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INTRODUCTION PLAYER SCRIPT: WALSTEIN - TALK OF THE RUINS

PLAYER 1: “Do you know what troubles me about Walstein? They say you can still make out the houses. Blackened walls, moss in the stone, windows opening onto nothing. Rubble from the shattered buildings lies through the streets. A whole city burned during the Gods’ End, and enough of it left standing to remind you that people lived there.”

PLAYER 3: “Norden mages burned it in Ulmyr’s name and the Empire still points to Walstein whenever it needs a reason to put another restriction on magic. There’s a persuasive argument: all those empty houses.”

PLAYER 2: “Persuasive enough to keep the mages away? Apparently not. Scholars from the Erlefurt Colleges go there to practise their magecraft. Prestigious institutions, by all accounts. Their forebears are said to have helped burn the city, and now they’re back among the ruins with their books. What can they learn there that they can’t learn somewhere with a roof?”

PLAYER 4: “What their magic can do to people, perhaps. Some students are sent there for just that reason. A pilgrimage, they call it. Let them stand in those streets before anyone trusts them with real power. Though I’ve heard the scholars do more than teach. They seem to be searching for something. What it is, they keep to themselves.”

PLAYER 2: “Well, they’ve plenty of company in the searching. Treasure hunters pick through the ruins, and merchants buy what comes out. The Grey Market, they call it. Temporary stalls and bits of ruined buildings pressed into service as shops, all gathered at the city’s edge. They sell equipment, rumours, and plunder, with swindlers enough to make you wary of all three. Would you buy a silver cup from a burned house without wondering who last drank from it?”

PLAYER 3: “Would you ask before paying, or would that depend on the price?”

PLAYER 2: “I might ask why you’re so determined to put me off owning a decent cup. But yes, I’d ask. Anything carried out of Walstein ought to come with an explanation. Whether I’d believe the seller is another matter.”

PLAYER 1: “I’d wonder who went hungry enough to fetch it. The people living there now make their homes outside the old city, in ramshackle dwellings patched together from salvaged materials. Vagrants and criminals camp at the edges too, with nowhere else to go. Some want to keep clear of the soldiers as much as the creatures. Imagine choosing where to sleep with monsters behind you and the wilderness ahead. We can talk about cursed silver over a meal. Someone trying to get through another night there may have more pressing worries than who once owned the cup.”

PLAYER 4: “And the soldiers can hardly promise them safety. The Imperial army keeps a garrison there, but too few soldiers to enforce the Emperor’s laws properly. They kill what comes out of the ruins and keep the brigands from growing too bold. Recruits are sent there for drills, too. Young soldiers learning their trade against things most people only hear about in frightened whispers. I wonder how much drilling they get before something comes crawling out to test them.”

PLAYER 3: “And the creatures that get past them stray into the countryside. That’s why the mercenaries and monster hunters come. There’s good money in the work, and apparently no end to it. Some hunting guilds have taken over old buildings as strongholds. I suppose thick stone is thick stone, whatever happened inside it. Still, I wouldn’t envy the first watch on a night like that.”

PLAYER 1: “Neither would I. Especially after hearing what people say about the Great Beast. There’s a rumour that Walstein’s destruction was its first visitation. I don’t know how that fits with the mages and the burning. Perhaps no one does. But with those horrors still coming out of the city, I can understand why people keep telling the story.”

PLAYER 4: “So can I. But I’d want more than a tale told over ale before I put the Beast there. The burning and the monsters are terrible enough without deciding we know what connects them.”

PLAYER 1: “No, we don’t. But what about that pulse the spellcasters speak of? They say it comes from somewhere near the centre of the ruins, reverberating like a heartbeat. Every mage and spellcaster in the vicinity can feel it: a dark whisper at the back of their minds. Imagine standing among those empty houses and feeling that, knowing the others who wield magic feel it too. I can’t tell you what it means. But I’d find that harder to shrug off than a tale told over ale.”

PLAYER 4: “So would I. Feeling something and knowing what it is are different matters, though. Some suspect that magic is the source of the mutated creatures crawling and slithering through the cracked stone and toppled buildings. If they’re right, the soldiers could keep killing those things and never reach what’s making them. That may be why the Erlefurt scholars keep returning. I’d be more reassured if they seemed willing to talk about what they’ve found.”

