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War of The Burning Sky Campaign Guide

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100% found this document useful (1 vote)
1K views43 pages

War of The Burning Sky Campaign Guide

Uploaded by

Mimsy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Set the Stage
  • Foreword
  • Introduction
  • Prologue
  • The Campaign
  • Running the Campaign
  • Integrating the Characters
  • Adapting the Campaign
  • Player Handout: Inquisitors
  • Player Handout: Song of Forms
  • Player Handout: Seela
  • Reference: The Timeline
  • Reference: Dramatis Personae
  • Reference: Warfare for Beginners
  • Afterword
  • Legal Information

Shawn Tesmer (Order #36236950)

Set the Stage


War of the Burning Sky is a high fantasy
campaign saga that thrusts the player
characters into a war of mythic proportions.
Ever-escalating conflicts, powered by mighty
magic and fervent faith, threaten the heroes’
freedom and lives, and even the world itself.
Prepare to orchestrate a magic-powered war
with the story, background, and rules material
in the War of the Burning Sky Campaign Guide.
War is coming: what happens next?

Shawn Tesmer (Order #36236950)


C ONTENTS
F OREWORD ........................................ 2 P LAYER H ANDOUT : I NQUISITORS ............. 23
I NTRODUCTION ................................... 3 P LAYER H ANDOUT : S ONG OF F ORMS ........ 24
Why This Campaign? ............................................ 3
Content ................................................................ 3 P LAYER H ANDOUT : S EELA ..................... 25

P ROLOGUE ........................................ 4 R EFERENCE : T HE T IMELINE .................. 26


What Came Before ................................................ 26
T HE C AMPAIGN ................................... 11 What May Occur ................................................... 27
The Plot in a Fiery Nutshell ................................... 11
The Adventures..................................................... 11 R EFERENCE : D RAMATIS P ERSONAE ......... 29
Primary Characters............................................... 29
R UNNING THE C AMPAIGN ...................... 13 Secondary Characters........................................... 30
Handling Hard Topics ........................................... 13
Handling Rules ..................................................... 13 R EFERENCE : WARFARE FOR B EGINNERS ... 33
Integrating the Characters .................................... 17 The Basics ............................................................ 33
Putting This Into Practice...................................... 34
A DAPTING THE C AMPAIGN ..................... 19
Abridged Campaigns ............................................. 19 A FTERWORD ...................................... 37
Expanded Campaigns ........................................... 19
Adapting the Setting ............................................. 21 L EGAL I NFORMATION ............................ 38

If you’re a player, we highly recommend you don’t


read any further. Any rules material you will
need is presented in the War of the Burning Sky
Player’s Guide, available separately.

C REDITS
From the Pen of
Ryan Nock

Prologue by
Jeremy Forbing

Conversion to 5e and Layout by


Brian Criswell

Interior Art by
Storn Cook, Juan Navarro, Claudio Pozas, Todd
Schumacher, Joe Slucher, Shannon White, with
selected NPCs colored by Brian Criswell

Cartography by
Sean Macdonald

Special Thanks
Thank you to Julia Behle and Josh Carden for
reviewing and providing their insightful feedback.

On the Cover
Claudio Pozas presents key characters from the War
of the Burning Sky adventure path.

© 2018 EN Publishing, 7 Rutland Court, Balaclava Road, Southampton, SO18 6RX, UK. EN Publishing is an imprint of EN World.
https://wotbsadventurepath.com/ has high-resolution maps, art, and other resources to further enhance your adventure.
Please visit the EN Publishing forums at http://www.enworld.org to ask questions or discuss the adventure! v2

War of the Burning Sky 1 Campaign Guide


Shawn Tesmer (Order #36236950)
F OREWORD
This originally appeared in the War of the Burning great political conflict where just killing the bad guy
Sky: The Complete Campaign in 2009. can end in tragedy.
Still, this is roleplaying, not Risk, so simply
Nothing worthwhile is ever easy, goes the old winning is not the point of the campaign saga. The
saying. Right now you’re reading the culmination of triumph of good over evil didn’t interest me, because
over two years of work by dozens of fantasy fans, to really matter, such battles must be won internally,
whose efforts came together to create this campaign not on the field of battle. Instead, I sought the
saga. We came in a little behind schedule at times, triumph of peace over war. The Torch, and all the
what with that whole “new edition of the game” thing power it grants to those seeking conquest, is the real
being announced, and we apparently missed the enemy, though, as with other enemies, you have to
memo about not biting off more than you can chew, ally with this one if you want to win. Victory lies in
on the assumption that if Paizo can do this every six healing and freedom, in restoring a fey forest, in
months, it must be easy (right?), but now we have a releasing a king from his madness, in drawing a spy
titanic book that I’m damned proud of. back from the brink of betrayal, in rescuing
Despite a few rough patches where I’m sure we tormented prisoners trapped in a frozen wasteland or
could have done better if we knew then what we do from a twisted living nightmare. You end the war by
now, we accomplished everything I hoped we would killing a villain, but you only win the war by healing
when I came up with the idea of the adventure series, the wounds it caused.
the foremost of which being that we gave gaming Of course, you can do with the campaign saga
groups the tools to become part of a great, epic story. whatever you want. Play up the politics to show the
I can’t speak for what the other writers and staff corruption on all sides of the war. Go satirical, and
had in mind when they contributed to the saga, but I run the Ragesians like American settlers, the
know that my main drive for designing it was to put Resistance as native tribes, and the Torch as the
a modern, inclusionist spin on the classic concept of manifest destiny of the railroad. Try pure comedy:
a fantasy war. toss a Hitler mustache on Leska and have her act
War of the Burning Sky drew its initial genesis from like Charlie Chaplin. Be totally awesome, and use a
a home campaign I ran in college, but it wasn’t until soundtrack with lots of heavy metal.
a few years later, at Gen Con 2006 in Indianapolis, The importance of understanding your enemies,
when I found myself reading Dungeon magazine’s and of healing wounds to create peace, are just the
plans for its latest adventure path, that I realized I messages I wanted to weave into the plot. They’re
had not seen a solid “war for the fate of the world” just part of the whole picture, standing alongside the
adventure series during my time as a gamer. Most thrills and surprises from my fellow authors, the
every gamer reads Lord of the Rings at some point, sense of place evoked by our cartographers, the
and it sets the benchmark for what many expect aesthetic wonders of our illustrators and brilliant
from fantasy, but the closest I had ever seen to an layout artist, and the perseverance and steady hand
epic fantasy war was Dragonlance, now twenty years of Russ, the man in charge. Together, they crafted
old. compelling villains, dramatic battles, engaging
From the beginning, though, I decided War of the mysteries, and dangers fit to challenge the greatest
Burning Sky would eschew cosmic conflicts and hero. I want to thank them one last time for all the
classic good-evil dichotomies in favor of a more talent they poured into this saga, and I encourage
postmodern perspective, where enemies all have you to dive into the world we made together, to
reasons for their actions. Sure, you can play the create a story that matters to you.
adventures such that the Ragesians are evil and can
be killed without remorse because some of them Ryan Nock
consort with devils, but I tried to make sure we gave Campaign Director
the heroes plenty of opportunities to turn the tide by War of the Burning Sky
allying with potential enemies, and more than a few
opportunities to damn themselves by taking the easy
way out of a difficult situation.
I really need to thank Jacob Driscoll, author of the
second adventure, for providing a wonderful moral
dilemma, which should make clear to the players
and their characters that they can’t just mow down
everything that stands in their way and expect a
happy ending. Likewise, Lydia Dene, who wrote the
original script for the fourth adventure, gave us a

War of the Burning Sky 2 Campaign Guide


Shawn Tesmer (Order #36236950)
I NTRODUCTION
As the new year dawns, weather across the lands Make This Campain Yours
of Ragesia takes a sudden chill turn. The sky darkens
with the shades of oncoming winter, and worry rises While War of the Burning Sky encompasses many pages of content,
we want you to feel free to customize and personalize the
as regular channels of communication between
campaign saga as needed to suit your style, your players, and their
nations suddenly cease. Slowly, throughout the lands characters. This is your campaign now!
claimed by the Ragesian Empire, rumors spread
between isolated villages, traveling by foot and horse witness the horrifying potential of magic on the field
and word of mouth, rumors that Drakus Coaltongue, of war. Before the campaign is over, the players will:
the immortal emperor whose armies conquered every
land he set his gaze upon, has fallen in a distant land • Fight the living incarnation of an eternal forest
to the west. How the tyrant was defeated is unknown, fire.
but if it is true, everyone knows that a war is coming. • Battle a cell of magical spies while a hurricane
The generals of Emperor Coaltongue will strike for rages around them.
control, oppressed peoples will rise up in rebellion, • Carry out military operations ranging from infantry
and dangers once held in check only by fear of the maneuvers and spying, to cavalry charges and
immortal emperor will bring doom to the world. tactical strike missions.
Those in power are preparing for the coming conflict, • Adventure through the memories of an enemy
readying fervent armies and powerful weapons and ruler in order to learn her secrets.
subtle, deceptive plots, but two questions burn in their • Defend against a battalion of soldiers mounted on
minds: who killed the immortal Emperor Coaltongue; war mammoths and their frost giant allies in an
and what has become of the artifact that would let a arctic waste in order to protect a vital teleportation
man rule the world? Who has the Torch of the Burning circle.
Sky? • Engage in street-to-street fighting in an occupied
Driven out of their homelands by the dogs of war, metropolis, led by a traitor toward a trap that will
the heroes head for a distant safe haven, a magic destroy the entire city.
academy named Lyceum, which has sent up a • Get their hands on an artifact and actually use it
rallying cry for those who wish to resist the to turn the tide of the war.
warmongers. Sent on missions by the leaders of While not everyone looks for morality tales in their
Lyceum, the heroes form alliances to build an army, gaming, we hope that players may find more in this
and they discover strange secrets that underlie the war than simple heroism and epic conflicts. The
conflict. As the war reaches a climax, powerful magic most memorable stories in war are not about the
superweapons threaten to scorch the world or sunder battles, but about the people, and how they are
reality and leave nothing but nightmares. affected. The campaign saga is designed, ultimately,
War of the Burning Sky is a high fantasy campaign to encourage peace, and winning with the aid of
saga that thrusts the player characters into a war of allies, even those who might normally be perceived
mythic proportions. Ever-intensifying conflicts, as enemies. While the heroes will face true villains
powered by mighty magic and fervent faith, threaten and scoundrels, this is not wholly a battle between
the heroes’ freedom and lives, and even the world good and evil. Seeking peace is the harder option,
itself. but without peace, even the final enemy’s fall cannot
Throughout the course of the saga, a party of bring true victory.
heroes will become involved in an escalating war
between mighty magical nations, and after many
adventures, military battles, and mysterious intrigue,
C ONTENT
it will be up to them to decide who will rule in the The rest of this guid helps prepare you to run War of
aftermath. the Burning Sky. The Prologue reveals events
leading up to the start of the campaign. The
Campaign provides an overview of the adventures.
W HY T HIS C AMPAIGN ? Running the Campaign contains insights into how
While every adventure should be fun and exciting, certain rules are handled as well as suggestions on
when we designed the War of the Burning Sky how to maximize the enjoyment of the campaign for
campaign saga, we wanted to do something novel you and your players. Adapting the Campaign
and give the players a chance to influence political provides suggestions on how to lengthen or shorten
events in the world, to lead armies into battle, and to the campaign or adapt it to another setting. There
possibly rule the world or let it be destroyed as they are also several chapters for quick reference of
see fit. The PCs will get to play with some big guns, information, including handouts on topics that you
and as the campaign nears its climax you will might want to reveal to the players.

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P ROLOGUE
N OVEMBER should curse him by giving him only a single world
to conquer. Perhaps, he mused, he should avenge
Desolation. Gray earth trod beneath boots on the himself on the heavens. He peered up through the
march; snapped trees waiting for the flames. And gathering cloud-rack and contemplated this, until
soon, the victorious emperor knew, there would be his view was obscured by a high-vaulted arch
that fire. There always was. Often enough, he passing overhead. He trained his gaze forward now,
brought it, but even when he didn’t, it arose. After as the warhorse he sat upon ambled through the
every battle, something burned—as if the universe yawning entryways of the castle.
followed some unwritten protocol that conflagration Built to resemble the maw of some great beast, the
should be the epilogue to carnage. It was even more front gates of Castle Korstull had impressed the
reliable than the crows. magnificent emperor when he’d first seen them, but
Castle Korstull was taken. The mighty emperor he had raised palaces of his own in the decades
figured he’d lost, at worst, one man in twenty. He’d since. Now they looked to him like nothing more
known it would be so. Tonight, he would sleep on than the hastily assembled sets of some Wayfarers’
the sheets of a fallen prince, and the only cost had comedy. He remembered what Leska had told him
been a week’s planning and the blood of men he did before he’d left, that some young bard in Ragos had
not know. If the victory had meant anything to him, penned a play about his life, probably in an attempt
he would’ve called it a bargain. to earn his patronage. He’d laughed at the folly of
When had conquest lost its luster? Was it just the that, yet he found himself wondering about it now,
ease, or was it something else? The glorious emperor about how such a play might begin, about what
stared into the flames of the torch he bore in his left soliloquies this crowing upstart had written into his
hand, the famed artifact he had christened the Torch mouth.
of the Burning Sky. Since the day he had acquired Would there be a scene of his childhood, a half-orc
this strange token, born sixty years before in miracle raised among backwoods highlanders, tribesmen
and catastrophe, he had never lost a battle. It was as who wandered the mountains of the North, having
if he’d forgotten how. no land to hold as their own? How many acts would
He feared his own restlessness, and was all the it take him to carve out a nation for his kin, how
more frustrated to realize that it might be the only many trumpets and alarums as he turned it into an
thing he feared. What would the ache for challenge empire? Which of his enemies would be judged
drive him to? The inscrutable emperor had begun to worthy of their own death scenes, which allies would
calculate the betrayal of his oldest ally; whether it rhyme couplets after his dramatic exits?
was out of strategy, ambition, or boredom, he could He was certain Shaaladel would be the handsome
not tell. scene-stealer, declaiming regally on the nature of
That ally, of course, planned to turn on him first. their fragile peace as they debated the rebellion in
There had been no intelligence of such an act, but it Gate Pass, with no hint of the craven schemer
went without saying. His ally went by the unlikely beneath the regal façade. And surely Leska would be
name of Shaaladel, and if the invincible emperor had cheated of her rightful prominence, as
forgotten how to lose, Shaaladel had forgotten how misunderstood by a grasping playmaker as she was
not to betray. by all the rest of his subjects. They all looked at her
The all-knowing emperor’s foresight fatigued him. and saw a frightful mask, unaware that the creature
He’d spent the final hours of many brave men’s lives behind that grisly visage was far more human—and
hoping for some surprise—a sudden ambush, more terrifying—than they could have imagined.
unexpected reinforcements, even a mere change in Leska should’ve been the subject of a play, he
tactics—that might lend the least excitement to this thought. She had all the makings of a tragedy, while
clash of nations. But like the planets in their he had none. His play would be boring, the
courses, his enemies plodded, unwavering, along the legendary emperor decided. After all, he always won.
path he had laid out to their defeat. As soon as he dismounted his horse, he was
Fate’s arsenal had been emptied, it seemed, and frightfully attended. Inquisitor bodyguards in their
no ordeals remained to try the blessed emperor. He horrific masks and blood-splattered lieutenants with
had conquered Sindaire tonight, a nation that had word from General Magdus fell in step behind him as
already been his in all but name, for no better he walked. Within a few moments, they had
reason than that they had given him an excuse. ascended to the throne room, where he took his
Soon, he would test himself against his other dinner and dispatched orders. The throne room and
neighbors—Ostalin, Dassen—but knew that they the royal bedroom adjoining it were appropriately
would fall just as quickly. He wondered what he’d princely, festooned with tapestries, murals, and
done to anger the gods before his birth, that they other palatial regalia. When the castle was built,

