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CREDITS:
The Confessor by:
Kienna Shaw
Adventure Design:
Friday Strout, Nathaniel Kreiman, & V.J. Harris
Editor:
E. R. F. Jordan
Art Director & Cover Artist:
Elaine Ho
Artists:
Yorsy Hernandez, Venatus Maps
Producers:
M Ebel, Nathaniel Kreiman
Layout & Graphic Designer:
Sloan Smith
Cultural Consultant:
Basil Wright
Additional Consulting by:
Alex Roberts
April 3rd - May 1st 2023
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Confessor
Istillias
“
Don’t let those worries
furrow your brow, my
”
child—confess all to me,
and the Wandering Mother
will carry your sins for you.
Confessor Istillias is the Wandering Mother’s representative within the Vineyard, and
therefore the head of all religious affairs in the City. Confessor Istillias holds sway over the
denizens of the City as the gentle voice and kind face of the enigmatic Wandering Mother.
With a soft smile she invites all to lay bare their darkest secrets and confess their most hidden
sins, finding penance and comfort in the embrace of the Wandering Mother. She alternates
between loving compassion and cutting shame, conversation and corporal punishment, to guide
the people as a shepherd would with their unruly flock. Without Confessor Istillias and her
puritanical fervor, who would keep the spiritual heart of the Vineyard strong and unbreakable?
BIOGRAPHY...
MOTIVE: Confessor Istillias was born, as all
whisperborne are, in the sacred bonfire
To maintain the religious purity of
of the Wandering Mother. From the
the Vineyard and the City.
smoke she emerged as simply Istillias,
another member of the Clerical Order
FLAWS: of the Wandering Mother. While most
whisperborne have a white flame where
Prideful and views herself as
their heart would be, Istillias’s fire was
infallible, with an intense savior
blue. Combined with the crown-like
complex.
horns and curled wings that she formed
upon her emergence, Istillias made a
STRENGTHS: great impression on all. Istillias’s unique
form and flame reflects the rare secret
Unassuming master manipulator,
that forms the core of her being: that
able to keep serene in the face of
the Wandering Mother walks among
disaster.
the denizens of the City disguised as an
everyday citizen.
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In the Clerical Order of the Wandering and compassion in equal measure to draw
Mother, all members are of equal out the truth, no matter the cost. Instead
importance in the eye of their goddess, of letting people come to her to alleviate
and all members rotate roles to encourage their burdens, she sought out the most
a diversity of skills and responsibilities. vulnerable and outspoken to make them
However, it quickly became clear Istillias see the light and purify their hearts, even
had a special affinity for being a Confessor, if it meant several days of encouragement
with an ability to speak with people from via torture. She never saw her actions as
all walks of life and coax confessions cruelty, but as kindness—she was bringing
from even the most secretive person. Any these people into the embrace of the
time she was assigned a different role, Wandering Mother, after all.
she neglected her responsibilities. While
The Clerical Order did not approve
whisperborne corporeal forms fade over
of the extremes Confessor Istillias would
time if they go long enough without
go to, so they attempted to intervene.
consuming secrets, Istillias’s form faded
Confessor Istillias was to rein in her
quicker than average whenever she was
measures, but the demand only further
made to perform other duties. The rest
incensed her. She believed the Clerical
of the Clerical Order agreed to make an
Order was on the brink of corruption.
exception for Istillias, giving her the role
Confessor Istillias rejected their warnings
of Confessor permanently—a title that
and instead approached the Vineyard with
became inseparable from her name.
an offer. In exchange for sanctuary and
Confessor Istillias the ability to conduct her confessionals
as she pleased, Confessor Istillias would
wandered through the City, personally ensure that the City wouldn’t
fall into spiritual corruption. The Vineyard
seeing firsthand how the agreed. The Vineyard did not hold
people were burdened by any particular love for the Wandering
Mother, but the Confessor presented an
their sins and secrets. opportunity for their organization to
gain control of religious matters, spiritual
She saw the City itself as having desires, and superstitions of the people.
strayed from the path of the Wandering
Mother, and made it her life’s purpose to Today, Confessor Istillias handles all
guide the people to a life of purity per religious matters of the Vineyard. Her
the teachings of the Wandering Mother, regular interaction with the everyday
extract confessions to cleanse them, and people of the City has established her
shape the City into a place worthy of the as the face and voice of the Wandering
goddess’s love and mercy. Mother, and the people both fear and
revere her for it. Her relationship with
As Confessor Istillias delved into the Clerical Order is rocky at best, though
the darkness of the City’s subterfuge and they cooperated when Confessor Istillias
corruption, her belief that the Wandering spearheaded an initiative to expand
Mother could be the people’s sole spiritual confessional services beyond the City and
salvation only deepened. The techniques onto the surface. This initiative has proven
she used to extract confessions became successful in spreading the Wandering
more extreme as honest conversation Mother’s influence while nurturing the
turned to manipulation. She used shame Vineyard’s power.
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CENTRAL TENSIONS Confessor Istillias is organizing a
festival in honor of the Wandering
A group of heretics defaced the grand Mother.
stone statue of the Wandering Mother • The festival is called “The Night of
that Confessor Istillias personally Sorrow”, to celebrate the founding of
commissioned. the Clerical Order.
• The statue held a resemblance to
Confessor Istillias until the face and • This festival, while a celebration,
hands were disfigured by scorch is also a way for Confessor Istillias
marks. to catch potential spies who have
infiltrated the Vineyard.
• One of Confessor Istillias’s followers
believes that they saw the PCs at the • Confessor Istillias has hired the
crime scene, and now the PCs must party to deliver a special drink to the
prove their innocence by catching festivities. This drink is a powerful
the real culprits. truth serum, and is poisonous to
anyone who drinks more than a
• Suspects include the cults and other single goblet.
religious groups in the City that do
not follow the Wandering Mother,
as well as political instigators from ROLEPLAYING
the surface and the Clerical Order of
the Wandering Mother itself. CONFESSOR ISTILLIAS
Born into the Clerical Order of the
A self-made prophet declares Wandering Mother, Confessor Istillias is very
themself the true representative of familiar with the workings of the Clerical
the Wandering Mother, denouncing Order, from the everyday routines to the most
Confessor Istillias. important of rituals. She is also well-learned
• This prophet will point out of the history of the Wandering Mother in the
Confessor Istillias’s flaws and City, with deep arcane knowledge of the magic
hypocrisy, emphasizing her use of of secrets and the worship of the Wandering
torture. Mother.
• The conflict has created a deep Arcane Flame. As with all whisperborne,
division among the citizens of the where Confessor Istillias would have a
City, escalating to fights in the heart, she instead has a hollow in her
streets. chest which holds a flame. Unlike most
whisperborne, Confessor Istillias’s flame
• The PCs are hired by the Vineyard to is blue and can expand at will, allowing
quell this near-civil war and must it to fully wreathe her body in times of
decide if they take sides or delve conflict or intimidation.
deeper to find the truth. Serene Smile. Confessor Istillias has
a measured temperament and can
withstand a great amount of stress.
No matter her internal emotions, she
maintains a calm and gentle demeanor,
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making her impossible to read and her
unpredictable cruelty ever the more
THE CONFESSOR’S
frightening. LAIR
Means to Ends. Confessor Istillias has Though Confessor Istillias has a
devised several methods of gathering private confessional chamber, all of the
confessions and shaping spiritual purity, Tower of Atonement serves as her lair. In
from coercion to manipulation to corporal the center of that confessional is a bonfire
punishment. Even when using torture, she that mimics the sacred bonfire of the
doesn’t take delight in the pain that she Wandering Mother, lit from Confessor
inflicts, but rather sees it as a necessity. Istillias’s own arcane flame. Neatly
arranged on the walls are a variety of
Secrets. As a Confessor, Istillias knows
potions and torture devices used on more
much about the secrets that float around
reluctant confessors. Every footstep falls
the City. She believes that no one should
quiet just a bit too quickly, and nothing is
keep secrets from her, as it would be
louder than a whisper in here.
blasphemous to the Wandering Mother,
though she will bend her rule (sometimes
unknowingly) to better suit herself. LAIR ACTIONS
Confessor Istillias strongly believes in On initiative count 20 (losing initiative
the tenets of truth and confession when ties), Istillias can take one of the following
it comes to worship, and therefore will lair actions; Istillias can’t take the same lair
not lie to the PCs. This means that she is action two rounds in a row:
open to sharing any and all information,
even that dear to the Vineyard. However, I Speak. Istillias holds her finger to her
she will spin the truth to lead the PCs in a lips, casting a silence spell that fills the
direction that favors her, and will ensure room until initiative count 20 on the next
that the PCs don’t sully the City and the round. Istillias is unaffected by the spell,
spiritual purity that she is cultivating and deafened creatures in the area can still
within it. hear her speak.
