TEXT: Hatred in Strale
  Hatred in Strale
  A Tier 1 Adventure Optimized For 1st level Characters
  SCARRED LANDS 5E
  The characters stumble upon the survivors of a doomed expedition 
  and learn of a shipwreck that may still hold items of great value. 
  Can they overcome an abomination that now claims the vessel, or 
  will they fall victim to the Hatred in Strale? 
  By Joe Raso
  
  - 2 -
  Hatred in Strale
  CREDITS
  Writing, Design and Cartography by : Joe Raso
  Art: Dean Spencer, Jacob Blackmon at Purple 
  Duck Games, Rick Hershey at Fat Goblin Games, 
  and some art courtesy of the “Slarecian Vault” 
  Community Content.
  A special thanks to Travis Legge for his 
  enthusiasm and encouragement to create this 
  adventure.
  About the designer
  Joe Raso is a dad, a husband, and a long suffering DM 
  who’s had the pleasure of gaming with the same group 
  since his university days.
  You can follow him on twitter @_joe_raso and on his 
  blog https://theschemingdm.wordpress.com.
  This product was created under license. SCARRED LANDS and its 
  logo, and Slarecian VAULT and its logo, are trademarks of Onyx Path 
  Publishing. All Scarred Lands setting material, art, and trade dress 
  are the property of Onyx Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path Publishing. 
  Such material is used with permission under the Community Content 
  Agreement for “Slarecian Vault” Community Content. 
  All other original material in this work is copyright 2020 by Joe 
  Raso and published under the Community Content Agreement for 
  “Slarecian Vault” Community Content.
  Some artwork by © Dean Spencer, Publisher’s Choice Quality Stock 
  Art  © Rick Hershey / Fat Goblin Games, Purple Duck Games © Jacob 
  Blackmon, used with permission. All rights reserved.
  SYNOPSIS
  A redeemed asaatthi and slitherin are the last survivors 
  of a Vigils of Vesh expedition. Seeking help after 
  beaching their ship, they become targets of violent 
  xenophobic locals. 
  The characters stumble upon this confrontation and 
  must decide how to respond. Eventually, the characters 
  learn of the survivor’s shipwrecked vessel and must 
  overcome dangerous creatures to recover the valuable 
  items hidden within.
  DRAMATIS 
  PERSONAE
  Erak [a-RAK] - A xenophobic human drunkard.
  Klemont [KLEH-mont] - A xenophobic human drunkard who 
  fell victim to Mashuuk and Noomya’s self-defense.
  Lavis [LA-vis] - Owner of the Shining Spear, opponent to the 
  slave-trade and Durrovian resistance sympathizer.
  Mashuuk [ma-SHOOK] - A mysterious asaatthi, who along 
  with his slitherin companion Noomya, seek help to 
  recover something from their ship
  Noomya [NOOM-ya] - A female slitherine traveling with her 
  asaatthi companion Mashuuk.
  Sig [SIG] - A xenophobic human drunkard.
  Tanik [TA-nik] -A xenophobic human drunkard
  Reference Shorthand
  Within this publication, some NPCs, creatures, magic 
  items, and vehicles are highlighted in BOLD.  Statistics 
  for these items can be found within the appendix at the 
  end of the document. These items include a superscript 
  label, where NEW indicates a new element created with 
  this publication or SRD identifying it as an element found 
  in the SRD-OGL V5.1 document.
  
  - 3 -
  T
  his adventure was written for the 5th edition 
  OGL version of Scarred Lands released by 
  Onyx Path Publishing in 2017. The Scarred 
  Lands is a world still recovering from a war between 
  the gods and their titanic progenitors that ended some 
  150 years ago. 
  Story overview
  Background
  Operatives of the Vigils of Vesh obtained credible 
  intelligence suggesting Calastian agents were actively 
  searching the Gifts of the Gods archipelago for a 
  titan artifact of incredible power. The Semanye Vigil 
  in Durrover organized an expedition charged with 
  determining if this was true. If so, the group was asked 
  to acquire the artifact before the Calastians could, or 
  disrupt their operations so the Hegemony could not 
  recover this artifact.
  INTRODUCTION
  Recent Events
  The expedition sailed from Durrover seeking to meet 
  sympathetic contacts in Strale. Unfortunately, their 
  ship came under assault from titanspawn at sea. Only 
  two of the crew survived the watery attack. They barely 
  managed to beach their damaged vessel in a smuggler’s 
  cover north of Strale. The two injured survivors 
  abandoned their ship and scrambled to Strale on foot. 
  They hoped to find aid from their contact in a tavern in 
  the docklands of the city.
  Adventure Summary
  The characters begin the adventure in Strale, a small 
  coastal city in the south-eastern Calastian duchy of 
  Varuba. They stumble upon an ally brawl between local 
  thugs and the survivors of the Vigils of Vesh expedition. 
  The adventurers learn of the Vigil agent’s shipwreck 
  and items of great value still contained within. The 
  climax of the adventure occurs within the expedition’s 
  broken ship, where the characters must contend 
  with the dangerous creatures that now claim it for 
  themselves. 
  Vigils of Vesh
  The Vigils of Vesh are protectors of the 
  independent republic, patrolling its borders 
  and operating in nearby regions. They follow 
  a set of oaths to guide their service, but by no 
  means are they a rigid organization. Eleven 
  active Vigils are based throughout eastern 
  Ghelspad, with most in and around Vesh 
  itself. Each Vigil operates independently 
  overseen by a lord-commander. 
  semanye Vigil
  Primary Region: Durrover and points west
  Alignment: Any Non-Evil
  Leaders: Drax Mora (LG human male)
  Activities or Expertise: protecting Vesh, 
  clandestine operations against Calastia
  Based in Durrover, this Vigil supports the 
  nation’s ongoing resistance against Calastia. 
  They do this by maintaining surveillance of 
  Calastian troop movements and espionage 
  against Calastia itself. 
  Many 
  powers 
  across 
  Ghelspad 
  view 
  Durrover’s 
  continued 
  survival 
  as 
  an 
  important check against Calastia’s ongoing 
  expansion. This has resulted in covert 
  support from across the continent, yielding 
  a remarkably diverse membership among 
  the Semanye Vigil. Though the order is 
  mostly human, every Divine and Redeemed 
  race are found among their number.
  
