCs should not be expected to
Speed 30 ft., climb 30 ft. acquire this gear under any circumstance. Should Asrabey fall, the
STR DEX CON INT WIS CHA Unseen Court demand his gear be returned to them.
20 (+5) 19 (+4) 16 (+3) 12 (+1) 12 (+1) 8 (–1)
Saving Throws Str +10, Con +8 Cloak of Smoke
Skills Acrobatics +9, Athletics +10, Insight +6, Intimidation +4, Nature An ornate garment from the lands of the Unseen Court, this cloak
+6, Perception +6 fills your square with a constant roil of smoke that grants half cover
Senses darkvision 60 ft., passive Perception 16 (+2 bonus to AC and Dexterity saving throws). You can see through
Languages Common, Elven the smoke without trouble, and you can dismiss or invoke the smoke
Challenge 15 (13,000 XP) at the beginning of your turn without any actions required.
Cloak of Smoke. At the beginning of his turn, Asrabey can dismiss
or invoke a constant roil of smoke that fills his square, granting him Lion Shield
half cover (+2 bonus to AC and Dexterity saving throws). He can see This specially crafted +3 shield can also be loosed to attack on its
through the smoke without trouble. own. You can use a bonus action to toss this magic shield into the
Indomitable (2/long rest). Asrabey can reroll a saving throw that he air and speak the command word. When you do so, the shield begins
fails. He must use the new roll. to hover and attacks one creature of your choice within 5 feet of
Fey Ancestry. Asrabey has advantage on saving throws against being you. The shield deals 2d6 magical piercing damage plus the target is
charmed, and magic can’t put him to sleep. grappled (escape DC 11 + your proficiency bonus), and it uses your
Lion Shield. Asrabey can use a bonus action to toss this magic shield attack roll and ability score modifier to damage rolls. While it is at-
into the air and speak the command word. The shield begins to hover tacking, you gain no bonus to armor class from the shield.
and attacks one creature of his choice within 5 feet of him. While While the shield hovers, it shares your space and travels wherever
the shield hovers, it shares Asrabey’s space and travels wherever you move, and it continues attacking the same target as long as it
he moves, and it continues attacking the same target as long as it remains within 5 feet of you. You can use a bonus action to com-
remains within 5 feet of him. Asrabey can use a bonus action to mand the shield to attack a new target within 5 feet of you. The
command the shield to attack a new target within 5 feet of him. The shield does not provoke opportunity attacks from movement.
shield does not provoke opportunity attacks from movement. After After the hovering shield attacks for the fourth time, it tries to
the hovering shield attacks for the fourth time, it tries to return to return to your hand. If you have no hand free, it falls to the ground
Asrabey’s hand. If you has no hands free, it falls to the ground at at your feet. The shield ceases to hover if you grasp it or are moved
Asrabey’s feet. The shield ceases to hover if he grasps it or is moved more than 10 feet away from it.
more than 10 feet away from it.
Power Attack. When Asrabey makes his first melee weapon attack Vekeshi Blade
in a turn, he can choose to take a –5 penalty to his melee weapon Normally a +3 longsword that deals an extra 1d6 fire damage, the
attack rolls in exchange for a +10 bonus to melee weapon damage. In Vekeshi Blade wielded by Asrabey Varal is a potent artifact of the
addition, he can use a bonus action to make one melee weapon attack Unseen Court. When wielding the Vekeshi Blade, you can transform
after he scores a critical hit or reduces a creature to 0 hp with a melee the weapon into a whip-like form that has 15 foot reach but still
weapon. Asrabey can only use this feature on his turn. deals damage as a longsword. On your turn, you can shift and revert
Quick. Asrabey has advantage on initiative rolls. the blade with no actions required.
Slippers of Spider Climbing. Asrabey can move up, down, and across
vertical surfaces and upside down along ceilings, while leaving his
hands free.
Vekeshi Blade. On his turn, Asrabey can transform his longsword into a
whip-like form that has 15 foot reach or back. While in whip-form the
weapon still deals damage as a longsword.
Actions
Multiattack. Asrabey attacks four times.
Vekeshi Blade. Melee Weapon Attack: +13 to hit, reach 5 ft. or 15 ft.,
one target. Hit: 12 (1d8+8) magical slashing damage plus 3 (1d6) fire
damage if wielded in one hand or 13 (1d10+8) magical slashing dam-
age plus 3 (1d6) fire damage if wielded in two hands.
Lion Shield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 12 (2d6+5) magical piercing damage plus the target is grappled
(escape DC 16).