Mother’s Flame. A blue bonfire briefly
blazes into being at a point Istillias can
see within the lair. Each creature within 15
feet of the bonfire must succeed on a DC 17
Dexterity saving throw or take 20 (8d4) fire
damage.
Sit Still. Istillias waves her hands and
torture implements spring to life around
her until initiative count 20 on the next
round. The first time a creature within
30 feet of Istillias willingly moves 5 or
more feet during a turn, they take 16
(3d10) slashing damage from the lashing
implements.
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DESCRIPTIVE
TEXT
For the DM to read aloud, if they want.
COMBAT
• “Though the pain will be
much, be grateful that you
will find the mercy of death
in the Wandering Mother’s
embrace.”
• “All impurities must be
burned away in the flames of
divinity.”
DIPLOMACY
• “Under the gaze of the
Wandering Mother, none
should keep secrets. If you
will speak honestly, then I
will listen.”
• Confessor Istillias places one
hand on her chest and reaches
out to you with the other.
“Oh, dear child, it pleases me
to hear that you still have
reason and goodness in you
yet.”
TRANSITION INTO
ENCOUNTER
• Confessor Istillias lets out a
disappointed sigh, the serene
smile not leaving her lips
even as she shakes her head.
The blue flame in her chest
blazes with new fervor. “My
wayward children, you are
too far from the path to be
worthy of the Wandering
Mother’s patience—or mine.”
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Confessor Istillias can consume a secret instead of providing
material components:
Medium Humanoid (Whisperborne), Lawful At will: light, mage hand, spare the dying,
Evil thaumaturgy, comprehend languages,
Armor Class 19 (half plate and shield) cure wounds (at 2nd level), detect magic,
Hit Points 357 (42d8 + 168) dissonant whispers, inflict wounds (at 3rd
Speed 40 ft, fly 30 ft. level), see invisibility, zone of truth
Challenge 21 (33,000 XP) 3/day: clairvoyance, command (at 3rd level),
Proficiency Bonus +7 dispel magic, revivify, banishment, death
STR DEX CON INT WIS CHA ward, private sanctum, modify memory
16 14 18 17 20 19 2/day: blade barrier, harm, hold monster
(+3) (+2) (+4) (+3) (+5) (+4) 1/day: holy aura, resurrection
Saving Throws Wisdom (+12), Charisma ACTIONS
(+11) Multiattack. Istillias makes two Inflict
Skills History (+10), Insight (+12), Wounds attacks, then uses Relinquishing
Perception (+12), Persuasion (+11), Religion Assault or Confess, if available.
(+10)
Damage Resistances fire, radiant Inflict Wounds (3rd-Level Spell). Melee
Condition Immunities charmed, Spell Attack: +12 to hit, reach 5 ft., one
frightened target. Hit: 27 (5d10) necrotic damage.
Senses Darkvision 60 ft, passive
Perception 22 Relinquishing Assault. Istillias magically
Languages Celestial, Common, Draconic targets one creature she can see within 60
feet of her. The target must make a DC 20
Flagellation (3/Day). When Istillias fails
Wisdom saving throw. On a failed save,
a saving throw, she can choose to succeed
Istillias can deal 21 (6d6) psychic damage
instead, but must pay penance. She lashes
to the target, and they are unable to lie for
herself with her cat-o-nine-tails, dealing
1 minute. On a successful save, the target
40 (9d8) slashing damage, which cannot
takes half as much damage and suffers no
be reduced.
additional effect.
Mother’s Embrace (Mythic Trait;
Confess (Recharge 6). Istillias points an
Recharges after a Short or Long Rest).
accusatory finger at a creature she can see
If Istillias is reduced to 0 hit points, she
within 60 feet of her, commanding them
doesn’t die or fall unconscious. Instead,
to confess. The target is restrained in their
she regains 300 hit points.
space within a shadowy confessional for
In addition, the area around Istillias is
1 minute, and has half cover from attacks
filled with whispering secrets for 1 hour.
and effects outside the confessional. At
A creature within 20 feet of Istillias takes
the start of their turn they may confess a
13 (3d8) psychic damage whenever they
secret aloud, then make a DC 18 Wisdom
take the Attack or Cast a Spell action or
saving throw. The saving throw is made
use a reaction.
with advantage if they confessed a
painful secret. Confessor Istillias can deal
Spellcasting. Istillias’s spellcasting ability
55 (10d10) psychic damage to the target
is Wisdom (spell save DC 20, spell attack
on a failed save, or half as much damage
+12). She can cast the following spells, and
on a successful one. The confessional
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dissipates on a successful save, ending the MYTHIC ACTIONS
effect. If Istillias’s mythic trait is active, she
can use the options below as legendary
BONUS ACTIONS actions.
Unburdening Proclamation (2/Day).
Istillias proclaims her rarified station, Ostracize. Up to two creatures within 30
ending the grappled and restrained feet of Istillias become ostracized until
conditions on herself. Each creature of the end of her next turn. If an ostracized
Istillias’s choice within 20 feet of her can’t creature deals damage to the Confessor,
take reactions until the start of her next they take 22 (5d8) psychic damage and
turn. stop being ostracized.
REACTIONS Deluge of Secrets (Cost 2 Actions).
Abjure Spell (2/Day). When Istillias sees Istillias casts harm, but the spell targets
a creature within 60 feet of her casting each creature within a 60-foot cone
a spell, she can try to interrupt it. If the originating from her.
creature is casting a spell using a spell
slot of 3rd level or lower, their spell fails
and has no effect. If they are casting a 4th
level or higher spell, they must succeed
on a DC 20 Intelligence saving throw or
the spell fails and has no effect.
Divine Province. When a creature
provokes an opportunity attack from
Istillias, she can cast a spell at the creature
rather than make a weapon attack. The
spell must have a casting time of 1 action.
LEGENDARY ACTIONS
Istillias can take 3 legendary actions,
choosing from the options below. Only
one legendary action option can be used
at a time and only at the end of another
creature’s turn. Istillias regains spent
legendary actions at the start of her turn.
Fortifying Secret. Istillias feeds a secret
to her flame, gaining advantage on saving
throws until the start of her next turn.
Inflict Magic. Istillias casts one of her at-
will spells.
Relinquishing Assault (Cost 2 Actions).
Istillias uses Relinquishing Assault.
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How to use Here is a link to the TTRPG Safety
Toolkit, which contains resources for a
this adventure
variety of ways to enhance your game by
establishing healthy boundaries.
http://bit.ly/ttrpgsafetytoolkit
BOUNDARIES CONTENT WARNINGS
The Game Master is responsible for This adventure has the following
guiding the story at any table—including content that some players may find
story elements that may be sensitive. We unsettling, unpleasant, or just not their
encourage Players and the Game Master cup of tea. Discuss these themes with your
to establish boundaries on what kind of players to be certain they are on board and
content is or is not acceptable for their cut or modify this content to fit your table.
specific group. Consideration for the
sensibilities and personal experiences • Abuse from a religious official
each person brings to the table can help (religious hierarchy and corruption)
everyone have a better time playing games. • Gore
Play requires cooperation, collaboration, • Paralysis
and community effort. No one wants to • Self-harm
play with a jerk. • Interrogation
• Imprisonment
Even if you’ve established boundaries, • Body horror
there may be times where a subject comes • Sensual situations (lustful desires
up that someone’s not comfortable with. and sexual situations)
It’s better to change the story rather than • Disproportionate power dynamics
asking someone to cross their boundaries. (loss of agency, charm, non-
That flexibility lets you make the game consensual intoxication, mind
fun for everyone involved. You’re playing control)
a collaborative storytelling game. Please • Addiction
respect others at your table and their • Torment (mechanics and roleplay)
preferences.
