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Playtest & Quickstart Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
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Table of Contents

06 Introduction
08 Akara Wondrous the stone of these ancient walls,
10 Torn shattered by fate.
12 Rule Changes in Scavenger The buildings of the city have crumbled.
14 Shards The work of giants of old lies decayed.
16 Scavenger’s Equipment Roofs are long tumbled down,
20 Scavenger Roles The tall towers are now in ruins.
22 Invokers Empty are the streets,
24 Mystics Tiles weathered and fallen, undermined by age.
26 Nomads
28 Warlords All the inhabitants succumbed to pestilence.
30 The Path of Exiles Swept away are the great warriors.
34 Act 1: The Ghost Town of Umbar Their towers and walls are deserted,
36 Act 2: The Umbar Massacre the desolate city crumbles away.
38 Act 3: Spears that Skewer Stars Who could repair any of it,
40 Act 4: In the Shadow of Tarnak’s Walls for they are long dead.
42 Adventure Bestiary
48 Character Sheets - unknown poet

4 5
Introduction
There is a land: let us call her Akara. Within this playtest, you will find the following:

Imagine our own Earth’s Bronze Age. City-states flourish, each • Base game rules changes for the SCAVENGER setting
the beginnings of civilization in its own way. Metalworking is (page 08).
a technology new and bold; copper and tin and gold and, yes,
bronze forge jewelry and blade twinned. Limestone monoliths • Shards and the shard-system for magic and artifice
call suspicious tribes from the wilderness with promises unique (page 10).
to the New Age. These tribes, though they listen, are wary
nonetheless--many answer, many do not. • A new encumbrance system and replacements for armors
and weapons unfitting to the world (page 12).
Yes, this is Akara. No. This was Akara. Quake does the earth,
violently, recklessly. Extinction seeps from canyons that • Scavenger Roles--an exciting new way to explore the
swallow nations. Creatures older than mankind die and their character classes from core 5th Edition with alternative class
bones crumble alongside falling mountains. Witness the end features (page 16).
of days. But Akarans--those humans and kith and morg--are
desperate enough for salvation to go to places no life has ever In addition to the above materials for playtesting, this document
been before. A World Torn Apart lies just beyond the ken of serves as a quickstart for the setting. This includes:
Akara. Let us not mince words: it is a confusing and convoluted
space in a dimension beyond Akara’s own. But it is there that • The map of Akara, and a short primer for its various
hope can be found as frequent as death on the older side. locations (page 06).

This is the world you inhabit, scavenger. You are a refugee or • A short roll-table of adventure seeds (page 06).
you were born in one of the few remaining city-states and you
know that if you stay as you are now, you will die. So you go • The 3rd level adventure “The Path of Exiles” (page 26).
out into Akara, and you venture through the Monolith into
Torn, and you seek, you search, you scavenge for some way • 8 pre-generated characters created using the SCAVENGER
to save what is precious to you. And in that process, you will rules (page 40).
change.
• An example space in Torn, the trans-dimensional and alien
This is the end, and this is the beginning, and most of all, this is world, for scavengers to adventure (page 07).
SCAVENGER.
This is all in preparation for the first official book using this IP,
This document is a playtest for the SCAVENGER game and a SCAVENGER, which will be going to Kickstarter later this year.
quickstart to playing in its core setting. Built off of the D&D The full book will contain much of what’s in this document and
5th SRD, SCAVENGER is a setting where characters exploring more--a full explanation of the setting, the cities, Torn, additional
a world dying and another world alien are searching for hope, races, magical items, a bestiary, and more.
power, riches, or just a way to save their loved ones. It brings the
5th edition’s exploration rules to the forefront, and supplements Feedback can be completed by completing a survey found on
them with in-depth social conflicts. the ScavengerWorld.net website, email to one of the creators, or
through our SCAVENGER FaceBook page. We greatly await your
Ultimatley: you are Bronze Age punks desperately adventuring feedback and are excited to polish what we have into something
in a trans-dimensional world. truly special.

6 7
Bataar Mur

Akara In the northwestern swamps bordering the Old Sea is Bataar. Atop a mountain unclimbable is the city-state of Mur.
The Assassin’s House, as many call it, is the origin of both Outsiders are forbidden from entering and trade is done miles
Akara’s many colorful dyes and those poisons that are truly away, at the mountain’s base. The Murish produce
legendary. Frogs are sacred to the Batash, and in the main overwhelming amounts of gold and stonecraft that are shaped
square is a great statue toad statue that represents the city’s unmatched--it is rumored that something divine guides their
founding myth. The Batash are silver-tongued and clever hands, and that every citizen is wealthy as a king and a god of
While Akara is the name given to the world as a whole, it refers in particular to a sub-continent hemmed in by
beyond responsibility. Thus, their city is a place of strange art. In reality those that are neither slave nor noble are
mountains and ashen wastes to the northeast, an ocean to the west, and a smaller, drier continent to the south.
intrigues, stark assassinations, and wild festivals. indoctrinated into a belief that their poverty is somehow equal
The Great Dying, also known as the Cataclysm, racks her with earthquakes and plagues and famine, which in
to the rulers of other lands.
turn spawn wars and swallow homes. There is no king or queen or otherwise ruler of Akara--she is instead
ruled by a mixture of displaced tribes and the few remaining city-states.
Other Locations
Tribes
From the deific Serpent Pillars of the south to the
Ta r n a k Kanuma crossroad-town of Stig and the ruins of the once great Tepe,
There are the Pua, the Odilord, the Yualat, and many more
beyond. Most have disappeared. Those left have joined
beyond that, Akara is a place where much is lost, waiting to pilgrimage to city-states or been decimated by a rival tribe.
The most famous and, arguably, powerful of the remaining No city-state is as loathed as the constellation-worshipping
be found, or waiting to kill whoever challenges that which it Though they are not city-dwellers, they are not uncivilized.
city-states, Tarnak has become the glowing beacon of hope for Kanuma. Behind their great walls, these slavers send out raiders
holds dear. Akaran tribes are rich in tradition and artifice, proud too; above
much of the world’s refugees. At the city’s heart is the to bring both shards and flesh back in hopes of surviving the
Cataclysm. As Akara continues to spiral, so too do Kanuma’s all, forever searching for a place better.
Monolith: a massive and strange pillar that, when entered,
serves as a gateway to the World Torn Apart, --Torn for short. raids become more frequent. Peoples
There, alien shards of great power are mined, and new lands The Great Dying
are explored in hopes of discovering a means of saving or Travelers learn to recognize their strange star-spears as a
Akara was home to many different peoples before the
escaping Akara. Tarnak is steeped in political and social warning to escape lest they be taken and forced into the
Cataclysm erupted. In addition to humanity, there were the Otherwise known as the Cataclysm, something is actively killing
conflict; shards have created cults, factions, and artificers gladiatorial blood pits.
whispering men, the pygmies, the bloodless--all types of the world of Akara. Her oldest and greatest creatures are going
desperate to rise above the other. human that, now, have perished. Humanity is almost alone; extinct, city-states are being earth-swallowed, and strange
only the kith--a short species intune with nature and radiations warp her lands. As Akara is torn apart, the many
emotionally connected to one another--and the morg, peoples that call this land home are left with nothing but the
a four-armed race of pragmatic nomadic warriors, remain. promise of a pitiful death.

8 9
Torn
With the advent of the Great Dying, the strange d6 Adventure seed in Akara
Monolith in the center of Tarnak awoke. It opened with
a great rumble and the sound of shifting metal. Brave, Seeking refuge in Tarnak, the scavengers are ambushed by
though unprepared, souls ventured in. Those unfortunate Kanuman star-raiders on the road. In their midst is a man
enough to return spoke of a strange world, one where 1 whose eyes are shards and who claims to have seen the
shards of blood-red crystal grew from the ground, where scavenger’s futures--they will die if they do not take him to
the sky was not always blue, where whatever laws that Dal Raka; a place he believes to be holy.
bound Akara apply not in full.
The scavengers go to Bataar to find an antidote to a poison
contaminating and killing their loved one’s. There, they realize
This place, dubbed the World Torn Apart for its 2 that the woman who made the poison died in an earthquake,
mix-matched horror, or Torn for short, has become the
prime suspect in both the Great Dying and humanity’s and that her missing wife holds the antidote.
potential salvation. There is much to Torn. In this
Four mekards from Mur approach the scavengers. They offer
document, only a taste is offered.
more gold than the party has ever seen in return for them
3 coming to Mur and finding their Oracle, who is missing in the
city’s catacombs.
The Plains Where Glass-Tears Weeps
From Wounded Grass 4
An akarok, the great furred sky-hunter, crashes dead, close by
the scavengers’ camp. When they arrive, they see the
star-spears of Kanuman raiders approaching from the horizon.
A great grassland yawns horizon to horizon. The grass
is red, and smells of rain that never falls. When touched An artificer of Tarnak believes that he has created a way to
opaque tears flow out. Here, the blue sky fades into a bring dead creatures back to life. In exchange for killing and
crimson twilight and back again, never turning night in full. 5 bringing him the fossils of 5 extinct creatures, they will give the
scavengers a shard per party member.
The first scavengers to explore these plains believed the
A strange mist has been rolling in from the Sea of Songs. The
great hills dotting these plains to be old mountains. On
scavengers learn that this mist may originate from Torn, and
further inspection, they turned out to be burrows, or
perhaps long-dead nests, filled with strange bones, odd 6 others believe it may be a new way of entering Torn. On the
way to investigate, competing parties of scavengers seek to
artefacts, and yes, shards too.
sabotage the scavengers.
What truly births the name of these plains are the strange
tears that spills from touched grass. Cold to the finger and
somehow sharp despite being a liquid, these glass-tears
have become a valued resource for Akara’s many artificers. d4 Adventure seed in Torn
More importantly, white fountains of ivory and mysterious
bone appear and disappear on the horizon, and from these A loved one is assaulted and nearly killed. The attacker, afraid
fountains spill in tears uncountable. 1 of retribution, flees into Torn with not only their sin, but with
something valuable of the scavengers’ as well.
Rumor tells a tale that following the horizons will lead to
an ocean upon which floats a city of bone and glass where On the Plains Where Ammonia Weeps, the wind whispers the
salvation (or riches) can be found in great hordes. Adding scavengers name as they approach a certain burrow. When
truth to these tall-tales are shard-engraved maps 2 opened, the bones seem fresh and the glimmer of shards in
discovered in opened burrows. Alas, until Torn is further abundance shines bright as diamond.
explored, where these maps truly lead no one knows.
A rival scavenger party appears, decimated down to 1 or 2
surviving members. They beg the party for succor and, if
3 granted, will disappear while everyone is sleeping. The
vscavengers will be missing most of their shards, and a trail
leads directly to an opened burrow.

On the horizon, a fountain spills great gallons of glass-tears


onto the ground. When approached, it shimmers like a heat
4 haze, and a nest is revealed to be where it once stood. And
inside that nest, sings running water and tinkling wind chimes.

10 11
Rule Changes in Scavenger
A number of rules changes have been drafted up below for the purpose of enhancing the SCAVENGER
game experience. This place, dubbed the World Torn Apart for its mix-matched horror, or Torn for short,
has become the prime suspect in both the Great Dying and humanity’s potential salvation. There is much
to Torn. In this document, only a taste is offered.

Attribute Proficiency Attitudes Turned Tables Morale


Instead of Skill Proficiencies, scavengers are proficient in ability Creatures other than the scavenger characters have either a When a creature or group of creatures begins to lose a fight,
checks made with any attribute in which they are proficient. friendly, indifferent, or hostile attitude towards the Reason for fleeing they may flee due to any of circumstances listed in Turned Tides
Features that give scavenger’s Skill Proficiencies instead give scavengers. Determine the starting attitude of the creature table below. The GM should roll a DC 20 Charisma saving throw
them proficiency in that attribute. depending on the situation in which the scavengers encounter The creature or group is surprised by 3 or more other for each individual creature or group of creatures. On a failure,
If the scavenger already has proficiency in that attribute, they it. A DC 10 Wisdom check as an action allows the scavengers to creatures the creature or group or creatures are frightened towards the
add double their proficiency bonus whenever they make an determine the attitude of a creature or group of creatures. scavengers and must use their turn to move as far away as
ability check in a situation related to the skill. For example, if the The creature is reduced to half its maximum hit points for the possible for 1d10 minutes.
scavenger is proficient in Intelligence checks and gains a bonus first time during battle If the scavengers or other creatures attack the fleeing group,
proficiency in Religion, whenever they make an Intelligence
Changing attitude. then the creatures will defend themselves and are no longer
Scavengers can improve a creature’s attitude towards them The group’s leader is reduced to 0 hit points or flees frightened.
check concerning religion, they add double their proficiency
(from hostile to indifferent, and from indifferent to friendly)
bonus to the number rolled.
with a DC 20 Charisma check. This check can be forgone if the Half of the group’s original members are dead or
The Expertise class feature gives double proficiency bonus
in the chosen attribute whenever said attribute is used for an
scavengers earnestly assist the NPC in some way. If the unconscious Limited Death Save Success
scavengers do something that the creature would not like, such A scavenger can roll a number of successful death
ability check. The Jack-of-All-Trades feature gives half of the
as stealing from or hurting it, than the scavenger doing the A spell of 3rd level or greater is cast on the creature or group saving throws equal to 3 + their Constitution score. Any death
scavenger’s proficiency bonus to any attributes in which the
action must make a DC 20 Charisma saving throw. On a failure, saving throws made beyond that are
scavenger is not proficient.
the creature’s attitude worsens (from friendly to indifferent, considered failures.
and from indifferent to hostile). This attitude can be reflected A creature or group is outnumbered at a ratio of 1:2
Artefact Usage towards the entire party. Ability checks to change a creature’s
Noticing Creatures While Exploring
Artefacts not powered by shards require a DC 10 Intelligence attitude may only be made once every 24 hours against that
While exploring, consider creatures as groups equivalent to
check to figure out how to work it, as well as everytime the specific creature.
the scavengers. The group that has a member with the highest
artefact is used. Success on a check provides advantage on the Know Intentions passive Wisdom (10 + Wisdom modifier) notices the opposing
next one. Failure means that the artefact does nothing.
Requesting Favors Scavengers can make a DC 15 Charisma check when meeting a
creature to glean one of the following pieces of information:
group 1 minute before they are noticed unless the opposing
The Favor DC table below illustrates the required DC for a group makes themselves known. If one or both groups are
Breaking Cover Charisma check to get a friendly or indifferent creature to do moving in stealth, compare the highest Dexterity rolls in both
A critical attack against a creature behind cover reduces that the scavengers a favor or to stop a hostile creature from It’s alignment groups against the opposing groups highest passive Perception
cover by one tier and destroys ½ cover. attacking. These DC’s can be skewed in favor of roleplaying, score. If a group does not notice another, it is surprised when
though the GM should keep track of the creature’s attitude the other group makes itself known.
towards the scavengers regardless. It’s general intelligence (below 6, between 6-12, or above 12)
Jury Rigged Tools
When making an ability check with a set of tools, a scavenger Role and Background-based Proficiencies
One of its personality traits, ideals, bonds, or flaws Your class selection does not give you proficiencies. Instead,
can instead use any weapons, adventuring gear, or improvised
materials instead of the tools required. The DC for these checks your Scavenger Role gives you a list of proficiencies to choose
from, and your background gives you an additional 2
is increased by +10 and no Proficiency bonus is added to the Attitude in relation to favor DC proficiencies.
roll.
Friendly creature to do a favor at no risk or
0 Tracking situation DC
Climbing Creatures
sacrifice Tracking Creatures and Vehicles
Indifferent creature to do a favor at no risk or To track one or more creatures or vehicles, make an Intelligence
A scavenger can climb another creature that is bigger than it
10 Soft surfaces (mud, sand, snow) 10 or Wisdom ability check. The DC of this check is determined by
by at least 2 sizes. This is an action, requiring the scavenger to sacrifice
the Tracking DC table.
make a DC 10 Dexterity check to grab onto the creature and Friendly creature to do a favor at risk or requiring
start climbing. Creatures being climbed can attempt to shake 15 Natural, unbare surfaces (dirt, grass) 15
sacrifice
off any climbers as a bonus action. In this case, the climber Slow Healing
must make a DC 15 Strength check. The climber has Indifferent creature to do a favor at risk or requir- Bare stone 20 During a long rest, you only recover hit points up to half of your
disadvantage if the creature uses a tool or piece of terrain, such ing sacrifice 20
hit point maximum. Further hit points can be recovered through
as a cliffside, to knock the climber off. spending hit dice.
While climbing a creature, you move your climbing speed and Hostile creature to not attack 25 Each day since the creature passed +5
occupy the same space as that of the creature being climbed,
and all damage rolls against the creature being climbed are Hostile creature not attacking to do a favor at no Creature left a trail such as blood -5
treated as if they rolled their maximum possible damage. risk or sacrifice 20
Poor weather (raining, snowing) Disadvantage
Healing Kits Required No shared languages +5
A scavenger cannot spend hit dice during a short or long rest to
recover hit points without expending 1 use of a healer’s kit. Vehicle or group of creatures Advantage

