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Design & Production MCDM Contract QA

Managing Editor Senior Tester


Hannah Rose Spencer Hibnick
Authors Testers
Steve Fidler, Imogen Gingell, Sam Mannell Nathan Clark, Cassandra “Dig” Crary, Alecson de
Editors Lima Junior, James Dewar, Anna Guimarães, Alex
Scott Fitzgerald Gray, Sadie Lowry Hencinski

Sensitivity Consultant MCDM Team


James Mendez Hodes
Lars Bakke: Development & Production
Playtest Director Jerod Bennett: Technology
Lars Bakke Grace Cheung: Art
Layout Matt Colville: Writing & Design
Jen McCleary Nick De Spain: Art & Art Outsource Management
Jason Hasenauer: Art & Art Direction
Title Logo James Introcaso: Lead Game Designer
Tom Schmuck Hannah Rose: Managing Editor
Accessibility
Chris Hopper Playtesting
Community Coordinator Playtest Coordinators
John Champion Casey Bell, Madeleine Bray, John Bryant, Janek
Dalkowski, davidqshull, Félix Gauthier-Mamaril, Iris
Customer Support Gorton, David Lucas, AJ Metzger, James Munson,
Bobby McBride Jeanne Parker, Shane Parker, Roman Penna, Joel Russ,
Special Thanks Jarrad Tait, Bennoni Thomas, Aaron Flavius West
Kelli Butler, Laura Hirsbrunner
Playtesters
Alpacnologia, Bryce Beggs, BlueLeader777, Lexie
Illustration Bryan, Kathy Randall Bryant, Lucas Chiesa, Kevin
Art Directors Conway, Zehl Day, Gina Devlin, drachenmaul, Alex
Nick De Spain, Hannah Rose Ermgodts, Morgan “Adys” Fenwick, David Fleming,
ForgottenLands, Flip Frields, Thomas Good, Hannah
Cover Artist
H, Harrison Howe, Thea “The Icelander”, JayPea,
Ernanda Souza
Liam Kearney, Jason Lasica, Michael Liliedahl, Luke
Interior Illustrators M., Margaret Mae, Hazel Margaris, Fábio Mesquita,
“Legendary Inspiration”: Marcel Budde Naif Milaat, mintedcopper, Aaron Pangilinan, Tim
(Conceptopolis) Polka, Rebekah Proctor, Kyle Rath, Matthew Rhine,
“Malevolent Forces”: Bruno Machado Eric Sawchak, Christian Smith, Isaiah “IQBoy” Smith,
“Quick, Take My Spellsled!”: Linda Lithén Marcel Theilig, Chris V, Drew VandeLune, Cinna
Veret, Skye McLaren Walton, Peter Williamson, Zero

Join us on the MCDM Discord server, where you can chat with others about ARCADIA and more!
mcdm.gg/discord

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference
Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Legendary
Inspiration, Quick, Take My Spellsled!, Malevolent Forces, all Trademarks, registered trademarks, proper names
(including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue,
plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress.

Arcadia  | Issue 25  |  February 2023


1 Letter from The Editor
Hannah Rose

2
Rules
Legendary Inspiration
Steve Fidler
No more tired inspiration rules—these are just inspired rules!

8
Monsters
Malevolent Forces
Sam Mannell
Looking for something strange and terrifying to pit against your players?

20
Adventure Magic Item
Quick, Take My Spellsled!
Imogen Gingell

28
Radical arcana in the streets of Silverside

Resources

Issue 25  February 2023

Arcadia  | Issue 25  |  February 2023


Letter from The Editor
A legend is a story that has many forms, handed Legends lean heavily into drama, narrative
down through the years—perhaps centuries resonance, and even humor. They’re memo-
or millennia—and that is compelling enough rable because they go all out. Likewise, the
to be retold, reworked, reimagined again and most memorable moments in RPGs are often
again. Something legendary is larger than when we go all out, make big choices, succeed
life: first, because it takes on a life of its own, through unexpected and humorous means,
beyond its first incarnation, as it is retold or defy the odds in a climactic moment. As
and recontextualized. And second, because it designers, the MCDM team wants to provide
extends beyond realism, often incorporating game mechanics that help make these moments
some element of the fantastical or supernatural: happen naturally—not despite the mechanics,
sirens and cyclopes in the Odyssey, Merlin and but because of them. We like it when monsters,
Morgana in the legends of King Arthur, the rules, and magic items provide opportunities
demons and dervishes throughout the recursive for tense, exciting moments and incentives for
tales of The Thousand and One Nights, to name making big, dramatic choices.
but a few. So on that note, I’m pleased to say that this
Yet these legends are still grounded in things month’s articles go hard. When I put out the call
that are familiar, historical, and recognizable: for pitches last year, I told authors, “We want to
a hero of the Trojan War, a king of Britain focus on cool, original creatures, not remixes of
who defeated the Saxons, and a young woman existing stat blocks—give us the weird and the
who tells stories to her husband, the king of wondrous!” And oh boy did Sam Mannell deliv-
Samarkand. Legends combine real places or er with “Malevolent Forces”! The dreameater is
events with a hefty dash of the extraordinary to wonderfully horrifying, and the vespergriff is the
become epic—often in all senses of the word. perfect danger-sensing bat-jaguar companion for
In our games, we get to be legendary heroes any adventurer willing to embrace a weird new
(or villains, or morally gray mercenaries) for a friend.
little while. We get to do extraordinary things In a radically different genre, Imogen Gin-
and go on epic adventures and feel awesome gell makes her ARCADIA debut with style,
when we travel through an ancient bone forest, zooming onto the scene with “Quick, Take My
take down an undead dragon, and swashbuckle Spellsled!” This zany one-shot has it all—fanta-
across the land on a magic skyship. At the risk sy hoverboards, a racetrack marked by arcane
of stating the obvious, that’s pretty cool! It’s not graffiti, and a colorful band of bullies your
the only reason why fantasy RPGs are fun, but players will love to beat.
it’s certainly a big one. And last but certainly not least, Steve Fidler’s
Granted, not all fantasy RPG characters have “Legendary Inspiration” is an absolute feast of
to be legendary. It can be just as interesting to new options for gaining and spending inspira-
tell a story of unsung heroes or a mediocre war- tion in exciting, meaningful, and—you guessed
rior who bumbles their way from quest to quest, it—legendary ways. Pick your favorite combo
somehow succeeding (or dramatically failing) of these rules for a little extra spice that’ll make
despite their incompetence. But also, legends your whole game more fun and dramatic.
aren’t about facts. That bumbling warrior could Without further ado, I leave you to dive into
be hailed as the greatest hero in the land because the pages ahead and shape your own weird and
people think all their deeds were accomplished wondrous tales. Wherever your adventures take
through great skill and bravery. That’s some you, may they be legendary.
classic dramatic irony!
De somnio ad itinere,
Hannah Rose
Managing Editor

Arcadia  | Issue 25  |  February 2023 1


LEGENDARY
INSPIRATION
No more tired inspiration rules—these are just inspired rules!

by Steve Fidler

I
nspiration is a way to reward strong roleplaying, Bonus Content
encouraging players not just to think outside the When spelunking in a dungeon, exploring a cave, or
box but to act in accordance with their character. traveling through a spider-infested forest, the opportu-
At the same time, it can also serve as a tool to rein- nity for adventure outside the characters’ main objective
force cinematic gameplay. This article provides players might come up. This could take the form of rescuing a
and GMs with new ways of making use of inspiration, prisoner from a dungeon, taking a moment to mine an
promoting the mechanic from something players often untapped vein of mithral in a cave, destroying a clutch of
forget they have to something they beg for more of. mutant spider eggs the characters come across by hap-
The GM and the players will want to work together to penstance, or a particularly lethal random encounter.
decide which of these options would be the most benefit Although such tasks often reward the characters with
to the characters, and would best suit the tone of the a sum of gold or a magic item, the GM can also grant
campaign. Each character should have a way to spend inspiration to each character as a bonus for straying
inspiration that’s useful for them. However, because too from the path and completing the task.
many choices can be overwhelming and might affect the
flow of combat, try starting with one or two rules for
new ways to gain and spend inspiration (including the
Critical Inspiration
Whenever a character rolls a d20 for an attack roll,
default use of inspiration, if you keep that as an option).
saving throw, or ability check, they can potentially
In addition to presenting new rules for gaining and
gain critical inspiration. This rule can make use of two
spending inspiration, this article introduces party inspi-
options—critical success and critical failure—and it’s
ration—a way for all characters to share in each other’s
recommended that your table choose one or the other.
heroic endeavors. Additionally, a number of new won-
Critical success emphasizes a team-based reward for
drous items known as magic banners interact with the
characters performing heroic deeds, while critical failure
inspiration of their wielders and other party members in
helps to mitigate the feeling of loss associated with
interesting and new ways.
rolling low, and creates a “failing forward” mechanic.

Gaining Inspiration Critical Success


When a character makes a d20 roll and the result is a 20,
The base guidelines for handing out inspiration say they can choose to have another creature that can see or
to do so when a player roleplays their character well. hear them gain inspiration. This might represent how the
Unfortunately, it’s easy for GMs to forget about first character’s success leaves an overwhelming impres-
awarding inspiration for good roleplay, and sometimes sion on the other character, or helps the other character
hard to establish consistency and fairness. The options in overcome any doubts plaguing them.
this section focus on more objective and clear methods
of gaining inspiration, so that players can seek out and
spend inspiration more regularly.

