TEXT: Season 1
  Encounter 1.1 - Waking Up
  • 
  Pinned Note
  Cut Scene - Last Ride of the Legacy
  • 
  Cutscene Character Cards
  Encounter 2.3 - Good Ol’ Fashioned Bar 
  Fight
  • 
  Flier at the Crow’s Nest
  Cut Scene - Fireside
  • 
  Cutscene Character Cards
  • 
  Malevolent Flames Handout
  Cut Scene - Dead and Meat
  • 
  Zombie Game Statistics
  Season 2
  Cut Scene - Work was Murder Today
  • 
  Cutscene Character Cards
  • 
  Cutscene Combat Statistics
  Karstan’s Inquiry, or Freedom of a Kind
  • 
  New Legacy Handout
  Encounter 3.1 - Loss of Compassion
  • 
  Latal’s Journal
  Cut Scene - Long Since Fallen
  • 
  Tetrataun Game Statistics
  Season 3
  Cut Scene - Staff Meeting
  • 
  Cutscene Character Cards
  Encounter 2.2a - The Prince’s Armory
  • 
  Fable’s End Handout
  Cut Scene - The Fall of Fenrot
  • 
  Cutscene Character Cards
  Encounter 4.1 - Unexpected Allies
  • 
  Assassin Lair Action Card
  • 
  Necromancer Lair Action Card
  Encounter 4.5 - Assault on Fenrot
  • 
  Assault on Fenrot Army Quick Reference 
  Cards
  Season 4
  Cut Scene - To the Docks!
  • 
  Cutscene Character Cards
  Encounters 4.1 and 4.1
  • 
  Elder Tetrataun Game Statistics
  Side Quests
  Cut Scene - Avatar of Order
  • 
  Skol Queen Game Statistics
  Appendix E: Legacy’s Wake Player Handouts
  This appendix contains all of the Legacy’s Wake Player Handouts required to play Legacy’s Wake. You can also find 
  downloadable printer-friendly versions of these handouts at www.mithrilpunk.com.
  In this appendix, you’ll find handouts for the following encounters or scenes:
  Legacy’s Wake Player Handouts
  
  Legacy’s Wake Player Handouts
  Do not hesitate. Grab the Ledger. Go out the 
  window. Swing. Head fore to the warehouse under the 
  garden. Await pickup and return to Crow’s Nest. 
  Skarnak
  Troll-blooded (Hill Troll) Sailor
  Hit Points 25
  Armor Class 12
  Saving Throws
     Strength +4, Dexterity +2
  Skills
     Acrobatics +1, Athletics +4, Perception +2
  Strong Grip. You have advantage on 
  Athletics checks.
  Kalmar
  Goblin Sailor
  Hit Points 20
  Armor Class 14
  Saving Throws
     Strength +2, Dexterity +4
  Skills
     Acrobatics +4, Athletics +1, Perception +0
  Coward. Once during the cutscene, you 
  can take the Dash action as a bonus action.
  Barakas Weary
  Tiefling Sailor
  Hit Points 23
  Armor Class 13
  Saving Throws
     Strength +3, Dexterity +3
  Skills
     Acrobatics +3, Athletics +2, Perception +2
  Fire Resistance. You have resistance to 
  fire damage.
  Harbek Battlehammer
  Dwarf (hill) Sailor
  Hit Points 25
  Armor Class 12
  Saving Throws
     Strength +4, Dexterity +2
  Skills
     Acrobatics +2, Athletics +2, Perception +4
  Maul. As an action, you can smash a dwarf-
  sized hole through the ship’s decking with 
  your maul.
  Encounter 1.1 - Waking Up
  Cutscene - Last Ride of the Legacy
  
  Legacy’s Wake Player Handouts
  True Citizens of Skyfall, heed!
  Your city is being devastated by a plague! Orcs, goblins, traches, 
  trolls and other dark races are draining the life from our fair city! 
  They come here to reap the benefit of your hard work and effort. 
  Our city, our way of life suffers from their presence!
  Unite with your brethren before it is too late!
  Show your support for a cleaner, Lighter Skyfall by coming to the 
  Promenade on the 12th day of FlameEnd.
  Brought to you by the kind hearts and generous pockets of Captain 
  Artis Mendale, Senator Welgan Malbridorn and High Priest 
  Listra Lanis.
  Dark Races Not Welcome!
  Utherno Behindyu
  Grothik (weasel-kin) Sailor
  Hit Points 20
  Armor Class 14
  Saving Throws
     Strength +2, Dexterity +4
  Skills
     Acrobatics +4, Athletics +2, Perception +1
  Sure-footed. You have advantage on 
  Acrobatics checks.
  Encounter 2.3 - Good Ol’ Fasioned Bar Fight
  