12 13
Shards
Magic is a foreign power in the world of Akara. Mysticism and ritual, old as thought both, have never had true
power behind them. This changed when shards were discovered in the World Torn Apart.
Shards—sanguine gemstones that radiate undiscovered aethers—have brought light to the wasting Akara.
Alchemists and experimenters have learned that the power of shards can be drawn out and used to create
dazzling effects and weird technologies. In short, they are the foundations for what the uninitiated now call spells.

What Shards are and are not Shardcasting Casting and Preparing Spells
Through experimentation or accident, you have learned how to Your Class Feature table shows how many spell slots you have
in terms of mechanics draw power from shards to accomplish extraordinary feats. You to cast your spells of 1st level and higher. To cast one of these
Shards are the following things:
may believe this to be an act of some deity or merely an spells, you must expend a slot of the spell’s level or higher. You
• A change to 5E Fantasy’s spell slot system.
extension of science or alchemy, but regardless of your belief, regain all expended spell slots when you finish a long rest.
• A thematic way to use 5E Fantasy’s spell system.
the strength you now wield is real as a blade through the
• A thematic way to explain why some scavengers have
throat. When you cast a spell, you must also draw power from a
developed their class features.
number of shards equal to the spell’s level. You can only safely
• An explanation for how artefacts work in the world.
draw power from shards you are attuned to. If you attempt
• A resource to be gathered. Attuned Shards to draw power from shards that you are not attuned to, you
When you gain the Shardcasting feature, you can use shards
lose 2 hit dice per spell level. If you have no available hit dice,
Shards are not the following things: you are attuned to in order to cast cantrips and spells. In Akara,
you instead suffer from 1 level of exhaustion. Casting cantrips
• A replacement for 5E Fantasy’s spell system. you can be attuned to 2 shards or artefacts at a time. In Torn,
requires 1 shard, as if they were 1st level spells.
• A replacement for classes with the you can be attuned to 3 + ½ your total character level
spellcasting feature. (rounded up) shards or artefacts at a time. Shards replace all
If you have no spell slots, you can still draw power from shards
spell components, including those with a price attached to
in order to shardcast. To do so, you must draw power from
them.
A way to gain class features twice the number of shards that are normally required for the
Shards can be powdered into dust and combined with strange spell. For example, if you were casting the spell Fly and had no
ingredients to be consumed. For many, this does nothing other Shard Spells available spell slots, you could draw power from 6 shards to
then producing an absolutely unmatched high and an When you gain this feature, you know a number of spells as cast the spell instead of the normal 3. You can do this a number
extremely vivid trip. For some, the radiating power changes dictated by your Class Feature table. These spells must be of times equal to your proficiency bonus per long rest.
them. Supernatural class features like the Barbarian’s Rage, engraved physically somewhere for you to reference them.
the Ranger’s Primeval Awareness, and the Paladin’s Smite are When shardcasting, the shards you draw on must be within
achieved by ingesting shard-drugs or prolonged exposure to 5 feet of you. For every additional 5 feet the shards are away
shard-based radiation. These individuals are treated strangely How Shards are used mechanically from you, you must draw on 1 additional shard per spell level in
by most, and they are few and far between. Most Akarans will There are 3 ways shards are used in SCAVENGER games: order to shardcast your spell. For example, in order to cast the
never interact with or become someone with such powers— a resource for scavengers to use, a way to gain class features spell Magic Missile with shards 10 feet away from you, you’d
those that get them are both blessed and cursed by shard within the bounds of the world, and a replacement class need to draw on 2 shards instead of 1 in order to shardcast the
alchemy. feature. spell.
Any class that has the Spellcasting feature instead replaces it
with Shardcasting. You prepare the list of spells that are available for you to cast.
Shardcasting Limitations To do so, choose a number of spells that you have engraved
While in Akara, spells from the conjuration, necromancy, and equal to your shardcasting Ability modifier + your shardcasting
A resource for players to use transmutation schools cannot be cast. class level (minimum of one spell). The spells must be of a level
Any magical items or artefacts that have charges are powered When shards are used to shardcast spells of 6th level or higher, for which you have spell slots.
by shards. Shards can only be used a certain number of times roll 1d6. This is your shardcasting limitation die. On a 1, the dice For example, if you’re a 3rd-level wizard, you have four 1st-level
a day, and a scavenger can only be attuned to so many shards. rolled permanently becomes a 1d4, and you must use this 1d4 and two 2nd-level spell slots. With an Intelligence of 16, your
What makes this different than core 5E Fantasy rules are the when drawing power from shards for 6th-level or higher spells. list of prepared spells can include 6 spells of 1st or 2nd level, in
following changes: If you roll a 1 on the 1d4, the shard explodes, dealing 10d10 any combination, chosen from your engravings. If you prepare
force damage to anything within 100’ of the shard. the 1st-level spell magic missile, you can cast it using a 1st-level
• You must be attuned to a shard to cast a spell. A shard Afterwards, the 1d4 rises to 1d6 again. After completing a long or a 2nd-level slot. Casting the spell doesn’t remove it from
attuned for spellcasting cannot be apart of a magical item rest, if your shardcasting limitation die is 1d4, it becomes 1d6. your list of prepared spells.
or artefact. You can break these items to steal their shards The wizard class retains its ability to cast ritual spells, and does
for this use. not require these spells to be prepared. You can change your list of prepared spells when you finish
• In the world of Akara, you have only 2 attunement slots. a long rest. Preparing a new list of spells requires time spent
In the world of Torn, you have 3 + ½ your total character
levels in attunement slots.
Shardcasting Ability Scores studying your engravings and memorizing laws and sciences
Your shardcasting ability score is the same ability score it would behind performing them: at least 1 minute per spell level for
• You can use shards that you are not attuned to for a cost. each spell on your list.
have been if you had the spellcasting feature. You will use your
This applies to shard-based magical items as well. This
shardcasting ability to find your shardcasting save DC and
requires 2 hit dice per shard drawn from. If you have no
remaining HD, you instead gain 1 level of exhaustion.
attack modifier. Learning New Spells
You learn new spells when your Class Features Table indicates
Shardcasting save DC = 8 + your proficiency bonus + your that you have gained new spells learned. However, learning
This means it is beneficial for scavengers to find more shards, Ability modifier
but still dangerous to use them recklessly. new spells does not automatically provide you with new shards.
Shards must be scavenged, stolen, or bought.
Shardcasting attack modifier = your The cleric, druid, and paladin classes do not learn spells.
proficiency bonus + your Ability modifier
Instead, they simply prepare the ones they want to use.
14 15
Scavenger’s Equipment
Encumberance Adventuring Gear Armor and Weapon Replacements
Encumbrance weights are replaced with encumbrance slots. Climber’s kits, clothes, manacles, miner’s picks, and shovels Without more advanced blacksmithing techniques,
Each slot is equal to one item being held in one hand. Armor each consume 2 slots. Rope ladders and tents consume 3 certain weapons and armors don’t exist in Akara.
and clothing can be worn as normal, and contribute ½ their slots. Below, a table stating what weapons and armors are
slots (rounded up) towards your total encumbrance. replaced and what is replacing them is given.
You can carry a total number of encumbrance slots equal to
5 + your Strength, Constitution, and Intelligence modifiers
Ammunition
(minimum 0). If you carry up to 10 additional slots beyond
Bundles of ammunition purchased, such as 20 arrows, Ceramic-cloth
consume 1 slot. Ceramic plates are interwoven with cloth robes to
your total, you have the encumbered condition, listed below.
provide protection. The plates break when struck, but
If you carry more than 10 + your total maximum number of
replacing them is easy for any scavenger, even on the
encumbrance slots, you are considered incapacitated until Currency fly.
you shed the excess weight. Coins, jewels, and other tradable currencies consume 1 slot
for every 100 pieces of currency.
Encumbered: Chitinous hide
Many of Akara’s beast and those found in Torn have
• Your maximum movement speed is cut in half (rounded Tools hides strong enough to turn bronze and rebuke
down). Artisan’s tools, musical instruments, and navigator’s tools
hammers. These hides are taken, cured, and cut into
• You make Dexterity saving throws at disadvantage. consume 2 slots. All others consume 1 slot.
wearable armor.

Containers allow for the carrying of additional equipment, as Exotics Bronze wargarb
seen in the Container Capacity table below. Each container Exotics consume a number of slots unique to the item in
takes up 1 slot if it carries fewer than 6 items, or 3 slots if 6 or A chest-plate of bronze, grieves, bracers, and a skirt
question.
more. of bronze are worn by many scavengers across Akara.
Cultural differences often sees these plates taking on
strange, but effective, shapes.
Weapons
Nowhere in Akara has metal smithing advanced far enough
Starting Equipment for the production of iron, let alone steel or more advanced Ancient bones
metals. Instead, arms of cast bronze, reinforced gold, shaped Creatures long since extinct have had their bones,
stone and glass, or monstrous bone are commonplace. harder than copper, taken and cut into plates,
When making a scavenger character at 1st level, you start
pauldrons, and other pieces of armor to wear. Many of
with the following equipment:
these bones are of strange colors, though few can say
Bola why.
Leather chords weighted with stones are used to disable prey
Either (A) ceramic-cloth or (B) chitinous hides by ensnaring their legs. Critical hits on creatures within 20’
are grappled.
Interlocking exoskeleton
Some massive beetles and other insects have
exoskeletons that, if kept in tact but rearranged,
Either (A) a backpack or (B) 3 sacks. Katar provide a set of armor nigh-impenetrable. These
By taking a bone or bronze blade and affixing it to a suits are expensive to make but lightweight and easy
Either (A) 1 melee weapon that you are proficient in or (B) 1 horizontal H-shaped hilt, a push-dagger such as a katar can to clean.
ranged weapon that you are proficient in and a bundle of be created.
ammunition for it if needed.
Copper wardress
Either (A) 3 healer’s kits or (B) 1 potion of healing. Wrist blade Long dresses of copper plates are taken and bound
A 2 ½’ foot-long piece of metal or bone attached to a with straps of leather, creating a loud suit of armor
wooden contraption to the wrist. With a flick, it explodes from with all the defensive strength of a fortress wall.
1 melee weapon that you are proficient in. its holder. Lowering the hand over the wrist retracts it. Warlords wearing wardresses paint them with
terrifying visages.

Bladed boomerang
Any tools that you are proficient in. Wooden or bone boomerangs have blades inserted or tied to Reinforced chitin
them to make them all the deadlier. Returns to your hand on The chitin from the most dangerous of creatures is
a missed attack roll. You have to wear special gloves to use it taken and reinforced with bronze, creating a set of
1 shard, if you have the shardcasting class feature. armor prized by all but too expensive and rare to be
properly, especially for the bladed one.
worn by all save the few.
Choose from (A) burglar’s pack (B) dungeoneer’s pack (C)
explorer’s pack or (D) scholar’s pack
Dart-thrower
A contraption of slendered, cut wood that rests alongside the
arm when not in used. Requires 2-foot long bladed darts for
Any equipment gained from your background. ammunition, which are launched with a swinging motion of
the arm.