EN5ider Presents: Cauldron-Born, Part Four | 9


Appendix C:
Kell‑Guild Stats
U
se these stats to assemble encounters if
Named NPCs
the party picks a fight with the guild.
Lorcan Kell
Medium humanoid (human), neutral fighter (brutal) 11
Armor Class 20 (+1 breastplate, ring of protection, defensive fighting Gatecrasher Charm. This one-use token can be crushed as an action
style, two-weapon fighting) to transport Lorcan most of the way into the Bleak Gate. He has 5
Hit Points 82 (11d10+22) minutes to be pulled through fully by the magic of an Obscurati wand,
Speed 30 ft. or else he returns to the real world. This travel is dangerous. When
STR DEX CON INT WIS CHA activated (and again if he’s pulled back to the real world), Lorcan takes
20 (+5) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 17 (5d6) necrotic damage.
Saving Throws Str +10, Dex +3, Con +7, Int +2, Wis +3, Cha +3 Figurine of Wondrous Power—Mechanical Carriage. When Lorcan
Skills Insight +6, Intimidation +6, Sleight of Hand +6, Stealth +6 uses an action to activate it, this two-inch figurine grows to a full-
Senses passive Perception 16 sized armored carriage. Instead of being drawn by horses it is pulled
Languages Bad Common, Common, Primordial by mechanical horse legs that churn along at up to 20 miles per hour,
Challenge 11 (7,200 XP) but only over fairly even terrain. It fits up to 6 people, plus 2 atop the
Brutal Toughness. Lorcan gains a +1d6 bonus to saving throws and ‘driver’s seat,’ but the carriage goes where Lorcan directs without
death saves (treating final results of 20 or higher on a death save as a actually needing a driver. Lorcan can see whatever is ahead or slightly
natural 20). to the side of the carriage as long as he holds the figurine, allowing
Feat: Grappler. Lorcan has advantage on attack rolls against a creature him to steer it. Otherwise, the carriage follows general directions but
he is grappling and he can use an action to try to pin a creature he’s swerves or stops to avoid hazards.
grappled. To do so, Lorcan makes another grapple check. If he suc- Healing Potions. Lorcan carries 3 potions of superior healing.
ceeds, Lorcan and the creature are both restrained until the grapple Actions
ends. Extra Attack. Lorcan attacks three times when he takes the attack
Feat: Two-Weapon Fighting. Lorcan is able to draw two one-handed action, and he can use his bonus action to make a fourth attack using
weapons simultaneously and he’s able to use two-weapon fighting two-weapon fighting.
with weapons that are not light. Enchanted Longswords (2). Melee Weapon Attack: +10 to hit, reach 5
Fighting Style: Two-Weapon Fighting. When Lorcan engages in ft., one target. Hit: 13 (1d8+1d6+5) magical slashing damage.
two-weapon fighting, he can add his ability modifier to the damage of Daggers (8). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
the second attack. range 20/60 ft., one target. Hit: 10 (1d4+1d6+4) piercing damage.