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Prologue

these rooms had been prayed over by priests for door behind him. His name was Drakus Coaltongue,
three days. It was said no one could enter these and his curse was to be the most powerful man in
rooms against the will of the one who sat upon the the world.
throne. The great emperor was unimpressed. He
placed the Torch of the Burning Sky in a
ruby-studded sconce, scraped his boot against the
corner of the throne to remove a clump of gray mud,
then sat down and called for the leaders of the force The General of the Emperor’s First Army camped
that had resisted him. far from the castle that night. He did not eschew the
comforts of the stronghold he had seized out of some
Hoping their deaths would provide some
sentimental desire to sleep in the same conditions as
distraction, he ordered their executions on the spot.
his soldiers. Even in the field, he had a larger tent,
He watched attentively, eating stew from a brass
better food, assistants to see to his needs, and finery
tureen, as his bodyguards went about their work.
on which to rest. He simply felt as though here, with
Inquisitors all, trained in the art of torture by Leska
his troops, he could get things done, and in the
herself, the men of his personal guard sensed the
castle he would be up sending messages all night.
dread emperor’s apathy, and stretched their
General Magdus was a practical man, and from the
imaginations to make each prisoner’s end more
camp he could run his army better.
entertaining than the previous one. But the
Yet for all his practicality, he was superstitious.
spectacle soon descended into farce and common
Soldiers were like sailors that way, spending so
vulgarity; he grew listless again. He called for wine
much of their lives subject to the whims of fate that
from the castle cellars and sat in silence, drinking
they sought signs of good and bad luck, not out of
50-year-old vintages straight from their bottles.
imagination, but out of fear. And the general did not
Before long, he grew lethargic and announced that
like the clouds racing above his head tonight.
he would retire.
A storm brewing would be trial enough. Trudging
All but a handful of his guards bowed deeply and through rain and muck was enough to demoralize
left. The remaining three would stand outside his even disciplined men. But these low black clouds
chamber as he slept. The immortal emperor moved faster than the wind, it seemed, as if intent
extinguished the torch as he pulled it from its sconce on their destination. And they all seemed to be
and walked towards the bedroom, yet he stopped congregating in one place. The black thunderheads
before the door, turned to one of his guards, and billowed highest directly above Castle Korstull. And
began to speak. He said, “I am more weary than I they were not traveling, but remained stationary,
ever knew a mortal or immortal man could be. This whirling in place like water down a drain.
world of half-men and vain posturing, this age of It was clearly an ill omen, he decided. Magdus was
sheep who masquerade as lords, diminishes in my practical enough to grant fortune its place in his
eyes by the day. I thought the gods would not long calculations. He gave orders to increase the
tolerate ambitions such as mine, but like a pack of frequency and size of his patrols, and told his
beaten whores, they offer not defense but more adjutant to wake him half an hour earlier in the
accommodation. Everything that I once coveted morning. All the confidence his victory had afforded
turns stale. I grasp the fruits of conquest and each him was melting away, and he was left with a deep
morsel tastes of ashes in my mouth. In seven unease. There weren’t enough soldiers between here
months, my pennants could cast shadows over all and the sea to give his army a moment’s worry, but
the nations of the known lands, and yet this spent who could say what trouble the raging heavens
and whelping bitch they call the world cannot, for all might bring him?
my ravaging, yet birth a cur whose sharpest fangs As he put his head down to seek sleep, the general
don’t break against my skin. When I bid you to kill was reminded of a strange saying he’d once heard
those men tonight, I found myself searching their from an old sergeant. “You can conquer a land’s
eyes for signs that, in their fatal throes, their dying people; you cannot conquer its gods.” He didn’t know
souls might glimpse another realm, a realm that if he believed that, or even what it was supposed to
better suited me. But I saw none. Did you see really mean, but he did believe this: if the heavens
anything at all?” were angry, tonight someone would be paying the
The inquisitor, Darius, stared for a long time into price.
those wild eyes, dumbstruck by this strange and
sudden candor. In the end, shamed by his lack of a
proper answer—or any answer at all—the bodyguard
merely shook his head. Somehow disappointed, and
knowing himself a fool for it, the doomed emperor Darius saw the other two bodyguards die before he
walked away without a word and locked his bedroom even knew they were under attack. The murder in

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the peripheral vision to his left he barely saw. It was The Emperor’s reflex was to spring from his bed
just a smudge of motion that made a wet sound and find a weapon, but as soon as he had opened
before it was over. But turned to his right as he was, his eyes, his torso exploded in pain. He went to move
he caught his other comrade’s end. He saw the last and found himself pinned to the bed. He looked
half-second of a man stepping from the shadows in down at his chest.
the corner, as if walking out of a door, slashing the Someone had driven a stake through his heart.
guard’s throat with a curving black blade and Another man would have panicked. But
receding as swiftly and stealthily as he’d come. Coaltongue had faced death many times before, and
Hefting his mace, Darius drew in air to shout, but while he was alarmed, he could not help being
there was a sound like a thunderclap and a sharp curious. He looked around the room, but saw no
pain as something lashed across his adam’s apple. sign of his attacker. None of his generals would’ve
He saw a woman in the doorway—had it opened just pulled this off, not with dog-loyal Magdus, the best
now or had she been there all along? She yanked the of them all, camped so close. Shaaladel would’ve
handle of a whip, and he found himself pitching planned something more intricate, more
forward, his throat burning and constricted. Her unnecessarily complex, something he would’ve seen
weapon had him by the neck, and he struggled to coming. Leska?
keep his feet as she pulled him towards her. His hands had found the stake—everything was
Helpless against the tight constriction of his harder now, it seemed, with his heart not pumping
windpipe, he struck out wildly with his mace, blood—and tried to summon up the strength to pull
bludgeoning the air. The woman was rushing it out at once.
towards him—or he was hurtling towards her—and Then, from the shadows, an aged face, dyed with
for a split second he had the incongruous realization ashes. A black scimitar, edged with smoky diamonds,
that she was beautiful. Yet the colors of her hair and arcing at his throat.
skin were wrong. Had she dyed them? Something Him? Coaltongue thought. Of all the enemies I
knocked the mace from his hand. Her face came at have in this world? Him?
his. What was happening? Was she head-butting
The blade fell. Staked to the bed, the emperor
him, was she going to bite him? Had the Emperor
could not roll out of the way, and his arms were too
been attacked by lunatics?
weak to pull it out or block the blow.
Still choking, he felt her lips on his. A kiss. Her
The pain of the beheading was not much, he found.
mouth was warm. Was he awake? She tasted like
Far less than that of being stabbed in the heart. He
blood.
was less conscious of the blow itself than of the cold
When she released him, there was something in
air on the insides of his neck. Completely severed
his mouth. A grainy liquid, it tasted the way violets
from his body, Coaltongue’s head rolled over to the
smelled. He felt the whip slip from around his neck,
left side of his pillow.
and realized the woman had already moved past him,
His head was still alive, still conscious and
towards the Emperor’s bedroom. He spun, looking
bewildered. From the angle at which his head had
for his mace, but the world kept spinning when he
fallen, he could see a second assailant, her hands
stopped, and he crumpled to the ground. This was
lifting the Torch of the Burning Sky from the
no dream. He’d been poisoned.
wall-mount where he’d left it. They were thieves as
When he recovered his breath, he finally called out.
well as assassins.
There was a clatter as the Inquisitors from the
waiting chamber rushed in, but of the attackers he The Emperor heard sounds of swordplay from the
could hear nothing, until the din of clashing blades room outside. There were at least three of them,
arose. His vision was too blurry now to see who then. It was all starting to make sense. He even
fought or who fell. knew how they would make their escape. Suddenly,
The poison moved through Darius like a shiver. he became very tired. It seemed to happen all at
Helpless, the world dimming around him, he thought once. He tried to rub his eyes, but obviously could
of the Emperor’s question, hours before. Would he not, and this simple fact provoked in him a very
see a better world now, he wondered, in what had to acute distress.
be his last moments? He was falling asleep. There was no preventing it.
But there were only shadows moving in the blur. The Emperor of Ragesia had gone down without a
Now, as before, Darius could see nothing. fight, without even a sword in his hand. In other
circumstances, he might have laughed.
As oblivion claimed him, he thought, I have to
hand to it to the Fates. This, I did not see coming.
Then there was a sudden pang of regret;
It was instinct that awoke him. There was disappointment that he would not be there to see the
someone in his room. cataclysmic change his death would wreak, the

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conflict. This, he thought, would’ve been a world Then, Magdus realized what each one of those
worthy of me. strange portents had in common, and all at once his
Then, blackness. blood ran cold. Each one had heralded the death of a
king.
As if in answer to his realization, lanterns began to
flare in the distant windows of Castle Korstull. From
this far he could not hear cries of alarm, but the
general knew at once that his instincts were far more
Magdus couldn’t sleep. It wasn’t just the turmoil
than paranoid superstition.
in the heavens, he knew. He was a lifelong soldier,
He shouted to the nearby watchmen, “Sound an
hardened by decades of warring, yet he often found
alarm! Run down to the camp, now, and tell your
himself sleepless the night after a battle. The images
Captain to take a detachment to the castle at once!”
of slaughter in his memory needed time to fade, and
The men blew their horns, then rushed down into
until then they haunted his mind’s eye like
the canyon. Magdus remained, watching the castle.
fever-dreams. He had not attempted to purge himself
In close succession, three flaming arrows were fired
of this frailty. He thought, perhaps, it made him
from the battlements, a signal. His fears had been
better at his job.
confirmed. There were attackers in Korstull.
He threw on a tunic and his boots, and grabbed The lights in the stronghold’s windows were being
his cloak on the way out of his tent. His walk answered by torches being lit in the camp below. If
through the camp was punctuated with crisp salutes it were an assassination attempt, there was little he
and the occasional “Sir.” Troubled as his mind was, could do from here, but he would mobilize his forces
he tried to return them all. and be prepared to hunt the would-be murderers to
The general jogged up a pebble-strewn path up the the ends of creation.
side of the canyon to a look-out point. No Hoofbeats on gravel echoed across the canyon, and
bodyguards accompanied him, though the men Magdus saw a clutch of his officers riding up to meet.
stationed outside his tent had reported his sudden Adjutants brought his horse and armor, and—he
departure to their officers, who noted it but bade was grateful—heavier garments.
them only to sit out the remainder of their watches. The general hurried to dress and mount his horse.
Their general was a private man, and they’d grown The armor could wait. All of his captains, just jolted
accustomed to his frequent need for solitude. They out of bed, began to ask questions at once. He
did not worry for his safety. After all, Sindaire had quieted them quickly and began to dispense orders.
been conquered. A yellow-orange light suddenly shone across the
At the top of the rise, Magdus met the watchmen assembled faces. Magdus turned to see that the roof
he had posted here and gave them permission to of the castle had erupted into a rising column of
stand down and start a fire. The wind had teeth at flame.
this high above the camp, and he wished he’d The officers stood in silence, mouths agape. The
brought furs instead of just a cloak. general clenched his jaw, enraged, calculating.
The sky looked just as angry as before. The clouds “Prepare for a siege,” he called out, not taking his
were no longer in motion, but perched threateningly eyes from the fiery pillar atop Castle Korstull. “We
above the towers of Korstull, the obscured moon have taken this castle once today. We may have to
barely silvering their edges. There was neither do so again. Tell your cavalrymen. . . ”
lightning nor rain, but the thunderheads seemed to Magdus never finished his order. The ominous
pulse like black hearts beating in the firmament. heavens, already roiled with rage, opened up and
Perhaps he had overreacted to this suspected gave the general a sign no man could disbelieve.
omen. The night, it seemed, was passing quietly. Above Castle Korstull, the sky began to rain fire.
There were few lights from the castle windows.
In his life, he had heard many tales of signs before
catastrophe, most unheeded until after the event. D ECEMBER
Here in Sindaire, just before the first time Ragesian Snowflakes fell fast that New Year’s Eve, too fast,
armies had crossed its borders, prize royal horses racing at the earth like falling stars. Watching it
had fought each other like baited dogs, with the come down like that, it was easy to believe what they
winners eating those they killed. They said a lioness were saying in the east, that such a punishing winter
had whelped in the streets of Kistan the night the had to be the retribution of an angry god.
first Khagan of Ostalin had passed away. Fifty years Washing a glass, Viv Finner looked out the window
before, the day before the First Dasseni Civil War of her closed-down, boarded-up pub and saw the
had begun, there had been an eclipse of the sun. snow still piling in the streets. It would be a long
Certainly, a strange formation of clouds was not so walk to her brother’s house tonight, she decided, so
dramatic as these. she had better hurry.

War of the Burning Sky 7 Campaign Guide


Shawn Tesmer (Order #36236950)
Prologue

The Poison Apple Pub was a dive, but a popular could help it.
one. A shabby, low-class establishment in one of the Finishing the glasses, Viv stole a glance at the
poorer districts a mile from the West Gate, it had a melting candle she had lit when she’d started and
coterie of devoted regulars and reputation for not realized how late it was. Time for her to get going.
watering down the drinks. She planned to be long gone before Torrent arrived.
Everyone knew the man who owned the place, She bundled herself up against the cold, lit a lantern,
Trehan Finner, was a magus. They knew it as much blew out her candle, and let herself out the back
from the twinkle in his eye and his perpetual smirk door.
as they did from the fact that he could put a rowdy On the way out, she paused and looked around
customer to sleep with a handful of dust. But no one the lantern-lit interior of the pub. Had she done
seemed to mind. Most Gate Passers didn’t trust magi everything? Was it all be suitable?
as a group, but just about everybody who knew Then she remembered what kind of place it was. It
Trehan Finner liked him. was local watering hole; not much to look at, but
When the City Council announced they hoped to tended with love by its owners and loved equally by
appease the approaching army by handing all of the its regulars. People came here to laugh, to cry, to
town’s users of magic over to the Ragesian recollect, to tell ludicrous stories to old friends and
inquisitors—the ruthless magus hunters known hear their approbations or derision. They didn’t
locally as the Scourge—in order to spare the town come because the wood was polished, they came to
conquest by the Ragesian army, few people drink with people they liked and trusted and share
complained. But when the city guard came for with them the joys and woes of being alive.
Finner, the pub’s regulars were in an uproar. All over It was, she decided—as she locked the door and
the district, everyone who knew the man could be vanished into the snow—a perfect meeting-place for
heard loudly decrying the unfairness of it all. heroes.
Everyone, that is, except Trehan’s wife. Viv Finner
did not cry when she found out her husband had
been taken, nor did she panic. Instead, she quietly
bundled up her children and took them to her
sister-in-law. She told her eldest to be brave, and to Gate Pass’s skyline seemed to sag beneath the
take care of his brother, and told both her sons she mantle of snow. The city huddled between the
might not see them for a little while. That done, the mountains, looking wary as a beggar in an alley,
suddenly husbandless mother of two headed down tucking in under a white blanket and wondering
the Emelk Way to the Chapel of the Aquiline Cross. where to turn for a friendly face. Its streets were
She walked right up to the curate, announced she thick with slush, barely foot-printed. Rumors of war,
knew the Chapel was a Resistance safe-house, and Kathor thought, must have been keeping even the
asked how she could go about joining. drunks at home.
After hours of Viv’s refusals to leave or take no for The usual all-night parties and intoxicated revelry
an answer, the curate, a Knight of the Aquiline Cross weren’t spilling out of doors this year, and the folks
named Buron Watcher, finally said that if she really who were celebrating seemed to have all picked their
wanted to help the Resistance, they did need a tavern early in the evening and stayed there. Some
private place to meet a contact. Viv already knew cities capered and caroused on the eve of war, a final
Torrent, who was an occasional patron of the Poison riot in the face of destruction, but tonight, in the
Apple, and she volunteered her pub for the meeting. Free City-State of Gate Pass, the celebrations seemed
But if the priest had hoped that contributing her muted, solemn, almost funereal. The city was dark,
family’s place of business for the night would be the waning moon only a thin silver splinter, and
enough to satisfy Viv, he was disappointed. On the there weren’t lights in most of the windows. Even a
way out of the temple, she stopped and said, “After few inns had closed their doors at sundown.
the meeting, I’ll be back for another mission.” No one was doing business outdoors tonight, it
Though her pub was closed, she had taken the appeared, except for the Resistance. And because
meeting so seriously that she’d gone back and the Resistance was on the move, so were their
cleaned it up until it was as nice as it had been the enemies.
day she and her husband bought it. Every glass was The bounty hunters called themselves the Black
polished, every corner swept, even the rags were Horses. Their leader was a man named Renard, but
washed and bleached. Viv imagined brave fighters of those inside the city walls tonight were under the
the Resistance coming here, making plans to fight command of Renard’s second, a former soldier who
back against the monsters who had taken her hailed from Ragesia, the vast empire just west of
husband away. Such champions, she had Gate Pass. That was Kathor, and he didn’t want to
determined, would get the best of everything if she be there.

War of the Burning Sky 8 Campaign Guide


Shawn Tesmer (Order #36236950)
Prologue

Standing high above the streets now, atop one of the taller one to the roof of the shorter. The taller
many vantage points in this city of towers and was a home, while its squat companion was a pub,
buttresses, Kathor could see out for miles, over the named the Poison Apple in an example of the locals’
ice-topped walls and into the west. Across the valley flair for the perverse.
and the bottom of the nearby pass, distant fires Gate Pass was a city packed with bridges and
dotted the horizon. Scattered in groups, they heights, a web of widening arches crisscrossing over
twinkled through the falling snow like earthbound every street, all now rimmed with ice and snow, yet
constellations. The glorious Second Army of the in many places still welcoming, even majestic. A
Ragesian Empire was camped on the city’s doorstep, marvelous place, Kathor had thought, years before,
far sooner than expected, and the locals expected an when he’d admired the tall buildings. Back then,
attack within the week. But Kathor knew how fast he’d seen them as a testament to clever citizens who
that force could move, and to his mind, a week was made the most of the narrow mountain pass
very wishful thinking. confining their city.
He couldn’t help thinking that he belonged out Nowadays, Kathor didn’t feel much wonder
there, with the army. With his father. For a second, walking these streets. Perhaps, he mused bitterly,
impossible as it was, Kathor let himself search for the novelty of those clever citizens’ achievement had
the blur of a high banner in the wind, or the circle of worn off when he’d started kidnapping them.
larger fires that would surround the general’s tent, Tonight’s targets were meeting at the Poison Apple.
before he turned away, shaking his head. Even if he The pub was closed, since the owner, a magus, had
knew where the old man was, what would be the been carried off by the city guard the night before—
point? Kathor didn’t have to read the note on the door to
As much as Kathor wanted to be out there with know that, having led the city guard there himself.
the army, he knew the conquest of Gate Pass would The guardsmen had already been locking up the
not be for the glory of the Empire. It would be for the city’s magi when Kathor had arrived in town, as an
glory of one woman. Since the assassination of attempt to appease the Ragesians and forestall
Drakus Coaltongue, the Emperor of Ragesia, less further hostilities. But sometimes, when orders came
than two months before, the world had descended from Ragesia, he was told to make sure certain ones
into madness. Coaltongue’s chief allies and were picked up immediately, before they could sneak
lieutenants had immediately begun positioning out of town. Yesterday, such an order had come for
themselves as the next in line. Over time, two the magus who owned the Poison Apple. Tonight,
candidates had risen as the likely successors: Lord one had come for a member of the Resistance, a
Shaaladel, ruler of the Shahalesti elves, and Leska, witch called Torrent.
Coaltongue’s Supreme Inquisitor. Information said Torrent would be using the empty
It was Leska who had seized command of the tavern to meet a contact. How and when his
scattered Ragesian armies. Instead of summoning Ragesian employers got their intelligence, he didn’t
them together, she had set those forces to work on know, but all their messages so far had been eerily
pursuing new conquests of Ragesia’s neighbors. This precise. The plan was to attack right after midnight,
tactic provided multiple benefits: it kept the generals when the noise of an ambush could be mistaken for
too busy to plot against her, and kept rival nations nearby New Year celebrations.
too busy to interfere. But the conquest of Gate Pass Glancing down at an alley around the corner from
was different. the Poison Apple, Kathor saw his men trying to look
The Free City-State of Gate Pass had been free nonchalant as they waited for his signal to attack.
since the insurrection thirty-eight years before Some kicked at the brownish snow shoveled into a
because of its location. Gate Pass was named for the pile at the curb, others fiddled with a tarp that hid
narrow passage between the mountains that the weapons on their wagon, but most just couldn’t
separated Ragesia and Shaaladel’s kingdom of stop creeping to the corner to peek out at the pub.
Shahalesti. In Coaltongue’s time, keeping that Clearly, the Black Horses weren’t used to being
central city neutral had held together the peace and subtle.
sometime alliance between the Emperor and Kathor found it hard not to hate them.
Shaaladel. But now that Lord Shaaladel had He wished he hadn’t brought so many. Kathor had
emerged as her chief rival, Leska was surely seizing only joined these bounty hunters a month before,
the city to gain further advantage against the elven and he was already fed up with their company. But
king. Torrent was a witch, and their source said she had a
Dragging his gaze from the far-away encampments, bodyguard of some kind, so overwhelming force had
Kathor looked down on the pair of humble two-story seemed like the safest strategy.
buildings he’d come up to reconnoiter. They were Now, watching all ten men fumbling attempts to
connected by a bridge, leading from the top floor of stay inconspicuous on the street, he was rethinking

