While escaping from the remains of Avram's caravan, you were beset by a group of crodlu crossing the badlands near Altaruk. Despite being especially wild, you were able to capture one, and may attempt to tame it. At the beginning of each adventure you play, you may attempt a Nature check, DC 19. You may have one person assist you with this check; more people and the crodlu becomes too skittish and the taming attempt automatically fails. On a failed check, you and your assistant each loose 1 hit die. Once you have succeeded at 3 checks, the crodlu is considered tamed, acting as a mount. When you reach level 5, you may attempt to train the crodlu for war, following the procedure above with a target DC of 22. Once you have succeeded at 3 of these checks, your crodlu acts as a War Crodlu.
Keeping the crodlu requires paying stabling and upkeep fees at the beginning of each adventure you play. For the crodlu, these fees equal 1cp; for the war crodlu, these fees increase to 5cp. These fees must be paid even while training the crodlu. At any time, you can elect to get rid of the crodlu, gaining 50cp. Mark through the rest of this story award if you exercise this option. If the crodlu dies, it does NOT automatically return to life, although it can be raised as normal.
Zyel
You approached Yonnoy, apprentice to the potter Polonius. You secretly dealt with the boy, purchasing one or more of the potter’s smoke pots. Were he to find out, Polonius (and House Wavir) would be furious. You may purchase more during any adventure set in Altaruk. You may purchase up to a total of three smoke pots.
Morhen
You and your companions ended the strange corruption the True had inflicted upon an ancient elemental temple located in the badlands south of Altaruk. The spirits of the temple now watch over you. On rare occasions they may appear in dreams, providing visions of a very different verdant world where the elements are in harmony. When you leave the temple you find the spirits have infused you in some way.
Shred
Shiv
Shank
Safi
Zyel
When you opened that ancient sarcophagus in the temple of fire and sun, no one else saw a thing. Only you could see the spirit of fire rise from the open sarcophagus, reach out to you, and press its way inward. Dimly you feel within you some primal elemental entity. It wants to be taken from here, but for what end? While you have the fire spirit within you, you periodically sense its personality, including anger, courage, strength, and a desire to see things burn and break apart. This is a role playing benefit you may use or ignore as you see fit.
Shank
The templar threatened you, saying Andropinis himself would punish you. Then he begged for mercy as you closed in on him... You murdered Praetor Verzonious!
Morhen
Fazanna
Magnamus
Shank
Safi
Zyel
A vistory in the arena is not soon forgotten by Altaruk's citizens. Young and old alike recognize you and recall your performance in the arena. You gain the Battle Scarred Glory Boon: Each scar marring your body recalls a past and the opponents who fell to your blade. (Immediate Reaction when and enemy hits you with an attack within five feet but does not reduce you to zero hit points or less. You may use your reaction to make a single attack against the triggering enemy.
Fazanna
Magnamus
Rexar
Safi
Zyel
Organized along strict military lines, Sortar's Army is a ruthless, battle crazed band of raiders. Fierce and destructive, Sortar's warriors sweep across the desert like a wild wind, ripping their intended target apart with all the rage and ferociousness of a sudden sand storm. FOr all their fierceness and berserk tendencies, this tribe directs its anger and agression at the city-states and the caravans carrying goods between them. They tend to leave other villages and small parties of travelers alone unless these groups do something to incur Sortar's wrath.
You receive a +2 to all skill checks relating to dealing with Sortar's Army. Minotaur is now an available player race.
Morhen
Fazanna
Magnamus
Shank
Safi
Zyel
You successfully defended Altaruk, including her citizens, her livelihood, and her leader. Many fell along the way, but in the end you prevailed! You are treated as a hero in the Balikite trade-town, and your food and drinks inside the town are free for the foreseeable future (although tips are always appreciated). +2 to all Charisma checks in Altaruk.
The life-blood of Altaruk is trade, and the traders and merchant Houses are equally grateful. Choose one of the following options:
1- You are gifted with a breastplate made of green chitinous material. The merchants tell you that the methods of its creation are a closely-held secret of the city-state of Gulg. The breastplate counts as either leather, chain mail, or breast plate of your choosing (being either pliable as cloth, rigid as plate, or anywhere in between), and functions as either +1 to AC or +1 to saving throws but not both. You are also taught a technique by which the armor may be 'reshaped' during an extended rest, but consumes 1 hit die. At the end of the long rest, you may re-choose the armor type and the enhancement.