  - 4 -
  introduction
  Adventure Hooks
  Against the Slavers. Though the slave trade flourishes 
  in Strale, some residents actively oppose this practice. 
  A secretive group smuggles unjustly captured slaves out 
  of the city. The proprietor of the Shining Spear tavern 
  is sympathetic to this group. Characters with an anti-
  slavery background might travel to this tavern in hopes 
  of meeting with like-minded individuals. 
  Durrovian Agents. The characters may be new 
  Durrovian agents tasked with hindering Calastia’s 
  aggression. The owner of the Shining Spear tavern is 
  sympathetic to Durrover’s struggle and secretly passes 
  messages to those helping the beleaguered nation. A 
  character supporting Durrover’s resistance is sent to 
  the Shining Spear tavern, where a message awaits 
  them to meet the ill-fated Vigils of Vesh expedition.
  Right Place at the Wrong Time. Characters traveling 
  by ship arrive in the docklands of Strale. While seeking 
  food or a place to stay, they arrive at the Shining Spear 
  tavern.
  Divine Vision. A character with strong ties to Denev, or 
  the gods, feels compelled to journey to Strale, believing 
  the fate of Ghelspad may depend on their presence 
  there. Following their intuition, the character is drawn 
  to the Shining Spear tavern just as the events of 
  Encounter 1 begin.
  in otHer SettingS
  Although designed for the Scarred Lands setting, this 
  adventure can easily transpose to any campaign world. 
  This adventure highlights tensions between humans 
  and non-humans in Calastia. If used in other settings, 
  the asaatthi and slitherin NPCs could be changed to 
  anything the local population views with suspicion.
  adjuSting tHe cHallenge
  This adventure is optimized for five 1st-level characters. 
  Guidance is included to adjust combat encounters to 
  make them more or less challenging at the discretion of 
  the DM. 
  Party’s having fewer than five characters may wish to 
  reduce the challenge of combat encounters. Groups 
  larger than five or that have characters higher than 1st 
  level may should consider increasing the challenge of 
  encounters.
  Duchy of Varuba
  Varuba is the easternmost and least 
  populated duchy of the Kingdom of Calastia. 
  It is often seen as a rustic and backward 
  region when compared with other baronies. 
  The duchy touches the Blossoming Sea to 
  the south and the Blood Sea to the east. 
  Incessant rains drench this warm coastal 
  region. 
  As with the rest of the Calastia, humans 
  dominate Varuba while other races are 
  looked down upon with xenophobic disdain. 
  It is not unusual to see halflings throughout 
  the duchy, but other non-humans are 
  difficult to find, except perhaps in the city of 
  Strale’s busy docklands.
  Strale is by far the duchy’s largest urban 
  center. It is home to numerous blacklisted 
  aristocrats who fled here from across 
  Calastia, seeking shelter from the king’s 
  displeasure. 
  The 
  city’s 
  port 
  bustles 
  with trade, being the first Calastian city 
  encountered along Ghelspad’s eastern 
  coast.
  Extending south of Varuba is a mysterious 
  archipelago known as the Gift of the Gods. 
  Viewed by many as an untapped resource, 
  expeditions regularly depart from Strale to 
  explore the this largely uncharted Calastian 
  Archipelago. 
  Strale
  gift of tHe godS
  varuba
  
  - 5 -
  Estimated Duration: 30 minutes
  T
  he adventure begins as the characters approach 
  The Shining Spear, a run-down tavern in 
  Strale’s docklands. Near the tavern, they 
  witness a violent conflict. 
  encounter objectiveS
  The characters must decide to handle a violent 
  encounter between xenophobic locals and the survivors 
  of a doomed expedition, possibly gaining an asaatthi 
  ally in the process. Afterward, the characters are likely 
  to either enter the nearby tavern (with or without this 
  new ally) or explore an old fisherman’s trail that follows 
  the coast north of the city.
  PART ONE - THE BRAWL
  Setup
  Through the city’s incessant summer rain, the 
  characters notice a commotion and hear a weak gasp 
  for help coming from the alley behind a seedy-looking 
  tavern. If a character investigates, read the following:
  At the end of a dark ally, three humans confront 
  At the end of a dark ally, three humans confront 
  an asaatthi figure. The humans hold short swords 
  an asaatthi figure. The humans hold short swords 
  at the ready, while the asaatthi faces them, 
  at the ready, while the asaatthi faces them, 
  gripping a pair of curved blades.  
  gripping a pair of curved blades.  
   
  At their feet lie a human and a slitherin, both 
  At their feet lie a human and a slitherin, both 
  unmoving. Blood pools from each and wisps of 
  unmoving. Blood pools from each and wisps of 
  smoke rise from the fallen human’s chest.  
  smoke rise from the fallen human’s chest.  
   
  One of the humans angrily calls to his 
  One of the humans angrily calls to his 
  companion, 
  companion, “Kill the titanspawn!”
  “Kill the titanspawn!”
  The DocklanDs
  The city of Strale is the seat of power 
  for the Calastian duchy of Varuba. The 
  docklands surround Strale’s busy port. It 
  is filled with merchants and travelers from 
  around Ghelspad, being the first Calastian 
  port on the eastern side of the continent. 
  This traffic leads to a remarkably 
  cosmopolitan mix of races, sharply 
  contrasting with the rest of Calastia that 
  is predominately human. Non-humans 
  are discouraged from visiting other 
  parts of the city because of the nation’s 
  xenophobic tendencies. 
  