10 | EN5ider Presents: Cauldron-Born, Part Four


Appendix B: Kell-Guild Stats

Kate Glenn Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
Medium humanoid (human), chaotic evil cleric 5 1st level (4 slots): charm person, cure wounds, detect magic, disguise
Armor Class 17 (breastplate, shield) self, guiding bolt, healing word
Hit Points 22 (5d8) 2nd level (3 slots): hold person, silence, mirror image, pass without
Speed 30 ft. trace
STR DEX CON INT WIS CHA 3rd level (2 slots): blink, dispel magic, magic circle, spirit guardians
10 (+0) 13 (+1) 10 (+0) 12 (+1) 16 (+3) 14 (+2) Trickster’s Touch. Kate can use her action to give a creature she
Saving Throws Wis +6, Cha +5 touches advantage on Dexterity (Stealth) checks for 1 hour. The
Skills Arcana +4, Deception +5, Intimidation +5, Stealth +4 duration ends early if she uses this feature again before 1 hour is over.
Senses passive Perception 13 Actions
Languages Common, Primordial Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
Challenge 4 (1,100 XP) (1d6) bludgeoning damage.
Channel Divinity (1/Short Rest). Kate can channel divine energy Broken Pistol (10 bullets). Ranged Weapon Attack: +4 to hit, range
directly from her deity, using that energy to fuel one of two magical 30/60 ft., one target. Hit: 5 (1d8+1) piercing damage.
effects.
Blessed Deception. Kate can use an action to create an illusion of Rufus Hammerton
herself. The illusion remains until she concentrates on a spell, loses Medium humanoid, chaotic evil
concentration, or after 1 minute. The illusion appears in an unoc- Armor Class 17 (studded leather, shield)
cupied space that she can see within 30 feet of her. On her turn Hit Points 33 (6d8+6)
she can use her bonus action to move the illusion up to 30 feet to a Speed 30 ft.
space she can see, but it must remain within 120 feet of her. STR DEX CON INT WIS CHA
While the illusion lasts, Kate can cast spells as if she were in 14 (+2) 16 (+3) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
its space. She still uses her own senses (and is unable to perceive Saving Throws Str +5, Dex +6
through the illusion itself). In addition, she has advantage on attack Skills Acrobatics +9, Animal Handling +2, Athletics +5, Deception +4,
rolls against a creature within 5 feet of both her and her illusion. Intimidation +4, Perception +2, Stealth +9
Turn Undead. As an action, Kate presents her holy symbol and Senses passive Perception 12
speaks a prayer censuring the undead. Each undead within 30 feet Languages Common, Primordial
that can see or hear her must make a DC xxx Wisdom saving throw. Challenge 4 (1,100 XP)
If the creature fails its saving throw, it is turned for 1 minute or Grappler. Rufus has advantage on attack rolls against a creature he
until it takes any damage. An undead that fails its saving throw is is grappling and he can use an action to try to pin a creature he’s
instantly destroyed if its challenge rating is 1/2 or below. A turned grappled. To do so, Rufus makes another grapple check. If he suc-
creature must spend its turns trying to move as far away from Kate ceeds, Rufus and the creature are both restrained until the grapple
as it can, and it can’t willingly move to a space within 30 feet of her. ends.
It also can’t take reactions. For its action, it can use only the Dash Leaper. Rufus is always considered to have a running start when jump-
action or try to escape from an effect that prevents it from moving. ing and can make a DC 14 Dexterity (Acrobatics) check to reduce
If there’s nowhere to move, the creature can use the Dodge action. falling damage by 7 (2d6).
Equipment. Kate carries a wand of rope trick (8 charges) and wand of Sneak Attack (1/turn). Rufus deals an extra 14 (4d6) damage when
invisibility (6 charges). he hits a target with a weapon attack and has advantage on the attack
Feat: War Magic. Kate has advantage when she is concentrating on a roll, or when the target is within 5 feet of an ally of his that isn’t
spell and has to make a Constitution saving throw from taking dam- incapacitated and Rufus doesn’t have disadvantage on the attack roll.
age. She can wield weapons or a shield in both hands and still make Actions
somatic components for spellcasting, and she can use her reaction Multiattack. Rufus attacks with his shortsword.
to cast a spell (maximum casting time: 1 action) at a creature that Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
provokes an opportunity attack from her. Hit: 6 (1d6+3) piercing damage.
Spellcasting. Kate is an 5th-level spellcaster. Her spellcasting ability is Alchemist’s Fire. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Wisdom (spell save DC 14; +6 to hit with spell attacks). She has the one target. Hit: The target takes 2 (1d4) fire damage at the start of
following spells prepared from the cleric’s spell list: each of its turns. A creature can end this damage by using its action
to make a DC 10 Dexterity check to extinguish the flames.
Tanglefoot Bag. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
target. Hit: The target becomes covered in hardening sap and must
succeed a DC 10 Strength check or gain the grappled condition. At
the start of each of its turns, the target receives another check to
remove the grappled condition. The sap can also be destroyed (AC 13,
6 hp).