Please review the list of Safety
Tools and utilize the ones you think are
VTT MAP NOTES:
appropriate for your table. We recommend “Grid squares are set to 150 pixels per
you conduct a Session 0 with a survey square and the images are cropped to fit that
on which content (provided in the ratio exactly, so as long as they set their
Content Warnings) your players may be overlay grid to that ‘pixel per square’ then it
uncomfortable with, so that you may alter should be fairly simple.”
or cut elements of the adventure that the
table would not have fun engaging with. —Venatus Maps
Using the X, N, and O cards are great ways
to ensure comfortability with your players
during a session, as well, as sometimes
triggers or discomfort arise unexpectedly.
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At your discretion, use description vignettes to This adventure is intended to be
help bring a location to life. played by a party of 4–6 adventurers
of 11th–15th level. This may take one or
Description Vignettes several 3–4 hour sessions to complete,
depending on the actions of the party.
A bone chilling environment Combat with Confessor Istillias is difficult
narration that, if timed well, will leave even for a prepared party, so keep in mind
your players more immersed. that her motivation is not to kill the party.
Instead, the Confessor is interested in
At your discretion, use dialogue options to help pulling the secrets out of Roose Callum
bring your NPCs to life. (and the party, if it is convenient).
While the party attempts to fulfill this
DIALOGUE OPTIONS contract, they have the opportunity to:
“Hey, beautiful weather we’re • Acquire new magical items from
having.” within the Tower.
• Learn more about Confessor Istillias.
At your discretion, use Scene Setting • Learn more about the Vineyard.
to help set the tone and describe the initial • Make an ally or enemy of House
scene Callum.
THE LOYALTIES AND MOTIVATIONS
FOR THIS ADVENTURE ARE AS
FOLLOWS...
Read this out loud when you The PCs are:
transition to a new area. • Hired by Roose’s family.
• Hired to escort Roose to the Tower.
SYNOPSIS • Hired to protect Roose’s secrets from
the Confessor.
The party is hired by an aristocratic • Hired to return Roose to his family
family to escort Roose Callum, a noble of alive.
middling rank, to the Tower of Atonement • Therefore in conflict with Confessor
to spill his secrets and be judged by Istillias’s interests.
Confessor Istillias. If the party is unable
to stop Roose from spilling his secrets, the Confessor Istillias wants to:
bare minimum expectation from his family • Pull a confession from Roose.
is that he returns alive from the Tower. • Judge Roose.
• Only kill in extreme circumstances.
If Confessor Istillias has the secrets • Attend to other matters today, as she
she desires or the tide of combat turns has a lot on her schedule.
against her, she will exit the Tower through
her portal. The only means for the party to The Vineyard wants:
leave the Tower is to traverse the floors by • The Confessor to remain a powerful
avoiding or besting the corrupted servants and frightening enforcer.
of the Vineyard. • To not lose any of their political
power.
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ADVENTURE
• You’re a member of a
BACKGROUND: mercenary band called The
The Tower of Atonement is the lair of Company, hired to protect
Confessor Istillias, the right-hand woman a local noble who has been
and enforcer of Their Majesty Aisling summoned to the Tower
Rovehnna. Influential people in politics of Atonement. You’ve been
are brought or summoned here when they warned that it’s a dangerous
have become negligent on their debts so and lucrative assignment in
that collection can occur without a public equal measure. The Company
scene. The Confessor will teleport to the has taken on such tasks before
Tower of Atonement once Roose Callum and succeeded—half of the
has arrived, as she is informed of all events time.
within it. The people of the City see the • A noble owes your trade
Tower as a haunted place they hope never family a great deal of coin
to be within. They are further rendered for services rendered. As
helpless by Khellan’s Meteor—a visible it turns out, you’re not the
reminder that a powerful archmage has only one who is coming to
attempted to destroy the Tower and failed. collect. The Confessor has
The nobility within the City have a summoned this noble to the
strained relationship with the Vineyard Tower of Atonement—and,
and whisper their terror at the possibility unfortunately, you’re going
of being summoned. House Callum has to need him alive to sign the
been under investigation ever since Roose bank deed to pay out your
began hawking diamonds he acquired family.
through family coffers at a marked-up • Your noble cousin has begged
rate. Vineyard-marked diamonds are only for your assistance in surviving
sold alongside a contract binding the the Tower of Atonement, and
buyer to disallow resales. The family has is promising you an estate if
hired mercenaries and other adventurers you can help see him safely
to protect Roose, although they know not through the trial.
what he has done.
• The head of a House has
The party accepts the job because… hired you to escort and spy
on a noble who has been
summoned to the Tower of
ADVENTURE HOOKS Atonement. You’re to observe
and report on any secrets he
Choose one of the following reveals. The noble thinks you
adventure hooks to explain why the are longtime friends from
party or each character takes on the years past, but you’ve always
task of escorting Roose to and from been pretending. (This is also a
the Tower of Atonement: secret of treachery).
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NPC SUMMARIES: the Vineyard, who will undoubtedly want
a cut of the profits. If the Confessor draws
ROOSE CALLUM this secret out of Roose, she will apply
pressure to his family to settle their debts.
“I’m tired of being pulled in every
direction by my family. I’d just like to relax, CONFESSOR ISTILLIAS
for once.”
“There is a use for you: I shall help you
Roose Callum is a spoiled brat of a shed this mortal coil and begin serving.”
noble, but isn’t so problematic as to ruin
what has been afforded to him through Confessor Istillias is a busy woman,
nepotism. He toes the line in matters always seeking new ways to prove her
of court decorum and trade, with some loyalty to Their Majesty Aisling Rovehnna.
disputes over the years causing him more She was born in the flames of the eternal
than one scar. He’s a well-known braggart bonfire, yet acts as though she was cut of
who picks fights with accomplished a different cloth from other whisperborne
swordmasters, only to be spared time and entirely. Istillias is a fanatic who wants
again during these deadly encounters more than to simply gather secrets for the
because of his station. glory of her undead parent. Knowing that
Aisling can and would snuff her out at
Based on a few people who have any sign of rebellion, she is the most loyal
detailed the Tower layout to him, Roose and fervent enforcer within the Vineyard
knows that the portal will bring the ranks.
party to the top floor to be interrogated.
Then, afterward, the Confessor has always
required those summoned to brave the MOTIVE:
hostile lower floors to exit.
To maintain the religious purity of
the Vineyard and the City.
MOTIVE: FLAWS:
Find a way to weasel out of this Prideful and views herself as
confession while still attending the infallible, with an intense savior
summons. complex.
FLAWS: STRENGTHS:
Boisterous, but ultimately weak- Unassuming master manipulator,
willed as soon as pressure is applied. able to keep serene in the face of
STRENGTHS: disaster.
A good sense of humor, at least.
See the front of this preview packet
for Vineyard RPG for a complete NPC
Roose’s secret: He sold a legitimate Dossier. The rest of the stat blocks in this
diamond for five times the market rate adventure are provided in Appendix C.
to maximize profits at the expense of a
grieving buyer. This was done without the
knowledge of his family or approval from
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Part 1:
NARRATIVE Description Vignettes
INTRODUCTION “A swirl of mist exudes from the
base of the tower just as hooded figures
AREA 1: OUTSIDE THE leap from the roof, arms outstretched to
accept their fate. Their landing is obscured
T OW E R O F AT O N E M E N T
by the fog, which fades just as quick as it
As the party approaches the Tower of arrived. Oddly, there are no corpses where
Atonement (Area 1), read or paraphrase: they might have landed.”
“The light from the sun pours
over the tower, changing its
countenance. A crimson wave
flows from the roof, splashing
The cruel assembly of
down each level before settling
this tower lay beneath a
at the base. Moments later, the
massive, splintered meteor,
spire returns to its normal
which hangs in the air white contour.”
in foreboding silence.
Strands of pulsating silver
and smoky gray form a
protective web against the
ages-past attack, tethering
it in place, frozen in time.
An ivory spire
rises from a mass of
tombstones, its chilling
silhouette a jagged spear
thrust into the heart of
this City. Archways, long
since bricked over, are
cut into the structure’s
many levels. Stark
gargoyles of humanoids
perch at each level of
the building, pointing
down to whomever
dares stand
in front of
the entrance
gateway.