  - 6 -
  part one - tHe brawl
  wHat'S going on?
  The asaatthi MasshuukNEW and his companion 
  NoomyaNEW, a slitherin, were survivors of an ill-fated 
  expedition that departed from Durrover a few days 
  prior. Their boat crashed in a smuggler’s cove just north 
  of Strale. Severely injured, they abandoned their ship in 
  the cove, hoping to find assistance at the Shining Spear 
  tavern. 
  Nearing the tavern, four locals Erak, Klemont, Sig, and 
  Tanik [LE human banditSRD] accosted the injured pair. 
  The inebriated locals took exception to Masshuuk and 
  Noomya for being non-human. The meeting rapidly 
  escalated into a violent encounter. 
  The Locals
  The locals are rude xenophobes eager to dispense their 
  version of justice on any they deem necessary. A few 
  drinks at a local tavern have given them the courage to 
  abuse any non-humans who cross their path.
  One of the locals, Klemont, lies unconscious and on 
  death’s door, having suffered a blast from Masshuuk’s 
  produce flame cantrip. Klemont will die if not stabilized 
  within three rounds. It was Klemont who initiated the 
  violence, felling Noomya with cuts of his blade.
  The other three locals, Erak, Sig, and Tanik, are 
  uninjured and ready to punish Masshuuk for injuring 
  their companion. 
  Characters who observe the confrontation should easily 
  recognize the humans are the aggressors, while the 
  asaatthi is in rough shape, barely able to defend himself.
  Tactics. Erak, Sig, and Tanik are eager to kill 
  Masshuuk. If the characters try to intervene, the locals 
  suggest they keep moving instead. The locals threaten 
  violence against any non-humans. Ultimately the 
  humans aren’t willing to die. They flee if faced with 
  strong resistance from the characters. 
  The Vigils
  Masshuuk is in poor shape, with two levels of 
  exhaustion, 8 hit points, and no spell slots remaining.
  Noomya lies dying at Masshuuk’s feet from a thrust of 
  a Klemont’s sword. Noomya will die if not stabilized 
  within three rounds. If revived, Noomya has two levels 
  of exhaustion and suffers from Blood Fever (see 
  sidebar), resulting in her hit point maximum being 
  reduced by 5 and having the poisoned condition.
  Tactics. Maashuuk calls for help at the sight of any 
  character while desperately trying to stay alive using the 
  dodge action on his turns. 
  blooD feVer 
  Anyone consuming food or water contaminated 
  by Kadum’s blood must make a DC 14 Constitution 
  saving throw or suffer the effects of the ailment 
  known as blood fever. Blood fever’s incubation 
  period is 24 hours. When the incubation is complete, 
  the victim reduces their hit point maximum by 5 
  (1d10), becomes poisoned until the disease is cured, 
  and begins to convulse, literally sweating blood. 
  The victim also hallucinates disturbing visions of 
  violence and death, images from the titan Kadum’s 
  memories of the Titanswar. Every 24 hours that 
  elapse, the infected must repeat the Constitution 
  saving throw, reducing their hit point maximum by 
  5 (1d10) on a failure. This reduction to the creature’s 
  hit point maximum lasts until the disease is cured. 
  The disease is cured on a success. The victim dies 
  if the disease reduces their hit point maximum to 
  0. A character that dies in this way rises as a blood 
  fever zombie one day after death. 
  Anyone who comes into physical contact with a 
  victim of blood fever risks catching the disease as 
  well, though the Constitution saving throw against 
  contracting blood fever in this manner is DC 10. 
  If a character makes a successful save, they are 
  immune to contracting blood fever for 48 hours. 
  Blood fever can be cured by a lesser restoration 
  spell and other similar effects.
  - excerpt from Vigil Watch Part 1: The Toe Islands
  scaling The encounTer
  Significantly Weaker
  Remove one bandit and each 
  bandit begins with 6 hit points.
  Weaker
  Remove one bandit.
  Stronger
  Add one bandit.
  Significantly Stronger
  Use thugs instead of bandits.
  
  - 7 -
  part one - tHe brawl
  development
  Assisting the Locals
  If the characters help the humans fight Masshuuk, 
  they should quickly recognize the locals are aggressive 
  drunkards eager to kill non-humans. 
  The locals know little about Masshuuk and Noomya. 
  The locals assume all asaatthi and slitherin are evil. 
  They saw the pair enter the docklands via a dangerous, 
  old fishing trail that hugs the coast as it heads north out 
  of the city. 
  If the characters enter the tavern, proceed to Part 2 – 
  The Shining Spear Tavern. 
  If instead they investigate the trail, proceed to Part 3 – 
  The Fisherman’s Trail. 
  Assisting the Non-Humans 
  Characters helping Masshuuk can drive off the locals 
  with a little effort. Masshuuk will be thankful, especially 
  if they save Noomya. As thanks, Masshuuk will invite 
  the characters into the tavern for a meal where he will 
  also ask them to help with an urgent matter. 
  Masshuuk is aware that Noomya has contracted Blood 
  Fever (see sidebar). He will warn the characters against 
  physical contact to prevent them from also contracting 
  the disease.
  Proceed to Part 2 – The Shining Spear Tavern. 
  Not Interested In Helping
  The characters may ignore the conflict and go directly 
  to the tavern, proceed to Part 2 – the Shining Spear 
  Tavern.
  In the meantime, the locals quickly kill both Masshuuk 
  and Noomya, leaving their bodies in the back alley. They 
  then stabilize Klemont and flee into the city. 
  If the characters then fail to enter the tavern, they might 
  hear rumors of a shipwreck seen off of a fishing trail 
  that hugs the coast to the north of the city, allowing 
  them to proceeding to Part 3 – The Fisherman’s Trail.
  
  - 8 -
  Estimated Duration: 30 minutes
  T
  he aShining Spear tavern a typical bar in 
  the docklands of Strale. It is also the secret 
  gathering place for both Durroverean 
  sympathizers and those opposed to the slave-trade. Its 
  owner, Lavis [CG human commonerSRD], is one such 
  sympathizer. 
  Lavis is worried about the ill-fated Vigils of Vesh 
  expedition that should have arrived the previous day. 
  He knows the Vigils planned to anchor their ship in a 
  smuggler’s cove north of the city. He is also aware that 
  the expedition will include an Asaatthi and possibly 
  other Reedeemed races
  encounter objectiveS
  The characters are introduced to the owner of The 
  Shining Spear Tavern. Before leaving, they are asked by 
  an NPC to recover items from a recent shipwreck in a 
  nearby smuggler’s cove.
  Setup
  At the edge of Strale’s docklands stands the Shining 
  Spear Tavern. The tavern is in a nondescript run-down 
  building a short walk from the docks. An old wooden 
  sign depicting a glowing golden spear hangs crookedly 
  above the door. It serves bland but edible food and 
  keeps only two types of drink; Calastia’s Best, a watered-
  down ale brewed in town, and when available, Enkili’s 
  stout, a harsh dark beer imported from Shelzar.
  Read or paraphrase the following to any character that 
  enters the tavern:
  The dim light of oil lamps illuminate the inside of 
  The dim light of oil lamps illuminate the inside of 
  this tavern with a warm glow. The establishment 
  this tavern with a warm glow. The establishment 
  is busy, and the air is filled with the murmur 
  is busy, and the air is filled with the murmur 
  of quiet conversation. Between sips of beer, a 
  of quiet conversation. Between sips of beer, a 
  halfling musician strums pleasant folks tunes on 
  halfling musician strums pleasant folks tunes on 
  his lyre. A pair of staff efficiently move about the 
  his lyre. A pair of staff efficiently move about the 
  room, ensuring the patrons are well taken care of.
  room, ensuring the patrons are well taken care of.
  PART TWO - THE SHINING SPEAR
  wHat’S going on?
  The tavern is usually busy with merchants and sailors 
  from the nearby docks. A wide assortment of people 
  from across Ghelspad are often found here eating, 
  drinking, and having conversation. Although not 
  needed for this adventure, DM’s can use others within 
  the tavern to drive future stories for the characters 
  to pursue (see sidebar for suggested personalities to 
  include)
  arriving witH maSHuuk
  Masshuuk will check-in with Lavis, quietly explaining 
  he’s from the Vigil expedition. Masshuuk then 
  introduces the innkeeper to the characters. Lavis ushers 
  the group to a discrete backroom and busies himself, 
  bringing food and refreshments to the group. 
  Masshuuk will again thank the characters for assisting 
  him in the alley. However, he wishes to impose on them 
  further by asking for their help retrieving valuable 
  papers from his abandoned on the ship. 
  If monetary incentives are required, Masshuuk offers 
  10 gp per character to search the ship and a further 
  20 gp each if they return to him unopened a locked 
  chest he left in the ship’s cabin. The characters may 
  keep any other vaulables found on the ship.
  Masshuuk will ask the characters to hurry fearing 
  the rising tide may soon claim the vessel. He has 
  little knowledge of boats, but believes the ship cannot 
  be salvaged. He warns the characters that a pair of 
  giant crabs forced them to abandon their vessel. He is 
  unaware of the new threat lies in wait near the ship. 
  Trusting the Characters
  If Masshuuk believes the chartacters are not Calastian 
  operatives, he also confides he was part of a mission 
  organized by the Vigils of Vesh, and the papers contain 
  important information about Calastian activities. If not 
  recovered, he fears important information will be lost to 
  the sea, or worse, found and given to Calastian agents. 
  