2- Any weapon you currently own can receive two upgrades, as they agents of the Veiled Alliance work to empower your weapons. You may distribute two +1 bonuses to attack and/or damage.
3- The traders and merchants of Altaruk understand the ebb and flow of favors, advantages and debts owed and paid - and recognize the kindred understanding in you. Up to three times you may call on the luster of your shining accomplishments this day to gain a 20% discount on any item, including magical ones. You may use these 'favors' all at once or spread them around, as you see fit.
Morhen 2
Fazanna 3
Shiv 2
Shank 2
Safi ?
Zyel 3
You ate the sour fruit offered by the crazy old dwarf, Birk Suntouched. Since then you occasionally have flash-backs to the strange sensation of merging with the town that you felt during Birk's ritual.
As an action you may intentionally relive the feeling of merging you felt that moment. At the end of your turn, you, or one living ally within sight who also possesses this reward may regain the value of two hit die (plus Con bonus). The target then coughs up a bronze colored seed with the values below. You may only ever use this once.
Bronze Seed: As a bonus action you may eat the seed and gain 15 temporary hit points.
Morhen
Fazanna
Shank
Safi
Zyel
You found strange tomes in a room within Kalak's Ziggurat. The tomes were magical in nature, containing an aspect of the power of a former captive. Reading the tome permanently provides you with an ability similar to a magic item, but existing within you. @hamood Mohammed- Tome of Elemental Mastery: Your complexion assumes a ruddy hue, reflecting your inner fire. -You have resistance to fire damage -Once a day, as a bonus action, you can cause fire to erupt from a weapon you are wielding. Until the end of your next turn all attacks made with that weapon deal an additional 1d6 of fire damage. @Nayef Nayef- Tome of the Sun Priest: You are suffused with the power of Athas' sun. -When you score a critical hit with any attack you may use your reaction to add an equal amount of damage for the attack as radiant or fire damage. @Cheese Suleiman- Tome of the Loyal Templar: Your are granted the power typically reserved for templars. -All your attacks are considered magical and you receive a +1 to hit and damage. -When you score a critical hit you may add an additional 1d8 of the same damage type. @Kerberous Pool Hamad- Tome of the Doomed Battlemind: You are imbued with ectoplasmic armor that shifts with your mood. -You are resistant to psychic damage -When hit you can use your reaction to turn insubstantial until the end of your next turn. You may not make any physical attacks while insubstantial.
Karnos - Tome of the Doomed Battlemind
Shiv - Tome of Elemental Mastery
Safi - Tome of the Sun Priest
Ed - Tome of the Loyal Templar
You met two disembodied bloated heads, their hair tied in topknots. The loathsome creatures, named Sacha and Wyan, offered to help you in navigating Kalak's Ziggurat and catching up to Obadias. In exchange you gave them a hit die, which they consumed with raspy long grey tongues. It was a wretched experience. You are not sure what effect this may have in the future ... but it probably won't be good.
Karnos
Shiv
Safi
Ed
You explored an area of Under-Tyr known as the Belly of the Noble. There, you found the Mercur Fountain, once a regal wellspring to a noble family of the same name. The fountain was filled with rancid water from which grew a number of horrid plants. Also growing from the fountain was a tangle vine plant producing magical fruit rich in color and rounded at the bottom to resemble a teardrop.
Agony Beetle Potion Fruit: Your eyes glow faintly and your skin darkens and takes on a chitinous texture when you consume this grey fruit. As a bonus action you may consume this fruit and spend a hit die to regain a number of hit points and gain five temporary hit points and resistance to psychic damage for ten turns.
Dune Runner's Fruit: This fruit has gritty flesh and rough skin. Its thick juice is applied to the feet or shoes to speed travel.
Potion Fruit of Clarity: This fruit is filled with cool cyan liquid that hones your physical and mental acuity at a critical moment.
Potion Fruit of Resistance:
Potion Fruit of Vigor: This potion fruit's vermillion liquid invigorates you, at least temporarily.
Karnos
T'Taka
Shiv
Shank
Safi
Ed
You battled Meorties, ancient protectors of the lost Green Age of Athas who misunderstood you for agents of the now dead sorcerer-king Kalak. Upon one of the guardian's bodies you found a crystal. The crystal becomes attuned to you.
T'Taka
Shiv
Ed
you struck the blow that brought down the mul Templar and would-be Sorcerer-King Obadias.