  Legacy’s Wake Player Handouts
  Grok
  Troll-blooded (hill troll)
  Strength 1d10
  Courage 1d8
  Speed 1d6
  Regeneration. Once during the cutscene, 
  you can immediately regain 2 Strength 
  and 1 Speed.
  Tolfar
  Dwarf (mountain)
  Strength 1d8
  Courage 1d10
  Speed 1d6
  Hardy. Your Strength cannot be reduced 
  below 1d4. If you take unspecified 
  damage, you cannot choose Strength to 
  take the damage.
  Pok Pok
  Goblin
  Strength 1d6
  Courage 1d8
  Speed 1d10
  Shifty. Once in this cutscene, you can 
  apply your Speed to overcoming an 
  obstacle twice.
  Fearless Tek
  Tiefling
  Strength 1d6
  Courage 1d12
  Speed 1d6
  Fire Resistance. For one room in this 
  cutscene, you do not take damage from 
  fire. After that room, the intensity of the 
  head has worn down even your resistance.
  Tellen Fell
  Human
  Strength 1d8
  Courage 1d8
  Speed 1d8
  Stern Resolve. Once during this cutscene, 
  you can reroll any one failed saving throw.
  Malevolent Flames
   
  Inspire Terror. The roar of the fire inspires 
  terror in one creature. Choose one of the 
  remaining Fire Watch. That character must 
  make a DC 14 Courage saving throw or take 
  one Courage damage.
  Turn up the Heat. The room swells with heat 
  that beats against the Fire Watch. Each Fire 
  Watch member in the room must make a DC 
  12 Courage saving throw. Anyone who fails 
  takes 1 damage as the heat overwhelms their 
  will to continue.
  Consume Flesh. Flames rip from the walls 
  or ceiling, reaching out toward a Fire Watch 
  member with unnatural focus. Choose one of 
  the remaining Fire Watch. That character must 
  make a DC 14 Strength saving throw, or take 
  one damage from the fire.
  Licking Flames. The floorboards erupt with 
  fire under the Fire Watch. Each Fire Watch 
  member in the room must make a DC 12 Speed 
  saving throw or take 1 damage from the fire.
  Cutscene - Fireside
  
  Cut Scene - Dead and Meat
  Filthcaster Zombie
  Medium undead, chaotic evil
  Armor Class 14 (natural)
  Hit Points 39
  Speed 30 ft.
   
  STR 16 (+3) 
  DEX 10 (+0) 
  CON 14 (+2)
   
  INT 7 (-2) 
  WIS 10 (+0) 
  CHA 7 (-2)
  Saving Throws Constitution +4
  Skills  Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses  darkvision 60 ft., passive Perception 12
  Languages  understands the languages it knew in life 
  but can’t   speak
  CR  2
  Aura of Filth. All living cretures within 30 feet 
  of a filthcaster zombie have disadvantage on attack 
  rolls made against it.
  actions
  Filthy Slam. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, 
  and the creature must make a DC 12 Constitution 
  saving throw or be incapacitated until the end of 
  their next turn.
  Fling Filth (Recharge 5–6). Choose up to three 
  creatures, all of which must be within 30 feet. If the 
  target is a zombie, it rolls an additional 1d4 when 
  attacking and adds the result to its attack roll. If the 
  target is not a zombie, it must make a DC 12 Wisdom 
  saving throw. On a failed save, the target must roll 
  an additional 1d4 when attacking and subtract 
  the result from its attack roll. This ability requires 
  concentration (as though concentrating on a spell).
  This zombie is covered and sickening filth. It 
  carries a nauseating stench and flings its filth at 
  its enemies.
  hoardburster Zombie
  Large undead, chaotic evil
  Armor Class 12
  Hit Points 52
  Speed 20 ft.
   
  STR 17 (+3) 
  DEX 9 (-1) 
  CON 14 (+2)
   
  INT 5 (-3) 
  WIS 10 (+0) 
  CHA 4 (-3)
  Saving Throws Constitution +4, Wisdom +2
  Skills  Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses  darkvision 60 ft., passive Perception 12
  Languages  understands the languages it knew in life 
  but can’t   speak
  CR  2
  Cleave. If the hoardburster reduces an enemy to 
  zero hit points, it can make a melee attack as a bonus 
  action.
  Death Throws. When the hoardburster is reduced 
  to zero hit points, the magic holding it together is 
  released in a violent burst of bone fragments and 
  rotting flesh. Each creature within 15 feet must 
  make a DC 14 Dexterity saving throw, taking 14 (4d6) 
  piercing damage on a failed save, or 7 (2d6) piercing 
  damage on a successful one.
  actions
  Multiattack. The hoardburster makes two cleaver 
  attacks.
  Cleaver. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (1d10+3) slashing damage.
  All zombies are gross piles of rotting death, these 
  zombies make the other zombies look fit for the 
  senate chamber. Grossly bloated and somehow 
  standing nearly 9 feet high these bulbous 
  monstrosities are among the most feared weapons 
  of Fenrot.
  
  oathbreaker Zombie
  Medium undead, lawful evil
  Armor Class  16
  Hit Points  52
  Speed  30 ft.
   