16 17
Armor
Armor being replaced Armor replacement Cost Armor Class (AC) Strength Stealth

Studded leather Ceramic-cloth 45 gp 12 + dex modifier - -

13 + dex modifier
Chain shirt Chitinous hide 50 gp - -
(max 2)
14 + dex modifier
Scale mail Ancient bones 50 gp - Disadvantage
(max 2)
15 + dex modifier
Half plate Bronze wargarb 750 gp - Disadvantage
(max 2)
Interlocking
Ring mail 100 gp 14 - Disadvantage
exoskeleton

Chain mail Copper wardress 200 gp 16 Str 13 Disadvantage

Full plate Reinforced Chitin 1,500 gp 18 Str 15 Disadvantage

Weapons
Weapon being replaced Weapon replacement Cost Damage Weight Properties
Finesse, light, thrown (20/40),
Crossbow, light Bola 1 gp 1d4 1 lb.
special
Morningstar Katar 15 gp 1d8 piercing 5 lb. -

Rapier Wrist blade 5 gp 1d8 piercing - Finesse


Finesse, light, thrown (30/120),
Crossbow, hand Bladed boomerang 1 sp 1d6 slashing ½ lb.
special
Crossbow, heavy Dart-thrower 30 gp 1d8 5 lb. Ammunition (60/200) heavy,
loading, two-handed

Ammunition
Ammunition being replaced Ammunition replacement Cost
Crossbow bolts (20) Bladed darts (10) 1 gp

Equipment Slots Table Container Capacity Table


Item type Encumbrance slots used Container Capacity
Light armor 4 slots Backpack 12 slots
Medium armor 6 slots Barrel 40 slots, liquid only
Heavy armor 10 slots
Basket 10 slots
Melee weapons - light 1 slots Bottle 1 slot, liquid only
Melee weapons 2 slots
Bucket 5 slots, liquid only
Melee weapons - heavy 4 slots
Chest 20 slots
Ranged weapons - light 1 slots
2 slots Flask or tankard 2 slots, liquid only
Ranged weapons
Ranged weapons - heavy 4 slots Jug or pitcher 10 slots, liquid only
Equipment packs 3 slots Pot, iron 15 slots, liquid only
Adventuring gear 1-3 slots, special Pouch 1 slot
Ammunition 1 slot, special
Sack 7 slots
Currency 1 slot, special
Tools 1-2 slots, special Vial 1 slot, liquid only
Exotics (artefacts, shard items) 1-10 slots, special Waterskin 3 slots, liquid only

18 19
Scavenger Roles
Creating a character in SCAVENGER involves three components: When you pick your scavenger role, you decide which
race, background, and scavenger role. Scavenger role is a mechanical class you use to fulfill that character fantasy. If
concept that doesn’t replace class, but instead supplements it. that class has mechanical changes, they are listed underneath
A scavenger role is a grouping of classes that share a similar the proper scavenger role. You also choose your proficiencies.
theme and name in the SCAVENGER world. For example, both Note that if your role gives you an armor proficiency, you
rangers and rogues are considered nomads instead of their must have the tier of armor under it to choose the next tier,
normal class titles. e.g: to have Medium Armor proficiency, you must have Light
The idea behind these scavenger role is simple: there are various Armor proficiency.
mechanical changes to classes, as well as some major fluff Multiclassing requirements in terms of attributes remains the
changes. Instead of simply rewriting every class, we group them same, as do the basic mechanics of multiclassing. However,
together for both narrative and mechanical consistency. this only applies for multiclassing into another role. You can
multiclass into different classes inside of your scavenger role
without meeting the requirements.

Scavenger Role Table


Role Name Classes Short Description
Invoker Sorcerer, Warlock, Wizard Scientist-Magicians who explore the power of shards.

Nomad Bard, Ranger, Rogue Wanderers picking up talents across the worlds.

Cultists and shamans who believe shards serve as proof to their religion’s
Mystic Cleric, Druid, Monk truth.

Warlord Barbarian, Fighter, Paladin Warriors and raiders who rely on strength and tact.

As mentioned above, some of the classes have replacement class features. If a feature is replaced, you
cannot use the original feature; instead, you must use the replacement. These features have been re-
placed for narrative reasons, as they were considered inconsistent with the SCAVENGER universe.

The table below contains the cliffnotes of which classes have what features replaced:

Class Name Class Feature Replaced Replacement Class Feature


Bard Spellcasting, Magical Secrets Shardcasting, World Wises
Spellcasting, Destroy Undead, Shardcasting, Destroy Aberration,
Cleric
Divine Intervention Rapture
Druid Spellcasting, Wild Shape* Shardcasting, Spiritual Wisdom Made Manifest*

Paladin Spellcasting, Divine Health Shardcasting, Righteous Acts

Ranger Spellcasting, Natural Explorer* Shardcasting, Far-Strider’s Trick*

Sorcerer Spellcasting Shardcasting

Warlock Pact Casting Shardcasting

Wizard Spellcasting, Arcane Recovery Shardcasting, Shard Drain

* - Not a required substitution

20 21
21
Spellcasting Points by Level Spellcasting Point Cost per Spell Level

Invokers Class Level


1st
Spellcasting Points
4
Max Spell Level
1st
Spell Level
1st
Spellcasting Point Cost
2
2nd 6 2nd 2nd 3
Included Classes: Sorcerer, Warlock, Wizard 3rd 14 2nd 3rd 5
Cultural Names: Tainted (Universal), Alchemist (Bataar), Artificer (Tarnak), Astrals (Kanuma), 4th 17 2nd 4th 6
Aziptu (Kith), Idimmu (Morg)
5th 27 3rd 5th 7
When the first shards were found, thus were birthed the first
true invokers. For many generations before did these people
Mechanical and Narrative Changes 6th 32 3rd 6th 9
exist. They claimed to have powers over the world, or were 7th 38 4th 7th 10
inventors whose craft seemed magic to the uneducated. All Classes: Replace your Spellcasting or Pact Casting
Shards have now turned superstition into fact. Those with features with the Shardcasting feature. 8th 11
8th 44 4th
the mind or force of personality necessary have brought the
9th 13
fantasies of their lives into the reality of Akara. Sorcerers: A part of you unseen exists in the World Torn 9th 57 5th
Apart. Your Sorcerous Origins represent the strange world
An invoker can come in many forms. The alchemist of Bataars that has warped you. You are considered Tainted. Replace 10th 64 5th
and the artificers of Tarnak are much the same; intelligent your Spellcasting Feature with Shardcasting. You use Invoker Proficiencies: You start with 5 of the
men and women who use shards to fuel whatever invention spellcasting points instead of spell slots, as per the 11th 73 6th following proficiencies, and must have one from each
of the mind has possessed them. In Kanuma, the few that spellcasting points table below. No further changes. category with options other than “None”:
12th 73 6th
have real power are called astrals, named as such for their
uncanny combination of astrology and shard science. Warlock: You have found Ancient technology or had 13th 83 7th Ability Checks: Intelligence or Charisma
strange dreams while in the World Torn Apart or after
All know the legends of tainted invokers. It is said that those 14th 83 7th
who spend too much time in Torn, or around shards, or even
encountering your first shard. These things have put a strange Armor: None
knowledge in you. You are considered Aziptu or Idimmu. Your 15th 94 8th
in strange places in Akara, are warped. shardcasting slots are regained on a short rest, and you have
These individuals have something inside of them that grants spell numbers and levels equal to the Pact Casting feature. 16th 94 8th
Saves: Charisma, Constitution, Intelligence, or Wisdom
power not to be questioned--a science dances at their No further changes.
fingertips fueled not by intellect or artifice but instead by 17th 107 9th Tools: Artisan tools (choose 1), gaming sets (choose 1),
some trick of the mind. or herbalism kits
Wizard: You are a person of intellect, and shards your 18th 117 9th
Haunting the world’s imagination alongside the tainted are primary tool. Your Arcane Traditions are called Shard
what the kith call the Aziptu, and the morg the Idimmu. Sciences. You are considered an Alchemist, Artificer, or Astral.
19th 123 9th Weapons: Clubs, daggers, longbows, quarterstaves, short
Strange forces, their folktales say, exist unseen. They emerge Your spellbook is a book of notes written in shard-powder swords, or slings..
20th 133 9th
and forge pacts with glyphs on shards, and those that accept ink instead of gold. Replace your Spellcasting Feature with
these pacts are given knowledge intimate. Much like the Shardcasting.
tainted, these covenant-makers are shadows at the edge of Replace your Arcane Recovery feature with Shard Drain.
society; secrets that have yet to be proven. Invoker Lifepath
If you create an invoker, roll on the table below or decide
Shard Drain d6 Lifepath
You have learned to more effectively tap into the power
your own reason for coming down this strange path. I had a dream of an old shadow. It wrote its name into a great shard, and mine under that, and I awoke with knowl-
trapped within shards. You can shardcast an additional 1
Additionally, roll on the table below that, or decide how edge foreign to me.
number of times equal to your Intelligence modifier when
working as an Invoker has changed you in some way.
you run out of spell slots. Shardcasting in this way follows the 2 I want to learn how to control shards to create a safe home for my family.
same rules as shardcasting without spell slots. Multiclassing
requirements in terms of attributes remains the same, as 3 Shards come from somewhere, and that somewhere may hold the answer to how to save my people.
do the basic mechanics of multiclassing. However, this only
applies for multiclassing into another role. You can multiclass 4
into different classes inside of your scavenger role without With shards, the future is before us. I want to join the greats before me in remaking history.
meeting the requirements.
5 I’ve always been fascinated with artifice. The life of an Invoker will let me pursue my passion of creation.

6 With my home lost, I feel a calling towards Torn, as if it were my real home all along.

Invoker Lifechange
d4 Lifechange
1 A strange pattern has appeared on my skin. It moves and grows overtime.

