5e Avengers (as monsters!): Wasp

If you’re interested in stories that I first read, when I was introduced to these characters, there are a few trades of this period. They start with Under Siege (I’d recommend the Kindle edition, honestly), the story in which Hercules is beaten into a coma. That leads into Assault on Olympus, and then into Heavy Metal. The rest of the Dr. Druid story hasn’t been reprinted, which I think is a loss to our cultural history.

There are some really great Avengers stories that have been written since 1990, too. Sadly, none of them include Dr. Druid, which seems, to me, like a huge oversight. I’d recommend Kurt Busiek’s Avengers Forever, which is both a totally out-of-continuity story, and a love-letter to all of Avengers history. Busiek’s main-title Avengers stories are also some of the best. If you’re looking for others, there are a lot of options, but I’d start there. When I go back to re-read Avengers stories, I always start with Busiek (my Dr. Druid issues didn’t survive my many moves, sadly).

The “14-level build out” format took a long time and wasn’t, as far as I could tell, a big hit. As much fun as building a Dr. Druid PC was, I think that having opponents is more useful. The way that monsters are built in 5e is completely different from the way player characters are built. They use two different sets of rules, but with the same names.

I’m going to try something a little different, this week. The Avengers I’m building, Wasp and Black Knight, both require a little bit of house-ruling to make work, so they’re perfect for this experiment. The end result should be somewhere between a PC and an NPC, so if someone wanted to use them as a foe, they could, but if someone wanted to use them as a base for a PC (or argue about why they should be built differently, which is have the fun of building characters like this), that will work, too.

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5e Monsters for Iron Gods: Sabosan and Gearghost

Monsters of Numeria!

Badmudderfugger and Solomani are doing such a great job with the creatures of Iron Gods, over on DungeonMusings and Lazy Dungeon Master that there isn’t often much for me to do. They’re both pretty far ahead of me, and I know that I just use theirs without much alteration, although when I do rebuild I’m considering posting it, here, for a different perspective. Would that be useful, for anyone?

The one place I can fill in, though, is the random encounter table, and I don’t have to worry about duplicating their work, because they’re well past these bits.

In that spirit, two creatures that you might not ever see, but should be a lot of fun if you do. Who knows, they might be useful for your 5e games even if you’re not playing Iron Gods. After all, who doesn’t want to throw a giant bat-creature or a ghost made from the restless soul of an adventurer killed by a trap? (And what could be more D&D than being hunted by spirits of failed adventurers past? A truly vicious GM could literally haunt a party with their own failures…)

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Foes of Iron: The Junk Golem & The Lunerma

Two more Iron Gods creatures. One from the adventure, and one from the random encounter chart:

Paladin_BotJunk Golem

Junk Golem

Medium construct, neutral
Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 feet
STR 18 (+4) DEX 9 (-1) CON 18 (+4) INT 3 (-4) WIS 11 (0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft, passive Perception 10
Languages: understands the languages of its creator but can’t speak
Challenge 4 (1,100 xp)

Composite Body. If the grease spell is cast on the golem, it is treated as the haste If the arcane lock spell is cast on the golem, it is treated as the slow spell. If the shatter spell is cast on the golem, it uses its discorporate ability. If the wood shape or rusting grasp spell is cast on the golem, the spell deals 2d6 points of damage to the golem, instead of its usual effect.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.


Multiattack. The junk golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 day. The poisoned target can not speak or cast spells until after it takes a long rest or receives healing magic.

Discorporate. The golem breaks apart, becoming a swarm. It gains the following attributes:
Large: The golem’s size becomes large.
Swarm. A swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny golem. The swarm can’t regain hit points or gain temporary hit points.

While the golem is a swarm, it can take the following actions.

Tiny cuts. Melee Weapon Attack. +6 to hit, reach 0 ft., all creatures in the swarm’s space. Hit: Hit: 6 (1d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 day. The poisoned target can not speak or cast spells until after it takes a long rest or receives healing magic.

Reassemble. The golem reverts back to its normal form. It may not move, this turn.