EN5ider Presents: Cauldron-Born, Part Four | 11


Appendix B: Kell-Guild Stats

Nick Reder Quentin Augst


Medium humanoid (human), chaotic evil monk 1/fighter (champion) 4 Medium humanoid (human), neutral evil
Armor Class 18 (plate mail) Armor Class 14 (studded leather)
Hit Points 31 (1d8+4d10+5) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 13 (+1) 10 (+0) 8 (–1) 8 (–1) 15 (+1) 10 (+0) 17 (+3) 13 (+1) 14 (+2)
Saving Throws Str +7, Dex +5 Saving Throws Wis +3
Skills Acrobatics +5, Deception +2, Perception +3, Stealth +5 Skills Deception +6, History +5, Insight +5, Intimidation +4, Investiga-
Senses passive Perception xxx tion +5, Persuasion +4
Languages Common, Primordial Senses passive Perception 11
Challenge 4 (1,100 XP) Languages Common, Dwarvish, Giant, Primordial
Action Surge (1/Short Rest). Once on his turn, Nick can take an ad- Challenge 1 (200 XP)
ditional action on top of his regular action and a possible bonus action. Eyes of Charming (3 charges). Augst can expend 1 charge as an action
Improved Critical. Nick’s weapon attacks score a critical hit on a roll to cast the charm person spell (save DC 13) on a humanoid within 30
of 19–20. feet of him, provided that he and the target can see each other. The
Martial Arts. Nick can use Dexterity instead of Strength for the lenses regain all expended charges daily at dawn.
attack and damage rolls of his unarmed strikes and monk weapons. Actions
In addition, when Nick uses the Attack action with an unarmed strike Multiattack. Augst attacks twice.
or a monk weapon on his turn, he can make one unarmed strike as a Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
bonus action. 20/40 ft., one target. Hit: 4 (1d4+2) piercing damage.
Second Wind (1/Short Rest). On his turn, Nick can use a bonus action Alchemist’s Fire (3). Ranged Weapon Attack: +3 to hit, range 20 ft.,
to regain 1d10+4 hit points. one target. Hit: 2 (1d4) fire damage, and the target takes 2 (1d4) fire
Actions damage at the start of each of its turns. A creature can end this dam-
Martial Arts Attack. Nick can use a bonus action to attack a second age by using its action to make a DC 10 Dexterity check to extinguish
time with Martial Arts while he’s using unarmed strikes or a monk the flames.
weapon.
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d4+4) bludgeoning damage. Lesser Thugs
Musket (20 bullets). Ranged Weapon Attack: +5 to hit, range 60/150
ft., one target. Hit: 8 (1d12+2) piercing damage. Kell-Guild Veteran Musketeer
Tanglefoot Bag (2). Ranged Weapon Attack: +6 to hit, range 20/60 Medium human, chaotic neutral
ft., one target. Hit: The target becomes covered in hardening sap and Armor Class 14 (studded leather)
must succeed a DC 10 Strength check or gain the grappled condition. Hit Points 22 (4d8+4)
At the start of each of its turns, the target receives another check to Speed 30 ft.
remove the grappled condition. The sap can also be destroyed (AC 13, STR DEX CON INT WIS CHA
6 hp). 14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
Notes Nick’s preferred method of combat is to throw a foe then hold Saving Throws Str +4, Con +3
them on the floor while dislocating their shoulders until they submit. Skills Acrobatics +4, Intimidation +3
Mechanically, this is a trip attack, which if successful lets him ki Senses passive Perception 9
throw the target to the ground in an adjacent unoccupied space, and Languages Common, Primordial
then make a grapple attempt as a swift action. Each turn thereafter Challenge 1 (200 XP)
he makes grapple checks to hold the target and deal unarmed strike Actions
damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Musket (20 bullets). Ranged Weapon Attack: +4 to hit, range 60/150
ft., one target. Hit: 8 (1d12+2) piercing damage.

