TEXT:  
  1 | Living Arcanis - In Plain Sight 
   
   
   
  PARADIGM CONCEPTS 
  PRESENTS A 
   
  ADVENTURE  
  In Plain Sight 
  4-hour Introductory Adventure 
   Intro #6 
  When her young page has gone missing, Calista val’Sheem, a senator from Savona, requests your help to 
  investigate his disappearance. Can you find the missing boy and what evil lies hidden in plain sight?”  
  An Introductory adventure optimized for 3rd-level characters; playable by characters of any level. 
  Premier Date: 10-18-16; General Release Date: 10-18-16 
  Version 1.1 03-18-18 
  ARCANIS, SHATTERED EMPIRES and LIVING ARCANIS are trademarks of Paradigm Concepts, Publishing, LLC. Adventure detail is © 
  Copyright 2016 Paradigm Concepts Publishing, LLC. All rights reserved. Visit us on ParadigmConcepts.com 
   
   
  
   
  2 | Living Arcanis - In Plain Sight 
   
  Credits 
  Author: Dean Bailey 
  Special Thanks to: Scott Carter 
  Editor: Lucas Amodio 
  Campaign 
  Introduction  
  Campaign Staff 
  Team Paradigm: Henry Lopez, Nelson 
  Rodriguez, Pedro Barrenechea, Jim Beck, and 
  James Zwiers. 
  Author Liaison: Cody Bergman 
  Chief Editor: Joe Cirillo 
  5e Rules Manager: Pedro Barrenechea 
  Living Arcanis Liaison: Pedro Barrenechea 
  Running an 
  Arcanis Adventure  
  When you run an Arcanis adventure you are 
  charged with bringing the world to life. We pride 
  ourselves on delivering a deep world where a 
  player’s actions are just as, if not more, 
  important then their die rolls.  
  We ask our GMs to be familiar with the location 
  the adventure is set in and the cultures the 
  players may encounter.  But we also understand 
  that during convention play some GMs may be 
  forced to run an Arcanis adventure on short 
  notice. When cultural details come into play we 
  will do our best to call them out in “Arcanis Cliff 
  Notes” side bars. 
  Beyond that, the important job you have as a GM 
  is to make the table as fun as possible by 
  engaging players and drawing them into the 
  story. 
  Pay close attention to the player’s actions, not 
  character’s, players. Are they on their cell phone 
  or tablet? Do they seem disengaged? Distracted? 
  Don’t be afraid to engage them or shift the spot 
  light to their character a little. 
  To facilitate this, you are empowered to adjust 
  and modify the adventure in a number of ways: 
   
  You may make on the fly adjustments to 
  the adventure if the players find a clever 
  way to tackle a problem, especially when 
  out of combat. As long as the idea is 
  reasonable, run with it! When you must 
  say “no” always try and say “no, but,” 
  This keeps the game moving and makes 
  it fun for everyone,  
   
  Don’t be an adversarial GM.  Some 
  tables like to be challenged, but there is 
  a difference between being adversarial 
  and offering a challenge. At the same 
  time, don’t make an adventure so easy 
  that the players become bored. 
   
  Keep the pace going in order to keep 
  players engaged. Switch the spot light, 
  have them make some rolls, ask them 
  what their character is doing. If the party 
  is stuck, nudge them though some ability 
  rolls or improvise some details, just keep 
  the game going.  
   
  During conventions and game days be 
  aware if you are going short or long on 
  time while running an adventure. Skip 
  some encounters if necessary, but try 
  and tell the entire story. Give the players 
  closure, even if you need to fudge the 
  numbers. 
   
  Read-aloud text may be adjusted as you 
  see fit, but make sure you give the 
  players the appropriate hints and clues 
  needed to keep the story going. 
   
   
  
   
  3 | Living Arcanis - In Plain Sight 
   
  Adjusting 
  Encounters 
  Before you begin play you should determine the 
  average strength of the party and compare that 
  to the base level of the adventure.  Each 
  combat encounter has a box titled Adventure 
  Difficulty guiding you on how to adjust the 
  encounter to the party’s power level. 
   
  These adjustments are suggestions; if a party is 
  having an easy or hard time don’t be afraid to 
  adjust the difficulty.   
  To set the adventure difficulty you must first 
  determine your tables Average Party Level. 
  Add up all the levels of all the characters, then 
  divide by the number of players. Round up 
  fractions to the nearest whole number. This is 
  the Average Party Level 
  Consult the table below to set the adventure 
  difficulty based on the APL. 
  Adventure Difficulty   
  This adventure has been optimized for a table of 
  5 players playing 3rd level characters.  
  # of Players 
  APL to BL 
  Adventure 
  Difficulty 
  3-4 
  Equal  
  Easy  
  3-4 
  Greater 
  Normal  
  5 
  Less/Equal 
  Normal 
  5 
  Greater than 
  Difficult  
  6-7 
  Less/Equal 
  Difficult  
  6-7 
  Greater 
  Perilous  
  Spellcasting  
  Services  
  While in a settlement, town, or city, characters 
  may visit a temple or shrine to request spell 
  casting at the cost of a substantial donation. You 
  may only utilize these spell casting services three 
  times per adventure. Any spell casting provided 
  through the story of the adventure, such as an 
  NPC casting a spell for the party, does not count 
  against this limit. 
   Shrines do not house clergy with which to 
  attend to the needs of the faithful. Instead, one 
  or two itinerant priests tend to the shrine and 
  the needs of the people.   
  Temples and churches are larger structures 
  attended by full staffs of the faithful, including 
  Templars. 
  The following services are common to all 
  temples, with additional options available at 
  specific temples as noted in each adventures.  
  Shrines, regardless of their deity, may only 
  provide players with cure wounds and lesser 
  restoration.  
  General Spell Services  
  Spell 
  Cost 
  Cure wounds (1st level) 
  10 gp 
  Greater restoration 
  450 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
   
  
   
  4 | Living Arcanis - In Plain Sight 
   
   
  Adventure Related 
  Information   
  This adventure begins and probably ends in the 
  city of Grand Coryan, located in the Coryani 
  Empire. 
  Temples and Shrines 
  The conclusion of this adventure takes place in 
  the Temple of the Pantheon in Grand Coryan. 
  Until that point, there are no accessible temples 
  or shrines along the way. 
   
  Goods and Services 
  Grand Coryan has a wide array of markets 
  catering to all sorts of customers. Heroes may 
  purchase any item from the core rules.  
  Organizations 
  There are a number of factional interests at work 
  in this adventure. 
  Every organization has a chapter house (hidden 
  or public) somewhere in grand Coryan.  
  Portals of Anshar 
  There are no accessible Portals of Anshar during 
  this adventure. 
  Adventure 
  Background 
  Hidden beneath the city of Grand Coryan, a 
  spider waits in its web.  On orders from the 
  Sorcerer King himself, Harvester Zarkanakov has 
  come to Grand Coryan to find and capture those 
  that show the arcane gift.  Having entered the 
  city undetected, Zarkanakov has set up a base of 
  operations in the sewers under Stonemarket 
  Square, and using a variety of bio-constructs, 
  begun to hunt. 
  Zarkanakov’s plan is simple.  Using a variety of 
  construct 
  called 
  a 
  raxatorn, 
  Zarkanakov 
  identifies those that can use arcane mage. These 
  constructs are created to resemble large sewer 
  rats, but have a small blue crystal organ on their 
  chest, generally kept hidden from sight, that 
  allows them to sense those who are endowed 
  with arcane magic.   
  Once the target has been identified, a second 
  variety of bio-construct, one that mimics 
  humans, is sent to lure the victim to Stonemarket 
  Square where they will be in range of the 
  uvanori, a semi-immobile bio-construct hiding 
  under the square in the sewers. The uvanori 
  emits a field that paralyses and immobilizes 
  those who are gifted with arcane magic. 
  Fortunately, Zarkanakov has suffered a setback 
  in his plans.  He recently captured a gifted 
  barmaid called Sienna.  As she was being brought 
  down into the sewer, she broke the control of 
  the uvanori.  In the struggle, the uvanori was 
  injured, and its ability to emit the immobilization 
  field has been curtailed until it is healed.   
  This forced a change in the method of operation.  
  Targets now had to be identified by the raxatorn 
  or through more mundane methods, and then 
  captured by the human mimics.  Unfortunately, 
  this led to mistakes, such as the capture of a 
  fraud Spurius Naevinius Flaccus whose escape 
  Initiate 
  of 
  the 
  Gods 
  background/Acolyte 
  background/divine spellcasters receive one free 
  spell as long as it is from a church or temple of the 
  same religious faction (Mother Church for 
  example) 
  If they worship the same god as a particular 
  temple but are part of another religious faction, 
  they can get a onetime 50% discount instead. 
  