2 The whites of my eyes have taken on a strange glow.

3 I must wear a mask of some sort--without it, my knowledge will leave me.

4 There is a strange echo to my voice, as if two of me were talking at once.

22 23
Mystics Spiritual Wisdom Made Manifest Additional Spiritual Wisdom Benefits
Starting at 2nd level, you can use your action create a stable Level Additional Benefits
Included Classes: Cleric, Druid, Monk zone around you that serves as a natural sanctuary so long
Recalculate your hit points as if you’ve rolled the
Cultural Names: Wise (Universal), Shaman (Tribal), Cultist (Tarnak), Oracle (Mur), as you have 1 shard on your person. You can use this feature
twice. You regain expanded uses when you finish a long or 2nd maximum number possible on all of your Hit Dice. This
Astrologers (Kanuma), Paint-Singers (Bataar) short rest. is your new hit point maximum until this effect ends.
When you create this zone, it expands outwards for 30 feet
Your passive Perception is increased by +5 and
If there has ever been something considered a “god” to the
Akarans, it has been dead or quiet since the world’s birth. Still,
Mechanical and Narrative Changes and moves with you. This expands to 60 feet at level 11.
While inside the zone, you and any creatures friendly or 4th can target creatures you cannot see with spells
as humans are wont to do, philosophy, nature, fate--all of indifferent with you gain the following benefits: as long as they are within the spell’s range.
these things have been thought of, and religions have Clerics: You are considered a Wise, or a Cultist, or • Hidden doors or secret pathways are revealed. Ability checks and saving throws against environmental
simmered in Akara since time immemorial. Mystics are those perhaps even an astrologer of Kanuma. You work to achieve • Ritual spells take 1 minute instead of 10 minutes to cast. hazards, such as falling off of cliffs, extreme
that tend these beliefs in both the supernatural and the the ends of a greater civilization through spreading both • Ability checks and saving throws against environmental 8th temperatures, or climbing natural constructs have a DC
deeper spirit. philosophy and hope. Replace your Spellcasting feature with hazards, such as falling off of cliffs, extreme tempera- of 10 for you instead of their normal DC.
Universally, these mystics are referred to as the Wise. They Shardcasting, Channel Divinity: Turn Undead with Channel tures, or climbing natural constructs have a DC of 15 for
form communes where they discuss their beliefs on the Divinity: Miracle Worker, Destroy Undead with Banish you instead of their normal DC so long as their normal
structure of the universe and the truth of the human spirit. Aberration, and Divine Intervention with Rapture. DC was higher. Mystic Proficiencies: You start with 7 of the following
In Tarnak, this is pushed further--cults are formed, where No further changes. You gain additional benefits depending on your druid level. proficiencies, and must have one from each category with
representations of these beliefs are worshipped as idols At 2nd level, for example, you gain more hit points while in options other than “None”:
whose physical features and clothing are symbolically worn. Druids: You are likely considered a Shaman in Akara-- this zone.
These cults believe that the World Torn Apart contains secrets people whose lives have been shaped by tribal teachings
that must be brought back for further understanding of the
Ability Checks: Wisdom or Charisma
and a closeness with nature. Certain cultists and Batash All benefits are lost if the zone disappears or if a
universe. Paint-Singers also culturally fit this class. Replace your creature is not within the zone. The zone disappears if:
The oracles of Mur are exclusive; created by the ruling Spellcasting Feature with Shardcasting. If desired, you can Armor: Light or Medium Armor
Dinashii for but a singular purpose. The astrologers of replace your Wild Shape ability with Spiritual Wisdom Made
• You use a bonus action to dissipate it.
Kanuma are much the opposite--men and women who read Manifest. No further changes. No further changes.
• 1 hour has passed.
Saves: Constitution, Wisdom, or Charisma
the stars, and use zodiacs and constellations to educate
and guide the rest of the city-state. Most reverend are the • You fall unconscious or die.
Monk: Akara’s belief systems have learned that in this dying • You run out of spell slots. Tools: Artisan tools (choose 1), forgery kits, herbalism kits, or
paint-singers of Bataar, keepers of frogs and toads, whose world, that might and faith twinned are needed to survive. vehicles (choose 1 type)
songs wake the city every morning and drouse it every night. You are likely a Cultist, Paint-Singer, or Wise who has
Kith and morg do not consider their beliefs as religions trained in the arts of self-defense for the purpose of If a druid class feature says you can expend a use of
but instead as provable fact. The kith consider nature and Wildshape for a different benefit, you can instead Weapons: Clubs, daggers, katars, maces, quarterstaves,
protecting orison-scribes and pilgrims. Many have been scimitars, short bows, short swords, slings, or spears
emotion the same physical construct. Because of this, they influenced by the strangeness of Torn, shard-powder drugs, expend a use of Spiritual Wisdom Made Manifest.
believe that the machinations of the natural realm reflect too or other strange events that have left them with abilities not
the machinations of their hearts. Morg, on the other end, see unlike those of invokers. No further changes.
Akara as a cruel thing and offer it no respect. The sky,
however, they see as free from the cruelties of life, and thus
Channel Divinity: Miracle Worker Mystic Lifepath
they aspire to one day venture into the heavens above.
If you create a Mystic, roll on the tables below to decide why As an action, you present your holy symbol along with a shard d6 Lifepath
you fell into your current beliefs and how they’ve changed before a gathered group of creatures and work a miracle They told me that I mattered--that my life meant something in the great scheme. In the face of everything ending,
before them. Each creature within 30 feet of you must make 1
your life. what was I to do other than believe them?
a Wisdom saving throw. If the creature fails the saving throw,
2 At night, the shaman came to our village. Whatever he did stripped the consumption from us like dirt filtered from
Rapture its attitude becomes friendly with you, and if the creature was
water. I now follow that path in hopes that I can do the same.
At 10th level, your belief in your philosophies and religion already friendly, it is instead charmed for 1 hour or until it
3 Ever since I was a child, the machinations of Akara fascinated me. I let myself be inducted to learn more of our
allows you to access enormous power. receives damage from any source.
world’s secrets--in hopes that salvation is there.
As an action, you present your shards and holy symbol and
roll 1d100. If you roll under your total Cleric levels, the 4 In Torn, I was afraid. Hunted, maybe. Starving and thirsty, they helped me, and educated me, and now I go into Torn
Banish Aberration to do the same.
following happens:
Starting at 5th level, when an aberration fails its saving throw
5 In the city-square, they gathered us all and showed a miracle. That’s what it was, I’m sure. I’d be a fool to believe in
against your Miracle Worker, the creature is banished to
• You and any creatures within 120 feet of you are trans- anything else.
the World Torn Apart if its challenge rating is at or below a
ported to the World Torn Apart if you are not currently 6 At the end of the day, the beliefs they’ve given me have saved my life more than once. I am in debt to them, and so
certain threshold, as shown on the Banish Aberration table
there. If you have banished an aberration, you are taken serve them I will.
below. If you are already in Torn, the creature is transported
to its banishment location.
500 miles away from its current location.
requirements.
• You either regain all missing hit points or all missing spell Mystic Lifechange
slots.
Cleric Level Banish Aberration of Creature d4 Lifechange
• All conditions on you immediately end. 1
5th ½ or lower When I travel, pilgrims beg to come with me, and word of my arrival proceeds me no matter where I go.
• If you succeed on your 1d100 roll, you can’t use this 8th 1 or lower
2 A symballa has manifested itself on my body. If not a holy symbol, than what?
feature again for 7 days. Otherwise, you can’t use it again
until you finish a long rest.
11th 2 or lower
3 I’ve had visions. Many visions. I’ve seen deaths and I’ve seen fortunes and I know these visions will not stop.
14th 3 or lower
• At 20th level, you succeed on your 1d100 roll automati-
17th 4 or lower 4 I’ve been initiated into the deep secrets of my beliefs. I modify my body and dress to represent the depths of my new
cally, no roll required.
wisdom.
24 25
Nomads
Alien refers to the World Torn Apart. However, planes entered Boots Made Sturdy: When your movement speed
through monoliths found in the World Torn Apart are not would be reduced from any cause, including climbing or
Included Classes: Bard, Ranger, Rogue covered. When you gain an additional terrain, you can choose swimming, you instead move at your normal movement speed
to take Alien again in order to cover any new planes for the next minute.
Cultural Names: Wanderer (Universal), Silent-Blind (Bataar), Sayers (Tribal), discovered. No further changes required.
Outlaws (Kanuma & Tarnak), Strangers (Mur), Epatum (Kith), Gaar (Morg)
World Wises Hidden Cover: When you’re the target of a ranged
By 10th level, you’ve learned enough of the world and its spell, ranged weapon attack, or Dexterity saving throw, you
create three-fourths cover for yourself. If you already had at
Across a weary world walks the nomads--those souls who,
detached from society and kinsmen both, find their boots
Mechanical and Narrative Changes people to emulate many of their greatest legends. Choose a
least half-cover, you instead create full cover. Any cover created
class feature of another class gained at 1st level that you do not
well-worn by roads rarely traveled. Rumors swirl around them already have and that is not a subclass feature. You can use this by this trick is destroyed at the beginning of your next turn.
whenever they enter villages, and the authorities of city-states Rogues: Thieves, assassins, and other scoundrels find class feature. Once you’ve used it, you cannot do so again until
themselves uniquely equipped for a scavenger’s life. Origins
are careful to keep an eye on all new arrivals. Despite their
ill-conceived reputations, nomads are knowledge-polished, of the countless ill-tails for nomads across the board, rogues
you complete a long rest. If the feature is a passive feature not Measured Strength: When you would take a level of
requiring a use, it takes an Action for you to use it and lasts for exhaustion, you can ignore the effects of that level for 1 hour or
and this same knowledge is coveted wherever they go. still find their skills of navigating ruins, appraising resources
1 minute. until you fall unconscious.
and treasure, and, if needed, sabotaging other scavenger’s
Wanderers in Akara find themselves greeted by different competing for prizes mutually shared, in high demand. No
You gain additional class features at 14th level and again at
receptions depending on the culture they’re now further changes.
18th level. The additional class feature can be from 2nd level or Secret Cure: When you are afflicted with a disease or
encountering. In Bataar, they are called the silent-blind, for below for these additional class features. Class features gained poison, you quickly treat yourself to overcome the effects. At
most nomads they meet neither sing their songs nor paint Bards: You are one who collect the oral histories and this way do not scale; instead, treat them in use as if they used the beginning of your next turn you are no longer affected by
their flesh. Tribal groups have taken to calling them sayers, traditions of a people and pass them down, often through by a character at their appropriate level. For example, if you the disease or poison.
on account of putting most of these people’s values on what song or other artform. As a bard, you likely are one of the few learned the monk’s Martial Arts feature, you would do 1d4
weird things they have to say. In Mur, the absurdly rare few people in your culture who has anything similar to a history of
that make it into the city are called strangers and find your people in full. Tribals call you Sayer in hopes of learning
damage with unarmed attacks, even if you’re 10th level. Treader’s Wisdom: When a creature within 5 feet of
you fails an ability check, you can add your Proficiency bonus to
themselves given little in the way of hospitality. from you. Replace your Spellcasting feature with
Shardcasting, and your Magical Secrets feature with World Far-Strider’s Trick their roll. If the new total would have succeeded, the creature is
You have seen much of the world, and it has taught you the considered as having succeeded on the ability check.
The outlaws of Karnuma and Tarnak are put to use if nothing Wises. No further changes.
else. In the former, they are conscripted into raiding outfits trick of survival when survival would otherwise seem impossible.
and sent to bring wealth or glory back to the city. In Tarnak, Rangers: You were likely already dislodged from wherever
Choose one of the following Far-Strider’s Tricks listed below. Unlikely Survival: When you take damage, you can
they are treated as sources of money--labor, usually, if not You can use your Far-Strider’s Trick twice, and each use requires spend 1 of your hit die and reduce the incoming damage by
they were born, or likely were raised in Akara’s now-empty a reaction. You regain expended uses after completing a long
potential Scavengers proper. wilds. Otherwise you have been employed by various that amount.
rest. You gain 1 additional use at 6th level, and again at 10th
city-states as a beast hunters or tribe-killer. These soldiers level.
To the kith, Epatum are collectors of emotions and stories. are experienced in war against foes that few others are. If
Should a kith tribe deem an Epatum non-dangerous, they you desire, you can replace your Natural Explorer ability with
launch a barrage of requests for stories and anecdotes from Far-Strider’s Trick.
the nomad’s personal journeys. Morg are, as a whole, usually If not, you have the following terrain options for Natural
nomads themselves if not warlords. With most of their homes
destroyed and their people disappeared, they simply refer to
Explorer instead of those listed in your class feature: Nomad Lifepath
all nomads as Gaar--a corruption of the word “gone” forced • Alien • Grassland d6 Lifepath
by their malformed jaws. • Coast • Mountain
1 Framed for a crime I did not commit, I chose exile over execution.
• Desert • Ruins
If you create a nomad, roll on the tables below to decide how
• Forest • Swamp As a child I’ve long since dreamed of seeing the wider Akara. Now that it’s dying, I must take advantage of this final
you became a nomad and what strange knowledge you hold. 2
chance.
3 My people taught me that in order to become an adult, I must see at least seven sights no one else ever has. So I
travel, so I see.
Nomad Proficiencies: You start with 9 of the following The Great Dying left my home less than a ruin, and took everything else I had. Now I wander, wondering if I’ll ever
proficiencies, and must have one from each category with op- 4
find anything like it again.
tions other than “None”:
5 If the world is to die, it must be remembered. I seek the stories of Akara’s peoples, so that they may be passed on to
the generations after me--should any exist.
Ability Checks: Dexterity or Charisma
6 I was born on the road. It is all I have ever known. It is all I know.
Armor: Light or Medium Armor

Saves: Dexterity, Intelligence, or Charisma Nomad Lifechange


d4 Lifechange
Tools: Artisan tools (choose 1), disguise kits, forgery kits, In the forests, deep in the night, there are songs humming from the earth. I know them, and they have taught me
herbalism kits, musical instruments (choose 1), navigator’s tools, 1
much..
poisoner’s kits, thieves’ tools or vehicles (choose 1 type)
2 There are many ways to cure the flesh’s ills. I know the secrets of medicine that most others don’t.
Weapons: Bladed boomerangs, clubs, daggers, darts, maces, There are many creatures in the world, and many more that have perished. In charcoal and stone I have recorded the
nets, poison-pipes, quarterstaves, scimitars, short bows, short 3
lives of the last of many of Akara’s beasts.
swords, slings, whips, or wrists blades.
4 A thousand tribes and villages have I seen. I doubt a tenth of them will make it to Tarnak. So I carry with me their
cultures, their traditions, and yes, their secrets too.
26 27
Warlords
Included Classes: Barbarian, Fighter, Paladin
Cultural Names: Man-at-arms (Universal), Raider (Kanuma), Blood-Throat (Bataar), Mekards (Mur),
Conscript (Tarnak & Kanuma), Gladiator (Kanuma), Howler (Tribal), Anjage (Kith),
Morg (Morg)

Long as animal has haunted Akara, warlords have fought for Mechanical and Narrative Changes
her many bounties. Generation after generation there rises
mighty warriors, blade-kings, bronze-fortresses, tattooed
spear-hunters of the world, each more violent more skilled Barbarians: Whether howler or gladiator, you fight
than the last. Long traditions of strategy and tactic have been primevally, as your parents have, your ancestors before them.
passed down alongside religion and tradition to ensure the With drug and ritual, barbarians are able to throw themselves
longevity of whatever culture the warlord in question is apart into nonsensical rages so pitched and so steeped in symbol
of. During this Great Dying, numberless have found these that their tribesmen consider them supernaturally monstrous.
legacies more important than anything else, for their strength No further changes.
at arms protects what little precious they have left.
Fighter: Men-at-arms are easy to come by, and in a world
Kanuma’s raiders are infamous. Already before the Cataclysm rapidly devolving into a battlefield chaotic, martial training
were they unrelenting in attacks well-planned and terrifying. has become common. You are quick to find themselves
Now, pushed by extinction, they strike as far south as Tarnak, learning the basics of some weapon or another; those that go
their oddly-shaped spears communicating intent if not further do so because they have talent, or because they are
warning to their new targets. Mur makes use of mekards, or forced. No further changes.
slave-warriors, ornately bedecked in gold and silver in
addition to the bone planes and linen veils they wear into Paladin: With shard-born cults spreading throughout
combat. In Bataar, an elite class of noble-warrior, the blood- Akara, a new type of cultist has entered the world. To the
throat, exists for the sole purpose of destroying enemies Bataar, are you a blood-throat, and to the rest of the world,
before they reach the city. you are a tyrant or messiah whose bronze blades are
sharpened with zealous dogma. Pride is thrown upon these
Their names come from the strange throat-singing they do individuals, as the seemingly divine powers granted to them
as they charge into battle, and their tendency to hang the by shards and Torn have made them into worshipped
throats of their victims off pikes as warnings to others. These miracle-givers. Replace your Divine Health feature with
Blood-Throats are eclipsed in fear by what most tribespeople Righteous Acts. No further mechanical changes required.
call Howlers. These warlords, made mind-mad by drugs and
spirits, scream without end during combat. Superstition says
that the only way a howler may go quiet is through death or Righteous Acts Warlord Lifepath
murder. So dangerous are they that this rumor is believed At 3rd level, you can give 1 creature a point of inspiration d6 Lifepath
more often than not. whenever they see you using a paladin class feature other
than this one. A specific creature can only receive this point 1 There was me, and there were them. One against a dozen. I survived and they did not.
Anjage, the kith warriors, are pitied by their kin. The of inspiration once every 24 hours.
emotional weight of slaughter weighing on their shoulders 2 The Beast would not die, no matter how many tried to kill it. My band and I decided no more. Only I survived.
drives kith into isolation or into violent communities separate
from their villages. There they are left alone until a village is in 3 Freedom in the Kanuman star-pits demands a high price. I paid that price a thousandfold.
danger, in which case, after all options are exhausted, word is Warlord Proficiencies: You start with 7 of the
sent to the anjage who arrive half-feral and ruthlessly sadistic. following proficiencies, and must have one from each 4 They took from us everything. With neither weapon nor supply, I found them, and I took it back.
Morg, on the other hand, have but one word for their category with options other than “None”:
men-at-arms: morg. To them, war is existence, a 5 Ten feet tall, the bastard must have been. Not human, but close enough. In single-combat I bested him, and now I
pragmatic aspect of life that will be indulged in. Ability Checks: Strength, Constitution, or Intelligence wear his bones as trophies
Every morg is thus expected to be a warlord in some capacity. Weakened by the Cataclysm, I led my men into battle to finally rid ourselves of our enemy. Now all that haunts their
6
city streets are bones and hopes I personally skewered.
If you create a warlord, roll on the tables below to determine Armor: Light, Medium, or Heavy Armor
what your greatest battle-feat so far has been, and how such
a violent life has changed you.
Saves: Strength, Constitution, or Intelligence Warlord Lifechange
d4 Lifechange
Tools: Artisan tools (choose 1), disguise kits, musical 1 When I sleep , I dream of wounds, of weapons, of war.
instruments (choose 1), navigator’s tools, poisoner’s kits,
or vehicles (choose 1 type) 2 Not everyone I’ve killed deserved to die. I hope one day redemption will find me...or retribution.