Ed
You took part in the joint assault to stop Obadias, working with members of the True. While the gulf between the Veiled Alliance and the True is still quite large, the success of the first undertaking of the ;True Alliance' will surely have ramifications in the future, especially given the troubled state of both organizations.
Ed
Safi
Shank
Shiv
Fazanna
Morhen
You were there, when Obadias fell, You heard, just barely, the last word ever uttered by the mul templar and would-be Sorcerer-King. You know a secret, devoid of tactical significance or arcane might. The question is, will you share your secret with Mahlanda?
Ed
Shank
Shiv
Safi
You forgave Marama for being a traitor. Since the time of his death you have periodic dreams where you see Marama tending his garden. The water begins to turn to silt, ash falls from the sky, and magma seeps from between the flagstones. Marama mutters warnings you cannot recall before the garden is destroyed, finally claiming him.
Ed
Morhen
T'Taka
Shiv
Safi
With the death of Obadias, the obsidian ziggurat in the Chamber of Shadow was shattered, leaving behind razor-sharp shards of black volcanic glass covered in a thick layer of ash. Before leaving Under-Tyr, you took one of these shards, perhaps to research it later, or as a trophy, or simply to see if it could be sold. Once you are able to study the shard in the light of the sun, you determine that the obsidian seems to be somehow infused with flecks of ash. At least two experienced glassblowers tell you that this is impossible. While the exact properties of these shards has yet to be discovered, the Veiled Alliance suggests that perhaps you should hold on to it for now. While you have the shard, one nonmagical (including via other story awards) weapon you wield may be treated as having the enchantment Ashen Fury +2 or Exsiccating Weapon +1 .
Ashen Fury- When you hit a creature with this enchanted weapon it turns black, stained with soot. The area occupied by the creature becomes filled with ash and is heavily obscured. Any creatures within the area take 1d6+2 fire damage if it starts its turn there. Exsiccating Weapon- A weapon enchanted this way glows crimson red, and leeches mositure from the air around it. It has the following properties; -Does and additional 1d6 necrotic damage on a critical hit -Creatures vulnerable to fire or necrotic treat all damage from this weapon as fire or necrotic -Once per day when you hit a creature with this weapon it takes an additional 1d6 fire and 1d6 necrotic and must make a DC 14 Constitution save or be stunned until the end of your next turn.
Ed
Safi
Shank
Shiv
Fazanna
Morhen
You allied with th Altar Skulkers and their Nganga leader, Yuemenka, helping them repel the Nibenese army and saving them from being sacrificed to the Dragon of Tyr.
You may never want to go back to the Dragon's Altar, but now that the army has been dispersed, many members of the tribe of escaped slaves and convicts are going to take the opportunity to escape to the tainted area.
They were collected from city-states all over the Tablelands to serve as living sacrifices. You never know when you might run into them again. It is certain that the Oba of Gulg knows of your deeds as well, if Yuemenka is truly receiving visions from the sorcerer-queen, as the Nganga claims.
T'Taka
Safi
Magnamus
Mario
Luigi
You managed to find and rescue poor Morlack, the enfeebled leader of the Urikite Veiled Alliance, and those who wear the Veil are suitably thankful - and impressed. At the moment, the factions are still squabbling more than agreeing, but if you were to throw your support behind one of the two faction leaders, it might have a big impact.
Fazanna
Hamur
Shank
Shiv
Zyel
Morhen
“The elements are pleased. It is a good sign, the best in years. Would you make a sacrifice to them? To their power? Would you make it your own?” -Akashia
When the druid Akashia called upon elemental power to cast Telhami’s ritual, the elements responded. You gain one of the following rewards of your choice:
Wrathful Spirit - The spirits residing in you cannot be contained, and their fury manifests in your ferocious attacks. - When not at full hit points you gain +1 to damage. As a reaction, when an enemy does damage to you, you may, till the end of your next turn, roll damage twice and use either result.
Gift of Fire - Your complexion assumes a ruddy hue, reflecting your inner fire. - You gain resistance to fire damage. As a bonus action, once per long rest, fire erupts from your weapon until the end of your next turn and all attacks with that weapon deal an extra 1d6 fire damage.
Secret of Life’s Persistence - Your body is accustomed to the harsh environment, letting you tolerate the wasteland’s dangers. - You may, a number of times equal to your proficiency bonus, reroll any Constitution or Nature check related to the environment.