   
  5 | Living Arcanis - In Plain Sight 
   
  has compromised Zarkanakov, and forced him to 
  clean up loose ends and prepare to return home. 
  Adventure 
  Breakdown 
  Introduction: The Heroes travel to Grand Coryan 
  to answer the plea of a young senator to help 
  find her missing page. 
  Scene 1: Having accepted the task, the party 
  must begin their investigation and questioning of 
  the locals for clues. 
  Scene 2: The Heroes investigate Cervari 
  Rodriguez, who seems to be linked to a number 
  of disappearances.  As they do so they foil an 
  Ymandrake plan to kidnap the scholar. 
  Scene 3: After his escape from the Harvester, 
  Spurius Naevinius Flaccus is intelligent enough to 
  realize that he is a loose end that can expose 
  Zarkanakov.  Fearing for his safety he has gone 
  into hiding in a poorer neighborhood of the city.  
  Unfortunately, he has been discovered by the 
  Ymandragorans who are intent on silencing him 
  permanently.   
  Scene 4: The party investigates the Stonemarket 
  Square under the cover of darkness.  They 
  discover Tomas, brother of Sienna, the barmaid 
  that has gone missing.  After they have finished 
  questioning him, they are set upon by thralls 
  sent by Zarkanakov.   
  Scene 5: Having discovered the hidden entrance 
  to sewers, the Heroes find themselves in a maze 
  of tunnel under the city of Grand Coryan.  Tracks 
  can easily be followed and lead deep 
  underground, but the passage has not been left 
  unguarded.  A pack of raxatorn has been 
  assigned to stop any intruders, but once dealt 
  with the party can move forward. 
  Scene 6: With the escape of Spurius Naevinius 
  Flaccus, Zarkanakov is preparing to flee Grand 
  Coryan with his captives, but the party arrives 
  just in time to stop him and his bio-constructs. 
  Introduction 
  Key Concepts: The heroes travel to Grand 
  Coryan to answer the plea of a young senator to 
  help find her missing page. 
  Grand Coryan, the jewel of the Empire.  To 
  some it is the bastion of civilization, to others 
  a steaming cesspool of corruption and self-
  interest.  Either way it is a city unlike any other.  
  Her streets and boulevards are wide and 
  spacious. Squares and plazas appear with 
  astounding regularity and are decorated with 
  ornate columns and statues of gods, 
  emperors, priests and patricians. The city is full 
  of prosperity and opulence, at least in the area 
  you travel. 
   
  People move past you, either walking or being 
  carried by slaves in covered palanquins. Unlike 
  other cities, you see no wagons or horses.  No 
  traders make deliveries to their customers 
  with carts which would slow down the steady 
  stream of humanity travelling from one 
  destination to another. You have been told 
  that under streets you walk upon, there exists 
  another network of roads and laneways that 
  keep the mundane traffic hidden from view. 
   
  Your travels take you past the Grand Cathedral 
  of Coryan and the very steps where, some sixty 
  years ago, the Emperor Calcestus executed – 
  or murdered, depending on whom you speak 
  to – the patriarch Felician val’Mehan and took 
  the first steps towards a civil war that would 
  rock the empire.  Looking close you can almost 
  imagine a dark stain of blood still on the steps 
  after all this time. 
   
  Continuing on, you see the Coryani Senate.  
  There, laws are made and the senators and 
  emperor dance their merry dance.  Individuals 
  with the gold and green trims of nobility 
  swarm in and out of the august building, 
  surrounded by a plethora of bureaucratic 
  
   
  6 | Living Arcanis - In Plain Sight 
   
  minions.  One such senator glances up from his 
  conversation with a member of the clergy, 
  looks you over in a moment of fleeting interest  
  as if seeing something obviously out of place, 
  and then returns to his conversation with a 
  sneer on his lips. 
   
  Only a short distance further, the opulence 
  turns to a more utilitarian nature, as the road 
  you are travelling on opens to a large plaza 
  and market.  Traders with their mobile stalls 
  vie for custom with shopkeepers that have 
  permanent establishments and beggars with 
  nothing to sell at all.   
   
  A man lazes in a sedan chair in the shade while 
  his slaves, tied to half a dozen single-person 
  palanquins, sit in the hot sun, sweat trickling 
  down their dark Myrantian skin. 
   
  “My friends, welcome to the city of Grand 
  Coryan.  I am Titas, humble purveyor of 
  transport.  My palanquins are the most 
  comfortable in the city, and my slaves are the 
  fastest there is but will make you feel as if you 
  are floating on air.  For you, a special deal as it 
  is hot and the slaves are getting lazy in the sun, 
  for each, 30 decus {silver} for the hour or 1 
  imperial {gold} for the day, plus a suitable 
  bond to ensure that the chairs are returned in 
  the same condition that they leave here.” 
   
  Looking past the slaves and their master, just 
  a short way from the edge of the plaza you see 
  the tavern called “the 12th Legionnaire”. That 
  is where you are to meet a young Savonan 
  woman by the name of Calista who needs 
  assistance in a most urgent matter, her letter 
  of introduction safely on your person. 
   
  The palanquins can be hired by the party and the 
  slaves will carry them to wherever that need to 
  go with in the city limits as long as they remain 
  in the respectable areas.  The palanquins are 
  comfortable, but not luxurious.  They have 
  curtains that can be drawn to keep out the sun 
  and are lined with pillows for comfort.  The 
  slaves are all of Myrantian ethnicity, but will not 
  attempt to escape or flee.  They are chained to 
  the chairs, but it is their family, still with Titus, 
  that is the more secure bondage.  The bond for 
  hire of the palanquins is 20 gp, refundable on 
  return. 
  The 12th Legionnaire is small but comfortable 
  tavern.  A dozen tables sit in the common room 
  that also contains the bar on one side and a 
  large fireplace on the other.  Over the fireplace 
  hangs a crossed pilum and a lancea.  Over the 
  bar a well-used gladius of Sarishan steel and a 
  dented scutum are positioned.   
   
  A door behind the bar leads off to the kitchen, 
  where the smell of roasting meats and spiced 
  stews drift. Another door opposite the one you 
  came in from leads to what you believe to be 
  the lavatorium.  A set of stairs lead up to the 
  second floor. 
   
  Behind the bar, a grizzled man with the 
  bearing of an ex-soldier looks you up and 
  down appraisingly.   
   
  “I would say by the looks of you, that you are 
  no doubt the ones that the Lady is waiting for.  
  Well if that be the case, you will be having a 
  letter of introduction proving who you are.  
  Once I see it to make sure, then I will take you 
  up to the private room.” 
   
  Flavian Rucinni is an ex-legionnaire who served 
  with the Legion of the Sundering Rays, also 
  known as The Twelfth. Upon retiring, he 
  returned to Grand Coryan to start an inn, which 
  he named “the 12th Legionnaire” after his old 
  legion.  When hearing about the infernal threat, 
  Flavian once again gathered his old armor and 
  weapons and journeyed north where he joined 
  the Crusade, earning a Sarishan steel gladius for 
  exceptional service.  Once the Crusade ended, he 
  returned to Grand Coryan and his inn. 
  Flavian is a straight-talking, simple man.  There 
  are two colors in his world, black and white.  As 
  
   
  7 | Living Arcanis - In Plain Sight 
   
  such he will stand firm and refuse to allow the 
  party entry to the upstairs room unless they 
  prove they are the ones expected.  Once they do 
  so, he is more than happy to lead the way. 
  Satisfied that you are expected, Flavian grabs 
  a large platter of meats, cheeses and breads 
  and motions for you to follow.  He leads you 
  upstairs to a small room where a young 
  woman sits.  She stands to greet you, her long 
  raven hair cascades over her shoulders, and 
  for a moment her cloak slips, revealing a gold 
  trimmed toga underneath. 
   
  “I am so glad you could come.  I did not know 
  if you would.  My name is Calista val’Sheem, 
  Senator Calista val’Sheem if truth be told, and 
  I need your help.”  The young senator looks at 
  each of you with hope in her eyes and then as 
  if remembering her manners, motions for you 
  to take a seat. 
   
  “Please, there are meats, fruit, cheeses and 
  breads if you are hungry.  Water, wine and ale 
  are on the side board.  As you refresh 
  yourselves I will tell you why I need your help. 
  “ My mother is Liyani val’Sheem from Savona 
  and my father was August val’Tensen.  My 
  family is prominent in Savona and traditionally 
  we have held a seat on the Senate.  Earlier this 
  year, when my grandfather passed into 
  Beltine’s embrace, my mother decided that 
  the running of the household left her too little 
  time for senatorial duties so passed the seat 
  onto myself.  Of course I could have declined; 
  no one would have thought worse of me, but 
  my family has always held the seat and the 
  Imperial Senate is the ideal forum to advance  
  issues I am passionate about.” The young 
  senator pauses briefly to take a sip out of a 
  silver goblet, the color of her lips identical to 
  the Savonan red contained within the vessel. 
   
  “It took some time to organize, but earlier this 
  month I travelled to Grand Coryan to take up 
  my duties.  My mother has a dear friend from 
  her younger days who lived in the city and 
  arranged for me to stay with her and her son 
  until I could secure the rental of a villa of my 
  own.  Her son, a young boy by the name of 
  Cassius, was a very bright lad for his age so I 
  took him on as my page. He assisted me with 
  my duties when he was not studying with his 
  tutor.  
   
  “The arrangement worked well and he seemed 
  to enjoy helping me.  I decided that instead of 
  moving into my own accommodation, I would 
  stay with Cassius and his mother while I was 
  welcome.  
   
  “Unfortunately, two days ago disaster struck.  
  We were at home and I was preparing for an 
  important oration.  I had left some papers in 
  my rooms back at the Senate building, and I 
  needed them desperately.  Cassius said that he 
  would go and get them as the Senate is only a 
  short distance past Stonemarket Square, 
  where we lived.  It was not late, so I agreed. 
  Oh how I wish that I had said no.  If I had only 
  said no, then he would still be here.  You see, 
  he never came home and we don’t know what 
  has happened to him.”   
  Young Calista breaks down in tears, her 
  shoulders slump and great waves of wracking 
  sobs pulsate through her body. 
   
  Hearing the sound of an upset guest, Flavian 
  bursts through the door with a kitchen knife 
  expertly held at the ready.  Calista sees him 
  enters and hold up her delicate hand to show 
  that all is fine.  With a nod, Flavian exits the 
  room and shuts the door again. 
   
  “Please, it has been two days.  His mother is 
  worried to death and … well it’s all my fault.  I 
  let him go.  Will you please find him?” 
   
