Adventure: Well of Memories NPCs
The following are the key details for the NPCs and creatures for the Well of Memories adventure.
No genders or pronouns have not been defined for most NPCs (Beb must be female as all Priestesses of Kriesha are women). You are welcome to define them as you wish. These NPCs are primarily created with D&D 5e (2014) multiclassing in mind, but for other systems you may wish to stick to a single class and give them character, abilities, feats and skills that allow them to have the capabilities of other classes and/or characteristics.
The class levels of these NPCs varies but is generally around 4 or 5, but some are more and some are less. Adjust these as you see fit.
As per one of the Dispossessed, except that their objective is to deliver the message, not to seek justice or vengeance against a specific target. This may be done by possessing a body, allowing it greater movement and abilities, or through other means. A Dispossessed Silent Soul eventually becomes an Allip or Banshegh in an Awakened Tree if the message is not transmitted.
For this, use a standard Gloomwing moth.
No genders or pronouns have not been defined for most NPCs (Beb must be female as all Priestesses of Kriesha are women). You are welcome to define them as you wish. These NPCs are primarily created with D&D 5e (2014) multiclassing in mind, but for other systems you may wish to stick to a single class and give them character, abilities, feats and skills that allow them to have the capabilities of other classes and/or characteristics.
The class levels of these NPCs varies but is generally around 4 or 5, but some are more and some are less. Adjust these as you see fit.
[top]The warlock's band
[top]Ja'ri the Seer
(Sidhe, Warlock (Cold Rider) 5 or Wizard (Enchantment) 5, LE, Azrai Tainted bloodline)
Charismatic poet and manager. Ja'ri is a con-artist, great at spruiking their capabilities. They insist they can see a path to greatness, but tend not to elaborate much more about where this plan comes from (or what it is).
The Tainted bloodline of Azrai has not yet made Ja'ri into an awnshegh as no Bloodform blood ability has really started to force any physical changes.
Motivation: Ja'ri has a mentor in the form of its patron or some otherworldy force. This they keep secret and just present themself as a powerful elven wizard. The elf doesn't realise that the patron might be working for the Cold Rider, making Ja'ri a pawn.
Ja'ri is seeking a message from Vasily Chernevik, the High Priest who built up the power of the Temple of Might in Kozlovnyy over three hundred years ago. The mentor claims that Vasily knows how to control the souls of individuals through song. Ja'ri wants to gain that power over people. The mentor wants to use the power to help create avatars of the Cold Rider and maybe eventually allow Azrai to return to Aebrynis in some form. As an elf, Ja'ri doesn't care about Vasily's church - the Vos band is just a way to work out how to get the message or contact Vasily. Without the help of the humans, elves like Ja'ri can't use the well. Ja'ri doesn't know much about the origin of the well, and certainly doesn't know the role of Naeroc and Cunas.
Opinions of others:
Charismatic poet and manager. Ja'ri is a con-artist, great at spruiking their capabilities. They insist they can see a path to greatness, but tend not to elaborate much more about where this plan comes from (or what it is).
The Tainted bloodline of Azrai has not yet made Ja'ri into an awnshegh as no Bloodform blood ability has really started to force any physical changes.
Motivation: Ja'ri has a mentor in the form of its patron or some otherworldy force. This they keep secret and just present themself as a powerful elven wizard. The elf doesn't realise that the patron might be working for the Cold Rider, making Ja'ri a pawn.
Ja'ri is seeking a message from Vasily Chernevik, the High Priest who built up the power of the Temple of Might in Kozlovnyy over three hundred years ago. The mentor claims that Vasily knows how to control the souls of individuals through song. Ja'ri wants to gain that power over people. The mentor wants to use the power to help create avatars of the Cold Rider and maybe eventually allow Azrai to return to Aebrynis in some form. As an elf, Ja'ri doesn't care about Vasily's church - the Vos band is just a way to work out how to get the message or contact Vasily. Without the help of the humans, elves like Ja'ri can't use the well. Ja'ri doesn't know much about the origin of the well, and certainly doesn't know the role of Naeroc and Cunas.
Opinions of others:
- Beb Viyar - Ja'ri is known to have a lower bloodline score than Beb Viyar but needs the bardic priestess to survive long enough to "contact" Vasily. Beb gets the respect from the rest of the band that Ja'ri wants.
- Fylycha - The old half-elf is a problem. They have been around long enough that they once knew some of Vasily's community. This makes it harder for Ja'ri to lie about the history of the temple.
- Ronac 'the Pig' Cukarn - Ja'ri makes good use of the many skills of the Pig, especially their nimble fingers. Ron is dependent on the medicine Ja'ri supplies to deal with their illness, but the elf hasn't been providing much lately.
- Kretz - Good for music and hitting things but little else.
- Cassian Tadholfer - Seems to be trying to control the well with some device. Ja'ri would give them more attention but for the inventor's protective friend, Ma'li.
- Rien Vorto the Eidetic - Ja'ri doesn't like all of Rien's lights and pizzazz, but wonders if there might be something to rituals and how they connect to the messages. Ja'ri is not sure there is magic involved or whether the gods play a part.
[top]Beb Viyar
(Vos human woman, Bard (Eloquence) 3 & Cleric (Kriesha) 4, CN, Vorynn Minor bloodline)
Singer and lutist. Beb is the figurehead of the band and tries to give them direction in the name of Kriesha (through the Temple of Might), even if she isn't always great at leading. Sometimes she has to stand up against Ja'ri to make sure the band members are being respected.
Motivation: Beb is seen as the leader by other band members but she hasn't forgotten her ties to the Temple of Might. She wants their music to mean something to the church and Kriesha. She especially loves the Temple's chants and the affect they can have on followers. One song speaks that the faith of a lyricist can be embodied in their songs, such that their music relates to their soul. Temple records say that some old previously unheard chants were left in the well by their writers for specific Vos travellers. Beb wants to try to find these untransmitted messages and possibly gain new "soul music".
Opinions of others:
Singer and lutist. Beb is the figurehead of the band and tries to give them direction in the name of Kriesha (through the Temple of Might), even if she isn't always great at leading. Sometimes she has to stand up against Ja'ri to make sure the band members are being respected.
Motivation: Beb is seen as the leader by other band members but she hasn't forgotten her ties to the Temple of Might. She wants their music to mean something to the church and Kriesha. She especially loves the Temple's chants and the affect they can have on followers. One song speaks that the faith of a lyricist can be embodied in their songs, such that their music relates to their soul. Temple records say that some old previously unheard chants were left in the well by their writers for specific Vos travellers. Beb wants to try to find these untransmitted messages and possibly gain new "soul music".
Opinions of others:
- Ja'ri the Seer - Beb thinks Ja'ri is helpful to the band but sometimes is a little narrow-minded. Ja'ri gets them in doors and onto performance spaces and the elf seems to have some interesting ideas about soul music but doesn't understand the ways of Kreisha (or religion in general). This can cause issues sometimes, especially when Ja'ri refuses to accept that there are alternate options to problems.
- Fylycha - The old half-elf is Beb's best friend. While Fyl might not as agile as they used to be, they can always be depended upon. They can also blow a mean horn that gets everyone's attention. At times, Beb wonders if people are coming to listen to Fyl, rather than the band.
- Ronac 'the Pig' Cukarn - The Pig is a bit finicky, their hands always moving, but they have been a wonderful addition to the band. Their dulcimer has added dimensions to the band's music in ways that Beb didn't think possible. Beb hopes that this can be worked into the soul music as well. She wishes that Ron was a bit more presentable when performing.
- Kretz - Kretz is undervalued. They are more than just a drummer. They help the band's sound work, tying it all together. It was Kretz who introduced the Pig to them. Yet Kretz doesn't like to be publicly thanked. This has to change. Kriesha likes to reward those who stand out.
- Jalan from the Third Flame - Jalan is quite a sight. They wear their wealth and status dangerously prominantly. It is a pity that they have nothing to show for it. Typical vanity of those who follow Ayairda.
- Hakim of the Quiet Light - Beb can't understand why Hakim is normally seen with Jalan. They seem to be such opposites. Hakim is Jalan's silent shadow.
- Rien Vorto the Eidetic - Rien is another who is big on show but Beb can see some benefits for the band and the Temple of Might. It might be worth getting some ideas from Rien over a few flagons some time in the future.
