Chapter 2: Gazetteer of tal’Dorei 65
The Shadewatch is a minor organization in the grand
scheme of things, but Shademaster Arhanna Lewyn has
grand ambitions. She’s planning something; every night,
she consults a ball of polished white quartz, and every
week she sends a trio of her agents to the Umbra Hills...
or to the base of Gatshadow.
Jorenn villaGe aDventures
an offer yoU can’t refUse
For low-level characters: The PCs are attacked by a
group of worgs, and more just keep coming. They’ll
be overwhelmed soon... if not for a sudden volley of
black-feathered bolts! Six thugs join the battle and
“rescue” the PCs. The battle was rough, and these Shade-
watch “officers” like the cut of the PCs’ jib, but only once
they hear their names. They offer them a position in their
force back in Jorenn, with unbelievable pay: 50 gp a day
each. What is the Shademaster planning?
Kraghammer
Large City • Population 43,550
(83% Dwarven, 10% Gnome, 7% Other)
Heralded as the true living center of dwarven culture
on the continent, the stronghold of Kraghammer was
established by the surviving families of the high-moun-
tain kingdom of Uthtor, said to have crumbled nearly a
millennia ago in the Calamity. Rebuilt by survivors of
Uthtor within the southern face of the Cliff keep Moun-
tains, Kraghammer grew with industrious vigor a few
centuries ago with the discovery of rich veins of platinum
and mithral, which remain its main source of wealth and
trade power. It currently holds its ground as a long-stand-
ing autonomous city-state allied with the Council of
Tal’Dorei, and the instigator of countless expeditions into
the Cliff keeps to extract the riches and long-forgotten
secrets beneath the staggering peaks.
Graz’TChar, The deCadenT end
Weapon (greatsword), artifact (requires attunement)
This blade appears to be a beautiful cruciform sword of shining silver, inlaid with sparkling rubies.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the fol-
lowing properties.
corrosiv e sUbMission
When you hit a humanoid with this weapon, you may force it to take an additional
3d6 acid damage and it must make a DC 14 Charisma saving throw. On a failure,
the creature is charmed by you for up to 1 hour. If you attack the creature again
while charmed, the acid damage increases to 10d6 and the charm ends. It cannot be
charmed again for 24 hours after the charm is ended in this way.
hiDDen natUre
The acid damage dealt by this greatsword appears to be radiant damage; Any creature who is
successfully charmed by it is under the illusion that the damage to it was merely an admonish-
ing jostle. A true seeing spell or similar reveals that this sword is actually a rusted, pitted blade
dripping with acid.
sentience
Graz’tchar is a sentient evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma
of 18. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and
understand Common, and can communicate with its wielder telepathically. Those who hold it
hear the wise voice of a sorrowful king, beckoning the user to seize their destiny.
personalit y
Graz’tchar slowly attempts to sway the character into sowing chaos in Tal’Dorei, telling lies
about great leaders, claiming that the heads of the Tal’Dorei Council are corrupt and must
be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking
from his Abyssal prison. Should the wielder continue to disobey the urges of the weapon for
an extended period of time, it can attempt to charm the wielder. They must make a Charisma
saving throw (DC 14). On a success, they are immune to the sword’s charm for 24 hours.
Upon a failure, they become charmed by the sword for 24 hours. During this time, the sword
can force the character to take an action of its choice once an hour, the wielder accepting this
action as their own will. Should the chosen action lead to the harm of a non-hostile creature or
ally, the charm immediately breaks.