  Development: If the Heroes decided to 
  investigate young Cassius’ disappearance then 
  proceed to Scene 1 where they can start their 
  investigations. 
  
   
  8 | Living Arcanis - In Plain Sight 
   
  Should they decline the request for assistance, 
  then the adventure is over and proceed to 
  Conclusion C. 
  Scene 1: Sweet 
  Savonan Senators 
  Key Concepts: Having accepted the task, the 
  party must begin their investigation and 
  questioning of the locals for clues. 
  A look of relief passes across the face of the 
  young senator and for a moment the stress 
  and worry vanish from her countenance.   
   
  “Thank you, you are so very kind and I cannot 
  express enough my gratitude. I am at your 
  disposal.  Where do you want to begin?” 
   
  There are a number of way the Heroes can gain 
  information about the disappearance of young 
  Cassius.  These are detailed below: 
   
  Senator Calista 
  val’Sheem: 
  The Senator is eager to help and will answer the 
  group’s questions to the best of her ability.  
  Unfortunately, she is still quite concerned and 
  flustered so she may need forget things and 
  recall certain details later. 
  Why are you staying with your mother’s friend 
  instead of getting your own villa? 
  “Well, truth be told, while I can afford to rent 
  a villa of my own, I enjoy the company.  Also 
  since the death of her husband, money has 
  been tight for Julia and bills need to be paid, 
  not to mention the cost of Cassius’ tutor.” 
   
  Why did you take Cassius on as a page?  Why not 
  someone more experienced and qualified? 
   
  “Two reasons really.  The main one was that 
  the family needs the coin since Cassius’ father 
  was taken from them.  This is a way of helping 
  out without making a charity case out of them.  
   
  The second reason is that Cassius, despite his 
  age, has a sharp mind, and the training and 
  contacts that his position as my page, 
  combined with the private tutelage he is 
  receiving from the Salantian, will open many 
  doors for him and improve his family’s 
  fortunes and status. 
   
  Who is this tutor? 
  “An elderly Salantian gentleman by the name 
  of Cervari Rodriguez.  He tutors young Cassius 
  in Mathematics, History, Theology, Science; all 
  things really.” 
   
  Have you heard of a man called Cervari 
  Rodriguez? 
  “Yes. He tutors young Cassius in Mathematics, 
  History, Theology, Science; all things really.” 
   
  What does Cassius look like? 
  “A young man almost.  He is 12 years of age, 
  curly brown hair and blue eyes.  He has a small 
  freckle above his right eye and I believe he was 
  wearing his grey toga when he disappeared. 
  Around his neck was an amulet with my 
  symbol on it to show that he is my page. That 
  gives him access to the Senate building” 
   
  Have you heard of a man called Alexius Parilli? 
  “I don’t know the man, but I think he has a 
  shop in the market.” 
   
  Have you heard of a man called Spurius 
  Naevinius Flaccus? 
  “Yes, a complete bore of a man.  I have seen 
  him here many times gambling and drinking 
  until he was either broke, unable to stand or 
  both.” 
   
  Have you heard of a girl called Sienna Martinus? 
   
  
   
  9 | Living Arcanis - In Plain Sight 
   
  “Yes. She is a barmaid here at the inn.  Now 
  that you mention it I have seen her in the 
  company of Cassius’ tutor a number of times.” 
   
  Do you spend a lot of time at the Inn? 
  “Julia, Cassius, and I often come here once a 
  week.  Flavian is an old comrade of Julia’s 
  husband.  They fought in the Crusade 
  together.  He was with Marius when he was 
  killed.”  
   
  Where is the Senate from here? 
  “The Senate is quite close from here, no more 
  than twenty minutes away across the market 
  towards the cathedral.” 
   
  Could anyone have seen him? 
  “People in the square may have seen him.  He 
  would have needed to pass through the 
  market on his way to the Senate.  Julia also 
  asked him to drop off one of Flavian’s togas 
  that she repaired.” 
   
  Has anyone else gone missing? 
  “I don’t know.  How thoughtless of me.  Here I 
  have only been thinking of Cassius and did not 
  think to ask if anyone else had gone missing.  
  You could ask Flavian or perhaps around 
  Stonemarket square.  They may know.” 
   
  Do you have any enemies? 
  “No, not really.  I have not been here long.  The 
  only people I can think of that dislike me are 
  Senator Janus 
  Hermitinius and Prelate 
  Antonious val’Assante; they are opposing a 
  motion I am preparing for the Senate” 
   
  Who are Senator Janus Hermitinius and Prelate 
  Antonious val’Assante 
  “Senator Janus is the leader of a conservative 
  faction at the Senate.  Quite frankly, he is a vile 
  little man that cares only for his privileged 
  benefactors, like the Prelate. 
   
  “Prelate Antonious is the real power behind 
  the conservative faction.  In theory, being a 
  Prelate, he is not supposed to be involved with 
  the operation of the Senate, so he works 
  through Janus.  He is very much a nationalist 
  and concerned with only Coryan.   
   
  “When the Crusade of King Osric was in 
  progress, he argued that it was not the 
  concern of Coryan, and we should let both 
  sides weaken themselves so the Empire could 
  then defend itself from a position of strength.” 
   
  What is this motion you are preparing for in the 
  Senate? 
  “When the country of Almeric was founded, 
  many Coryani, my father included, found 
  themselves part of a new nation.  It was 
  apparently an exciting time.  Then things 
  started to fall apart and the newly formed 
  nation was torn apart by war.   
   
  Refugees, especially those of Coryani decent, 
  started to flee the country due to poverty, 
  persecution or forced conscription.   I am 
  proposing that we help to resettle our ex-
  countryman, as befits our position an 
  enlightened people. 
   
  There are some people who oppose this and 
  want to either forcefully turn them back unless 
  they are willing to pay for their resettlement 
  through coin, property or indenture.  Senator 
  Janus Hermitinius’ faction is the leading 
  supporter of this view.” 
   
  Could Senator Janus Hermitinius and Prelate 
  Antonious val’Assante be involved? 
  “I do not think so.  Their politics are vile, but I 
  do not think they would go as far as 
  kidnapping a boy to prevent my introduction 
  of the proposal to the senate floor.  But … I just 
  don’t know.  This whole business has got me 
  jumping at shadows.” 
  
   
  10 | Living Arcanis - In Plain Sight 
   
   
  Are we going to get paid? 
  “Yes of course you will be compensated for 
  your time.  Would 100 imperiali (gold) a piece 
  be sufficient?  I can’t really go any higher.” 
   
  Unfortunately, what she is saying is the truth and 
  that is the limit of her funds available at this 
  time.  If the party ask for more, all she can 
  promise is a favour in the future. 
  Flavian Rucinni, owner 
  of the 12th Legionnaire: 
  Flavian is the owner and operator of the 12th 
  Legionnaire.  He is an old friend of Cassius’ 
  father, having fought with him on the 6th 
  Crusade.  He has tried to find some information 
  on Cassius and his barmaid Sienna who is also 
  missing but so far he has been unsuccessful. 
  What can you tell me about Cassius? 
  “He is a fine lad.  His father would be so proud 
  with how he is growing up.  He and his mother 
  are going through hard times, but I try to help 
  where I can and the Senator has been a 
  godsend taking on Cassius as a page and 
  boarding at Julia’s, I mean Senora Rutilus.” 
   
  Do you know of anyone else going missing? 
  “Yes, yes I do.  I was going to ask if you can 
  also keep an ear to the ground for any 
  information on one of my barmaids, a sweet 
  girl called Sienna.  I have not seen her for 
  about 5 days now.  It is not like her to just go 
  off like that.  Even her layabout brother Tomas 
  was looking for her.” 
   
  “I’ve also heard that one of the stonemasons 
  in the area disappeared, I think his name was 
  Alexius Parilli.” 
   
  “If you manage to find Sienna and young 
  Cassius, or even what happened to them so 
  that Julia can get some piece of mind, I would 
  be most grateful.” 
   
  Flavian takes his Sarishan steel gladius off the 
  wall. 
   
  “I was given this for service and bravery 
  beyond the call of duty by Prince Gerhart 
  himself, King Gerhart now.  It is yours if you 
  can find them.” 
   
  Why do you care so much for your barmaid? 
  “She has had a hard time of it.  Her parents 
  passed when Neroth sent his plagues to the 
  district they were living in.  Since then she has 
  supported both herself and her lazy brother 
  who is more interested in drinking and 
  gambling than working.” 
   
  I heard there was an altercation with a man 
  called Spurius Naevinius Flaccus? 
  “You could call it that.  He had been here 
  drinking and gambling when it was time for 
  closing.  He had lost all his coin and could not 
  settle up, so I threw him out and told him if I 
  saw his sorry behind again I would use it as 
  target practice.   
   
  “He carried on quite a bit before deciding to 
  leave as things got quiet again.” 
   
  What can you tell us of Cervari Rodriguez? 
  “The Salantian scholar.  I have seen him here a 
  few times drinking with the stonemason 
  Alexius.  He is also tutoring young Sienna. 
   
  What do you know of Alexius Parilli? 
  “I see him in here a few times.  He is a 
  stonemason that has a shop on the other side 
  of the square. I think he lives above it.” 
   
  
   
  11 | Living Arcanis - In Plain Sight 
   
  Why did you call your inn the 12th Legionnaire? 
  “I served in the Legion of the Sundering Rays, 
  also known as The Twelfth. Upon retiring I 
  returned to Grand Coryan to start an inn, 
  which I named “the 12th Legionnaire” after my 
  old legion” 
   
  I hear you are sweet on Julia, Cassius’ mother? 
  “I really don’t see how that’s any of your 
  business.” 
  Julia Rutilus 
  Julia is Cassius’ mother and is in a very distraught 
  state since her son is missing.  To get any 
  information from her, the party will need to 
  succeed on a DC 15 Charisma (Persuasion) 
  check.  If they succeed they can discover: 
   
  She gave Cassius a toga she repaired for 
  Flavian to drop off at the 12th 
  Legionnaire on his way to the Senate. 
   