Arcadia  | Issue 25  |  February 2023 2


Critical Failure isolated from their party can spend inspiration to have
When a character makes a d20 roll and the result is a 1, a long-term prisoner in the next cell explain the guard
they gain inspiration as a response to a sense of urgency, rotation, where the keys are located, and who the char-
or from a desperate desire to prove their worth and push acter’s captors are.
themself. A critical failure that grants inspiration can’t be The player suggests who this entity is, and the GM
rerolled with any use of inspiration. determines what kind of help they can provide—typically
just enough to get the character or the party moving again.
Pushing the Limit If your table is using the party inspiration rules
When a character spends their last use of a limited-use (below), a character can spend additional inspiration
class feature, they gain inspiration. This can include from the pool to increase the amount of help the entity
such scenarios as using the last spell slot granted by provides.
the Spellcasting or Pact Magic feature, the last ki point
granted by the monk’s Ki feature, a cleric’s final use of Legendary Action
Channel Divinity, and so on. At the end of another creature’s turn, a character can
Once a character gains inspiration in this way, they spend inspiration to take one of the following actions
can’t gain do so again until they finish a long rest. and move up to their speed (in either order):
• Attack (one weapon attack only)
Spending Inspiration • Cast a Spell (a cantrip with a casting time of 1 action
or 1 bonus action only)
In the game’s core rules, inspiration can be used when a • Disengage, Hide, or Use an Object
character makes an attack roll, saving throw, or ability • Move up to the character’s speed again
check, letting them make that d20 roll with advantage. If multiple characters want to take a legendary action
The value of using inspiration in this way to help ensure at the end of another creature’s turn, they take their
success on a task can’t be understated—but this section legendary actions in initiative order.
presents a number of even more legendary ways players A character can spend inspiration in this way a
can use inspiration. number of times equal to half their proficiency bonus
As with the “Gaining Inspiration” section, these rounded down. When a character rolls initiative, they
optional ways to use inspiration are available to add to regain any expended uses of this option.
your game à la carte. A little goes a long way, though, so
picking one or two of your group’s favorite options, or Legendary Healing
tailoring your choices to the benefit of the player char- As a bonus action, a character can spend inspiration
acters, is recommended. Your group can decide whether to spend one or more Hit Dice (up to their proficiency
these options replace the standard use of inspiration or bonus). For each Hit Die spent this way, the character
add to it. rolls the die and regains hit points equal to the number
Spending inspiration doesn’t require an action unless rolled + their Constitution modifier.
otherwise specified. Additionally, as an action, a character can spend inspi-
ration and touch another creature, allowing that creature
Do-Over to roll one Hit Die of their own and regain a number
A character can spend inspiration after making an attack of hit points equal to the number rolled + the creature’s
roll, ability check, or saving throw to reroll each d20 Constitution modifier.
used. When they do so, they can use either the original
roll or the reroll. Legendary Resilience
When a character fails an ability check or saving throw
Know Someone to end an effect or condition affecting themself, they can
When a character gets stuck and is unsure of what to spend inspiration to automatically succeed.
do next, they can spend inspiration to bring to life an
entity in the world that can guide them. For example, Legendary Talent
a character newly arrived in town and unsure of where When a character makes an ability check using a skill
to meet their contact can spend inspiration to come they are not proficient in or a tool they are not proficient
across a familiar NPC the party has encountered before, with, they can spend inspiration to add their proficiency
or from the character’s own backstory, who can assist bonus to the roll.
them. Likewise, a character waking in a dark prison and

Arcadia  | Issue 25  |  February 2023 3


Plentiful Pockets Beastheart.1 If a beastheart’s companion spent ferocity
A character can spend inspiration when reaching into on their previous turn, the beastheart can spend
a container to have one mundane item worth 25 gp or inspiration to grant the companion 2 ferocity. At 6th
less—a length of hempen rope, a flask of holy water, and level, the beastheart can also spend inspiration to use
so forth—be present in the container as though it had Rejuvenating Ferocity when they have no uses of that
always been there. The item must be generic, so that a feature remaining.
character can’t pull out a specific book or the exact key Cleric. If a cleric has no uses of Channel Divinity
to open a locked door. remaining, they can spend inspiration to use that
feature. Additionally, they can spend inspiration
to cast a 1st- or 2nd-level spell from their chosen
Resourceful domain’s spell list if they have no spell slots remaining
Characters can spend their inspiration to push features
of the spell’s level.
they’ve gained from their class beyond their limits. Be
Druid. If a druid has no uses of Wild Shape remaining,
aware, though, that characters of certain classes using
they can spend inspiration to use that feature. At 20th
this option will find that not all resources are created
level, they can instead spend inspiration to use Wild
equal. If your table uses this rule, you should also have
Shape at any time (no action required).
another way that characters can spend inspiration
Fighter. A fighter who has already used their Second
outside of these situational circumstances.
Wind feature can spend inspiration to use it again.
Barbarian. A barbarian with no uses of Rage remaining Illrigger.2 If an illrigger has already placed the maximum
can spend inspiration to use that feature. At 20th level, number of seals using their Baleful Interdict feature,
they can instead spend inspiration to use Rage at any they can spend inspiration to place a seal on a creature.
time (no action required).
Bard. If a bard has no uses of Bardic Inspiration remaining,
they can spend inspiration to use that feature. 1
The beastheart class is available in Beastheart and Monstrous
Companions.
2
The illrigger class is available in The Illrigger.

Arcadia  | Issue 25  |  February 2023 4


Monk. If a monk doesn’t have enough ki remaining to
use a feature that would normally cost 2 or fewer ki
Party Inspiration
points, they can spend inspiration to use that feature
Party inspiration is a pool of inspiration that can be
without spending ki.
drawn upon by any character. Whenever a feature or rule
Paladin. A paladin who has no uses of Channel Divinity
says a player can spend inspiration, they can spend it
remaining can spend inspiration to use that feature.
from this pool. Each character can still gain and use their
Additionally, if a paladin has no hit points remaining
own inspiration, but if they gain inspiration while they
in the pool of healing from their Lay on Hands feature,
already have it, they contribute it to the party inspiration
they can spend inspiration to use Lay on Hands as if
pool instead.
they had spent a number of hit points equal to half
The maximum amount of inspiration that can be held
their Paladin level.
in this pool is equal to the number of player characters
Ranger. If a ranger has no spell slots remaining, they
in the party. Nonplayer character party members such as
can spend inspiration to either cast a 1st-level spell
companions, mounts, and retainers can also contribute
they know or use Primeval Awareness as if they had
to or spend inspiration from the pool, but they don’t
expended a 1st-level spell slot.
count toward the maximum.
Rogue. After rolling damage for their Sneak Attack
feature, a rogue can spend inspiration to reroll any Quick Rest
number of the Sneak Attack dice and use the new rolls. When the party inspiration pool is at maximum, the
Sorcerer. If a sorcerer has no sorcery points remaining, players can collectively decide to spend all the inspiration
they can spend inspiration to use a metamagic option in the pool to allow their characters to take a quick rest.
that costs 1 sorcery point. A quick rest is a brief respite lasting 1 minute, during
Warlock. When a warlock has no spell slots remaining, which a character can do nothing more strenuous than
they can spend inspiration to cast a 1st- or 2nd-level conversing, catching their breath, or stretching. Taking a
spell they know at its base level. Additionally, they can quick rest grants each character the benefit of a short rest.
spend inspiration to use an invocation feature that has A character can’t benefit from more than one quick
no uses remaining. rest between short or long rests.
Wizard. A wizard can spend inspiration to cast a 1st- or
2nd-level spell they know if they have no spell slots
remaining of the spell’s level.
Inspirational Items
Once a character has spent inspiration to use a feature Magic banners are wondrous items that utilize a charac-
in this way, they can’t spend inspiration to use that same ter’s inspiration, and which build upon the optional rules
feature again until they finish a long rest. in this article to grant you more new ways of utilizing
inspiration.
Wand of Plenty Each banner takes the inspiration of a single creature
A character can spend inspiration to temporarily regain and expresses that inspiration in the area around them.
some of a wand or other magic item’s expended charges. Some banners take the standard form of a flag on a pole,
When they do, they roll a d3 and the item regains that perhaps displaying an emblem to rally troops, but these
many expended charges. At the end of the character’s items aren’t limited to this style. A banner could also be
next turn, whether or not they use the item, all of its a ring that projects an image of light above the inspired
charges are expended. This counts as expending the wielder, or a helmet that generates a halo of power.
item’s last charge. No item presented in this article must take the form
A character can use this option only on a magic item described, so feel free to change any item to fit a charac-
that regains charges at dawn or dusk, when its wielder ter’s aesthetic or to better match the story of the object.
finishes a long rest, or a similar daily recharge. The following banners are presented in alphabetical
order.

Arcadia  | Issue 25  |  February 2023 5


Army Standard Punishing Aura. When you hit with this weapon, one
Wondrous Item, Rare (Requires Attunement) other creature within 30 feet of you who has inspiration
can spend that inspiration to have the weapon deal an
This flagpole standard bears the recognizable emblem
extra 2d8 force damage.
of a standing army. While you carry the standard, other
friendly creatures within 30 feet of you have a +1 bonus Elemental Warding Band
to attack rolls while you have inspiration. This banner Wondrous Item, Very Rare (Requires Attunement)
can be held in your hand, affixed to a shield you are
wielding, or strapped to your back, any of which count This ring bears a gem that shifts hue to match the envi-
as carrying it. ronment, turning blue when sailing over open ocean,
If you are attuned to the standard and don’t have dark green while deep in a jungle, and so forth. While
inspiration, you gain inspiration when you roll initiative wearing the elemental warding band, you have resistance
and are not surprised. to one damage type of your choice: acid, cold, fire,
Rallying Aura. As a bonus action, you can spend lightning, or thunder. You choose this damage type when
your inspiration to end the frightened condition and the you attune to the ring, and can spend your inspiration to
charmed condition on all friendly creatures within 30 choose another damage type.
feet of you. Once you use this property of the item, you Warding Aura. As an action, you can spend your inspi-
can’t use it again until the next dawn. ration to create a shimmering barrier in a 10-foot radius
around you, which moves with you and remains centered
Battle Standard on you. You must concentrate to maintain this aura, as if
Wondrous Item, Rare (Requires Attunement) concentrating on a spell. Creatures and objects in the aura
have immunity to damage of the type this ring grants you
This flagpole has a small flag bearing the emblem of a
resistance to. Spells and projectiles that deal the specified
fist. The battle standard functions as a magic halberd.
type of damage can’t pass through the shimmering barrier.
You have a bonus to damage rolls made with this
This effect lasts for 1 minute, or you can end it early (no
weapon equal to the number of allies within 30 feet of
action required). Once you use this property of the item,
you who have inspiration (to a maximum of +3).
you can’t use it again until the next dawn.