12 | EN5ider Presents: Cauldron-Born, Part Four


Appendix B: Kell-Guild Stats

Kell-Guild Technologist The drill-dart releases enough gas to fill up to a 10-foot cube with
Medium human, neutral tranquilizing gas. Each round a creature is in the gas it must succeed
Armor Class 15 (studded leather) on a DC 12 Constitution saving throw or gain one level of exhaus-
Hit Points 18 (4d8) tion. When a creature has 3 levels of exhaustion from this gas it falls
Speed 30 ft. asleep for 1d4 hours and is immune to its effects until the creature
STR DEX CON INT WIS CHA wakes. Once they are able to breathe normally again, awake creatures
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 12 (+1) exhausted by this gas lose 1 level of exhaustion each round. The gas
Saving Throws Dex +5, Int +4 can be cleared out by opening a window, but that of course is the goal
Skills Acrobatics +5, Animal Handling +3, Arcana +4, Perception +5, of the gadget: to force targets to remove their cover.
Stealth +7; thieves’ tools +2 REActions
Senses passive Perception 15 Uncanny Dodge. When an attacker the Kell-Guild Technologist can see
Languages Common, Primordial hits them with an attack, the Kell-Guild Technologist can use their
Challenge 3 (700 XP) reaction to halve the attack’s damage against them.
Evasion. When the Kell-Guild Technologist is subjected to an effect
that allows them to make a Dexterity saving throw to take only half Kell-Guild Pistoleer
damage, they instead take no damage if they succeed on the saving Medium humanoid (human), chaotic neutral
throw, and only half damage if they fail. Armor Class 14 (studded leather)
Sneak Attack (1/turn). The Kell-Guild Technologist deals an extra 7 Hit Points 33 (6d8+6)
(2d6) damage when they hit a target with a weapon attack and have Speed 30 ft.
advantage on the attack roll, or when the target is within 5 feet of an STR DEX CON INT WIS CHA
ally of theirs that isn’t incapacitated and the Kell-Guild Technologist 14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1)
doesn’t have disadvantage on the attack roll. Saving Throws Str +4, Dex +4
Actions Skills Athletics +6, Acrobatics +4, Deception +3, Perception +3,
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Stealth +4
6 (1d6+3) piercing damage. Senses passive Perception 13
Musket (20 bullets). Ranged Weapon Attack: +5 to hit, range 40/120 Languages Common, Primordial
ft., one target. Hit: 9 (1d12+3) piercing damage. Challenge 1 (200 XP)
Time Bomb Launcher (2 bombs). Ranged Weapon Attack: +5 to hit, Grappler. The Kell-Guild Pistoleer has advantage on attack rolls against
one object or surface within 40 feet. Hit: A fist-sized projectile with a creature they are grappling and they can use an action to try to pin
four prongs digs into the target and attaches, its clock arms ticking a creature they’ve grappled. To do so, the Kell-Guild Pistoleer makes
loudly once per second. After one round it begins ticking twice as fast, another grapple check. If they succeed, the Kell-Guild Pistoleer and
and after two rounds it ticks four times per second. At the end of the creature are both restrained until the grapple ends.
the third round the bomb explodes in a 20-foot radius. Each creature Strangler. When the Kell-Guild Pistoleer starts their turn grappling a
in the area must succeed on a DC 12 Dexterity saving throw, taking creature, the creature they are grappling takes Sneak Attack.
35 (10d6) fire damage on a failed save, or half as much damage on a Sneak Attack (1/turn). The Kell-Guild Pistoleer deals an extra 3 (1d6)
successful one. damage when they hit a target with a weapon attack and has advan-
Before it explodes, the explosive can be detached with a DC 14 tage on the attack roll, or when the target is within 5 feet of an ally
Strength check, and the countdown can be stopped with a DC 16 of the Kell-Guild Pistoleer that isn’t incapacitated and the Kell-Guild
Intelligence (thieves’ tools) check. Pistoleer doesn’t have disadvantage on the attack roll.
The maximum effective range it can be shot is 40 feet. If it hits Actions
flesh the time bomb bounces off and does not arm. The timer can be Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
manually set as an action, and can be set to anywhere from 3 rounds Hit: 5 (1d6+2) piercing damage.
to 10 rounds. Broken Pistol (10 bullets). Ranged Weapon Attack: +4 to hit, range
Tranq Drill-Dart Gun (2 darts). Ranged Weapon Attack: +5 to hit, 30/60 ft., one target. Hit: 6 (1d8+2) piercing damage.
range 40/160 ft., one target. Hit: 6 (1d6+3) piercing damage and if
the target is an object, it is embedded with an arrow-like device. When
it hits an object like a door, a spool inside the device activates a drill
that bores a narrow hole through surfaces up to 3 inches deep. One
round later, the device sprays gas through the hole.