  It was almost dark when he left, but not 
  too late for walking the streets. 
   
  Calista did not want to send him out but 
  he insisted he could make it there and 
  back before it got dark. 
   
  Cervari Rodriguez was an old friend of 
  her late husband Marcus.  He offered to 
  tutor Cassius in memory of her husband 
  and so that Cassius could make a better 
  life for himself.  The rate he charged was 
  only a tenth of what a tutor of his skill 
  could expect. 
   
  She has seen Cervari also tutoring the 
  barmaid Sienna. 
   
  Senator Janus 
  Hermitinius and 
  Prelate Antonious 
  val’Assante 
  The Senator and the Prelate can be found in the 
  senatorial offices of Senator Janus, but the party 
  cannot just walk into the office.  They must 
  succeed on a DC 17 Charisma (Persuasion) or 
  Charisma (Deception) skill check to be given 
  access to the Senator.  Once there the Senator 
  and the Prelate will only answer a total of three 
  questions before telling the Heroes that they are 
  too busy to continue the discussion and it is now 
  time for them to leave 
  Do you know the boy Cassius? 
  “I have seen the boy around, little brat running 
  errands for that upstart young girl who thinks 
  she belongs in the Senate.” 
   
  Do you have any knowledge about the 
  disappearance of the boy Cassius? 
  “I don’t like what you are implying.  I am a 
  Senator of Coryan and you will show me the 
  respect I am entitled to.” 
   
  Why are you hampering the efforts of Calista 
  val’Sheem to find her page? 
  The resources of the Senate are for Senate 
  business.  If that silly little girl is unable to keep 
  track of her staff, then I don’t see why she 
  should be able to abuse the privileges of the 
  Senate for a personal search.” 
   
  How far would you go to stop Senator Calista’s 
  motion? 
  “Be careful what you say there.  That almost 
  sounds like an accusation.  Besides, I don’t 
  need to stop her motion.  She has no support 
  in the senate so it is already dead in the water 
  before she even presents it.” 
   
  You were seen talking to the boy on the night of 
  his disappearance, what was it about? 
  “That is really none of your business, but if you 
  must know I was offering him a job.  Stupid 
  little guttersnipe could have been well looked 
  after but turned me down.  If he wants to stay 
  
   
  12 | Living Arcanis - In Plain Sight 
   
  in the Senate, he needs to learn that loyalty is 
  only until you get a better offer.” 
   
  What are your thoughts on the senator from 
  Savona? 
  “The young senator from Savona is a silly little 
  girl who has no idea how the world works.  She 
  would give away the empire if she had her 
  way. 
   
  What do you have against the Senator’s motion 
  regarding the Almeric refugees? 
  “Coryan is for the Coryani.  These refugees left 
  the Empire of their own free will.  Now that it 
  has all gone to the seven hells in a hand 
  basket, they want to come back and suck of 
  the teat of the Empire, suck her dry.  Unless 
  they have something to contribute, these 
  illegals can go back to the war-torn hellhole 
  that they came from. 
   
  Alexius Parilli 
  When the PCs arrive at the home of Alexius they 
  will discover that the stonemason is nowhere to 
  be found.  If they continue to look around they 
  will hear a voice 
  “No use looking for Alexius, have not seen him 
  for nigh on a week.” 
   
  The voice is from Mariana, Alexius’ neighbour 
  and she can tell the party the following 
  information: 
   
  I last saw him about six or seven days ago 
  one evening. The next morning the shop 
  was shut and there was a note under my 
  door asking me to keep an eye on things 
   
  I had a few customers looking for him.  
  They were a bit upset that he had just 
  gone away.  Especially that Salantian 
  fellow. 
   
  Cervari Rodriguez, I think his name is.  
  Comes around quite often, but I have 
  never seen him buy anything. 
   
  Yeah, I know where he lives.  Heard him 
  mention his villa.  The one with the small 
  statue of Althares, by the oak tree up on 
  Arcadia Way 
   
  Tavern Patrons 
  Regardless of what time of the day the party 
  decides to talk to the patrons of the 12th 
  Legionnaire, there are always a number of old 
  timers willing to talk and pass on the following 
  information 
   
  Cassius is a good boy.  Comes here often 
  with his mother or that Savonan senator 
   
  Flavian and the boy's father Marcus 
  were friends and fought in the Crusade 
   
  Flavian has a thing for Julia, Cassius' 
  mother, but won't do anything about it. 
   
  Spurius? I have not seen that layabout 
  noble in here for a couple of days.  He 
  still owes me money. 
   
  Spurius Naevinius Flaccus has some level 
  of nobility to him, in theory.  Not sure 
  what though, just comes here and 
  gambles, badly 
   
  Last I saw Spurius, he was being thrown 
  out.  That was about 3 days ago 
   
  Spurius likes to hint that he is a powerful 
  sorcerer, load of camel droppings if you 
  ask me. 
   
  Have not seen the young barmaid for a 
  few days, but her brother and that 
  Salantian was looking for her. 
   
  Stonemarket Square 
  During the day the Stonemarket Square is full of 
  people both selling and buying a plethora of 
  common day goods.  When not selling, the 
  merchants like nothing more than passing the 
  time talking gossip.  By asking around the Heroes 
  can discover the following: 
  
   
  13 | Living Arcanis - In Plain Sight 
   
   
  Strange happenings here in the Market, 
  they say a shadow lurks here after dark.   
   
  I have not seen Sienna or her brother 
  Tomas for a while.  Been nearly a week. 
   
  Alexius' shop has been shut a while.  
  Hope nothing is wrong 
   
  That lout Spurius was thrown out of the 
  12th Legionnaire again the other night.  
  Made an awful racket he did 
   
  If they ask about a specific NPC, have them roll a 
  Charisma 
  (Persuasion), 
  Intelligence 
  (Investigation), or Charisma (Deception) ability 
  check and consult the lists below for the DC they 
  reached. If no DC is listed, feel free to give out 
  that piece of information for any result.  
  If they ask specifically about Cassius,  
   
  Good boy, looks just like his father when 
  he was young. He’s working as a page for 
  that young senator from Savona. 
   
  Saw him pass through her the other 
  evening as I was packing up.  He dropped 
  something into the 12th Legionnaire and 
  then headed towards the Senate. 
   
  If they ask specifically about Sienna 
   
  Pretty young thing, works at the 12th 
  Legionnaire 
   
  Supports her no-good brother since 
  their parents died. 
   
  DC 10: Can't remember seeing her for a 
  few days. 
   
  If they ask specifically about Alexius Parilli 
   
  A stonemason by trade, he lives above 
  his shop on the edge of the square 
   
  DC 10: Quiet man, keeps to himself 
   
  If they ask specifically about Cervari Rodriguez 
   
  He is a tutor of some sort 
   
  Seen him over at Parilli's 
   
  Lives in one of the nicer wards, big villa 
  on Arcadia Way with an oak tree out 
  front and a small statue to Althares. 
   
  If they ask specifically about Spurius Naevinius 
  Flaccus 
   
  He is a layabout and a scoundrel, likes to 
  drop hints that he is a powerful sorcerer. 
   
  There used to be money and estates 
  belonging to the family, but he has 
  gambled it all away. 
   
  DC 10: Last saw him 3 nights ago being 
  expelled from the tavern.  It was late and 
  I was on my way home.  He was making 
  an awful racket, and then it all went 
  quiet.  Figured he just went home to his 
  poor suffering wife.  But I thought I 
  heard she was off visiting her cousin in 
  Plexus. 
   
  DC 15: I saw someone that looked a lot 
  like him in the Fish Market district.  He 
  ducked into a hovel there all nervous 
  like. 
   
  Senate Information 
  Should the party decide to ask around the 
  Senate, they can discover a small amount of 
  general information by speaking to people 
  coming in and out of the building. 
   
  Cassius is well known around the Senate 
  building 
   
  Cassius was seen retrieving something 
  from Senator val'Sheem's office 
   
  He was seen leaving the Senate and 
  heading back towards Stonemarket 
  Square 
   
  Calista has very little influence in the 
  Senate but speaks well. Unless he offers 
  them something to change their minds, 
  some senators will support her proposal 
  just to annoy Janus 
   
  If the party wants more specific information they 
  will need to make a Charisma (Persuasion) check 
  to convince people to talk. 
  
   
  14 | Living Arcanis - In Plain Sight 
   
   
  DC 11: Cassius was seen being stopped 
  by Senator Hermitinius.  The spoke 
  briefly, before the boy shook his head 
  and continued on his way 
   
  DC 13: Senator Hermitinius and Senator 
  val'Sheem 
  have 
  a 
  very 
  strained 
  relationship.  First day at the Senate he 
  calls her "a child, still wet behind the 
  ears who does not know the way of the 
  world and it would be best if she just 
  voted how her betters instructed".  She 
  responded back that he was "an 
  arrogant old goat completely devoid of 
  any human emotion except greed and a 
  lust for power".  No-one had spoken to 
  the good senator like that, I thought he 
  was going to collapse in a fit.  It was 
  wonderful to see. 
   
  DC 16: Young Calista has been trying to 
  garner assistance from the senate 
  legionnaires to help find Cassius, but 
  Janus has been blocking her every 
  request, just out of spite. 
   