  STR 16 (+3) 
  DEX 10 (+0) 
  CON 14 (+2)
   
  INT 8 (-1) 
  WIS 7 (-2) 
  CHA 12 (+1)
  Saving Throws Wisdom +0, Charisma +3
  Damage Immunities poison
  Damage Resistances fire
  Condition Immunities poisoned
  Senses  darkvision 60 ft., passive Perception 8
  Languages  understands the languages it knew in life 
  but can’t   speak
  CR  2
  Vow of Enmity (Recharge On Short Or Long 
  Rest). As a bonus action, choose one creature within 
  sight. The oathbreaker gains advantage on all attack 
  rolls against that creature for 1 minute.
  actions
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6+3) slashing damage.
  Necrotic Touch. One undead creature touched 
  regains up to 40 hit points. You need not spend all 
  40 hit points in one touch. Once all 40 hit points 
  have been spent, this ability cannot be used until the 
  oathbreaker takes a long rest.
  Grave Breath. Each creature in a 15 foot cone 
  must make a DC 12 Dexterity saving throw, taking 
  3d6 fire and 3d6 necrotic damage on a failed save, or 
  half damage on a successful one.
  This zombie was a paladin in its prior life that 
  broke one or more of its sacred vows.
  ravenous hoard
  Huge swarm of Medium undead, chaotic evil
  Armor Class 11 
  Hit Points 52
  Speed 40 ft., Climb 20 ft.
   
  STR 16 (+3) 
  DEX 12 (+1) 
  CON 12 (+1)
   
  INT 5 (-3) 
  WIS 7 (-2) 
  CHA 3 (-4)
  Saving Throws Wisdom +0
  Damage Immunities poison
  Damage Resistances bludgeoning, piercing, slashing
  Condition 
  Immunities 
  charmed, 
  frightened, 
  paralyzed, petrified, poisoned, prone, restrained, 
  stunned
  Senses  darkvision 60 ft., passive Perception 8
  Languages  understands the languages it knew in life 
  but can’t   speak
  CR  2
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny wasp. 
  The swarm can’t regain hit points or gain temporary 
  hit points.
  actions
  Slams. Melee Weapon Attack: +5 to hit, reach 0 
  ft., one creature in the swarm’s space. Hit: 14 (4d6) 
  bludgeoning damage, or 7 (2d6) bludgeoning damage 
  if the swarm has half of its hit points or fewer.
  Tear Limb from Limb (Recharge 6). Each creature 
  in the swarm’s space must make a DC 13 Constitution 
  saving throw, or suffer disadvantage on all Strength 
  and Dexterity checks and saving throws until healed.
  This horde is a huge swarm of zombies and 
  skeletons crawling all over each other.
  spellblight Zombie
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 32
  Speed 30 ft.
   
  STR 8 (-1) 
  DEX 12 (+1) 
  CON 14 (+2)
   
  INT 5 (-3) 
  WIS 7 (-2) 
  CHA 7 (-2)
  Saving Throws Constitution +4, Charisma +0
  Skills  Perception +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses  darkvision 60 ft., passive Perception 10
  Languages  understands the languages it knew in life but 
  can’t   speak
  CR  2
  Remnants of Power. A spellblight zombie treats all 
  spells it casts as though it had a spellcasting ability score of 
  16 (spell save DC 13, +5 spell attack bonus)
  actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6+1) bludgeoning damage.
  Loosen the Chain. The spellblight zombie calls on its 
  master to relenquish control long enough unleash a blast of 
  magic. The spellblight zombie makes all decisions regarding 
  the spell that is cast, but cannot control which spell that is. 
  Roll 1d6:
  1 – 2: 1st level spell (witchbolt)
  3 – 4: 2nd level spell (scorching ray)
  5 – 6: 3rd level spell (slow)
  All spells are cast at their minimum level. Each spellblight 
  zombie is created with different spells, but once selected 
  they cannot be changed. The default option is listed next to 
  each result above, but feel free to change them as needed. 
  Note that if you choose a damage dealing spell in the 3rd 
  level slot, you should increase the zombie’s CR by one.
  Unlike most zombies, this creature has retained a large 
  portion of the arcane might it had in its previous life. 
  However, it is enthralled by a powerful necromancer, 
  restricting its access to power at the necromancer’s 
  discretion.
  
  Legacy’s Wake Player Handouts
  Krum
  Half-orc Laborer
  Krum is tall, jovial, and loves jokes about 
  gnomes. He is the general laborer of the 
  crew, assigned to most loading, hauling, 
  and heavy lifting. Krum has been unlikely 
  friends with Gavin Gearwinder since 
  childhood; they grew up in the dregs 
  together.
  Pale Wind
  Skol Painter
  Pale Wind is thin for a skol with vestigial 
  wings.  She believes she is meant to 
  become a new queen for her people. Pale 
  Wind is the crew’s lead painter. Though 
  she is relatively new to the crew, they 
  have quickly taken a liking to her because 
  of her quick wit and terrific singing voice. 
  She regularly entertains the crew with 
  whistles and songs to make particularly 
  troublesome projects more pleasant.
  Gavin Gearwinder
  Gnome (rock) Mechanic
  Gavin has vibrant green hair, the product 
  of an alchemical experiment gone wrong. 
  Gavin is the mechanic of the crew, 
  repairing anything with more intricate 
  parts when possible, and assisting Faris 
  and Gartok when not. Gavin helped Krum 
  get a job with the repair crew even though 
  he has little in the way of trained skills. 
  They have been friends since childhood.
  Gartok Reefbreaker
  Dwarf (hill) Blacksmith
  Gartok’s dark skin is webbed with 
  numerous scars.  Some are clearly from 
  the forge, others appear to be older and 
  much more painful.  Gartok doesn’t talk 
  about them. Gartok is the blacksmith of 
  the crew, repairing most metalwork, as 
  well as maintaining all of the crew’s tools. 
  Gartok and Faris fought side by side in the 
  Trade Wars; Gartok considers Faris family 
  through and through.
  Faris Hullmender
  Half-elf Carpenter
  Faris wears her blond hair cut very short 
  and collects poems about sea life. Faris is 
  the carpenter of the crew. She completes 
  any repairs that require woodwork. Faris 
  has known Gartok Reefbreaker for more 
  than two decades; they fought together 
  during the Trade Wars.
  Cutscene - Work Was Murder Today
  