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The Archway:
DIALOGUE OPTIONS FOR
ROLEPLAYING ROOSE A ten-foot-tall archway of stone
with glyphs cut into it stands near
“After this is all done, you’re all
the windowless structure, bearing a
welcome at my place for a drink.”
mirrored surface that reflects what it
“I bet the pale blue bitch just sees in a backdrop of smoke.
wants to flourish those pretty wings
at me. She knows my family will
make the payments.” Any creature viewed through
the mirror appears in their true form,
“I used to hear ghost stories
dissolving any magical disguise. Upon
about the Tower as a kid. None of it
approach, a voice will call out to any
could be true.”
creature within 60 feet of the mirror:
“Who wants to take bets over
who squeals first? It’s not going to
be me.” “What would speak of your fabric
and not tear you asunder? What
secrets lay in the depths of your blood
Khellan’s Meteor: and bone? You may confess; say your
A recognizable landmark from the name and enter.”
moment of its creation, the Tower of
Atonement has since gained another
attraction, hovering mere feet from its Should a creature speak their name,
highest peak. The archmage Khellan was even an alias, the portal will transport the
not pleased that he was called to the Tower creature to Area 2. You may read aloud or
by Confessor Istillias and protested—only paraphrase this narrative description:
to find his magic had been captured,
stored, and been made a spectacle for
all to observe, courtesy of Their Majesty. A swirl of prismatic energy
Subsequently, the archmage vanished shimmers in the recess of the gateway
from the public eye, and there is some before it shoots out to wrap around
dark speculation as to the consequences X’s limbs, dragging them through the
he reaped, other than professional mirror of smoke.
embarrassment.
Privately, Their Majesty Aisling
Rovehnna informed the Confessor that
they would release the arcana binding
Khellan’s Meteor should she ever displease
her—yet another note of accountability
blackmail from Aisling Rovehnna. To
everyone else, it remains an awesome and
extravagant display of power.
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Part 2:
silhouette due to the lingering mist.
CONFRONTATION Confessor Istillias has arrived.
WITH CONFESSOR The voice of the Confessor, just
ISTILLIAS as all voices within this chamber,
never rises above a soothing
AREA 2: THE CHAMBER OF whisper.
TRUTH
“Welcome, my children. Roose
Callum: I am pleased that you have
obeyed my summons. I see that you did
not come alone, however. It would
be terribly rude of me to ignore your
companions. Introduce yourselves—
name, occupation, and what it is that
As you reform on the other you seek to confess.”
side of the gateway, you feel the
invisible sludge of arcana drip
GM Suggestion: It is recommended
away. You stand in a chamber with that you portray the Confessor as congenial
you at its focal point, atop a dais and kind toward the player characters at
and before an elevated seat. High first so that future encounters will not
above you hangs a blood-soaked resort to combat immediately. Istillias
eye the size of a wagon, shifting its bears no ill will toward the PCs unless they
illuminating gaze from person to are behind on their contract obligations or
person. Before you stands a metal- oppose her requests.
cast bowl that serves to house a
She won’t try to pull all of the secrets
bonfire, presently unlit. The chilled from the party, as she prefers to let the
air of the grim area bites at exposed various guardians of the Tower deal with
skin. A half-circle of benches forms visitors who were not directly summoned.
up behind you, filled with figures so If a character has more than one listed
still it gives you an eerie sensation. secret on their character sheet, it’s fair
game for Istillias.
Just as your eyes adjust to the
chaotic lighting of the chamber, you The Prying Eye:
see a sliver of an opening door as
The disturbing orb that illuminates
someone enters. A thud follows as the chamber is not just there for mundane
tasks: it also bears a mystical enchantment
it shuts. Stepping toward the seat
that seeds doubt into any who have
of judgment high in the chamber is
deceiving thoughts. Creatures under the
a tall feminine figure adorned in
gaze of the Prying Eye have disadvantage
battle regalia. Her wings shudder on Charisma (Deception) checks.
and stretch as she eases back
onto her perch before you. It is
The Inquiry:
Once dialogue has begun with the
difficult to make out more than her
party, the Confessor is focused on learning
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as much as possible about each member of
the party before she turns her attention to I might call my partner, but I’ve
the noble. Dialogue Options can be a great considered that my purity may be in
opener for a conversation with the player question should I lay with another.
characters. Istillias is aware of what name How do you balance such a division
each person identified themselves as to of love in your heart?”
enter the Tower, but will not immediately
call out a liar. Utilize the Dialogue Options “What scandals have you been
and review the NPC Dossier for both discussing in your circles of late?”
Istillias and Roose Callum to heighten the
DIALOGUE OPTIONS IF THE
drama. Istillias’ goal for this scene, even
if combat is initiated, is to retrieve Roose PCS ARE RESISTANT TO
Callum’s secrets and then leave the party CONFESSOR ISTILLIAS
to their fate within the Tower. She will “Do not fret. If you are not
not intentionally kill Roose Callum, but willing to share your secrets, my
may go so far as to knock out PCs if they servants will see to that business in
impede her goals. due time.”
DIALOGUE OPTIONS FOR “I admire your courage in the
face of such overwhelming power.
CONFESSOR ISTILLIAS
I shall put you through the rigors
“I am Confessor Istillias. I was of this Tower and enjoy reports of
borne of this City and humbly speak your torment.”
for the Wandering Mother so that
“Pride will be the death of
She may not be spoiled by the filth.”
you—yet your secret will live on in
“You… are such a beautiful my hands…”
creature. Are you proud of your
appearance?”
“I can appreciate your physical Description Vignettes
prowess. What led you to such
disciplined cultivation of your The Confessor draws a gloved hand
form?” over one of her horns, tracing idly from
its base to curled tip. She is listening
“Where did you acquire your to you with a focused, albeit impassive
spellbook, wizard? Is there a tutor stare. Her gaze flares with firelight for
you still seek to please?” a brief instant—so rapid that you’re not
“In all things, I seek first to certain if it happened.
listen and understand. Please, tell
me why that is important to you.” A soft groan reaches your ears. A
“I sense that you serve a deity whimper so subversive that it causes
whom I admire a great deal. Would the hair on the back of your neck
you share with me why you find to stand up. For an instant you are
service to them so… satisfying?” transported to being sprawled out
comfortably in a warm bed. Was it a
“I’ve long wished for someone lover’s murmur? Reality returns.
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The confidence exuding from If Roose has declared that he will
Istillias gives her an unseen glow—a resist interrogation entirely, then
vibrancy that draws the eye not with use this boxed text before initiating
color but with raw physicality. combat. Read or paraphrase the
following:
Throwing up arms and gesturing to
When a player character the stands, Confessor Istillias says, “Sing
finishes saying something to me, my children! Warn this fool of
to Istillias, you may read or their folly.”
paraphrase:
A noxious groan rips through the
You feel the massive eye’s gaze corpses sitting in the pews as they stir to
shift onto you. Weighing your words. sudden life. Jaws crack and necks pop as
Measuring your trustworthiness. they struggle to exhale what dusty breath
Seeing this, the Confessor says, rests in their desiccated lungs. A dozen of
“I’m certain I can trust your words. You the dead rattle their manacles and hiss,
wouldn’t lie to me, would you?” “Confess! Confess! Confess!”
Read or paraphrase the following as
Roose Callum’s Confessional the Confessor begins her work:
You have two major options for how
Roose approaches his confession. He can “You have not been upholding your
either be eager to confess, or he can get part of the contract with the Vineyard,
cold feet once he’s in front of Istillias. Roose. If you are not going to pay us what
Resisting a confession will provoke we are owed willingly, I will seek what we
initiative rolls. The Confessor’s goal will be are owed… by any means necessary.”
to extract the secret from Roose without
killing him. Istillias will have some idea
of the secret Roose holds and what that
means for his family’s increasing debt. DIALOGUE OPTIONS IF
Once she has it, she will disengage and ROOSE IS ABOUT TO
leave the Tower through her portal after CONFESS:
bidding a polite goodbye to the party.
“I’ll do it, I’ll say it! Don’t hurt us!”
The Audience:
Whenever Istillias suspects that “Take their secrets, too! I’m not
someone is lying about something the only one with secrets!”
meaningful, perhaps through a successful DIALOGUE OPTIONS
Wisdom (Insight) check, she will call out
IF ROOSE RESISTS
to the stands behind the confessional dais.