  Development: Depending on the information 
  gleaned by the Heroes, they have a number of 
  options.  
  If they choose to investigate Cervari Rodriguez, 
  then proceed to Scene 2 
  If they decide that the patrician needs further 
  investigation, proceed to Scene 3 
  The Stonemarket square may also present itself 
  as a common factor in the disappearances, and 
  should that be the party’s next port of call, 
  proceed to Scene 4 
  If, for some reason, they decided to give up then 
  proceed to Conclusion C. 
  Scene 2: The Hidden 
  Master 
  Key Concepts: The Heroes investigate Cervari 
  Rodriguez, who seems to be linked to a number 
  of disappearances.  As they do so they foil an 
  Ymandrake plan to kidnap the scholar. 
  Cervari Rodriguez; a name that, during the 
  course of your investigations, has presented 
  itself a number of times.  This man, a scholar 
  by all accounts, appears to be well known to 
  most of the missing people. 
   
  The leafy streets are quiet and you pass a 
  number of well-kept and comfortable looking 
  villas, each surrounded by small stone walls 
  that are more to mark property boundaries 
  than for any defense. Not what you would 
  expect for a simple scholar that tutors young 
  children. 
   
  You round the corner and see the modest, but 
  well maintained residence with the large oak 
  tree and small statue to Althares. This is the 
  place you have been directed to, the scholar’s 
  home. 
   
  The villa is well maintained and quiet.  No lights 
  can be seen from the streets and it gives the 
  impression that no one is home.  However, 
  anyone with a passive Perception of 13 or higher 
  will notice that the front door has some 
  splintering around the lock, caused by a forced 
  entry that someone has attempted covered up.  
  This can also be noticed if the doors are actively 
  checked. 
  If the Heroes decide to enter the manse, it will 
  seem dark and quiet, but again a passive 
  Perception of 13 will alert the party to the sound 
  of movement and quiet groan coming from the 
  lounge.  As long as the party all succeed in a DC 
  13 Dexterity (Stealth) skill check, they can 
  approach the lounge without being noticed and 
  gain surprise on the Ymandrake thralls.  If they 
  are unable to move with enough stealth to go 
  unnoticed, then the thralls have time to prepare.  
  The Heroes must make a DC 13 Wisdom 
  (Perception) skill check, or be surprised 
  themselves. 
  
   
  15 | Living Arcanis - In Plain Sight 
   
  If the Heroes manage to successfully approach 
  using stealth: 
  You have reached the doorway of what 
  appears to be a large sitting room.  Although 
  the room is not lit and the heavy velvet drapes 
  are pulled shut there is enough light to seen 
  the body of an armored man with burns up the 
  left side, lying next to an older man in a simple 
  toga.  They are surrounded by five other 
  armoured figures similar to the one lying on 
  the floor.  They do not appear to have noticed 
  you.  
   
  If the thralls are aware of the heroes 
  You have reached the doorway of what 
  appears to be a large sitting room.  Although 
  the room is not lit and the heavy velvet drapes 
  are pulled shut there is enough light to seen 
  the body of an older man in a simple toga. 
   
  When the Heroes step into the room 
  As you enter the sitting room, five figures step 
  out from behind the various pieces of furniture 
  where they were concealed, and advance, 
  gladii drawn.  
   
  Any of the PCs with a passive Perception of 16 
  will notice that there are small sucker-like pads 
  on the tips of the thralls’ fingers.  There is not 
  enough time for an active check to be made 
  before the remaining thralls attack. 
  Combat 
  In all this combat consists of  
   
  Four (4) Ymandrake thrall 
   
  One (1) Ymandrake hunter thrall 
   
  See Combat Appendix 1, Scene 2  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 thrall 
   
  Difficult: Add 1 thrall 
   
  Perilous: Add 2 thralls 
   
  Tactics:  the Thralls will attack the Heroes, at 
  least 2 per target, while the hunter will focus on 
  paralyzing spellcasters.  
  Development: 
  Assuming 
  the 
  Heroes 
  are 
  victorious, they discover that the toga clad man 
  was not unconscious or dead, but paralyzed and 
  will soon gain the ability to speak and move.  The 
  armored man, if inspected closely, will prove to 
  be not as he appears and is not human. 
  With a groan, the toga clad man slowly begins 
  to move and eventually recovers enough to 
  speak.   
   
  "My thanks, strangers, for your most timely 
  rescue from these thugs.  Without your 
  intervention I most surely would have been the 
  guest of the Sorcerer King.  But I take it that 
  this is not a social call.  Tell me, what business 
  do you seek of me? 
   
  Who are you? 
  "I am Cervari Rodriguez, owner of this house 
   
  Why were you attacked? 
  Looking at you with a suspicious eye, he seems 
  to be weighing up his options, finally he 
  speaks.   
   
  "By your actions, I believe I can trust you.  You 
  see I am a mage, a practitioner of the arcane 
  arts 
  and 
  those 
  'thugs' 
  are 
  actually 
  Ymandragoran thralls sent to capture me and 
  make me a slave to the Sorcerer King." 
   
  What do you know of the people who have 
  disappeared? 
  Cassius and Sienna are current students of 
  mine.  Of the patrician you speak of, I am not 
  familiar with him. 
   
  Are you able to help us? 
  
   
  16 | Living Arcanis - In Plain Sight 
   
  "I believe that I can.  With the bodies of these 
  creatures as a focus, I should be able to 
  discover where they have been." 
   
  Are you a member of the Sanctorum of the 
  Arcane? 
  "I may have some association with that 
  organization" 
   
  Once the party has completed their questioning, 
  Cervari will offer them the comforts of his home 
  while he retires to another part of the house to 
  cast his divinations.  
  Upon his return:  
  “I have been able to discover that the 
  Ymandragorans are hiding in a part of the 
  sewers that was once used as a human 
  smuggling route during the Coryani civil war.  
  The access to the tunnels is via a secret 
  passage hidden by the statue of Hurrian in 
  Stonemarket Square.  If you are able to 
  commit to a rescue, I believe that the 
  Harvester has now lost the majority of his 
  forces.  I need to go and inform some friends 
  of the Ymandrake activity so I am relying on 
  you.  But be careful.  This foul creature will still 
  be dangerous and we don't have much time as 
  it appears that he is preparing to flee.” 
   
  It is also possible for the party to discover the 
  location of the secret passage without the help 
  of Cervari.  If the Heroes search the bodies of the 
  thralls with a DC 14 Intelligence (Investigation) 
  skill check a reddish clay and a small scrap of blue 
  cloth can found.  The thralls picked up this trace 
  when they exited from the secret passage in the 
  statue the previous evening.   
  The Heroes have walked through the square and 
  will notice the same clay on their footwear.  With 
  a DC 15 Wisdom (Insight) or Intelligence check 
  they will be able to remember seeing a cloth 
  merchant selling his goods in Stonemarket 
  square, using a statue to display his wares, with 
  a cloth the same shade of blue.  A DC 13 
  Intelligence (Weaver’s tools) check on the cloth 
  will reveal that it is from a bolt of cloth, not a 
  piece of clothing.  If the Heroes think of any other 
  appropriate ways of identifying the location, 
  reward them with the information. 
  If the Heroes fail to determine the location from 
  the clay and cloth, then Cervari can cast 
  clairvoyance to see the location. 
  Development: If the heroes are successful they 
  should proceed to Scene 5. 
  They may wish to investigate the Patrician 
  Spurius before the sewer, in which case go to 
  Scene 3.  
  If the heroes are defeated by the thralls, then go 
  to Conclusion B 
  Scene 3: The 
  Deceitful 
  Patrician 
  Key Concepts: After his escape from the 
  Harvester, 
  Spurius 
  Naevinius 
  Flaccus 
  is 
  intelligent enough to realize that he is a loose 
  end that can expose Zarkanakov.  Fearing for his 
  safety he has gone into hiding in a poorer 
  neighborhood of the city.  Unfortunately, he has 
  been discovered by the Ymandragorans who are 
  intent on silencing him permanently.   
  Your investigations of the patrician, Spurius 
  Naevinius Flaccus, have led you to a less 
  affluent part of Grand Coryan.  The buildings 
  are much smaller. Peeling paint and missing 
  tiles clearly indicate that the wealth of the city 
  does not make much of a showing here. 
   
  As you approach the small house with fading 
  blue paint that you were told was the current 
  location of Spurius, you notice that while the 
  streets are empty, a raised, but whiney voice 
  
   
  17 | Living Arcanis - In Plain Sight 
   
  echoes down the street from the house you are 
  approaching. 
   
  “Please don’t kill me.  I won’t tell anyone.  I 
  promise.  I will take the secret to the cauldron.  
  No, no I don’t want to go there now.  Please 
  have mercy!” 
   
  If the party does not intercede immediately then 
  the patrician will be killed in the next two rounds.  
  If they enter the house straight away, continue 
  with the following: 
  The house is more aptly described as a hovel, 
  consisting of a single large room that acts as a 
  living area, kitchen and bedroom.  In the 
  middle of this room a man in his early forties 
  dressed in a fine, but soiled, toga lays on the 
  ground surrounded by a number of unarmed 
  but aggressive men 
   
  The 
  men 
  are 
  really 
  Ymandragoran 
  bio- 
  constructs.  They have been ordered to kill 
  Spurius, but should they defeat the Heroes as 
  well, any that live will be taken for the Sorcerer 
  King. 
  Because the thralls are distracted, as long as the 
  heroes succeed in a DC 10 Dexterity (Stealth) 
  check, they can approach the lounge without 
  being noticed and gain surprise.   
  Combat 
  In all this combat consists of  
   
  Four (4) Ymandrake thrall 
   
  One (1) Ymandrake hunter thrall 
   
  See Combat Appendix 1, Scene 2  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 thrall 
   
  Difficult: Add 1 thrall 
   
  Perilous: Add 2 thralls 
   
  Tactics:  The Thralls will attack the Heroes, at 
  least 2 per target, while the hunter will focus on 
  paralyzing spellcasters. 
  Once the thralls have been defeated  
  “My friends, I do not know who you are but I 
  am in your debt.  Those creatures would have 
  surely killed me.”   
   