  Legacy’s Wake Player Handouts
  Krum
  Half-orc Laborer
  Hit Points 40
  Armor Class 12
  Speed 30 ft.
  Strength Attacks +5
  Dexterity Attacks +3
  Damage is based on whatever weapons 
  you can improvise. Get creative!
  Pale Wind
  Skol Painter
  Hit Points 35
  Armor Class 13
  Speed 30 ft.
  Strength Attacks +4
  Dexterity Attacks +4
  Damage is based on whatever weapons 
  you can improvise. Get creative!
  Gavin Gearwinder
  Gnome (rock) Mechanic
  Hit Points 35
  Armor Class 14
  Speed 25 ft.
  Strength Attacks +4
  Dexterity Attacks +4
  Damage is based on whatever weapons 
  you can improvise. Get creative!
  Gartok Reefbreaker
  Dwarf (hill) Blacksmith
  Hit Points 40
  Armor Class 13
  Speed 25 ft.
  Strength Attacks +5
  Dexterity Attacks +3
  Damage is based on whatever weapons 
  you can improvise. Get creative!
  Faris Hullmender
  Half-elf Carpenter
  Hit Points 35
  Armor Class 13
  Speed 30 ft.
  Strength Attacks +3
  Dexterity Attacks +5
  Damage is based on whatever weapons 
  you can improvise. Get creative!
  Cutscene - Work Was Murder Today, Cont.
  
  Legacy’s Wake Player Handouts
  New Legacy
  Combat Statistics
  Hit Points 650
  Armor Class 20
  Speed 50 ft., fly 125 ft.
  Crew Skill +5
  Ship Attack +4 (total +9)
  Initiative +5
  Damage 4d8x10
  Captain Wilder
  A typical day for Wilder starts with an early sunrise far above the cloud line, has some sort of 
  shipboard violence in the middle, and almost always ends with Wilder getting paid.  This privateer 
  pirate-hunter is an ace pilot and captain, and is fiercely loyal to her crew. She is no stranger to 
  violence, though she is much less bloodthirsty than one might expect from an airship captain.
  New Legacy
  Originally ordered in secret by one of the more salacious royals of the Twelve as a “defensive 
  pleasure yacht”, the hull was drafted into service after Legacy’s Wake went down in an armada 
  storm, thereby ensuring the Twelve would cover the bill.
   
  From inception, this highly modified Large Airship was built to be the fastest, toughest thing around; 
  it sacrifices a heavy onboard armament for increased mobility and a hull like a troll’s forehead.  The 
  ship is laid out specifically for boarding actions, depositing a crack team of marines on an enemy 
  ship in order to avoid as much gunplay as possible, though she has a few of her own as well.
   
  The craft itself is built as sparingly as possible while still retaining combat strength.  The decks are 
  solid and the rails are excellent protection from both missile weapons and falling overboard.  There 
  are also several ramps and grapple hooks on hand to assist with an awkward  boarding action. 
  However, beneath the decks things get cramped quickly.
   
  Most of the space below is taken up by New Legacy’s crystal, an extremely pure and powerful piece 
  of craftsmanship needed to give the ship it’s fleetness despite having such a hardy frame.  Crew 
  quarters are cramped and often tucked away in the most unusual corners.  The stores room is even 
  smaller, just a pantry that doubles as kitchen, and food stashed in any storage space around the 
  ship.  The vessel can hold around two weeks provisions when full, but the crew stretches that by 
  reprovisioning when convenient.
   
  If it isn’t sleeping or cooking, it’s done on deck.  Though private space is at a premium, New Legacy 
  has ample deck space for the very few people it can support.  It means getting used to constant wind 
  and exposure to rain, sleet and cold all the time, and it is also the reason why sailors favor dominoes 
  over cards.  But it also means having the space to stretch out, run a few drills or craft some arrows. 
  Having the best damn view in the world certainly doesn’t hurt either.
  
  Legacy’s Wake Player Handouts
  Latal’s Journal
  Waxing Gibbous
  It was a momentous day for our little church.  I received a long forgotten history on religion 
  in a shipment of medical books and had begun reading it out of curiosity when only a few 
  pages in I found what must certainly be a reference to the low god and his brother.  The 
  entire book is seems outlines nearly every tennent that we have uncovered over the years and 
  adhere to now, but goes far beyond our knowledge of the low god’s intent, and his powers.
   