Arcadia  | Issue 25  |  February 2023 6


God Bone Medic’s Flag
Wondrous Item, Legendary (Requires Attunement) Wondrous Item, Very Rare (Requires Attunement)
This oversized finger bone is said to have been harvested This flag bears the symbol of a guild of healers. While
from the body of a dead god, and is regarded with holding the flag, when you see an ally take damage, you
wonder and fear across numerous realms. While attuned can use your reaction to reduce that damage by 1d10 +
to this banner, you have a +3 bonus to saving throws. If your proficiency bonus.
you have inspiration, you also confer this bonus to allies Healing Aura. As an action, you can spend your
within 30 feet of you that can see you. inspiration to create a healing aura around you. Each
Additionally, the first time you succeed on a saving ally within 10 feet of you regains 5 hit points at the start
throw each round, you can choose one of the following of each of their turns. This effect lasts for 1 minute, and
effects: ends early if you are unconscious. If the flag leaves your
Forgiveness. If an ally’s actions forced you to make the possession, the effect is suppressed but the duration
saving throw, you grant that ally temporary hit points continues until the flag is in your possession again.
equal to your level.
Unifying Mind Helmet
Strike Awe. If you were forced to make the saving
Wondrous Item, Very Rare (Requires Attunement)
throw by a Construct, Dragon, Giant, Humanoid, or
Monstrosity you can see within 120 feet of you, you This smooth metal helmet has a multifaceted ruby set in
can force that creature to make a DC 19 Charisma the forehead. The helmet has 6 charges for the following
saving throw. On a failure, the target is stunned for 1 properties, which you can use while you are wearing the
minute. A stunned target can repeat the saving throw helmet. The helmet regains 1d4 + 2 expended charges
at the end of each of their turns, ending the effect on daily at dawn.
themself on a success. Telepathy. As a bonus action, you can create a tele-
Turn Interloper. If you were forced to make the saving pathic link between you and a number of creatures of
throw by an Aberration, Celestial, Elemental, Fey, your choice that you can see by expending one charge
Fiend, or Undead you can see within 120 feet of you, for each other creature. For the next minute, you and
you can force that creature to make a DC 19 Wisdom each of the chosen creatures can communicate telepath-
saving throw. On a failed save, the target is turned ically with one another. If any linked creature becomes
for 1 minute or until they take any damage. A turned incapacitated, you must make a DC 15 Wisdom saving
creature must spend their turns trying to move as far throw. On a failure, the link is broken for all creatures,
away from you as they can, and they can’t willingly and you take 2d6 psychic damage.
move within 30 feet of you. They also can’t take Inspiring Aura. As a bonus action, you can spend 3
reactions. For their action, the turned creature can use charges to create an inspiring aura around you, which
only the Dash action or try to escape from an effect lasts until the start of your next turn. Allies other than
that prevents them from moving. If there’s nowhere to you who are within 15 feet of you, or who are linked to
move, the creature can use the Dodge action. you with the Telepathy property of the helmet, start their
next turn with inspiration if they didn’t already have it.
You can use each of these effects once, and can’t do so
Inspiration gained this way is lost when the aura ends.
again until the next dawn. If you have no uses of an effect
remaining, you can spend inspiration to use that effect.

Arcadia  | Issue 25  |  February 2023 7


MALEVOLENT
FORCES Looking for something strange and terrifying
to pit against your players?

by Sam Mannell

Content Warning: This article contains a creature who buries its victims alive and an insectoid creature
who devours live victims. We suggest using the MCDM Tabletop Safety Toolkit and Checklist
and adjusting as needed to ensure everyone has a good time.

S
am here, back from another trip down into the
stat block mines. This time I emerge bearing weird Monster CR Role
and wonderful monsters, designed with the hope Skull Hound CR 3 Skirmisher
that they’ll be unlike anything your players have
Vespergriff CR 4 Controller
ever faced before!
But originality is a funny thing, isn’t it? These crea- Vespergriff Companion CR 4 Companion
tures might seem solely like the product of my frenzied
Gravedigger CR 5 Soldier
scribbling, but they are not—they’re inspired by things
from all over the place! You may recognize a glimmer of X’ek Drone CR 6 Skirmisher
something you’ve seen before, but hopefully I’ve covered
Shard CR 7 Ambusher
my tracks well enough that they still hit the table like a
ton of bricks. Coldshell CR 8 Brute
And of course, you have my permission to pass them
X’ek Queen CR 8 Leader
off to your players as your own. Game recognize game.
Dreameater CR 11 Solo
Contents
As always, you can click through directly to the stat block
you want to use on the table to the right. They appear
in the article alphabetically, but they’re arranged here by
challenge rating and include the role for ease of use. You
can learn more about creature roles in the free preview
packet for Flee, Mortals! The MCDM Monster Book.

Arcadia  | Issue 25  |  February 2023 8


Coldshell unfathomable seafloor ravines. The creature looks
crustacean from a distance, but it’s more like a
mollusk, clad in a suit of armor made of shells.
Soft chittering echoes off freezing rock. Damp light The fleshy, tentacled body glows from beneath the
flutters against the dark. The coldshell plods after thick carapace it cultivates for protection, eyestalks
its prey. The monster doesn’t care that you know it’s retracting during combat. Even the creature’s limbs
coming. Run all you like. are caged in sleeves of interlocking chitin, leaving only
The coldshell breeds as far away from sunlight the underbelly vulnerable—but getting close enough to
as possible, most commonly in deep caves or stab it is risky business.

Coldshell CR 8 Brute (3,900 XP)


Large Monstrosity, Unaligned

Armor Class 22 (natural armor), 14 while prone Actions


Hit Points 190 (20d10 + 80) Multiattack. The coldshell makes three attacks using Crushing
Speed 15 ft., climb 15 ft., swim 30 ft. Embrace, Tentacles, or a combination of them. They can
replace one attack with a use of Devour.
STR DEX CON INT WIS CHA Crushing Embrace. Melee Weapon Attack: +8 to hit, reach
21 (+5) 9 (−1) 19 (+4) 8 (−1) 8 (−1) 4 (−3) 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage, and
if the target is a Large or smaller creature, they are grappled
Saving Throws Str +8, Con +7 (escape DC 15). The coldshell can grapple only one creature
Skills Athletics +8, Perception +5 at a time.
Damage Vulnerabilities fire
Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one
Damage Resistances acid, poison
target. Hit: 10 (1d10 + 5) bludgeoning damage, and if the
Damage Immunities cold
target is a Large or smaller creature, they are pulled up to 15
Condition Immunities frightened, poisoned feet toward the coldshell.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages — Devour. The creature grappled by Crushing Embrace takes
Proficiency Bonus +3 27 (4d10 + 5) piercing damage.

Amphibious. The coldshell can breathe air and water.


Bonus Actions
Bioluminescent. The coldshell’s flesh sheds dim light in a Freezing Spit. The coldshell targets one creature they can see
30-foot radius. within 60 feet of them. The target must succeed on a DC 16
Sunlight Sensitivity. While in sunlight, the coldshell has dis- Dexterity saving throw or take 9 (2d8) cold damage and have
advantage on attack rolls, as well as on Wisdom (Perception) their speed halved until the start of the coldshell’s next turn.
checks that rely on sight.
Weak Spot. The coldshell has a weak point in their armor that
can only be targeted up close. Creatures who are within 5 feet
of the coldshell roll to hit against the coldshell’s prone AC.

Arcadia  | Issue 25  |  February 2023 9


Dreameater
Only the fey could create such a thing.
By dissecting how the imagination can turn
against itself, the star elves created a waking
nightmare to haunt and kill enemies of the
court. No one is sure if there is one dreameater
or many. Scattered lore implies the creature
hunts by following the scent of dreams them-
selves, and the only way to escape is to avoid
sleep at all costs. Those who do sleep while
hunted by the fell thing rest fitfully, beset by
terrible visions of a creeping shadow following
them, always just out of sight, relentless.
There are few eyewitness accounts of the
dreameater, given that the creature permanently
emanates a shroud of velvety darkness. Those
who are unlucky enough to have beheld it
speak of two large, bulbous eyes, a butter-
fly-like proboscis, tattered and useless wings on
a giant arachnid body, and a mass of spindly
limbs tipped with human hands.

Arcadia  | Issue 25  |  February 2023 10


Dreameater CR 11 Solo (7,200 XP)
Large Fey (nightmare), Neutral evil evil evil evil evil evil evil

Armor Class 15 Strangle. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 195 (23d10 + 69) target. Hit: 8 (1d6 + 5) bludgeoning damage plus 5 (1d10)
Speed 40 ft., climb 40 ft. psychic damage.
Proboscis. Melee Weapon Attack: +9 to hit, reach 20 ft., one
STR DEX CON INT WIS CHA target. Hit: 1 piercing damage, and the target must make a DC
17 (+3) 20 (+5) 16 (+3) 19 (+4) 11 (+0) 10 (+0) 16 Wisdom saving throw, taking 36 (8d8) psychic damage on
a failed save, or half as much damage on a successful one. The
dreameater regains a number of hit points equal to half the
Saving Throws Dex +9, Con +7, Int +8
amount of psychic damage dealt.
Skills Acrobatics +9, Perception +8, Stealth +13
Damage Resistances psychic; bludgeoning, piercing, and Bonus Actions
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Disquieting Murmurs. Each creature within 60 feet of the
poisoned dreameater must succeed on a DC 16 Wisdom saving throw
Senses truesight 60 ft., passive Perception 18 or take 7 (2d6) psychic damage. If this deals damage to a
Languages all but speaks only in unintelligible whispering, creature concentrating on a power, spell, or other feature, that
telepathy 60 ft. creature has disadvantage on the saving throw they make to
Proficiency Bonus +4 maintain their concentration.