  Spurius is very grateful to the party and knows 
  the following information 
   
  He is a gambler and has been pretending 
  to be a powerful sorcerer to get extra 
  time to pay his debts. 
   
  He often patronises the 12th Legionnaire. 
   
  When staggering home one evening he 
  was jumped by these same creatures. 
   
  They carried him through a secret 
  passage that was hidden under the 
  statue of Hurrian in Stonemarket 
  Square. 
   
  The hidden passage led into a section of 
  the sewers that a Harvester used as a 
  hideout. 
   
  As well as the Harvester, there was two 
  others there, a young woman who was 
  the barmaid at the ‘12th Legionnaire’ and 
  a stonemason that had a shop in the 
  square. 
   
  There 
  was 
  also 
  a 
  mushroom-like 
  creature with tentacles.  It looked 
  injured. 
   
  Manacles made out of some sort of 
  strange blue veined metal were placed 
  on him.  The Harvester expected it to 
  hold him and keep him docile like the 
  other two but he found he could just slip 
  in and out of them. 
   
  When no one was looking he made a run 
  for it. 
   
  He was taken 3 days ago and has been 
  hiding here ever since. 
   
  He has no money to reward the heroes, 
  but will ask them for a small loan that he 
  can uses as a pot in a game he knows of.  
  
   
  18 | Living Arcanis - In Plain Sight 
   
  He is sure to win big and give them back 
  double their stake. (He doesn’t). 
   
  Development: After successfully defeating the 
  thralls, the Heroes are told of the secret 
  entrance and can proceed to Scene 5. 
  If they are defeated, go to Conclusion B 
  Scene 4: 
  Stonemarket 
  Square 
  Key Concepts: The party investigates the 
  Stonemarket Square under the cover of 
  darkness.  They discover Tomas, brother of the 
  missing barmaid Sienna.  After they have finished 
  questioning him, they are set upon by thralls 
  sent by Zarkanakov.   
  Generally, use this Scene only if the Heroes have 
  not discovered the hidden entrance by another 
  means (Scene 2 or Scene 3), but if you are playing 
  at home with no time limit you can run this as a 
  bonus encounter even if they have already 
  fought the thralls before. 
  If the Heroes decide to investigate the 
  Stonemarket square during the day or the early 
  evening while the merchants are still trading, 
  they will be able to gather some information 
  from the general gossip around the square 
  (detailed in Scene 1). Tomas Martinus will not 
  show himself until the square is clear, and a cloth 
  merchant has set up a temporary stall near the 
  statue of Hurrian and is rather impiously using it 
  to display his wares. 
  Silence rules the square at this hour.  Gone is 
  the noise and hustle of the daylight trading, 
  replaced with a deep quiet and long shadows 
  cast from the pale moonlight.  In the distance 
  a dog barks and is told to be quiet.  It ignores 
  this command. 
  As soon as the Heroes really start to look around 
  the square, they will notice an ineptly hidden 
  cloaked figure (passive Perception DC 11).  This 
  is Tomas Martinus, Sienna’s brother, and he is 
  trying to find some clue on the whereabouts of 
  his missing sister.   
  Tomas will come out of hiding as soon as he is 
  challenged. 
  A young man in his early twenties steps out of 
  the shadows where he was ineptly hiding.   
   
  “Please don’t hurt me.  I am just looking for my 
  sister, Sienna.”  
   
  Once it is clear that the party is also looking for 
  Sienna and the others, Tomas will relax and tell 
  the heroes all he knows. 
   
  His name is Tomas Martinus and he is 
  Sienna’s older brother. 
   
  Sienna works as a barmaid where she 
  supports them since their parents were 
  taken from them by Neroth (plague). 
   
  He is a poet and spends his time at the 
  12th Legionnaire, honing his art.  The 
  patrons just don’t understand. 
   
  He has been looking for his sister who 
  went missing 5 days ago.   
   
  She was last seen leaving the inn. 
   
  A stonemason, a young senator’s page 
  and a patrician have also gone missing.  
  This Square and the inn is the only area 
  they had in common 
   
  He has found nothing at the inn so has 
  been staking out the square for the day. 
   
  His sister was also gifted in the arcane 
  arts and was studying under a man 
  called Cervari Rodriguez. 
   
  After the Heroes have finished talking to Tomas, 
  they are set upon by a group of Ymandragoran 
  thralls.  Zarkanakov has been informed of the 
  party’s investigations by his raxatorn, and 
  
   
  19 | Living Arcanis - In Plain Sight 
   
  decided to stop them before they discover 
  where he is hiding.   
  Tomas is knocked unconscious before the 
  combat begins. 
  The thralls have hurried to the square and so 
  have not hidden their tracks.  These tracks will 
  lead the party to a statue of Hurrian in the 
  middle of the square and then disappear.  A DC 
  12 Intelligence (Investigation) skill check will 
  allow to party to find the hidden catch that 
  opens the secret passage, now that they know 
  where to look. 
  Combat 
  In all this combat consists of  
   
  Four (4) Ymandrake thrall 
   
  One (1) Ymandrake hunter thrall  
   
  See Combat Appendix 1  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 thrall 
   
  Difficult: Add 1 thrall 
   
  Perilous: Add 2 thralls 
   
  Tactics:  The Thralls will attack the Heroes, at 
  least 2 per target, while the hunter will focus on 
  paralyzing spellcasters. 
  Development: Once the Ymandragoran thralls 
  have been defeated, it is a simple matter of 
  finding the open secret passage in the statue of 
  Hurrian that leads down to the sewers.  Proceed 
  to Scene 5. 
  If the heroes are defeated, proceed to 
  Conclusion B. 
  Scene 5: The Sewer 
  Key Concepts: Having discovered the hidden 
  entrance to sewers, the Heroes find themselves 
  in a maze of tunnels under the city of Grand 
  Coryan.  Tracks can be easily followed and lead 
  deep underground, but the passage has not been 
  left unguarded.  A pack of raxatorn has been 
  assigned to stop any intruders, but once dealt 
  with the party can move forward. 
  This encounter assumes that the Heroes 
  investigate the statue when the square has been 
  emptied of stall holders.  If they investigate 
  during the day, then improvise their negotiations 
  with the stall holder who is using the statue of 
  Hurrian to display his wares. 
  If the Heroes have not been told of the location 
  by Cervari or Spurius, then a DC 13 Intelligence 
  (Investigation) check will allow them to find the 
  thralls’ tracks or a DC 16 Wisdom (Perception) 
  check to find a piece of blue cloth caught on the 
  Hurrian statue. 
  In the center of the square, bathed in 
  moonlight, is the statue of Hurrian protecting 
  a small child.  Although giving the appearance 
  of age and immovability, it is a simple matter 
  of finding a small lever that activates a hidden 
  mechanism.  As the statue swivels soundlessly, 
  an tribute to its dwarven creators, a staircase 
  leading into the dark is revealed.   
   
  Worn stone stairs descends down into the wet, 
  cold, dark that lies under the cosmopolitan city 
  of Grand Coryan.  The steady sound of dripping 
  water or the scurrying of rats, probably rats, 
  are all that you can hear besides your 
  footsteps. 
   
  Eventually, the stairs come to an end and a 
  passage leads off for a short distance before 
  joining with a large tunnel that is obviously 
  part of the sewer system running under the 
  city.  Above you, you can hear the rumbling of 
  a cart, telling you that you are deeper than 
  even the undercity where all the commercial 
  traffic of Grand Coryan travels.  From the left 
  hand tunnel, you see a number of large and 
  extremely bold rats start to approach.  Very 
  large, in fact they are the size of small dogs, 
  and you are sure that normal rats don’t have 
  a glowing blue crystalline organ growing 
  under their throats. 
  
   
  20 | Living Arcanis - In Plain Sight 
   
   
  The rats are a pack of raxatorn, and the blue 
  organ allows them to sense those with the gift 
  for arcane mage if they get within 10 feet. They 
  can also normally communicate telepathically 
  with the uvanori, but it has been injured and is 
  unable to share the raxatorn’s senses. 
  Combat 
  In all this combat consists of  
   
  Five (5) raxatorn 
   
  See Combat Appendix 2  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 raxatorn 
   
  Difficult: Add 1 raxatorn 
   
  Perilous: Add 2 raxatorn 
   
  Treasure: With a DC 15 Arcana (Intelligence) 
  check, the Heroes may determine that the blue 
  crystalline organs may be cut out of the raxatorn.  
  When crushed, each organ allows the user to 
  cast Detect Magic once.  If the Heroes do not 
  recognize this, then Cervari Rodriguez will 
  provide the organs to the Heroes as a thank you. 
  Development: Once the raxatorn have been 
  defeated, proceed to Scene 6 where the Heroes 
  will confront the Harvester Zarkanakov as he 
  attempts to flee the city with his catch. 
  If the raxatorn defeat the Heroes, go to 
  Conclusion B 
  Scene 6: Harvest 
  Time 
  Key Concepts: With the escape of Spurius 
  Naevinius Flaccus, Zarkanakov is preparing to 
  flee Grand Coryan with his captives. The party 
  arrives just in time to stop him and his bio-
  constructs. 
  The sound of dripping water echoes along the 
  dark empty tunnels.  Long abandoned, this 
  passage still shows evidence of a time when it 
  was used as an underground escape route for 
  those fleeing Coryan during the civil war. Here, 
  a porcelain doll, clothes rotted away; there, a 
  broken knife abandoned in the rush to flee; 
  and over there, a human skull left to lie in the 
  dark.   
   