  A few of the passages outline methods for imbuing the faithful with the power of the low 
  god, but each of them warns that our mortal vessels collapse under the weight of a diety.  
  Several of the church members have asked me to experiment with these methods on the 
  patients here, so that once we perfect the method we can empower ourselves...
   
  There is one passage in particular that speaks of a coming war, and that an avatar of the 
  low god’s might will be chosen from those who have dedicated themselves to his glory.  I 
  would be that avatar, if I could so help it.  And who would stand in my way?
   
  Nearly New
   
  The first experiment was... enlightening.  With the aid of a few orderlies I attempted to 
  augment the strength of one of my patients with a canticle from the history book.  I could 
  feel verdant power streaming through me, but the more I attempted to direct it, the more it 
  fought me.  With each wave of energy that blasted forth from me, the patient’s body writhed 
  in torment and warped itself into new shapes of flesh and bone.  Finally, I simply gave in 
  to the whim of the ritual, and only then did the creature begin to show signs of life and 
  strength. When the ritual was over, the pathetic being lay still on the table, but when the 
  orderlies approached to return it to its cell, it lurched forward like lightning.
   
  They will be missed...
   
  Waning Crescent
  Gorun brought me a bowl that someone had dropped in the collections box for the asylum.  
  It is ancient, covered in archaic skol and caked with dark mud, but through all that he could 
  still make out the word for “Uncontained”, the name the Skol gave to the low god.  I’m not 
  sure what the significance is but I’ve set Katille to cleaning it and recording the inscriptions.
   
  Last Quarter
  We have discovered another passage referring to a “chain of sacrifice”, a ritual slaying of 
  multiple sacrifices in which each life taken strengthens the one who took it.  This last vessel 
  can be imparted to the low god, giving it much strength and praise.  This sounds useful, and 
  we have made plans to attempt this ritual as soon as a suitable group can be identified.
   
  
  Legacy’s Wake Player Handouts
  Waning Gibbous
   
  This bowl is more important than anything the church has ever uncovered.  It contains 
  a complete history of the fall of the low god during the time of the Skolqueens, and the 
  high god’s rise to power.  Apparently the skol found themselves at odds with the high god, 
  because the inscriptions describe a variety of methods to fight the high with powers from the 
  low.  That the skol would ever side with the low is a fact that most have now forgotten, but 
  I will learn what they did to aid the church.
   
  The Chain of Sacrifice was a success, with the added benefit of leaving behind a living 
  body with no will of its own.  I ordered Gorun to bring the body to the asylum; having no 
  immutable soul within to wage even a futile battle against the power of the low god, it is the 
  perfect vessel for my next experiment.
   
  Full Moon
   
  The experiments are more successful when the bowl is present.  I thought it only an anomaly 
  at first, but after four complete transformations in a row with no loss of life, I cannot ignore 
  the impact that this artifact is having on our rituals.  Perhaps there are ways to actually 
  incorporate it into the ritual proper instead of simply having it in the room.  There is another 
  passage about a vessel of sunlight for the blood that is spilled, perhaps this is an oblique 
  reference to the copper bowl?
   
  Waxing Gibbous
   
  It is important to remember that the low god’s influence wants no leash.  I feel as though the 
  rituals are guiding me, not that I am utilizing them.  Each time I let the incantations flow 
  through me, I feel a little less need to guide them.  The beauty of chaos is that it provides all 
  answers, just no order.
   
  Experiment #8 was almost successful.  The ensuing creature was greatly strengthened, given 
  new and vicious limbs with which to rend flesh and break bone, but for some reason the 
  patient’s head underwent no transformation.  In fact, the head retained it’s broken sanity 
  long enough to realize that it was no longer in possession of (much less in command of) it’s old 
  body, and simply began screaming in terror as the body went about the most unspeakable 
  deeds with the other patients in the room.  We finally had to destroy it, as the head would 
  not quit screaming, which proved unsettling for anyone in earshot.  Perhaps with the next 
  experiment we will simply remove the head.
   
  First Quarter
   
  That damned skinbreather has brought the attention of the senate upon us.  Should these 
  fools pry too much,  we may have to change our plans.  I’ve already ordered Gorun to 
  bring Compassion to my chambers before the Inquiry returns. I have been informed by an 
  unknown party that my destiny lies east, toward the Godspeak Mountains and an ancient 
  library apparently founded by a sect of our very own Wardens of Life. This unknown 
  benefactor gave me the name Kia Kren. What could it mean?
  
  Cutscene - Long Since Fallen
  Primitive Tetrataun
  Large monstrosity, neutral good
  Armor Class 17
  Hit Points 228
  Speed 30ft.
   