PLAYER 3: “Or perhaps they ought to leave it alone. There’s another explanation for that pulse: the spirits of the citizens, soldiers, and mages who died fighting there during the Gods’ End. I couldn’t tell you which story to believe. But if something of those people remains, how would they look on strangers searching their houses for anything worth carrying away? You needn’t believe in hauntings to find that an ugly business.”

PLAYER 2: “No. And you’ve rather spoiled that silver cup for me. Though you’re right about the hungry people, too. I doubt everyone in that market has the luxury of choosing clean work. If we hear someone talking about a find, I’d like to hear them out. Preferably in a tavern, with a drink in front of us. That journey’s left my throat full of dust, and all this talk of ashes hasn’t helped. Come on, let’s find one. I’ll settle for a wooden cup.”

PART 1: MISSING, PRESUMED ALIVE

INTRODUCTION

An apprentice wizard disappears into the ruins of Walstein, prompting an investigation. After learning his likely location, the characters must brave the haunted ruins. They come to learn that it's very likely that the missing wizard is a danger rather than is in danger.

WALSTEIN

Shattered stone litters the old city's streets. Outside the ruins, ramshackle dwellings built from salvaged materials shelter the present-day residents. At the city's edge, temporary market stalls stand beside ruined buildings pressed back into use.

ENCOUNTER 1: A WAYWARD APPRENTICE (10 mins)

DM Notes:

INTERACTION: PROFESSOR VULTZE

A robed elf looks up as you approach. Her gaze passes over each of you, lingering briefly as though weighing your suitability for the task. She furrows her brow, then addresses you with the measured clarity of someone accustomed to commanding a classroom.
“Thank you for answering my call. I am Professor Cecilia Vultze, of the Magister College in Erlefurt. I oversee the apprentices studying here.
One of them, Lukas Berhard, has been missing since yesterday morning. I sent him to the Grey Market to purchase supplies. He should have returned within an hour or two.
His peers say they have neither seen nor heard from him.
I need someone capable of finding him - and bringing him back if he has got himself into trouble. You will, of course, be compensated.”

DM Notes: Vultze suspects the apprentices are withholding information, but she does not know what happened to Lukas.

WHAT WAS LUKAS BUYING?

WHO MIGHT KNOW MORE?

DM Notes: Aidah was the only apprentice Lukas interacted with. Vultze suspects she knows more, not that she helped him disappear.

WHAT HAVE YOU TRIED?

WHY NOT GO YOURSELF?

PAYMENT AND RETURNING LUKAS

DM Notes: Give each character 5 GP immediately and another 5 GP on successful completion: 10 GP each in total, as recorded in the Adventure Diary.

MOVING ON

DM Notes: Proceed to ENCOUNTER 2: PEER REVIEW when the characters head to the study pavilion.

ENCOUNTER 2: PEER REVIEW (15 mins)

DM Notes:

LOCATION: THE STUDY PAVILION

Beneath a hastily constructed pavilion, twenty robed figures sit surrounded by stacks of tomes. Pages turn, and most of the students barely glance up at your approach.
A young halfling woman seems to be finding it hard to concentrate. Her attention wanders from her book to the people around her. When you approach, her fingers worry the edge of a page she has yet to turn.

DM Notes: The students are studying magical philosophy for Professor Vultze's examination later today.

INTERACTION: THE OTHER STUDENTS

DM Notes: Students other than Aidah politely but firmly say they know nothing about Lukas or his whereabouts.

INTERACTION: AIDAH

At Lukas's name, the halfling stops turning the page. She looks down at the open book, then back at you. “I'm Aidah. Aidah Winnthorpe. Yes, Lukas spoke to me. I didn't think he was actually going to do it.”

DM Notes: Aidah is anxious because Lukas may have entered the ruins alone.

WHAT WAS LUKAS LIKE?

DM Notes: Aidah believes Lukas liked her because she wasn't competing with him.

WHAT WAS HE PLANNING?

DM Notes: Aidah knows Lukas's plans, not what he has found. The secret basement and its contents are his expectations.

HOW WAS HE GOING TO FIND THE SHOP?

DM Notes: Aidah does not know whether Lukas bought a map. Damon confirms the purchase later.

MOVING ON

DM Notes: Aidah knows little else. Proceed to ENCOUNTER 3: SHADES OF GREY MARKET when the characters follow the lead.