Mindthirst. If the dreameater knows the name and appear- Villain Actions
ance of another creature, they are aware of when that creature The dreameater has three villain actions. They can take each
takes a short or long rest and the direction to that creature action once during an encounter after an enemy creature’s
while they are resting. turn. They can take these actions in any order but can only use
one per round.
Nightmarish Nature. The dreameater doesn’t require air,
food, or sleep. Action 1: Always Hungry. The dreameater’s proboscis
supernaturally extends to reach out of the dark. One Large
Shadowshroud. Magical darkness emanates from the dream-
or smaller creature the dreameater can see within 60 feet of
eater, filling a 20-foot-radius sphere that moves with them them must succeed on a DC 16 Strength saving throw or be
and disappears when they die. The darkness spreads around pulled up to 60 feet directly toward the dreameater.
corners. A creature with darkvision can’t see through this
Action 2: Thimblerig. The dreameater teleports to an unoc-
darkness, and nonmagical light can’t illuminate it. If any of the
cupied space they can see within 40 feet of them and takes
dreameater’s darkness overlaps with an area of light created
the Hide action. Immediately after, two 20-foot-radius spheres
by a spell of 2nd level or lower, the spell that created the light of magical darkness appear, centered on two different points
is dispelled. When the dreameater takes damage, the dark- the dreameater can see within 40 feet of them. This darkness
ness created by this trait becomes an area of dim light until the lasts 10 minutes and spreads around corners. A creature with
end of their next turn. darkvision can’t see through this darkness, and nonmagical
Spider Climb. The dreameater can climb difficult surfaces, light can’t illuminate it. If any of this darkness’s area overlaps
with an area of light created by a spell of 4th level or lower,
including upside down on ceilings, without needing to make
the spell that created the light is dispelled.
an ability check.
Action 3: Gathering Gloom. Each area of magical darkness
Supernatural Resistance. The dreameater has advantage on within 300 feet of the dreameater increases in size by 10 feet.
saving throws against spells, powers, and other supernatural Each creature in an area of magical darkness after it increases
effects.1 must make a DC 16 Charisma saving throw, taking 36 (8d8)
necrotic damage on a failed save, or half as much damage
Actions on a successful one, as the shadows gnaw at creatures caught
Multiattack. The dreameater makes two Strangle attacks and within.
one Proboscis attack.

1
“Supernatural” is a new game term in the upcoming The Talent and Psionics and Flee, Mortals! that describes an
effect or item that is either magical or psionic. In this case, it means that the dreameater has advantage on saving throws
against spells, psionic powers, effects caused by magic or psionic weapons, and so forth.

Arcadia  | Issue 25  |  February 2023 11


Gravediggers mausoleums, the gravediggers build their own. They fall
upon a town in the dead of night and, by sunrise, leave
behind an expansive cemetery of fresh graves, newly
At first glance it’s easy to mistake the gravediggers for filled. Gravediggers are more than capable of killing, but
Undead—reanimated knights clad from head to toe they have a clear preference for burying their victims
in grimy plate armor, walking with a strange staccato alive.
twitch, regurgitated by a graveyard that could no longer When a gravedigger is killed, it turns into a mass of
stomach them. loose mold and dirt, leaving behind its armor, which is
Few learn the truth. The gravediggers are actually produced by the fungus as a thick keratin. Wearing the
a complex fungus that grows loamy, clay-like bodies, armor is known to fool other gravediggers into thinking
directing them to capture other creatures and feed them that you’re one of them. Some say if you wear it longer
to the earth. Rather than lurking in existing tombs or than a few days, you won’t be pretending anymore.

Gravedigger CR 5 Soldier (1,800 XP)


Medium Plant, Unaligned

Armor Class 18 (plate) Keratin Sword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 93 (11d8 + 44) one target. Hit: 7 (1d8 + 3) slashing damage.
Speed 30 ft. Command Earth. The gravedigger extends their fungal
network into a patch of earth that they are touching, com-
STR DEX CON INT WIS CHA manding it to move in one of the following ways:
17 (+3) 15 (+2) 18 (+4) 5 (−3) 16 (+3) 10 (+0)
• A 5-foot-wide, 10-foot-deep pit appears within 5 feet of
Saving Throws Str +6, Con +7 the gravedigger.
Skills Athletics +6, Perception +6 • A pit within 5 feet of the gravedigger that is no larger than
Damage Resistances necrotic 5 feet wide and 10 feet deep becomes loose earth. Each
Damage Immunities poison creature in the pit when it closes is buried and begins to
Condition Immunities blinded, charmed, deafened, exhaus- suffocate. A creature can use their action to dig free by
tion, frightened, poisoned succeeding on a DC 15 Strength check.
Senses blindsight 60 ft., passive Perception 16
Languages understands Sylvan but can’t speak Bonus Actions
Proficiency Bonus +3 Reel. The gravedigger pulls the creature grappled by Hook
Unusual Nature. The gravedigger doesn’t require air or and Chain up to 15 feet toward themself.
sleep.
Reactions
Actions
Sleep Spores (3/Day). When the gravedigger takes damage,
Multiattack. The gravedigger makes three attacks using Hook they release a cloud of spores in a 15-foot-radius sphere cen-
and Chain, Keratin Sword, or a combination of them. They can tered on themself. The radius of this sphere doubles to 30 feet
replace one attack with a use of Command Earth. when the gravedigger has 46 hit points or fewer. Each creature
in that area must succeed on a DC 15 Constitution saving
Hook and Chain. Melee Weapon Attack: +6 to hit, reach
throw or fall asleep and remain unconscious for 1 minute.
15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, Creatures that don’t need to breathe automatically succeed
and if the target is a Medium or smaller creature, they are on this saving throw. A sleeping creature awakens if they take
grappled (escape DC 15). Until this grapple ends, the target is damage or another creature uses an action to wake them.
restrained, and the gravedigger can’t use their hook and chain
on another target.

Arcadia  | Issue 25  |  February 2023 12


Shards architects—or at least have been forgotten by them.
Adrift without direction, the shards search for a way to
create more of themselves.
Attempting to reason with the shards is inadvisable. Shards are resistant to many forms of damage, but
While clearly intelligent, these crystalline constructs surprisingly brittle against blunt trauma. They use their
show interest in only cold, mechanical murder, seemingly own sharpened limbs as glittering, needle-keen lances.
intent on the vivisection of living things, as though Moreover, their crystalline forms are utterly transparent,
gathering data. They also display a strong drive for rendering the shards invisible unless splashed with dye or
self-preservation and vanish rather than take heavy paint. Or blood.
losses. Perhaps their strangest trait is their ability to pierce
The diamond-like material they consist of is unlike spacetime. Like a sliver of glass perforating an intestine,
anything in the mundane world, leading sages to they bisect the planes as naturally as breathing, stepping
believe they originate from some other dimension. out of a pocket manifold in an instant to surround their
No one knows exactly who or what made them, but victims.
evidence suggests the shards have long outlived their

Shard CR 7 Ambusher (2,900 XP)


Medium Construct, Lawful Evil

Armor Class 15 (natural armor) Actions


Hit Points 81 (18d8) Multiattack. The shard makes four Sharpened Arm attacks.
Speed 20 ft.
Sharpened Arm. Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 8 (1d8 + 4) piercing damage. The first time on
19 (+4) 18 (+4) 11 (+0) 18 (+4) 12 (+1) 5 (−3) a turn the shard hits a creature when they have advantage on
the attack roll or the target is within 5 feet of one of the shard’s
Saving Throws Str +7, Dex +7, Int +7 allies, the attack deals an extra 17 (5d6) piercing damage.
Skills Perception +4, Stealth +10
Pocket Manifold (2/Day). The shard disappears from view,
Damage Vulnerabilities bludgeoning, force, thunder
Damage Resistances fire, piercing, psychic, slashing storing themself in a pocket manifold that exists only while it
Damage Immunities necrotic, poison contains them. While in the pocket manifold, the shard can’t
Condition Immunities blinded, charmed, deafened, attack or move, but they can see as if occupying the space
exhaustion, frightened, petrified, poisoned they vanished from. They can leave the pocket manifold as a
Senses blindsight 60 ft., passive Perception 14 bonus action, reappearing in the space they vanished from or
Proficiency Bonus +3 in the nearest unoccupied space if that space is occupied.

Constructed Nature. The shard doesn’t require air, food, Shift (2/Day). The shard teleports themself to another plane
drink, or sleep. of existence. They can either appear in an exact location they
have been before, or a general location they are aware of.
Immutable Form. The shard is immune to any spell or effect
that would alter their form. Bonus Actions
Magic Weapons. The shard’s weapon attacks are magical. Splice. The shard teleports up to 30 feet to an unoccupied
Translucent. The shard is invisible unless covered by a visible space they can see, and then can take the Hide action.
material (such as paint or fabric), or after being spattered by Reactions
blood when they score a critical hit against a creature who
isn’t a Construct or Undead or reduce such a creature to 0 Split. When the shard takes damage, they teleport 30 feet to
hit points. The shard can’t clean themself or remove materials an unoccupied space they can see.
covering them.

Arcadia  | Issue 25  |  February 2023 13


Skull Hound
Skull hounds are named for their grim, skel-
etal countenance and canine bodies, but they
possess reptilian traits, too. They have adapted
to extreme climates at either end of the spec-
trum, hunting in either freezing snow or baking
sand with coloration differences helping them
blend in. They camouflage themselves beneath
a thin layer of loose ground, telepathically bait
their prey into position, then strike like light-
ning to take down their mark. Each hound in
the pack hides in a different location—each one
a living land mine ready to cut off any escape
from the ambush.
As psionic creatures, skull hounds lure their
prey by projecting disembodied voices, often of
lost loved ones calling for help. When caught in
open combat, they can also use psionic illusion
to distract and confuse the enemy.
Remarkably, they can be bargained with. Each
pack shares a decentralized mind, and as long as
the pack survives, the packmind is functionally
immortal. Some are very old indeed. The pack-
mind speaks in unison when bargaining, using
plural terms like “we” and “us” to refer to itself.
Typically, a pack of skull hounds wants food,
but survival is their number one goal—they
may instead ask a party of heroes to eliminate
another nearby threat for them.

Arcadia  | Issue 25  |  February 2023 14


Skull Hound CR 3 Skirmisher (700 XP)
Medium Monstrosity, Unaligned

Armor Class 14 Telepath-Ventriloquist. The hound can psionically cause their


Hit Points 49 (9d8 + 9) voice to originate from a point within 60 feet of them.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The hound makes two Bite attacks. If both attacks
15 (+2) 18 (+4) 13 (+1) 14 (+2) 17 (+3) 10 (+0)
hit the same target, they can make one additional Bite attack
Saving Throws Dex +6, Int +4 against that target.
Skills Perception +5, Stealth +8
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 15
Languages Common plus two other languages, telepathy 60 ft. Hit: 6 (1d8 + 2) piercing damage.
Proficiency Bonus +2 Camouflage. The hound buries itself under a thin layer of
Packmind. The hound has advantage on attack rolls while snow or sand, taking the Hide action and making the Dexterity
another member of their pack can see them. If the hound (Stealth) check with advantage. The hound is revealed if they
takes psychic damage, this trait is disrupted until the end of move or attack.
their next turn. Reactions
Psionic Mimicry. The hound can unerringly replicate the voice Psionic Mirage. When a creature makes an opportunity
of another creature, and can glean voices from the memories attack against the hound, that creature must succeed on a DC
of other creatures who they can see. 13 Intelligence saving throw or the attack misses.

