Arcadia-25 Color
Arcadia-25 Color
Arcadia-25 Color
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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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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!
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.
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
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.
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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.