ENCOUNTER 3: SHADES OF GREY MARKET

DM Notes:

INTERACTION: DAMON AND COPPERCHAIN

Asking for Damon brings directions to a short, stocky human with long grey hair. He is already occupied with a shorter, stockier dwarf woman. A dark bruise marks her right side, and a heavy copper chain hangs from her hand.
Damon speaks in soothing tones. The dwarf jabs a finger at him, her voice low and furious.
“Fraud! If this were anywhere else, they'd be pulling my chain out of your arse right now.”
She shakes the chain in his face. Damon spots you and turns with sudden interest.
“Ah, I see I might have some customers. What can I help you with?”

DM Notes: Copperchain is demanding a refund for a fraudulent magical pendant.

WHAT HAPPENED?

COPPERCHAIN

DM Notes: Damon cheated Copperchain. She needed the pendant for work involving climbing walls, but it failed to protect her from the fall that caused her bruises.

DAMON DRAWS THE PARTY IN

DAMON

DM Notes:

PAYING COPPERCHAIN

COPPERCHAIN

DM Notes:

NEGOTIATING COPPERCHAIN'S REFUND

DM Notes:

REFUSING TO INTERVENE

Damon looks from you to Copperchain, then reluctantly counts out her money.
“There. Your refund. Now, about your questions…”

DAMON

DM Notes: If the characters refuse to help, Damon eventually pays Copperchain himself and charges the party 50 GP for the map and information.

COMBAT: IF THE DISPUTE BECOMES A FIGHT

Copperchain tightens her grip on the heavy chain.
“You want to make this your quarrel? Come on, then.”

DM Notes:

DAMON'S PRICE AFTER THE PARTY HELPS

DAMON

DM Notes: After the party resolves Damon's problem through payment, persuasion, or combat, he charges 10 GP for the map and information. This is a party fee, separate from any refund paid to Copperchain.

NEGOTIATING DAMON'S FEE

DM Notes:

DID LUKAS BUY A MAP?

DAMON

DM Notes:

WHERE DOES THE MAP LEAD?

DAMON

WHICH BUILDING INTERESTED LUKAS?

DAMON

DM Notes:

WHAT ELSE HAS DAMON HEARD?

DAMON

DM Notes: The laboratory is a rumor. Damon cannot confirm that it and the marked alchemist's shop are the same building.

REWARDS: STORY AWARDS

DM Notes:

MOVING ON

DM Notes: Damon's map and the information from him and Aidah point toward the alchemist's shop. Proceed to PART 2 when the characters head into the ruins.

IDENTIFYING THE CREATURES

DM Notes: Suggested checks cost an action during combat. Each success reveals one unrevealed fact for the skill used.

COMBAT STATS: COPPERCHAIN

DM Notes: Copperchain uses the Ebon Syndicate Enforcer stat block (Appendix A, p. 15). Copperchain is chaotic evil; the generic stat block lists neutral.

COMBAT TACTICS

DM Notes: Suggested play for Copperchain: hurt someone enough to end the argument, without killing them in front of witnesses.

PART 2: INTO THE RUINS

ENCOUNTER 4: A DOG AND HIS MAN

DM Notes:

LOCATION: THE BROKEN WALLS

Little remains standing this close to the heart of the destruction. Broken masonry lies in heaps, with dust and rotting refuse caught in the gaps. The air smells of old decay.
A man in tattered clothes sits on a pile of bricks, urgently pulling stones aside. Beside him, a spaniel raises its head and watches you with keen interest. The man scarcely seems to notice your approach.
The spaniel looks from you to the man, then gives a short bark. The man keeps digging, scattering loose stones with both hands.
"Moles. Here. Moles!"

DM Notes: Lillia is speaking from the man's body. Metrius can bark, gesture with his paws, and try to direct the party's attention. Let the characters work out how to communicate with them.

EXAMINING THE SCENE

DM Notes:

HAVE YOU SEEN A YOUNG MAN IN ROBES?

LILLIA

The spaniel turns toward the rubble and paws at it, then looks back at you.

DM Notes: Use these responses once the characters get the pair's attention. Both saw Lukas enter a tunnel beneath the rubble toward the alchemist's shop. Their directions grant Advantage on the search in INVESTIGATION: FINDING THE TUNNEL.

WHAT HAPPENED TO THEM?

DM Notes: Metrius found a mirror fragment containing Persippa, one of Dyana's assistants. He cut himself and dropped it onto Lillia, nicking her too. Persippa entered Metrius, Metrius entered Lillia, and the magical confusion ended with the human and spaniel exchanging bodies. Persippa's spirit vanished when the glass broke. The fragment came from the laboratory and used the same magic as Dyana's mirror.