  - 9 -
  part two - tHe SHining Spear
  Noomya Alive
  If Noomya was saved, Masshuuk and Lavis will usher 
  her into a small side room. They tend to her where 
  they attempt to cure her of her Blood Fever. They 
  both understand her ailment and are careful to avoid 
  physical contact, ensuring no one else falls victim to 
  the disease. Noomya informs Masshuuk of a cache of 
  potions she kept hidden on the ship for the characters 
  to find, which may help cure her condition.
  Why Don’t You Go?
  Even if Masshuuk is fully healed, he still has two levels 
  of exhaustion and isn’t in a position to help.
  maSHuuk and noomya are dead
  Sometime after the characters enter the tavern, Lavis 
  receives word that Masshuuk and Noomya’s bodies 
  were found, and a shipwrecked boat was seen in the 
  smuggler’s cover where the Vigil expedition was to land. 
  If Lavis recognizes the characters to be adventuring 
  folk, he will approach them to investigate the shipwreck. 
  He offers 10 gp per character to investigate the ship and 
  a further 20 gp each if they return with an un-opened 
  chest he hopes may still be found inside. Any other 
  valuables found may be kept by the characters.
  Note that Lavis is naturally cautious. He will avoid 
  divulging information about the Vigils of Vesh unless 
  he is sure the characters are not aligned with Calastian 
  interests. Having non-humans among a group will go a 
  long way towards easing his concerns.
  development
  At the end of this encounter, the characters should have 
  received directions to a smuggler’s cover containing the 
  shipwreck of the doomed Vigil expedition. 
  Proceed to Part 3 – The Fisherman’s Trail. 
  PersonaliTies
  Carsette. (CG female elf ScoutSRD). Carsette is 
  an elf who helps smuggle slaves out of Calastia. 
  She only trusts those she has known for years. 
  She appears cold and unwelcoming but is very 
  soft-hearted and will risk much to help others.
  Darvey Shoemaker. (NE male human SpySRD). 
  Darvey owns a small shoemaking shop nearby 
  and recently started frequenting the tavern. 
  He is secretly an informant for Calestian forces 
  tasked with identifying Durrovian sympathizers 
  suspected of using the tavern as a meeting place. 
  He has not identified anyone yet but is becoming 
  suspicious that Lavis may be supporting Durrover.
  Garus Lyrestring. (N male Halfling commonerSRD 
  with +4 performance). Garus is an escaped slave 
  from Turrows, a duchy in northern Calastia. He 
  fled to Strale, hoping the distance will keep him 
  from being caught. He recently learned to play 
  the lyre to make ends meet playing in the tavern 
  a few days a week.
  Nerini (NG female human veteranSRD). Nerini is 
  secretly an operative of Durrover and in the city 
  looking to acquire goods and supplies to support 
  resistance efforts.
  Rashilde 
  (N 
  female 
  dwarf 
  commonerSRD) 
  Rashilde is an indentured servant looking to 
  escape to Burok Torn. She hopes to be smuggled 
  out of the city before her owners discover she is 
  gone.
  Taggil of the Black Dragoons. (LE male human 
  knightSRD) Taggil is a member of the elite Black 
  Dragoons and just arrived by ship. He has come 
  to the tavern seeking food and drink. He is new 
  to the city and is unaware of the secret meetings 
  that occur in the tavern.
  
  - 10 -
  Estimated Duration: 30 minutes
  F
  isherman and smugglers sometimes travel 
  this lightly used trail to enter and exit Strale’s 
  busy docklands. The trail runs along a cliff 
  that hugs the rocky coast north of the city.
  encounter objectiveS
  The trail can be dangerous for characters to traverse. It 
  is left up to the DM’s discretion if characters have any 
  encounters while traveling this trail. A list of possible 
  encounters is listed below. 
  Alternatively, the characters can progress to Part 4 – 
  The Wreck.
  poSSible encounterS
  Bandits. A group of bandits prepares an ambush for 
  any unfortunate to travel the trail. Use one bandit per 
  character.
  Black Dragoon Patrol. The Calistian presence in 
  Strale has heard rumors of Durrovean activity along the 
  coast. A novice Black Dragoon (LE human knightSRD) is 
  sent to patrol the trail.
  Fisherman. A pair of young fishermen (N human 
  commonerSRD) travel the trail to reach a favorite fishing 
  spot.
  Snake. A giant poisonous snakeSRD hides in the long 
  grass beside the trail, attacking any who pass by.
  Stirges. The characters are attacked by a small colony 
  of four stirgesSRD hiding hide in the nearby cliff.
  Wolves. A pack of hungry wolves looks to make a meal 
  out of the characters. Use one wolfSRD for every two 
  characters in the group.
  development
  After a few hours of travel, the characters should arrive 
  at the Smuggler’s Cove. 
  Proceed to Part 4 – The Wreck.
  PART THREE - THE FISHERMEN’S TRAIL
  