  Because of its long disuse, the tracks of the 
  Ymandragorans are obvious and easily 
  followed.  Deeper into the darkness they lead, 
  until, off in the distance, a dim light can be 
  seen. 
   
  Zarkanakov has magically warded the approach 
  to his encampment using alarm; the 20-foot area 
  of the spell neatly encompasses the diameter of 
  the sewers. If the Heroes trigger the alarm, 
  Zarkanakov will hear the mental ping and begin 
  preparing and this encounter will use the 
  Harvester Ambush map. 
   
  If the heroes do not detect the ward, then 
  Zarkanakov knows they are coming and prepares 
  to meet them.  The thralls are positioned around 
  the door and the prisoners are used as shields 
  against area affect spells.   
  The tunnel continues towards the light, 
  passing through a stone arch and into a large 
  chamber.  A man in his late thirties stands 
  ready for you.  In the centre of the room, a 
  small boy and a young woman are restrained 
  by manacles glowing with energy.  Next to 
  them is a creature that can only be described 
  as a large, tentacled  mushroom on short 
  stubby legs with a cracked blue crystal 
  imbedded into its crown. 
    
  If the spell is detected, the Heroes are able to go 
  around the alarm spell by climbing on a ledge 
  and Zarkanakov does not have time to prepare 
  his defense and combat results using the 
  Harvester Lair map.  The Heroes have a chance 
  to catch Zarkanakov unaware by succeeding at a 
  DC 13 Dexterity (Stealth) check.   
  
   
  21 | Living Arcanis - In Plain Sight 
   
   
  Combat 
  In all this combat consists of  
   
  Zarkanakov 
   
  Five (5) Ymandrake thralls 
   
  See Combat Appendix 3 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 thrall 
   
  Difficult: Add 1 thrall 
   
  Perilous: Add 2 thralls 
   
  Tactics:  The thralls attack obvious spell casters 
  first. If there are no obvious spellcasters they 
  focus on the most dangerous looking member of 
  the party, coordinating attacks as much as 
  possible. These creatures are not dumb. 
  Development: If the Heroes successfully defeat 
  Zarkanakov, then they have saved the captives 
  from being sent to the Isle of Tears.  Proceed to 
  Conclusion A. 
  If the Heroes fail to defeat Zarkanakov then they 
  will join the captives on the Black Fleet.  Proceed 
  to Conclusion B. 
  Conclusions & 
  Endings 
  Conclusion A 
  With the Harvester defeated and the young 
  page Cassius rescued, you know that for a 
  while at least, the city is a little safer. 
   
  Your success has brought you a measure of 
  fame 
  in 
  the 
  close-knit 
  community 
  of 
  Stonemarket Square and soon you find that a 
  celebration and feast is put on in your honor. 
   
  During the festivities, you are approached by 
  the Julia, the mother of Cassius, and Flavian, 
  owner of the 12th Legionnaire.  The two seem 
  quite close with each other and it appears that 
  some good has come from the whole affair. 
   
  Flavian says, “My friends, I cannot even begin 
  to express the gratitude that Julia and I have 
  for you.  You have returned Sienna and Cassius 
  to us and that is a debt we will never be able 
  to repay.  But as a start, please take this.  I call 
  her ‘The Bright rays of Courage’” Flavian 
  hands you his gladius, made out of the finest 
  Sarishan steel and engraved with the words ‘In 
  Honor there is Light. In Light, Darkness cannot 
  hide.’ upon the blade. 
   
  ‘Also we would like you to know that should 
  you ever visit the city again, there will always 
  be a room for you.”  Smiling he shakes your 
  hands and Julia embraces you in gratitude, a 
  whispered and heartfelt “Thank you” echoes in 
  your ears. 
   
  As the night winds down and people begin to 
  stumble back to their homes, Cervari 
  Rodriguez approaches you. “I know that you 
  have been congratulated and thanked all 
  evening, but I just wanted to let you know that 
  my ‘Friends’ are also very grateful for what 
  you have done and will remember your 
  deeds.” Then with a nod, the ‘Scholar’ begins 
  the walk home, a little unsteady, but you get 
  the feeling that he is still quite capable of 
  protecting himself if needed. 
   
  Dawn’s first rays slowly begin to creep over the 
  horizon and you begin to think that now might 
  be a good time to investigate those free rooms 
  at the 12th Legionnaire. 
   
   
  The tunnel continues towards the light, 
  passing through a stone arch and into a large 
  chamber.  A man in his late thirties directs a 
  number of human looking servants.  Near him, 
  a small boy and a young woman are restrained 
  by manacles of a strange blue veined metal, 
  glowing with energy.  Next to them is a 
  creature that can only be described as a large, 
  tentacled  mushroom on short stubby legs with 
  a cracked blue crystal imbedded into its crown. 
  
   
  22 | Living Arcanis - In Plain Sight 
   
  Conclusion B 
  The last thing you remember is blackness.  
  Then comes the sensation of the ground 
  moving and the sound of waves.  You cannot 
  understand why this cold, black stone is 
  rocking.  It is only when you hear the words 
  “land ahoy” and are brought above deck to see 
  your new rain soaked home that the full 
  realisation of your new situation hits you.  
   
  The Isle of Tears awaits.   
   
  Conclusion C 
  Politics.  You have no time for it.  There are 
  more pressing matters to worry about.  At 
  least you won’t have to be burdened with the 
  title “Hero”. 
   
   
   
  
   
  23 | Living Arcanis - In Plain Sight 
   
  Adventure Rewards 
  After the adventure, fill out an Adventure 
  Chronicle for each player. Note the experience 
  gained, the treasure reward received, any favors 
  or boons received and any other pertinent 
  information. Hand it to the player before signing 
  so that they can add in any gold or fame they 
  spent during the adventure and make any 
  choices required on the Chronicle. Once the 
  player is done, sign Chronicle. 
  Experience Rewards 
  Arcanis adventures do not necessarily reward 
  experience points for winning combats. Instead 
  Arcanis adventures reward experience for 
  achieving particular tasks or reaching important 
  story points. 
  Task, Achievement  
   
  Total Exp Award. 
  450 Exp 
       
  Found Items 
  Players may keep any item without an Item 
  Certificate that they find during the adventure. 
  Remember that carrying a flintlock without the 
  right to do so is a crime. 
  When a player keeps an item, the item’s sale 
  value is removed from the shared treasure 
  reward the party splits at the end of the 
  adventure. If the amount removed is greater 
  than a player’s share of the coin, the player in 
  question must make up the difference or the 
  other players can chip in from their shares.  
  The number and distribution of items found in a 
  Living Arcanis adventure is always calculated 
  using the base level of the adventure and a table 
  of 5 players. Even if the party goes through the 
  adventure at a higher difficulty and fights more 
  enemies, any items beyond what is listed here 
  are unsalvageable, lost or confiscated. This helps 
  the Campaign Staff have a better grasp on 
  campaign economy. 
  Scene 2, 3, and 4   
   
  Gladius (5) – 20 gp each  
   
  Lorica musculata (5) – 22 gp each 
  Total for each of these Scenes: 220 gp (maximum 
  of twice) 
  Scene 5   
   
  Raxatorn Crystalline Organs (5) – Item 
  Certificates 
  Scene 6   
   
  Gladius (5) – 20 gp each 
   
  Lorica musculata (5) – 22 gp each 
   
  Arcane focus, wand – 5 gp 
   
  Staff of the warmage +1 – Item 
  Certificate 
   
  Manacles of Ymandragore – Item 
  Certificate 
  Total for this Scene: 225 gp 
  Total shared treasure   
  The party can split 665 gp in items sold. 
  Conclusion A   
   
  Sarishan steel gladius – Item Certificate 
   
  100 gp per Hero 
  Raxatorn Crystalline Organs 
  Scene 5 
  Wondrous Item, uncommon 
  When crushed, the blue crystalline organ allows 
  the character to cast Detect Magic once.   
  Manacles of Ymandragore 
  Scene 6 
  Wondrous Item, very rare (requires attunement) 
  These manacles were created upon the dreaded 
  Isle of Tears and are intended to assist with the 
  capture, and containment of arcane casters.  
  Effect: When you place these manacles a 
  creature they instantly become attuned to the 
  manacles, losing attunement to another magic 
  
   
  24 | Living Arcanis - In Plain Sight 
   
  item if necessary.  The attuned creature loses 10 
  spell slots, losing an additional 10 spell slots at 
  the beginning of each of their turns until they 
  have no spell slots remaining. As long as these 
  manacles are worn the creature cannot regain 
  any spell slots through any known means.  
  Anytime a creature attuned to these manacles 
  attempts to cast a cantrip, they suffer 6d6 (21) 
  force damage.  
  Once locked the individual who placed the 
  manacles on the creature may unlock them with 
  a command word. They may also be unlocked 
  with a successful dispel magic (DC 15) or 
  successful DC 20 Dexterity (Thieves’ tools) check. 
   Staff of the warmage +1 
  Scene 6 
  Wondrous 
  Item, 
  uncommon 
  (requires 
  attunement by a spellcaster) 
  This staff was taken from the stiffening fingers of 
  a Harvester.  
  Effect: This staff may be used as an arcane focus.  
  While you are holding this staff, you gain a +1 
  bonus to spell attack rolls. In addition, you ignore 
  half cover when making a spell attack. 
  The Bright Rays of Courage  
  Conclusion A 
   
  This Sarishan steel gladius is a non-magical 
  gladius but is considered to be a magic weapon 
  for the purposes of bypassing the damage 
  resistance of Infernals. 
   