Medium aberration, neutral
Armor Class 15
Hit Points 108 (14d8 + 56)
Speed fly 60 ft.
STR 16 (+3) DEX 12 (+1) CON 19 (+4) INT 5 (-3) WIS 12 (+2) CHA 10 (+0)
Damage Resistances: electricity, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Skills Perception +5, Stealth +4
Senses darkvision 60 ft., passive perception +15
Languages telepathy 120 ft. (other lunarma only)
Challenge 6 (2,300 xp)

No Breath. The lunarma does no need to breathe.

Barbed Carapace. Any creature that grapples a lunarma or hits it with unarmed strikes or natural weapon attacks takes 7 (2d6) points of damage from the barbs on its hide.


Multiattack. The lunarma can attack three times with its claws and once with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must succeed at a DC 15 Constitution saving throw or take 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the lunarma can automatically hit the target with its claw attack, and the number of claw attacks it can make is reduced by one.

Acid Breath. The lunarma spews caustic acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw or take 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. For the next two rounds, each creature damaged by the lunarma’s acid breath takes 9 (2d8) acid damage. A creature can negate this damage to itself or another creature by spending an action to use water or another liquid to wash the acid off.

Implant Eggs. A lunarma can implant 7 (2d6) eggs in a restrained creature. The eggs hatch after one day and feed on the implanted creature for the next two days, reducing its hit point maximum by 5 per egg per day. After which the larvae leave the carcass behind to seek out a safe place to form a cocoon and mature into adults. A lesser restoration removes all eggs or larvae, or they can be removed individually with a Wisdom (Heal) ability check. A creature’s hit point maximum can only be restored by a restoration spell.

Hacking the Junk Golem & Lunarma

(A bit late, down here, due to some computer problems.) The problem with golems is that they’re all high level. Why shouldn’t low-level characters have the opportunity to fight a lair-guardian that shrugs off their attacks? For me, the most interesting aspect of the junk golem was trying to capture the “discorporate” ability. The “swarm” type in 5e is loosely defined, and there’s no way for a swarm to use the same attacks as the creature that it originated from. Making the swarm-form, essentially, a new creature that could come and go with a reaction or an action was the best way I could think of to make that work, and it should freak the players out, because nothing else in 5e does this. It may have too many hit points, though. I’ll see how that works. It’s less of a big deal, in the Iron Gods encounter, because I don’t plan for that encounter to last long. After two rounds, the combat will be called off – just long enough for things to get interesting, but not long enough for them to get deadly.

The lunarma, I’m sorry to say, didn’t have any pictures that I could find on-line, and I’m trying really hard not to do copyright infringement, if I can help it. Will my players fight one? No idea, but they’re super-creepy and I wanted to work out the “iplant egg” ability. Creatures that implants eggs in humans are, I think, the creepiest creatures. This one is especially gross, because it floats along, seemingly harmlessly, silently hunting its prey. The egg implantation is another example of 5e’s missing ability damage rules. I understand why they’re absent: they make the game significantly more complicated, but making ability scores off-limits for damage removes a huge set of tools from the GM’s toolbox: poisons, diseases, drain attacks, and egg implantation can’t work in the same way. Sometimes exhaustion is a good substitute, but not always.

I’ve been toying with a subsystem, but the fact is that anything that approximated ability damage would feel clunky and tacked-on. For now, I think the best approach is to take it on a case-by-case basis. In this case, the reduction in hit point maximum mirrors some poisons, and should represent the degree to which the eggs mess with a character’s system. The initial implantation isn’t likely to kill higher-level characters, but will be deadly for low-level parties and villager-NPCs.

Next time: Computer problems will force me to take a break on Monday, but I’ll be back Wednesday with the Darfellan!

5e Monsters for Iron Gods: Choker & Rhu-chalik/ Void Wanderer

These two creatures are coming up shortly in my group’s Iron Gods campaign…


Creatures out of nightmares, chokers hunt quietly in the darkness, preferring to bring down individual prey when possible. They are small, no larger than a halfling, but their arms, legs, and fingers are disproportionately long and often twitch so quickly that they seem blurry.

Dwellers in Darkness. Little more intelligent than animals, chokers are often confused and fascinated by the habits and customs of civilized creatures, and will lurk for days in dark places, watching humans and other settled races go about their daily lives. When alone in a house, chokers try to touch everything in sight, moving objects around or secreting away small items that seem important. A choker can hide in an attic or an eve for days, sewing fear and mistrust within a house until they choose to stop playing and devour their prey. They subsist solely on the flesh and blood of living creatures, and prefer those with some measure of intelligence.