Vespergriff Psionic Powers


Once native to the Sea of Stars, but now bred as beasts The upcoming The Talent and Psionics and Flee, Mortals!
of prestige in cities beyond the Mundane World, the The MCDM Monster Book introduce psionic powers.
vespergriff is a batlike creature with huge leathery wings, A power is a specific psionic effect created by energy
a long snout, tapered ears, and the hindquarters of a drawn out of the manifester’s body. Every power has an
jaguar. order, from 1st to 6th, that gives you an idea of its effec-
Vespergriffs have exceptionally sharp vision and tiveness compared to other powers. The higher the order,
can see through illusions. Their large eyes flash con- the stronger the power.
stantly, rapidly cycling through pale cyan, magenta, Powers aren’t magical. Effects and spells that affect or
and yellow—many creatures find this unusual display interact with magic, including counterspell and antimagic
entrancing. field, have no effect on psionic powers. Unlike spells,
But vespergriffs are most prized by their owners for powers have no components.
their intrinsic ability to sense danger, even if they can’t If you have a talent in your game, they can learn the
see it. Thanks to this uncanny warning system and their
Mind-Piercing Scream power using the rules in Talent
other natural defenses, they make great security. No
and Psionics. Its description is included at the end of the
self-respecting palace should be without one.
article.

Mystic Connection:
Vespergriff
If you’re playing a beastheart and have a vespergriff com-
panion, you gain the following benefit at 9th level when
you gain the beastheart’s Mystic Connection feature:
Limited Prescience. You gain a psionic sense that
warns you of danger. You have advantage on initia-
tive rolls, and you can’t be surprised while you aren’t
incapacitated.

Arcadia  | Issue 25  |  February 2023 15


Vespergriff CR 4 Controller (1,100 XP)
Large Monstrosity, Unaligned

Armor Class 13 Keen Sight. The vespergriff has advantage on Wisdom


Hit Points 110 (17d10 + 17) (Perception) checks that rely on sight.
Speed 30 ft., fly 80 ft. Warning. The vespergriff knows the location of each creature
STR DEX CON INT WIS CHA within 60 feet of them, even if the creature is invisible or
hidden. When the vespergriff senses a creature with this trait,
17 (+3) 17 (+3) 12 (+1) 7 (−2) 17 (+3) 8 (−1)
they know if that creature is hostile, neutral, or friendly toward
Skills Perception +7 them.
Senses truesight 60 ft., passive Perception 17
Actions
Languages understands Common but doesn’t speak it
Proficiency Bonus +2 Multiattack. The vespergriff makes two Claw attacks.

Bewildering Gaze. When a creature who can see the vesper- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
griff’s eyes starts their turn within 30 feet of the vespergriff, Hit: 7 (1d8 + 3) slashing damage.
the vespergriff can psionically force the creature to make a DC Mind-Piercing Scream (1/Day; 3rd-Order Power). The
13 Wisdom saving throw if the vespergriff isn’t incapacitated vespergriff unleashes a scream imbued with psionic energy
and can see the creature. On a failure, the creature becomes in a 30-foot cone. Creatures in that area must make a DC 13
charmed by the vespergriff until the start of the vespergriff’s Intelligence saving throw. On a failed save, a creature takes 16
next turn. While charmed in this way, the creature has a (3d10) psychic damage and can’t take reactions until the start
speed of 0 feet. If a creature’s saving throw is successful or the of the vespergriff’s next turn. On a successful save, the target
effect ends for it, the creature is immune to any vespergriff’s takes half as much damage and can use reactions normally.
Bewildering Gaze for the next 24 hours.

Vespergriff Companion Companion


Large Monstrosity, Unaligned

Armor Class 12 plus PB 1st Level: Overwhelming Attack (2 Ferocity). The vespergriff
Hit Points 6 + six times caregiver’s level (number of d8 Hit makes a signature attack. On a hit, the attack deals an extra PB
Dice equal to their caregiver’s level) damage, and the target can’t take reactions until the start of
Speed 30 ft., fly 10 × PB the vespergriff’s next turn.

STR DEX CON INT WIS CHA 3rd Level: Mind-Piercing Cry (5 Ferocity). The vespergriff
targets one creature within 30 feet of them. The target takes
16 (+3) 14 (+2) 12 (+1) 7 (−2) 14 (+2) 8 (−1)
PBd4 psychic damage and has disadvantage on attack rolls
Saves Str +3 plus PB until the start of the vespergriff’s next turn.
Skills Perception +2 plus PB 5th Level: Hypnotic Gaze (8 Ferocity). One creature within
Senses darkvision 60 ft., passive Perception 12 plus PB 10 feet of the vespergriff who can see the vespergriff’s eyes
Languages — must succeed on a DC 10 plus PB Wisdom saving throw or be
Proficiency Bonus (PB) equals the caregiver’s proficiency charmed by the vespergriff until the start of the vespergriff’s
bonus next turn. While charmed in this way, the target has a speed of
Keen Sight. The vespergriff has advantage on Wisdom 0 feet.
(Perception) checks that rely on sight.
Bonus Actions
Learning to Fly. The vespergriff has a flying speed of 10 × PB
feet. Psychic Ping (2/Long Rest). The vespergriff sends out a wave
of psionic energy, becoming aware of each creature within 60
Actions feet of them, even if the creature is invisible or hidden, and
Signature Attack (Claws). Melee Weapon Attack: +3 plus PB revealing the locations of such creatures to their caregiver.
to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

Arcadia  | Issue 25  |  February 2023 16


X’ek
Seasoned travelers of the Timescape know well
that when the cloying smells of cinnamon and
burnt tree sap waft across your camp, it’s time
to move. The telltale scent of x’ek pheromones
means they’re close and they’re coordinating.
Leave everything. Just run.
The x’ek (pronounced ZECK) are a species
of human-size insectoids. They mercilessly
descend on a target from above and sting until
their prey is sapped of strength, then transport
victims back to the hive to be devoured alive.
They are easily identified by the pungent
scent of the pheromones they use to communi-
cate, but only other x’ek can decipher what the
olfactory cocktail means. These pheromones
can communicate complex ideas as easily as
any spoken language, and in high concentra-
tions, they can disorient other creatures.
X’ek hives are best avoided, but this wisdom
often goes unheeded. The x’ek’s bodies are
coated in tesselating, scale-like gemstones,
each one a fist-sized fortune. They shed these
gemstones as they grow new ones, and piles of
gem-scales build up in their nests, making them
attractive targets for looting.
Any survivor of such an excursion will
quickly tell you it’s not worth all the money in
the world. X’ek larvae grow inside eggs of an
amber-like substance, shaped almost identically
like their gem-scales. More than a few adven-
turers have returned with a haul of precious
stones, only to find that a few of them are
starting to hatch….

Arcadia  | Issue 25  |  February 2023 17


X’ek Drone CR 6 Skirmisher (2,300 XP)
Medium Monstrosity, Unaligned

Armor Class 16 (see Ablative Armor) Tarsal Claws. The drone can climb difficult surfaces, including
Hit Points 99 (18d8 + 18) upside down on ceilings, without needing to make an ability
Speed 30 ft., climb 30 ft., fly 60 ft. check.

STR DEX CON INT WIS CHA Actions


16 (+3) 18 (+4) 12 (+1) 5 (−3) 15 (+2) 5 (−3) Multiattack. The drone makes two Bite attacks and one
Saving Throws Dex +7, Wis +5 Enervating Sting attack.
Skills Perception +5 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Resistances poison Hit: 7 (1d8 + 3) piercing damage.
Condition Immunities poisoned
Enervating Sting. Melee Weapon Attack: +7 to hit, reach
Senses darkvision 60 ft., passive Perception 15
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus
Languages X’ek pheromones
10 (3d6) poison damage, and the target must succeed on a
Proficiency Bonus +3
DC 13 Constitution saving throw or have their speed reduced
Ablative Armor. The drone’s AC is 16. The first time the by a cumulative 10 feet for 1 hour.
drone is hit by a critical hit, the hit becomes a normal hit, and
for the next 7 days, their AC is reduced to 14 and this trait Bonus Actions
doesn’t function.
Sudden Escape. The drone takes the Disengage action.
Erratic Flight. While flying, the drone has advantage on
Dexterity saving throws, and creatures have disadvantage on
attack rolls against them.

Arcadia  | Issue 25  |  February 2023 18


X’ek Queen CR 8 Leader (3,900 XP)
Large Monstrosity, Unaligned

Armor Class 16 (see Ablative Armor) Villain Actions


Hit Points 180 (24d10 + 48) The queen has three villain actions. They can take each action
Speed 20 ft., climb 20 ft., fly 40 ft. (hover) once during an encounter after an enemy creature’s turn. They
can take these actions in any order but can only use one per
STR DEX CON INT WIS CHA
round.
17 (+3) 15 (+2) 14 (+2) 12 (+1) 19 (+4) 5 (−3)
Action 1: Noxious Swarm. Each x’ek within 60 feet of the
Saving Throws Str +6, Wis +7
queen can move up to their speed, creating a surge of pher-
Skills Insight +7, Perception +7
omones in the air. Each creature within 60 feet of the queen
Senses darkvision 60 ft., passive Perception 16
must succeed on a DC 15 Constitution saving throw or become
Languages X’ek pheromones
dazed until the end of their next turn. X’ek and creatures who
Proficiency Bonus +3
don’t need to breathe automatically succeed on this saving
Ablative Armor. The queen’s AC is 16. The first time the throw. While dazed, a creature can only do one of the fol-
queen is hit by a critical hit, the hit becomes a normal hit, and lowing things on their turn: move, use an action, or use a bonus
for the next 3 days, their AC is reduced to 14 and this trait action.
doesn’t function.
Action 2: Imperious Pheromone. Each creature of the
Actions queen’s choice within 60 feet of them must succeed on a DC
15 Wisdom saving throw or become charmed by the queen for
Multiattack. The queen makes two Claw attacks.
10 minutes. Creatures that don’t need to breathe automatically
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. succeed on this saving throw. A charmed creature can repeat
Hit: 12 (2d8 + 3) slashing damage. the saving throw at the end of each of their turns, ending the
Viscid Spit. The queen chooses a point they can see within 60 effect on themself on a success. While charmed in this way, a
feet of them. Each creature within 20 feet of that point must creature can understand the x’ek pheromone language.
succeed on a DC 14 Dexterity saving throw or have their speed Action 3: Amber Glob. The queen spits a glob of sticky
halved until the start of the queen’s next turn. amber-like saliva at a point within 60 feet of them, and a
Feed. The queen feeds on one willing or prone creature within 30-foot-radius area centered on that point becomes difficult
5 feet of them, dealing 21 (4d8 + 3) piercing damage. If this terrain. Each creature in that area must succeed on a DC 15
damage reduces the creature to 0 hit points, they die and the Dexterity saving throw or be knocked prone and restrained.
queen regains a number of hit points equal to the piercing A restrained creature can use their action to make a DC 15
damage dealt. Strength check, freeing themself on a success. Another creature
can use their action to free a restrained creature.
Reactions
Emergency Orders. When the queen takes damage, each x’ek
drone within 60 feet of the queen can move up to their speed
or make one attack.