War of the Burning Sky 9 Campaign Guide


Shawn Tesmer (Order #36236950)
Prologue

his tactics. If Torrent were tipped off. . . archways and bridges, and their constant looking
Mid-thought, he caught his first glimpse of her, back to avoid being tailed made them look more like
strolling down the alleyway along the city’s southern tourists than members of an armed insurgency.
wall, a few blocks away. As expected, she was An insurgency against an occupation that hasn’t
walking with a massive man, two heads taller than even happened yet, Kathor reflected, with grudging
she, wearing a bearskin as a cape over a small admiration. Say what you would about the folk of
fortune in armor. He looked Ragesian. No doubt he Gate Pass, there was no doubt they had courage.
was some kind of bodyguard, who would escort The Resistance, the movement that had helped drive
Torrent to her mysterious meeting. But he was out Gate Pass’s Ragesian conquerors thirty-eight
unlikely to accompany her to the meeting itself; years before, had never broken up, presciently
surely the Resistance would not trust any Ragesian, choosing to remain vigilant against future incursions.
even a turncoat, to be privy to its secretive dealings. Torrent was one of their more prominent agents,
Kathor figured the bodyguard was too tall not to which might have been why Ragesia had marked her
have orc blood in his veins. Half-orcs never went for special attention.
down easy, and though this one would probably be Not that the why mattered, Kathor reminded
long gone before Torrent reached the Poison Apple, himself. Being second-in-command of this gang of
Kathor decided bringing ten men had been right after thugs was how he paid the bills, even if he had
all. grown to dislike the men—or more accurately, loathe
As for Torrent herself, she looked just like the them—in the past few weeks. Their leader, Renard,
description he’d received: tall for a woman, shock of had been the first to take Kathor in when he left the
short white hair, carrying herself like a soldier, and army, and that debt had to be respected. Sure, there
sporting an expensive breastplate he could see was no honor in hauling these alleged “enemies” of
gleaming in the dim moonlight even from a distance. Ragesia away from their homes and loved ones, but
Tonight she was wearing a dark winter coat, open in there was honor in fulfilling an obligation. Besides,
the front, probably because the heavy fur concealed as much as he hated the work, he’d left behind the
a weapon and she wanted ready access to it. She only other world he’d ever known, and he honestly
didn’t look like a witch. had no idea what else to do.
“This is my life now,” Kathor said, out loud,
Then again, Kathor thought, neither do I. And if I
shaking himself out of his reverie. He took one last
weren’t, I’d be outside these walls where I belong.
look at his father’s army in the distance, and then
He leaned over the railing to try and catch one of
rushed down the stairs. Whether they were fighting
his men’s attention. It took longer than it should
for their freedom or not, whether they were witches
have. Kathor was six stories up, watching from the
or not, and whether they deserved it or not, it was
balcony of a boarded-up temple to the Red Archer, a
time to take these two in.
god of summer, of sunrise, and hope, a god who
If he’d planned right, they’d go down quickly.
seemed to be out of worshippers nowadays.
There wouldn’t be any surprises inside the Poison
When he finally got one of the Black Horses to look Apple; Kathor already had a spy inside to make sure
his way, Kathor’s signal had them back on task in a of that. Except for the owner’s wife, no one else had
hurry, but it took him a long minute to decide entered the pub all night.
Torrent and her friend hadn’t seen him trying to get Beyond better intelligence and better control of the
the bounty hunters to notice his gestures. battlefield, Kathor had numbers. He had eleven
Fortunately for him, they were stopping often, taking Black Horses, including himself, although he didn’t
quick turns, clearly more concerned with making expect to fight—Kathor still thought of himself as an
sure they weren’t followed than watching for signs of officer, after all, and there was no honor in
ambush at their destination. ambushing outmatched foes. The targets would be
He spared a glance to check on his men—they had only Torrent and whoever she was meeting, and his
one of the wheels off the wagon now, as planned, information said that group would be fewer than half
and were doing a passable job of pretending to try the number of soldiers he’d brought. And if Torrent
and repair it—then made a quick estimate of how or the others had witchcraft, well, he had an answer
long it would take Torrent to reach the tavern. for that too, didn’t he?
She was closer now, and he could just make out Everything was set, Kathor thought, as he emerged
the handle of a weapon slung across her back, not from the temple and joined the company of the men
hidden, but carried openly in defiance of city law. he despised. When the time came, and the midnight
Her companion had no obvious arms, but a man bells chimed the New Year, he would be ready.
didn’t wear that much armor without expecting to
fight, so he probably had something. Either way,
despite all the battlefield trappings, the two strolled
casually beneath a picturesque array of icicle-draped

War of the Burning Sky 10 Campaign Guide


Shawn Tesmer (Order #36236950)
T HE C AMPAIGN
Starting any campaign and seeing it through to the
end can be challenging, so we present this chapter T HE A DVENTURES
as an overview of the campaign saga. War of the Burning Sky consists of twelve adventures,
which should take characters from 3rd level to 21st
level. The final three adventures can be run in a
different order than presented here and contain the
T HE P LOT IN A F IERY means to adjust the difficulty so that whichever
order you choose, the 10th adventure is played at
N UTSHELL level 19, the 11th is played at level 20, and the 12th
is played at level 21. For level 21, you can let the
The campaign begins after the assassination of
PCs gain another level with an Ability Score
Drakus Coaltongue, the emperor of the Ragesian
Improvement or feat, and a character who is
Empire (timeline). Various leaders look to claim
multiclassing could gain an available level in one of
power in the resulting vacuum, and while this will
their existing classes.
eventually lead to open war, the most immediate
threat comes in the form of the Scourge, a decree
ONE : The Scouring of Gate Pass
that all disloyal users of magic in Ragesia and
surrounding lands are to be captured or killed. Level 3
As the Ragesian army marches upon the neutral city
The decree is from Supreme Inquisitor Leska, who of Gate Pass, the PCs must retrieve vital war
commanded Ragesia’s anti-magic inquisitors and intelligence from a spy and deliver it to the distant
who now wants to rule. Meanwhile Shaaladel, ruler magic academy of Lyceum, but first they have to find
of the Shahalesti nation which has an unstable a way out of a besieged city before it falls and the
peace with Ragesia, attempts to retrieve the Torch of inquisitors, Ragesia’s infamous skull-masked,
the Burning Sky, source of the Ragesian Empire’s mage-hunting clerics, find them.
power. In the remote Monastery of Two Winds, a
wizard named Pilus creates a doomsday weapon in TWO : The Indomitable Fire Forest of Innenotdar
the form of a living airship powered by elemental Level 4
forces, which he plans to use to seize power after he The journey between Gate Pass and Lyceum is
betrays his Ragesian allies. Finally, a race of dream dangerous, and along the way the heroes must
monsters called the trillith ascend from deep survive passage through a forest that has burned for
underground; they sense a weakness in the Material decades, where a dream monster known as a trillith
Plane that will let them sunder the world into holds sway. The trillith, which calls itself
dreams. Indomitability, is trapped by the last survivors of the
Now, as the Ragesian armies scramble to quell the forest, a clan of long-suffering fey whose magical
rebellions that followed in the wake of the emperor’s song holds the key to defeating these strange
fall, those magic-users at the edges of the Ragesian nightmare beings.
Empire see a brief window to escape. All that stops
them is the question, where can they hide? For no THREE : Shelter From the Storm
land is beyond the cruel, searing reach of the Levels 5–6
Ragesian Empire. Once the heroes reach Lyceum, located in the small
Hope comes from the south, in a meager coastal seaside village of Seaquen, they have to navigate
town called Seaquen, where a small magical various political dangers (like spies from Ragesia,
academy known as the Lyceum has called those who power hungry refugees, and a fleet of hostile
oppose the Empire to rally under its banner. All Shahalesti elves), prove themselves loyal to the fight
across the Ragesian Empire, thousands of stalwart against Ragesia, and rescue the town when a
or desperate people have set out, hoping to find magical hurricane strikes, conjured by agents of an
safety at this insignificant, overlooked academy. unknown villain. They learn that teleportation magic
has gone awry, and the heads of Lyceum think it has
something to do with the missing Torch of the
About the Scourge. . . Burning Sky.
The Scourge refers to two separate things. When the heroes start At the end of the adventure, word comes that
out, rumor has spread that Leska has initiated the Scourge, a Ragesia has taken note of Lyceum, and that an army
program to round up spellcasters that are enemies of Ragesia. has been dispatched to destroy the school.
Later on the heroes will learn that the Scourge is actually the code
name for the Koren Obelisk, a magical superweapon that Leska
will use to bring all lands and peoples under her control. FOUR : The Mad King’s Banquet
Levels 7–8

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The Campaign — The Adventures

Lyceum sends the heroes on a mission to find allies NINE : The Festival of Dreams
in the nearby nation of Dassen before Ragesia’s army Level 17-18
arrives. There they discover that a trillith named With the aid of whatever allies they have secured, the
Madness, another dream monster like the one in the heroes return to the city of Gate Pass where the
fire forest, is manipulating the king. The heroes help campaign began, with the goals of liberating the city
a sympathetic noble named Duke Gallo battle the and swaying the allegiance of Leska’s armies. They
forces of the mad king. Seaquen’s survival depends learn that while Leska was trying to use captured
on their success. spellcasters as fuel for a device that will let her
control magic over a long distance, the trillith have
FIVE : The Monastery of Two Winds another desire—to release the bonds of the world
Levels 9–10 and turn it into nothing but dreams. When a defiant
The heroes are sent on another mission by Seaquen, religious festival is interrupted by the appearance of
to a monastery in Ostalin where monks who worship a nightmare swarm, the heroes must locate a
the wind are being threatened by the remnants of disloyal trillith who can help them stop the
the army the Ragesian emperor was commanding incursion.
before he was assassinated. The heads of the
monastery, a pair of brothers named Longinus and TEN : Sleep, Ye Cursed Child
Pilus, offer to aid the PCs in retrieving the lost Torch Level 19
of the Burning Sky if they help them fight the army, With news arriving that Leska is preparing a new
but clues suggest that the monastery may have been doomsday plot and that Pilus’s airship is aimed for
responsible for the hurricane in Seaquen. Seaquen, the heroes need to reactivate the Torch, so
they can respond to both threats. Their mission
SIX : Tears of the Burning Sky
takes them into the caves under Gate Pass, to the
Levels 11–12
lair of the Mother of Dreams, source of the trillith,
The heroes race ahead of an enemy army, fighting
whose power created the Torch of the Burning Sky,
their way inside Castle Korstull, the abandoned
and who they hope can fix it. While war rages on the
fortress in the nation of Sindaire where Emperor
surface, the heroes must find unlikely allies amid
Coaltongue was slain. The castle is now overrun by
the evil races of the deep, and must battle the
undead, animated by a strange fiery tear in the
nightmares of a sleeping dragon in order to free her
fabric of the planes. The castle holds the clue of
from her curse.
what has happened to the Torch, but the heroes will
have to fight to learn it.
ELEVEN : Under the Eye of the Tempest
SEVEN : The Trial of Echoed Souls Level 20
Levels 13–14 Certain of his own invincibility, the stormy archmage
In the haunted forest of Ycengled, the heroes locate Pilus sets his sights on destroying his old rivals, the
the assassins who have the Torch but learn that mages of Lyceum Academy. Once again a storm rolls
they have damaged it, removing a key piece of its over the town of Seaquen, but this tempest bears an
magic in a nearby temple, which the party must army amid its thunder. The heroes board Pilus’s
brave if they wish to use the powerful artifact. In the mile-long living airship and fight their way to its
temple, the heroes face dangers of the past, and heart, but to kill the leviathan’s master, they must
learn secrets that drive the next several adventures. slay the beast as well.
The Torch is only partially repaired, giving the
heroes mobility, but not enough power to teleport TWELVE : The Beating of the Aquiline Heart
armies. Level 21
The immortal blood of Avilona, elemental spirit of air,
EIGHT : O Wintry Song of Agony runs in the veins of Supreme Inquisitor Leska, and
Levels 15–16 she has had enough time to gather a great deal of
A clue from the temple leads the heroes to a secret power. Her armies defend the great rift called the
facility operated by minions of Leska in the frozen Heart of History where lies the still beating Aquiline
reaches of northern Ragesia. Under the facility is a Heart, and the heroes must lead one final assault
strange prison where waves of agony overwhelm the into the fiery breast of the Ragesian Empire where
inmates—all of them captured spellcasters seized by their actions could heal the land—or destroy it.
the Scourge. The agony comes from a trillith, who is
being used to power experiments with some strange
superweapon Leska is working on. The heroes
rescue Etinifi, a prisoner who knows Leska’s
weaknesses.

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R UNNING THE C AMPAIGN
There are some things you will want to keep in campaign begins, you may want to bring up that
mind while running the adventures. difficult topics like torture, genocide, suicide, and
war crimes will come up. Do not be afraid to modify
H ANDLING H ARD T OPICS or eliminate the difficult topics in the adventures if
they are too close to the experiences of a player or if
War of the Burning Sky is a campaign saga that looks your players are of an age or maturity level where
at what magic does to war. You and the players will they would not be appropriate. The torture can be
see the devastation wrought on the people and the skipped. The genocide of the Taranesti can be
land as well as what that does to the motivations of changed to a land grab and expulsion by the
those in power. Some will rise to heroism, while Shahalesti, and the source of the fire of Innenotdar
others are twisted to evil in its many forms. can be unknowable. If something unexpected
In the adventures, the heroes will come across triggers a fear or bad memory for a player, take the
incidences of torture by inquisitors and may become time to talk through things in the real world to
victims themselves. The genocide and war crimes of maintain the trust between you and the players.
the Shahalesti will be revealed. Seaquen will become
a temporary home for just a fraction of the
thousands of refugees displaced by war and the H ANDLING R ULES
Scourge. It is unlikely that the characters will The adventures make certain decisions with regards
experience this without being affected for better or to various parts of the rules, and some new rules
worse, but it might affect the players as well. material has been created. You should be aware of
In the end, you as the GM and the players are the following material before starting the campaign,
playing a game that is meant to be fun. Before the and you might need to adjust parts of the

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Running the Campaign — Handling Rules

adventures if you want to handle things differently. of each adventure. Adventures 3 through 9 also
recommend a point in the middle of the adventure
Encounter Difficulty for the PCs to gain another level.
The encounters within each adventure are balanced At several points in the adventures, the PCs will
for a party of four PCs of the suggested level for the have opportunities to take a risk to help someone or
adventure. Each encounter has a suggestion for how solve a problem without combat. While the original
to adjust the difficulty level by adjusting either the adventure awarded ad-hoc experience, awarding
number of creatures or some attributes of the inspiration to the PCs that contribute is one option
creatures (such as their AC or hit points). to reward their actions instead of using experience
If your group has a different number of PCs than 4, points.
you can adjust the difficulty up or down one level for
each hero above or below 4 in your party. Magic Items and Treasure
Additionally, if an NPC companion is significantly Most magic items in this campaign are integral to
contributing to encounters and making things too the story or fit into the fighting style of an NPC. You
easy for the heroes, you can increase the difficulty by will not find +1 longswords on regular soldiers,
an additional level. armor-boosting necklaces on leaders, nor items
You can also use this technique of adjusting the boosting ability scores on NPCs. Magic items and
difficulty for a party of a different level. An adventure treasure pop up from time to time, but whether to
can be used for a party one level lower than hand these out or give the PCs some spending
suggested by adjusting the encounters down one money is up to you.
difficulty level. Similarly, an adventure could be
used for a party one level higher than suggested by The Burning Sky
adjusting the encounters up one difficulty level. In The Torch of the Burning Sky is an artifact with
either case, advancing the PCs by one level at the teleportation powers, so it is tied to the Astral Plane,
suggested point within the adventure will help them as well as the Elemental Plane of Fire. When
keep up with the increasing challenge. Emperor Coaltongue was killed, one of the assassins
The adventures also provide opportunities for you intentionally damaged the Torch, which likewise
to adapt on the fly when combat is proving to be too caused damage to the local fabric of the planes. The
easy or too difficult. While you can easily use the nearby Astral Plane is being suffused with energy
difficulty adjustment on an encounter to have an from the plane of fire, which has two effects.
enemy flee or reinforcements arrive, the NPCs can First, things are getting colder. The campaign
fade to the background when they are not needed starts in early winter, and there is no spring in sight
and arrive in the nick of time when the heroes are on for Ragesia and the lands bordering it. Druids can
the ropes. As you get a handle on the power level of sense that something is amiss, and the sky is filled
the heroes, you will be able to start the encounters with flocks of confused birds trying to flee this
at the best difficulty level for them. unnatural winter. By the later adventures in the
campaign saga, temperatures across the region are
Resting perpetually below freezing, with some regions even
The adventures in the War of the Burning Sky more dangerously cold. By the campaign’s finale, the
campaign saga incorporate groups of encounters
spread over several days as well as days filled with
encounters that may stretch the heroes to their
limits. The groups of encounters spread over several
days will likely be very easy if the heroes get the
benefits of a long rest after every in-game day. For
these situations, it may be more beneficial to only
provide the benefits of a long rest at certain points in
the adventure. Each adventure provides suggestions
of when you might want to allow the characters to
benefit from a long rest.