[top]Fylycha
(Vos half-elf, Bard 2 & Fighter (Champion) 4, NG, unblooded)
Singer and trumpeter. Fyl is old and great for networking. With one Vos parent, they were accepted into the Vos community over 200 years ago and became a reliable fighter. They are the other lead singer and tends to support Beb when she is arguing with Ja'ri.
Motivation: Fylycha has long been a dominant figure on the Vos battlefield, taking the fight to the opposition, signalling directions to others through their horn and their booming voice. As they grow older though, they have taken to using these skills in a more supportive role in the band. While they don't have a role in the Temple of Might, they have known Beb all their life and are treated like an uncle/aunt. They are willing to help the search for soul music, especially since they have meet some of the people that might have left messages in the well. Fyl hopes that this will help Beb better understand them and their messages. Unfortunately Ja'ri seems to be focussed on possible messages from an even older priest that died before Fyl's time. Fylycha doesn't think this is helpful and that Beb should focus on those people they do know of.
Opinions of others:
Singer and trumpeter. Fyl is old and great for networking. With one Vos parent, they were accepted into the Vos community over 200 years ago and became a reliable fighter. They are the other lead singer and tends to support Beb when she is arguing with Ja'ri.
Motivation: Fylycha has long been a dominant figure on the Vos battlefield, taking the fight to the opposition, signalling directions to others through their horn and their booming voice. As they grow older though, they have taken to using these skills in a more supportive role in the band. While they don't have a role in the Temple of Might, they have known Beb all their life and are treated like an uncle/aunt. They are willing to help the search for soul music, especially since they have meet some of the people that might have left messages in the well. Fyl hopes that this will help Beb better understand them and their messages. Unfortunately Ja'ri seems to be focussed on possible messages from an even older priest that died before Fyl's time. Fylycha doesn't think this is helpful and that Beb should focus on those people they do know of.
Opinions of others:
- Ja'ri the Seer - Fyl has concerns about whether Ja'ri has their own plans and objectives that haven't been shared. They don't understand the elf's magic (or much about magic in general), but it often seems to rely on strange conversations that Ja'ri has with themself. Fyl doesn't completely trust the elf.
- Beb Viyar - Beb is a great leader for the band. Fyl isn't sure whether the 'soul music' idea will work but the Temple of Might's community will always benefit from learning more from its old priests.
- Ronac 'the Pig' Cukarn - This kid needs to look after themself. Maybe they should spend some time in the wild with Kretz.
- Kretz - Ron's good friend. Understands music really well. Seems to also be more in touch with nature than the elf, but at least Kretz doesn't talk to themself.
- Cassian Tadholfer - Seems to be some sort of tinkerer, always with tools in their hands and chanting some instructions or something.
- Ma'li - Seems to be very attentive. Commonly seen talking to a young tinker but often notices any disturbance.
- Servant of the Blessed Rodent - A quiet one who doesn't seem to mingle much.
[top]Ronac 'the Pig' Cukarn
(Vos human, Bard 2 & Rogue (Thief) 3, CG, unblooded)
Singer and dulcimer player. Ron is messy (hence the nickname) but has talented fingers when it comes to playing (and 'finding' things). Unfortunately, Ron hasn't been feeling great for over a year.
Motivation: Ron is sick. Ja'ri has been providing herbal medicines which initially helped but seem to have decreased in their effectiveness. Healers from the temple have been able to work out that it relates to an imbalance in the harmony between their life spirit and their actions that is echoed in their body. Their nimble fingers are making themselves ill because of the guilt. Ron is hoping that Beb's soul music will help the temple get a better understanding of how to remedy this condition.
Opinions of others:
Singer and dulcimer player. Ron is messy (hence the nickname) but has talented fingers when it comes to playing (and 'finding' things). Unfortunately, Ron hasn't been feeling great for over a year.
Motivation: Ron is sick. Ja'ri has been providing herbal medicines which initially helped but seem to have decreased in their effectiveness. Healers from the temple have been able to work out that it relates to an imbalance in the harmony between their life spirit and their actions that is echoed in their body. Their nimble fingers are making themselves ill because of the guilt. Ron is hoping that Beb's soul music will help the temple get a better understanding of how to remedy this condition.
Opinions of others:
- Ja'ri the Seer - The elf's poultices and herbs don't seem to be working and they keep forgetting to get fresh supplies. The elf seems to be distracted by this well we are going to.
- Beb Viyar - Beb is always trying to be positive. She loved Ron's new solo last week for the cats and courts piece. Ron is rather fond of her. They know that she notices when Ron dresses up for a performance.
- Fylycha - Fyl reminds Ron of their grandparents, always giving advice as if they have seen and experienced everything themselves.
- Kretz - Ron gets along really well with Kretz. As the two youngest in the band, they understand each other better.
- Cortu of the Mirage - This one looks both dangerous and not all together with it. Ron thinks he must have had a rough time in the past.
- Leylan Dior - Shifty. Tried to sell Ron some potion that they insisted would remove the darkness from their life. Ron wondered if it was going to do that by poisoning them to death.
- Jalan from the Third Flame - Ron thinks Jalan looks too wealthy to be a good priest. Perhaps Ron could help teach them a lesson.
[top]Kretz
(Vos human, Barbarian 1 & Bard (Valor) 5, CG, unblooded)
Drummer. The best bard of the lot, but also the one who tends to say little. Where Ja'ri is great with lyrics, Kretz can add great rhythms, beats, harmonies and solos to their music. They sometimes seek breaks from the band as a barbarian, but haven't explained to the others what the motivation for this change is.
Motivation: Kretz is interested in the possibility of music having souls, be they related to the writer or the performer. They have been wondering whether their bardic mastery is engrained in their soul and will also be reflected in their capability at other skills. For this reason, they have been investigating whether their precision and understanding on drums and other percussion instruments can be utilised in barbaric combat practises. They are not sure whether Beb's research into soul music will be helpful, but Kretz is willing to see what comes of it.
Opinions of others:
Drummer. The best bard of the lot, but also the one who tends to say little. Where Ja'ri is great with lyrics, Kretz can add great rhythms, beats, harmonies and solos to their music. They sometimes seek breaks from the band as a barbarian, but haven't explained to the others what the motivation for this change is.
Motivation: Kretz is interested in the possibility of music having souls, be they related to the writer or the performer. They have been wondering whether their bardic mastery is engrained in their soul and will also be reflected in their capability at other skills. For this reason, they have been investigating whether their precision and understanding on drums and other percussion instruments can be utilised in barbaric combat practises. They are not sure whether Beb's research into soul music will be helpful, but Kretz is willing to see what comes of it.
Opinions of others:
- Ja'ri the Seer - Kretz feels that Ja'ri pretty much ignores them. While the elf is good for lyrics, they don't seem to appreciate the many dimensions of the music.
- Beb Viyar - Beb is a great performer. She seems to understand the music she plays. Perhaps this is a Kriesha thing.
- Fylycha - The half-elf can be a laugh sometimes. Fyl isn't afraid to stand out when they perform. It is fun to then respond to Fyl on the drums.
- Ronac 'the Pig' Cukarn - It's great that Beb and Fyl let Ron join the band. Their dulcimer works really well against Beb's lute. Ron needs to look after their health better though. Kretz hopes that playing good music will led to good health.
- Ma'li - Kretz is not sure how many weapons this "warrior" has. They all seem to be hidden unless they are startled.
- Cortu of the Mirage - In contrast, this warrior seems to be regularly fiddling with their knife or their bow. They do not seem settled.
- Leylan Dior - Not sure what why they are at the well. They pay more attention to the people than sending or receiving messages. Perhaps they are just a local.
- Servant of the Blessed Rodent - Very helpful. Willing to give advice to any that ask, but tends not to know much about specific people.
[top]Other NPCs outside the Well
[top]Cassian Tadholfer
(Anuirean or Brecht halfling, Wizard (Evocation) 4 or Artificer (Battlesmith) 4, CG, Brenna Minor bloodline)
Young and eager, but doesn't think of the consequences of their actions. They aren't local.
Motivation: Cassian wants to use the well to provide long distance communication. They want to make a business of this, but it isn't working. They put a prototype Articulating Inscriber on a rope into the well, but it disappeared. They are trying to contact or find it (or get it working), but they haven't had any luck yet.
Opinions of others:
Young and eager, but doesn't think of the consequences of their actions. They aren't local.
Motivation: Cassian wants to use the well to provide long distance communication. They want to make a business of this, but it isn't working. They put a prototype Articulating Inscriber on a rope into the well, but it disappeared. They are trying to contact or find it (or get it working), but they haven't had any luck yet.