Speak with Animals - You speak to a creature using the language of animals, learning information from an unlikely source. - For the next 10 minutes, you can understand the barks, chirps, roars, and other animal sounds of natural beasts, and they can understand your speech. This power does not make the beasts friendly or hostile toward you.
Fazanna - Gift of Fire
Hamra - Gift of Fire
Shank
Shiv
Zyel
Morhen
The air priest wrote words of power upon the parchment. Storing them within a scroll tube of metal, the priest drew his final breath and hoped the power would someday aid those that could succeed where he had failed. You recovered a metal scroll tube from an ancient elemental temple. Within is a scroll bearing words of power and the dying wish that you protect Athas from certain destruction. You memorize the words and the scroll becomes blank. Wind Step For a few moments, the wind carries and holds you and then places you safely down again. Once per long rest, as a bonus action, Until the end of your next turn, you have a fly speed of 40 and can hover. When this flight ends, you descend to the ground,taking no falling damage
Amid the desolate landscape, a water elemental and an earth elemental engaged in an intricate dance, their elemental forms blending seamlessly. From afar, their rhythmic movements created a mesmerizing display that, mistaken for a distant sandstorm, concealed the ethereal elegance of their elemental choreography.
Gift of Stone
A sudden transformation into stone protects you from an attack and adds power to your next melee strike.
As a reaction, once per long rest, you gain the following; Trigger: An enemy hits you. Effect: You become petrified until the start of your next turn. Aftereffect: The next enemy you hit with a melee attack before the end of your turn falls prone.
Spirit of Wind
The fury of the storm manifests around you when you call forth its power.
As a bonus action, once per long rest you gain the following; Effect: You create a zone five feet around you. The zone lasts until the end of your next turn. The zone is difficult terrain, and you gain +2 to your AC against all melee attacks and+4 to your AC against ranged attacks.
Nyther- Stone
Shred- Wind
Safi- Wind
Wario- Wind
Gliby- Wind
You managed to gain control of the psionic metaconcert gestalt artifact, escaping from the mindscape inside the artifact while preventing an echo of the Lion of Urik from doing the same. While your knowledge of how to use the artifact is still growing, the connection that you share with your companions is undeniable. You gain the following benefits:
You gain a Wild Talent of your choice.
You are psychically bonded with any creature that has this story award.
You gain telepathy (20) with any psychically bonded creature.
Once per day, as a free action, you may give another psychically bonded creature an extra action.
Once per encounter, as a bonus action, you may transfer any number of psionic points to a psychically bonded creature.
Moment of Perfection
You sift through the chatter and noise, searching for the moment of perfect action.
Once per session
As a bonus action, you may spend two hit die for all of your attacks before the end of your turn to automatically hit
You may choose to lose one hit die per attack and roll 1d20, if you roll a 16 or above it becomes a critical hit.
Ancient Knowledge
You turn your attention inward, conversing briefly with the multitudes inside your mind.
A number of times equal to your proficiency bonus per session
As a bonus action you may give yourself expertise, and advantage to any skill check made before the end of your turn
Joining of the Minds
You add your voice to the stream of consciousness, aware that separation is an illusion of lesser thoughts.
A number of times equal to your proficiency bonus per session
As a bonus action, when you cast a spell with a range other than touch or make a ranged attack, you may select an ally that you can see, as the origin of the spell or attack
You may spend an additional use of this ability to apply it to melee attacks
Metapsionic Reserve
One of several presences in your mind helps you to realize that Mind and Body aren’t necessarily as different as you might think.
You gain 2 psionic points per level (You may use 2 psionic points to use your innate psionic ability)
As a free action, you may spend a number of hit dice, 2 psionic points per hit die
You may spend an additional 2 psionic points per hit die to maximize the number of each hit die hit points recovered
Hamra
Shiv
Shank
Fazanna
Morhen
Zyel
To ensure Nibenay did not take custody of the Urik slaves, you set them free during the diversion by the Veiled Alliance in the Emporium. The slaves do not forget who gave them their freedom.
You gain +2 to all charisma checks with slaves
Shiv
Shank
Fazanna
Hamra
You were given a seed from a Tree of Life. A Tree of Life is mystically infused with primal forces of life. Sorcerer Kings and other defilers with significant resources maintain groves of these mighty timbers to fuel their magic. A majestic tree of life instills a healing boon on the worthy.