EN5ider Presents: Cauldron-Born, Part Four | 13


Appendix B: Kell-Guild Stats

Kell-Guild Scoundrel Bull Dog


Medium humanoid (human), chaotic neutral Small beast, unaligned
Armor Class 15 (studded leather, dual wielder) Armor Class 13 (natural armor)
Hit Points 33 (6d8+6) Hit Points 9 (2d6+2)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (–1) 12 (+1) 13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)
Saving Throws Str +4, Dex +4 Skills Acrobatics +6, Perception +5, Survival +3
Skills Acrobatics +4, Animal Handling +3, Deception +3, Intimidation Senses passive Perception 15
+3, Perception +1, Stealth +6 Languages —
Senses passive Perception 11 Challenge 1/4 (50 XP)
Languages Common, Primordial Keen Hearing and Smell. The bulldog has advantage on Wisdom
Challenge 1 (200 XP) (Perception) checks that rely on hearing or smell.
Sneak Attack (1/turn). The Kell-Guild Scoundrel deals an extra 3 Actions
(1d6) damage when they hit a target with a weapon attack and has Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
advantage on the attack roll, or when the target is within 5 feet of (1d6+1) piercing damage and the target is grappled (escape DC 11).
an ally of the Kell-Guild Scoundrel that isn’t incapacitated and the
Kell-Guild Scoundrel doesn’t have disadvantage on the attack roll.
Actions
Extra Attack. The Kell-Guild Scoundrel attacks twice.
Shortswords (2). Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Alchemist’s Fire (2). Ranged Weapon Attack: +4 to hit, range 20 ft.,
one target. Hit: 2 (1d4) fire damage, and the target takes 2 (1d4) fire
damage at the start of each of its turns. A creature can end this dam-
age by using its action to make a DC 10 Dexterity check to extinguish
the flames.
Tanglefoot Bag (2). Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: The target becomes covered in hardening sap and
must succeed a DC 10 Strength check or gain the grappled condition.
At the start of each of its turns, the target receives another check to
remove the grappled condition. The sap can also be destroyed (AC 13,
6 hp).