CONFESSION:
“You have no right to destroy
lives like this!”
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GM Suggestion: You may wish to tell
“Who are you to judge me? I serve your players to write down the secret they
[Deity], I do not answer to you!” are spilling instead of speaking it, or send
you a message digitally.
“You’re nothing without your
minions! This farce ends today.” Only A Whisper:
Within the Confessor’s lair, spoken
“You won’t get this secret from words do not rise above a whisper, but
me, Istillias. I’ve brought friends!” nonetheless carry across the length of the
If Roose confesses, Istillias will chamber. Think of this like a compressor
provide this direction: on a modern microphone: the quietest
murmur is heard as clearly as the loudest
“You may all take your leave. yell.
Descend the steps until you
confront yourself in the mirror. Warp Restrictions:
Some of you still have undisclosed Attempts to teleport into or out of
secrets, but I have other matters the Tower fail, as do attempts at planar
to attend. My servants within the travel and effects that allow one to pass
Tower will extract them from you as through stone. These effects also can’t be
you make your exit. My best wishes used to transport between floors of the
for your survival.” tower. Teleporting within a floor (such as
by the misty step spell) functions normally,
as do effects that summon creatures
or objects from other planes, or create
Secrets Spoken:
extradimensional spaces or demiplanes,
Whenever someone fails their check
but those spaces are subject to the same
to keep a secret or they freely admit a
warp restrictions as the tower. Confessor
secret to the Confessor, the sound is
Instillias’s magic and magical items are
captured out of the air and transmuted
unaffected, including the Doorway (see the
into a hovering script of parchment 5 feet
following section).
from the creature. The secret is written
in Celestial regardless of whether or not The Doorway:
the creature knows the language. The The portal located along the northern
Confessor can use mage hand to grab it or wall leads to the Vineyard Guildhall. It
have one of her minions retrieve it. Read or can only be activated by Istillias’s hand
paraphrase the following: grasping the handle. If anyone else opens
the door, there is only a stone wall beyond
it.
Just as you speak the words, The Guardians:
your throat is caught. You’re choking. The guardians are uninterested in
You silently struggle for a moment… pursuing creatures beyond the bounds of
then it abruptly clears and you can their floor and will do their best to not
breathe once again. Drifting from your present themselves before an opportune
mouth now is a roll of parchment that moment to strike.
manifested from your intended words.
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Part 3: When you’d like to begin the
encounter with the Guardian of Greed,
ESCAPE THE TOWER read or paraphrase:
AREA 3: THE VAULT OF GREED
A pile of coins distorts and twists,
shuddering off excess layers of precious
metal to reveal a solid form beneath.
Bulging from the pile is a solid mass
of coins and gems in the shape of a
reptilian skull with a blood-red silken
Prismatic light spills through cloth for a tongue. Swirling cyclones
glittering gems and reflects the of money form two muscular arms it
sheen from the massive piles of props itself up with.
wealth here. The chamber is a
dream in the making, representing
every worldly desire of the have- See Appendix C for the Guardian of
nots—decadence bound to a Greed’s stat block & lair. See Appendix D
stone chamber. As best one can for the Vault of Greed map. The Guardian
tell through the magically lit of Greed will target a PC with a secret of
chandelier, this floor presents
greed first.
narrow halls through the stacks of Treasures to tempt your players
coins. A crooning voice fills your include these magic items found in
ears, asking, “What do you need…?” Appendix B:
with the faint clinking of currency
• Resting atop a mound of coins is a silver
tickling at your consciousness. bracelet that catches your eye.
• Sticking out of a pile of coins is a
This is the fourth tower floor from the conspicuous black wand.
base; it has a 100-foot diameter with an
ascending stairwell at the northern end and ADDITIONAL ENCOUNTERS:
a descending stairwell at the southern end.
• A sentient treasure chest will barter
Gold and jewels are piled to the ceiling 20 feet
with a party member for one of
above. Upstairs leads to the Chamber of Truth.
their magical items. Gambling Gus
Downstairs leads to the Mire of Wrath.
will trade a random magic item of
GM suggestion: If the party engaged in equal power to anyone who wishes.
combat with Confessor Istillias, it may be a Attempting to swindle or cheat the
good time to signal to the party that they may sentient treasure chest will summon
be able to take a short or long rest here. the floor’s guardian.
• A sentient pile of diamond dust in
the shape of a kobold requests the
party find its sibling in the treasure
trove. Diamond Dave is certain its
sibling Emerald Emily was recently
eaten by a mimic.
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• Ruby Wellington is a pile of ruby
dust in the shape of a goblin. It has
been hoarding money, unbeknownst
to its sibling. Paranoia and greed
have shredded any familial feelings it
once had.
• There is a gorgeous painting of a
lounging man wearing a golden
penis codpiece. Expertly painted to
demonstrate the gleam of the shined
piece of metal, the subject’s fetching
outfit seems almost dull in comparison.
The Vault of Greed
See Appendix D. for full size map.
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AREA 4: THE MIRE OF WRATH landing prone and completely submersed.
Standing up while in the mire requires a
DC 10 Dexterity saving throw.
When a creature starts their turn
prone in the mire, they must succeed
on a DC 14 Constitution saving throw or
take 13 (3d8) bludgeoning damage from
strangulation.
You have descended into a rotten
hell. The warm embrace of sulfuric The vengeful rotten hands of those
fog has crept into the creases of your pressed into the floor grasp at your neck
body while the gasping slurp of muck and choke you!
clutches at your legs, seeking to drag
you down. Your footing is uneven and If a creature is prone in the swamp,
labored should you try to walk. Limbs they must hold their breath or begin
from dead trees leer down from above, suffocating.
the low ceiling looming just overhead.
When you’d like to begin the
This place wants to consume you.
encounter with the Guardian of Wrath,
read or paraphrase:
If the PCs inquire about more perceptive
information, read or paraphrase: Something is moving toward
you. Something large. You can hear
its anguished chant: “Your flesh. We’ll
It is difficult to see further than a leave this prison—when your flesh
few feet. A soft noise buzzes at the ends replaces us.”
of your perception. A groan rises from
the swamp.
See Appendix C for the Guardian of
Wrath’s stat block & lair. See Appendix D
This is the third tower floor and it has for the Mire of Wrath map. To describe the
a 100-foot diameter with an ascending Guardian of Wrath, read or paraphrase the
stairwell at the northern end and a following:
descending stairwell at the southern
end. The ceiling is covered in thick dead
tree roots and vines which hang down, Bodies. You see the shape of a
reducing headspace from 20 feet to only giant, yet it is a poor facsimile even
2 feet above the surface of the swamp. in this gloomy mire. A tormented
The floor is difficult terrain where there collection of cadavers has been
is deep muck, as indicated on the VTT assembled in a horrific display of
map. Upstairs leads to the Vault of Greed. necromancy. Their necks pop and
Downstairs leads to the Lounge of Lust. creak as they look about, gasping and
groaning with each movement. Skeletal
Climbing on the roots is possible with hands reach out futilely to escape or beg
a DC 15 Strength (Athletics) check, but for help.
failure results in falling into the swamp,
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Ixnilmaw will target first any creature
with a secret of wrath. If no such creature
exists, it will target the nearest to it. It
will not change its target until it kills
the first creature. Then it will attempt
to dismember the creature in order to
replace some of its body and allow other
less wrathful pieces of itself to escape the
Tower. There is no intelligent reason for
doing so—it is simply stuck in its single-
minded focus of freeing itself.
Description Vignettes
Bobbing in the water is a drifting
corpse that groans as it passes by.
A woman’s face breaks the surface The Mire of Wrath
of the bog to gasp and flail before being See Appendix D. for full size map.
pulled under once again. Blood spreads
from where she vanished.
A tortured scream is cut short,
silenced by a sickening crunch.
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AREA 5: This is the second tower floor and it
has a 100-foot diameter with an ascending
Content Warning. If a player is stairwell at the northern end and a
uncomfortable with the themes of this descending stairwell at the southern end.
floor (nonconsensual intoxication and The room is divided by sheer drapes that
removal of agency), it may be better to impede movement unless a character uses
fast forward through this area with no an action to cut through them. Upstairs
consequence, skipping to the Cellar of leads to the Mire of Wrath. Downstairs
Reflection. Check in with your players just leads to the Cellar of Reflection.
as they arrive and periodically throughout.