  STR 22 (+6) 
  DEX 10 (+0) 
  CON 20 (+5)
   
  INT 12 (+1) 
  WIS 18 (+4) 
  CHA 16 (+3)
  Saving 
  Throws 
  Strength 
  +10, 
  Dexterity 
  +4, 
  Constitution +9
  Damage Immunities thunder; bludgeoning, piercing, 
  and slashing from non-magical weapons
  Skills Athletics +10, Arcana +5
  Senses truesight 120 ft., passive Perception 14
  Languages Any (tongues)
  CR 11
  Destroyer of Abominations. The tetrataun scores 
  a critical hit against servants of the low god on an 
  18-20.
  Magic Resistance. The tetrataun has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The tetratauns weapon attacks 
  are magical.
  actions
  Multiattack. The tetrataun makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 3d10+6 (22) bludgeoning damage.
  Bellowing Roar (Recharge 5–6). Each enemy 
  creature within a 60-foot cone must make a DC 17 
  Constitution saving throw, taking 10d10 (55) thunder 
  damage on a failed save, or half that amount on a 
  successful one.
  Legacy’s Wake Player Handouts
  
  Legacy’s Wake Player Handouts
  Fala Heartstealer
  Half-elf
  Outwardly, Fala runs the Fair Lady, one 
  of the nicer brothels in the Dregs. She is 
  actually the head of the segment of the 
  Twelve that governs the dregs, making her 
  favor extremely important. If Fala wins, 
  the party can call on her for a favor once 
  per session. She has contacts just about 
  everywhere in Skyfall, so the favor can be 
  nearly anything reasonably accomplished 
  in the city.
  Krast the Knife
  Grothik (weasel-kin)
  “Both k’s are silent”. Krast, a Grothik, 
  is the head assassin for the Twelve. He 
  commands the loyalty of any members 
  of the Twelve with a penchant for quiet 
  bloodshed. If Krast wins, the party can 
  call upon the services of an Assassin once 
  per session. The assassin will join them 
  for one encounter for free, after which he 
  or she will require payment (at 250gp per 
  encounter).
  Valen Highmantle
  Elf (high)
  Valen is an elven mage apprenticed to Tar 
  Draziw, the high magister of the Twelve. 
  He is a font of arcane knowledge and a 
  direct connection to the arcane might 
  of Tar Draziw. Should Valen win, the 
  party can call upon the combined arcane 
  knowledge of Valen and Tar once per 
  session (they can make an Arcana check 
  on the party’s behalf with advantage and 
  a +7 bonus). Alternatively, they can use 
  Valen’s spellcasting services. He will cast 
  up to 10 total levels of spells for the party 
  with no cost, but no individual spell can 
  be higher than 5th level.
  Pol Ratan
  Goblin
  Pol is a goblin with a vast reach. His 
  spy network is second to none. He has 
  a multitude of information on nearly 
  every member of Skyfall, both good and 
  bad. If Pol wins, the party can ask Pol for 
  information once per session at no cost. 
  Depending on the rarity of the knowledge, 
  he has a chance to know the information 
  as shown below:
  Common Knowledge (A senator’s name): 
  100%
  Uncommon Knowledge (The senator’s 
  mistress’ name): 75%
  Rare Knowledge (the senator’s boyhood 
  friend): 50%
  Very Rare Knowledge (the senator’s dark 
  secret): 25%
  Timothy Smalls
  Human
  Smalls is a human who works as a low 
  level money-changer at the Docks. This is 
  of course a front. No coin changes hands 
  at the Docks that Smalls isn’t at least 
  aware of. Should Smalls win, the party will 
  receive a stipend of 100g per character 
  per session as his tribute from the deals 
  that Smalls oversees on the docks.
  Cutscene - Staff Meeting
  
  Legacy’s Wake Player Handouts
  Fable’s End
  The Story of Fable’s End
  An origami katana folded from the last page of the 
  last story ever written by the creator, Fable’s End is 
  one of the most powerful weapons ever created.  It 
  is said that anyone who unfolds the blade will learn 
  the secret of the end of all things.  So far none have 
  succeeded and those that have tried have lost many 
  fingers trying to unfold its razor sharp creases.
  History. Fable’s End is the finest creation of 
  the fabled Papersmith.  Little is known of the 
  Papersmith but legend tells of an angelic half-breed 
  who traveled the worlds beyond the veil of creation, 
  seeking to understand the truth of the creator’s 
  story.  Though she never learned the truth, along 
  the way she learned to turn the creators written 
  word into power tolls and weapons.  
  Destroying the Blade.  The Papersmith (if she 
  could be found) can unfold the blade revealing 
  how the world ends to the owner of the blade. 
  The owner could read this page aloud causing all 
  creatures within 60 feet (including the reader) to 
  die instantly.
  Fable’s End
  Weapon (longsword), artifact (requires attunement)
  An origami katana folded from the last page of 
  the last story ever written by the creator, Fable’s 
  End is likely one of the most powerful swords in 
  existence.  It is said that anyone who unfolds the 
  blade will learn the secret of the end of all things.  
  So far none have succeeded, though many have lost 
  fingers trying to unfold its razor sharp creases.
   
  You have a +2 bonus to attack and damage 
  rolls made with this magical katana (longsword). 
  It counts as a finesse weapon. As a bonus action, 
  you can recite a haiku about a single creature you 
  can see within 100 feet. Until your next short rest, 
  Fable’s End functions as a +3 weapon and deals 
  an additional 2d6 slashing damage, but only when 
  attacking that creature.
  Hidden Secrets. You may study the katana 
  briefly to gain a glimpse at the creator’s 
  work. As an action, you can expend 1 or 
  more hit dice to activate any one of the 
  following powers, using Constitution as your 
  spellcasting ability score:
  Damage Unwritten. You can expend 1 
  hit dice to cast the spell mind over matter 
  without requiring material components.
  Original Utterance. You can expend 5 
  hit dice to cast rippling thunder without 
  requiring material components.
  Paper Storm. You can expend 10 hit dice 
  to cast iron whirlwind without requiring 
  material components.
  The End. You can expend 20 hit dice to 
  cast leviathan’s bellow without requiring 
  material components.
  