Weapons: Simple weapons and martial weapons, or shields 3 I’ve grown addicted to violence; without it, I am as useless as water to an ocean.

4 My name is known by those who travel and those who fight. My reputation now shows little sign of weakening.

28 29
The Path of Exiles
A Scavenger-Introduction Adventure for Level 3 Characters

Adventure Overview
The town of Umbar has, is as wounded by the Great Dying
as the rest of Akara. Where once rich farmland skirted her
walls, now there is poisoned soil. Constant earthquakes have
torn down buildings and ruined walls alike. Most have left
for Tarnak. Those who remain are hopeful that this, as all
things must, will pass.

They are wrong.

The scavengers are refugees passing through Umbar on


their way to Tarnak or civilians of Umbar proper. The night
that they stay, they hear rumors of scren, Kanuman raiders,
and Yualat cannibal sightings in the surrounding plains. That
same night, a powerful earthquake strikes, and with it comes
the first of the three threats: the scren themselves.

The horde of scren makes saving Umbar impossible. At this


point, the party has to decide whether to flee Umbar and
save their own lives or listen to the people and try and save
as many as they can. Whether refugees by themselves or
the saviors of the few remaining survivors, the road between
Umbar and Tarnak is fraught with raiders, beasts,
and stranger, worser things still.

With wit, strength, and more than a little luck, the party
makes it to Tarnak in one piece, ending the adventure
and raising to level 4.

This adventure is meant to be played in a


single 4-6 hour session, or 2 smaller sessions.

30 31
The Series of Events Scavenger Characters Extinction’s Refugees
Below is the series of events that occur assuming the scavengers For this adventure, 8 pre-generated scavenger characters are Listed here is the cast of potential NPCs and monsters that the
are absent. Treat them as guidelines for the adventure instead of
a sequence of must-happen events.
offered for play. The adventure is balanced around having at
least 4 of these characters. If you have 5+ scavengers, add
party can discover, as well as their starting attitudes towards the
PCs.
Naresh
Indifferent
10 to all enemy hit points. If you have 3 or fewer characters,
• Rumors travel across Umbar’s lonely streets: the scren are reduce all enemy hit points by 5.
causing the earthquakes, Kanuman raiders have been seen
Captain of a Tarnaki patrol of
in the foothills, the Yualat cannibals have been attacking Below is a table containing a quick synopsis for each White Helmets. Potentially
people on the roads. pre-generated character. Their character sheets can be discovers the party as they get
• Strong earthquake strikes at night. Scren flow from the found at the end of this document. close to Tarnak. If Zyrah is in the
opened cracks, their origins unknown, and overwhelm the party, he is friendly instead.
walls. Without assistance, only Avesta, Ru’Ku, and Ulaiken As a note: all pre-generated characters know each other
escape the slaughter. from previous events, and are friendly with one another.
• Eokin’s warband descend. Avesta is captured; Ru’Ku and
Ulaiken survive and deal a fatal wound to Eoken. E’el takes
Avesta Ru’Ku the Hide Hunter
Friendly Friendly
over the warband and returns to Kanuma.
• Ru’Ku and Ulaiken are descended upon by Yualat cannibals.
Ulaiken is captured, tortured, and eaten. Nomad witch doctor of the Pua A hide hunter from Tarnak. Knows
• Ru’Ku, sole survivor of the Umbar Massacre, returns to people. Sells medicinal potions on Shideh. Will trade skills for party
Tarnak with news of what has happened. her travels. Will help party save protection.
• All roads to Umbar are blocked off, and its location stricken survivors and has 20 full-use
from all maps. healing kits on her.

Zareene Zar Jeleher Byah Bonz Turin


Friendly Indifferent
Twin-knife using syndicate leader Shaman of the scattered Murai
of a thief house in Tarnak. Wants tribe. The Yualat tribe and scren Current co-commander of the A powerful Tarnak alchemist.
to save Umbar, her home, as they have decimated her people. 1d10 militia left in Umbar. No Working in secret on a drug
cannot save themselves. family left; suicidal. Will fight for made of shard powder. Will offer
party to make escape easier if they in exchange for party protection.
have survivors with them.

Shideh Wounded Bone Dazden Ulaiken


Hostile Indifferent
Nomad who was nearly killed by
Shaman of the Odilord tribe. Sent Slaver. Main scout for Eoken. Will A scavenger-explorer. Travels
scren recently. Arrives in Umbar to
by them to find Tarnak and to see be encountered before Eoken’s Tarnak and Stargazer Bay. Will
heal wounds.
if it is the haven it is whispered to warband. trade maps for party protection.
be.

Rahim Arzar Eoken Veneah Veniah Venoah


Friendly
Hostile
Warlord bought out by Veneah Survivor of several scren attacks, Leader of a Kanuma warband. Will Wealthy merchant who lives in
Veniah Venoah to be his which have decimated every place attempt to break and enslave the Umbar. Will offer to pay party for
bodyguard. While pragmatic, he he’s ever called home. Co-com- party. their protection, but will refuse
will lend his sword to others if he mands the milita with Byah Bonz. to pay once they reach Tarnak.
believes it will benefit him. Merchant of jasmine spice.

Darien T’akon E’el Zyrah


Hostile Friendly
Falconer who travels the world Young kith who knows not where Slaver. Right-hand woman of Wife of Xon, a member of the
hoping to find the secret of the his tribe is. Is on a pilgrimage to Eoken. Will betray the warband if White Helmets in Tarnak. Was
Great Dying. On-and-off again Tarnak, believing it to be a holy Eoken dies. sent to convince people to leave
relationship with Shideh. city, which it is for him but for no Umbar. Will help initiate party into
other kith. White Helmets faction if saved.

32 33
Act 1: The Ghost Town of Umbar
The adventure begins with the party in Umbar. A basic map of it
is provided below.

The town of Umbar is largely deserted. The scavengers have


gathered in its last common place, Veneah Veniah Venoah’s
house, where the town gathers to share meals.

Read Aloud: “Whereas Umbar is broken and dust-covered,


Veneah Veniah Venoah’s home has clean water, tapestry-covered
walls, and the illusion that all things are normal. As the party eats,
they hear Umbar’s squalid people talking of recent ill omens.”

The following NPCs are present: Avesta, Ru’Ku, Turin,


Veneah Veniah Venoah, and Zyrah. In addition, there are 2d20
towns people here. Each NPC knows 1 of 6 rumors. Roll 1d6 on
the Umbar Rumors table below.

• NPCs are grim but optimistic that things will get better.
• For every rumor learned, roll a separate d6. On a 1 or after 5
rumors have been learned, trigger the Earthquake encounter
below.

d6 Rumor
Recent earthquakes been caused by some machination
1 at Tarnak. Lost three more homes and a chunk of wall the
other day!
Them Yualat Cannibals been seen less than a day south of
2 here. If they find you, who knows how they’ll savage you.

All the birds done flew somewhere else recently. A bad


3 sign; something is coming.

Saw strange fires in the hills lately. Warbands and slavers, I


4 tell ya’, done come south for fresh meat.
Ain’t right how the soil went so sour. Something must be
5 poisoning it, I’s thinks.
Everyone’s done left for Tarnak. Saw a falling star yester-
6 day. Maybe that means we shoulda’ left too.

Earthquake Encounter
Read Aloud: “At first, a tremor. Tapestries fall to the ground,
cups clatter. Then the earth heaves up as if taking in a deep
breath, and when it lowers again, Veneah’s home falls with it.”

• Earthquake strikes. DC 15 Dexterity saving throw vs take 3d6


bludgeoning damage from falling debris.
• Zyrah, Veneah himself, and 2d10 townsfolk are trapped by
debris. DC 17 Strength (Athletics) check to save each person.
• 2 failures on a check result in the NPC dying from shifting
debris.
• Using weapons, tools, or other NPCs lowers the DC to 12.
• After 2 NPCs are saved, Byah Bonz appears, shouting that
scren are attacking.

34 35
Act 2: The Umbar Massacre
Byah Bonz appears. He begs help at the wall, saying that the Shattered Blood-Wall, Part I Umbar Ruins
scren are attacking. NPCs that the party has met instead asks
them for help escaping Umbar. Byah Bonz, 1d10 + 5 militiamen, and 1d4 townspeople rush to d8 Type of Ruin
the wall. It is 20’ high and 7’ thick. A militiamen falls from the
• Before a decision is made, have the party roll initiative. Small family home; recently deserted. Smells of urine
wall dead, a slain scren with him, landing at the base of the 1
They act in this order for the remainder of the scene. and jasmine.
stairs. Byah Bonz rushes everyone up the stairs to fight.
• 1d4 townspeople leave to assist Byah Bonz. Old broken temple. Hasn’t been used in years. 1d4
• If the party chooses to assist Byah Bonz at the wall, run the 2
Read Aloud: “At the top of Umbar’s cracked wall, churns townspeople praying for safety to some broken idol.
Shattered Blood-Wall encounter below.
• If the party chooses to assist the NPCs, run the Hell- blood, viscera. Scren and militiamen ill-armed fight and die Communal Kitchen. Smells of excrement. Squatters
3
Plagued Streets encounter below. against one another. A great gash stretches into the plains inside, who try and force the scavengers out.
• At the end of this scene, if you not using XP, level the party beyond, and from that abyss come the chatter-screams of
Artisan’s house. Broken pieces of marble and
to 4th level. reinforcements.” 4
sculptures, litter the ground and walls.
• 3 scren and 1 scren hivelord engage the PCs at the top of Wealthy merchant deserted palace. Sounds echo;
Hell-Plagued Streets Encounter the wall.
5
broken busts and looted chests abound.
• 10 other scren have engaged the militia.
The scavengers must decide how (or if) to help NPCs while • Roll a d6 on Initiative count 20 and reference the Blood 6 Half-broken apartments. Deserted after earthquake.
attempting to escape Umbar. Wall Events table below. The rolled event happens.
• After the scren hivelord is killed, 4 rounds have passed, or Dead garden. Plants brown, rotten; corpses of
7
• The 1st NPC the party talked to asks for protection in the party decides to flee, begin the Shattered Blood-Wall suicidal lovers found here.
exchange for their service. Part II encounter below. Occupied home. Half-eaten townsperson found
• All other NPCs scatter in Umbar. 8
inside.
• A second earthquake strikes. Read the Read Aloud below.
• 3 scren appear, but do not immediately engage the party
for 1 round. Shattered Blood-Wall, Part II
• For every round spent fleeing or exploring Umbar, roll on
As the wall falls, the scavengers must find a way to somehow
Deserted Umbar
the Allies Attacked table below at the end of the round.
Allies rolled are attacked by 2 scren and a scren poisoner. flee the now-promised massacre. d8 Finding
If allies rolled are not saved, the next time they are rolled,
they are killed. Read Aloud: “With a sound akin to a thousand peals of 1 1 days worth of rations.
• Umbar’s only exit is the east-facing gate. It takes 5 rounds thunder, another earthquake strikes, and Umbar’s southern wall
to reach moving directly towards it. collapses.” 2 10’ of rope, 1 gallon of oil, and a torch.
• Most buildings are empty, but can be explored given 1
round of time. Roll on the Deserted Umbar table below to • The party can make DC 15 ability checks of their choice.
3 A wooden shield.
see what the party finds and the Umbar Ruin table to see On a success, they land safely. On a failure, they take 3d6
what kind of building it was. There are 1d20 buildings that bludgeoning damage.
Some sort of memento left behind; a glyph of
can be searched this way. Other buildings are too damaged • Byah Bonz and any remaining militiamen urge the party to 4-5
family names, a toy, a love letter in clay.
by earthquakes to explore. save themselves as they hold off the scren.
• If the party stays, roll a d10 at the end of every round. That Dust and old corpses, killed by starvation or
6-7
many Scren and Scren Poisoners engage the party. broken hearts.
• If the party flees, roll 3d10 and reference the Allies Killed
Blood Wall Events table below. Upon fleeing Umbar, any NPCs rolled are 8
Cracks in the ground. 1 Scren emerges and
engages the party.
d6 Event dead; any left alive join the party alongside 1d4 townspeo-
ple.
• If the party flees after engaging combat, then roll an addi-
1 An additional Scren engages the party.
tional time on the Allies Killed table and subtract 1 from
the surviving townspeople. Allies Attacked / Attacked
Several militiamen die at once. Their corpses turn • 2 Scren Poisoner’s chase the party if/when they flee. If the
2 d10 Ally Attacked
the top of the wall into difficult terrain. party continues to run, they all roll DC 15 Constitution abil-
A tremor makes the wall shake. All combatants ity checks. If half the party succeeds, they lose the scren. If
more than half the party fails, combat begins. 1-2 Avesta
3 must succeed on a DC 15 Dexterity saving throw or
fall prone.
Two militiamen join the party for the next round. 3-4 Ru’Ku
4 All attack rolls have advantage until the end of the
round.
An additional, but dying, scren hivelord 5-6 Ulaiken
5 engages the party. All attack rolls made by scren
have advantage until the scren hivelord dies at the 7-8 Veneah Veniah Venoah
end of the round.
All NPC militiamen die and the scren chatter-scream 9-10 Zyrah
6
in victory. Party must make a Morale check.