You gain +1 to medicine checks.
Once a day, as an action, you can allow an ally adjacent to you to spend a hit die.
Shiv
Fazanna
Hamra
Zyel
Morhen
You were able to find the Veiled Alliance in Nibenay and successfully helped them in stopping the Urik-Nibenay alliance through your actions in the slave emporium. Through misdirection and concealing magic, you obscure your spellcasting.
+1 to deception and sleight of hand when using magic.
Once per day, as a free action, when you use an arcane power, you can become invisible (2nd level spell) until the end of your next turn, and you can shift up to 10 feet.
Fazanna
Shiv
Shank
Morhen
Hamra
Zyel
You have proven yourself to be a master of the hunt in the Red Moon Hunt, and have been rewarded accordingly.
Your primary weapon or implement gains the property of the carnage weapon (No amount of time spent cleaning and maintaining this weapon removes the old, ingrained bloodstains. They are evidence of its power and purpose. Property: When you roll the maximum result on at least one of this weapon’s damage dice, the target takes extra damage equal to twice the weapon’s enhancement bonus. This benefit uses your inherent bonus. The benefit does not stack with other story awards providing a benefit to a weapon or implement (if taken it replaces any previous benefit).
Fazanna
Morhen
Zyel
The primary philosophy of Gulg’s House of Charity is that those who pay forward are repaid in kind, and Mortana’s charity has given her friends in most places on Athas – friends who are now willing to help you. Once ever during a short rest, you may gain the visit of one of Mortana’s friends (even if you cannot see anyone around or reasonably explain how someone could find or hear you), and they will provide you with the benefit of a long rest.
Fazanna
Morhen
Hamra
Despite not being a citizen of Gulg you requested an audience with Lalali-Puy, known as the Queen of Gulg, the Oba, the Forest Goddess, the Mother of Trees and Beasts. She allowed this, demanding of you only that you carry a small agafari seed with you wherever you may go. Over time you have come to learn that powerful magic is placed on the seed – the kind that cannot be removed by any means known to you or your allies. No matter what you do, the seed seems to always return to your possession if misplaced, damaged, or deliberately left behind.
Fazanna
Morhen
Hamra
Shiv
Zyel
You found an eruption of elemental chaos into the world, and managed to close it.
Once per Session
Trigger: (free action) When you hit with an attack that deals elemental (acid, cold, fire, lightning, or thunder) damage, that power deals +2d6 additional damage of the type indicated below, and it gains that energy keyword.
Effect – Elemental Admixture Effect: roll 1d6 to determine the type of elemental energy:
Acid
Cold
Fire
Lightning
Thunder
Player’s choice from above
Fazanna
Morhen
Hamra
Shank
Zyel
You have impressed Khazan, a high-ranking ex-gladiator member of the Crimson Legion. You may call on your battle experience while in Tyr, or anywhere when dealing with professional soldiers (DM’s discretion) or gladiators. Doing so will improve the disposition of guardsmen and templars and will count as a single success in a skill challenge (this may also be used in place of a skill check). You may do this in place of a History, Intimidation, Deception, or Persuasion check as deemed appropriate by the DM. You may use this ability once per session, and this may be used in other city-states or situations as the DM deems appropriate.
Fazanna
Morhen
Hamra
Shank
Zyel
This mark grants a significant boost in reputation among the lower classes, granting easier access to information and assistance from the city's underbelly. (+2 on Charisma checks)
However, the consequence of these actions is that House Minthur, enraged by the players' audacity, retaliates with increased vigilance and aggression. They hire skilled mercenaries and bolster their security measures, making it more difficult for the players to operate in Tyr without attracting unwanted attention. Furthermore, rumors spread throughout the city painting the players as dangerous troublemakers, leading to strained relationships with the city guard, Templars, the city council and Merchant Houses. (-2 on Charisma checks)
They are also gifted the following items from an unknown benefactor:
Blade of Retribution: This enchanted longsword pulses with a dim red glow, its blade etched with ancient runes of vengeance. When wielded by one seeking justice or retribution, the blade deals one additional damage die against those who have wronged the wielder or their allies.
Cloak of Shadows: This cloak grants its wearer the ability to blend seamlessly into shadows, providing advantage on Stealth checks in dimly lit or dark environments. Additionally, once per day, the wearer can cast the invisibility spell.