  Legacy’s Wake Player Handouts
  Fenrot necromancer
  Medium humanoid (varies), lawful neutral
  Armor Class 13
  Hit Points 30
  Speed 30 ft.
   
  STR 10 (+0) 
  DEX 15 (+2) 
  CON 14 (+2)
   
  INT 17 (+3) 
  WIS 13 (+1) 
  CHA 14 (+2)
  Skills Arcana +5
  Senses Vision per race, passive Perception 11
  Languages Common, Draconic
  CR 2
  Spellcasting. The necromancer is a 4th-
  level spellcaster. Its spellcasting ability is 
  Intelligence (spell save DC 13, spell attack +5). 
  The necromancer has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, minor 
  illusion, prestidigitation, ray of frost
  1st level (4 slots): false life, fog cloud, 
  magic missile, ray of sickness
  2nd level (3 slots): abrupt animation, ray 
  of enfeeblement, shatter
  actions
  Dagger. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 1d4+2 piercing 
  damage.
  bonus Actions
  Cantrip (Recharge 6). The necromancer can 
  cast a cantrip as a bonus action.
  Cutscene - The Fall of Fenrot
  Necromancers
  On initiative 10 (losing all ties), the party can 
  direct the necromancers to use one of the 
  following lair actions:
  Chill Touch. +5 to hit, 1d8 necrotic 
  damage, and the target cannot regain hit 
  points until after initiative count 10 on 
  the following round.
  False Life. The necromancers cast False 
  Life, benefiting one party member of the 
  party’s choice (unlike a normal false life 
  spell).
  Ray of Frost. +5 to hit, 1d8 cold damage, 
  and the target’s speed is reduced by 10 
  feet for one round.
  Assassins
  On initiative 20 (losing all ties), the party can 
  direct the assassins to use one of the following 
  lair actions:
  Sneak attack. +5 to hit, 1d6+3 slashing 
  damage. If the assassins have advantage 
  on the attack, it deals an additional 2d6 
  damage.
  Hamstring. +5 to hit, 1d6+3 damage, and 
  the target grants advantage on attacks 
  against it until after initiative count 20 
  on the next round.
  Poison. 
  +5 to hit, 1d6+3 slashing 
  damage, and the target must make a DC 
  11 Constitution saving throw or take and 
  additional 2d6 poison damage.
  Encounter 4.1 - Unexpected Allies
  
  Legacy’s Wake Player Handouts
  Senators & Guardsmen
  Hit Points 25
  Physical +3
  Social +5
  The few surviving senators can talk their way 
  past anything, and for everything else they 
  have guards. They automatically succeed on 
  Social checks against Looters and Physical 
  checks against the Rampaging Abominations.
  Fire Watch
  Hit Points 30
  Physical +5
  Social +3
  The Fire Watch is no stranger to crumbling 
  buildings and debris. They automatically 
  succeed on Physical checks against Collapsed 
  Buildings and Nets.
  Assassins
  On initiative 20 (losing all ties), the party can 
  direct this unit to take one of the following lair 
  actions. These actions can only target other 
  units, not the dragon or the PCs.
  Sneak attack. +5 to hit, 1d6+3 slashing 
  damage. If the assassins have advantage 
  on the attack, it deals an additional 2d6 
  damage.
  Hamstring. +5 to hit, 1d6+3 damage, and 
  the target grants advantage on attacks 
  against it until after initiative count 20 
  on the next round.
  Poison. +5 to hit, 1d6+3 slashing damage, 
  and the target must make a saving 
  throw or take and additional 2d6 poison 
  damage.
  Necromancers
  On initiative 10 (losing all ties), the party can 
  direct this unit to take one of the following lair 
  actions. These actions can only target other 
  units, not the dragon or the PCs.
  Chill Touch. +5 to hit, 1d8 necrotic 
  damage, and the target cannot regain hit 
  points for one round.
  False 
  Life. 
  The 
  necromancers 
  gain 
  1d10+3 temporary hit points.
  Finger of Death. The necromancers 
  complete a ritual (sacrificing some of 
  their power) to use this ability. The 
  necromancers take 20 damage. One unit 
  must make a saving throw, taking 7d8+30 
  necrotic damage on a failed save, or half 
  as much on a successful one.
  Grimlocks
  On initiative 15 (losing all ties), the party can 
  direct this unit to take one of the following lair 
  actions. These actions can only target other 
  units, not the dragon or the PCs.
  Warriors. +5 to hit, 1d8+3 slashing 
  damage.
  Hunters. +5 to hit, 1d6+3 piercing 
  damage, and the target grants advantage 
  to the next attack made against it.
  Darkseers. +4 to hit, 1d8 necrotic 
  damage, and the target must make a 
  saving throw or be blinded for one round 
  (blind units have disadvantage on attack 
  rolls).
  Undead Horde
  On initiative 5 (losing all ties), the party can 
  direct this unit to take one of the following lair 
  actions. These actions can only target other 
  units, not the dragon or the PCs.
  Skeleton Archers. +5 to hit, 1d8+3 
  piercing damage.
  Zombie Shock Troops. +5 to hit, 1d6+3 
  bludgeoning damage, and the next attack 
  that hits the horde deals half damage.
  Ghasts. +4 to hit, 1d6+3 slashing damage, 
  and the unit must make a saving throw or 
  become paralyzed for one round.
  Encounter 4.5 - Assault on Fenrot
  Cutscene - To The Docks!
  