New Psionic Power You unleash a piercing scream imbued with psionic
energy in a 30-foot cone. Each creature in the area must
make an Intelligence saving throw. On a failed save, a
A talent can learn the following power from a vespergriff
creature takes 4d10 psychic damage and can’t take reac-
using the rules in the upcoming The Talent and Psionics.
tions until the start of your next turn. On a successful
Mind-Piercing Scream save, the target takes half as much damage and can use
3rd-Order Resopathy Power reactions normally.
Increased Order. When you manifest this power,
Manifestation Time: 1 action
you can increase its order by 1 or more. The damage
Range: Self (30-foot cone)
increases by 2d10 for each increase of 1.
Duration: Instantaneous

Arcadia  | Issue 25  |  February 2023 19


QUICK,TAKE
MY SPELLSLED! Radical arcana in the streets of Silverside

by Imogen Gingell
Content Warning: This article contains a scene where a teenage boy is physically threatened.

These delinquents are a blight on the sacred study of arcana! If I had my way,
I’d ban their precious “spellsleds” and exile the lot of them!

—Zarellon, Professor of Abjuration

This one-shot adventure, designed for 2nd- to 4th-level The original spellsled, perhaps unfairly known as
characters, is a chance to have fun with a nontraditional Epiphany’s Spellsled for its transgressive first rider rather
fantasy aesthetic, showcase a new magic item, and take than its creator, is enshrined above the lounge of the
on some bullies in a thrilling street race. It takes place in UA junior common room. As the spellsled phenomenon
the city of Silverside, a new location that can stand on spread beyond the university campus itself, sledders fre-
its own for this adventure, fit in a setting with a similar quently boast of one day liberating Epiphany’s Spellsled
aesthetic, or be expanded further as a delightfully strange
place in a traditional fantasy world.

Craze Arcana
Several years ago, within the ivory towers of Universitas
Arcanum, a researcher of the arts of transmutation
and artifice devised a convenient spell to permanently
enchant a small platform to levitate. As the story goes,
Professor Iris Mistral intended to use her “spellsled” to
move books, potions, and her coffee pot around campus
without having to lift a finger. One fateful afternoon,
Iris’s teenage daughter Epiphany stole the spellsled and
embarked on a joyride through the university’s ancient
halls and carefully manicured gardens. Eyewitnesses
reported Epiphany’s misadventure to be “rad,” “totally
cool,” and “worth the spell slots I had to spend to cure
all those wounds.” From that moment on, the spellsled’s
legacy was sealed in the hearts and minds of misfits and
delinquents across the land.
Spellsleds are now a common sight in Universitas
Arcanum and the surrounding city of Silverside, despite
attempts by members of the faculty to ban them outright.

Arcadia  | Issue 25  |  February 2023 20


from the university to find a home for it in Silverside as sport. Many streets double as racing circuits, and spec-
an icon of counterculture. To date, no sledder has bested tacular competitions between (or within) sledder gangs
the university’s wards. spring up out of the slightest disagreement. The influence
A traveler lucky enough to win the trust of the sledders of Universitas Arcanum is felt strongly in the races,
might find themselves in possession of a rare treasure, too. Entrepreneurial students, university dropouts, and
and an entrepreneurial adventurer might be able to talented commoners keep the circuits well maintained
negotiate an auspicious distribution deal. Of course, with magical signs, obstacles, and even specialized glyphs
every would-be merchant or artificer needs to know their of warding, all adding an extra level of excitement (and
goods—and that’s where the race comes in. danger).
One of the most notorious sledder gangs in Silverside
Spellsled calls themselves the Cantrips. Under the leadership of a
Wondrous Item, Uncommon callous young elf named Color Spray, the Cantrips have
A spellsled is a 4-foot-long, 1-foot-wide board made harassed and bullied their way through scores of rival
from enchanted wood or metal weighing up to 10 sledders to name themselves champions of their territory.
pounds, decorated with unique arcane glyphs on its Unlike many other antiestablishment sledder gangs, the
underside. When you use a bonus action to speak the Cantrips have few allies among Silverside locals after
spellsled’s command word, the spellsled levitates 1 foot turning to muggings and race-rigging rather than hon-
off the ground and remains suspended until you speak oring the spirit of spellsledding.
the command word again. The spellsled can carry one
Medium or smaller creature and any objects worn or
carried by them. It can levitate over a liquid surface but
it can’t travel up a surface with a gradient greater than
60 degrees or cross a gap larger than 5 feet wide. While
mounted on the spellsled, you can use its magic to propel
you. Your speed while mounted is 30 feet, and difficult
terrain doesn’t cost you extra movement. If the spellsled
falls more than 10 feet, creatures and objects on it take
falling damage as normal.
When you make a Strength (Athletics) or Dexterity
(Acrobatics) check while mounted on a spellsled, if you
are proficient with land vehicles, you can add your pro-
ficiency bonus to the roll even if you aren’t proficient in
Athletics or Acrobatics.

Acquiring a Spellsled
At the GM’s discretion, a character who can create or
replicate magic items can learn to make a spellsled by
studying the unique techniques of Silverside’s arcanists.
In addition, arcane crafters based in Silverside are willing
to make spellsleds for only 300 gp (or 350 gp for a
custom decal). The recipe for creating spellsleds has not
yet made it out of Silverside, and the faculty members of
Universitas Arcanum are keen to keep it that way.

Sledder Gangs
Silverside’s sledder gangs are either the city’s scourge or
its saviors, depending on who you ask. Most sledders
roaming the streets are enthusiastic hobbyists, thrill
seekers, or excitable artificers, but others use spellsleds
to support more violent activities. More virtuous sledder
gangs are willing to risk the ire of Universitas authorities
to seek the wonders the wizards have squirreled away
in their towers and distribute their secrets among the
populace.
In the years since the spellsled’s invention, the sledder
gangs have made Silverside a monument to their new

Arcadia  | Issue 25  |  February 2023 21


Color Spray, Sledder Boss CR 3 Leader (700 XP)
Medium Humanoid (Elf ), Chaotic Neutral

Armor Class 15 (studded leather jacket) Reactions


Hit Points 55 (10d8 + 10) Sabotage. When a creature Color Spray can see enters a
Speed 30 ft. space within 5 feet of her (or within the same race segment;
see “Tracking Race Positions” later in the article), she makes
STR DEX CON INT WIS CHA
a Sled Spikes attack. If the attack hits, the creature is knocked
11 (+0) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 17 (+3)
prone.
Saving Throws Dex +5, Con +3, Cha +5
Skills Acrobatics +7, Arcana +2, Athletics +4, Intimidation +5 Villain Actions
Senses darkvision 60 ft., passive Perception 11 Color Spray has three villain actions. She can take each action
Languages Common, Elvish, Undercommon once during an encounter after an enemy creature’s turn. She
Proficiency Bonus +2 can take these actions in any order but can only use one per
Expert Spellsledder. Color Spray carries a spellsled. While round.
mounted on it, she levitates 1 foot off the ground and her Action 1: Cheater’s Start. Each creature of Color Spray’s
speed is not reduced by difficult terrain. choice within 60 feet of her who can hear her can attempt
Fey Ancestry. Color Spray has advantage on saving throws to grapple another creature within their reach (no action
against being charmed, and magic can’t put her to sleep. required).
Action 2: Light ’Em Up! Each creature of Color Spray’s
Actions choice within 60 feet of her who can hear her can make a
Sled Spikes. Melee Weapon Attack: +5 to hit, reach 5 ft., one melee attack against another creature within their reach (no
target. Hit: 6 (1d6 + 3) piercing damage. action required).
Chromatic Blast. Ranged Spell Attack: +5 to hit, range 60 ft., Action 3: Rallying Taunts. Color Spray chooses any
one target. Hit: 12 (2d8 + 3) force damage, and the target number of creatures within 90 feet of her who can hear
must succeed on a DC 13 Wisdom saving throw or be blinded her. Each chosen creature can make an opposed Charisma
until the end of their next turn. (Intimidation or Persuasion) check against one enemy they
can see and who can see them. If one of Color Spray’s
Bonus Actions chosen creatures wins their opposed check, they gain
Sledder Slide (2/Day). Color Spray takes the Disengage advantage on ability checks and saving throws until the end
action. of their next turn. A creature who loses their opposed check
is frightened of Color Spray until the end of their next turn.

Spellsledder CR 1/4 Skirmisher (50 XP)


Medium Humanoid, Any Alignment
Armor Class 13 (leather) Actions
Hit Points 22 (4d8 + 4) Shocking Grasp (Cantrip). Melee Spell Attack: +3 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 5 (1d8 + 1) lightning damage, and the
target can’t take reactions until the start of their next turn.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 9 (−1) 13 (+1) Bonus Actions
Skills Intimidation +3 Sledder Slide (1/Day). The spellsledder takes the Disengage
Senses passive Perception 9 action.
Languages Common Reactions
Proficiency Bonus +2
The Boss Always Wins. When a creature the spellsledder
Spellsledder. The spellsledder carries a spellsled. While can see within 60 feet of them is reduced to 0 hit points, they
mounted on it, they levitate 1 foot off the ground and their can move up to twice their speed toward that creature. If the
speed is not reduced by difficult terrain. spellsledder ends their turn next to that creature, the creature
regains 10 hit points, and the spellsledder is reduced to 0 hit
points.