Amulet of Resilience: Crafted from a rare gemstone known for its protective properties, this amulet provides its wearer with resistance to one type of damage (chosen at attunement). Additionally, once per day, the wearer can cast shield to protect themselves from harm.
Gauntlets of Retaliation: These sturdy gauntlets are imbued with protective magic that allows the wearer to retaliate against enemies who strike them in melee combat. Once per round, when the wearer takes damage from a melee attack, they can use their reaction to make a melee attack against the creature that damaged them.
Ring of Warding: This ring creates a protective barrier around its wearer, granting them a +1 bonus to AC while worn. Additionally, once per day, the wearer can cast mage armor on themselves without expending a spell slot.
T'Taka
Boz
Safi (Ring)
Shank (Amulet)
Gid'wei (Cloak)
Shiv (Gauntlets)
Anvar
You managed to quickly purify the temple the Broken Builders defiled and release the spirit there before it could be permanently tainted. Some of its power was left in the crystal leaves of the stone forest.
You gain the following single-use item:
Crystal Leaf of the Stone Tree
The delicate crystal leaf is incredibly lifelike, as if it has simply been frozen in time.
As a bonus action you may crush this crystal and spend hit dice. Add an additional 1d6 per hit die spent and gain immunity to fire, cold, electricity, thunder, acid and necrotic damage until the end of your next turn.
Fazanna
Morhen
Khthag
Shank
Mario
Anvar
You were plunged into a furious ship-to-ship battle on the Sea of Silt. The Veiled Alliance fleet was facing destruction, but you would not allow that. Your role in the battle is recognized by the Veiled Alliance, and its leadership scries upon you, watching your deeds. In a moment of need they assist you, hoping to repay you.
Benefit: Before rolling a d20 you may roll twice and keep the highest result. Mark through this story award once it has been used
Fazanna
Karnos
Hamra
Shank
Mario
Tik-Tik
Gliby
Nyther
Khthag
Oak
Coarse
Boz
Moloric
Anvar
Safi
Morhen
Sindarin
Shred
Rexar
Gid'Wei
Shiv
You found 4 strange flowers known as Esperweed living in a mudflat. The flowers have powerful psionic effects. When you use one of the flowers cross out one of them. The story award can no longer be used once all four flowers have been used.
Esperweed Flower These large reddish-orange flowers contain a small circular red stamen that, when eaten expands a user’s psionic potential.
Bonus Action. You gain a +3 Enhancement bonus to attack and damage with Psionic Powers, or a random Wild Talent, and 1 Psionic Point until the end of the encounter.
If more than one Esperweed flower has been consumed you gain the Esperweed Malaise disease.
Esperweed Malaise
After enjoying the benefits of the Esperweed flower you begin to lose the focus necessary to summon your psionic potential. Esperweed is useful to psionic creatures, but its long term use can be detrimental.
Stage 0: Target is Cured. (Only by Cure Disease Ritual)
Stage 1: Initial Effect, the second time using Esperweed the character does not gain the enhancement bonus if they fail a DC 25 Arcana check. Automatically move to Stage 2.
Stage 2: The third time using Esperweed the character does not gain the enhancement bonus or the Wild Talent power if they fail a DC25 Arcana check. Automatically move to Stage 3.
Stage 3: The fourth time and each additional time using Esperweed the character does not gain any effect from the Esperweed and loses 1 Psionic Point (until a Cure Disease is cast) if they fail a DC 25 Arcana check.
Note: The following summary of available wild talents is provided for reference. All powers are a bonus action. Roll a d10 to determine the power received.
1. Body Equilibrium: Move Action. Effect: You move your speed. During the move, you gain a +5 bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.
2. Far Hearing: Bonus Action. Effect: Choose one square you can see that is within 50 feet of you. Until the end of your next turn, you can hear as if you occupied that square.
3. Know Direction: Bonus Action. Effect: You determine which way is north. For 1 hour, you gain a +2 bonus to checks to navigate natural terrain using either Perception or Nature.
4. Mental Tools: Bonus Action. Effect: You create a simple tool you can hold in one hand. The object appears in your hand or at your feet. You cannot use the object to attack or hinder another creature. The object lasts until the end of the encounter or until you use this power again.
5. Object Projection: Bonus Action. Effect: You teleport an object you are holding in one hand to an unoccupied square within 50 feet of you or to willing creature within 50 feet of you.