Bringers of Silence. Perhaps the most frightening aspect of fighting with a choker, however, is their ability to steal a creature’s voice with a touch. As they rarely speak, themselves, they little understand why voices are do important, but they know well enough that losing one is terrifying, particularly for magic-users.

Cowardly Hunters. While chokers can hunt prey of any size, they prefer to pull small or smaller creatures into the darkness and feed on them. As such, they enjoy hunting halflings, gnomes, and children from larger races. They will rarely attack someone holding a weapon, preferring to watch and wait for an opportunity to strike when the target is sleeping or unawares. If truly roused to anger, a choker will leave an armed target alone and hunt its family, instead.


Small aberration, chaotic evil
Armor Class 13
Hit Points 31 (7d6 + 7)
Speed 20 ft., climb 10 ft.
STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 4 (-3) WIS 13 (+1) CHA 7 (-2)
Senses darkvision 60 ft., passive Perception +13
Languages: Undercommon, Aklo
Challenge 2 (450 xp)

Cunning Action. On each of its turns, the choker can use a bonus action to take the Dash, Disengage, or Hide action.

Multiattack. The choker can make two tentacle attacks, unless it is currently restraining a target.
Tentacle. Melee Weapon Attack: +5 to hit, 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained and can neither speak nor cast spells. The choker can restrain no more than two creatures in this way.

http://scpaps.deviantart.com/art/One-Eyed-Tentacle-Beast-Fin-23710899Void Wanderer (Rhu-chalik)

Called the rhu-chalik among its own people, the void wanderer travels the cosmos as advance scouts for dark masters that live in the spaces between the stars. Millions of these diminutive tentacled aberrations are birthed every hour and flung into the universe to seek out planets that are ripe for colonization. They can move through the void of space, whose airless cold is harmless to them, but often prefer to find interstellar ships and feed on the crew as it ship ferries its deadly, hidden cargo.

Silent Stalkers. Living invisibly among a population for decades, void wanderers wait for a society to cover a plant and advance technologically until they are almost space-faring before the summon their masters’ fleets. During this time, they prey on individuals of every species and every kind of creature, wearing them down until they enter a fitful sleep, at which time the void wanderer duplicates their consciousness and transmits it across the depths of space for some unknown purpose. The leaders and the lowly alike are copied in this way.

Immortal Hunters. As long as its eye remains intact in its gel-like casing, the void wanderer can never be truly killed. It will always regenerate. Because the void wanderer’s body and eye are so flexible, a creature must choose to attack the eye, specifically, to do damage to it. Any attack or effect that blinds the void wanderer will prevent its regeneration, as well. Void wanderers prefer to avoid direct combat, however, choosing instead to attack creatures while they sleep, inflicting increasing degrees of exhaustion until a creature is unable to fight back.

Connoisseurs of Pain. The void wanderer’s pain touch can deliver various kinds of pain, from the feeling of freezing to the feeling of being stabbed, and void wanderers often administer multiple types of pain to the same creature, to see how it will react. When they have the opportunity to share memories with a creature, they often choose an emotionally painful one, to administer yet another variety of agony.

Void Wanderer

Small aberration, chaotic evil
Armor Class  15
Hit Points 75 (10d6 + 40)
Speed 5 ft., fly 60 ft.
STR 12 (+0) DEX 16 (+3) CON 19 (+4) INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
Damage Immunities cold
Condition Immunities poisoned
Skills Intimidate +6, Perception +5, Stealth +6
Senses darkvision 60 ft., passive Perception 15
Languages telepathy 100 ft.
Challenge 6 (2,300 xp)

Compression. The void wanderer can enter any space larger than its eye.

No Breath. The void wanderer does not need to breathe.