Arcadia  | Issue 25  |  February 2023 22


Silverside Racers • Sledders race dirty, using any means to come out on
top—the player characters should, too. However, a
character reduced to 0 hit points is knocked uncon-
The adventure takes place at dusk, and begins shortly scious and stable, even if dealt damage by a ranged
after the characters arrive in Silverside. Read or para- attack or spell. Sledders are prepared for a rough ride,
phrase the following: but outright killing a racer will have dire ramifications.
• Silverside mages have cast magical glyphs throughout
The streets of Silverside are densely packed with crowds the circuit. Some are helpful, and some are harmful.
and vendors packing up for the evening. Magical signs • The sled race winner can claim a spellsled from the
illuminate the town with a colorful glow, and even in the losing team.
growing night, the distant towers of the university are
visible peeking above the tops of the buildings. Race of a Lifetime
Once Sparrow has brought the characters to the starting
Shouts from a branching alleyway catch your attention. line and the Featherheads’ spellsleds have been distrib-
“Give it up, kid. You and your Featherheads owe us.” uted, read or paraphrase the following:
A young elf woman dressed in black leather, her hair
dyed in prismatic shades, looms over a scrawny teenage With a buzz of anticipation, crowds of onlookers start to
boy. Her half-dozen lackeys step in to surround him. gather in the streets. You are hustled along to an open
Everyone in the alley clutches boards decorated with plaza where a makeshift banner is strung between two
eclectic paintings and stickers. crumbling statues of long-forgotten wizards. Grinning in
anticipation, Sparrow steps up to offer some last pointers.
“There’s no one left to help you, Sparrow,” the woman
says, gripping his shirt and pressing him against the alley “The race starts at and ends at this banner. Follow the
wall. “Meet us on the track or—” painted green arrows—they mark the circuit. Good luck!”
As your competitors array themselves at the starting line,
The boy’s eyes dart nervously around the alley, snap to Color Spray and the Cantrips shoot you a sneer and a
you, and widen at the sight of your gear. His expression rude gesture.
turns from panic to pleading. “They will! They’ll race you
for us. And they’ll win.”
When the characters are ready, a plucky half-orc
“Quick,” he says, holding out his board to you. It thrums approaches the characters and asks for their individual
with arcane energy. “Take my spellsled!” names. They’re also welcome to come up with a sledder
group name, in which case they’ll be racing “on behalf
Sparrow is a young, human Silverside native and ardent of the Featherheads.” The half-orc then ascends one of
spellsledder who has been accosted by Color Spray and the statues with a tattered flag in hand and announces
her sledder gang, the Cantrips. Sparrow leads a small the racers, starting with the Cantrips. You can generate
crew of aspirant sledders, the Featherheads, who have names for the Cantrips sledders by rolling 2d6 on the
bitten off more than they can chew. The Featherheads are Cantrips Sledder Names table below, or create your own
no match for Color Spray, but Sparrow is willing to bet combinations.
everything on a kind stranger … or at least one with an Once the half-orc announces the names of the charac-
appetite for a thrill. ters, the crowd erupts into cheers. Read or paraphase the
If the party agrees to represent them in a race, Sparrow following:
gladly offers up the Featherheads’ spellsleds for the char-
acters to borrow. He leads the characters to the starting The half-orc lifts the flag to the night sky, commanding the
line, where the other Featherheads have already gath- attention of the throngs of spectators, then look down at
ered. On the way, Sparrow can explain the following: the racers with a tusky grin.
• The Featherheads owed the Cantrips money after
betting on sled races—but when they couldn’t come up “On your mark, set … GO!”
with the money in time, the Cantrips decided to humil-
iate them on the racetrack instead.
• The race isn’t confined to a pre-built track; it takes
place through the streets of Silverside.

Arcadia  | Issue 25  |  February 2023 23


During the Race. Whenever the player characters and
Cantrips Sledder Names Color Spray move on their turn, they face a hazard (see
d6 First Name Second Name “Race Hazards”), resolve the consequences, advance a
segment if able, then continue their turn as normal.
1 Thorn Whip Finishing the Race. When any racer advances to the
2 Eldritch Blast eighth segment of the track, the race concludes at the
end of the current round, and the winner is decided (see
3 Shocking Grasp “Winning”). Move to “Victory” or “Defeat” to deter-
4 Vicious Mockery mine the rewards.
5 Poison Flame
Tracking Race Positions
6 Frost Strike Since spellsleds all travel at the same speed, this race
tracks positions using an abstracted system consisting
of 8 segments of the racetrack. The racers begin at the
Structuring the Encounter starting line in the first segment and can advance to
The characters’ opponents in the race are Color Spray, further segments of the track by moving, taking certain
Sledder Boss, plus enough Cantrips spellsledders to make actions, and successfully dealing with hazards as detailed
the total number of opponents equal to the number of below.
player characters racing. Under the Cantrips’ influence, You don’t need a map for the race, but you can use a
spellsled races in Silverside are wild, dangerous, and far visual aid like minis or tokens on a virtual tabletop to
from honorable—racers are expected and encouraged to help everyone keep track of which segment each racer is
use all their combat abilities to ensure their victory. As in.
noted above, you should assume that nonplayer char-
acters reduced to 0 hit points are knocked unconscious,
Advancing
The first time a player character or Color Spray moves
even if dealt damage by a ranged attack or spell.
Starting the Race. Roll for initiative as normal to on their turn, they must face a hazard (see “Race
determine the turn order. Everyone begins at the starting Hazards” below). If they succeed in besting the hazard,
line in the first segment of the racetrack (see “Tracking a racer advances one or more segments. Failing to best a
Race Positions”). hazard can cause a racer to be knocked prone, grappled,

Arcadia  | Issue 25  |  February 2023 24


or unable to move. The rest of the Cantrips spellsledders Falling Prone
automatically advance a segment when they move, During the race, racers are likely to be knocked prone by
without facing a hazard. hazards and their opponents’ abilities. The prone con-
In addition, the following circumstances affect move-
dition represents a racer losing their balance and falling
ment between segments:
off their spellsled, but it’s only a minor setback. A prone
• Dash. A racer advances a segment if they take the racer’s spellsled comes to a stop within 5 feet of them.
Dash action. A racer can gain this benefit only once on On their turn, a prone racer can stand up as normal and
their turn. mount their spellsled as part of their movement. If they
• Grappled. A racer who is grappled moves with the continue to move forward after mounting their spellsled,
creature grappling them and can’t move between they must face a hazard as normal.
segments on their own. As noted in the “Advancing” section above, a char-
• Prone. A racer who is prone at the start of their turn acter who starts their turn prone is assumed to use part
must stand up before facing a hazard. Due to the time of their movement to stand and mount their spellsled,
spent standing, the racer advances one fewer segment so they advance one fewer segment when they move on
when they move, even if they automatically advance their turn.
(see “Falling Prone” for more details). Additionally, whenever a creature causes another racer
to move against their will (such as if they cast the thun-
• Frightened. A frightened racer cannot willingly move
derwave spell), they can choose to knock the racer prone
into the same segment as the source of their fear.
instead.
As the GM, you can adjudicate whether other effects
let a racer move an additional segment or prevent them Winning
from advancing. The first time a racer advances to the eighth segment,
the race concludes at the end of that round. That racer
Attacks and Area Effects and any other racer who advances to the eighth segment
Racers must weave through the mazelike streets of before the end of the round must wrestle for leadership
Silverside, contending with other sledders in their own with a contested Strength (Athletics) or Dexterity
segment or firing at racers far ahead. Adjudicate ranges (Acrobatics) check. The racer who advanced to the
and distances as follows: eighth segment first has advantage on the check. The
• Melee Attacks. A racer can target creatures in their racer who wins the contest crosses the finish line first and
segment with melee attacks. is declared the winner!
• Ranged Attacks. For the purposes of ranged attacks
Race Hazards
and abilities, a racer is considered to be within 30 feet
The first time a player character or Color Spray moves
of another racer if they are in the same segment. Each
on their turn, roll a d12 to determine the hazard they
further segment they are separated adds an additional
face. The DC of any ability check or saving throw
30 feet of distance. For example, a racer in the fourth
required by a race hazard is 13. On a success, a racer
segment is considered to be within 90 feet of a racer in
gains the corresponding benefit listed in the table. On
the second segment.
a failure, a racer suffers the consequence listed in the
• Line of Sight. The race takes place in the twisting
table—usually falling prone or otherwise being unable
streets of Silverside; a racer can’t see creatures or
to automatically advance. All ability checks to deal with
locations more than one segment away from them.
race hazards rely on sight; a blinded character automati-
• Area. Area effects with a size or diameter of more than
cally fails the ability check.
10 feet are assumed to affect all creatures in a given
Creative Racing. If a player suggests a way of over-
race segment. Area effects with a size or diameter of 10 coming a hazard that is different from the method in
feet or smaller instead affect one creature of the user’s the Race Hazards table, you can ask them to make a
choice. different ability check or saving throw. If the suggested
• Opportunity Attacks. A racer who advances a segment check is particularly risky or a bit of a stretch, increase
without using the Disengage action provokes only one the DC to 16. The consequences of success and failure
opportunity attack, made by the hostile racer in the are usually the same, but you can take inspiration from a
original segment who is highest in the initiative order. different hazard if it’s more appropriate.
That racer can choose to allow the next hostile racer
in the initiative order to make the opportunity attack
instead.