36 37
Act 3: Spears that Skewer Stars
As the scavengers escape, they and any NPCs they’ve saved Dazden Chase The Ruined Road Encounter Kanuma Raid Encounter
need to travel East to Tarnak. This promises to be a grueling
10+ day trek. The pass between Umbar and Tarnak has been A female scout by the name of Dazden is watching for survivors The road between Umbar and Tarnak is ruined by earthquakes When the scavengers go to make camp, the watching Kanuman
ruined by earthquakes. Canyons and ravines have swallowed to lead the Kanuman Raiders to. She is a lithe woman with the that have swallowed forests and tore great rents into the raiders attack.
much of the forest, and road. stat-block of a raider proficient in Wisdom and with a ground. With the exception of a possible acid-rain storm, the
Constitution score of 18 and the following personality weather is even, temperate, and humid. Read aloud: “A shrill whistle cuts through the silence. In
• The NPCs want to make camp only when Umbar is no trait/ideal/bond/flaw: After the total number of days needed to reach Umbar has
longer in sight. Any attempt to do so beforehand requires the distance, atop great boulders torn asunder, strange spears
past, begin the next scene. shaped like constellations appear. Following them as the
argument. > I’ve lost too many friends, and am slow to make new ones.
• Unless food and water was brought, there will be little Kanuman raiders!”
> In life as in war, the stronger force wins. Suggested: Roleplaying out scenes at the camp is encouraged.
enough to make the trip. Refer to the Extinction’s Refugees > I would lay down my life for Eoken, and him for me.
to see which NPCs effectively help with hunting and which • Eoken, E’el, Dazden, and 4 other raiders appear.
> I obey Kanuman law, even if it causes misery. > I’ve lost too many friends, and am slow to make new ones. • Eoken is a raider with the following changes:
do not. > In life as in war, the stronger force wins.
• Any scavenger with a passive Perception of 15 or higher > 80 hit points
• Keeping initiative order, roll for Dazden and add +8. > I would lay down my life for Eoken, and him for me. > A challenge rating of 3 (700 XP)
note that they are being watched as they leave Umbar by a • This is a Chase. Dazden begins 120 feet away from the > I obey Kanuman law, even if it causes misery.
woman in black. If given chase, she disappears, obscuring > A +6 to hit bonus
scavengers. Every participant can dash a number of times > A +1 spear (factored into the above to hit bonus)
her tracks as she runs. Run the Dazden Chase encounter. on their turn equal to their Constitution modifier. • For the first 2 days, consider all terrain difficult terrain.
• If the party does not find the woman, run the Kanuman > Multiattack. Eoken makes 2 attacks with his spear.
• All dashes except for 1 can be traded in for one of the Afterwards they are used to navigating the terrain. > Skewering Stars [Recharge 6].
Raid encounter below. following actions: Attack, Hide, Make Complication, or Use • For the first 6 days of travel roll 1d20 every day. On a 10 or
• If the party does find the woman, the Kanumans hold off > Eoken does his multiattack twice.
Object. below, the road is interrupted by one of the following (roll • E’el is a raider with the following changes:
on their raid. Instead, run the Ruined Road encounter • If the scavengers lose sight of Dazden for an entire round, 1d4 to see which):
below. This encounter is ran whether the Kanuman Raid > 30 hit points
she escapes. 1. A series of cliffs that must be climbed. DC 14 to scale > A challenge rating of 1 (200 XP)
occurs or not, unless the scavengers decide to no longer • If Dazden cannot escape, she uses the Use Object action without tools. If the scavengers figure a clever way, such as
go to Tarnak. > A +6 to hit bonus
to quickly sew her mouth shut. Her starting attitude is creating rope or a safer way to climb there is no DC for the > A +1 spear (factored into the above to hit bonus)
• It takes 10 days to reach Tarnak at a normal pace. considered hostile to the scavengers, and she allowed first 3 rounds of the encounter. Roll initiative for scaven-
Spending a day moving at a death march gives all > Sneak Attack. E’el does an extra 14 (4d6) damage
herself to be captured and will do her best to not share any gers and NPCs. On initiative count 20, roll 1d10. On a 3 or when she hits a target with a a weapon attack, or when the
scavengers and NPCs 1 level of exhaustion and counts information. lower, pieces of the cliff fall. All NPCs and PCs must make a
as 3 days traveled. target is within 5 feet of an ally of E’el that isn’t incapacitated
• If Dazden does not return, run the Kanuma Raid encounter Dexterity saving throw, choosing one of the following two and E’el doesn’t have disadvantage on the roll.
• At the end of this scene, if you not using XP, level the party 1d4 days after Dazden’s capture. effects on a failure: falling 5d10 feet or taking 3d6 damage.
to 4th level. After 3 successful rounds of scaling, the PCs have reached • The raiders are 30 feet away from the party.
Make Complication: You make some sort of the top of the cliffs. Scavengers and NPCs who fail to make • All ground is difficult terrain on account of the craigs and
complication to slow or throw off your pursuers. Describe the it to the top of the cliff after 4 rounds suffer 1 level of ravines. Each ravine is 1d10x10 feet deep and 1d10 feet
complication and roll either an Intelligence or Wisdom check. exhaustion at the end of the encounter, and must succeed wide. Create as many as you want, or as the situation
Wounded Beast Encounter If you roll a 10 or above, the complication is created. The on a DC 15 Constitution saving throw or suffer a 2nd level demands.
complication has a DC equal to your roll, and requires a of exhaustion. • The following NPCs, if there, begin the combat feared for
Read aloud: “You hear the ferocious thunder-cry of a Strength, Dexterity, Intelligence, or Wisdom saving throw to be 2. Run the Kanuman Raiders encounter. If the raiders 1 minute and take no actions except to dash, disenage, or
nearby beast, followed by the sounds of deep, rugged made at the beginning of each creature’s turn that is behind have returned to Kanuma or are all dead, instead run hide: Turin, Veneah Veniah Venoah, and Zyrah.
breathing. A sanguine trail and claw marks fresh leads into a you. On a failure, their speed is 0 until the beginning of their option #3. • The following NPCs fight alongside the party, using the
nearby ravine.” next turn. 3. As the party makes camp, the ground shakes. 1d4 stat block of a nomad: Avesta, Ru’Ku, and Ulaiken.
scren emerge and attack the party. They fight to the death. • If 2 of the unnamed raiders die or if E’el or Eoken fall
• 20 feet away, an outland beast is in a 10 foot deep ravine I loot the body 4. A storm of acid-rain begins. Roll initiative for scaven-
gers and NPCs. For every round that shelter is not found, 1
below half of their maximum hit points, they attempt
with the following variation: to retreat. Treat this as a chase scene; if the raiders are
> 20 remaining hit points d12 Loot days worth of rations and water are ruined. The storm lasts caught, they fight to the death.
> 1 level of exhaustion for 1 hour, and adds +1 days of travel to the journey. • If Eoken dies or surrenders, E’el betrays him and attempt
• The beast is hostile towards the scavengers, on account of 1 An unbroken star-spear. Treat as a +1 spear. to use his betrayal as a reason for the scavengers to
being wounded, but does not attack unless the scavengers • Wisdom checks to hunt and find food or water are DC 15. protect her to Tarnak.
approach aggressively. 1d4x2 days of ration and 1d10x3 gallons of water, They become DC 10 after 10 days of travel, as the closer • If the raiders escape, they follow the scavengers and
2-3 to Tarnak they approach, the more verdant the animal life
• If the beast is healed or fed by the scavengers, it becomes carried in a sack and jug. attack again, as per the Ruined Road encounter. Rerun this
indifferent. If both are done, it becomes friendly and aids Roll 1d4: a set of bone gages, a piece of human skin and ponds. On a success, they find 1d4 days worth of food encounter with the above parameters.
the scavengers until they reach Tarnak. It remains friendly with the Kanuman constellation alphabet written and water. On a failure, a check cannot be made by anyone • The Kanuman raiders have a small camp kept half a day’s
4 for 24 hours. If Ru’Ku is alive and with the party, make the
afterwards. on it, pieces of charcoal used for writing, or a white journey north of Umbar.
• The outland beast fights to the death against the scav- silken scar. Wisdom check with advantage. If the check is a 1, run the • Any scavengers or NPCs that drop to 0 hit points have
engers, or if fighting an enemy of the scavengers after it Wounded Beast encounter. a net thrown over them and are pulled away, illicting an
5 A hand drawn map from Kanuma to Umbar. • For every day the scavengers go without food, they gain 1
becomes friendly to them. immediate retreat by the Kanumans.
• The outland beast is protecting the following: level of exhaustion. For every day the scavengers go with- • Scavengers and NPCs that drop to 0 hit points suffer
> An animal carcass that, if salvaged, is worth 2 days 6 A set of chitinous hide. out water, they gain 2 levels of exhaustion. non-lethal damage unless they have killed one of the
of rations. • If the party camps for an entire day, they receive the bene- raiders.
> A set of bronze wargarb. 7-8 175 gp in Kanuman star-coins. fits of a long rest, despite being on the road. • If all scavengers are captured, or at least 3 NPCs, the Kanu-
> Herbs that Avesta can use to make 4 potions of mans return to Kanuma with their prize. What happens in
healing. 9-10-11 1d4 bronze short swords. this situation is beyond the bounds of this adventure.
• Roll on the “I loot the body…” table below for each raider
12 A shard. captured or killed.
38 39
Act 4: In the Shadow of Tarnak’s Walls
Upon reaching the borders of Tarnaks lands, there are fewer Ending the Adventure
ravines, and forested meadows reappear. Roll a 1d20. On a 10
or lower, run the Kanuman Raiders encounter with the Once the scavengers arrive at Tarnak, the adventure ends.
following change: All raiders fight to the death.
If the Kanuman raiders are dead or have returned to Kanuma,
instead run the encounter with 3 scren and 1 scren hivelord. • ESCORTED. If escorted or the party otherwise infil-
If an 11-20 is rolled, run the Saviors Envoy encounter. trates Tarnak, they enter into a new place with its own
intrigues, factions, rules, and adventures. Any NPC that sur-
vives and was escorted by the party provides the following:
Saviors Envoy Encounter
• E’el. Disappears. If needed, she can be found, and does
With Tarnak on the horizon, the scavengers run into a patrol of the scavengers a single favor, no matter the risk, so long
20 soldiers. These are White Helmets, and they wear distinctive as it is within her power to do so. Murder is amongst the
white helmets over their heads. White Helmets are considered possibilities.
to be enforcers of the law and their patrols are dedicated to
gatekeeping what refugees can enter Tarnak.
• Avesta. Seek out apothecaries and invokers. She gives
each scavenger 2 potions of healing, and sells them further
Their leader, Naresh, is a warlord with the following
potions of healing or healer’s kits for half their normal
personality trait/ideal/bond/flaw:
price.
- I face problems head-on. A simple, direct solution is
the best path to success. • Ru’Ku. Leaves to find work in hunting and selling hides.
- I do what I must and obey just authority. He does the scavengers 1 favor so long as it provides little
- I fight for those who cannot fight for themselves. sacrifice from himself.
- I’d rather eat my armor than admit that I’m wrong.
• Turin. Find his master, Sarok, and tell him of what he’s
• Naresh interrogates the scavengers and the NPCs. If he seen. Sarok reaches out to the scavengers, offering them
learns of the Kanuman raiders, she has 10 soldiers escort jobs to go into Torn to find him shards and artefacts in
the party to Tarnak, and leads 10 more to find and kill the exchange for shard-drugs.
raiders.

• If the scavengers have a total of 50 remaining hit points


• Ulaiken. Prepares for a journey into Torn. He gives the
scavengers a map leading to what he believes treasures
between them, Naresh requests their aid. If they accept,
left behind in the ruin of Ark.
he sees that they are all paid 300 gp worth of wheat, milk,
and lodgings.
• Veneah Veniah Venoah. Tries and con his way into
• If Zyrah is with the scavengers, Naresh is friendly, and power again. He pretends he doesn’t know the scavengers
escorts the party to Tarnak regardless of if the Kanuman and does his best to ignore them if they try to force him to
raiders are close by or not. make good on his promise of payment.

• If Naresh learns from the NPCs that the scavengers are • Zyrah. Reunites with her husband. The White Helmets
dangerous to Tarnak, or lie about their journey, he and all help the scavengers out of a pinch with the law once, and
20 soldiers--whose stat blocks are warlords--engage the they offer them positions amongst them.
scavengers in combat. Scavengers who fall to 0 hit points
are dealt non-lethal damage and imprisoned.
• IMPRISONED BY THE WHITE HELMETS. The
scavengers awake without armor, clothes, weapons, or any
• If the scavengers draw weapons, threaten Naresh and the
other form of equipment. They are put through a mock
White Helmets, or otherwise come off as hostile, have Na-
trial, given their items back, and sent into Torn, told to only
resh make a DC 15 Charisma saving throw each time. On a
return if they find at least 100 shards a piece.
failure, he engages the party in combat, as per the above.
• If the Scavengers are captured or escorted to Tarnak,
see the Ending the Adventure section at the end of this • SLAVE TRADE. The scavengers awake in the blood
adventure. pits of Kanuma. There, they are thrown weapons, and
treated as gladiators until they die, earn their freedom, or
somehow escape.

40 41
Adventure Bestiary
Nomads Raiders
Nomads are wanderers all, usually with some kind of hidden Raiders usually hail from Kanuma, but the Great Dying has
knowledge or special skill unique solely to them. turned many unassuming refugees into killers all the same.
Food, water, supply, flesh--if they cannot have it, they take it.
Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor class 15 (chitinous hide)
Armor class 14 (chitinous hide)
Hit points 44 (8d8 + 8)
Hit points 11 (2d8 + 2)
Speed 35 ft.
Speed 30 ft.
STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0)
WIS 13 (+1) CHA 14 (+2) STR 15 (+2) DEX 13 (+2) CON 9 (-1) INT 10 (+0)
WIS 10 (+0) CHA 9 (-1)
Proficiencies Dex +4, Wis +3
Proficiencies Str +4, Con +4
Saving throws Dex +4, Wis +3
Saving throws Con +4
Senses passive Perception 15
Senses passive Perception 12
Languages any 3 languages
Languages any 1 language
Challenge 3 (700 XP)
Challenge ½ (100 XP)

Cunning Action. On each of its turns, the nomad can Hit and Run. The raider can take the Disengage action
use a bonus action to take the Dash, Disengage, or Hide as a bonus action after making an attack roll.
action.

Pack Tactics. The raider has advantage on attack rolls


Evasion. If the nomad is subjected to an effect that allows against a creature if at least one of the raider’s allies are
it to make a Dexterity saving throw to take only half damage, within 5 feet of the creature and isn’t incapacitated.
the nomad instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails. ACTIONS
Treader’s Wisdom: When a creature within 5 feet Shortsword. Melee weapon attack: +4 to hit,
of you fails an ability check, you can add your Proficiency reach 5 ft., one target.
bonus to their roll. If the new total would have succeeded, Hit: 6 (1d6 + 2) slashing damage.
the creature is considered as having succeeded on the ability
check. Spear. Melee weapon attack: +4 to hit,
range 20/60 ft., reach 5 ft., one target.
ACTIONS Hit: 6 (1d6 + 2) piercing damage.

Multiattack. The nomad makes 2 attacks with its


scimitar and uses its cunning action to disengage.