DO THEY WANT HELP?

LILLIA

The spaniel settles beside the man, apparently content to remain with him.

DM Notes: Both are happy with their new arrangement. Restoring their original bodies requires magic beyond the characters' current abilities.

INVESTIGATION: FINDING THE TUNNEL

"Who searches, and how are the others helping?"

DM Notes:

MOVING ON

A steep passage descends beneath the shattered foundations, out of sight of the ruined streets.

DM Notes: Continue to ENCOUNTER 5: TWO RITES MAKE A WRONG when the party descends.

ENCOUNTER 5: TWO RITES MAKE A WRONG

LOCATION: DOWN INTO THE BASEMENT

The passage slopes steeply beneath the ruined buildings and opens into a broad basement. Much of the foundation has held, leaving tables and chairs standing amid the wreckage.
Smashed ink jars, melted candles, and overturned chalk boxes litter the floor. At the far end, a collapsed wall opens onto a tunnel choked with rubble.

EXAMINING THE SCENE

DM Notes: Suggested check from the entrance; crossing the room triggers the attack.

COMBAT: THE COMPONENTS STIR

DM Notes: If the characters look for Lukas's route before entering, use the clear footprints under MOVING ON wherever their view permits. Following them toward the broken wall still triggers the attack when they cross the room. Let them choose their approach; the debris stays still until that trigger.

As you cross the room, lumps of candle wax begin to gather themselves together. Small, squat creatures pull free of the tallow, their mouths glowing with fire. Nearby, chalk dust rises in twisting columns, squealing as it spins toward you.

DM Notes: Crossing the room triggers the attack. Uncontrolled magic forms 3 Tallow Toads and 2 Chalk Chatterlings, which immediately attack.

IDENTIFYING THE CREATURES

DM Notes: Suggested checks cost an action during combat. Resolve highest rolls first; each success reveals one unrevealed fact at that DC or lower.

ADJUSTING THE FIGHT

DM Notes: Baseline is five level 2 characters. Use the module's party-strength category:

DM Notes: Appendix A defines Very Weak as fewer than five characters and average level below 3; Weak as fewer than five characters or average level below 3; Strong as more than five characters or average level above 3; Very Strong as more than five characters and average level above 3. Apply the chosen category to the later fights as well.

SALVAGE: SEARCHING THE ROOM

Among the smashed containers, some jars and pieces of equipment remain intact. Enough ink has survived to be worth carrying out.

DM Notes: Looting the ink and intact supplies earns 5 GP per character, recorded for Encounter 5 in the Adventure Diary.

MOVING ON

A clear trail of footprints crosses the basement and continues through the broken wall into the passage beyond.

DM Notes: These are Lukas's footprints. Follow them to ENCOUNTER 6: HIVEWOLF LAIR.

COMBAT STATS: TALLOW TOAD

COMBAT STATS: CHALK CHATTERLING

COMBAT TACTICS

DM Notes: Suggested play: the Toads spit burning wax while the Chatterlings fill the room with noise. Their low Intelligence favors simple, repeated attacks, not elaborate traps.

ENCOUNTER 6: HIVEWOLF LAIR

LOCATION: THE PULPY NEST

Fallen stone covers the floor of this broad chamber. In its center stands a massive nest of pulpy material. The main passage continues on the opposite side. Bloody footprints lead from the center of the room toward that exit.

DM Notes: The main route runs northwest to southeast. A Hivewolf Matriarch and 2 Hivewolves are concealed in the central nest.

EXAMINING THE SCENE

DM Notes: Look checks require a clear view of the exit, with sufficient light or Darkvision reaching that far. Follow these clues to FOLLOWING THE BLOOD and SPOTTING THE WARDS below.

ACTION: SNEAKING THROUGH

DM Notes: Every character makes DC 14 Dexterity (Stealth). If everyone succeeds, the party crosses without disturbing the Matriarch. If exactly one character fails, only the 2 regular Hivewolves emerge to investigate during the first two rounds.

COMBAT: WHEN THE HIVE IS ALERTED

Claws scrape inside the nest. Armored shapes push through its pulpy walls, wolfish jaws opening between sharp mandibles. Answering barks come from the side passages.