Opinions of others:
- The band - Cassian has heard them playing a few times. It is hard not to hear them with that trumpeter and the drummer. The singer came over to chat once, asking Cassian about how to get the spirits in the well, but Cassian told him the well was dry and his Inscriber only worked with magic. Cassian didn't quite understand what the singer was meaning.
- Ma'li - Ma'li doesn't understand magic or devices, but they have got Cassian some space to work next to the well. Ma'li makes sure no-one interrupts Cassian, not even the mice they hear in the roof at night. Cortu insists that Ma'li is what Cassian needs to finish the project but Cassian is not sure how. At least the company is nice.
- Cortu of the Mirage - Cortu is sure that the Inscriber will work. They are are very supportive of Cassian's efforts, sometimes a little urgent though. As an investor, they are a little frantic at times, often talking to themselves about some image or mirage they lost sight of in the dark. Cassian offered to help them search for it, but they insisted that the Inscriber would be Cassian's best contribution.
- Leylan Dior - Cassian found it a surprise to see Leylan for the first time in five years. Leylan wasn't very talkative but they were disappointed when Cassian told them that the Inscriber wasn't working yet. They seemed a bit wary of Ma'li.
- Rien Vorto the Eidetic - Cassian saw one of their shows and wished they knew how to get the Inscriber to do that. It would be great. Rien insisted that Cassian needed to have faith in Ruornil, but Cassian thinks it just needs the right spells.
[top]Ma'li
(goblin or dwarf, Fighter (Battle Master) 4/Rogue (Assassin) 3, CN unblooded)
Efficient killer. "Friend" of Cassian, but being paid by Cortu.
Motivation: Cortu is paying Ma'li to protect Cassian on the pretence that there are others who want access to the new technology, at any cost. Ma'li was also told to tell Cortu if Cassian works out how to stop the well from transmitting.
Opinions of others:
Efficient killer. "Friend" of Cassian, but being paid by Cortu.
Motivation: Cortu is paying Ma'li to protect Cassian on the pretence that there are others who want access to the new technology, at any cost. Ma'li was also told to tell Cortu if Cassian works out how to stop the well from transmitting.
Opinions of others:
- Kretz - A bit rough around the edges, but seems to have a bit of brain. Ma'li has had a few chats with Kretz in the tavern and likes them. Rather handy with a drumstick but still a beginner with the weapons Ma'li has also seen Kretz practise with. Has some talent and balance though. Just needs to extend the range of methods.
- Cassian Tadholfer - This kid is sure their ideas will work but Ma'li isn't sure. They can understand the benefits of the writing tool but Cassian makes no effort to develop it in secret. No wonder Cortu had concerns about the security of their investment.
- Cortu of the Mirage - Cortu pays well, but is not willing to give much else. They seem more interested in Cassian's tool than Cassian. Won't really talk to anyone but themself.
- Leylan Dior - Not sure why they are here. Cassian seems to know them and to a degree trust them, but they just seem to always be in the background.
- Jalan from the Third Flame - This priest is what is wrong with society. Their idea of enlightenment should go up in the first, second and third flames.
- Hakim of the Quiet Light - A little too righteous for Ma'li's liking. Their order may be "quiet" but they shoudln't expect to be ignored when they travel around with a pompous noble.
[top]Cortu of the Mirage
(Brecht or Khinasi human, Ranger (Horizon Walker) 5/former Paladin (Cuiraécen, Crown) 5, N, unblooded)
This swap from Paladin to Ranger is not a multiclass. It is a complete class change. They no longer have any Paladin-specific abilities or features or spells. This may not be standard for your gaming system. If it doesn't work, just ignore that Cortu was ever a paladin.
Disgraced former paladin who wants the truth of their Mirage group within the White Sword of Khirdai revealed. Great at surviving in harsh environments but not willing to take directions from others any more. Mutters to himself.
Motivation: Cortu is after information about failed Mirage mission into a vanishing Khinasi city in the sands. They ended up in the Shadow World, with some killed, some driven mad and some simply vanishing. Cortu was one of the few who got out but believes the true purpose of the mission was hidden. They no longer trust the temple or the god and now relies on themself, using survival skills and new knowledge of the Shadow World to cope.
Unfortunately there are voices in their head saying to use Cassian to get the truth from the well, but Cortu doesn't trust mages any more so Ma'li is being used as both a spy and messenger. The voices seem to be from the well itself so Cortu hopes that at the very least Cassian can silence or control the endless chatter they hear.
Opinions of others:
This swap from Paladin to Ranger is not a multiclass. It is a complete class change. They no longer have any Paladin-specific abilities or features or spells. This may not be standard for your gaming system. If it doesn't work, just ignore that Cortu was ever a paladin.
Disgraced former paladin who wants the truth of their Mirage group within the White Sword of Khirdai revealed. Great at surviving in harsh environments but not willing to take directions from others any more. Mutters to himself.
Motivation: Cortu is after information about failed Mirage mission into a vanishing Khinasi city in the sands. They ended up in the Shadow World, with some killed, some driven mad and some simply vanishing. Cortu was one of the few who got out but believes the true purpose of the mission was hidden. They no longer trust the temple or the god and now relies on themself, using survival skills and new knowledge of the Shadow World to cope.
Unfortunately there are voices in their head saying to use Cassian to get the truth from the well, but Cortu doesn't trust mages any more so Ma'li is being used as both a spy and messenger. The voices seem to be from the well itself so Cortu hopes that at the very least Cassian can silence or control the endless chatter they hear.
Opinions of others:
- The band - Noise. The sound. They are too much. Music speaks. Their message. Just a little. Too much.
- Cassian Tadholfer - Must work. Connection. Pathway. Doorway. Closure. Help. The voice. Needs direction. Protect.
- Ma'li - Asset. Expense. Substitute. Hands on. The pulse. Acquiring the truth. Vision.
- Leylan Dior - Distrust. Falsity. Uncertainty. Truth. History.
- Hakim of the Quiet Light - Shining blade. Purity surrounded by lies. No guidance. Misled enlightenment. Silence.
[top]Leylan Dior
(Anuirean or Brecht human, Cleric (Eloéle) 5, CN, unblooded)
Ordinary. They just seem like a simple trader who is an acquaintance of Cassian, but also seems to know everyone-else. They seem to be a good listener, whatever your concerns.
Motivation: Leylan is an information broker. They endeavour to find what messages people have received at the well and sell that information others. Leylan likes to be in control of other people's secrets.
Opinions of others:
Ordinary. They just seem like a simple trader who is an acquaintance of Cassian, but also seems to know everyone-else. They seem to be a good listener, whatever your concerns.
Motivation: Leylan is an information broker. They endeavour to find what messages people have received at the well and sell that information others. Leylan likes to be in control of other people's secrets.
Opinions of others:
- Ja'ri the Seer - This elf is clever but Leylan also thinks them to be devious. They are giving instructions but no information.
- Beb Viyar - She says much about her god. She seeks power through others but not all see it as such. Leylan thinks Beb might be a good source of information but they will have to be careful.
- Fylycha - The conscience of these musicians. While they may be old, their mind is sharp. Good to have as a friend.
- Ronac 'the Pig' Cukarn - A mess. They can't look after themself and rely on others to help them. Might need a prod. Has medical needs.
- Kretz - Respected musician, though seems to need guidance and direction with their life. Leylan thinks that perhaps they could also do with some advice.
- Cassian Tadholfer - Cassian is still a fool. They are chasing a magical fantasy and seem to have others along for the ride. Leylan worries that Cassian will get in too deep one day and not have anyone to rescue them.
- Ma'li - Cassian's protector. Very competant, though not very social. The long tips of their hidden blades will get their mark. Leylan hopes that Cassian doesn't find this out.
- Cortu of the Mirage - Cortu is a worrier about everything. While they have put money towards Cassian and Ma'li, they don't seem to trust others. Except they seem to be getting information from someone-else, but Leylan is not sure who or how.
- Jalan from the Third Flame - This noble can be read like a book. They are so in your face that it is a disgrace. Their flaws and secrets are so obvious that Leylan wonders if it is no more than a show.
- Hakim of the Quiet Light - They may stand like a beacon for Avani but little is said. Leylan has not learnt much about them and certainly nothing from them. They advise Jalan according to their faith and protect them by their blade, but seem to seek nothing else. Perhaps this devotion to duty is their flaw.