  - 11 -
  Estimated Duration: 45 minutes
  S
  ome distance along the Fisherman’s trail 
  north of Strale, a small side trail descends a 
  rocky cliff to a well-hidden cove. Smugger’s 
  have used this sheltered landing for years and was 
  the intended destination of the ill-fated Vigils of Vesh 
  expedition. 
  The Vigil’s boat lies beached on the rocky shore. The 
  rising tide is beginning to lift the vessel, and it slowly  
  rocks in the waves that crash onto the shore
  PART FOUR - THE WRECK
  encounter objectiveS
  The characters need to get passed Giant Crabs that 
  guard this beach to reach the beached Vigil’s vessel. A 
  territorial Blood-Tainted Giant Octopus has taken up 
  residence in the waters near the ship . A locked chest 
  containing the Vigil’s secret information rests in the 
  boat, waiting to be recovered.
  Setup
  Once the characters reach the side trail branches off of 
  the Fisherman’s Trail, read or paraphrase the following:
  The trail opens onto the edge of a cliff overlooking 
  The trail opens onto the edge of a cliff overlooking 
  a sheltered cove. Crimson waters of the Blood 
  a sheltered cove. Crimson waters of the Blood 
  Sea crash onto the rocky shore thirty feet below. 
  Sea crash onto the rocky shore thirty feet below. 
  A steep path descends to end upon the stoney 
  A steep path descends to end upon the stoney 
  beach. A small sailing vessel lists back and forth 
  beach. A small sailing vessel lists back and forth 
  in the cove’s shallow waters. 
  in the cove’s shallow waters. 
  Cliff. A successful DC 13 Strength (athletics) check is 
  needed to climb the 30-foot tall rocky cliff.
  Side Trail. The side trail sharply descends the cliff. 
  Characters can safely descend the cliff using this 
  trail. However, the path is considered difficult terrain 
  because of its steepness. 
  Rocky Shore. The rocky shore is covered in loose 
  pebbles and considered difficult terrain. Three Giant 
  CrabsSRD hide at the cliff’s base, their exact location is 
  left to the discretion of the DM. The giant crabs attack 
  any creature that walks across the rocky beach. The 
  giant crabs easily scramble across the loose pebbles 
  and do not require extra movement to traverse the rocky 
  shore’s difficult terrain. 
  Broken Ship. The ship is a Durrovean SkimmerNEW. 
  Hidden in the shallows beneath the hull is a Blood-
  Tainted Giant OctopusNEW, the exact location is left 
  to the discretion of the DM. This titanspawn waits to 
  ambush any creature that comes within five feet of the 
  boat. It is hungry, vicious, and will relentlessly attack 
  once provoked. 
  
  - 12 -
  part four - tHe wreck
  wHat’S going on?
  Giant Crabs have always plagued this rocky coast. 
  The Blood-Tainted Giant Octopus is a recent arrival, 
  having claimed the shallow waters around the beached 
  vessel as its new home. It is aggressive and will hungrily 
  follow prey out of the water onto the ship or the shore 
  if provoked. It will drag grappled victims into the water 
  and attempt to drown them.
  The Vigil’s ship barely floats. Cracks along the hull 
  have resulted in a slow leak. This water is easily bailed. 
  The sails and helm are damaged, making it difficult to 
  navigate. Until the sails are repaired, the ship can only 
  use its oars to move. Until the helm is fixed, all checks 
  to navigate the vessel are at Disadvantage. 
  Characters succeeding on a DC 15 Wisdom (Survival) 
  check recognize the rising tide will lift the boat off 
  the beach in two hours and drift out to sea with the 
  receding tide. 
  Unless the water is bailed and the hull’s slow leak 
  repaired, the ship will sink after a day at sea. Consider 
  giving PCs with a Sailor background or proficiency with 
  Vehicles (water) advantage on checks related to the 
  ship.
  development
  Repairing The Ship. Despite Masshuuk’s belief that 
  the ship is a lost cause, it can be repaired with a little 
  effort. Characters using Weavers Tools or Leather 
  Working Tools can repair the sails with a days worth of 
  work. The helm can be repaired by anyone proficient 
  with Carpentry Tools or Tinker Tools and requires at 
  least four hours of effort. The ship’s hull requires 1 day 
  of labor by someone skilled with Carpentry Tools.
  Locked Chest. The chest is locked. Masshuuk carries 
  the key on a string around his neck. The chest can be 
  unlocked by a character who makes a successful DC 15 
  Dexterity check using thieves’ tools. The lid can be 
  pried open using a crowbar and a successful DC 20 
  Strength check. Inside the chest is a journal detailing 
  Calastian activities in the Gift of the Gods archipelago. 
  It also contains a pouch filled with 100 gp, a pearl 
  worth 100 gp, and a grass charm (see Appendix – 
  Magic Items).
  Potion Stash. Characters searching the floor beneath 
  the hamocks can find a loose floor board with a 
  successful DC 15 Intelligence (Investigation) check. 
  Characters informed of the location of the potion stash 
  by Masshuuk or Noomya have advantage on this check. 
  Carefully wrapped in a canvas sack are two potions 
  of healingSRD, a potion of climbingSRD, and a jar of 
  restorative ointmentSRD.
  Other Valuables. Searching the ship can also yield 
  20 days of rations, a barrel of freshwater, five bottles of 
  red wine, three explorer’s packs,  two spears, a wooden 
  club, a short sword, and a wooden shield.
  scaling The encounTer
  Significantly Weaker
  Use only one giant crab and 
  reduce the starting hit points 
  of the blood-tainted giant 
  octopus by 30.
  Weaker
  Use only two giant crabs and 
  reduce the starting hit points 
  of the giant octopus by 10.
  Stronger
  Add one giant crab.
  Significantly Stronger
  Add two giant crabs and 
  increase the giant octopus’s 
  hit points by 20
  
  - 13 -
  part four - tHe wreck
  N
  1 Square = 5 ft2
  5’
  10’
  