14 | EN5ider Presents: Cauldron-Born, Part Four


Players’ Handout:
Bad Boys, Bad Boys
Goal. Targets.
Dismantle Kell’s guild and force him into the open, then take him • Front. Guild-affiliated business. Low resistance.
down. To do this, send the 50 police officers of your task force on • Den of Thieves. Guild hang-out. Medium resistance.
missions to acquire leads, take out Kell’s support, and eventually • Illicit Transaction. Major scheduled crime. Medium
attack his strongholds. resistance.
Kell’s seat of power is the Theater of Scoundrels, in the district • Stronghold. One of three well-defended compounds. High
Parity Lake. He’s known to have three lesser strongholds: a fancy resistance.
tower called Grand Suites, and a mansion dubbed Casa de Kell, • Theater of Scoundrels. The guild’s seat of power in eastern
both in Parity Lake; and a gated compound called Machete Hill in Parity Lake. Very high resistance.
The Nettles.
The guild likely has affairs in other districts. The districts of Missions.
Flint include Bosum Strand, Central, North Shore, Parity Lake, You can trade in a Task Force Token before a mission to get +2 to
Pine Island, Stray River, The Ayres, and The Nettles. your roll for that mission.
Case a District. Intelligence (Investigation) or Charisma (Per-
Mechanics. suasion). Look for fronts, dens, and transactions in one district.
Each officer can perform one mission per day, and you have 4 days, Success reveals 1 or more items of interest. Minimum officers 2.
from Spring 9 to Spring 12. You can call in favors for additional aid, Optimal 6.
and can go on missions yourself, but each mission you join takes 4 Scout. Wisdom (Perception). Choose a known location and find
hours of your time, and there are other matters that need attending. out about it, including number of defenders. Minimum officers 1.
For each mission, choose how many men to send, and which Optimal 3.
district to send them to, and then roll the officers’ skill check. If Bust Up a Joint. Charisma (Intimidation). Go into a Front or a
you accompany, you can use your skill modifier instead. This check Den of Thieves to look for information. Success earns 1 TFT at a
determines success or failure. front, or 2 TFTs at a den of thieves. Minimum officers is equal to
The GM may call for an additional check to avoid a mishap. For number of defenders. Optimal is three times that many.
instance, the Scout mission requires a Wisdom (Perception) check Sting. Charisma (Intimidation). Swoop in during an Illicit
to see how many thugs are at a location. The GM might ask for Transaction. Success earns 1 Strike and 1 TFT. As above, you want
a Dexterity (Stealth) check to keep the thugs from spotting the three times number of defenders, but you cannot scout for a sting,
surveillance officers and attacking. so be careful.
Each mission has a Minimum Officer entry and an Optimal Of- Assault. Attack a stronghold to earn 1 Strike. Attack the Theater
ficer entry. Take a –5 penalty to the check for less than optimal, and of Scoundrels to earn 3 Strikes.
disadvantage as well for less than minimum.
Successful missions can acquire Task Force Tokens (TFTs) and Task Force Tracking
Strikes. TFTs help on later missions, and Strikes erode the guild’s Enter numbers or hash marks below to track how many officers you
cohesion. Failure wastes time and might cause casualties. have available, how you deploy them, and how successful you are.

Spring 9 Spring 10 Spring 11 Spring 12 Final


Available

Officers
Additional Resources
Total Manpower
Case a District
Deployed

Scout
Bust Up a Joint
Sting
Assault
TFTs Acquired
TFTs Expended
TFTs Remaining
Results