- Rien Vorto the Eidetic - Their shows hide their background as a priest. It is their faith that gives them creativity, not their mind. Unfortunately many are fooled by them. They are selling lies about this well. There is no need for rituals or illuminations. Many have told me of their success without them.
- Servant of the Blessed Rodent - A local faithhealer, though few would notice their presence. Very willing to talk iof approached, happy to joke, friend to everyone. Tends to only talk to creatures if not approached. Not a threat, though much could be learnt from their method. A possible good ally to have.
[top]Jalan from the Third Flame
(Khinasi human, Cleric (Laerme) 2/Noble 2, NG, unblooded)
Vain. Their image is everything and eternal. They want to make sure they are remembered.
Motivation: Jalan is a noble and wants fame and posterity. They hope that the well can help provide that. After all, there are tales of people hearing the voices of celebrities long after they have died. Jalan wants something like that to happen for them. They have heard that there are others who trying get old messages as well and hopes that they can help (and that they aren't rivals).
Opinions of others:
Vain. Their image is everything and eternal. They want to make sure they are remembered.
Motivation: Jalan is a noble and wants fame and posterity. They hope that the well can help provide that. After all, there are tales of people hearing the voices of celebrities long after they have died. Jalan wants something like that to happen for them. They have heard that there are others who trying get old messages as well and hopes that they can help (and that they aren't rivals).
Opinions of others:
- Fylycha - Delightful and quaint. Jalan doesn't see their type much. They are not surprised Fylycha is no more than a musician.
- Cassian Tadholfer - A creative mind. Jalan sees them as having a narrow mind but if their creation can control the well, then Jalan wants it.
- Ma'li - Darkness, but may bring light. They are little more than thug, but thugs can be used. Cortu seems to trust Ma'li but Jalan doubts that Mal'li is able to help him.
- Cortu of the Mirage - A soldier who doesn't know their own worth. They could get a lot further if they put their money and resources where it counted. Jalan thinks Cortu worries too much about the past.
- Hakim of the Quiet Light - Jalan considers Hakim to be their wall, their shield, and maybe a friend. Hakim seeks radiance but not beauty in the world. They have good intent, but Jalan wants Hakim to reward those who shine not just welcome them.
- Rien Vorto the Eidetic - Another entertainer but one who has a mind for business. A possible future investment or tool for Jalan.
- Servant of the Blessed Rodent - Street scum. Like their goddess, the Servant associates too much with negativity. Even their name promotes their lack of ambition. They will never succeed if they don't aim to lead by example.
[top]Hakim of the Quiet Light
(Khinasi human, Paladin (Avani, LN, Glory) 3, unblooded)
Honest warrior. Friend and guardian of Jalan. Focusses more on recognising the positives and glory of others than themself.
Motivation: Hakim is Jalan's bodyguard, advisor and conscience. As such they are there to protect to physically Jalan, but they are also worried that Jalan is heading towards necromancy by dabbling in voices of the dead.
Opinions of others:
Honest warrior. Friend and guardian of Jalan. Focusses more on recognising the positives and glory of others than themself.
Motivation: Hakim is Jalan's bodyguard, advisor and conscience. As such they are there to protect to physically Jalan, but they are also worried that Jalan is heading towards necromancy by dabbling in voices of the dead.
Opinions of others:
- The band - Hakim thinks their music has a deep beat to it, like the tribal tunes from Aftane. They are concerned though that the band is interested in connecting to souls through their songs. Hakim hopes they are only talking about the souls of their audiences.
- Cassian Tadholfer - Some mad inventor. Seems to do some magic. No threat but wasting money. Seems focused on tring to send message in the well using their inventions.
- Ma'li - Hakim is not sure of this one. Their stance and readiness is of a warrior, but they have little to show.
- Cortu of the Mirage - Clearly a warrior, but seems tainted. They have worries. They have uncertainity. They need help. Hakim is not sure what Cortu will do next. They need to be watched.
- Jalan from the Third Flame - They have hopes for the well, but no plans. They seem interested in the inventor but won't talk to them.
- Rien Vorto the Eidetic - To Hakim, this entertainer has misused their faith in Ruornil. They do not show the truth. They show nothing but lies, and tell lies to others. They keep things in the dark. Hakim thinks Rien has no warmth in their heart. Rien just sees the visitors here as a source of money.
- Servant of the Blessed Rodent - This Servant is good to many. Nesirie guides them well, though they need more light in their life.
[top]Rien Vorto the Eidetic
(Brecht human, Magician (Illusionist) 4/Cleric (Ruornil) 2, NE, unblooded)
Creative extrovert, but the image they show is everything, not their physical self.
Motivation: Rien wants to put on a good show and wants to include the well in a new project. They need to be able to send messages to the audience on demand but it seems the well doesn't do that. If only Ruornil would provide!
In the meantime, Rien is charging people for a "ritual" to help design visually impressive messages for the well, using charms and illusions to give fake sample transmissions that are more than just a voice.
Opinions of others:
Creative extrovert, but the image they show is everything, not their physical self.
Motivation: Rien wants to put on a good show and wants to include the well in a new project. They need to be able to send messages to the audience on demand but it seems the well doesn't do that. If only Ruornil would provide!
In the meantime, Rien is charging people for a "ritual" to help design visually impressive messages for the well, using charms and illusions to give fake sample transmissions that are more than just a voice.
Opinions of others:
- The band - Rien sees something in the band - money. They have a reasonable audience already, but Rien can see his show getting them more, if they pay him right. The singer might be the one to approach, provided she shuts up about Kreisha. The elf is a concern though. They might be difficult to convince.
- Cassian Tadholfer - To Rien, Cassian is a naive target, but he seems to know a bit about magic and seems to be treating the well like it is part of some mechanical system. Wierd. The normal ritual racket might not work on them. Their devices though might help Rien's show, if they work.
- Ma'li - The kid has Ma'li watching over them. Rien thinks that they will never win over Cassian if Ma'li is still around.
- Leylan Dior - Some local. They don't to be interested in the well or Rien's show.
- Jalan from the Third Flame - Jalan liked the show but Rien doesn't think they were convinced. However, Jalan did seem to appreciate the effort they put into the effects.
- Hakim of the Quiet Light - Some bodyguard. Seems to be linked to some temple of Avani.
[top]Servant of the Blessed Rodent
(??, Cleric (Nesirie) 2, LG, unblooded)
Caring. Has simple needs but caters for all, especially once those they love are gone. Has a love for animals and their role in life, especially those whom others don't appreciate. They rarely show their face and tend to hide their hands within the sleeves of their tunic. Some people wonder if they are one of the beasts themself.
Motivation: The Servant is not after anything for themself. They just want to help those who have left the messages and those who need to hear them. They are worried though that the messages aren't working properly. They know that even those who left messages but are now dead would be grateful for this to be fixed, especially if their messages can finally be told.
Opinions of others:
Caring. Has simple needs but caters for all, especially once those they love are gone. Has a love for animals and their role in life, especially those whom others don't appreciate. They rarely show their face and tend to hide their hands within the sleeves of their tunic. Some people wonder if they are one of the beasts themself.
Motivation: The Servant is not after anything for themself. They just want to help those who have left the messages and those who need to hear them. They are worried though that the messages aren't working properly. They know that even those who left messages but are now dead would be grateful for this to be fixed, especially if their messages can finally be told.
Opinions of others:
- The band - The bards speak of gaining wisdom in the well, but the Servant fears that they will unsettle the dead. This is not good. The well should allow those who have gone to be silent. They should not listen to the priest of Kriesha who leads them. The Servant is also particularly worried about the elf. They do not fit in. They are after something, but it isn't wisdom.
- Cassian Tadholfer - This youth is dabbling in dangerous things. Applying technology to powerful magic like the well is causing problems. The Servant thinks that Cassian is part of the problem.
- Ma'li - While Ma'li may seem to be helping Cassian, the Servant knows that Cortu is really the one in control. Cassian thinks that Ma'li is there to be dangerous when challenged.
- Cortu of the Mirage - This soldier has many enemies, particularly themself. Their mind isn't completely there. Nesirie could offer guidance and comfort, but the Servant fears that Cortu would not accept it. The warrior is listening to others, but the Servant fears that those voices are not good.
- Leylan Dior - The Servant knows Leylan is but a mask. Leylan shows little of their true self. The Servant is not sure what that is, but knows that Leylan is often at the well but does little.