Arcadia  | Issue 25  |  February 2023 25


Race Hazards
d12 Hazard (DC 13) Success Failure
1 Half-Pipe. A dried-up sewer pipe might The crowd goes wild. You have advan- You fail the trick and land heavily. You do
not be the most direct route, but it's tage on attack rolls, ability checks, and not advance a segment as part of your
definitely the most stylish! Succeed on a saving throws until the start of your movement this turn.
Dexterity (Performance) check to wow next turn. You advance a segment as
the crowd with a stunt. part of your movement this turn.
2 Shortcut. The streets are a maze of You advance two segments as part of Your potential shortcut took you the
mismatched roofs and alleys. Succeed on your movement this turn. wrong way! You fall back a segment as part
a Wisdom (Perception) check to spot a of your move this turn.
shortcut.
3 Makeshift Ramp. An upturned cart Choose a racer in the segment ahead You bail from the ramp and fall prone. You
makes the perfect ramp to leapfrog the of you, and switch places with them. do not advance a segment as part of your
competition. Succeed on a Strength movement this turn.
(Athletics) check to throw all you have
into the jump.
4 Cabbage Cart. An oblivious merchant A racer of your choice in your segment Undeterred, the merchant throws a
hasn’t moved his goods out of the or any segment behind you falls prone. cabbage under your spellsled. You do not
circuit in time. Succeed on a Charisma You advance a segment as part of your advance a segment as part of your move-
(Intimidation) check to startle him and movement this turn. ment this turn.
scatter his merchandise.
5 Smoke Screen. A bucket of ash teeters Racers in your current segment have The smoke fills your lungs and eyes. You
at the edge of a street vendor’s grill. no way to anticipate what’s coming. have disadvantage on attack rolls and
Succeed on a Constitution saving throw They have disadvantage on attack rolls ability checks until the end of your next
to resist the heat of the embers and and ability checks until the end of their turn. You do not advance a segment as
throw up a cloud of concealing ash. next turn. You advance a segment as part of your movement this turn.
part of your movement this turn.
6 Rowdy Crowd. These spectators are little One racer of your choice within one The crowd turns on you instead. You are
more than a mob, willing and eager to segment of you is grappled by the grappled by the spectators (escape DC
interfere with the racers. Succeed on a spectators (escape DC 13). They 13), and you cannot advance segments
Charisma (Persuasion) check to turn them cannot advance segments until they until you escape.
on a rival racer. Color Spray has disadvan- escape. You advance a segment as part
tage on this check. of your movement this turn.
7 Unsecured Stables. In the chaos of the Another racer of your choice in You misjudge the horses and sled into their
spellsled race, the horses are in a panic! your segment is trampled under the path. You take 8 (1d8 + 4) bludgeoning
They dart across the circuit without a care horses’ hooves. They take 8 (1d8 + 4) damage. You do not advance a segment as
for what’s coming. Succeed on a Wisdom bludgeoning damage and fall prone. part of your movement this turn.
(Animal Handling) check to predict the You advance a segment as part of your
animals’ movements and slip through. movement this turn.
8 Slipstream Maneuver. You spy a chance You advance two segments as part of The racers see you coming and sabotage
to slip between a group of racers while your movement this turn. You have your maneuver, leaving you off-balance.
taking advantage of their positioning. advantage on attack rolls and ability You have disadvantage on attack rolls and
Succeed on a Dexterity (Stealth) check to checks until the end of your turn. ability checks until the end of your turn.
break through the gap before the other You still advance a segment as part of your
racers see you coming. movement this turn.
9 Speeder Glyph. A glyph of glowing You advance two segments as part of The glyph sends your spellsled flying …
arrows promises a timely boost! Succeed your movement this turn. If the check without you on it. You do not advance a
on a Dexterity (Acrobatics) check to succeeds by 5 or more, you can Dash as segment this turn, and you can’t advance a
maneuver into place to use it. a bonus action this turn. segment until you use an action to retrieve
your sled from the crowd.
10 Vitality Glyph. A glyph of a glowing You gain 2d4 + 2 temporary hit points. The bootleg healing magic sickens you.
potion bottle promises to soothe your You advance a segment as part of your You take 7 (2d4 + 2) necrotic damage. You
pain. Succeed on a Constitution saving movement this turn. still advance a segment as part of your
throw to resist the side effects of the movement this turn.
sudden rush of magical vitality.

Arcadia  | Issue 25  |  February 2023 26


Race Hazards (continued)
d12 Hazard (DC 13) Success Failure
11 Oilslick Glyph. A glyph has summoned Your opponent slides off course and You slide off course and fall back a segment
a pool of shimmering liquid. Succeed on falls back a segment. The racer and their as part of your move. Your spellsled’s pro-
a contested Strength (Athletics) check spellsled’s propulsion glyphs are covered pulsion glyphs are covered in grease, and
against another racer in your segment to in grease, and they can’t take the Dash you can’t take the Dash action until you use
shove them into the oil. action until they use an action to clean an action to clean the grease off.
the grease off. You advance a segment as
part of your movement this turn.
12 Explosive Glyph. A flashing red-and- Each racer in your segment other than You take 7 (2d6) force damage from the
yellow glyph no doubt releases a you take 7 (2d6) force damage. You blast, and do not advance a segment as
powerful arcane explosive. Succeed advance a segment as part of your part of your movement this turn.
on an Intelligence (Arcana) check to movement this turn.
remotely trigger the blast at just the right
moment.

Victory As the locals quietly disperse, the Cantrips chant and roar
If a player character wins the race, read or paraphrase in celebration. “I’d say better luck next time,” Color Spray
the following: spits, “but after that performance, there won’t be a next
time!”
The crowd erupts in cheers.
She holds out her hand expectantly. With eyes downcast,
“The challengers win!” the half-orc flag bearer cries out,
Sparrow sighs. “She’s earned the right to take my spellsled.
nearly falling from their perch.
You should give it to her. Thanks for trying, I guess.”
Sledding up to you, Color Spray spits on the ground at
your feet. She wrests one of the Cantrips’ sleds from their
hands and shoves it at you with little ceremony. According to the traditions of the Silverside racers, Color
“You must have cheated.” She sneers and returns to the Spray takes Sparrow’s spellsled with her. If the characters
other Cantrips, throwing one last taunt over her shoulder. try to resist handing it over, even Sparrow encourages
“You better watch your back!” them to comply. The other Featherheads collect the
spellsleds they loaned to the party. Despite the charac-
As a reward for their victory, the winner has earned the ters’ loss, Sparrow is grateful for the help and offers to
right to take one of the Cantrips’ spellsleds. Sparrow introduce the characters to an arcane crafter who can
and any of the other Featherheads who have lent out create spellsleds for a slightly discounted price: 250 gp.
their sleds ask for them back, but they offer the winner
a magical decal to match the decorations on their sleds. What’s Next?
The sticker resembles a stylized falcon and functions as a Many more adventures await in Silverside. Keep the
spell scroll of feather fall. spirit of the races alive with these plot hooks:
Additionally, news of the victory travels fast in • Emboldened by victory or shamed by defeat, Color
Silverside. A grateful Sparrow also offers to introduce Spray and the Cantrips ramp up their shakedown
the characters to an arcane crafter who can create new
of Silverside. Sparrow suggests they rally the other
spellsleds for them for a significantly discounted price:
sledder crews to put a stop to the Cantrips once and
only 200 gp. Additionally, the winner has advantage on
Charisma checks made against anyone with a favorable for all.
opinion of spellsledding in Silverside or Universitas • To bolster the reputation of the Featherheads, Sparrow
Arcanum for the next 72 hours. suggests the characters help them finally liberate
Epiphany’s Spellsled from Universitas Arcanum.
Defeat • After their race, a local artificer approaches the
If one of the Cantrips wins the race, read or paraphrase characters about becoming the face of a new brand
the following: of spellsleds as they expand their business beyond
Silverside.
The spectators gasp. • A Universitas student claims to have developed an
“The Cantrips win,” the half-orc flagbearer announces to experimental spellsled design that will crush the com-
the crowd sadly. petition. She asks the characters to test it.

Arcadia  | Issue 25  |  February 2023 27


RESOURCES
MCDM TABLETOP SAFETY TOOLKIT
https://mcdm.gg/SafetyToolkit

You can find all issues of ARCADIA on Patreon and in the MCDM shop.

Arcadia  | Issue 25  |  February 2023


Steve Fidler (he/they) runs the publisher outlet Vorpal
Dice Press where he creates other 5th Edition material
through DMs Guild and the Open Game License, such
as the best selling Amarune’s Almanac line and Mythic
Encounter books; as well as the Warden and Prism classes.
In addition to being a prolific game designer, they are a
graphic designer freelancer. He’s a proud parent to twin
daughters who inspire all of his work and share in his love
of stacking dice. You can follow them for design insights
(or perhaps rants) on Twitter at @vorpaldicepress and find
links to their work at vorpaldicepress.com.

Sam Mannell is a writer and designer based in Tāmaki


Makaurau, Aotearoa, a distant place known to some as
Auckland, New Zealand. When not running or playing
games, Sam is writing, making music, drinking coffee,
or playing chess badly. You can find more of Sam’s work
in MCDM’s Kingdoms & Warfare and the upcoming
Flee, Mortals! You can be made psionically aware of his
location and movements by following him on Twitter @
crypticparlour.

Imogen Gingell is a writer and game designer by


night, and space physicist by day. She grew up in Yorkshire,
England and now shares her life on the south coast with
her lovely fiancée and noisy cat. Imogen owes much of her
success and drive in game design to the vibrant Eberron
community. She is a co-host of the Manifest Zone lore
podcast, and has written or contributed to several prominent
Eberron products including Keith Baker’s Chronicles of
Eberron and Dread Metrol, Escape from Riedra, and the
Across Eberron adventure path series. You can follow her
on Twitter at @ilgingell, and you can find her complete list
of works at https://imogen.space.

Arcadia  | Issue 25  |  February 2023


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or Content You are copying, modifying or distributing, and You
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15. COPYRIGHT NOTICE
4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide, Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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System Reference Document 5.1 Copyright 2016, Wizards of
5. Representation of Authority to Contribute: If You are contrib- the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
uting original material as Open Game Content, You represent that Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Your Contributions are Your original Creation and/or You have Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
sufficient rights to grant the rights conveyed by this License. based on original material by E. Gary Gygax and Dave Arneson.

6. Notice of License Copyright: You must update the ARCADIA Issue 25, Copyright 2023, MCDM Productions, LLC.
COPYRIGHT NOTICE portion of this License to include the Authors: Steve Fidler, Imogen Gingell, Sam Mannell, Hannah
exact text of the COPYRIGHT NOTICE of any Open Game Rose, and James Introcaso.

Arcadia  | Issue 25  |  February 2023

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