Character Levels
Because this adventure was converted from an
earlier edition, experience points and advancing
levels do not line up with the adventure’s pace if you
are following the campaign saga. In this case, it is
recommended to have the PCs gain a level at the end

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Running the Campaign — Handling Rules

PCs will have a chance to end the winter, and for a Talking It Out
few months spring renews the land, until the natural NPCs can be Hostile, Neutral, or Friendly to the PCs.
turn of seasons again takes it course. Sometimes the PCs will want to change an NPC’s
Second, teleportation and other forms of astral attitude. The PC can make a Charisma (Deception or
travel are hot and dangerous. This effect, which will Persuasion as appropriate) check contested by the
come to be known as the Burning Sky, has a limited NPC’s Wisdom (Insight) check. The actions of the
effect on travel between planes. Whenever a creature PCs could also change the attitude of a NPC by one
undergoes planar travel to or from the lands involved step. For instance, if the PCs drag unconscious
in this campaign, that creature takes 1d6 points of mercenaries out of a burning building, their leader
fire damage. Creatures arrive in a small burst of could start at Neutral instead of Hostile.
flame, enough to easily alert onlookers. This affects
all summoning, calling, and teleportation spells,
except for those that use the ethereal plane or plane
Trillith
of shadow. Trillith are a race of dream-spawned monsters who
lack bodies of their own. Every trillith has a visual
The Burning Sky has a greater effect on travel
appearance that is unique to it, based on its nature.
across the plane. For every hundred feet (or fraction
The trillith’s stats and abilities match this form, but
thereof) a creature teleports at a time, it takes 1d6
normally a trillith is incorporeal, so it cannot easily
fire damage, to a maximum of 40d6 fire damage.
affect the material world. However, a trillith can
There are various methods for bypassing this
create a body for itself if it has appropriate material,
danger, typically involving either transforming into a
and some magic can turn a trillith corporeal.
creature immune to fire, or using a spell to grant fire
When viewed with truesight, a trillith is revealed to
resistance. Desperate characters might all climb into
be something like a wispy, sinuous dragon with no
a bag of holding and let the wizard hope their
wings. However, a trillith normally appears as some
protection from energy spell holds out.
sort of monstrous creature, though it can disguise
The reach of the Burning Sky is up to you, but it
itself in a humanoid form. Each trillith only has a
covers the entire region of Ragesia and the nations
single monstrous and a single humanoid form. In all
surrounding it. Characters who wish to teleport
its forms, a trillith’s appearance is still determined
outside the area during the campaign will have to
by its nature, so a trillith that normally takes the
sail or hike outside the reach of the Burning Sky.
form of a flaming stag would look fiery in its
draconic true form, and its humanoid form might be
Devils a mighty orc with antlers, dressed in red furs.
Devils pop up several times in the campaign in the Trillith are aberrations that possess the following
employ of Ragesia. In this campaign setting, most traits unless otherwise noted in a creature’s entry.
devils above an imp are able to innately cast teleport Telepathy. Trillith can communicate telepathically
a number of times per day equal to their Charisma with any creature within 120 feet of it that has a
modifier. The devil may only teleport itself and may language. While corporeal the creature seems to
not take any passengers. actually speak the words that it sends.
Creatures of Dreams. Trillith do not sleep, and
magic can’t put them to sleep. Unless they are
trapped in a physical form they do not need to eat or
breathe.
Mutable Nature. The nature of a given trillith can
change over time, and if a trillith’s personality alters
significantly, it may change its powers and
appearance, as well as its name. Such a change is
very rare, and seldom happens more than once in a
given trillith’s life.
Incorporeal Movement. The trillith can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Project Image. A trillith that is incorporeal can
assume the appearance of a medium or small
humanoid. Each trillith has only a single such form.
Most trillith prefer to keep their natural form unless
they need to conceal their identities or want to avoid
disturbing people.

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Running the Campaign — Handling Rules

New Action: Embody. An incorporeal trillith can


create a corporeal form for itself by entering an
object (or group of objects) of roughly the same size
and shape of its natural form. The trillith still looks
like itself, though its composition remains that of the
matter used to create its body.
For instance, Deception’s natural form is that of a
dark, oily humanoid with tentacles for arms and legs.
If it was incorporeal it could attempt to embody itself
by entering a large pile of oily rags, a mass of dead
eels, or a vast pool of soiled blood. It would take the
outward shape of a humanoid with tentacles for
arms and legs, but this shape would be composed of
oily rags, dead eels, or blood, depending on what
Deception chose to use.
While embodied, the trillith loses the Incorporeal
Movement trait and loses its fly speed unless the
new body can fly with its limbs. It loses any
resistance or immunity to damage from nonmagical
weapons. A trillith can leave this body as an action.

Any damage dealt to the embodied form affects the


trillith normally, and stays with it even once it
returns to incorporeality.
If a trillith is affected by the fey song of forms, it
spontaneously embodies, not requiring any object to
enter. The effect of being forced into a body is the
same as using its embody ability, except that it
cannot willingly exit its body.
New Action: Endow. A trillith that is incorporeal
can grant its power to any living creature within 30
ft. When it does so, the trillith vanishes, effectively
absorbed by the creature. At will, or when the
creature dies, the trillith reappears within 5 ft. of the
body, unharmed by the ordeal. Each trillith has a
description of what powers it grants to creatures that
it endows.
A trillith that is endowing a creature can be
targeted and affected by mind-affecting effects, and
can be driven out with remove curse or a similar
effect. However, the trillith itself cannot be harmed
while endowing a creature, except by mind-affecting
effects.
New Action: Grant Boon. A trillith with a
Charisma score of 13 or higher can lend its power to
a number of creatures up to its Charisma ability
score modifier without actually entering their bodies.
To do so it must touch each creature. The creature
gains the same powers as if the trillith had endowed
it. A trillith cannot grant a boon to another trillith,

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Running the Campaign — Integrating the Characters

and it can revoke the boon from any or all creatures feature. The features are relatively minor, but
as a bonus action. provide interesting options for the party, and they
Rejuvenation. As trillith are creatures of dream make it a little easier on you as the GM to get the
and not of flesh, it is hard to kill them. While players invested in the campaign from the beginning.
incorporeal or while embodied, if a trillith is
destroyed it does not die, but instead reforms 1d6 Character Options
days later. The War of the Burning Sky Player’s Guide provides
Death Boon. A trillith can only be truly slain two an additional option for each class apart from the
ways. If its body dies while it is trapped by the Song Cleric that has the Inquisitor Domain available in
of Forms, the trillith dies, and its corpse remains this guide. Each option provides opportunities to
even after the Song of Forms ends. When a trillith integrate a character’s backstory into the plot.
with a Charisma score of 15 or higher is slain this
way, its essence is absorbed by nearby creatures as
Barbarian: Path of the Blitzer
if the trillith had endowed them. Only intelligent
creatures within 150 ft. are affected, and the closest The Path of the Blitzer is inspired by Brakken the
are affected first, to a maximum number equal to the Blitzer, a minotaur who leads the charge of King
Trillith’s Charisma modifier. Steppengard’s forces against the heroes in The Mad
King’s Banquet. A Blitzer would not have learned
Alternately, if a trillith is destroyed and all the
their skills in Gate Pass as their militia focuses on
damage is caused by psychic damage, the trillith’s
holding their districts gate by gate. Ragesia, Ostalin,
spirit is obliterated. In this case, no creature gains
Dassen, and even Shahalesti would incorporate
the benefits of the trillith’s boon.
Blitzers into their armies, and there are plenty of
opportunities in the adventures for a character to
I NTEGRATING THE run into someone from their past in one of those
armies.
C HARACTERS
Also available freely from EN Publishing is the War of Bard: College of Cirquelistes
the Burning Sky Player’s Guide, which presents new Bards of this college have a ready-made home that
game materials—new feats, class features, items, they can return to between several of the adventures,
spells, and even new options for almost every class but why are they in Gate Pass? If you can find a way
that tie into the campaign. Their availability for to incorporate Giorgio into their backstory, it will
players is up to you. Of course, we encourage you to bear fruit in Shelter from the Storm.
allow them, since we feel they will add a unique
flavor to the campaign. While some of the abilities Cleric: Inquisitor
are designed primarily for the antagonist groups, if a A player may enjoy the challenge of roleplaying a
player is interested in the abilities they might make defector from the inquisitors. The concept is not
their character be an outcast from the villainous unheard of, as the Lyceum employs an ex-inquisitor,
group. but the character will want to hide their identity as
While we have endeavored to create a compelling much as possible as inquisitors are feared and hated
campaign, the most memorable campaigns integrate by many. They may even want to make a less
the characters into the story. Some agency has been fearsome mask and hide it when they are not using
given to the players. The Player’s Guide suggests their powers. There will be several opportunities for
where a character might have come from based on the character to run into inquisitors they knew
the character’s race as well as how they might before they defected.
connect with an organization in Gate Pass, but other
information is provided here for you to tell a player Druid: Circle of Nature
as appropriate. This circle draws its abilities from the druids Lee
Sidoneth and Inquisitor Ursus. Both have beast
Gate Pass Connections companions and use their Wild Shape to take on
Among these new rules are a set of features called aspects of beasts in nature rather than changing
“Gate Pass Connections”. The first and ninth into a beast. A druid of this circle should feel a
adventure of the campaign saga are based in the city strong connection to the land. This ties in well with
of Gate Pass, and if you want to give the players an the Dasseni reverence for their land, or they might
incentive to have their characters have ties to the have grown up in a city and long to get out. Similarly
city (and thus a stake in its survival), let them to Torrent, a character might have had Lee Sidoneth
choose one of the six city groups to be associated as a mentor, setting up a confrontation at the end of
with, and grant them the appropriate Gate Pass Shelter from the Storm.

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Fighter: Commander no memory of it or how to return there. Over time,


The Commander martial archetype is a fighter who you might have the sorcerer start to hear a voice in
possess a mastery of squad tactics. While a bard their head as the trillith starts to communicate, and
inspires those around them to perform heroic deeds, the sorcerer and trillith might realize what their
the commander understands the strengths and symbiotic relationship is as they learn about the
weaknesses of their squad and coordinates them to trillith. Eventually, they will meet Trilla in Sleep, Ye
devastating effect. Commanders lead specialist Cursed Child.
squads throughout the lands, so be ready for the You will want to work with the player to may sure
character to encounter someone from their past they can find spells appropriate to their character
when they meet that group again. trait for every stage of their features. They would not
want to get to the higher levels in this sorcerous
Monk: Way of the East Wind, Way of the origin and run out of spell choices.
West Wind
A monk would have studied either of these monastic Warlock: The Primordial
traditions as developed by either Pilus or Longinus at A warlock with The Primordial otherwordly patron
the Monastery of Two Winds even if they did not might not talk to their patron very much.
study under one of the masters. For some reason, Silesh-el-Mvisha, the Tidereaver kraken, and
the monk has ended up in Gate Pass and is unaware Thuuga-el-Shembul, the Wordldshaper worm, still
of Pilus’s biomantic experiments or grand ambitions. roam the world and might communicate in visions.
The piecemeal revelations throughout the campaign Khor-el-Jiese, the Flamebringer dragon, has
should cause them to doubt their master, whether withdrawn from the world and might be more
Pilus’s megalomania or Longinus’s ignorance. reticent to talk. Jhial-el-Avilona is mostly dead. Only
her heart survives. A warlock with her as a patron
Paladin: Oath of Healing might only get feelings instead of words during a
vision. In any case, the primordial is willing to share
The Oath of Healing is derived from the Order of the
their name with the warlock once they prove
Aquiline Cross, the legend of the Stormchaser Eagle,
themselves worthy. An earth or water warlock could
and the sacrifice that someone may need to make
meet their patron face to face in Sleep, Ye Cursed
before the campaign comes to a close. A paladin of
Child, while a fire or air warlock would meet their
this order would be aware of its dark past and be
patron in The Beating of the Aquiline Heart.
working to reclaim its good name. In The Trial of
Echoed Souls, Rhuarc Knightsbane will hold special
hatred for a paladin of this order as they killed his
Wizard: School of Biomancy
father, who was himself one of their members. This wizard school is as much for those players who
wanted to pick and choose their class features as it
is an homage to Pilus. A wizard will likely find that
Ranger: Nature’s Guardian
their vision for biomancy differs significantly from
Inspired by Fayne Rawnbeck and her giant fox
the destruction envisioned by Pilus.
companion Tinncev from The Trial of Echoed Souls, a
The class offers wide latitude as to what a
character with this ranger archetype should be
character can choose, so you will want to work with
strongly connected to the land and want to protect it
the player to find good choices that reflect their
from the ravages of war. Like the Circle of Nature
vision for the character while making sure the
druid, they might hail from Dassen, or they could be
options fit the restrictions of the class. Primarily, the
a Taranesti who escaped the purge and returns
features should be described by an internal or
home in The Trial of Echoed Souls.
external change to the character’s body and should
not result in the casting of spells or use of magic.
Rogue: Shadowdancer
Shadowdancers have a specific skill set that is
desired for clandestine tasks. Not many know the
secrets of the Shadowdancer, and a character that
chooses this roguish archetype might have learned
from Rhuarc himself, setting up a dramatic
confrontation in The Trial of Echoed Souls.

Sorcerer: Manifested Dream


A sorcerer with the Manifested Dream sorcerous
origin has been bonded to a trillith that has found a
kindred soul in the sorcerer. The trillith was newly
born when it escaped from the dream realm and has

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A DAPTING THE C AMPAIGN
If you would prefer to avoid the admittedly
complicated events of high-level adventures, we have
included ways to end the campaign satisfactorily
after the fourth or eighth adventure. Alternatively, if
you would like to start the campaign with player
characters that are already reasonably powerful, we
have included ways to instead start the campaign
with either of those two adventures as well. However,
we hope you will take the campaign saga from its
portentous beginning to its epic finale.

A BRIDGED C AMPAIGNS
In the full version of the campaign, there are two
major nations at war—Ragesia and Shahalesti—plus
Pilus, a third party who wants to seize power, and
the trillith, who see the war as an opportunity to
reshape reality to their whims. The conflict engulfs
the region, and the party must deal with multiple
foes and allies at once, but they ultimately have the
chance to decide who will rule in the war’s
aftermath.

Freeing Gate Pass


This shortened version uses adventures 1 through 4
and stops when the PCs are around 8th level. The
conflict begins the same, between Ragesia and
Shahalesti, and the party’s goal is to gain allies to
come to the aid of the neutral city Gate Pass, which The Trillith Incursion
is a proxy battleground between the two nations. This final alternative uses adventures 8, 9, 11, 12,
The campaign ends once the party succeeds in and finally 10. The trillith have corrupted the
bringing in Dassen as a third power to force an empress Leska, and with their ally Pilus they seek to
armistice. destroy the world. This story arc begins with the
party learning about a strange research facility in
Defeating the Ragesian Empire the tundra, and upon investigating they learn of the
trilliths’ plan. The trillith make Leska attack Gate
This version uses adventures 1 through 8, ending Pass with her armies, allowing them to emerge and
when the PCs are around 16th level. As above, the take bodies. The party must stop Pilus and his
party seeks allies to rescue Gate Pass, but Ragesia airship of nightmare creatures from laying wastes to
does not relent, and the party must recover the cities, then thwart the trilliths’ plans to seize the
Torch, ally with Dassen and Shahalesti, and kill Aquiline Heart. Finally, the party must delve deep
Leska while she is overseeing the final stages of her underground to finish off the dreaming mother of the
superweapon’s construction. (Sort of like Return of trillith.
the Jedi.) Pilus and the trillith play only a minor role.

Restoring the Rightful Ruler E XPANDED C AMPAIGNS


In this unusual version, which uses adventures 4 As designed, the campaign saga should take a party
through 8, Dassen becomes part of Ragesia, loyal to from 3rd to 20th level. However, you might have PCs
the fallen emperor. Leska had the emperor killed and gain levels from experience points or simply want to
kidnapped (hiding him so he could not be raised), have more encounters to showcase the scope of the
and she intends to secure her rule through a reign of war. You could also have a “B” team running
terror. The party must first defend Dassen from missions outside of the main adventure path for the
Leska’s armies, then locate and rescue Coaltongue, players to experiment with and develop backup
climaxing with an assault on Leska’s base of characters. In any case, you might want to try some
operations in the northern tundra. of these adventure hooks.