6. Psionic Image: Bonus Action. Range 25 feet. Target: One or more creatures in 15 feet diameter. Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.
7. Psionic Spark: Bonus Action. Ranged 25 feet. Target: One flammable object that isn’t carried by another creature Effect: You cause the target to catch fire.
8. Sensing Eye: Bonus Action. Effect: Choose one square you can see that is within 25 feet of you. Until the end of your next turn, you can determine your line of sight from that square.
9. Telekinetic Grasp: Bonus Action. Ranged 25 feet. Target: One object that weighs 20 pounds or less and isn’t carried by another creature. Effect: You manipulate the target or move it 25 feet to an unoccupied square within range.
10. Thought Projection: Bonus Action.!5 foot diameter area within 25 feet. Target: One or more allies in the area. Effect: You convey either an image or a message of 10 words or fewer to each target.
Shred
Mario
Fazanna
Hamra
Tik Tik
Glibby
Captain Mareau’s Offer (Shiv, Morhen and Safi - 1 hit die, Shred, Sindarin and Rexar - 3 hit die) In ancient times a group of dwarven druids from Yaramuke hired Captain Mareau to take them to the site of the primordial. There they would take part in the creation of the psionic artifact and force him into a deep slumber. However, the Captain’s love for a dying woman led him to believe he could use the power to secure undying love. His actions led to his and his crew’s undeath – forever regretting their actions and wishing to punish the living. You convinced the Captain to speak with you, and he gave you an offer. He would offer you some of the primal power in exchange for freeing him. Indicate here the option you selected:
Gave a Small Amount of Life Force (1 hit die) You attempted to free him. You permanently have one fewer hit dice, which you will never regain. Once per day you may lose a hit die temporarily, regaining it during your next long rest. When you lose the hit die, select one of the following benefits:
Gain a +2 bonus to Initiative until your next long rest.
Or, you roll one additional critical die, per critical hit, until your next long rest.
Gave a Large Amount of Life Force (2 hit die) You attempted to free him. You permanently have three fewer hit dice, which you will never regain. Once per day you may lose a hit die temporarily, regaining it during your next long rest. When you lose the hit die, select one of the following benefits:
Either of the two choices above.
Or, gain an Extra Action, which you may use immediately. If the extra action is used to attack, you may only attack once, and you may do so with a +2 bonus to attack and damage.
Or, for your next attack you may roll the d20 twice and retain the highest roll. You also gain a +4 damage bonus on this attack.
Safi - 1
Morhen - 1
Shiv - 1
Shred - 3
Sindarin - 3
Rexar - 3
Nature's Whisper 3rd-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soil)
Duration: Concentration, up to 1 hour
You attune your senses to the flora around you, gaining abilities that enhance your interaction with plants and harness their powers:
Speak with Plants: You can communicate with plants and plant creatures as if you shared a common language. They can provide information about the surrounding area, events they have witnessed, or even secrets known to the natural world.
Plant Empowerment: As an action, you can touch a non-magical plant within reach and imbue it with temporary magical properties. The plant gains resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour or until you use this feature again.
Natural Healing: As a bonus action, you can draw forth natural vitality from nearby plants to heal yourself or a creature you touch. The target regains hit points equal to 1d8 + Wisdom ability modifier.
Safi
Gid'Wei
Fazanna
Anvar
Karnos
Shiv
Shank
The party’s boldness and resourcefulness in helping the fire giant return to his homeland have earned them a powerful boon. In gratitude, the giant bestows upon the party a fragment of his fiery essence, granting them a magical ability they can call upon once per session.
Reward:
Flame of the Giant: Each party member gains the ability to cast Burning Hands (3rd level) once per session, without using a spell slot or components. The spell’s DC is 15, and the caster has resistance to fire damage for the duration of the spell.
Fazanna
Anvar
Karnos
Shiv
Shank
In recognition of their unwavering support for the Veiled Alliance in Raam, each player receives a Veil of Shadows, a magical item that embodies the spirit of resistance and stealth. This award is presented by Kindar before they depart Raam, where the players are honored amidst flickering lanterns and the murmurs of the Alliance members.
Award Details:
Type: Magical Item / Story Award
Rarity: Uncommon
Properties: Each Veil of Shadows is a shimmering cloak woven from unique fabric that shifts colors and patterns, blending seamlessly into its surroundings. It grants the wearer the following benefits:
Stealth Enhancement: Advantage on Stealth checks.