Scimitar. Melee weapon attack: +4 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 2) slashing damage.

Bola. Ranged weapon attack: +4 to hit, range 20/40, one


target. Hit: 4 (1d4 + 2) bludgeoning damage. If this attack is
a critical hit on a creature within 20’, the creature is grappled
(escape DC 10)

42 43
Warlords Outland Beasts
Warlords are those who claim bronze as their means of survival Outland beasts, once creatures who had mighty packs half
in Akara’s dying days. Unlike many raiders, they are well-trained a hundred strong, now roam the extinct Akara plains lonely.
and highly disciplined. With much of their prey dead or missing many have turned
to hunting humans or instead simply just waste away. Their
Medium humanoid (any race), any alignment hides have become an exotic fur to wear.

Armor class 16 (bronze wargarb) Large beast, unaligned

Hit points 38 (5d8 + 10) Armor class 14 (natural armor)

Speed 30 ft. Hit points 37 (5d10 + 10)

STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 11 (+0) Speed 50 ft.
WIS 10 (+0) CHA 10 (+0)
STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 3 (-4)
Proficiencies Str +5, Con +4 WIS 12 (+1) CHA 7 (-2)

Saving throws Str +5 Proficiencies Dex +4

Senses passive Perception 10 Senses passive Perception 12

Languages any 1 language Languages -

Challenge 2 (450 XP) Challenge 1 (200 XP)

Second Wind (Recharge 6). As a bonus action, the Keen Hearing and Smell. The outland beast has
warlord can recover 7 hit points. advantage on Wisdom checks relying on hearing or smell.

Pack Tactics. As a reaction, the warlord can make a melee Pack Tactics. The outland beast has advantage on
weapon attack against a creature within 5 feet of it that has attack rolls against a creature if at least one of the beast’s
attacked an ally. allies are within 5 feet of the creature and isn’t incapacitated.

ACTIONS ACTIONS

Multiattack. The warlord makes either 2 attacks with its Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target.
shortsword or 2 attacks with its spear. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be
Shortsword. Melee weapon attack: +5 to hit, reach 5 ft., restrained.
one target. Hit: 7 (1d6 + 3) slashing damage.
Spear. Melee weapon attack: +4 to hit, range 20/60 ft.,
Spear. Melee weapon attack: +5 to hit, range 20/60 ft., reach reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Dart-Thrower. Ranged weapon attack: +4 to hit, range


60/200 ft., one target. Hit: 6 (1d8 + 1) piercing damage.

44 45
Scren Scren Hivelord
Medium aberration, neutral evil Medium aberration, neutral evil

Scren are a sentient, vaguely humanoid race with four Very large, if not for whatever evil boils so deeply in their blood.
appendages, vicious claws, a steel-hard carapace, and a tail Hivelords scream and chatter as if giving orders, and given
ending in a stinger all too deadly. Scren take no part in how differently scren act on the field when the hivelord speaks,
communications with human, kith, or morg and seemingly maybe that isn’t so far from the truth.
only live to kill and eat other sentient creatures.
Armor class 15 (natural armor)
The heads of scren are bulbous and covered in sharp Hit points 52 (7d10 + 14)
protrusions. They are eyeless. Their lipless mouths are full of Speed 40 ft.
serrated teeth pointing inward. Scren possess long, bifurcated
tongues that act as mandibles. The sides of their heads are STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 16 (+3)
covered in small, soft sensorial membranes that detect heat and WIS 12 (+1) CHA 10 (+0)
vibrations in the environment.
Senses blindsight 60 ft., passive Perception 14
Young scren do not have the barbed stinger that the scren are Languages Scren
known for, but make up for it by moving quickly to overwhelm Challenge 3 (700 XP)
their prey. During their adult molt, when scren grow their
tail, they learn to use to strike overhead when on all fours or Slaughterer. Scren hivelords can use their bonus action to
between their legs while standing (usually when battling larger make their multiattack against a grappled creature.
creatures like morg). When standing on their hind legs, scren
look somewhat humanoid, but they prefer to move on all four
limbs. ACTIONS
Multiattack. The scren hivelord makes 2 attacks with its
Scren communicate through vocal clicks and chirps, body claws and 1 with its sting.
posture, and tail gesticulation. Larger, more intelligent scren Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target.
hivelords command their smaller scren by tapping their stingers Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled
against various parts of their carapace in addition to vocal (escape DC 12). The scren hivelord has two claws, each of which
chirps. These carapace taps can be heard by the screen for can grapple a target.
some distance.
Sting Melee weapon attack: +4 to hit, reach 15 ft., one
The common scren is a creature deadly, common, and as creature. Hit: 11 (2d8+2) piercing damage, and the target must
replaceable as an ant worker to its colony. Their chips echo in make a DC 13 Constitution saving throw, taking 22 (4d10)
underground caverns; they always attack shardcasters and the poison damage on a failed save, or half as much on a successful
largest creatures first. one.

Armor class 12 (natural armor)


Scren Poisoner
Medium aberration, neutral evil
Hit points 10 (2d8 + 2)
Certain scren are smaller and more lithe than their shocktrooper
Speed 40 ft.
cousins. Despite this, their tails, serrated and barbed, leak an
oil-slick poison whose antidote no one has mastered.
STR 11 (+0) DEX 11 (+0) CON 13 (+1) INT 6 (-2)
WIS 9 (-1) CHA 6 (-2)
Armor class 13 (natural armor)
Hit points 22 (4d8 + 4)
Senses blindsight 60 ft., passive Perception 9
Speed 40 ft.
Languages Scren
STR 13 (+1) DEX 11 (+0) CON 13 (+1) INT 6 (-2)
WIS 9 (-1) CHA 6 (-2)
Challenge ½ (100 XP)
Senses blindsense 60 ft., passive Perception 9
Merciless. Scren can use their bonus action to make a claw Languages Scren
attack against a creature they have grappled this turn. Challenge 1 (200 XP)

ACTIONS Merciless. Scren poisoner’s can use their bonus action to


make an attack with their stinger against a creature they have
Claw. Melee weapon attack: +2 to hit, reach 5 ft., one target. grappled this turn.
Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled
(escape DC 10). The scren has two claws, each of which can ACTIONS
grapple a target.
Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled
(escape DC 11). The scren poisoner has two claws, each of which
can grapple a target.
Sting. Melee weapon attack: +3 to hit, reach 10 ft., one
creature. Hit: 5 (1d8+1) piercing damage, and the target must
make a DC 12 Constitution saving throw, taking 11 (2d10)
poison damage on a failed save, or half as much on a successful
one.
46 47
Additional Features
Rahim Warlord (Fighter) Soldier
Specialty: Infantry

Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still
Human Chaotic Neutral 30 recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to
friendly military encampments and fortresses where your rank is recognized.
16 +5 +5
3 An insignia of rank (my bone chin strap), a broken star-spear taken from Kanuman raiders, a set of bone dice, a set of common
+3 I’
ve lost too many friends, and I’
m clothes, Chitinous hides, 3 sacks, a Dart-Thrower and 10 Bladed Darts, a quarterstaff, spinning tops, 1 potion of healing, and a
slow to make new ones. dungoneer’s pack.
900
Second Wind
13 +1 +1 28 Fighting Style (Great Weapon Fighting): When you roll a 1 or 2 on a damage die for an attack you make with a melee
Ideals aren’
t worth killing for. weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
+1 The weapon must have the two-handed or versatile property for you to gain this benefit.
+2 14
Action Surge
I’
ll never forget the crushing defeat Improved Critical: 19-20
15 +4 +4 +1 3d10 my tribe suffered at the hands of the
Kanumans.
+2

Dart-thrower 1d8 Pierce I’


d rather eat my own armor than
9 -1 -1
(+3 to hit) admit I’
m wrong.

-1 Quarterstaff 1d8(10) Bludgeon

14 +2 +2
+2

11 0 0
0

Proficiencies: Strength Ability checks An insignia of rank (my bone chin


; Light and Medium armor ; Strength & strap), a broken star-spear taken
Constitution saving throws ; Vehicles 10 from Kanuman raiders, a set of bone
(land) ; Simple & Martial weapons; dice, a set of common clothes, Chi-
Games (Spinning tops) tinous hides, 3 sacks, a Dart-Thrower
and 10 Bladed Darts, a quarterstaff,
Skill Bonuses: Athletics ; Intimidation spinning tops, 1 potion of healing,
and a dungoneer’ s pack

ENCUMBERANCE: 15/26

0 2

48 49
Additional Features
Shideh Nomand (Ranger) Outlander
Origin: Trapper

Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain,
Human Neutral Good 30 settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other
people each day, provided that the land offers berries, small game, water, and so forth.

13 +1 +1 Favored Enemy: Humanoids (humans, morg)


3 I once ran twenty-five miles without
+1 stopping to warn to my clan of an Far-Strider’s Trick (Unlikely Survival): When you take damage, you canspend 1 of your hit die and reduce the incoming
approaching Kanuman raid-band. damage by that amount.
900 I’d do it again if I had to.
Fighting Style (Defense): When wearing armor gain +1 AC
16 +5 +5 28 Primeval Awareness: Use your action and expend one ranger spell slot to focus your awareness on the region around you.
Akara is more important than her For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within
+3 civilizations. 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey,
+2 14 fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Hunter’s Prey (Horde Breaker): Once on each of your turns when you make a weapon attack, you can make another attack
I will bring terrible wrath upon the
15 +2 +2 +1 3d10 Kanumans for enslaving my tribe.
with the same weapon against a different creature that is within 5 feet of the original target and within range of your
weapon.

+2 Nomad Lifepath. Framed for a crime I did not commit, I chose exile over execution.

Nomad Lifechange. There are many ways to cure the flesh’s ills. I know the secrets of medicine that most others don’t.
Bladed 1d6 Slash I remember every insult I’ve received
9 -1 -1
Boomerang and nurse a silent resentment toward
anyone who’ s ever wronged me.
(+5 to hit)
-1
Dagger 1d4 Slash

14 +2 +2
+2

11 0 0
0

Save: 12 Proficiencies: Dexterity Ability checks ;


To-hit: +4 Light & Medium Armor ; Dexterity sav- A staff, a hunting trap, the fangs of
ing throws ; Disguise Kits & Herbalism an Outlander Beast, a set of trav-
Spells Known: Kits ; Bladed Boomerangs, daggers, & 10 eler’s clothes, Chitinous Hides, 3
1st Level: Hunter’s Mark, Ensnaring Strike, short bows; Glass Burns instrument sacks, 1 bladed boomerang, 3 healer’ s
Longstrider kits, 1 dagger, 1 shard, an explorer’
s
Skill Bonuses: Athletics, Survival pack, and a set of Glass Burns (glass
Shards: A blood-red earring through your left beads that, when thrown into fire,
cartilage. make music when they shatter)

ENCUMBERANCE: 15/24

1 2

50 51
Additional Features
Zareene Zar Nomad (Rogue) Criminal
Criminal Specialty: Pickpocket

Human Chaotic Good Thieves Cant


30
Expertise: Dexterity; Thieves Tools
9 -1 -1 Sneak Attack: 2d6
3
-1 I always have a plan for when things Cunning Action: Dash, Disengage, Hide as bonus actions
go wrong.
900 Fast Hands: Bonus action for Use Object, disarming traps or opening locks with thieves tools, or for making a Dexterity check
involving a sleight of hands.
16 +5 +5 18 I’
m loyal to my friends, not ideals, Second Story Work: Climbing no longer costs extra movement ; in addition, when you make a running jump, the distance
which can die with the rest of Akara you cover increases by a number of feet equal to your Dexterity modifier.
+3 for all I care.
+2 15 Nomad Lifepath. The Great Dying left my home less than a ruin, and took everything else I had. Now I wander, wondering if
I’ll ever find anything like it again.
Someone I loved died because of a
11 0 0 +3 3d8 mistake I made. I will never let that Nomad Lifechange. A thousand tribes and villages have I seen. I doubt a tenth of them will make it to Tarnak. So I carry with
me their cultures, their traditions, and yes, their secrets too.
happen again.
0

Daggers (x2) 1d4+3 Slash When I lie, I can’ t help but snarl my
13 +1 +3
(+5 to hit) lips.

+1
Thieves Cant

Expertise: Dexterity; Thieves Tools


14 +2 +2
Sneak Attack: 2d6
+2
Cunning Action: Dash, Disengage, Hide as
bonus actions

15 +4 +4
Fast Hands
Second Story Work

+2

Proficiencies: Dexterity & Charisma


Attribute checks ; Dexterity, Charisma, Ceramic Cloth, 3 sacks, 2 daggers, 3
and Intelligence Saves ; Light Armor ; healers kits, thieves tools, a burglar’
s
Thieves Tools ; Daggers & Wrist Blades; 15 pack, a crowbar, a set of dark and
Dice hooded clothes.

Skill Bonuses: Stealth, Deception ENCUMBERANCE: 10/25

Languages: Low Tarkani, High Tarkani

0 2

52 53
Additional Features
Darien Nomand (Ranger) Tarnaki Seeker
Favored Enemy: Beasts. Advantage on Wisdom checks to track, and on Intelligence checks to recall information about
them.
Human Neutral Good 30 Far-StriderTrick (Treaders Wisdom). When a creature within 5 feet of you fails an ability check, you can add your
Proficiency bonus to their roll. If the new total would have succeeded, the creature is considered as having succeeded on
15 +2 +2
the ability check.
3 Fighting Style (Dueling): When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus
+2 I evaluate everything based on what I to damage rolls with that weapon.
already know, and I already know a lot.
900 Beastmaster Features.
Ranger’s Companion - Swarm of Ravens (reskinned as falcons). Add your proficiency (+2) to your beast’s AC, attack rolls,
16 +5 +5 23 and damage rolls, as well as to any saving throws and skills it is proficient in. Its HP Maximum is 24. It can spend HD during
a short rest to regain hit points. OBeys your command and acts on your initiative. You can use your action to command it to
The secret that I am searching for will
Attack, Dash,
+3 change the world, for better or worse.
Disengage, or Help. It takes the Dodge action if no command is given. You can substitute one of your Extra Attacks to give
+2 15 the swarm another attack. If you are incapacitated or absent, the swarm focused on protecting you and itself and takes its
own actions. Does not require a command to use its reaction. If it dies, 8 hours can be spent to bond with another beast.
Shideh knows so much, and for that
13 +1 +1 +2 3d10 knowledge I not only love her, but need
Nomad Lifepath. I was born on the road. It is all I have ever known.

to learn more from her. Nomad Lifechange. There are many creatures in the world, and many more that have perished. In charcoal and stone I have
+1
recorded the lives of the last of many of Akara’s beasts.