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Adapting the Campaign — Expanded Campaigns

Gate Pass
The Spells of the Master. At some point in the
middle of the campaign saga, the party might return
to try to recover the spellbooks of Gabal, full of spells
designed to thwart inquisitor tactics. Perhaps they
are guarded by the ghosts of his students, by a
rampant golem, or by the spells themselves, brought
to life by latent energy of the trillith.
Unity Wedding. The roguish hero Rantle has fallen
in love with Shalosha, the princess of Shahalesti,
and despite the chaos of war, they plan to be wed in
a properly regal (and time consuming) ceremony.
Rantle, who holds quite a bit of sway in Gate Pass,
enlists the party and some of his guild friends to
make sure the ceremony doesn’t get interrupted by
unwanted guests (such as the father of the bride).

Fire Forest
War Crimes. After the war is over, the party might
need to race against an effort by the Shahalesti to
hide their crimes, such as the slaughter and burning powers in the war, or they might just be
of the Innenotdar Fire Forest. The party needs to megalomaniacal.
find a way to protect the evidence. Of course, the The Shrieking Wyrm. People report hearing a
dead might still be able to offer testimony. vicious keening in the bayou north of Seaquen. In
truth, it is a large brood of infant green dragons,
Seaquen wailing for their mother, who was injured by a lost
More Spies in the Steam Tunnels. Under military convoy. If the party can nurse her back to
Seaquen lies a complex hive of caverns, carved by health and protect her children, she might be willing
sea and magma. In addition to providing steam that to lend her aid to the war. Unfortunately, the father
keeps the city warm during the winter, these tunnels is territorial, and he wants custody of the children.
can also be the lairs of spies. The spies try to Refugee Train. In a line of thousands of desperate
sabotage the party, steal vital magic items, or trigger refugees, many are neglected or exploited, and some
a volcano by accessing a hidden seal to the are not what they seem.
Elemental Plane of Fire.
Dreamcatcher. A trillith who calls itself Wanderer Ostalin
passes through Seaquen, appearing as a tall man, Fight or Flight. A group of Ostalin expatriates,
wrapped head to toe in sandy robes and veils, with a trained under Longinus and Pilus, are trying to rally
staff that curves at the top, ending in a knot that their people to resist Khagan Onamdammin while
looks like an eye. He is collecting the dreams of the his army is distracted. The flying monks plan a
city’s inhabitants—many of whom are refugees who strike against the breeding aeries for the nation’s
have seen great horrors and tragedies—to be distilled hippogriff cavalry, stealing mounts of their own, and
and refined in order to torment Trilla and create new, killing those they can’t.
unique trillith. He lurks on the Wayfarer’s Theater, Feast or Famine. A rich merchant with a fleet of
enjoying the psychic emanations of people watching ships is supplying food to the Ragesians, who are
their performances. having trouble feeding their armies with the
Amphibious Assault. A fleet from Ostalin, extended winter. The party might try to destroy the
accompanied by hippogriff cavalry, attempt to seize shipments, or stow away on board in order to sneak
the Seaquen docks. into Ragesia, or through the blockade in Turinn.
However, one of Pilus’s agents has slipped a
Dassen biomanced creature on board: a fast-breeding horde
A Harvest of Hope Forlorn. Some minor member of hybrid rat-cockroaches that devour everything
of the Dassen nobility is up to the same old selfish they find.
tricks, except this time a vague, unsupportable claim
to the throne threatens to override the immediate Sindaire
needs of stopping the world from ending. The Small Wars. After the assassination of Coaltongue,
pretender might be endorsed by one of the other his army splintered. Without a clear chain of

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Adapting the Campaign — Adapting the Setting

command, many smaller units took it upon superweapon. To make things more interesting, a
themselves to crush the rebellion that originally small group of inquisitors are roaming the city,
brought Coaltongue to Sindaire. The party would trying to determine what went wrong and extracting
gain the favor of many if they could protect the all the information they can.
commoners in the region, but it is their misfortune
that the most notorious of these rogue Ragesian Shahalesti
warbands is actually on a noble mission, trying to
Moral Dilemmas. A camp of tortured orcish
track down a demon summoner who is using the
prisoners and a captured erinyes spy, their celestial
townsfolk as a human shield.
overseers, and the hateful elvish summoner in
Fey Tracks. The party hears a local legend of a charge of the camp are the ingredients for an
faerie who lived in a nearby grove for a time, his feet unorthodox rescue mission. The erinyes has stolen
wilting grass with every step, his touch rotting trees, the soul of an elvish general and hidden it. She is a
but he was still favored by the forest’s druid. They valuable agent in the war, and the party could
hear a barkeep whistling a tune identical to the song benefit greatly from her knowledge, but she just
of the fey of the fire forest while he wipes down his happens to be blisteringly evil.
tables. If the party braves the natural guardians of
Pride Before the Falls. In the capital city of
the druid’s grove, they can earn the old woman’s
Calanis, the party is close to convincing the
favor, who tells them a story of meeting the fey
Shahalesti to ally with them, but one of Shaaladel’s
Etinifi, and teaches them the spell enforced flesh.
generals, an egotistical wizard who believes he is the
greatest spellduelist of all time, manages by
Ragesia, Lower persuasion, wheedling, and general diplomacy to
Nature’s Aid. The party hears of a horse master keep the ruler from siding with the PCs. If the party
druid who lives with a herd that would make fine can prey on the general’s pride or insult his honor,
mounts for whichever army can court his favor best. he might decide to settle his dispute with a spell duel
The druid sets up a competition between the party at noon on the cliffs overlooking the city’s majestic
and a contingent of Ragesian rangers: a race waterfalls.
through dangerous wilderness terrain, over twenty
miles long.
Catch Me If You Can. A gnome caravan, trying to A DAPTING THE S ETTING
protect a pair of injured sorcerers fleeing the War of the Burning Sky is intended to fit into any
Scourge, have been chased for weeks by a small setting, but we use a baseline fantasy setting as the
Ragesian cavalry detachment, and now they are core of the campaign saga. If you want to place this
trying to cross the mountains into Dassen. They campaign saga in an existing setting, you might
cross paths with the party, and ask them to help simply say that Ragesia and the lands around it lie
with a tricky plan to stop the Ragesians from far from the realms the PCs have previously
following them. experienced or in a distant part of the world. Or you
might prefer to find an area that closely parallels the
Ragesia, Upper terrain and nations of the campaign saga.
The Old Fashioned Way. The PCs are called upon You can easily change a great many details about
to assassinate Rowern, head of intelligence the adventures in the campaign saga to fit your own
operations for the Ragesian army, and then setting, without ruining the plot of the adventures.
impersonate him in order to sow misinformation for There are only three major requirements for choosing
as long as possible. In preparation for this mission, a location for the campaign. First, two nations must
the heroes are told that Rowern likes to spend his be willing to go to war, and several nearby lands
evenings drinking with old army buddies at an must be affected or threatened by this war. Second,
upscale brewery in Ragos, the Ragesian capital. Of the two main nations must have some sort of
course, in a city so full of inquisitors, magical difficult passage separating them, which they must
disguises are all but useless, so the party will have claim before they can press into each other’s land—a
to use more traditional techniques to pull off the mountain pass, a narrow isthmus, a magical portal,
caper. or a safe road through trackless wastes. Third, you
Failed Experiments. A traveler who was lost in the have to be willing to create a few minor locations,
wastes of northern Ragesia reports that he came such as towns, monasteries, temples, and forests.
upon a ghost town in a crater shaped like a giant To help reduce the amount of work necessary to
feather, where the only activity he saw was a distant, make the campaign fit your setting, the following
hulking shape loping across the frozen lake in the section provides suggestions on what to look for
crater’s center. The demise of this town is a direct when choosing the people and places that will stand
result of a failed test of Leska’s Scourge in for those written into the campaign saga. Each

War of the Burning Sky 21 Campaign Guide


Shawn Tesmer (Order #36236950)
Adapting the Campaign — Adapting the Setting

adventure also highlights the critical pieces that you intentions.” Shaaladel’s stand-in needs to be highly
will want to include. charismatic — enough to have convinced people to
do things they might normally think wrong, which
Nations and Cities means they might come to their senses and choose
When looking for nations in an existing setting, otherwise if given the option.
Ragesia’s stand-in should be able to field a large Pilus, the trillith, and the leaders of Seaquen had
enough army to potentially conquer all its no political power before the start of the war, and so
neighboring lands. Shahalesti’s stand-in should be are easy to fit in anywhere.
slightly weaker than Ragesia, militant but not evil. Immortality and the Aquiline Heart. The Aquiline
The two nations should be neighbors or fairly close. Heart is an artifact that is hinted at throughout the
The events of the adventures one and nine hinge on campaign saga, which provides immortality to those
there being a neutral city between the two nations, who taste of its blood. Destroying the artifact will
which stands in the way of their conflict, though any end the grant of immortality, but it might have other
restrictive terrain could work as well as the disastrous consequences. Leska is immortal by
mountain range assumed by the adventure. virtue of the Aquiline Heart, which means that she
The rest of the surrounding nations can be does not age and that she regenerates from any
whatever you want, though you will want a similar wound not caused by a true dragon. The Heart gives
geographical relation between Ragesia and Dassen, the players a memorable way to strike a seemingly
so that the Fire Forest of Innenotdar can provide an invincible foe in her weak spot. The myth of the
actual shortcut. It’s a small enough area that it Aquiline Heart can be a famous old legend that
should not be hard to add. people only half believe, like the tales of the Holy
Grail, or it could be a little-known legend, isolated to
There could be many smaller nations involved in
Ragesia. If you substitute an existing legend of the
this conflict, but whatever you do, make sure that
setting, you might lose some of the phoenix imagery
the conflict doesn’t stretch far enough that nations
in the later adventures, so try to find something that
far more powerful than Ragesia and Shahalesti get
involves fire so it ties in well with the “burning sky”
involved. The PCs should feel like they’re the
part of the campaign.
underdogs, and that they have a big fight ahead of
Trillith. The trillith are a totally new group, and
them. Other nations should not be interested
since their existence is relatively unknown it should
enough to simply sweep in and save the day; that’s
be easy to fit them in. You might need to alter the
for the party to do.
timeline of the Mother of Dreams somewhat, to make
sure she keeps her ties with the creation of the
Major NPCs Torch.
The two biggest events that spark off the war are the Adventure Locations. Any setting has enough
vacuum left after the fall of a powerful warlord and uncharted terrain that it shouldn’t be hard to work
the desire to retrieve the artifact that brought him to in a fire forest, a monastery, a psychic temple, and
power in the first place. The specifics of the warlord an underground prison. Don’t worry about having to
can vary easily. Emperor Coaltongue’s stand-in just use famous locations from a setting. Just because
needs to be feared and cunning, and to have the PCs don’t personally fight the battles in a
commanded armies, but his age, race, and even well-known city doesn’t mean that the battle isn’t
class could certainly change. He might have only happening. The conflict should appear massive,
recently begun his march to power, and he might much bigger than the PCs. Of course, players like to
only have had the Torch of Burning Sky for a short feel a little bit legendary, so at least in the climax
time. adventures, try to use notable locations.
Leska and her anti-magic inquisitors are a fairly Some of the adventures, particularly adventures
large component of the campaign setting, but any four (The Mad King’s Banquet), five (The Monastery of
would-be dictator and worshipful group of ominous Two Winds), and eight (O Wintry Song of Agony), are
minions works in their place. The inquisitors could intended to give you as game master a lot of leeway
be a recent development, rather than a deep as to specific location. You just need to decide where
institution of Ragesia. Leska’s stand-in just needs to a strategically important battle would occur, then
be the “hands-off manipulative genius” style of send the PCs on the particular missions of the
villain. adventure, which are intended to be pivotal to the
A group of non-good elves who aren’t drow might conflict.
not fit a lot of settings, so any group, racial or
otherwise, that mixes warcraft and spellcraft can be
substituted for the Shahalesti. The character used
as Shaaladel’s stand-in should be motivated by a
sense of moral superiority, not generic “evil

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Shawn Tesmer (Order #36236950)
P LAYER H ANDOUT : I NQUISITORS
The following divine domain is primarily for the Inquisitor Training
game master’s reference of the abilities available for When you choose this domain at 1st level, your
inquisitors, but some players may want to play an inquisitor training provides the following benefits:
inquisitor who has left Ragesia and Leska’s service.
• You may choose produce flame as one of your
cantrips known.
C LERIC : I NQUISITOR • You learn the Infernal language if you do not
Ragesian inquisitors are clerics who revere their already know it.
leader Leska almost as a god. Inquisitors are most • You have proficiency with the hand claw.
often lawful neutral, lawful evil, or neutral evil and
typically are heretics of gods of fire, knowledge, or Channel Divinity: Rebuke Magic
magic. Their favored weapon is the hand claw, which Starting at 2nd level, you can use your Channel
leaves their hand free to hold items and perform Divinity to nullify the magic of others by casting
somatic component of spells. dispel magic or counterspell at 3rd level without
Inquisitors always have a mask, whether they are using a spell slot. When you use your Channel
simple devices or more powerfully enchanted items. Divinity in this way, the spell’s range is extended to
The masks alter their voice to be more menacing and 150 feet.
feral, granting advantage on Charisma (Intimidation) You cast dispel magic or counterspell with your
checks, and they serve as a holy symbol and Channel Divinity as a higher level spell at 6th level
spellcasting focus. Male inquisitors generally favor (4th-level spell), 10th level (5th-level spell), and 14th
masks carved to resemble (or actually made from) level (6th-level spell).
bear skulls, while female inquisitors often prefer
ones that look more like heavily-decorated Fire Strike
masquerade masks. At 6th level, you gain the ability to infuse your
Some high-ranking inquisitors who go after weapon strikes with fire. Once on each of your turns
dangerous targets have powerful enchantments when you hit a creature with a weapon attack, you
placed on their masks. These enchantments might can cause the attack to deal an extra 1d8 fire
enhance their powers or grant them protection from damage to the target. When you reach 14th level, the
mind-altering effects. extra damage increases to 2d8.

Inquisitor Domain Features Channel Divinity: Overmaster


Cleric Level Feature Beginning at 8th level, when you see a creature
1st Domain Spells, Inquisitor Training within 60 feet of you cast a spell, you can use your
2nd Channel Divinity: Rebuke Magic (3rd level) reaction to take over control of the spell, using your
6th Fire Strike (1d8), Rebuke Magic (4th level)
Channel Divinity. Make a spellcasting ability check
8th Channel Divinity: Overmaster, Rebuke Magic (5th
level)
contested by the target’s spellcasting ability check. If
14th Fire Strike (2d8), Rebuke Magic (6th level) you succeed, you redirect the spell to valid targets of
17th Greater Rebuke your choice within range of the caster.

Greater Rebuke
Domain Spells Starting at 17th level, when you use your Channel
You gain domain spells at the cleric levels listed in Divinity to Rebuke Magic, all creatures, objects, and
the Inquisitor Spells table. Domain spells are always magical effects within 5 feet of your target are
prepared and do not count against the number of affected by a dispel magic spell of the same level.
spells you can prepare each day. If a spell doesn’t
appear on the cleric spell list, the spell is
nonetheless a cleric spell for you.

Inquisitor Spells
Cleric Level Spells
1st burning hands, comprehend languages
3rd scorching ray, shatter
5th fear, fireball
7th fire shield, wall of fire
9th conjure elemental (fire only), wall of stone

War of the Burning Sky 23 Campaign Guide


Shawn Tesmer (Order #36236950)
P LAYER H ANDOUT : S ONG OF F ORMS
In The Indomitable Fire Forest of Innenotdar, the damage from nonmagical weapons.
second adventure of the campaign saga, the party Its size and type do not actually change, though its
encounters the Seela, a group of fey who sing the body does. The form the creature assumes
Song of Forms. The fey originally used this magical resembles its incorporeal form, with appropriate
song in prayers to the spirit of their forest, believing modifications that would allow for actual locomotion,
that they could give the forest a body so they could such as a wraith gaining feeble legs.
see its physically-embodied majesty. When their Speed. The creature loses any ability to fly unless
forest burned, the Seela called out to the forest spirit its form has wings. If it had no other movement
for help, but their song conjured something else. speed, it gains a speed of 30 feet.
Learning the Song of Forms. To properly learn Attacks, Damage, and Abilities. The creature
the song of forms, you must have proficiency in the retains all traits, actions, reactions, and legendary
Performance skill, be able to speak Sylvan, and have actions that are not dependent on an incorporeal
learned the song from someone who knows it. form. As a default, you can assume the creature
Using the Song of Forms. Beginning the song is gains a Slam action if it has no remaining attacks,
an action, and maintaining the song requires with damage appropriate to its size and challenge.
concentration. For example, a ghost’s Withering Touch action can
The magic of the song draws on your life to create either be retained or changed to a Slam action, but
bodies for those that have none. Your maximum hit its Possession action is not possible with a corporeal
points are reduced by 1d10 at the start of every 10 body.
minutes or portion thereof that you sing the song.
This reduction lasts until you finish a long rest. The
song of forms only has a magical effect when sung
A SSOCIATED C ONTENT
by a living creature. Fey who are bonded to a The following spell and feat are associated with the
location, such as the Seela of the fire forest, do not Song of Forms. The spell is available to bards,
have their maximum hit points reduced from singing sorcerers, warlocks, and wizards.
the song of forms as long as they are in that
location. Enforced Flesh
Each incorporeal creature that can hear you must 4th-level transmutation
make a Charisma saving throw. The DC is equal to 8 Casting Time: 1 action
+ your proficiency bonus + your Charisma modifier. Range: 60 feet
On a successful save, the creature must repeat the Components: V
saving throw at the start of its turn if it hears you Duration: Concentration, up to 1 minute
singing. On a failed save, the creature becomes You have analyzed the Song of Forms and developed
corporeal. The effect differs slightly based on the a spell that replicates some of its function. Choose
creature. an incorporeal creature that you can see within
Effect. Creatures affected by the Song of Forms range. The target must make a Charisma saving
lose their incorporeality which might manifest itself throw. On a failed save, it is affected as if it had
in one of the following ways. failed a saving throw against the song of forms. Your
• Creatures that are only temporarily incorporeal maximum hit points are reduced by 1d10 until you
simply return to their normal corporeal form. finish a long rest.
• Normally incorporeal creatures that are currently At Higher Levels. When you cast this spell using
occupying a physical body, such as a ghost a spell slot of 6th level or higher, you can target an
possessing a creature or a trillith using its Embody additional incorporeal creature for for every two slot
ability, are unable to willingly leave their current levels above 4th.
host.
• Trillith that are not currently occupying a body Song of Forms Prodigy
switch to their corporeal stat block. You have been an adept pupil for the Seela, gaining
• Creatures without any normal corporeal form— the following benefits:
such as shadows, wraiths, and ghosts that are not
• Your Charisma score increases by 1, to a
in a body, assume a semi-corporeal form.
maximum of 20.
An incorporeal creature forced into a • You gain proficiency in the Performance skill.
semi-corporeal body often exhibits the following • You learn how to speak, read, and write Sylvan.
changes: • You learn the Song of Forms.
Corporeal Body. The creature loses its Incorporeal
Movement trait and any immunity or resistance to