- Jalan from the Third Flame - This one is arrogant and aloof. A typical noble. They do not care for the community or others. Laerme finds beauty in many things but the Servant doubts that she sees it in much that Jalan says and does.
- Hakim of the Quiet Light - The paladin is of a good heart but the Servant thinks that it is misplaced in helping Jalan. The Servant knows not why Avani would want Hakim in this role. Maybe Avani wants Hakim to be Jalan's conscience. Some insight from Nesirie to Hakim may also help.
- Rien Vorto the Eidetic - Another false face. Rien wishes to deceive all for their own gain. They misuse their faith in Ruornil.
[top]Key inhabitants of the Well
[top]Naeroc the Enchanter
aka Naeroc Draicht
(Sidhe Revenant Sorcerer (Abberant Mind), blooded)
Medium Sidhelien Undead, Neutral Evil
CR 7 (2900 XP, PB +3)
Armor Class 13?? (Leather Armor)
Hit Points 43 (8+6*4.5+8, 7d8+8)
Speed 30 feet
STR 9 (-1) DEX 12 (+1) CON 10 (+0)
INT 14 (+2) WIS 13 (+1) CHA 17 (+3)
Skills Arcana +5, History +5, Perception +4
Senses Darkvision 60 feet
Languages Sidhelien, Low Brecht
Damage Resistance. necrotic, psychic
Damage Immunity. poison
Condition Immunity. charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Naeroc is a Sidhelien sorcerer, specialising in magic related to the mind and communication, seeking to contact with their fey half and somehow become “whole”. When they “died”, they became undead as their task was incomplete. They have retained their sorcerer abilities but have also taken on some of the capabilities and limitations of an undead revenant. While they don’t have the revenant’s ability to possess creatures, their soul can enter the mind of the Articulating Inscriber if they have their bell ring with them as a focus. Naeroc cannot cast their standard set of sorcerer spells if they are not in their body, regardless of their access to any Metamagic options. They can however use their Telepathic Speech ability.
They are not well trained in martial combat, preferring to use their spell casting and allies to aid them when challenged. They often call to their “allies” using the Message cantrip, then using their telepathic ability and other spells, force the ally to defend them.
Naeroc is dressed in common Sidhelien clothing from 350 years ago. It is not very damaged but is well worn. They were not wealthy and this shows in the style and moderate quality of its construction. Underneath the outer layers lies rough leather armour as their sole defense.
The enchantment of the Well is connected to their body as it represents the physical structure of the Well. If the enchantment or their body is destroyed, then the other will also start to collapse. However, Naeroc’s soul may still survive, depending on the circumstances.
TRAITS
Turn Immunity. As a revenant, Naeroc is immune to effects that turn undead.
Regeneration. As a revenant, Naeroc regains 10 hit points at the start of its turn. If Naeroc takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. Naeroc's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Sunlight Sensitivity. Due to the Seeming in the enchantment of the Well, if the top of the Well is in sunlight, then Naeroc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Tree Connection. If any creature makes contact with Naeroc's soul tree, including walking on it, then Naeroc is aware of their presence. If any such visitor is within the sight range of Naeroc's body, Naeroc can sense their location. This includes Invisible creatures or those moving with stealth, but not those who are flying or within spells or features like the Pass Without Trace.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5?? to hit, reach 5 feet or range 20/60 feet, one target.
Hit: 4??? (1d4 + 2) piercing damage.
Spellcasting. Naeroc is a 7th-level Sorcerer (Aberrant Mind). Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Naeroc has the following sorcerer spells prepared per long rest (subclass Psionic Spells are italicised):
• Cantrips (at will): Friends, Message, Mind Sliver*, Minor Illusion, Prestidigitation
• 1st level (4 slots): Absorb Elements, Arms of Hadar*, Charm Person, Dissonant Whispers*
• 2nd level (3 slots): Blindness/Deafness, Calm Emotions*, Detect Thoughts*, Mind Spike
• 3rd level (3 slots): Antagonize, Dispel Magic, Hunger of Hadar*, Sending*
• 4th level (1 slots): Confusion, Edvard’s Black Tentacles*, Sickening Radiance, Summon Aberration*
* subclass Psionic Spells
If Naeroc’s soul is in the Articulating Inscriber, they cannot cast their normal set of sorcerer spells or any of their subclass Psionic Spells. Instead they have access to a set of alternate sorcerer spells that are now embedded in the Inscriber:
• Cantrips (at will): Control Flame, Gust, Mending, Message, Thunderclap
• 1st level (4 slots): Earth Tremor, Thunderwave
• 2nd level (3 slots): Gust of Wind, Shatter
• 3rd level (3 slots): Hypnotic Pattern, Water Breathing, Wind Wall
• 4th level (1 slots): Confusion
Some of these Inscriber spells are also in their normal set. Affects are projected either from a single horn at a height of 10 feet, or from the centre of the dais (NPC’s choice) if at least three of the horns are active. The Inscriber’s Message cantrip can connect them to anyone who they know is in the Well. For any spells requiring concentration, the connection with the horns via the bell ring and Inscriber must be maintained during the spell’s duration. Naeroc is still reliant on the same number of spell slots and sorcery points they would have access to if they were in their body. The numbers do not reset when their soul moves, unless they have a long rest. They do not require any verbal, somatic or material requirements to cast these spells within the Inscriber.
Metamagic. As a sorcerer, Naeroc has the following metamagic options prepared with 7 Sorcery Points available per long rest:
• Distant Spell (1 sorcery point)
• Subtle Spell (1 sorcery point)
Telepathic Speech (Aberrant Mind). As a bonus action for a sorcerer, Naeroc can form a telepathic connection between their mind and the mind of one creature within 30 feet. Naeroc can detect the presence of a mind within that range. The two can speak telepathically with each other whilst they are within a number of miles of each other equal to Naeroc’s Charisma modifier, in a language they each know. The telepathic connection lasts for a number of minutes equal to Naeroc’s sorcerer level. It ends early if Naeroc is incapacitated or dies or if Naeroc uses this ability to form a connection with a different creature.
Psionic Sorcery (Abberant Mind). When Naeroc casts any subclass Psionic Spell of 1st level or higher, they can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If they cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Ref: PHB 2014; Monster Manual (2025);
(Sidhe Revenant Sorcerer (Abberant Mind), blooded)
Medium Sidhelien Undead, Neutral Evil
CR 7 (2900 XP, PB +3)
Armor Class 13?? (Leather Armor)
Hit Points 43 (8+6*4.5+8, 7d8+8)
Speed 30 feet
STR 9 (-1) DEX 12 (+1) CON 10 (+0)
INT 14 (+2) WIS 13 (+1) CHA 17 (+3)
Skills Arcana +5, History +5, Perception +4
Senses Darkvision 60 feet
Languages Sidhelien, Low Brecht
Damage Resistance. necrotic, psychic
Damage Immunity. poison
Condition Immunity. charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Naeroc is a Sidhelien sorcerer, specialising in magic related to the mind and communication, seeking to contact with their fey half and somehow become “whole”. When they “died”, they became undead as their task was incomplete. They have retained their sorcerer abilities but have also taken on some of the capabilities and limitations of an undead revenant. While they don’t have the revenant’s ability to possess creatures, their soul can enter the mind of the Articulating Inscriber if they have their bell ring with them as a focus. Naeroc cannot cast their standard set of sorcerer spells if they are not in their body, regardless of their access to any Metamagic options. They can however use their Telepathic Speech ability.
They are not well trained in martial combat, preferring to use their spell casting and allies to aid them when challenged. They often call to their “allies” using the Message cantrip, then using their telepathic ability and other spells, force the ally to defend them.
Naeroc is dressed in common Sidhelien clothing from 350 years ago. It is not very damaged but is well worn. They were not wealthy and this shows in the style and moderate quality of its construction. Underneath the outer layers lies rough leather armour as their sole defense.
The enchantment of the Well is connected to their body as it represents the physical structure of the Well. If the enchantment or their body is destroyed, then the other will also start to collapse. However, Naeroc’s soul may still survive, depending on the circumstances.
TRAITS
Turn Immunity. As a revenant, Naeroc is immune to effects that turn undead.
Regeneration. As a revenant, Naeroc regains 10 hit points at the start of its turn. If Naeroc takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. Naeroc's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Sunlight Sensitivity. Due to the Seeming in the enchantment of the Well, if the top of the Well is in sunlight, then Naeroc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Tree Connection. If any creature makes contact with Naeroc's soul tree, including walking on it, then Naeroc is aware of their presence. If any such visitor is within the sight range of Naeroc's body, Naeroc can sense their location. This includes Invisible creatures or those moving with stealth, but not those who are flying or within spells or features like the Pass Without Trace.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5?? to hit, reach 5 feet or range 20/60 feet, one target.