Void Transmission. When a creature falls unconscious while it suffers from any level of exhaustion as result of the void wanderer’s project terror ability, the void wanderer can spend 10 minutes in direct contact with the creature copying and absorbing the creature’s consciousness. If the creature is awoken before the process is completed, the void transmission fails, and the void wanderer must start again. If the process is completed successfully, the void wanderer transmits that conscious to any location of its choosing in the universe. The location must have the capacity to receive and story these transmissions. If a creature’s consciousness is successfully transmitted, it suffers from one additional level of exhaustion for the next 24 hours. This level of exhaustion cannot be cured by any means until the end of this time.

Regeneration. The void wanderer regains 5 hit points at the start of its turn. When it uses this ability, its eye glows slightly. The void wanderer dies only if it starts its turn with 0 hit points and the single grey eye in the center of its body has been shattered. If the void wanderer is blinded by an attack or spell effect, it does not regenerate until the blindness is cured.

Innate Spellcasting. The void wanderer’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The void wanderer can innately cast the following spells, requiring no material components:
At will—detect thoughts, invisibility, mage armor, share memory
     1/day—modify memory, sleep

Multiattack. The void wanderer makes four attacks with its tentacles.

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) bludgeoning damage, and the void wanderer can choose one of the following effects:
     Pain Touch: The target must succeed at a DC 15 Constitution saving throw or gain disadvantage on all attack rolls, ability checks, and saving throws for 2 rounds. Additional pain touches increase the duration by 2 additional rounds.
     Spell Strike. The void wanderer affects the target with any spell that it knows, regardless of the range of the spell, as though that spell has a range of touch.

Project Terror. Ranged Attack: +6 to hit, range 60 ft., one target on whom the void wanderer has used detect thoughts within the last minute. Hit: the target gains one level of exhaustion as its mind is overwhelmed by waking nightmares.


Share Memory
2nd level divination
(spell lists: Bard, Warlock, Sorcerer, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Unless the target succeeds at a Wisdom saving throw, you momentarily link your mind with the target’s and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories (even if that memory has been buried or suppressed by magical or other means), or view one of the target’s memories.

   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the length of the memory increases by one minute for each slot level above 2nd.

Hacking the Choker and the Void Wanderer

The choker strikes me as a creature from a horror movie, its motions jerky, its head perpetually cocked to the side as though it almost understands your pleas for mercy. It attacks from above, hiding in darkness. In the medieval fantasy setting, it’s important to remember how rare light is. Just because our clerics and wizards can cast it all day long doesn’t mean that the darkness isn’t out there, and isn’t terrifying for most people. Candles do little to fight it off. There is always the chance that something is lurking outside our vision, waiting for the feeble candle-light to die out.

The choker was a relatively easy conversion: it had to be fast (thus the rogue’s cunning action) and it had to shut down an opponent’s ability to speak. They don’t have a lot of hit points, but they’ll make your wizard think twice about relying solely on her spells…

While an individual choker might be a great threat for a low-level party, a pack of chokers could still threaten a higher level group, particularly because multiple chokers could take all of a party’s magic-users out of a fight for a few rounds while still attacking other characters.

The name rhu-chalik is catchy, but I couldn’t imagine a medieval people calling something that. They’d call them “space demons,” if they even understood the concept of “space.” I wanted to tie the regeneration ability to the eye, because that makes it a little more scary, and forces a party to think hard about disposing of the creature. Making the eye glow was important, because the characters need a hint about why the thing keeps getting back up.

I also wanted the void wanderer to have some more complex abilities. Most monsters in 5e, it seems to me, do one thing or another thing, and maybe there is a rider (grappling, poison, etc.). I haven’t seen any that could attack and then choose what happens next. Since the void wanderer has four attacks, it was important that they not do much damage, individually, but that each could have different effects: pain touch to impose disadvantage, then share memory, for example. The spell strike ability only works for the CR if the void wanderer doesn’t have any damaging spells, though. It uses those spells to get to know its opponents, or even make them seem to disappear, to frighten their allies, then it flees and uses its knowledge to attack later, invisibly.

A void wanderer with damaging spells would be a lot of fun, and would be an easy way to raise the CR.

The Tunder-House

As I said on Friday, I’ve never written an adventure, before. This was a fun experiment, though I think I probably did too much work. The end result was about 10 pages long, and I haven’t yet formatted it, properly. If it doesn’t suck, I might put some energy into that. More on that, next time. For now, the (sort-of) five-room dungeon: The Tunder-House!