DM Notes: The standard fight begins with 1 Matriarch and 2 Hivewolves. Once alerted, 1 additional Hivewolf arrives from a random side passage at the start of every round. Reinforcements stop when the Matriarch is killed.

IDENTIFYING THE CREATURES

DM Notes: Recalling lore costs an action during combat (suggested).

ADDITIONAL DISCOVERIES

DM Notes: Suggested additions: each successful Nature lore roll also reveals one unrevealed Nature fact below, at that DC or lower. Arcana reveals the connection fact instead of Nature lore. Resolve highest rolls first.

ADJUSTING THE FIGHT

INVESTIGATION: FOLLOWING THE BLOOD

The bloody prints cross the chamber and continue into the southeast passage. At its mouth lies a heap of ant-wolf bodies, their shells blackened by fire.

DM Notes:

INVESTIGATION: SPOTTING THE WARDS

DM Notes: Examine the sigils' age after finding them. The trapped area is the first 5 feet of the exit passage, adjacent to the hive chamber. To interfere with the magic, see SUPPRESSING THE WARDS.

ACTION: SUPPRESSING THE WARDS

DM Notes:

ACTION: CROSSING ACTIVE WARDS

Fire flashes across the tunnel entrance. An unseen force throws you back into the chamber.

DM Notes:

SALVAGE

DM Notes: Someone proficient with Smith's Tools can fashion the Matriarch's mandibles into a Caustic Rapier with 5 days' work and 200 GP in materials. The weapon must receive Acid Arrow once during crafting or Acid Splash each day. This is a crafting opportunity, separate from the Adventure Diary rewards. See REWARD SHEET: CAUSTIC RAPIER for the crafting requirements and finished weapon.

MOVING ON

Beyond the wards, the passage continues toward the hidden laboratory.

DM Notes: Continue to PART 3 and ENCOUNTER 7: POSSESSED OR DISPOSSESSED?.

COMBAT STATS: HIVEWOLF

COMBAT STATS: HIVEWOLF MATRIARCH

COMBAT TACTICS

DM Notes: Suggested play: the colony crowds intruders away from its Matriarch. Use the selected party-strength adjustments. The opening below assumes the standard alerted fight.

PART 3: REPOSSESSION

ENCOUNTER 7: POSSESSED OR DISPOSSESSED?

DM Notes:

LOCATION: THE HIDDEN LABORATORY

Glowing runes cast a dim light across plastered stone walls. Workbenches and tables stand among ruined instruments. Broken mirrors glitter on the threadbare carpet, between scattered human bones.
A young man in dirty robes stands before an upright mirror. Blood runs from a cut on his face. He is speaking to the glass with such concentration that, for a moment, everything else seems forgotten.

EXAMINING THE SCENE

DM Notes: Suggested check after a familiar bright light visibly dims in the chamber; costs an action during combat.

INTERACTION: THE WOMAN IN THE MIRROR

DM Notes: Follow the characters' investigation. Moving into view of the mirror reveals the woman below; questions about the bones lead to HOW DID YOU BECOME TRAPPED? The remains and dimmed light give them reasons to question WILL LUKAS BE SAFE?, not proof of Dyana's intentions. Allow those questions before the ritual decision.

The reflection belongs to a middle-aged woman in robes. Dust and pieces of plaster cling to her greying hair. Her mouth moves, and her voice sounds inside your head.
"Please. Help this brave young man free me. Just a drop of blood is all we require."

LUKAS, THE PROFESSOR SENT US

LUKAS

DM Notes: Lukas is willing to host Dyana. His hunger for magical power makes him dismiss the risk. Neither Lukas nor Dyana can help the characters in the coming fight.

HOW DID YOU BECOME TRAPPED?

DYANA

DM Notes: This is Dyana's account. Her true nature and the circumstances of her imprisonment remain uncertain. The bones and ruined laboratory do not prove every claim she makes.

WHAT DOES THE RITUAL NEED?

DYANA

LUKAS

DM Notes: A willing character cuts themselves for 1 Slashing damage and dabs their blood on the mirror. Dyana leaves the mirror and enters Lukas; the glass shatters, releasing the creatures described below.

WILL LUKAS BE SAFE?

DYANA

LUKAS

DM Notes: Dyana does not know that the process is safe. She hopes to overpower Lukas's spirit and live through his body with her own abilities. She seeks escape and control, without a larger scheme.

WHY SHOULD WE HELP YOU?