Hit: 4??? (1d4 + 2) piercing damage.
Spellcasting. Naeroc is a 7th-level Sorcerer (Aberrant Mind). Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Naeroc has the following sorcerer spells prepared per long rest (subclass Psionic Spells are italicised):
• Cantrips (at will): Friends, Message, Mind Sliver*, Minor Illusion, Prestidigitation
• 1st level (4 slots): Absorb Elements, Arms of Hadar*, Charm Person, Dissonant Whispers*
• 2nd level (3 slots): Blindness/Deafness, Calm Emotions*, Detect Thoughts*, Mind Spike
• 3rd level (3 slots): Antagonize, Dispel Magic, Hunger of Hadar*, Sending*
• 4th level (1 slots): Confusion, Edvard’s Black Tentacles*, Sickening Radiance, Summon Aberration*
* subclass Psionic Spells
If Naeroc’s soul is in the Articulating Inscriber, they cannot cast their normal set of sorcerer spells or any of their subclass Psionic Spells. Instead they have access to a set of alternate sorcerer spells that are now embedded in the Inscriber:
• Cantrips (at will): Control Flame, Gust, Mending, Message, Thunderclap
• 1st level (4 slots): Earth Tremor, Thunderwave
• 2nd level (3 slots): Gust of Wind, Shatter
• 3rd level (3 slots): Hypnotic Pattern, Water Breathing, Wind Wall
• 4th level (1 slots): Confusion
Some of these Inscriber spells are also in their normal set. Affects are projected either from a single horn at a height of 10 feet, or from the centre of the dais (NPC’s choice) if at least three of the horns are active. The Inscriber’s Message cantrip can connect them to anyone who they know is in the Well. For any spells requiring concentration, the connection with the horns via the bell ring and Inscriber must be maintained during the spell’s duration. Naeroc is still reliant on the same number of spell slots and sorcery points they would have access to if they were in their body. The numbers do not reset when their soul moves, unless they have a long rest. They do not require any verbal, somatic or material requirements to cast these spells within the Inscriber.
Metamagic. As a sorcerer, Naeroc has the following metamagic options prepared with 7 Sorcery Points available per long rest:
• Distant Spell (1 sorcery point)
• Subtle Spell (1 sorcery point)
Telepathic Speech (Aberrant Mind). As a bonus action for a sorcerer, Naeroc can form a telepathic connection between their mind and the mind of one creature within 30 feet. Naeroc can detect the presence of a mind within that range. The two can speak telepathically with each other whilst they are within a number of miles of each other equal to Naeroc’s Charisma modifier, in a language they each know. The telepathic connection lasts for a number of minutes equal to Naeroc’s sorcerer level. It ends early if Naeroc is incapacitated or dies or if Naeroc uses this ability to form a connection with a different creature.
Psionic Sorcery (Abberant Mind). When Naeroc casts any subclass Psionic Spell of 1st level or higher, they can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If they cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Ref: PHB 2014; Monster Manual (2025);
[top]Cunas the Silent
aka Cunasgeimh
(Seelie Faerie (Brownie) Spirit, unblooded)
Small fey spirit, neutral good
CR 4 (1,100 XP ; +2 PB)
Initiative +3 (13)
AC 11 HP 45 (10d8)
Speed 5 ft., Fly 40 ft. (hover)
STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)
Skills Sleight of Hand +8, Stealth +8,
Senses Darkvision 60 feet, Passive Perception 13
Languages Halfling (Cellwair), Old Andu, Sidhelien
Damage Resistances acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Cunas is a brownie who was formerly one of the household staff for the Seelie Court. They are very good at making sure everything is where they think it needs to be, and anything that is out-of-place can be removed. This is done with style, panache, Seeming and in silence. They are now an incorporeal spirit so these tasks became hard to do. Consequently they have developed a way of doing it with telekinesis. This has enabled them to retain many of their brownie capabilities.
Like most brownies, they are rather defensive of the home they are responsible for, but don’t like getting into direct combat. They are more likely to mislead, misdirect and hamper any intruder. Cunas will harry any intruders to the area they consider their “home” by luring them into a merry chase through as many thresholds as possible while trying to stay hidden. Cunas will first try to relieve a creature of anything small enough for them to carry. If they get a creature to drop an item like a weapon with their Finger-pincher, they use a Flick Shot to knock the object back through the threshold so the creature must cross once more to retrieve it. As a last resort, they will try to possess the intruder so they can force it out. They cannot possess Naeroc’s undead body whilst Naeroc’s soul can connect to it.
They are two feet tall and dressed nicely in a jacket, shirt and skirt. As they are incorporeal, they can’t physically interact with anything, so they are not armed.
The enchantment of the Well is connected to Cunas as it uses their ability to speak as the voice of the Well in the Horns of Naeroc. If the enchantment is destroyed, then they will recover their ability to speak but the Well will also start to collapse. However, Cunas’s soul will still survive as a undead spirit, but for how long may depend on the circumstances. At the time of the Well’s enchantment, Cunas’s body was left somewhere in the Shadow World. It is presumed to have been destroyed by the passages of time.
TRAITS
Incorporeal Movement. As an incorporeal spirit, Cunas can move through other creatures and objects as if they were Difficult Terrain. Cunas takes 5 (1d10) Force damage if they end their turn inside an object.
Vanish. As a brownie, Cunas can use a Bonus Action to give themself the Invisible condition or ends that condition on themself.
Magic Resistance. As a brownie, Cunas has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. As a brownie, Cunas uses spells to complete chores, and harass and drive away enemies. The spells they typically employ revolved around causing confusion and distractions. The brownie’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, without requiring any material components:
• At will: minor illusion, prestidigitation, thaumaturgy
• 1/day each: color spray, confusion, dancing lights, silent image
ACTIONS
Multiattack. As a brownie spirit, Cunas can attack with Telekinetic Thrust and activate Home Defender.
Telekinetic Thrust. Strength Saving Throw: DC 12, one creature Cunas can see within 30 feet.
Failure: 9 (2d6 + 2) Force damage, and the target is pushed up to 30 feet straight away from Cunas.
Home Defender. As a brownie spirit, whenever a creature passes through a threshold in an area considered “home” by Cunas, they can telekinetically nudge the creature and force it to succeed on a DC 13 Dexterity saving throw or suffer one of the following effects:
• Toe-stubber. The creature takes 2 (1d4) bludgeoning damage and is knocked prone.
• Finger-pincher. The creature takes 2 (1d4) piercing damage and drops one object it is carrying.
• Noggin-knuckle. The creature is struck in the eyes, ears or throat and is either Blinded, Deafened or unable to speak or breathe until the beginning of its next turn.
Flick Shot. As a brownie spirit, if Cunas sees a creature within 30 feet drop an object, with a flick of their fingers they can make a telekinesis attack against it with a Dexterity (Sleight of Hand) check. On a hit, the dropped object is pushed 15 feet in a direction of Cunas's choice.
Possession (Recharge 6). Charisma Saving Throw: DC 13, one humanoid Cunas can see within 5 feet.
Failure: As an incorporeal spirit, Cunas possesses the target; Cunas disappears, and the target has the Incapacitated condition and loses control of its body. Cunas now controls the body, but the target retains awareness. Cunas can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. Cunas's game statistics are the same, except they use the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or Cunas leaves as a Bonus Action. When the possession ends, Cunas appears in an unoccupied space within 5 feet of the target, and the target is immune to Cunas's Possession for 24 hours.
Success: The target is immune to Cunas's Possession for 24 hours.
Ref: MM 2014 (Ghost, Poltergeist); Brownie by Isaac; Tome of Horrors (Brownie)
(Seelie Faerie (Brownie) Spirit, unblooded)
Small fey spirit, neutral good
CR 4 (1,100 XP ; +2 PB)
Initiative +3 (13)
AC 11 HP 45 (10d8)
Speed 5 ft., Fly 40 ft. (hover)
STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)
Skills Sleight of Hand +8, Stealth +8,
Senses Darkvision 60 feet, Passive Perception 13
Languages Halfling (Cellwair), Old Andu, Sidhelien
Damage Resistances acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Cunas is a brownie who was formerly one of the household staff for the Seelie Court. They are very good at making sure everything is where they think it needs to be, and anything that is out-of-place can be removed. This is done with style, panache, Seeming and in silence. They are now an incorporeal spirit so these tasks became hard to do. Consequently they have developed a way of doing it with telekinesis. This has enabled them to retain many of their brownie capabilities.