  Legacy’s Wake Player Handouts
  Dregs Families
  Hit Points 25
  Physical +4
  Social +4
  The families from the Dregs are devoted to 
  each other and surprisingly well-organized. 
  They automatically succeed on Social checks 
  against the Slithering Eye and to navigate the 
  Maze of Alleys.
  Craftsmen
  Hit Points 25
  Physical +4
  Social +4
  The craftsmen are trudging through the streets 
  with their most prized possessions and can use 
  them to their advantage. They automatically 
  succeed on Physical checks to cross the Chasm, 
  as well as Social checks against the Looters.
  Baelfyre Inmates
  Hit Points 30
  Physical +3
  Social +3
  The Baelfyre Inmates are, well, insane. Their 
  mad capering allows them to automatically 
  succeed on Physical checks against the Rope 
  Bridges through sheer blind luck and mad 
  fearlessness. The abominations also see the 
  inmates as their own kind. They automatically 
  succeed on Social checks against the Slithering 
  Eye and Physical checks against the Rampaging 
  Abominations.
  Encounter 4.1 - Nothing Will Stand 
  In Our Way
  elder tetrataun
  Huge monstrosity, lawful neutral
  Armor Class 21
  Hit Points 320
  Speed 40 ft., swim 30 ft., climb 30 ft.
   
  STR 24 (+7) 
  DEX 10 (+0) 
  CON 22 (+6)
   
  INT 14 (+2) 
  WIS 20 (+5) 
  CHA 16 (+3)
  Saving 
  Throws 
  Strength 
  +13, 
  Dexterity 
  +6, 
  Constitution +12
  Damage Immunities thunder; bludgeoning, piercing, 
  slashing from non-magical weapons
  Condition 
  Immunities 
  charmed, 
  frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 15
  Languages telepathy 120 ft.
  CR 20
  Magic Resistance. The tetrataun has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The tetrataun’s weapon attacks 
  are magical.
  Destroyer of Abominations. The tetrataun scores 
  a critical hit against servants of the low god on an 
  18-20.
  actions
  Multiattack. The tetrataun makes 4 slam attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 4d10+7 (29) bludgeoning damage.
  Bellowing Roar (Recharge 5–6). Each enemy 
  creature within a 60 foot cone must make a DC 20 
  Constitution saving throw, taking 14d10 (77) thunder 
  damage on a failed saving throw, or half that amount 
  on a successful one.
  Cutscene - To The Docks!, Cont.
  
  skol Queen avatar
  Large humanoid (skol), lawful neutral
  Armor Class 19
  Hit Points 250
  Speed 40 ft., Burrow 30.
   
  STR 22 (+6) 
  DEX 10 (+0) 
  CON 20 (+5)
   
  INT 14 (+2) 
  WIS 13 (+1) 
  CHA 17(+3)
  Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  Skills Athletics +11, Perception +6
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21
  Languages Skol
  CR 13
  Legendary Resistance (3/Day): If the Queen fails 
  a saving throw, it can choose to succeed instead.
  actions
  Multiattack. The Queen can use its Psychic Shock 
  ability, then Bite, Coral Slam, and Crush in any order.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Coral Slam. Melee Weapon Attack: +12 to hit, 
  reach 10 ft., one target. Hit: 9 (1d6 + 6) bludgeoning 
  damage plus 3 (1d6) poison damage.
  Crush. Melee Weapon Attack: +12 to hit, reach 5 
  ft., all targets in range. Hit: 13 (2d6 + 6) bludgeoning 
  damage.
  Psychic Shock. Each creature of the queen’s 
  choice within 30 feet of her is subjected to the 
  howling echo of the silent chorus.  They take 3d6 
  (10) Psychic damage and have disadvantage on 
  their next attack save for half damage and no 
  disadvantage.
  legendary Actions
  The queen can take 3 legendary actions, 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 queen regains spent 
  legendary actions at the start of its turn.
  Coral Body. The queen regains 2d6 (7) hit points.
  Crushing Body. The Queen makes a crush attack.
  Acid Spray. The Queen sprays a glob of poisonous 
  acid at a target within 30 feet.  The target must make 
  a DC 14 Dexterity saving throw, taking 3d6 (10) acid 
  damage and 3d6 (10) poison damage on a failed 
  saving throw, or half those amounts on a successful 
  one.
  Cutscene - Avatar of Order
  Legacy’s Wake Player Handouts
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/MithrilPunk/Legacys Wake Player Handouts (Print).pdf