DYANA

DM Notes: Dyana sincerely believes her magical knowledge could help against the growing threat. That belief does not make her promises about Lukas trustworthy.

COULD YOU USE ANOTHER BODY OR WAIT?

DYANA

DM Notes: The mirror is degrading rapidly. Dyana refuses another host because she believes Lukas's spirit will be easy to overwhelm. Let the players discuss their choice, then resolve whether they complete the ritual or refuse.

IF THE CHARACTERS COMPLETE THE RITUAL

The blood touches the glass. Dyana's image draws toward the surface, then disappears. The mirror shatters across the floor.
Lukas stands amid the falling fragments. Dark shapes spill out around him and move toward you.

DM Notes: 5 Oblivion Leapers emerge. After the fight, Lukas appears unharmed and leaves with the characters. Award LUKAS AND DYANA ARE ONE.

IF THE CHARACTERS REFUSE

The woman's pleading expression hardens.
"You would leave me here? After all this time?"
Darkness tears free of the mirror. The glass bursts apart, and Dyana's image vanishes among the fragments.

DM Notes: Dyana hurls 5 Oblivion Leapers out of the mirror in anger. The mirror shatters and her spirit is lost. Lukas is inconsolable over the opportunity he believes the characters have destroyed. Award LUKAS IS ALONE.

COMBAT: THE LEAPERS ATTACK

DM Notes: Dyana made these creatures from the spirits of her assistants but cannot control them outside the mirror. They try to kill living creatures and exploit the chamber's Dim Light to teleport and hide. Lukas and Dyana do not assist in combat.

IDENTIFYING THE CREATURES

DM Notes: Suggested checks cost an action during combat. Resolve highest rolls first; each success reveals one unrevealed fact for the chosen skill at that DC or lower.

ADJUSTING THE FIGHT

IF A LEAPER KILLS A CHARACTER

DM Notes: In this encounter, a Leaper whose attack kills a character reverts to its former spirit and enters that character's body. The character is Unconscious at 0 HP but Stable, and gains SHARED SPIRIT. This replaces the usual loss of the soul when killed without Hit Dice; it is not triggered merely by being reduced to 0 HP.

SHARED SPIRIT

DM Notes: Roll 1d4 for the personality of the new passenger and record the Story Award:

SALVAGE: SEARCHING THE WORKSHOP

Among the wreckage are instruments worth salvaging, a few intact magical items, and a small vial of red and white liquid. In the broken mirror lies something quite different: a vertebra made of gold.

DM Notes: Each character can record 10 GP for looting Encounter 7 and the Divine Remnant: golden vertebra. Each chooses one additional Adventure Diary reward:

DM Notes: The golden vertebra is a fragment of a dead Seraph's golden skeleton, left at the epicenter of Walstein's destruction during Gods' End. These Divine Remnants play a pivotal role in the Season 1 finale against the threat of the Great Beast.

AFTERMATH: RETURNING TO PROFESSOR VULTZE

Vultze looks first at Lukas, then at the rest of you. Her eyes linger on the blood and torn clothing before she speaks.
"You found him. Thank you. I believe we have rather a great deal to discuss."

VULTZE

IF TOLD ABOUT DYANA

DM Notes: Use the payment arrangement already established in Encounter 1: 5 GP paid in advance and 5 GP on completion, 10 GP total per character. Vultze promises to watch Lukas for problems if told what happened, especially if Dyana entered him.

REWARDS: COMPLETING THE ADVENTURE

DM Notes: Complete the Adventure Diary with rewards earned and applicable Story Awards. A character gains one level for completing the adventure. They may decline the level; if they do, they can still record Story Awards but receive no rewards or immediate benefits from Story Awards.

MAGIC ITEM REFERENCE

COMBAT STATS: OBLIVION LEAPER

COMBAT TACTICS

DM Notes: Suggested play: the Leapers strike from the dim parts of the laboratory, then reposition before the party can surround them. They are intelligent enough to exploit an isolated or visibly weakened opponent.

REWARD SHEETS

REWARD SHEET: CAUSTIC RAPIER

Weapon (Rapier), Rare (Requires Attunement)

This strange weapon is fashioned from the mandible of a Hivewolf.

MAGIC ITEM DETAILS

SALVAGE AND CRAFTING

DM Notes: This is a crafting opportunity, separate from the Adventure Diary rewards. Recovering the mandibles does not grant the finished weapon.

BOOK REFERENCES