  Fame  
  Arcanis is filled with secret societies and 
  powerful organizations that constantly scheme 
  and maneuver behind the scenes. Players may 
  be part of these organizations or even attract the 
  attention of organizations they are not part of, 
  for good or ill.  
   
   
  Story Point  
   
  Conclusion A 
  All Heroes 
  +1 Fame with 
  The Sanctorum 
  of the Arcane 
       
  Story Awards 
  Favors, Boons, Curses  
  Conclusion A: 
  The gratitude of Calista val’Sheem and the 
  citizens of Stonemarket Square:  While not in 
  the position to provide any additional funds to 
  the party, the Senator and her friends are 
  extremely grateful for all that you have done.  
  There is always a room available at the 12th 
  Legionnaire and any Charisma ability checks 
  made in the Square are done so with advantage. 
  Conclusion B: 
  This Hero has been captured by the Harvesters 
  of the Sorcerer King and is now his permanent 
  guest on the Island of Ymandragore where they 
  will remain until rescued. The opportunity for 
  rescue may be provided in future Arcanis 
  scenarios or events. 
  Notice of the 
  Harvesters 
  This only pertains to characters who cast arcane 
  magic. Every time during the adventure an 
  arcane caster casts spells in a public place or 
  within sight of common people there is a chance 
  that they had been spotted by a Harvester or an 
  informant.  
  Unless the caster goes out of their way to hide 
  such spell casting, news of their abilities will, 
  eventually, reach the ears of the “wrong” 
  people.  
  If the Hero was open about their spell casting in 
  public or failed two consecutive attempts to 
  disguise it, they get 1 point of Harvester Notice. 
  
   
  25 | Living Arcanis - In Plain Sight 
   
   
   
  
   
  26 | Living Arcanis - In Plain Sight 
   
  Combat Appendix 1; 
  Scenes 2, 3 and 4 
  In all this combat consists of  
   
  Four (4) Ymandrake thrall 
   
  One (1) Ymandrake hunter thrall 
   
  See Combat Appendix 1, Scene 2  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 thrall 
   
  Difficult: Add 1 thrall (Thralls and 
  Hunter Thrall have multiattack) 
   
  Perilous: Add 2 thralls (Thralls and 
  Hunter Thrall have multiattack) 
   
  Tactics:  The thralls will attack the Heroes, at 
  least 2 per target, while the hunter will focus on 
  paralyzing spellcasters. 
  Ymandrake Thrall 
  Medium monstrosity (bio-construct) 
  Armor Class 14 (lorica musculata) 
  Hit Points 16 (3d6+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  14  
  (+2) 
  14  
  (+2) 
  5 
  (-3) 
  10  
  (+0) 
  10  
  (+0) 
  Skills Perception +2, Athletics +4 
  Senses passive Perception 12 
  Challenge 1/2 (100 XP) 
  Flesh Crafting – Thralls can cast alter self at will. 
   
  Pack Tactics - Thralls have advantage on attack rolls 
  against a creature if at least one of the thrall’s allies is 
  within 5 feet of the creature and isn’t incapacitated.  
  ACTIONS 
  Multiattack (At Difficult and Perilous only) – A thrall 
  makes two melee attacks, one with the gladius and one 
  with the tentacle. 
   
  Gladius – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+2) piercing or slashing damage. 
   
  Flesh Tentacle – Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d4+2) bludgeoning damage. 
   
  REACTIONS 
  Mage Hunter – Once per short rest, when an adjacent 
  creature casts a spell the thrall may use their reaction to 
  make a melee attack against that creature. 
   
   
   
  
   
  27 | Living Arcanis - In Plain Sight 
   
  Ymandrake Hunter 
  Thrall 
  Medium monstrosity (bio-construct) 
  Armor Class 15 (lorica musculata) 
  Hit Points 52 (8d8+16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16  
  (+3) 
  18  
  (+4) 
  14  
  (+2) 
  12 
  (+1) 
  12  
  (+1) 
  10  
  (+0) 
  Skills Perception +3, Athletics +5, Arcana +3 
  Senses passive Perception 13 
  Challenge 2 (450 XP) 
  Arcane Sense – Hunter thralls can sense the presence of 
  arcane spellcasters within 10 feet.  
   
  Flesh Crafting – Thralls can cast alter self at will. 
   
  Pack Tactics - Thralls have advantage on attack rolls 
  against a creature if at least one of the thrall’s allies is 
  within 5 feet of the creature and isn’t incapacitated.  
   
  ACTIONS 
  Multiattack (At Difficult and Perilous only) – A thrall 
  makes two melee attacks, one with the gladius and one 
  with the tentacle. 
   
  Gladius – Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+4) piercing or slashing damage. 
   
  Paralyzing Flesh Tentacle – Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (2d6+4) 
  bludgeoning damage. If the target is a creature other 
  than a thrall, it must succeed on a DC 10 Constitution 
  saving throw or be paralyzed for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
  REACTIONS 
  Mage Hunter – Once per short rest, when an adjacent 
  creature casts a spell the thrall may use their reaction to 
  make a melee attack against that creature. 
   
   
  
   
  28 | Living Arcanis - In Plain Sight 
   
  Combat Appendix 2, 
  Scene 5 
  In all this combat consists of  
   
  Five (5) raxatorn 
   
  See Combat Appendix 2  
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 raxatorn 
   
  Difficult: Add 1 raxatorn 
   
  Perilous: Add 2 raxatorn 
   
  Raxatorn 
  Small monstrosity (bio-construct) 
  Armor Class 12 (Natural Armor) 
  Hit Points 15 (3d8+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  15  
  (+2) 
  12  
  (+1) 
  10  
  (+0) 
  10  
  (+0) 
  9 
    (-1) 
  Skills Stealth +4 
  Senses Darkvision 60 ft., passive Perception 10 
  Challenge 1/2 (100 XP) 
  Arcane Sense – Raxatorns can sense the presence of 
  arcane casters within 10 feet.  
   
  Pack Tactics - Raxatorns have advantage on attack rolls 
  against a creature if at least one of the raxatorn’s allies 
  is within 5 feet of the creature and isn’t incapacitated.  
   
  ACTIONS 
  Bite – Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+2) piercing damage 
   
   
   
   
   
   
   
  
   
  29 | Living Arcanis - In Plain Sight 
   
  Combat Appendix 3, 
  Scene 6 
  In all this combat consists of  
   
  Zarkanakov 
   
  Five (5) Ymandrake thralls 
   
  Adventure Difficulty 
   
  Easy Mode: Remove 1 Thrall 
   
  Difficult: Add 1 thrall (Thralls have 
  multiattack) 
   
  Perilous: Add 2 thralls (Thralls have 
  multiattack) 
   
  Tactics:  The Thralls attack obvious spell casters 
  first. If there are no obvious spellcasters they 
  focus on the most dangerous looking member of 
  the party, coordinating attacks as much as 
  possible. These creatures are not dumb. 
   
  Zarkanakov 
  Medium humanoid (human) 
  Armor Class 15  (mage armor – cast last night) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11   
  (+0) 
  14 
  (+2) 
  12  
  (+1) 
  17  
  (+3) 
  12  
  (+1) 
  15  
  (+2) 
  Skills Arcana +5, Perception +3, Deception +3 
  Senses passive Perception 13 
  Languages Low Coryan (Common), Hell’s Speech, 
  Ymandrake  
  Challenge 2 (450 XP) 
  Spellcasting - Zarkanakov’s spellcasting ability is 
  Intelligence (spell save DC 13; +6 to hit with spell attacks 
  – ignores half cover). 
  Cantrips (at will): light, prestidigitation, ray of frost 
  1st level (4 slots): burning hands, mage armor, magic 
  missile, shield 
  2nd level (3 slots): scorching ray, web 
   
  ACTIONS 
  Staff of the Warmage – Melee Weapon Attack: +2 to hit, 
  range 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6) 
  bludgeoning damage. 
   
  REACTION 
  Harvester – When Zarkanakov sees a spell being openly 
  cast within 30 feet, he may use his reaction to force the 
  caster to make a DC: 14 Constitution saving throw. If the 
  target fails their save, the spell has no effect and the slot 
  used to cast it is wasted. After using this ability, 
  Zarkanakov cannot do so again until after completing a 
  short rest.   
   
   
   
   
  
   
  30 | Living Arcanis - In Plain Sight 
   
  Ymandrake Thrall 
  Medium monstrosity (bio-construct) 
  Armor Class 14 (lorica musculata) 
  Hit Points 16 (3d6+6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  14  
  (+2) 
  14  
  (+2) 
  5 
  (-3) 
  10  
  (+0) 
  10  
  (+0) 
  Skills Perception +2, Athletics +4 
  Senses passive Perception 12 
  Challenge 1/2 (100 XP) 
  Flesh Crafting – Thralls can cast alter self at will. 
   
  Pack Tactics - Thralls have advantage on attack rolls 
  against a creature if at least one of the thrall’s allies is 
  within 5 feet of the creature and isn’t incapacitated.  
  ACTIONS 
  Multiattack (At Difficult and Perilous only) – A thrall 
  makes two melee attacks, one with the gladius and one 
  with the tentacle. 
   
  Gladius – Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+2) piercing or slashing damage. 
   
  Flesh Tentacle – Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d4+2) bludgeoning damage. 
   
  REACTIONS 
  Mage Hunter – Once per short rest, when an adjacent 
  creature casts a spell the thrall may use their reaction to 
  make a melee attack against that creature. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paradigm Concepts/Arcanis 5e Introductory Season/LA Intro 1-6 In Plain Sight/LA 5e Intro 1-6 In Plain Sight.pdf