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The Tunder-House

This is rough, at the moment, but it’s the beginning of my first adventure. The next post will be the body, but I thought it might be a good idea to split it up. No visuals, this time; I’m barely getting this one up on time, as it is.

The Tunder-House

Summerlands Adventure for 12-14th level characters.


Hundreds of years ago, a powerful tunder became frustrated with her inability to save more mortals from the depredations of the fey. No matter how often she reminded herself that she could only be in one place at a time, her conscience remained unsettled. No matter how many lives she saved, the only faces she could remember were those she failed to reach in time, those who had no tunder to defend them, and those faces haunted her dreams.

The tunder, whose true name is, of course, lost to history, gathered all of her magical knowledge and began collecting powerful rituals and magical items. These she secreted away in a cabin she had built for this purpose, and cabin powerfully warded against the fey. After many more years, and many magical rituals, her cabin become something far more: it became a traveling safe-house, and she was bound inside it.

For centuries, The Tunder-House appeared where it was most needed, where mortals were threatened by fey beyond their abilities to combat. It took them in and gave them an opportunity to heal, to rest, and even to relocate. Recently, however, something has gone wrong. Instead of saving mortals, the house has been taking them in and never releasing them. In some cases, mortals are dying. Though the tunder who build the house is long dead, her spirit still lives within, and its mission has changed: rather than seeking mortals to save, she seeks mortals who can continue the house’s mission, and let the Tunder-House rest.

Running the Adventure

The Tunder-House begins as a hunt, but the characters are the hunted. The fey do not take kindly to mortals trespassing on their lands, and in this case the characters should be overpowered. The weakest of fey, a sprite or a brownie, is more powerful than the average mortal, but by the time they reach level 12, characters have little to fear from most fey, at least individually. There are exceptions, however, and one has taken notice of the party: a tunche has decided to hunt the characters. Making the characters feel a sense of fear is important in the first part of the adventures. Player characters are not apt to run from a fight, but the tunche (at first, at least) is not interested in killing them: it wants to feed on their emotions. For it to feed, it needs to create powerful emotions, and terror is its favorite.

Once the house appears, the tone of the adventure changes. The house is small, a mere four rooms, but it is suffused with magic, and that magic has gone wrong. The adventurers will need to survive the challenges of the house, and the choices they make will impact how the house reacts to them. A blood-thirsty party may simply be equipped and sent on their way, while a more thoughtful group might be taken into the tunder’s confidence and tasked with collecting the components to fix the house (this is beyond the scope of this adventure, however). In any event, the house should give the characters the tools they need to combat the tunche and its allies, despite the difference in level. These boons may only be effective during the final battle, or only occasionally useful thereafter, but once the characters have slain a tunche, they will be known to all fey, and their names will become feared throughout the fey creatures of the Summerlands.

The order in which the character explore the room of the Tunder-House does not matter. There is no right way to approach the three areas: all three are tests, and all three must be completed before the house will do more than protect the characters from their attackers.


The Tunder-House is set in the northern woodlands of the Summerlands, although any deeply wooded area would be an appropriate setting. The Summerlands make an ideal location for the house, however, as the tunder and the fey have been fighting an ongoing, but often invisible, war for many thousands of years. The Summerlands fey are universally evil and predatory, embodying the more violent and malicious aspects of nature. From sprites to redcaps to tunche, these fey have one thing in common: they view mortals as prey.

The house itself in a magical location, unrooted in place (and possibly time). It goes where it is needed, and saves as many mortals as it can, but no magical ritual lasts forever, and the rituals that created the house are breaking down. It must either pass on its mantle or find caretakers who can repair its potent magics.

A tunder character will likely have heard stories of the house, although few tunder have ever seen it. After all, if a mortal or a town has a tunder to defend it, the house is unneeded. Aside from tunder legends, however, even the most ardent student of the fey is unlikely to have heard of it (DC 25 Intelligence (History) check), and then only rumors about a house that appears and disappears when it is needed, a house that fey despise.

Next time: The Adventure!

Three Summerlands Adventure Seeds

I’ve never been one to write adventures. When I run games, I either make things up as I go or used published modules. Lately, though, the first has gotten less satisfying, and the second less enjoyable. I want to build stories with my group, in my own world.