Like most brownies, they are rather defensive of the home they are responsible for, but don’t like getting into direct combat. They are more likely to mislead, misdirect and hamper any intruder. Cunas will harry any intruders to the area they consider their “home” by luring them into a merry chase through as many thresholds as possible while trying to stay hidden. Cunas will first try to relieve a creature of anything small enough for them to carry. If they get a creature to drop an item like a weapon with their Finger-pincher, they use a Flick Shot to knock the object back through the threshold so the creature must cross once more to retrieve it. As a last resort, they will try to possess the intruder so they can force it out. They cannot possess Naeroc’s undead body whilst Naeroc’s soul can connect to it.
They are two feet tall and dressed nicely in a jacket, shirt and skirt. As they are incorporeal, they can’t physically interact with anything, so they are not armed.
The enchantment of the Well is connected to Cunas as it uses their ability to speak as the voice of the Well in the Horns of Naeroc. If the enchantment is destroyed, then they will recover their ability to speak but the Well will also start to collapse. However, Cunas’s soul will still survive as a undead spirit, but for how long may depend on the circumstances. At the time of the Well’s enchantment, Cunas’s body was left somewhere in the Shadow World. It is presumed to have been destroyed by the passages of time.
TRAITS
Incorporeal Movement. As an incorporeal spirit, Cunas can move through other creatures and objects as if they were Difficult Terrain. Cunas takes 5 (1d10) Force damage if they end their turn inside an object.
Vanish. As a brownie, Cunas can use a Bonus Action to give themself the Invisible condition or ends that condition on themself.
Magic Resistance. As a brownie, Cunas has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. As a brownie, Cunas uses spells to complete chores, and harass and drive away enemies. The spells they typically employ revolved around causing confusion and distractions. The brownie’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, without requiring any material components:
• At will: minor illusion, prestidigitation, thaumaturgy
• 1/day each: color spray, confusion, dancing lights, silent image
ACTIONS
Multiattack. As a brownie spirit, Cunas can attack with Telekinetic Thrust and activate Home Defender.
Telekinetic Thrust. Strength Saving Throw: DC 12, one creature Cunas can see within 30 feet.
Failure: 9 (2d6 + 2) Force damage, and the target is pushed up to 30 feet straight away from Cunas.
Home Defender. As a brownie spirit, whenever a creature passes through a threshold in an area considered “home” by Cunas, they can telekinetically nudge the creature and force it to succeed on a DC 13 Dexterity saving throw or suffer one of the following effects:
• Toe-stubber. The creature takes 2 (1d4) bludgeoning damage and is knocked prone.
• Finger-pincher. The creature takes 2 (1d4) piercing damage and drops one object it is carrying.
• Noggin-knuckle. The creature is struck in the eyes, ears or throat and is either Blinded, Deafened or unable to speak or breathe until the beginning of its next turn.
Flick Shot. As a brownie spirit, if Cunas sees a creature within 30 feet drop an object, with a flick of their fingers they can make a telekinesis attack against it with a Dexterity (Sleight of Hand) check. On a hit, the dropped object is pushed 15 feet in a direction of Cunas's choice.
Possession (Recharge 6). Charisma Saving Throw: DC 13, one humanoid Cunas can see within 5 feet.
Failure: As an incorporeal spirit, Cunas possesses the target; Cunas disappears, and the target has the Incapacitated condition and loses control of its body. Cunas now controls the body, but the target retains awareness. Cunas can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. Cunas's game statistics are the same, except they use the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or Cunas leaves as a Bonus Action. When the possession ends, Cunas appears in an unoccupied space within 5 feet of the target, and the target is immune to Cunas's Possession for 24 hours.
Success: The target is immune to Cunas's Possession for 24 hours.
Ref: MM 2014 (Ghost, Poltergeist); Brownie by Isaac; Tome of Horrors (Brownie)
[top]Silent soul (Allip)
Medium Undead, True Neutral
CR 5 (1,800 XP; +3 PB)
Initiative +3 (13)
AC 13 HP 40 (9d8)
Speed Flight 40 feet (hover)
STR 6 (-2, -2 save) INT 17 (+3, +6 save) WIS 15 (+3, +5 save) DEX 17 (+3, +3 save) CON 10 (+0, +0 save) CHA 16 (+3, +3 save)
Skills +5 Perception, +6 Stealth
Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 feet, Passive Perception 15
Languages The languages it knew when living
Unlike a standard Allip, a Silent Soul Allip has a limited ability to communicate, but it is normally in single words or short phrases, often repeated. It cannot answer questions and is unlikely to respond to statements by others.
If turned, the Allip will disappear into the corresponding Silent Soul Awakened Tree.
TRAITS
Incorporeal Movement. The Allip Silent Soul 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.
Unusual Nature. The allip doesn't require air, food, drink, or sleep.
ACTIONS
Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (4d6+3) psychic damage.
Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and it is Stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.
Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8+3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.
Ref: MPMM, page 45; MTF, page 116.
CR 5 (1,800 XP; +3 PB)
Initiative +3 (13)
AC 13 HP 40 (9d8)
Speed Flight 40 feet (hover)
STR 6 (-2, -2 save) INT 17 (+3, +6 save) WIS 15 (+3, +5 save) DEX 17 (+3, +3 save) CON 10 (+0, +0 save) CHA 16 (+3, +3 save)
Skills +5 Perception, +6 Stealth
Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 feet, Passive Perception 15
Languages The languages it knew when living
Unlike a standard Allip, a Silent Soul Allip has a limited ability to communicate, but it is normally in single words or short phrases, often repeated. It cannot answer questions and is unlikely to respond to statements by others.
If turned, the Allip will disappear into the corresponding Silent Soul Awakened Tree.
TRAITS
Incorporeal Movement. The Allip Silent Soul 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.
Unusual Nature. The allip doesn't require air, food, drink, or sleep.
ACTIONS
Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (4d6+3) psychic damage.
Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and it is Stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.
Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8+3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.
Ref: MPMM, page 45; MTF, page 116.
[top]Silent soul (Banshegh)
Medium Undead, Chaotic Evil
CR 4 (1,100 XP; +2 PB)
Initiative +2 (12)
AC 12 HP 54 (12d8)
Speed Land 5 feet, Flight 40 feet (hover)
STR 1 (-5, -5 save) INT 12 (+1, +1 save) WIS 11 (+0, +2 save) DEX 14 (+2, +2 save) CON 10 (+0, +0 save) CHA 17 (+3, +3 save)
Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 feet, Passive Perception 10
Languages The languages it knew when living
While a Silent Soul Banshee can understand some speech, it cannot communicate beyond its wail. However, some wails may be specialised as a song or sound that may be able to be interpreted by others.
If turned, the Banshegh will disappear into the corresponding Silent Soul Awakened Tree.
TRAITS
Detect Life.The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead.
Incorporeal Movement. The banshee 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.
ACTIONS
Multiattack. The banshee makes two Corrupting Touch attacks and uses Horrify.
Corrupting Touch. Melee Attack Roll: +5, reach 5 ft.
Hit: 7 (1d8+3) Necrotic damage.
Horrify. Wisdom Saving Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee.
Failure: The target has the Frightened condition until the start of the banshee's next turn.
Success: The target is immune to this banshee's Horrify for 24 hours.
Deathly Wail (1/Day). The banshee releases a mournful wail if it isn't in sunlight.
Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead.
Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 10 (3d6) Psychic damage.
Ref: MM'25, page 29
CR 4 (1,100 XP; +2 PB)
Initiative +2 (12)
AC 12 HP 54 (12d8)
Speed Land 5 feet, Flight 40 feet (hover)
STR 1 (-5, -5 save) INT 12 (+1, +1 save) WIS 11 (+0, +2 save) DEX 14 (+2, +2 save) CON 10 (+0, +0 save) CHA 17 (+3, +3 save)
Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 feet, Passive Perception 10
Languages The languages it knew when living
While a Silent Soul Banshee can understand some speech, it cannot communicate beyond its wail. However, some wails may be specialised as a song or sound that may be able to be interpreted by others.
If turned, the Banshegh will disappear into the corresponding Silent Soul Awakened Tree.
TRAITS
Detect Life.The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead.