Refer to the TTRPG Safety Toolkit for more Persona, the Guardian of Lust
options on how to handle this. observes the party using an invisibility
spell, waiting for a moment to exploit.
If one of the players or the GM signals They show their hand if a character is
that they are uncomfortable with the captured by the lantern, attacks the
content on this floor, you may read or lantern, attacks any of the smoky figures,
paraphrase the following: or moves to descend the tower.
The Smoky Figures:
The lantern spews out a wave of These manifestations of lust exist
smoke that sweeps the party to the to entice newcomers with charming
next floor. conversation, playful banter, or just by
being sweet.
THE LOUNGE OF LUST The Perfume:
The characters are unlikely to
hold their breath, but if they do, try to
reasonably honor that request. When
they breathe in, they must make a DC 16
Wisdom saving throw or be charmed by
the lantern. If any character take s damage
while in the Lounge and holding their
breath, they will need to make the saving
Swirling mist permeates the throw. A character that succeeds on its
space and reflects the glow of saving throw is immune to the perfume
an immense purple lantern at the
for 1 minute. A charmed character is
compelled to touch the lantern. Read or
floor’s center. A sensual waft of
paraphrase the following:
floral and musk perfume drifts
over to your nose. Hanging from
the ceiling are sheer drapes that
When you breathe in, your
separate the chamber into several
muscles loosen, your anxiety fades,
large audience chambers. Pillows, and your worries melt away. You feel
cushy lounging furniture, goblets an immense pleasure in looking at the
filled with wine, and smoky figures beautiful lantern. You are compelled to
wearing very little enjoy a relaxing touch it.
night together.
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If other members of the party attempt Once the lantern has captured one or
to intervene and stop another PC from more party members, Persona, Guardian
touching the lantern, roll initiative. The of Lust attempts to subdue the rest of
charmed characters will use any means the PCs. Its goal is to charm everyone into
necessary to touch the lantern. The GM everlasting servitude within the Lounge,
may leave it up to the players of the where the lantern will transform them
charmed PCs to decide if they wish to into lustful creatures of smoke after a day.
utilize aggressive magic or abilities to It will target anyone with a secret of lust
achieve this goal. who is not already charmed by the lantern.
To describe Persona, Guardian of Lust,
The Lantern:
read or paraphrase the following:
This magical artifact was constructed
a thousand years ago with the intention of
subjugating a monarch and their nobles. What first appears as a swirling
It has AC 12, 60 hit points, a damage mass of smoke takes the form of many
threshold of 10, and immunity to poison humanoids clinging to one another
and psychic damage. Unfortunately, the provocatively.
creator miscalculated the possibility
that they could become enraptured by it
themselves. See Appendix C for Persona’s stat
block & lair.
When any party members approach,
read or paraphrase the following: When the lantern is broken, read or
paraphrase the following:
Standing ten feet tall and four feet
Sounds of ecstasy and pleasure
wide is a glass bottle made of gold at
transform into rage as the glass
its base and top. The glass body of the
shatters!
lantern bulges out with inviting curves,
and appears thin enough to break. From
within its clouded depths, a pulsing Any party member previously
light of purple illuminates everything charmed by the lantern is immune to its
around it. allure for 1 minute, and can escape through
the broken glass.
When any party member touches the
lantern after being charmed by it, read or
paraphrase the following:
As you touch the lantern you
feel your body becoming lighter, and
everything grows dark for an instant.
You reappear within the lantern’s
glass body, content to be close to the
pulsating purple crystal. All’s well that
ends well. The Lounge of Lust
See Appendix D for full size map.
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AREA 6: THE CELLAR OF Mirror of Your Darkest Desire:
REFLECTION The mirror reveals their most scandalous
desire.
There are many possibilities within the
Cellar, the most exciting of which may be
presented by the players. Each mirror has
the magical ability to physically manifest
anything seen within it, at the GM’s
Three ten-foot mirrors are discretion. After the mirrors have been
situated in the northern side of activated and its consequences roleplayed,
this room and three more in the or when the GM has decided the party has
southern side, each framed in
reached its conclusive revelation in this
humanoid skulls. Flickering ambient chamber, a portal will appear in the center
of the Cellar. Through the reflection, the
light from the mirrors provides an
base of the Tower of Atonement is visible,
eerie tone to the room.
indicating that this new portal is the exit.
When a character approaches a mirror,
EPILOGUE:
pick which of them most applies. The There are a good number of potential
creature and all others present can see endings for this adventure. The GM may
projected onto the mirror a window into reward the players with enough experience
the creature’s past. The GM and player to advance to the next level. The Confessor
will privately agree on a representation of is informed of all potential secrets sensed
their past failure to be revealed to others while the party is within the Tower—
(or themselves) in the mirror. The GM or although she will not know the exact
player may narrate. details. This leads her to report a lead to
the Solicitor General. If Roose is alive, the
Mirror of Your Greatest Weakness:
contract will not be completed until he is
The mirror reveals a moment where the
escorted to his family’s estate. From there,
creature was not strong enough to protect
the party may be introduced to new plot
someone they cared for.
hooks found elsewhere in the Vineyard
Mirror of Your Shortcomings: RPG book. Use these as seeds for your
The mirror reveals a moment where the party to explore different outcomes.
creature neglected someone or something
they cared for.
Mirror of Your True Self:
The mirror reveals a truth that they have
since buried and attempted to forget.
Mirror of Your Hubris:
The mirror reveals a moment of great
arrogance that caused suffering.
Mirror of Your Shameful Past:
The mirror reveals a most shameful failure.
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If Roose Callum does not survive:
A raven with a sealed scroll
descends in a graceful swoop to deliver a
missive. It reads:
“The Vineyard invites you all to
free yourself of the burden your secrets
present. Fair compensation can be
negotiated during office hours with
an attendant or the Solicitor General
himself.”
If Roose Callum survives and does not
give up his secret:
The Cellar of Reflection
“Aha! I knew you would pull See Appendix D for full size map.
through. I’ll have a feast prepared in
your honor at my family estate.”
If Roose Callum survives and gives up
his secret:
“I am certain my father will be
furious that you half-rates weren’t able
to accomplish the basic premise of our
contract. You’ll be hearing from my
estate.”
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Appendices Secrets of Wrath
1 One of the mercenaries from the
Company fulfilled a contract of
intimidation against a family
A. SECRETS: member. You murdered the
mercenary in cold blood a week
Secrets serve as a powerful backstory later.
seed, plot device, mechanical bane or 2 Years ago, you were ostracized
boon when using the Vineyard RPG from your previous guild. When
book. Whether you decide to use these you had a chance encounter with
as purely aesthetic, narrative, or fully an ‘old friend’, you assaulted them
implement the contract system, secrets and broke their leg to make an
can play an unforgettable role at your example.
table. (Contract system forthcoming
3 When a rival of yours began
in the final print.) Always consult your
hawking their findings from the
players and play within their comfort
Guts on the Dark Market, you hired
levels when developing plots with a great
mercenaries to destroy their goods.
deal of personal stake for the characters.
If the players want to push their own Secrets of Treachery
boundaries, they always have the option to 1 The head of a House has hired you
communicate that with an adjustment to to escort and spy on a noble who
safety tools or plainly to a GM. has been summoned to the Tower
Secrets of Greed of Atonement. You’re to observe
and report on any secrets he reveals
1 You have worked as a spotter once you return. The noble thinks
for vulnerable members of your you are long-time friends from
community to agents of the years past, but you’ve always been
Vineyard. More than a dozen have pretending.
signed contracts as a result of your
deception, and you have been paid 2 Within your body are nodes of the
Pallor, a spy agent of the Vineyard
lucrative finder’s fees in secret.
and ever-present undead fungi.
2 A long time ago, you had taken It reports your location to Aisling
up burglary as a means to support Rovehnna periodically.
yourself. Now you do it for thrill
and profit. 3 You asked a friend to meet you in a
location you knew had Rot. When
3 You helped a struggling artist make they were infected, that allowed
a few coins on the Black Market, you to collect a finder’s fee from
but kept 95% of the profits from the the Arms Dealer after you removed
sale. their arm.