This means a couple of things. First, it means adventure seeds. I want to seed adventures for my players to choose from, and see what they’re interested in. ideally, I’d like to seed a few and see what sticks. If they’re enjoying a storyline, I can build a more detailed plot around it, but that plot can be tailored and dynamic. Second, it means building small, portable adventure locations. The “five-room dungeon” is a popular, flexible format (especially if “room” doesn’t just mean “a thing with walls” but “encounter space”). In the next couple of weeks, I’m going to experiment with some seeds and “five-room dungeons.

Three Seeds

These seeds are intended for mid-to-high level parties, and take advantage of those characters’ abilities to deal with more powerful foes and larger forces, and to bring more powerful magic to bear on situations. They’re also opportunities to explore the politics and geography of three of the big locations in the Summerlands: Kryesor Madj, Dragon Tyr, and Twilight’s Eye.

Dragon Tyr (

Dragon Tyr (“Forest City” cc mrainbowwj)

  1. In the city-state of Kryesor Madj, one of the mightiest reven cities on the vast plains, it is election season. The two primary candidates could not be more different: one is a former general who favors reducing the military and directing the state’s resources inward. The other is a scion of a long line of Senators, drumming up public support by promising to regain territories on the border with neighboring city-states, crushing their enemies and driving them out of disputed lands. There is a third candidate who has little support, but revolutionary ideas. The candidates are spying on one another (often using outside agitators), and their supporters have engaged in a number of public brawls. Tension in Kryesor Madj is high, and its enemies are taking advantage of the turmoil. In addition to the usual spies, assassination attempts, and bards sowing dissent, a tribe of quaggoths has been employed to engineer a coup. Have the quaggoths really been hired by a neighbor, or is something more sinister driving their violence? Adventurers are sought by numerous interested parties: candidates, opponents, outside agitators, and townfolk caught in the crossfire. What mischief could an enterprising party get into, in Kryesor Madj, during election season?

    Kryesor Madj (

    Kryesor Madj (“Turkish Fantasy City cc jbrown67)

  2. The great wildren moot at Dragon Tyr is coming, and wildren tribes are traveling through the north woods to the gathering site. It is a time of great joy, as friends from different tribes meet for the first time in years. Great trade will be done, territory will be divided, and banishments will be enacted. In the rivers along the roads into Dragon Tyr, however, nereids are gathering and working together to murder wildren travelers. Few wildren believe that the nereids exist, and fewer have the ability to combat them. The tunder in the region are too few in number to save enough wildren, and by the time more tunder arrive, the nereids will have done their work. Outside adventurers are called to combat the nereids, and, if possible, discover why the slaughter began. Why would so many nereids work together, outside of their usual hunting grounds? Have the wildren somehow offended the fey? Some survivors (and there are few) claim that the nereids lack shawls. Has some outside group manipulated the nereids? Perhaps a banished wildren tribe, looking to diminish support among their enemies, or a reven warlord looking to conquer territory in the northern woods? Whatever the reason, the nereids must be stopped, so that wildren can travel safely and the moot can continue.

    Twilight's Eye

    Twilight’s Eye

  3. The massive lighthouse at Twilight’s Eye is a constant source of intrigue and adventure. The multi-racial city council appears peaceful, but the wildren, sea kin, and reven counselors are always scheming. Amid their usual politicking, the city is besieged on two fronts. From the west, a force of sahuagin is gathering. In between the usual raids and expected violence, however, a large group, consisting primarily of non-combatant sahuagin and children, has requested asylum. They are running from something, and they need a safe place to live. The sea kin reject the appeal, both the other people of the Eye are less certain. Adventurers are needed to investigate the sahuagin story. Is this a precursor to invasion, or is something far worse than the shark-kin coming from beneath the waves? Meanwhile, in the eastern districts, children have been disappearing from their beds, replaced by dolls made of hair, straw, teeth, and other worthless material. The dolls could have been made by children, who may be running away, or there may be something more sinister going on. If the kidnappings continue, the fragile peace of Twilight’s Eye will crumble. Can the children be returned safely? Is some hunger in the eastern forests waking?

Next time: A tunche, a five-room dungeon, and an ancient tunder.