War of the Burning Sky 24 Campaign Guide


Shawn Tesmer (Order #36236950)
P LAYER H ANDOUT : S EELA
Seela are a fey race native to the forest of
Innenotdar who have a great affinity with song and
wind. Before their forest was set to flame, they
served as messengers of the woods, singing news on
the wind. Their original vibrant beauty has changed
to match the dying conditions of their homeland.
They have wings reminiscent of a dragonfly’s or of
leaves that got too close to an open flame. Their flesh
is naturally pale and sunken, and they look
perpetually starving and rather eerie. The seela have
suffered years of torment, and thus are physically
fragile but spiritually strong.
This section is included primarily to provide the
Game Master with information on the Seela. It is
presumed that all remaining Seela in the world are
within the forest of Innenotdar. However, a player
may wish to play a character of this race after the
PCs enter the forest and meet the Seela.
Languages. You can speak, read, and write
Common, Elvish, and Sylvan.
S EELA T RAITS
Type. Seela are fey, not humanoids. R ACIAL F EAT
Ability Score Increase. Your Charisma score
increases by 2, and your Dexterity score increases by Longwalker
1. Prerequisite: Seela
Age. Seela are considered to have reached You are strong of spirit and have decided to leave
adulthood around the age of 55 years and can live your ashen forest behind and travel to more
for over 200 years. promising lands. You gain the following benefits:
Alignment. Seela often follow their whims and • Your wings have strengthened. You gain a fly
emotions and tend toward chaotic alignments. speed equal to your base walking speed. However
Size. Seela are as large as humans. Your size is you must have landed by the end of your turn or
Medium. you fall. While you are not incapacitated or prone,
Speed. Your base walking speed is 30 feet. you subtract 60 feet from the distance fallen for
Darkvision. Your fey nature grants you superior the purposes of calculating falling damage.
vision in dark and dim conditions. You can see in • Whenever you deal damage with your fallow touch,
dim light within 60 feet of you as if it were bright you regain a number of hit points equal to the
light, and in darkness as if it were dim light. You necrotic damage that you dealt.
can’t discern color in darkness, only shades of gray. • You are bonded to the land wherever you go. You
Fey Ancestry. You have advantage on saving do not take damage to your maximum hit points
throws against being charmed, and magic can’t put while singing the Song of Forms.
you to sleep.
Tradition of Song. You have proficiency in the
Performance skill. You know the Song of Forms.
Gliding. Your wings allow you to descend safely.
While you are not incapacitated or prone, you
subtract 20 feet from the distance fallen for the
purposes of calculating falling damage.
Fallow Touch. You sap life with the touch of your
bare flesh. Your unarmed strikes deal an additional
1 point of necrotic damage. A creature that grapples
or is grappled by you takes 1d6 necrotic damage at
the start of each of their turns.
Ghostly Sounds. You know the minor illusion
cantrip but can only use it to produce sounds. You
also know the message cantrip.

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R EFERENCE : T HE T IMELINE
Keeping track of the history of the lands or how philosophies, assuming the new names Longinus
long has passed in game time since an earlier and Pilus.
adventure can be tricky. The timeline presented here Jutras uses the Book of Eight Lands to determine
should help you keep track of events. who to kill in order to gain the crown of Dassen. He
is hung for his crimes.
45 BtS. The trillith Indomitability arrives in the
W HAT C AME B EFORE forest of Innenotdar and is defeated, but not killed,
What follows is a brief history of the events that by the elvish hero Anyariel.
shaped the world up to the Ragesian attack on Gate 40 BtS. Emperor Coaltongue defeats the army of
Pass in The Scouring of Gate Pass. Events are Gate Pass, sets up a military government, and erects
categorized by years Before the Scouring (BtS), when a 90-foot-tall statue of himself in the grand square
the campaign starts. on Summer’s Bluff before moving on to his next
Primordial Times. The ancient elemental spirits conquest.
rule the world. They are the Flamebringer dragon When the elves of Innenotdar refuse to ally with
(fire), Stormchaser eagle (air), Worldshaper worm Shaaladel against potential Ragesian incursion, he
(stone), and Tidereaver kraken (sea). The dragon tore has their forest set on fire and blames Coaltongue.
out the eagle’s heart and drank her blood, gaining Because of Indomitability’s presence, the fires never
immense power and ensuring the strength of his stop burning. Etinifi escapes the forest and tries to
draconic progeny. But the spirits of sea and stone find a way to save his people.
sensed the dragon’s growing might, and the dragon Fearful of the growing might of Ragesia, Lord
knew that if he consumed the heart and slew the Shaaladel tries to create a “torch” of his own. He
eagle fully, the other two spirits would unite to returns to Ycengled to secure the aid of the
destroy him. So the dragon hid the still-beating Taranesti. When they refuse to divulge the location
heart in a place to which he could never return, of Trilla, he declares them a danger and wipes out
preferring to live rather than risk death by seeking almost all of the Taranesti.
more power. A young Leska tries to defend her town from
Buried beyond the sight of any creature, the Coaltongue by countering the activation of the torch.
heart’s blood pulsed into the roots of the world, Rather than kill her, the aging Coaltongue gives her
nourishing it and fostering life above and below the town a reprieve. She has one year to find a way for
surface. Ages marked the world, and as civilization Coaltongue to cheat death from old age. She meets
rose, rumors of this font of life spread throughout Etinifi in her travels.
the lands that would become Ragesia and its 39 BtS. During the journey of Leska and Etinifi,
neighbors. Spellcasters could sense its power, and they fall in love and find the route to the Aquiline
the power-hungry and the desperate sought it out, Heart. The defenses were too strong however, and
but only the scantest clues hinted at its location, or Etinifi betrayed Leska, draining her life force to
at the dangers that awaited those who found it. The attain immortality. Though left as little more than a
Aquiline Heart passes into legend, becoming a husk, Leska survives and claims immortality for
symbol of the unattainable. herself. She returns to Coaltongue with some of the
99 BtS. Drakus Coaltongue is born. blood from the Aquiline Heart, granting him
60 BtS. Coaltongue and Shaaladel form an alliance. immortality as well.
Together they succeed in toppling the empire of 38 BtS. The Gate Pass insurgency finally makes
Morrus. Coaltongue takes over its capital of Ragos Coaltongue decide the city isn’t worth the trouble.
and the Shahalesti forge a nation of their own to the Ragesian forces withdraw after Coaltongue and
east of Ragesia. Shaaladel agree that the city is neutral territory.
An amazing confluence of events leads to the 20 BtS. Haddin Ja-Laffa forcibly reforms his
creation of the Torch of the Burning Sky. Taranesti criminal brother through mind-control magic. He
elves rescue the gold dragon Trilla and escape and his family are exiled from Gate Pass as people
through the caverns below Gate Pass. Trilla’s are afraid he has used his magic on them as well.
dreams create the Trillith who eventually imprison Balance emerges from the caverns below Gate Pass
their mother in the deep caverns under the city. and wanders the world before settling at the
50 BtS. Coaltongue first sweeps through the lands monastery of the two winds.
of Sindaire and Ostalin to apocalyptic omens. Two 15 BtS. Steppengard unites the 8 lands of Dassen,
brothers, Lsi Nu Gon and Lsi Pu, join the resistance carving out a 9th land for his holdings.
after watching their hometown in Ostalin burn. They 10 BtS. The Order of the Aquiline Cross reemerges
withdraw from society to follow their different in Sindaire. In Ragos, Leska plays politics to get her

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Reference: The Timeline

cronies and disguised devils into power in the January. In an attempt to assault Shahalesti from
Bureau of Justice. two fronts, the Second Ragesian Army, under
9 BtS. Ragesia’s expansion abates. command of General Danava, assaults Gate Pass
4 BtS. Katrina parts ways with her brother Rantle (The Scouring of Gate Pass), while the Fourth Army
and finds herself in the employ of Ragesia. She marches around the mountains in the northlands.
serves Leska and meets Coaltongue on several Gate Pass resists, and Danava lays siege, demanding
occasions. Aurana, an agent of the Shahalesti, that the city open its gates to a contingent of
attempts to assassinate Leska and fails. Leska turns Ragesian inquisitors, who will check whether the city
Aurana into a vampire. is harboring enemies. Gate Pass yields, allowing the
1 BtS. Leska tasks Kreven with building the Koren inquisitors inside, but this is a ruse to lure them
Obelisk. The Bureau of Justice prison in Ragos away from the bulk of the army, leaving the
swells with inmates who have been replaced by Ragesians vulnerable to evocation magic cast by the
disguised devils. archmage Gabal and his students. The inquisitors
July. Knowing they cannot compete militarily, slay Gabal, but not before he destroys the Ragesian
nobles in Sindaire organize a rebellion of subterfuge siege engines. Danava retreats to regroup. The Third
and sabotage against Ragesia. Ragesian Army, under the command of General
October. Coaltongue weeds out the traitorous Revulus, joins Danava’s army, and by the end of the
Sindairese nobles by demanding that all noble month the two armies assault Gate Pass again. The
families send a son or daughter far away to serve in fight lasts more than a month.
the Ragesian armies. Loyal nobles comply readily The trillith begin locating lost brethren (The
while the traitors hesitate. Indomitable Fire Forest of Innenotdar), gathering their
November. Emperor Coaltongue crushes the power while secretly working with Leska to develop
rebellion in a single day. That night he is killed in her Scourge.
Castle Korstull and abducted by the drow assassins.
Teleportation becomes deadly. The First Ragesian I Have to Keep Track of How Many Armies?
Army is left stranded in Sindaire under the
command of General Magdus. He orders a retreat The Ragesian Empire projects its power through seven armies.
Their generals and operational areas throughout the campaign are
from the flaming storm over Castle Korstull. presented here. The Fifth, Sixth, and Seventh armies stay within
December. Supreme Inquisitor Leska, who seeks to Ragesia and do not show up until The Beating of the Aquiline Heart.
seize control of Ragesia with a strong show of force, First Army. This army, originally 10,000 strong, was led by
orders General Magdus to move his forces to settle in Emperor Coaltongue and General Magdus as they suppressed the
rebellion in southern Sindaire. They took Castle Korstull in a single
for the winter and then join up with the Ragesian
day and were camped outside of it when Emperor Coaltongue was
Imperial Navy when it begins a blockade of Turinn, assassinated and fire rained from the sky, decimating the army.
the capital city of Sindaire, in March. Ragesia The survivors fled from the fire and spread through the vicinity,
announces its intention to retaliate against the looking for a way to return to the castle. Signus, one of the lesser
nations of Sindaire and Shahalesti for their generals of this army took a contingent and assaults Eresh and the
Monastery of Two Winds in a bid to force the monastery’s aid.
involvement in the assassination of Emperor If the heroes ally with General Magdus, the remaining 5,000
Coaltongue. warriors might be available at the final battle.
In response, Shahalesti sends out diplomatic Second Army. The assault of General Ashok Danava’s army on
envoys to nearby nations, seeking allies. Kathor Gate Pass starts the campaign, and they never quite control the
Danava leaves the Ragesian military and joins the stubborn city to continue their assault into western Shahalesti.
If the heroes ally with General Danava, he likely brings his
Black Horses mercenary group. remaining 10,000 warriors to the final battle.
Third Army. General Revulus is tasked with driving through
W HAT M AY O CCUR Dassen to Seaquen, occupying Dassen in the process. The Third
Army is temporarily diverted to help the Second Army take Gate
Assuming you use the full version of the campaign Pass before it returns to Dassen’s northern border.
Fourth Army. Details of the Fourth Army are not explicitly
and that the PCs are successful in their adventures,
mentioned during the campaign. It is tasked with assaulting
the war will likely progress as follows. This is a very Shahalesti from the north, and the heroes will only come across a
rough timeline, so feel free to expand or compress fraction of its force when they travel to Ycengled Phuurst.
periods of time to account for the PCs taking side Fifth Army. The Fifth Army ambushes the resistance forces
quests, traveling at different speeds, or spending after they teleport to the Opaline Wastes. The heroes will need to
fight General Titus to defeat it.
downtime. Obviously, access to swift travel, Sixth Army. The general of the Sixth Army is a necromancer by
particularly teleportation, may speed up these the name of Euserius de Fiaba. His army is more magical in
events, but in general the war moves at the speed of nature, including constructs, undead, and other strange creatures.
normal troops, because no small group of It lies directly between the heroes and their goal in the Opaline
adventurers is able to destroy an entire army by Wastes.
Seventh Army. The Seventh Army is led by General Cavala. Her
itself even with teleportation. . . at least not until they army is the last line of defense before Two Dragon’s Arch.
are a bit higher in level.

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Reference: The Timeline

February. A Shahalesti fleet bearing Shalosha, before the first army under Magdus can move to
daughter of Lord Shaaladel, arrives in Dassen. their aid, the army of Ostalin invades Sindaire from
Paranoid king Steppengard believes the Shahalesti the south, looking to expand its holdings. Magdus
are enemies, so Shalosha tries to contact other stays put, and protests with Leska, whom he does
people in power, including the headmaster of not recognize as the legitimate ruler of Ragesia.
Lyceum. Despite the fact that winter seems not to be April. The Fourth Army captures Nacaan. Things
turning to spring, a supernatural hurricane strikes would look bleak for Shahalesti if the Second Army
Seaquen, destroying the Shahalesti fleet at an attacked from the west, but Gate Pass once again
inopportune moment, ruining the chance for proves difficult to control, and the Second Army
diplomacy (Shelter from the Storm). cannot advance until the burgeoning rebellion is
March. Seaquen looks for allies against Ragesia, quashed.
and sends envoys of its own to various Dasseni Shalosha contacts General Magdus and convinces
nobles. They also send a group to the Monastery of him the elves will support a bid by him to rule
Two Winds, to investigate clues that suggest the Ragesia.
hurricane was directed by someone there. An ambitious archmage named Pilus, hosts
Gate Pass falls to the Ragesian Second and Third Khagan Onamdammin, the ruler of Ostalin. Pilus
Armies, a costly first step into Shahalesti. Revulus reveals Tempest, his experimental airship, which is
takes his Third Army south, toward Dassen. They large enough to carry an army. The airship is close
make their first assault toward the end of the month, to completion, but while Pilus plans to use it to seize
and find little resistance, since Steppengard, the power for himself, Pilus and Longinus help agents of
paranoid king, has pulled all his armies inward to Seaquen clear away the firestorm over Castle
defend himself, leaving the borders unsecured. Korstull (The Monastery of Two Winds).
However, Dasseni loyalists, with the aid of Seaquen, May. Magdus and Shalosha pursue the agents of
hold off their entrance to the country (The Mad Seaquen to Castle Korstull, but are unable to
King’s Banquet). retrieve clues to the location of the Torch of the
Burning Sky (Tears of the Burning Sky). Shaaladel,
In northern Shahalesti, the Fourth Ragesian Army
knowing the Torch would help him stop the Ragesian
conquers important elven cities on its way to Nacaan,
drive into Shahalesti, devotes a massive amount of
capital of the northern Shahalesti state.
resources to tracking down those who pursue the
In Sindaire, the blockade of Turinn begins, but Torch.
June. Agents of Seaquen recover the Torch and use
What if the PCs Do Nothing? it to aid their allies (The Trial of Echoed Souls). Who
Without the presence of the PCs, events follow the timeline up those allies are will depend on the heroes’ actions
until adventure four, The Mad King’s Banquet. Without the heroes’ and opinions.
aid, Dassen falls before the army of Revulus. Then, instead of the July. The resistance launches the first strike in
PCs getting help from Longinus at the Monastery of Two Winds, their counteroffensive: an attack against Leska’s
Shalosha convinces Magdus to remove his garrison, and Shalosha
and Magdus head to Castle Korstull to find the Torch.
frozen research fortress where she was developing
Then, while Shahalesti elite forces rush to retrieve the Torch, her Scourge superweapon (O Wintry Song of Agony).
Magdus takes his army to Turinn, capital of Sindaire, which is August. The resistance succeeds in stopping the
under naval blockade and under attack by Ostalin. Magdus’s army, Ragesian occupation of Gate Pass. However,
aided by the native Sindairese, breaks Ostalin’s forces, then uses celebrations are cut off by the arrival of a massive
treachery to destroy the Ragesian fleet. Pilus, sensing success,
sides with Magdus and the Shahalesti, with full intention of horde of trillith from under the earth (The Festival of
betraying them later. Ostalin turns its attention to Dassen, and Dreams).
either they or Revulus’s third army destroy Seaquen. September. The conflict comes to a head in one of
The Shahalesti retrieve the Torch, and use it to their advantage, several possible ways. First the trillith discover
but because they do not have access the military intelligence that where the Aquiline Heart is located, and they create
the party delivered out of Gate Pass way back in the first
adventure, they don’t know about Leska’s superweapon. Even the Dream of Annihilation to destroy the Heart and
with the aid of the Torch and Pilus’s airship, they cannot do much with it the material world (Sleep, Ye Cursed Child).
when Leska starts turning off magic. After a few spectacular aerial Meanwhile, Pilus and his airship, loaded with the
assaults, Pilus’s airship falls unceremoniously from the sky. army of Ostalin, allies with whomever the party likes
Eventually, Shahalesti forces destroy the device powering the
Scourge, and it looks like the war will devolve into a traditional,
least and sets out to destroy Seaquen (Under the Eye
gritty ground war, with armies slowly grinding for territory. of the Tempest). Finally, Supreme Inquisitor Leska
Shahalesti starts rounding up captured orcs and half-orcs and must be defeated before she dooms the world to
discreetly having them killed even though they are officially eternal war (The Beating of the Aquiline Heart).
prisoners of war. Then, while no one is paying attention, the trillith
destroy the Heart, and everyone dies.
The actions of a small group of low-level PCs will, in short, be
pivotal.