4 Counterfeit diamonds sometimes
make their way into your hands
and you pawn them as legitimate,
depriving people of an opportunity
to resurrect loved ones.
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Secrets of Lust
1 A lover of yours has become
indebted to the Vineyard and is
now fully undead.
2 You have sought temporary
resurrections for old flames to
recreate what might have been.
3 When given the choice of giving up
your family or a potential lover to
the minions of the Vineyard, you
chose shamefully.
B. MAGIC ITEMS:
WARRIOR’S BOON
Wondrous Item, Rare
This thick silver bracelet is warm to
the touch. As a bonus action, you can
touch the bracelet and speak its command
word to transform it into a battleaxe,
greatsword, longbow, or rapier until it
leaves your grasp. These weapons provide
a +1 bonus to attack and damage rolls
made with them, and attacks with these
weapons score a critical hit on a roll of 19
or 20 on the d20. You can also transform
the bracelet in this way as part of the
Attack action.
WAND OF POWER
Wand, Rare (Requires Attunement by a
Spellcaster)
This black enamel wand is covered
in brass filigree, trembling near-
imperceptibly in hand.
The wand has 4 charges, and it regains
1d4 expended charges daily at dawn. When
you cast a spell that deals damage while
holding the wand, you can expend 1 charge
to augment the first damage roll of that
spell. For that roll, all damage dice increase
their die size by one: a d4 becomes a d6,
a d6 becomes a d8, and so on. This effect
can’t increase a die’s size beyond a d12.
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C. MONSTERS, dissipating. Any creature in the wave’s
space at any point in its movement must
LUMINANCE: make a DC 16 Dexterity saving throw. On
a failed save, a creature takes 22 (4d10)
Luminance, the Guardian of Greed, is bludgeoning damage and is knocked prone.
the manifestation of hundreds of bankers, On a successful save, a creature takes half
swindlers, thieves, and con artists. Reduced as much damage and isn’t knocked prone.
down to the very basis of their desires, the
spirits of those once summoned are now Silver Burial.
consumed by the need for more—always Mounds of coins shift under up to
more. Once consumed by the Guardian, a two creatures of Luminance’s choice in
person is transformed over time into coins the lair, dragging them down. Each target
and riches to live on as what they once must succeed on a DC 16 Dexterity saving
craved. throw or be pulled beneath the surface
until the end of their next turn. While
Luminance can shift into any under the surface, a creature is blinded and
configuration, but prefers the form of a restrained. Later, affected targets find 1d4
dragon skull with massive coin arms and a loose sp among their clothes.
silken tongue.
LUMINANCE’S LAIR
Luminance’s lair is the Vault of
Greed, the fourth floor of the Tower of
Atonement.
LAIR ACTIONS
On initiative count 20 (losing initiative
ties), Luminance can take one of the
following lair actions; Luminance can’t
take the same lair action two rounds in a
row:
Draw of Greed.
Each creature within 30 feet of
Luminance must succeed on a DC 16
Strength saving throw or be pulled 20 feet
directly toward Luminance by a tide of
coins. If Luminance isn’t incapacitated,
they can immediately make a Gilded
Gauntlet attack against one target that
was pulled within 5 feet of them.
Glittering Tide.
A tidal wave of treasure 15 feet wide,
10 feet tall, and 5 feet deep coalesces at a
point on the ground that Luminance can
see within the lair. The wave then moves
up to 40 feet in a straight line before
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Luminance, Guardian Engulf. Luminance attempts to engulf a
Medium or smaller creature grappled by
of Greed them. The creature must make a DC 20
Strength saving throw. On a failed save, the
Huge Construct, Unaligned target is engulfed and the grapple ends. The
Armor Class 20 (natural armor) engulfed target is blinded, restrained, has
Hit Points 230 (20d12 + 100) total cover against attacks and other effects
Speed 40 ft., climb 40 ft. outside of Luminance, and they take 21 (6d6)
Challenge 15 (13,000 XP) bludgeoning damage at the start of each of
Proficiency Bonus +5 their turns.
STR DEX CON INT WIS CHA Luminance can hold up to two creatures
24 19 20 10 11 1 inside of themself at a time. If Luminance
(+7) (+4) (+5) (+9) (+9) (-5) dies or takes 30 damage or more on a single
turn from an engulfed creature, the creature
Damage Resistances poison, psychic immediately bursts out of Luminance in a
Condition Immunities charmed, frightened, shower of 8d8 gp.
petrified, poisoned
Senses tremorsense 60 ft., Capital Blow (Recharge 6). Luminance slams
passive Perception 10 the ground, pushing each creature within 20
Languages all, but rarely speaks feet of them 10 feet directly away from them.
Each creature pushed in this way must make
Coin Form. Luminance can enter a hostile
a DC 20 Constitution saving throw. On a failed
creature’s space and stop there. They can move
save, a creature takes 54 (12d8) bludgeoning
through a space as narrow as one coin wide
damage, is knocked prone, and is unable
without squeezing.
to take both an action and a bonus action
on their next turn. On a successful save, a
False Appearance. When Luminance is
creature takes half as much damage and
motionless, they’re indistinguishable from a
suffers no further effects.
pile of treasure.
BONUS ACTIONS
Immutable Form. Luminance is immune to
Absorb Arcana (Recharge 5–6). Luminance
any spell or effect that would alter their form.
ends one spell whose effect or caster is within
5 feet of them. They can use this ability while
ACTIONS
incapacitated if it targets a spell incapacitating
Multiattack. Luminance makes two weapon
them.
attacks, or makes one weapon attack and uses
either Engulf or Capital Blow, if available.
REACTIONS
Pay Dividends. When Luminance takes
Gilded Gauntlet. Melee Spell Attack: +12 to
damage from an attack or spell they can see,
hit, reach 10 ft., one target. Hit: 29 (5d8 + 7)
they can halve that damage, spilling 3d12 gp
bludgeoning damage, and if the target is Large
in the process.
or smaller, it is grappled (escape DC 17).
1,000 Carat Breath. Ranged Weapon Attack: +12
to hit, range 50/100 ft., one target. Hit: 22 (6d4
+ 7) piercing damage. 2d4 gemstones worth 5
gp each are left in the target’s space.
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C. MONSTERS, creature takes 21 (6d6) necrotic damage on
a failed save, or half as much damage on a
IXNILMAW: successful one.
Ixnilmaw, the Guardian of Wrath, Unholy Chorus.
is an unfortunate tale with hundreds The decaying corpses of the swamp
of victims who still croon their woeful sing in a 60-foot radius around Ixnilmaw.
death throes. Violent people summoned Each non-Undead creature in the area
to the Tower of Atonement attract this that can hear the song must succeed on
creature. Each individual that makes up its a DC 15 Wisdom saving throw or become
greater self hopes that they might replace frightened of the mire until initiative
themselves with a new cadaver and finally count 20 on the next round. While
rest in peace. frightened in this way, a creature’s speed is
reduced to 0.
Ixnilmaw takes the form of dozens of
tormented undead creatures, all tethered
by a series of manacles into the shape of a
humanoid.
IXNILMAW’S LAIR
Ixnilmaw’s lair is the Mire of Wrath,
the third floor of the Tower of Atonement.
LAIR ACTIONS
On initiative count 20 (losing initiative
ties), Ixnilmaw can take one of the
following lair actions; Ixnilmaw can’t take
the same lair action two rounds in a row:
Grasping Hands.
Up to three creatures Ixnilmaw can
see within 30 feet of them are stymied by
hands from the swamp. They must succeed
on a DC 16 Strength saving throw or have
disadvantage on Strength and Dexterity
checks and saving throws until initiative
count 20 on the next round.
Personal Plague.
A 15-foot radius cloud of swarming
insects forms around one creature
Ixnilmaw can see within the lair. The cloud
follows the target, remaining centered
on it until dissipating on initiative count
20 on the next round. When a creature
starts their turn in the area or enters it for
the first time on a turn, they must make
a DC 16 Constitution saving throw. A
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Ixnilmaw, Guardian iron grip, and the target cannot speak or cast
spells with a verbal component until the start
of Wrath of Ixnilmaw’s next turn.