  - 14 -
  If the adventurers defeat the blood-
  tainted giant octopus and return the 
  locked chest containing the Vigil’s 
  journal of Calastian information to 
  Masshuuk, he will be ecstatic.
  In addition to the promised payment, 
  Masshuuk may grant one of the 
  characters a Grass CharmNEW. These 
  simple magical charms are given to 
  friends of the Vigils of Vesh as symbols 
  of thanks and appreciation.
  Masshuuk will use the journal to 
  continue the Vigil’s original mission. He 
  may approach the characters for further 
  assistance with the Vigil’s activities in 
  Strale.
  furtHer adventureS
  In a future adventure, Masshuuk may use the contents 
  of the retrieved journal to send the characters on 
  expeditions targeting the Calestian Hegemony in Strale, 
  across the Barony of Varunda, or out into the Gifts of 
  the Gods archipelago.
  For DM’s looking to expand on these events, consider 
  the following ideas:
  Most Wanted. Word begins to spread of the 
  characters’ battle with the locals. The city is notorious 
  for dispensing quick justice. Perhaps powers within 
  the city wish to punish the characters for their insolent 
  behavior.
  Flight to Freedom. Opponents of the Strale’s slave 
  trade may seek out assistance from the characters 
  to smuggle slaves out of the city. The adventurers 
  may have to contend with Calastian forces and angry 
  merchants to help bring individuals to freedom.
  Welcome to the Resistance. Durrover’s resistance 
  is becoming desperate and looks to pull King Virduk’s 
  attention away from the beleaguered nation. An agent 
  approaches the characters to undertake a series of 
  dangerous assignments to hurt the King’s hold on the 
  barony of Varuba.
  Treasure Hunt. Rumors are heard of an ancient ruin 
  being discovered in the Gift of the Gods archipelago 
  filled with treasures and wondrous artifacts from before 
  the Divine War. 
  CONCLUSION
  unanSwered queStionS
  A variety of elements described in the background 
  of this adventure are left undefined. Although future 
  publications may further explore these ideas, they 
  present an excellent opportunity for DMs to craft their 
  own adventures. As a DM, you are encouraged to come 
  up with your explantations to the following:
  What attacked Mashuuk and Noomya’s expedition? 
  Was it a random incident, or will other ships endure 
  a similar fate? Perhaps Calastian operatives learned 
  of the Vigil expedition and conducted a preemptive 
  assault, or might another sinister actor be at play 
  in the region?
  What did the Vigils learn of the Calastian operations 
  in the southern archipelago to spur the expedition? 
  What actions are they planning?
  Who initiated Calastia’s activities in the Gift of the 
  Gods archipelago, and what do they seek? Is the 
  search in support of Albadian sorceries to extend 
  King Virduk’s life? Is Queen Geleeda hoping to find 
  something to help her conceive a legitimate heir or 
  is she driven by a dark secret from Geleeda’s Grove. 
  Of course, Calastia’s nobles continually maneuver 
  for political influence. An ancient artifact could 
  disrupt the balance of power or be part of a risky 
  gambit to gain control of the throne. 
  Countless opportunities are ready for you to explore!
  
  - 15 -
  graSS cHarm
  Wondrous item, common (requires attunement)
  The Vigils of Vesh provide small metal charms to new 
  members, with a distinct charm provided by each 
  chapter. The Grass Charm is given to Vigils from the 
  Semanye’s Vigil based in Durrover. It consists of a thin 
  metal necklace from which hangs a thumb-sized copper 
  disk imprinted with the blade of shivistk, a wild tundra-
  grass.
  While wearing this charm, when you roll a Dexterity 
  saving throw, you can reroll the die and must use the 
  new roll. Once the charm has granted a reroll, it can’t 
  do so again until the next dawn.
  potion of climbing
  Potion, common
  When you drink this potion, you gain a climbing speed 
  equal to your walking speed for 1 hour. During this 
  time, you have advantage on Strength (Athletics) checks 
  you make to climb. The potion is separated into brown, 
  silver, and gray layers resembling bands of stone. 
  Shaking the bottle fails to mix the colors.
  potion of Healing
  Potion, common
  You regain 2d4+2 hit points when you drink this potion. 
  The potion’s red liquid glimmers when agitated.
  reStorative ointment
  Wondrous item, uncommon
  This glass jar, 3 inches in diameter, contains 1d4 + 1 
  doses of a thick mixture that smells faintly of aloe. The 
  jar and its contents weigh 1/2 pound.
  As an action, one dose of the ointment can be 
  swallowed or applied to the skin. The creature that 
  receives it regains 2d8 + 2 hit points, ceases to be 
  poisoned, and is cured of any disease.
  APPENDIX - MAGIC ITEMS
  
  - 16 -
  APPENDIX - DURROVEAN SKIMMER
  Durroveans uses small sailing ships called Durrovean 
  Skimmers to travers the waters surrounding eastern 
  Ghelspad. These vessesls are simple enough that they 
  can be manned or rowed by a single person. They 
  are small but quick and good for transporting a few 
  individuals or light cargo. 
  These ships have the following features:
  Light. A hanging lantern casts bright light upon the 
  deck.
  Rigging. Rigging on the ship can be climbed without an 
  ability check.
  Sails. The Durrovean sailing ship has one 10-foot mast 
  with sails.
  Example Crew
  A Durrovean sailing ship requires a single crew 
  member to operate. Characters who are guests on the 
  ship would likely have a bandit captain with proficiency 
  with water vehicles.
  Durrovean Sailboat Deck
  The deck of this vessel has the following features:
  Oars. The deck of the ship can hold eight benches and 
  two 15-foot-long oars. When the ship is rowed, crew 
  members sit on the benches to work the oars.
  Railing. The deck has a 3-foot-high rail around its 
  perimeter that provides half cover for Medium creatures 
  and three-quarters cover for Small creatures behind it.
  Durrovean Sailboat Cabin
  The vessel’s cabin has the following features:
  Chest. A single small chest is stored within. The chest 
  is made of wood and iron and has AC 18, 15 hit points, 
  and immunity to poison and psychic damage.
  Furnishings. Four hammocks hang in the cabin.
  Personal Gear. The personal gear of the ships crew is 
  often stored here.
   
  DURROVEAN SKIMMER
  Gargantuan vehicle (50 ft. by 15 ft.)
  Creature Capacity 3 crew, 4 passengers
  Cargo Capacity 0.25 tons
  Travel Pace 4 miles per hour (96 miles per day)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  14 (+2)
  7 (-2)
  12 (+1)
  0
  0
  0
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious
  ACTIONS
  On its turn, the Durrovean Skimmer can take the move 
  action below. It can’t take this action if it has no crew.
  Move. The vessel can use its helm to move with its oars 
  or sails.
  HULL
  Armor Class 14
  Hit Points 80 (damage threshold 10)
  CONTROL: HELM
  Armor Class 12
  Hit Points 50
  Move up to the speed of one of the ship’s movement 
  components, wiht one 90-degree turn. If the helm is 
  destroyed, the vessel can’t turn.
  MOVEMENT: OARS
  Armor Class 12
  Hit Points 100; -5 ft. speed per 20 damage taken
  Speed (water) 15ft.
  MOVEMENT: SAILS
  Armor Class 12
  Hit Points 100; -5 ft. speed per 20 damage taken
  Speed (water) 35 ft.; 15ft. while sailing into the wind; 50 
  ft. while sailing with the wind.
  