Incorporeal Movement. The banshee 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.
ACTIONS
Multiattack. The banshee makes two Corrupting Touch attacks and uses Horrify.
Corrupting Touch. Melee Attack Roll: +5, reach 5 ft.
Hit: 7 (1d8+3) Necrotic damage.
Horrify. Wisdom Saving Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee.
Failure: The target has the Frightened condition until the start of the banshee's next turn.
Success: The target is immune to this banshee's Horrify for 24 hours.
Deathly Wail (1/Day). The banshee releases a mournful wail if it isn't in sunlight.
Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead.
Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 10 (3d6) Psychic damage.
Ref: MM'25, page 29
[top]Silent soul (Awakened Tree)
Huge Plant, Neutral
CR 2 (450 XP; +2 PB)
Initiative -2 (8)
AC 13 HP as for the Silent Soul Allip or Silent Soul Banshee
Speed 20 feet
STR 19 (+4, +4 save) INT 10 (+0, +0 save)
WIS 10 (+0, +0 save) DEX 6 (-2, -2 save)
CON 15 (+2, +2 save) CHA 7 (-2, -2 save)
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 10
Languages -
The hit points for a Silent Soul Awakened Tree are shared with those of the associated Silent Soul Allip or Banshee. They are the same Silent Soul.
This representation of a Silent Soul cannot be turned as undead.
ACTIONS
Slam. Melee Attack Roll: +6, reach 10 ft.
Hit: 13 (2d8+4) Bludgeoning damage.
Ref: MM'25, page 23; SRD 5.2.1.
CR 2 (450 XP; +2 PB)
Initiative -2 (8)
AC 13 HP as for the Silent Soul Allip or Silent Soul Banshee
Speed 20 feet
STR 19 (+4, +4 save) INT 10 (+0, +0 save)
WIS 10 (+0, +0 save) DEX 6 (-2, -2 save)
CON 15 (+2, +2 save) CHA 7 (-2, -2 save)
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 10
Languages -
The hit points for a Silent Soul Awakened Tree are shared with those of the associated Silent Soul Allip or Banshee. They are the same Silent Soul.
This representation of a Silent Soul cannot be turned as undead.
ACTIONS
Slam. Melee Attack Roll: +6, reach 10 ft.
Hit: 13 (2d8+4) Bludgeoning damage.
Ref: MM'25, page 23; SRD 5.2.1.
[top]Silent soul (Dispossessed)
As per one of the Dispossessed, except that their objective is to deliver the message, not to seek justice or vengeance against a specific target. This may be done by possessing a body, allowing it greater movement and abilities, or through other means. A Dispossessed Silent Soul eventually becomes an Allip or Banshegh in an Awakened Tree if the message is not transmitted.
[top]Mad Seeker (Cleric of Belinik)
Vos Cleric 6 (Tempest), Chaotic Evil
CR 4? (1,100 XP; +3 PB)
Initiative +0 (10)
AC 17 (scale armour) HP 45 (6d8)
Speed 30 feet
STR 15 (+2, +2 save) INT 12 (+1, +1 save)
WIS 18 (+4, +4 save) DEX 10 (+0, +0 save)
CON 13 (+1, +1 save) CHA 11 (+0, +0 save)
Skills Arcana +3, Intimidation +2, Religion +3, Survival +6
Feats Durable
Gear Sling, Maul
Senses Passive Perception 14
Languages Vos, Low Brecht
Prepared Cantrips. Light, Sacred Flame, Toll the Dead, Word of Radiance
Prepared Spells. 10
1st – Command, Cure Wounds, Fog Cloud*, Guiding Bolt, Shield of Faith, Thunderwave*;
2nd – Blindness/Deafness, Calm Emotions, Gust of Wind*, Shatter*, Spiritual Weapon;
3rd – Call Lightning*, Dispel Magic, Magic Circle, Sleet Storm*, Spirit Guardians
ACTIONS
Maul. Melee Attack Roll: +5, heavy, two-handed.
Hit: 12 (2d6 + 3) Bludgeoning damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Turn Undead. Undead that can hear or see within 30 ft of the priest must save a Wisdom saving throw (DC ???), or be turned for 1 minute or until it takes damage. During that time, it must try to move away at least 30 feet, including using Dash and no reactions. If movement is restricted, it will Dodge.
Destroy Undead. Undead CR 1/2 or lower can be destroyed if they fail their Turn Undead save.
Wrath of the Storm. If hit by a creature they see within 5 feet, the priest can use their reaction to rebuke the attacker. If the creature fails a Dexterity saving throw, they take 2d8 lightning or thunder damage (priest’s choice). On a save, the creature takes half the damage. This can be done the number of times equal to their Wisdom modifier (+4).
Channel Divinity: Destructive Wrath. Deal maximum lightning or thunder damage, rather than rolling.
Thunderbolt Strike. If dealing lightning damage on a Large or smaller creature, it can be pushed up to 10 feet away from the priest.
CR 4? (1,100 XP; +3 PB)
Initiative +0 (10)
AC 17 (scale armour) HP 45 (6d8)
Speed 30 feet
STR 15 (+2, +2 save) INT 12 (+1, +1 save)
WIS 18 (+4, +4 save) DEX 10 (+0, +0 save)
CON 13 (+1, +1 save) CHA 11 (+0, +0 save)
Skills Arcana +3, Intimidation +2, Religion +3, Survival +6
Feats Durable
Gear Sling, Maul
Senses Passive Perception 14
Languages Vos, Low Brecht
Prepared Cantrips. Light, Sacred Flame, Toll the Dead, Word of Radiance
Prepared Spells. 10
1st – Command, Cure Wounds, Fog Cloud*, Guiding Bolt, Shield of Faith, Thunderwave*;
2nd – Blindness/Deafness, Calm Emotions, Gust of Wind*, Shatter*, Spiritual Weapon;
3rd – Call Lightning*, Dispel Magic, Magic Circle, Sleet Storm*, Spirit Guardians
- Domain spells
ACTIONS
Maul. Melee Attack Roll: +5, heavy, two-handed.
Hit: 12 (2d6 + 3) Bludgeoning damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Turn Undead. Undead that can hear or see within 30 ft of the priest must save a Wisdom saving throw (DC ???), or be turned for 1 minute or until it takes damage. During that time, it must try to move away at least 30 feet, including using Dash and no reactions. If movement is restricted, it will Dodge.
Destroy Undead. Undead CR 1/2 or lower can be destroyed if they fail their Turn Undead save.
Wrath of the Storm. If hit by a creature they see within 5 feet, the priest can use their reaction to rebuke the attacker. If the creature fails a Dexterity saving throw, they take 2d8 lightning or thunder damage (priest’s choice). On a save, the creature takes half the damage. This can be done the number of times equal to their Wisdom modifier (+4).
Channel Divinity: Destructive Wrath. Deal maximum lightning or thunder damage, rather than rolling.
Thunderbolt Strike. If dealing lightning damage on a Large or smaller creature, it can be pushed up to 10 feet away from the priest.
[top]Mad Seeker (temple thug)
Vos Human, Chaotic Neutral
CR 1/2 (100 XP; +2 PB)
Initiative +0 (10)
AC 11 (leather armour) HP 32 (5d8 + 10)
Speed 30 feet
STR 15 (+2, +2 save) INT 10 (+0, +0 save)
WIS 10 (+0, +0 save) DEX 11 (+0, +0 save)
CON 14 (+2, +2 save) CHA 11 (+0, +0 save)
Skills Intimidation +2
Gear Sling, Mace
Senses Passive Perception 10
Languages Vos
TRAITS
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The thug makes two melee attacks
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Source: MM'14, page 350
CR 1/2 (100 XP; +2 PB)
Initiative +0 (10)
AC 11 (leather armour) HP 32 (5d8 + 10)
Speed 30 feet
STR 15 (+2, +2 save) INT 10 (+0, +0 save)
WIS 10 (+0, +0 save) DEX 11 (+0, +0 save)
CON 14 (+2, +2 save) CHA 11 (+0, +0 save)
Skills Intimidation +2
Gear Sling, Mace
Senses Passive Perception 10
Languages Vos
TRAITS
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The thug makes two melee attacks
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Source: MM'14, page 350
[top]Gloomwing
For this, use a standard Gloomwing moth.
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Created by , 02-13-2026 at 12:55 PM Last edited by , 02-17-2026 at 10:33 AM 0 Comments, 10,814 Views |
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