Large Undead, Chaotic Evil Drowning Hand. A Medium desiccated claw
Armor Class 19 (natural armor) coalesces and seizes one creature Ixnilmaw
Hit Points 209 (22d10 + 88) can see within 90 feet of them. The claw has
Speed 40 ft. AC 15, 30 hit points, immunity to psychic,
Challenge 15 (13,000 XP) poison, and necrotic damage, and a reach of 5
Proficiency Bonus +5 feet. The target must make a DC 19 Dexterity
STR DEX CON INT WIS CHA saving throw. On a failed save, the target is
22 19 18 14 14 5 grappled by the claw (escape DC 17). On a
(+6) (+4) (+4) (+2) (+2) (-3) successful save or when the grapple ends, the
claw dies. The claw then drags the target up to
Saving Throws Str +11, Dex +9 30 feet in a direction of Ixnilmaw’s choosing or
Skills Athletics +11, Intimidation +7 knocks them prone, and can do so again each
Damage Resistances necrotic, poison, time Ixnilmaw uses this action. Ixnilmaw can
psychic create multiple claws and control any or all of
Condition Immunities charmed, frightened, them each time they use this action.
poisoned
BONUS ACTIONS
Senses blindsight 60 ft., passive Perception 12
Languages languages the corpses knew in Boiling Anger. Ixnilmaw embroils one
life creature they can see within 30 feet of them
with rage. The target must make a DC 17
Swamp Stride. Ixnilmaw ignores difficult Wisdom saving throw. On a failed save, the
terrain. target must choose to either take 22 (4d10) fire
damage or make a weapon attack against a
Iron Grip. Ixnilmaw’s speed is not halved creature of Ixnilmaw’s choice. The attack gains
while dragging a grappled creature. a +2d10 bonus to attack and damage rolls.
REACTIONS
ACTIONS Flaring Rage. When a creature within 15
Multiattack. Ixnilmaw makes two melee or feet of Ixnilmaw deals damage to them, that
ranged attacks, then uses Drowning Hand. creature must succeed on a DC 18 Wisdom
Ixnilmaw can replace one attack with a save or take an amount of psychic damage
grapple attempt. equal to the damage dealt to Ixnilmaw.
Rake. Melee Spell Attack: +11 to hit, reach 15 ft.,
one target. Hit: 24 (4d8 + 6) slashing damage,
and the target can’t take reactions until the
start of their next turn.
Silencing Grasp. Melee or Ranged Weapon
Attack: +11 to hit, reach 5 ft. or range 80 ft.,
one target. Hit: 20 (4d6 + 6) necrotic damage.
If the target is a creature, it must make a DC
17 Dexterity saving throw. On a failed save, the
hand clamps over the target’s mouth with an
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C. MONSTERS, initiative count 20 on the next round. If
Persona isn’t incapacitated, they can make
PERSONA: a Dexterity (Stealth) check to hide, then
teleport up to 20 feet to an unoccupied
The one who got away; a man you space they can see.
dreamt of years ago and cannot forget;
your darkest, most scandalous desires. Fight Over Me.
Persona can be that and more. Whenever Two creatures that can see Persona
you think you’re satisfied, there is always within the lair must make a DC 19 Wisdom
something more. It consumes you and saving throw. A target automatically
becomes you. Will you join it? succeeds if they’re immune to being
charmed. On a failed save, a target cannot
Persona is the least predictable take reactions until initiative count 20
of the Guardians in appearance, often on the next round, and moves up to their
interpreting the desires of the people speed directly toward the other target.
observing it and attempting to recreate Then, if able, each target who failed the
them with its gaseous form. save must make two attacks with a weapon
PERSONA’S LAIR that has a damage die of 1d4 or greater
against the other target.
Persona’s lair is the Lounge of Lust, the
second floor of the Tower of Atonement. Lure of Desire.
Up to three creatures within 60 feet
LAIR ACTIONS of Persona must make a DC 17 Charisma
saving throw. On a failed save, a target
On initiative count 20 (losing initiative takes 14 (4d6) psychic damage, can’t take
ties), Persona can take one of the following reactions until initiative count 20 on the
lair actions; Persona can’t take the same next round, and moves as far as their
lair action two rounds in a row: speed allows toward a point in the lair
Beguiling Shroud. of Persona’s choosing, where they see an
Each creature who can see Persona illusory object of their desire. Targets don’t
must succeed on a DC 19 Wisdom saving move into obviously dangerous ground.
throw or treat Persona as invisible until
Persona, Guardian Saving Throws Dex +9
Skills Acrobatics +9, Deception +10,
of Lust Insight +8, Perception +8, Performance +10,
Persuasion +10, Stealth +9
Large Elemental, Evil Damage Resistances psychic
Armor Class 16 (natural armor) Damage Resistances poison
Hit Points 195 (23d10 + 69) Condition Immunities charmed, paralyzed,
Speed 40 ft., fly 20 ft. (hover) petrified, poisoned
Challenge 15 (13,000 XP) Senses darkvision 60 ft., passive
Proficiency Bonus +5 Perception 18
Languages Common, telepathy 120 ft
STR DEX CON INT WIS CHA
16 19 16 11 16 21 Blurred Visage. Persona constantly shifts
(+3) (+4) (+3) (+0) (+3) (+5)
and alters their form to mirror the desires of
others. Creatures have disadvantage on attack
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rolls against Persona unless they don’t rely throws against this effect.
on sight or can see through illusions (such as The target can repeat their saving throw at the
with blindsight) end of each of their turns, ending the effect
on a success. A target that succeeds on its
Hazy Stride. Persona can enter a hostile saving throw is immune to Blissful Agony for
creature’s space and stop there. They can move 24 hours.
through a space as narrow as 1 inch wide
without squeezing. Additionally, Persona’s Roleplay Spells. IPersona casts one of the
movement doesn’t provoke opportunity following spells, requiring no components
attacks. and using Charisma as their spellcasting
ability (spell save DC 19):
ACTIONS 2/day each: detect thoughts, invisibility, major
Multiattack. Persona makes two Wind Slice image, tongues
attacks, and uses Enchanting Touch or Blissful
Agony, if available. BONUS ACTIONS
Confuddling Fumes (Recharge 5–6). A
Wind Slice. Melee or Ranged Spell Attack: +10 hazy perfume rises in a 20-foot radius
to hit, reach 5 ft. or range 30 ft., one target. sphere centered on a point within 60 feet of
Hit: 23 (4d8 + 5) slashing damage, and Persona Persona. Creatures in the area must make
moves the target up to 10 feet horizontally. a DC 17 Wisdom saving throw. A creature
automatically succeeds if they’re immune
Enchanting Touch (1/Day). Persona touches to being charmed. On a failed save, a target
one creature they can see within 5 feet of loses the ability to distinguish friend from
them. The creature must make a DC 18 Wisdom foe, regarding all creatures they can see as
saving throw. On a successful save, the effect enemies for 1 minute.
fails, but this ability is not expended. On a Whenever an affected creature chooses
failed save, the target is charmed and must another creature as a target, they must choose
spend their turns defending Persona, seeing so at random from among the creatures they
them as the object of their greatest desire. can see within range of the ability they’re
Each time the target takes damage, they can using. If a creature provokes an opportunity
repeat their saving throw, ending the effect on attack from an affected target, the target
a successful save. must make that attack if able. Once a target
damages an ally, the effect ends for them,
Blissful Agony (Recharge 6). Persona reaches revealing what they’ve done.
into the mind of a creature they can see within
60 feet of them, pulling a pleasurable memory
to the forefront and turning that pleasure REACTIONS
to pain. The creature takes 36 (8d8) psychic Teasing Dodge (2/Day). When Persona is hit
damage and must make a DC 18 Intelligence by an attack or targeted by a spell with an
saving throw. A creature automatically area of effect, they can teleport up to 20 feet
succeeds if they are immune to being charmed. to an unoccupied space they can see. If their
On a successful save, the memory fades. On new position is out of range of the triggering
a failed save, the target’s mind is clouded by attack, it misses them.
that memory for 1 minute.
While the target’s mind is clouded,
their speed is reduced to 10 feet. The target
also has disadvantage on attack rolls, ability
checks, and saving throws, other than saving
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D. MAPS, THE CHAMBER OF TRUTH:
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D. MAPS, THE VAULT OF GREED:
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D. MAPS, THE MIRE OF WRATH:
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D. MAPS, THE LOUNGE OF LUST:
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D. MAPS, THE CELLAR OF REFLECTION:
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