  - 17 -
  appendix - durrovean Skimmer
  durrovean Skimmer
  appproximately 50 ft
  
  - 18 -
  blood-tainted giant octopuS
  Numerous abominations have arisen in the Blood Sea 
  because of the twisting ichor of Kadum’s blood. 
  Among these is the Blood-tainted Giant Octopus. 
  These ocean dwellers are stealthy predators 
  known to pull unwary sailors from 
  their ships to drown them in the 
  inky darkness of the ocean. 
  BLOOD-TAINTED  
  GIANT OCTOPUS
  Large beast (titanspawn), chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 10 ft., swim 60 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  7 (-2)
  10 (+0)
  4 (-3)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft.; passive Perception 14
  Languages Titanspeech (cannot speak)
  Challenge 1 (200 XP)
  Hold Breath. While out of water, the giant octopus can 
  hold its breath for one hour.
  Slimy. The giant octopus’s skin is covered in mucous 
  providing it with advantage on all checks to escape a 
  grapple.
  Underwater Camouflage. The giant octopus has 
  advantage on Dexterity (Stealth) checks made while 
  underwater.
  Water Breathing. The giant octopus can breath only 
  underwater.
  ACTIONS
  Multiattack. The giant octopus makes two tentacle 
  strike attacks.
  Tentacle Strike. Melee Weapon Attack. +4 to hit, reach 
  15 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. 
  If the target is a creature and the giant octopus is not 
  already grappling a creature, the target is grappled 
  (escape DC 14). Until this grapple ends, the target 
  is restrained. The giant octopus can have only one 
  creature grappled at a time.
  Ink Cloud (Recharges after a Short or Long Rest). A 
  20-foot radius cloud of ink extends all around the giant 
  octopus if it is underwater.The area is heavily obscured 
  for 1 minute, although a significant current can disperse 
  the ink. After releasing the ink. the octopus can use the 
  Dash action as a bonus action.
  LEGENDARY ACTIONS
  The giant octopus can take 1 legendary action, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The giant octopus regains spent 
  legendary actions at the start of its turn.
  Crush. The octopus crushes one creature grappled by 
  its tentacles, dealing 2 points of bludgeoning damage.
  Ink Spray. Each creature in a 20 ft. radius must succeed 
  on a DC 11 Dexterity saving throw, or is blinded until the 
  end of the octopus’ next turn.
  Tentacle Strike. The octopus makes a tentacle strike 
  attack.
  APPENDIX - NEW MONSTERS & NPC’S
  
  - 19 -
  appendix - new monSterS & npc’S
  maSHuuk
  Masshuuk is the child of redeemed asaatthi parents 
  who traveled from the Jeweled City to help defend the 
  Ganjus from the Mormo-worshipping druids of Khet. 
  After the druid war, his parents returned to the asaatthi 
  nation, but Mashuuk chose to stay with the elves. He 
  claims to have always heard Denev’s call and is one of 
  the few outsiders who has stepped within Vera-Tre. 
  Recently Mashuuk believes Deneve called him to 
  oppose Calastia’s activities. He fears that the titan 
  Mormo is using powers within the Hegemony to 
  help reconstitute herself. Unless he acts, the Queen 
  of Witches may again rise to spread her filth across 
  Ghelspad.
  To this end, he traveled to Durrover and joined with the 
  Vigils of Vesh there. As with many others, he believes 
  the beleaguered nation is key to the defeat of Calastia. 
  He joined the doomed Vigil expedition to Strale, 
  sensing that Calastia’s attentions in the south may 
  somehow relate to Mormo’s hidden schemes.
  Mashuuk’s Traits
  Ideal. We should all give thanks to Denev’s continued 
  benevolence. Only by her grace were the titans 
  defeated.
  Bond. I am the Earth Mother’s weapon to ensure the 
  Queen of Witches never returns.
  Flaw. I will sacrifice anything to defeat the agents of the 
  titan, Mormo. 
  MASHUUK
  Medium humanoid (snakefolk), neutral good
  Armor Class 14 (hide armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0)
  14 (+2)
  13 (+1)
  14 (+2)
  15 (+2)
  10 (+0)
  Skills Acrobatics +4, Nature +4, Perception +4
  Senses darkvision 60 ft.; passive Perception 14
  Languages Asaatth, Calastian, Elvish, Veshian
  Challenge 1/2 (100 XP)
  Asaatthi Resitances. Mashuuk has advantage on saving 
  throws against being charmed or poisoned.
  Spellcasting. Mashuuk is a 1st-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). He has the following spells 
  prepared:
  Cantrips (at will): druidcraft, produce flame  
  1st level (2 slots): cure wounds, faerie fire, speak with 
  animals
  ACTIONS
  Multiattack. Mashuuk makes two melee attacks.
  Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) piercing damage.
  Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage.
  Shortbow. Ranged Weapon Attack. +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
  
  - 20 -
  appendix - new monSterS & npc’S
  NOOMYA
  Medium humanoid (slitherin), chaotic good
  Armor Class 12 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., climb 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  8 (-1)
  Skills Acrobatics +4, Athletics +2, Stealth +4
  Senses darkvision 60 ft.; passive Perception 11
  Languages Slitherin, Veshian
  Challenge 1/2 (100 XP)
  Contortionist. Noomya has advantage on Dexterity 
  checks to escapte from bonds or being grappled, as well 
  as to squeeze through tight spaces.
  Disease Resistance. Noomya has advantage on saving 
  throws against disease.
  Disease Resistance. Noomya has advantage on 
  Wisdom (Perception checks) that rely on hearing or 
  sight.
  Rodent Empathy. Noomya can converse with 
  rodents through body language and simple sounds, 
  communicating simple ideas to such beasts.
  ACTIONS
  Multiattack. Noomya makes two melee attacks or two 
  ranged attacks.
  Bite. Melee Weapon Attack. +X to hit, reach 5 ft., one 
  target. Hit: X (1d3+X) piercing damage.
  Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) piercing damage.
  Shortbow. Ranged Weapon Attack. +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
  noomya
  Noomya’s enclave was one of those who fled attacks of 
  the unredeemed in the Mourning Marshes, ending up 
  within Durrover. Once there, she joined the Semanye 
  Vigil where her natural scouting talents were well 
  received. 
  Noomya has a strong sense of duty to oppose everything 
  that Calastia stands for. She fears the Hegemony’s 
  opppression expansion and believes all free peoples 
  should unite to defeat this evil.
  Noomya’s Traits
  Ideal. Slavery is wrong. Freedom is all that matters.
  Bond. Calastia is a blight upon Ghelsped, and we must 
  do everything to stop the Black Dragon’s oppression.
  Flaw. I know I can do things better than most and will 
  take action even when others say not to.
  