Strikes Acquired
Casualties
Remaining Officers
Strikes Total

EN5ider Presents: Cauldron-Born, Part Four | 15


Players’ Handout:
Epistle from Heid
I, Vlendam Heid, son of Anisim Heid, son of Modya Bohm, dictate this letter
to professional typist Kimsta Vicked, who uses only the finest Zhugo-brand
mecha-typographs. It was delivered by Trekhom-based Mori Couriers.
May you have the wisdom and calm to face your coming end.
I send this in hopes it can help you prepare for whatever end may befall
you. While I accept not all who are exposed to my writings and speeches shall
interpret them as I would desire, it does not surprise me that some radicals
claim the name of this movement I inspired and pervert it to ends inimical
to my intentions, and to what I believe any good citizen of this world, man or
dwarf, would support.
There is, in the frigid north of Drakr, a dwarf woman named Grandis Kom-
anov whom I cannot in good faith call a philosopher. Rather she is, if I may
use a pejorative term, a spiritual leader. One of Komanov’s adherents came
to me this evening and in a most vulgar fashion bragged of what one of his
peers would be doing in your city of Flint. I believe he thought I would show
him approval, but his intentions — and moreover his enthusiasm for the meth-
ods — repulsed me.
Komanov has taken the volumes of writing I have produced, condensed them
to a simple aphorism “Prepare for the end,” and then encouraged an interpre-
tation that more closely resembles “Make things end.” You may not be familiar
with my nation’s old history of monsters in the frozen wastes, but we are
always putting up with zealots who derive worldly power by preying on the
beliefs of those seeking spiritual power from these long-perished entities. Ko-
manov continues this tradition, but appears much more invested in the fiction
she has produced.
In short, my visitor this night claims a group of Komanov’s followers — who
alas have several days’ head start on this letter — head now to Flint with the
intention of disrupting your peace summit and causing a great tide of mayhem
and death. They think peace between your two nations will forestall a dooms-
day they greatly desire.
I feigned interest in my visitor’s claims, and elicited two pieces of informa-
tion you might value. First, the leader of this group is Grundun Zubov who
is not known to me. Second, they have hired a crack marksman for reasons I
can only guess, one Kvarti Gorbatiy. His name kindled some recognition, and
I pored through old correspondence to find a letter he had written me a few
months past. Unless his demeanor has greatly changed in the intervening
time, I suspect his involvement is mercenary and not philosophically aligned
with Komanov’s radicalism.
While I assume you will pursue actions to obviate any disaster they intend,
I entreat you first to prepare yourself that your best efforts may fail and that
you might perish in undertaking your duty. Nevertheless, I wish you success.

16 | EN5ider Presents: Cauldron-Born, Part Four


GM Reference:
Kell‑Guild Takedown
Location and Transaction
Scouted Location Defenders Defeated? Scouted Location Defenders Defeated?

Transaction Tracker Day Tracker


Scouted Transaction Defenders Defeated? Officers Moles TFTs Strikes
Spring 9
Spring 10
Spring 11
Spring 12
Maximum three strikes from illicit transactions.

Assault Tracker
Site Base Defenders Trait Current Defenders Defeated?
Grand Suites 30 Tunnels—1d6 reinforcements per day
Casa de Kell 22 Trapped. Dexterity (thieves’ tools) check vs DC 15
to avoid 1d8 deaths.
Machete Hill 21 or 25 w/Rufus Cannons kill 2d6 attackers if not successfully
scouted.
Theater of Scoundrels 100—(20 per defeated stronghold)

Kell Tracker
Strikes
1 2 3 4 5 6 7 8
Hide Feint Flee

EN5ider Presents: Cauldron-Born, Part Four | 17


GM Reference: Timeline
I
n between scripted the scenes the party will likely be working to find

Kell, Ekossigan, or the eschatologists. Scenes that involve the B-Team are marked

with an asterisk to help you keep track of when to switch over to them.

Spring 8

• Afternoon. The party meets with King Aodhan. Asrabey embroils the party in the search for
Ekossigan.

• Afternoon.* The B-Team picks up Brakken, and eschatologist snipers strike.

Spring 9

• Morning. The party and B-Team examine the broken golem. A letter from Vlendam Heid arrives, as
does an invitation from Captain Dale. The party takes command of the task force to capture Kell.

Spring 10

• Morning. Asrabey asks the party to take him to Gale.

• Evening.* The B-Team escorts Brakken to the club Sunset Bench, one of Kell’s fronts.

• Late Night. An Eschatologist ship full of monsters arrives.

Spring 11

• Morning.* Brakken and the B-Team witness a paranoid mob in the Cloudwood.

• Evening. An opera gives the party a chance to nab Kell’s lawyer.

Spring 12

• Morning. Zubov leads the eschatologist attack on the subrail station.

• Evening. At sunset paranoia in the Cloudwood leads a mob to murder the mayor.

• Late Night. Ekossigan performs his ritual sacrifice just before midnight.

Spring 13

• Pre-Dawn. Kell leaves his hide-out, giving the party a chance to take him down.

• Afternoon. Han Jierre and his niece Lya arrive.

• Evening. Opening dinner of the peace summit.

• Midnight. The king will be able to send the party to the Bleak Gate if they have not already found a
way.

18 | EN5ider Presents: Cauldron-Born, Part Four

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