War of the Burning Sky 28 Campaign Guide


Shawn Tesmer (Order #36236950)
R EFERENCE : D RAMATIS P ERSONAE
The following non-player characters play a Coaltongue offered to help the Exarchate of Sindaire
significant part or heavily influence the story of War put down a rebellion within its borders, and the
of the Burning Sky. nation nervously accepted, fearful of being swallowed
up by another trick. What Coaltongue was planning
may never be known, because he was slain the night
P RIMARY C HARACTERS of his victory.
The primary characters span multiple adventures in If he is brought back to life, his defeat actually
the campaign saga and drive parts of the plot. humbles him. He will likely play a more behind the
Deception. This lying, scheming trillith agent seeks scenes role and name a formal successor who will
to find lost brethren and further the trillith agenda. rule Ragesia but not the outlying lands that were
He also acts as an ambassador to Leska. The heroes once independent countries.
will likely encounter Deception several times in Etifini. He was the strongest of the Seela, and
different forms as he tries to sabotage their plans. when the forest of Innenotdar was set ablaze, he
Emporer Drakus Coaltongue. Decades ago, a escaped to find a way to save his people. During his
warlord arose among the orc tribes of what is now travels he met and fell in love with Leska but
Ragesia. Drakus Coaltongue, half-orc son of a betrayed her to save himself. Now he is a broken
human noblewoman, brought a level of patience and shell of a person who longs for the death which
political cunning rarely seen among the savage orcs. alludes him in his immortal form.
He united many tribes, slew the gold dragon Syana, Katrina. Even though Katrina found herself in
and prepared his people for glory. And then, to Ragesian employ for several years after parting ways
everyone’s surprise, he did not sweep into human with her brother, she holds no particular loyalty to
lands for a bloody but ultimately short-lived them. She just wants to survive this war. Her time
rampage. Instead, Coaltongue allied with various helping the inquisitors hone their magic countering
poor human nations, helping them drive back the abilities has left her callous and Machiavellian, but
predations of the strongest country in the region, she still fondly recalls her childhood with her brother
Morrus. Coaltongue even gained the aid of the Rantle. She does not realize it, but she is looking for
insular elves of Shahalesti, until finally he was ready someone to show her the way. Depending on her
to lead a coalition army against Morrus. For this interactions with the heroes she may fulfill her role
great assault, Coaltongue revealed a devastatingly as spy and traitor or become an ally.
powerful artifact that would lead him to victory, the Leska Merideus. Leska was already an
Torch of the Burning Sky. accomplished sorcerer in Emperor Coaltongue’s
Created at the conflux of divine, devil, and fire employ when her village rebelled against Ragesian
energies, the power of the Torch was to call down fire rule and was scheduled for destruction. All Leska
from the sky, and to carry Coaltongue’s army wanted to do was save her village, but when she
hundreds of miles in an instant, plucking them up used her magic to stop the transportation of
with one pillar of flame, and depositing them with Coaltongue’s army with his torch, her life was set on
another. Coaltongue and his allies easily defeated a tragic path. The aging Coaltongue gave her the
Morrus, and from the nation’s burning remains, impossible task of finding a way for him to live
Coaltongue created a new kingdom for himself and forever. If she failed to find a solution within a year,
his orcish followers, Ragesia. her life and her village were forfeit.
For a time Coaltongue and his allies coexisted in In her travels she met Etinifi, and they fell in love.
relative peace. Coaltongue was content with his new Together they located their goal, the Aquiline Heart.
homeland, and did not want to jeopardize it by However its defenses were deadly, and Etinifi
reaching too far and falling before the might of many betrayed Leska to save himself, draining her life
nations, as Morrus had fallen before him. force before escaping. Leska, left a husk with a faint
But slowly, Ragesia expanded its borders. It took shred of life, dragged herself through to the heart
years for events to play out, and always in a way and drank of its blood. She gained immortality and
that Ragesia’s imperialism was justified, either in took a vial of blood to bring back to Coaltongue.
response to enemy attacks, or to aid another nation With Coaltongue now immortal, Leska was elevated
that was being threatened. With the benefit of to the leader of the inquisitors. Her village should
hindsight, many suspect that somehow Coaltongue have been spared, but Shaaladel had destroyed it as
provoked these conflicts. Finally, when Coaltongue a gift to Coaltongue.
was far older than any half-orc had right to be, all Her experiences have changed her, and she has
the lands that had once belonged to his allies were lost any glimmer of compassion for others. She
his. begins to set plans in motion to accumulate enough
Recently, after nearly a decade of inactivity, power that she will never answer to anyone else ever

War of the Burning Sky 29 Campaign Guide


Shawn Tesmer (Order #36236950)
Reference: Dramatis Personae

again whether they be man or god. She replaces Torrent. A battle-hardened cleric from Seaquen,
politicians, influences rebellions to cause Coaltongue Torrent has been tasked by the resistance to deliver
to increase Ragesia’s lands, and orchestrates the a package to the Lyceum in Seaquen. She knows the
emperor’s assassination. city of Gate Pass well and is an adept warrior who
With Coaltongue out of the way, Leska assumes focuses on keeping spellcasters protected and saving
the throne and arranges the final events needed to the dying before engaging in combat. She sees her
wield ultimate power over the land so that she will role as a battle cleric and delegating leader, but her
never need to bend the knee to man or god again. latest training has had her learning the gentler
aspects of her god. Her current mentor is Lee
Pilus. Lsi Pu watched his home burn with his
Sidoneth, and she often quotes his pithy sayings.
brother Lsi Nu Gon. Though they initially joined the
Torrent is devout and sees hardship as a test of
resistance, they eventually realized the fight was
faith. Having finished several successful missions,
hopeless and withdrew to meditate and contemplate
she is normally cool and resolute. However, if things
on a new path in life. Loving a good secret, He
become difficult for too long, her devotion may
convinced his brother to change their names when
waiver as she seeks other paths to solve her
they started their monastery.
problems. She will view concerns or questions as
While his brother withdrew from threats, Pilus had criticism, and actual criticism will cause her to
lost too many who were close to him and developed a become defensive and play the role of the martyr,
philosophy of swift, surprise attacks—whether attempting to prove her worth all the more through
retributive or preemptive—to ensure no one was ever reckless decisions and foolhardy fighting.
powerful enough to threaten the innocent.
While Longinus spends his time in meditation and
teaching, Pilus and a select group of students have S ECONDARY C HARACTERS
been dabbling in several magical arts. Knowing that
These characters generally only appear in one
he would need time to defeat the immortal
adventure, but feel free to increase their role if they
Coaltongue, Pilus learned how to become immortal
resonate with your group.
by binding his soul to the elemental air energy of the
tempest that perpetually rained down over the Aurana Kiirodel. Lord Shaaladel’s chief advisor
nearby sacred Valley of Storms. was sent to assassinate Inquisitor Leska years ago
and failed. Leska forced Aurana to drink her
With all the time in the world, Pilus used his new
immortal blood, turning Aurana into a vampire. Cut
magic of biomancy, the art of altering and crafting
off from being able to experience the daylight that is
creatures, to make living weapons. Starting with
so important to members of the Solei Palancis, she
small creatures and guardians, he has slowly worked
burns with desire to finish her task and destroy
his way toward his masterpiece, a mile-long living
Leska.
airship. After he parts ways with Longinus, Pilus
gathers the army of his Ostalin army and flies his General Ashok Danava. The general of the
airship to destroy Seaquen. Ragesian Second Army is a humble, honorable man
forced to direct a war he does not believe in. When
Headmaster Simeon Gohanach. The head of the he took the mantle of general he accepted a powerful,
Lyceum Academy rises to prominence by sending unending geas that bound him to never act against
out a call to all the people in and around Ragesia, the ruler of Ragesia. He is forced to be Leska’s
asking for them to stand up against the threat posed lackey, and he believes it is better for him to stay in
by the Ragesians and their new leader Leska. He is charge of the army and try to keep the amount of
casual and folksy in his talk. While he would prefer suffering down, rather than let someone more
to not be the leader of the resistance. However, he bloodthirsty take his place.
recognizes that circumstances have led him here,
Clan Millorn. This treasure-hunting group of
and his use of divination magic provides useful
gnomes and halflings sees an opportunity to
insights into the workings of the Ragesians.
“explore” Castle Korstull when the heroes figure out
Shalosha. Lord Shaaladel’s daughter is not a way through the fiery rain that surrounds it.
power-hungry like her father, and she does not have Depending on their interaction with the heroes, they
reason to doubt his motivations until Shahalesti might turn out to be allies or rivals for the treasure
atrocities are brought to her attention. Though she that lies within the castle. The clan’s mightiest
wants to protect her homeland, she does not think warrior is the impetuous and courageous paladin
the world is divided strictly into friends and enemies, Grellfin Flintflindercandle, but it is led by the
so she hesitates to support the draconian measures cautious divination wizard Jorrina Waryeye. The
her father requires. trapsmith Oller Pennyteller tries to keep the peace
Whether Shalosha turns out to be an enemy or an between the two. They don’t realize it, but Deception
ally depends heavily on the heroes’ conduct. has killed one of their own and taken his place.

War of the Burning Sky 30 Campaign Guide


Shawn Tesmer (Order #36236950)
Reference: Dramatis Personae

Crystin Ja-Nafeel. Crystin appears to love her from his brethren. His change of character causes
father and will not leave without him, but this is the him to take on a new name: Vigilance.
result of years of his mind-control magic that she is Inquisitor Guthwulf. The “Minister of Pain” rose to
slowly learning how to resist. If broken free of his infamy in the inquisitor ranks through his talents for
control, she wants to escape her father’s reach. She interrogation and torture. His use of devils to
is endowed by the trillith Foresight which passed to accomplish external tasks means that his name is
her after the death of her mother. This provides her not as well known to outsiders. By the time the
with prophetic but cryptic dreams. heroes actually meet him, he has been stripped of
Fayne Rawnbeck. This Taranesti woman provides his position and imprisoned for his failure to deal
a face and voice for the heroes to understand that as with them.
annoying as they might have found the Shahalesti, He will pragmatically offer an alliance with the
the reality is actually much worse. She hates the heroes. If they join forces with him, they will find he
Shahalesti because of the genocide of her people and holds no loyalty to his former leaders, but his brutal
can be unsettling to work with because of how methods will find approval from Haddin more readily
readily she will kill them in retaliation. than from others.
Gabal. Hero of the original resistance movement Inquisitor Kreven. Second in command of the
and head of the wizard school in Gate Pass, Gabal Inquisitors and Leska’s right hand, the old sorcerer
holds contempt for those who do not gain their Kreven supervises the creation of the Koren Obelisk.
magical knowledge from intense intellectual study, It is his stolen journal that the heroes must smuggle
although he has made a few exceptions for powerful out of Gate Pass to start the campaign.
sorcerers such as Katrina. He will lead a successful Kathor Danava. Kathor was formerly in the
raid to destroy the Ragesian siege equipment after Ragesian military—his father is the general leading
the heroes initially escape from Gate Pass but pay the army coming to Gate Pass—but left after
with his life. While this earned Gate Pass a discovering he had magical powers, afraid he would
temporary reprieve from the attacking armies, be taken in by the inquisitors. This magic—which he
Ragesian inquisitors capture his soul and turn him is learning to control—comes from being endowed by
into a wraith to use against the resistance in Gate the trillith Justice, a process of which he is not
Pass. aware.
Haddin Ja-Laffa. Haddin was a skilled artist and He joined up with the first group who respected
respected citizen of Gate Pass until he forcibly his horsemanship skills, and in the few weeks since
reformed his criminal half-brother with mind-control then he has slowly come to regret it. His father was
magic. The people of Gate Pass, afraid that Haddin once a friend of the city, so Kathor possesses a
had used his powers on them as well, rioted, killing diplomatic passport which allows him (but only him)
his half-brother. Haddin escaped the city with his to enter or leave the city freely.
wife and infant daughter. His exile and the death of Longinus. When Lsi Nu Gon and his brother
his wife and half-brother have twisted him. He is a watched their village in Ostalin be burned to the
bitter man with a bad cough from living downwind ground by Coaltongue, they joined the resistance.
from the burning forest of Innenotdar for years. After several years, he determined that while
Lacking in empathy he views his daughter Crystin individual deaths in war are tragic, nothing can truly
not as a child, but as a tool. be destroyed. As the brothers started a monastery to
If he ventures with the party, his self-centered teach their philosophies, Lsi Nu Gon changed his
actions serve as a constant annoyance and name to Longinus at his brothers behest.
detriment, and he might manipulate people to his Longinus is now an old man and hides his face
own ends in Seaquen. He is redeemable, however. If behind a mask. His philosophy of ascetic
someone consistently shows truly selfless behavior, detachment has caused him to not challenge his
he might become helpful in Seaquen. brother’s more extreme philosophy, and he has
Indomitability. This trillith was one of the first to allowed the grand schemes of Pilus to grow
escape the confines of the dream world where they unchecked.
were born, and the experience caused him to rage Once he is made aware after the heroes pass
out of control. When Anyariel, the elvish hero of through the monastery, the brothers go their
Innenotdar pinned him to the bottom of Lake Seela separate ways. His wavering faith in his brother may
with The Living Blade, his refusal to die spread provide an opening for the heroes to gain his
through the forest, and when the forest was set on assistance in defeating Pilus.
fire, it was not consumed, nor did the fire cease. General Magdus. The general of the emperor’s First
Regardless of how the heroes resolve the situation Army is a practical man who prefers to lead from
with Indomitability and the forest, they will see him amongst his troops. He was intensely loyal to
again in Gate Pass as he protects the material world Coaltongue and witnessed the portentous storm of

War of the Burning Sky 31 Campaign Guide


Shawn Tesmer (Order #36236950)
Reference: Dramatis Personae

fire that signalled the emperor’s death. He does not more exposed location. During that fight, her fiery
recognize Leska’s right to rule Ragesia and will likely breath was one element of the Torch of the Burning
ally with Shalosha in a bid to take the throne. Sky’s creation. Coaltongue killed her during that
Rantle. This rogue follows his own moral compass. battle. He commissioned a suit of armor to be made
He came to fame because of an elaborate confidence from her scales and mounted her skeleton as a
game to steal from a female merchant. One night trophy in Castle Korstull. When the heroes secure
when his scam was near fruition, he was with the the castle, Deception has his fellow trillith
merchant when she was attacked by a trio of Aggression embody the skeleton in a bid to murder
common thugs who intended to have their way with the heroes.
the woman. Rantle fought them off, then stayed Three Weeping Ravens. Three Weeping Ravens is
around to protect her while the city guard arrived, the spokesman for the former monks of the Temple
even though he knew he would be recognized and of Echoed Souls. A soft-spoken and haunted man,
arrested. Public support for his heroism got him he primarily serves as a guide to the Monastery of
pardoned, and many people have begun calling for Two Winds. He is hesitant to talk about the horror
him to join the city council. that drove his people from their original home but
He will soon become a leader of the Gate Pass will warn them of its dangers when the heroes travel
resistance. Beloved as a daring hero who laughs in in its direction.
the face of danger and regularly defies the Ragesians’ Tiljann. The heroes encounter this young,
attempts to catch him, Rantle is vital to the 55-year-old Seela woman shortly after entering the
rebellion’s morale. fire forest of Innenotdar. While a faction of the Seela
Rhuarc Knightsbane. This half-Taranesti led the have decided to stop singing the Song of Forms and
team that assassinated Coaltongue. He used his die to end their misery, she steadfastly searches for
magical scimitar to extract Coaltongue’s soul from another solution.
his body and the portion of Trilla’s soul from the Her dream is to explore the world as Etinifi did 40
torch. This ensured that the torch cannot be used to years ago. She will likely go with the heroes to
transport an army and Coaltongue’s immortal blood Seaquen before joining the Wayfarers and becoming
cannot return him back to life. He now guards the a cirqueliste.
torch so that no one can ever use it again. Trilla. The daughter of Syana, the gold dragon
guardian of Ycengled, was born with latent magical
Lord Shaaladel. Shaaladel started his military
abilities, but her life has not been her own for the
career looking to establish a nation for the
last 60 years. Coaltongue captured her and used her
Shahalesti. After he allied with Coaltongue, they
as leverage against her mother Syana. When she
both managed to carve out lands for themselves.
witnessed her mother’s murder, her manifesting
Shaaladel slowly became both jealous and fearful of
power exploded outward and mixed with celestial
Coaltongue, his armies, and his torch.
and infernal energies to create the torch.
Shaaladel resolved that no people mattered aside
She was rescued by Taranesti survivors and
from the Shahalesti—even other elves. He
secreted away under the city of Gate Pass, the last
slaughtered the Taranesti when they would not help
time she saw the sky, and she viewed the
him create a magical artifact of his own to rival the
underground as her prison. Her powerful abilities
torch, and he had the forest of Innenotdar set aflame
caused elements from her nightmares to be born as
when the elves there would not ally with him against
the trillith. Over the years, the trillith feared what
Coaltongue.
would become of them if their mother died. They
As an elf, Shaaladel has played the long game to imprisoned Trilla in her own dreams so that she
gain the throne of Ragesia and became frustrated never woke. She has not had the opportunity to grow
when Coaltongue did not die from old age. When and learn and therefore seems like she is still but a
Coaltongue was assassinated, he was further child.
frustrated when Leska took control of Ragesia. He is
a master diplomat and manipulator, and he will
make allies before stabbing them in the back.
Guildmistress Sheena Larkins. The Guildmistress
of the Wayfarers is a middle-aged half-elf who views
her performers as schoolchildren who need to be
reined in. She is a native of Ostalin who has taken
the Lyceum up on their offer to make a home port
for the Wayfarers in Seaquen.
Syana. This gold dragon was the guardian of
Ycengled Phuurst and Trilla’s mother. Coaltongue
and his forces captured Trilla to lure Syana to a

War of the Burning Sky 32 Campaign Guide


Shawn Tesmer (Order #36236950)
R EFERENCE : WARFARE FOR B EGINNERS
Warfare for Beginners is a short EN Publishing
supplement by Russell Morrissey, around which the
battle aspects in The Mad King’s Banquet and The
Beating of the Aquiline Heart were hinged. The
system was modified to meet the requirements of the
adventures, but it is presented here in its original
form. Game masters can use the supplement as is or
modify it to suit their own adventures.
This supplement presents an easy-to-use
mass-battle system which involves your player
characters on an individual level. The key to the
system is focusing on tactical and strategic missions
which affect the overall outcome of a large battle.
The system assumes that the player characters are
integral to the battle—in other words, without their
actions, the battle will be lost. That’s why we play
fantasy roleplaying games, right?
You’ll find that the system is remarkably simple to
use, and allows your players to feel they truly are
affecting the course of the battle in a vital way,
without forcing you to adopt large-scale and clunky
mass-battle rules involving army units and the like.