  - 21 -
  APPENDIX - STANDARD CREATURES
  The following creature stats are reprinted from the 
  System Reference Document  5.1 (SRD 5.1)
  BANDIT
  Medium humanoid (any race), any non-lawful
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  ACTIONS
  Scimitar. Melee Weapon Attack. +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) slashing damage.
  Light Crossbow. Ranged Weapon Attack. +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8+1) piercing 
  damage.
  COMMONER
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  ACTIONS
  Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  GIANT CRAB
  Medium beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 13 (3d8)
  Speed 30 ft., swim 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  13 (+1)
  15 (+2)
  11 (+0)
  1 (-5)
  9 (-1)
  3 (-4)
  Skills Stealth +4
  Senses Blindsight 30 ft., passive Perception 9
  Languages -
  Challenge 1/8 (25 XP)
  Amphibious. The crab can breath air and water.
  ACTIONS
  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 crab has two 
  claws, each of which can grapple only one target..
  GIANT POISONOUS SNAKE
  Medium beast, unaligned
  Armor Class 14
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., swim 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0)
  18 (+4)
  13 (+1)
  2 (-4)
  10 (+0)
  3 (-4)
  Skills Perception +2 
  Senses Blindsight 10 ft., passive Perception 12
  Languages -
  Challenge 1/4 (50 XP)
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  
  - 22 -
  appendix - Standard creatureS
  KNIGHT
  Medium humanoid (any race), any alignment
  Armor Class 18 (Plate)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3)
  11 (+0)
  14 (+2)
  11 (+0)
  11 (+0)
  15 (+2)
  Saving Throws CON +4, WIS +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws 
  against being frightened.
  ACTIONS
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  Leadership (Recharges after a Short or Long Rest). 
  For 1 minute, the knight can utter a special command 
  or warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated.
  REACTIONS
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see the 
  attacker and be wielding a melee weapon.
  SCOUT
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8+3)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +4, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Keen Hering and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  ACTIONS
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  SPY
  Medium humanoid (any race), any alignment
  Armor Class 12 
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +5, Persuasion +4, Sleight of Hand +4, 
  Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action.
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t incapacitated 
  and the spy doesn’t have disadvantage on the attack 
  roll.
  ACTIONS
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  
  - 23 -
  appendix - Standard creatureS
  STIRGE
  Tiny beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  14 (-3)
  16 (+3)
  11 (+0)
  2 (-4)
  8 (-1)
  6 (-2)
  Senses Darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1/8 (25 XP)
  ACTIONS
  Blood Drain. Melee Weapon Attack. +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4+3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4+3) hit points due to blood 
  loss. 
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including 
  the target, can use its action to detach the stirge.
  THUG
  Medium humanoid (any race), any non-good
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  15 (+2)
  11 (+0)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The wolf has advantage on attack 
  rolls against a creature if at least one of hte wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack. +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  WOLF
  Medium humanoid (any race), any alignment
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8+2)
  Speed 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  12 (+1)
  15 (+2)
  12 (+1)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 1/4 (50 XP)
  Keen Hering and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The wolf has advantage on attack 
  rolls against a creature if at least one of hte wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4+2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone.
   
  
  - 24 -
  OPEN GAMING LICENSE (SRD5)
  Declaration of Open Game Content/Product Identity: All setting, 
  layout, and design elements are hereby declared Product Identity. 
  All proper nouns, referenced NPCs, and elements of Scarred Lands 
  provided via access to the “Slarecian Vault” Community Content 
  program are also hereby declared Product Identity. The text of all 
  systems, charts, and rules modifi cations are hereby decared Open 
  Game Content in accordance with the Open Gaming License Version 
  1.0A located below.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, nonexclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 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. 
  Blood Bayou. © 2003, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege. © 2002, White Wolf Publishing, Inc.
  Calastia: Throne of the Black Dragon. © 2002, White Wolf 
  Publishing, Inc.
  Creature Collection 2: Dark Menagerie. © 2001, White Wolf 
  Publishing, Inc.
  Creature Collection III: Savage Bestiary. © 2003, White Wolf 
  Publishing, Inc.
  Creature Collection Revised. © 2003, White Wolf Publishing, Inc.
  
  - 25 -
  open gaming licenSe (Srd5)
  Hollowfaust: City of Necromancers. © 2001, White Wolf Publishing, 
  Inc.
  Hornsaw: Forest of Blood. © 2003, White Wolf Publishing, Inc.
  Mithril: City of the Golem. © 2001, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids. © 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Fighters and Barbarians. © 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Monks and Paladins. © 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Rangers and Rogues. © 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003, White 
  Wolf Publishing, Inc.
  Relics & Rituals. © 2001, Clark Peterson.
  Relics and Rituals 2: Lost Lore. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad. © 2002, White Wolf 
  Publishing, Inc.
  Scarred Lands Gazetteer: Ghelspad. © 2001, White Wolf 
  Publishing, Inc.
  Secrets & Societies. © 2002, White Wolf Publishing, Inc.
  Shelzar: City of Sins. © 2003, White Wolf Publishing, Inc.
  Strange Lands: Lost Tribes of the Sand Lands. © 2004, White Wolf 
  Publishing, Inc.
  The Divine and the Defeated. © 2001, White Wolf Publishing, Inc.
  The Penumbral Pentagon. © 2003, White Wolf Publishing, Inc.
  The Wise and the Wicked. © 2001, White Wolf Publishing, Inc.
  Vigil Watch: Secrets of the Asaatthi. © 2003, White Wolf Publishing, 
  Inc.
  Vigil Watch: Warrens of the Ratmen. © 2002, White Wolf 
  Publishing, Inc.
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal 
  Media.
  Enconters in the Calastian Hegemony Volume 1 © 2018, Travis 
  Legge.
  Enconters in the Calastian Hegemony Volume 2 © 2018, Travis 
  Legge.
  The Wise & The Wicked © 2016, Onyx Path Publishing.
  Vigil Watch Part 1: The Toe Islands © 2020, Onyx Path Publishing.
  Vigil Watch Part 2: Mansk © 2020, Onyx Path Publishing.
  Hatred In Strale  © 2020, Joe Raso.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Hatred in Strale.pdf