Disguise Self: Can cast Disguise Self once per long rest without expending a spell slot.
Backstory:
Created by Kindar, the head of the Veiled Alliance in Raam, the Veils are imbued with his determination and vision for a free city. Kindar crafted these cloaks to provide his most trusted allies with the tools they need to infiltrate the oppressive regime of the sorcerer-kings, and they now serve as symbols of hope for those fighting against tyranny.
Additional Effects:
Moral Support: While wearing the cloak, players feel Kindar's guiding presence, granting them inspiration. Once per long rest, they can reroll a failed saving throw but must accept the new roll.
Alliance Favor: Each player gains a +1 bonus to Charisma (Persuasion) checks made to influence members of the Veiled Alliance and those sympathetic to their cause.
Fazanna
Anvar
Karnos
Shiv
Shank
Safi
Heroes of the Green
Word of your party’s heroic stand against Lalali-Puy’s vile machinations spreads like wildfire across the Tablelands. Pilgrims sing your praises, druids whisper your names in reverence, and rebellious factions see you as a beacon of hope. Your actions have bolstered your reputation among the oppressed, granting you the following boon:
Boon of Reverence: You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks when interacting with commoners, druids, or members of resistance groups in Athas. Additionally, your group can request aid (e.g., food, water, shelter, or information) from locals who admire your deeds, so long as it does not directly endanger them.
Blessing of the Tree
As a reward for your intervention, the Tree of Life grants you a fragment of their vitality. Each party member receives the following boon:
Boon of Verdant Vitality: Once per session, as an action, you can invoke the tree’s blessing to heal yourself or an ally within 30 feet for 5d10 hit points. This ability also removes one level of exhaustion, blindness, deafness, or a disease afflicting the target.
Hunted by the Defilers
The Sorcerer-Queen’s wrath knows no bounds. She places an exorbitant bounty on your heads, drawing the attention of defilers, assassins, and mercenaries across the land. Lalali-Puy’s agents are now relentless in their pursuit, and her whispering campaign ensures that defilers see you as a grave threat to their dark practices:
Consequence - Marked by the Defilers: You are now notorious among defilers and their allies. Hostile defilers recognize you on sight, and attacks made against you by spellcasters who draw on defiling magic gain a +2 bonus to their attack rolls, and you suffer -2 to all saving throws against deflilers. Additionally, bounty hunters and mercenaries regularly seek you out, with escalating threats as your fame grows.
Fazanna
Anvar
Karnos
Shiv
Shank
Safi
Zahraan
This mystical token, a simple feather from an Athasian roc, has been infused with ancient magic. It allows the bearer to call upon the aid of Cullen, a legendary ranger of the wastes. Riding his mighty roc, Cullen has been a protector of the desert for centuries, tracking threats and aiding those worthy of his help.
Effect: Once per campaign, as a bonus action, the player may call upon Cullen's aid. The call echoes across the winds of Athas, summoning Cullen and his Athasian roc to the player's location. He will arrive within 1d6 rounds, soaring down from the skies with his great bird, landing to aid the party. The player can specify the type of aid needed, but Cullen's actions will be limited to what he can reasonably do in the short time he has. He will typically assist in combat, offer guidance, or provide a brief but valuable service.
Shank
The Echo of the Ascendant was gifted in the moment of Pakk’s death—when his mind unraveled in a blinding surge of psionic force. As his consciousness shattered, fragments of his power lashed out, embedding themselves in each character like burning thoughts. Each echo is unstable, volatile—a final, unwilling gift from the Thinkmaker himself.
Echo of the Ascendant — Choose One Effect When Activated:
Temporal Detachment. You briefly exist outside time. Take two full turns in a row. You can use this immediately—even if you are stunned, paralyzed, or surprised. Afterward, roll a DC 21 Constitution saving throw or gain 1 level of exhaustion.
Mindquake Pulse. Emit a wave of collapsing psychic force. Every enemy within 30 ft. must make a DC 21 Intelligence saving throw or take 8d10 psychic damage, be blinded, and unable to speak, cast spells, or use psionic powers until the end of their next turn.
Perfect Awareness. For 1 minute, gain:
Truesight 60 ft.
Immunity to psychic damage
Advantage on Intelligence, Wisdom, and Charisma saves
Once during the duration, you may automatically succeed on a failed saving throw.
Shiv
Safi
Karnos
Anvar
Fazanna
Zahraan