T HE B ASICS
The system works on a basic Victory Points scale.
Successful missions performed by the PCs earn their
“side” Victory Points, while the passage of time
deducts Victory Points. The scale runs from 0–20; if
the PCs’ Victory Points total reaches 20, the battle is Daily Events
won; if it reaches 0, the battle is lost. Each day, roll 1d12 for a Daily Event. The event can
Generally speaking, the heroes’ side will start with apply to either side in the battle—which side that is
10 Victory Points, adding Victory Points when the should also be determined randomly—such as with a
PCs succeed in a mission and deducting Victory coin flip. The heroes’ side gains or loses the number
Points as time passes. This creates a sense of of Victory Points indicated, depending on whether
urgency, because if the PCs sit around doing nothing the event benefits them.
for too long, the battle will, left to its own devices, be
lost. Daily Event Victory Points
Missions include such things as: assassinations, d6 Daily Event VP
captures, reconnaissance, spying, sabotage and so 1–2 Weather Change: A change in weather favors one 1
on. A successful mission will earn 1–4 Victory Points: side or the other.
3 Reinforcements: Reinforcements arrive for one side 3
the more difficult the missions, the more Victory
or the other.
Points. 4 Illness: Plague or other widespread illness affects one 3
Passage of time reduces the PCs’ Victory Points side or the other.
tally at a rate of 3 Victory Points per day. 5–6 Spy: One side’s secrets are leaked to the others’ by a 2
Optional Rule. Make the PCs’ task easier or harder spy.
by increasing or decreasing the starting score. Apply 7–8 Hero: One side is badly damaged by a successful 2
a 2-point bonus or penalty for major conditions that mission by a hero of the other side.
9 Omen: An omen reduces morale of one side. 1
affect one side or the other, such as being greatly
10 Desertion: Desertion problems weaken one side. 2
outnumbered, having significant fortifications,
11 Traitor: An important individual or unit defects to the 3
having flying troops, being thoroughly prepared or other side.
being completely surprised, and/or for having either 12 Major Death: An important individual or unit dies, 3
extensive or next to no experience. Try not to add or either slain on the battlefield or at the hands of an
subtract more than 6 Victory Points, or the PCs’ job assassin.
may become either trivial or next to impossible.

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Shawn Tesmer (Order #36236950)
Reference: Warfare for Beginners

The Missions Mission Ideas


Each day, roll 1d20 three times and offer the players Here are some mission ideas to get you started.
the three resultant missions. They are free to Assassination/Abduction.
attempt any or all of the missions available. Any • Leaders (generals, clerics, wizards)
missions not succeeding or not undertaken on a • Monsters (giants, dragons)
• Hero (captain, gladiator, champion)
particular day may be undertaken on a later day
unless failure incurs a penalty, in which case the Sabotage.
• Artillery (catapults, cannons, onagers)
damage has already been done to the heroes’ side.
• Structure (bridge, viewing tower, gateway)
A successful mission gains the party’s side the • Magic (portal, scrying pool, altar)
number of Victory Points indicated in the “Success Artifact.
VP” column. A failed mission means that the party’s • Obtain the MacGuffin of Winning (a lance that is quite good at
side loses the number of Victory Points in the killing dragons; a torch that can teleport armies)
“Failure VP” column. Reconnaissance.
If the failure penalty is 0 Victory Points, the • Scout out a nearby hilltop
mission can be attempted again at any point. • Investigate a cave complex
• Search for a way across a river or gorge
Mission Victory Points Spying.
d20 Mission Success VP Failure VP • Obtain maps, plans or other documents
• Eavesdrop on a meeting or council
1–2 Minor Assassination 1 0
• Recruit an agent
3–4 Major Assassination 3 0
5–6 Minor Sabotage 1 0 Defense.
7 Artifact 4 0 • Rush to a breach in a wall
• Guard a bridge or other strategic location
8 Major Sabotage* 2 –1
9–10 Reconnaissance 1 0 Counterspy.
11 Spying 3 0 • Identify and apprehend a spy or traitor
12–13 Minor Abduction 2 0 Morale.
14 Major Abduction 4 0 • Organize a bardic performance
15–16 Defense 2 –2 • Activate a symbol (a beacon, a flag)
17 Bodyguard 1 –2 • Obtain resources (ale, an entertainer, food)
18 Counterspy 2 –2 Allies.
19 Morale 2 0 • Incite an uprising of the populace
20 Allies 4 0 • Convince the nearby dwarves to help out

*Major sabotage may constitute a larger, or better defended


installation than Minor Sabotage, or it may be several acts when the score approaches one end of the scale or
of Minor Sabotage at once. the other.
Each available mission should be described as an
Important Note encounter. For example:
Missions with a penalty for failure count as failed if
they are not undertaken. They are time-critical: the Major Sabotage. “General Arvistas calls you to his
PCs don’t get to wait until tomorrow to defend that tent. He informs you that three artillery pieces
breach in the wall. mounted on the hills to the east are creating havoc
amongst the defenses, and that it is imperative that
P UTTING T HIS I NTO these weapons be destroyed. As far as he knows,
each is manned by three ogres.”
P RACTICE Major Abduction. “Spies have identified the tent of
The preceding sections outlined the basic mechanic one of the opposing generals, Lord Borstas, and
for outlining the course of a battle. However, this General Arvistas has decided to attempt to abduct
needs to be put into practice. You can’t just tell your him. A small group will need to sneak through the
players: “Your daily event is Illness. Missions enemy camp at night, infiltrate his tent while he
available are Major Assassination, Minor Sabotage sleeps, and transport him back to the fort.”
and Defence, plus the Reconnaissance saved from
yesterday.” You need to translate these results into Morale. “Morale is low, and supplies are running
interesting and varied game encounters! short. In the nearby village of Bitterne, a cellar full of
You should keep your players apprised of the score beer can be found. Obtaining this beer and bringing
they have achieved, and the Victory Points available it back for the troops will result in a great morale
for each mission. This allows them to weigh their boost.”
strategic and tactical options and creates tension The mission possibilities are almost endless.

War of the Burning Sky 34 Campaign Guide


Shawn Tesmer (Order #36236950)
Reference: Warfare for Beginners

Designing the Encounters 2. The Mission: This is the bit where the PCs actually
The most important piece of information you need accomplish the task they have been set.
when designing the mission encounters is the same
3. The Escape: In most cases, the PCs will need to go
piece of information needed when designing any
back the way they came—but this doesn’t
encounter: you need to know how powerful your PC
necessarily always have to be the case.
party is and create a challenging mission.
Some missions will be easier than others. The
difficulty of the mission matches the number of Passage of Time
Victory Points gained for succeeding: between 1 and As mentioned earlier, the default assumption is that,
4 Victory Points. A 1-point mission should be fairly without the PCs’ help, the battle will be lost.
easy, while a 4-point mission should stretch the Therefore, every day, the heroes’ side automatically
party to its limits. loses 3 Victory Points. In other words, if the PCs do
In terms of challenge, a 2-point mission should be nothing, eventually their Victory Points will reach
a middle of the road encounter for the party. A zero and the bad guys will win.
1-point mission should be middle of the road for a
party 1 level less than the party; a 3-point mission 1
more; and a 4-point mission 2 more. Scaling
So a party of 8th-level characters undertaking a It’s easy to scale these rules. The default assumption
2-point mission will find that the encounter will be of is a battle of 2–7 days, roughly, with short missions
average difficulty. If they undertake a very difficult that can be accomplished in a day.
4-point mission, the mission would be of average You may want to use these rules to handle more
difficulty for 10th-level characters. epic battles lasting weeks, months, or even years. All
you need to do is replace “days” with whatever unit
The Mission Itself of time you prefer, and make the missions
You should divide your mission into three parts: themselves larger in scope.
For example, you could have an engagement which
1. The Approach: Do the PCs need to scale a cliff,
you plan to take months. The PCs have a month to
sneak though the enemy camp, fight their way
accomplish a given mission. These lengthy missions
across a guarded bridge, or explore a secret tunnel
may involve long-distance travel or major exploration
or cave?
of expansive locations.
In this way you can even build an entire campaign
around this system. Each mission can be an entire
adventure in itself.

Sample Battle
Castle Northam is under siege! Manned by a few
regiments of green troops, it is surrounded by a
massive army of veteran killers. To make matters
worse, the enemy has brought monstrous allies: a
group of hill giants who are bombarding the
fortifications with massive boulders, and are busy
digging a massive tunnel under the walls. The enemy
is led by an evil wizard, Count Jarvis, and his three
lieutenants. It is rumored that the enemy has a
small dragon, but this has not been seen as yet.

Start
Default. The defenders of Castle Northam start with
10 Victory Points.
Bonuses. Castle Northam counts as a significant
fortification (+2 Victory Points).
Penalties. The defenders are outnumbered (–2) and
are rookies to boot (–2).
Result. With 8 Victory Points, the castle will fall in
three days if nothing is done. Enter the Heroes of
Northam!

War of the Burning Sky 35 Campaign Guide


Shawn Tesmer (Order #36236950)
Reference: Warfare for Beginners

Day 1 and left (+2).


Daily Event: Hero. A mighty minotaur, hero of the Mission: Minor Sabotage. The enemy has
enemy army, slays an entire unit of soldiers constructed another digging machine. It is not in the
singlehandedly (–2). tunnel yet, and the heroes sneak behind enemy lines
Mission: Minor Sabotage. The enemy is using a and manage to destroy it (+1).
strange mechanical digging machine to construct its Mission: Major Sabotage. The enemy is almost
tunnel. The heroes infiltrate the tunnel and destroy certain to build further digging machines. The only
the machine (+1). long-term option is to flood the tunnel. The heroes
Mission: Minor Abduction. The castle make their way to a nearby dam and manage to
commanders have decided to abduct a staff member destroy it, causing the enemy’s tunnel to fill with
on the enemy side. The heroes sneak through the water (+2).
camp at night and attempt to abduct a cook. Mission: Defense. The castle has a small lookout
Unfortunately, they are spotted and barely escape tower one mile to the east, which has been used to
with their lives (+0). spy on the enemy camp. Unfortunately, the enemy
Mission: Bodyguard. Spies report that agents has decided to deal with this nuisance and has
within the castle intend to make an attempt on the dispatched a unit of ogres to tear it down. The
general’s life. The heroes mount a secretive watch, heroes mount a stalwart defense, barely scraping a
and intercept a small band of goblins as they close victory. For now, the tower stands (+2).
on the general’s private quarters (+1). Result. Today was a much better day for the good
Result. At the end of the first day, the heroes still guys, who close the day with 12 Victory Points. The
have 8 Victory Points. They will need to do better tide of battle seems to be swinging in their favor.
than this if they are to save the castle.
Day 3 and Beyond
Day 2 If the heroes can keep racking up victories, and
Passage of Time. The heroes’ side loses 3 Victory especially if they can find and defeat that dragon, the
Points automatically. defenders of Castle Northam may yet snatch victory
Daily Event: Desertion. Reports indicate that the from the jaws of defeat.
enemy’s hill giant unit has grown tired of the battle

War of the Burning Sky 36 Campaign Guide


Shawn Tesmer (Order #36236950)
A FTERWORD
This originally appeared in the War of the Burning write for us for knock-down prices.
Sky: The Complete Campaign in 2009. We finally released The Beating of the Aquiline
Heart in late 2008 with a massive sense of
When Ryan Nock initially approached me and accomplishment. We’d done it! We’d finished! Yes, we
floated the idea of our publishing a series of linked took much longer than we said we’d take; yes, it cost
adventures, I said no. I didn’t believe that we could far more than we thought it would; yes, we fell out
do it well, and I didn’t believe that we could sell the on numerous occasions and nearly gave up—but we
product. EN Publishing is a small company, and this did it, by jove! We had our fully-fledged campaign
proposal would be the most expensive thing we’d saga and, damn, it was good.
ever attempted by an order of magnitude. Thanks does need to be given to an incredibly
But when I saw his outline for the adventure large list of people—the writers, artists, playtesters,
series, I was floored. From the adventure titles (I’ll and editors. Especially Ryan Nock, who not only saw
take Sleep, Ye Cursed Child and O, Wintry Song of this thing through to the very end, but did far, far
Agony over The Lava Caves of Xyrthennrgggh any more than he was actually paid for simply because
day) to the huge cast of fully fleshed-out NPCs; from he wanted to see this thing done right. Equally,
the sheer variety of tasks (rescuing prisoners from a other contributors stuck with us the whole way
secret underground ice prison where they are through—Claudio Pozas who did so much of the art,
tortured and their pain used to fuel a magical Sean McDonald who created the majority of the
weapon, assaulting a mile-long living biomantic maps, and Eric Life-Putnam who still hasn’t been
airship, traversing the Indomitable Fire Forest of paid, but is hard at work laying out this epic tome as
Innenotdar), to the epic climax which evokes the I write this despite recently becoming a father to twin
Battle of Minas Tirith as civilizations clash in a girls. This project really was a labour of love.
mighty battle, I saw reasons not to say no
everywhere I looked. And so, finally, I said yes. And, Russell Morrissey
if you look again at that long sentence you just read, Owner, EN Publishing
you will also see why the bulk of the writing work
would not fall upon my shoulders. We plunged into
this herculean task without the faintest idea of what
we’d let ourselves in for.
We had no idea, at the time, of just how difficult
producing a fully-fledged adventure every month on
time would be; over a year of waiting on tenterhooks
for art to arrive in time, for writers to deliver
manuscripts, juggling all these tasks, somehow
paying for them (and the costs were mounting up
and up—I could have a pretty nice, brand new car
for what I spent on this campaign saga), and then
trying to find the time to persuade people to actually
buy the darn thing—only to have 4e announced
partway through and our sales to drop to almost
nothing.
Man, producing this thing was hard. Most of the
time we were behind schedule, and falling further
and further behind: what was supposed to take one
year (twelve adventures, one per month) took nearly
two years; thankfully, it seems it took most folks
more than a month to play through each one and so
we never found ourselves in the unfortunate position
of having our customers caught up and waiting for
the next one with nothing to do.
We did get lucky in places. Notably, we managed to
persuade veteran writers such as Ari Marmell
(Heroes of Horror, Tome of Magic), Wolfgang Baur
(Editor, Dungeon Magazine, 1992–1995), Wil
Upchurch (Midnight, Champions of Ruin) and Darrin
Drader (Book of Exalted Deeds, Serpent Kingdoms) to

War of the Burning Sky 37 Campaign Guide


Shawn Tesmer (Order #36236950)
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War of the Burning Sky 38 Campaign Guide


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Start the Adventure. . .
T HE
HE S COURING OF G ATE
COURING OF ATE P ASS
ASS

As the Ragesian army marches upon the neutral city of Gate


Pass, you must retrieve vital war intelligence from a spy and
deliver it to the distant magic academy of Lyceum.
But first you must find your way out of of the besieged city
before it falls and the inquisitors, Ragesia’s infamous
mage-hunting clerics, find you.
Can you escape the scouring of Gate Pass?

Shawn Tesmer (Order #36236950)


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Available on

The Roll20 version of The Scouring of


Gate Pass includes the entirety of the 5e
adventure, fully integrated into the platform.
Included in the Roll20 version:
• 10 encounter maps with Dynamic
Lighting
• Rollable Tables for all shapeshifters
• 27 NPCs and monsters with with Roll20
5e OGL character sheets and color tokens
• Cross-linked handouts throughout
• A to-scale map of Gate Pass
• The Player’s Guide and Campaign Guide
are included as a bundled add-on with
each War of the Burning Sky adventure.

Available on the Roll20 marketplace:


https://marketplace.roll20.net/browse/publisher/230/ancris-it

Shawn Tesmer (Order #36236950)

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