Bludgeo. I’
m skeptical of everything, Seeker Feature: Secret Finder. There is something important that you are searching for. Whenever you learn something
Mace 1d6
especially when it goes against new about it, you gain both a point of inspiration and a new clue as to where it is.
11 0 0
+5 to hit something I already believe in.
+2 damage
0

14 Bola
+2 +2 1d4 Piercing
+6 to hit
+2 +3 damage

9 -1 -1
-1

Save: 12 Proficiencies: Dexterity Ability checks


To-hit: +4 ; Light & Medium Armor ; Dexterity A mace, a short bow and 20 arrows,
Saves ; Woodcarver’s tools, chitinous hides, a set of traveling
Spells Known: Navigator’s tools, and thieve’s tools 10 clothes including a dark cloak, a map
1st Level (3 Slots): Hunter’s Mark, Snare, ; Bolas and Maces of Akara, a backpack, 3 healer’s
Speak With Animals kits, woodcarver’s tools,
Skill Bonuses: Survival, History navigator’s tools, thieve’s tools,
Shards: One of the lenses in your googles. and a scholar’s pack.
Languages: High Tarnaki, Low
Tarnaki, Kanuman, Various Tribal ENCUMBERANCE: 14/15
Dialects, Bataari

1 2

54 55
Additional Features
Jelehar Mystic (Cleric) Tribal
Divine Domain - Forge

Human Lawful Good Channel Divinity - 1/Long Rest (2 at 6th level, 3 at 18th level)
30
Channel Divinity: Miracle Worker. As an action, you present your holy symbol along with a shard before a gathered group
11 0 0
of creatures and work a miracle before them. Each creature within 30 feet of you must make a Wisdom saving throw. If the
creature fails the saving throw, its attitude becomes friendly with you, and if the creature was already friendly, it is instead
3 charmed for 1 hour or until it receives damage from any source.
0 The ways of other tribes, no matter
how strange, can be used to make us Forge Features
900 better.
Domain Spells: Identity, searing smite, heat metal, magic weapon.

9 -1 -1 24 Bonus Proficiences: Heavy armor and smith’s tools.


My beliefs are the only things that
Blessing of the Forge. At the end of a LONG rest, you can touch 1 nonmagical object that is either a simple or martial
-1 have kept me from certain death. weapon, or a suit of armor. Until the end of your next long rest or until you die, the item is considered an artefact, grants a
+2 12 +1 bonus to AC if it is armor or a +1 bonus to attack and damage rolls if it’s a weapon. 1/Long rest.

Channel Divinity: Artisan’s Blessing. After an hour-long ritual you create one of the following: a simple or martial weapon,
My people are gone, but their memories
15 +2 +2 +0 3d8 push me to find a new tribe.
a suit of armor, 10 pieces of ammunition, a set of tools, or another bronze object. The creation appears in a space within 5
feet of you when created. The item can be worth no more than 100 gp. As part of this ritual, you provide any bronze, bones,
or other materials needed, which becomes the object. The ritual can create a duplicate of any non-magical item.
+2
Tribal Feature: Akara’s Friend. Whenever you are traveling Akara or Torn, you can find caches of food, water, and other
Piercing I cannot trust those who do not honor equipment found normally in an explorer’s pack left behind by other tribesmen.
Spear x2 1d6
what my tribe believes in.
13 +1 +1
+2 to hit Mystic Lifepath. At the end of the day, the beliefs they’ve given me have saved my life more than once. I am in debt to
+0 damage them, and so serve them I will.
+2
Mystic Lifechange. I’ve been initiated into the deep secrets of my beliefs. I modify my body and dress to represent the
depths of my new wisdom.

16 +5 +3
+3

14 +4 +4
+2

Save: 13 Proficiencies: Wisdom and Charisma


To-hit: +5 Ability checks; Light Armor ; Charisma Two spears, a set of ceramic-cloth,
saving throws ; Potter’s tools and 3 sacks, 3 healer’s kits, potter’s
Spells Prepared: herbalism kits ; Spears 5 tools, herbalism kits, 2 shards (one of
Cantrips: Mending, Thaumaturgy, Word of which your dead wife’s),
Radiance Skill Bonuses: Perception explorer’s pack, a set of tribal
1st Level (4 slots): Identify, searing smite, clothing for ceremony, and a set
ceremony, protection from evil and good, shield Languages: Low Tarnaki, Various Tribal of bones inscribed with your tribal
of faith Dialects beliefs.
2nd Level (2 slots): Heat metal, magic weapon,
aid, augury, prayer of healing ENCUMBERANCE: 14/25

Shards: Two bangles, both on a different hair


loc.

2 2

56 57
Wounded Bone Mystic (Druid) Tribal Additional Features
Druidic

Human True Neutral 30 Channel Divinity - 1/Long Rest (2 at 6th level, 3 at 18th level)

Spiritual Wisdom Made Manifest. As an action, you create a 30 foot zone that moves with you as its center so long as you
14 +2 +2
have
1 shard on your person 2/long rest. While in this zone, you and friendly or indifferent allies can see hidden doors and secret
3 pathways, ritual spells take 1 minute instead of 10, ability checks and saving throws against environmental hazards with a DC
+2 I speak only 6 words or less to those
outside of my tribe. higher than 15 now have a DC of 15, and you have 30 hit points. These benefits last for 1 hour or until you find unconscious,
900 die, run out of spell slots, or use a bonus action to dissipate the zone.

Shepperd Features
13 +1 +1 24 Speech of the Woods. You speak, read, and write Sylvan. In addition, beasts understand your speech, and you can decipher
My tribe has given me purpose, and their noises and motions. This does not automatically grant friendship.
+1 that purpose is why I live.
Spirit Totem. You call forth one of 3 spirit totems as a bonus action that appears within 60 feet of you. This spirit can move
+2 12 up to 60 feet to a point you can see and exudes a 30 feet aura. It lasts for 1 minute or until you’re incapacitated. 1/short or
long rest. Spirits are:
I must find Tarnak so that my son no BEAR - 8 temp hit points to allies and advantage on Strength checks and saving throws for allies in aura ;
15 +2 +4 +1 3d8 longer sleeps with a dagger in his hand.
HAWK - Use your reaction to grant advantage to an allies attack roll in the aura and advantage on Wisdom checks for allies
in aura; UNICORN - Advantage on all ability checks to detect creatures in aura and spell slots spent to restore hit points give
+2 every creature in aura 3 hit points.

Tribal Feature: Akara’s Friend. Whenever you are traveling Akara or Torn, you can find caches of food, water, and other
Piercing I take threats seriously, even if they
Katar 1d8 equipment found normally in an explorer’s pack left behind by other tribesmen.
are jokes or not.
11 0 0
+4 to hit Mystic Lifepath. They told me that I mattered--that my life meant something in the great scheme. In the face of everything
+2 damage ending, what was I to do other than believe them?
0
Mystic Lifechange. A symballa has manifested itself on my body. If not a holy symbol, than what?
Spear 1d6 Piercing1
+4 to hit
16 +2 damage
+5 +2
+3

9 -1 -1
-1

Save: 13 Proficiencies: Wisdom Ability checks ;


To-hit: +5 Light and Medium armor ; Constitution A spear, a katar, a set of ceram-
saving throws ; Herbalism kits ; Katars ic-cloth, 3 sacks, 3 healer’s kits,
Spells Prepared: and spears. 5 herbalism kits, 2 shards (one of
Cantrips: Frostbite, Guidance, Resistance which you took from a dead man),
1st Level (4 slots): Cure Wounds, Faerie Fire, Skill Bonuses: Perception explorer’s pack, a set of tribal
Thunderwave clothing for ceremony, and a set of
2nd Level (2 slots): Animal Messenger, Pass Languages: Low Tarnaki, Various Tribal ceremonial paints.
without Trace, Warding Wind Dialects
ENCUMBERANCE: 15/27

Shards: Two shards hidden in robes.

2 2

58 59
Additional Features
Arzar Warlord (Fighter) Kanuman Escapee
Kanuman Slave Role: Gladiator

Fighting Style: Defence. While you are wearing armor, you gain a +1 bonus to AC.
Human Lawful Good 30
Second Wind. As a bonus action, you regain 1d10 + 3 hit points. 1/short or long rest.

15 +2 +2 Action Surge. On your turn, you can take one additional action. 1/short or long rest (2 at 17th level).
3
+2 When someone does something with Battlemaster Features
purpose, I will always lend them my Combat You know 3 manuevers, listed below. You gain 2 additional manuevers at 7th, 10th, and 15th level. You have 4
900 aid. superiority dice, which are d8s. A superiority die is expended when you use it. You regain all after a short or long rest. You
gain another die at 7th and 15th levels. Some manuevers require a saving throw. 8 + prof bonus + Str or Dex mod (13).
16 +5 +5 26 Commander’s Strike. You forgo one of your attacks with the attack action and instead use a bonus action to direct a
Slavery is the greatest evil, and I will companion to strike. They must be able to see or hear you, and you expend 1 superiority die. The creature uses its reaction
+3 not permit it. to make 1 weapon attack and adds the superiority die to the attack’s damage roll.
+2 16
Distracting Strike. When you hit a creature with a weapon attack, you expend one superiority die. Add the die to the attack’s
damage roll. Attack rolls against the target by an attacker other than you have advantage if made before the start of your next
Byah Bonz is like a brother to me, and I
13 +1 +1 +0 3d10 would do anything to see them succeed.
turn.

Goading Attack. When you hit a creature with a weapon attack, expend one superiority die. Add the die to the attack’s
+1 damage roll, and the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls
against targets other than you until the end of your next turn.
Dart-thrower 1d8 Piercing. Disrespectful authority always
Student of War. You are proficient in one type of artisan’s tools (Leatherworker’s tools).
11 0 0
+4 to hit prompts me to draw my swords.
+2 damage Warlord Lifepath: Freedom in the Kanuman star-pits demands a high price. I paid that price a thousandfold.
0 Warlord Lifechange: I’ve grown addicted to violence; without it, I am as useless as water to an ocean.

Kanuman Escapee Feature: Chained Kinship. You have a contact still alive that you can find while traveling Akaran or inside
of a city. This contact will do a favor for you, no matter how dangerous it is.
14 Bone
+2 +2 1d8/10 Slashing
Longsword
+2 +5 to hit
+3 damage

9 -1 -1
-1

Proficiencies: Strength Ability checks;


Light, Medium, and Heavy armor; A dart-thrower and 10 bladed darts, a
Strength saving throws; Leatherwork- longsword, chitinous hides, leath-
er’s tools and Death whistles; Simple 5 erworker’s tools, a death whistle,
and martial weapons. a backpack, 1 potion of healing, a
dungeoneer’s pack, a facial scar
Skill Bonuses: Intimidation marking slave as a former Kanuman
slave and another marking you as a
Languages: Low Tarnaki, Kanuman free slave, and a broken star-spear.

ENCUMBERANCE: 13/19

0 2

60 61
T’
akon Nomad (Rogue) Tribal Additional Features
Expertise. Add double your proficiency bonus to Dexterity saving throws and thieves tools. Choose 2 more proficiencies to
gain this benefit at 6th level.
Kith Neutral Good 25 Sneak Attack. Add 2d6 damage to weapon attacks made with advantage once per turn. This attack doesn’t require advantage
if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the
8 -1 -1
attack roll.
3 Thieves’ Cant
+2 I love to share the stories of my
people with others, and have a story
900 for anything. Cunning Action. Dash, Disengage, and Hide can be used as bonus actions.

Scout Features
16 +5 +5 21 Skirmisher. You can move 1/2 your speed as a reaction when an enemy ends its turn within 5 feet of you. This provokes no
My tribe taught me to always be opportunity attacks.
+3 cautious, and so cautious I am.
Survivalist. You add double your proficiency bonus to Wisdom checks for survival and Intelligence checks about nature.
+2 15
Kith Traits
I yearn to have my tribe with me, and Ambusher. You can climb your full movement instead of half. Additionally, if you use your movement to climb, you can use
13 +1 +1 +3 3d8 I am quick to name someone a tribe
your bonus action on that same turn to take the Hide action.
member. Empath. You form a powerful empathetic connection with creatures of your choice. When a creature within 30 feet of you
+1
that you see and have a connection with fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction
to make the saving throw yourself. On a success, the target creature succeeds. On a failure, both you and the target creature
Bladed 1d6 Slashing. I am slow to give aid to those suffer the
consequences. Once you’ve used this ability, you cannot use it again until you complete a long rest.
10 0 0
Boomerang not in my tribe.
+5 to hit Naturally Stealthy. You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
0 +3 damage
Nomad Lifepath: My people taught me that in order to become an adult, I must see at least seven sights no one else ever
has.
So I travel, so I see.

16 +3 +3 Nets Nomad Lifechange: A thousand tribes and villages have I seen. I doubt a tenth of them will make it to Tarnak. So I carry with
me their cultures, their traditions, and yes, their secrets too.
+3 +5 to hit
Tribal Feature: Akara’s Friend. Whenever you are traveling Akara or Torn, you can find caches of food, water, and other
equipment found normally in an explorer’s pack left behind by other tribesmen.

12 +1 +4
+1

Proficiencies: Dexterity Ability checks;


Light armor ; Dexterity and Charisma A bladed boomerang, a net, a back-
saving throws ; Disguise kits, Pattern pack, 1 potion of healing, thieves
chords, and thieves tools ; Bladed boo- 10 tools, a disguise kit, a set of
merangs and nets pattern chords (Tight, thin cords
are wrapped around the fingers and
Skill Bonuses: Nature, Perception, hands into intricate patterns. With
Survival pieces of sharp bone at the end of
the fingers, the chords are played.
Languages: Various Kith Dialects, High Different patterns lead to
Tarnaki, Various Tribal Dialects different sounds. Most often played
by children or old campfire-sitters),
ceramic-cloth, an explorer’s pack,
a sacred stone given to me for
protection by my tribe.

ENCUMBERANCE: 11/13

0 2

62 63
Additional Features

64 65

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