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The Walker of Waterdeep Campaign Playbook Level 7

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Gallibond’s Guides Presents

The Walker of Waterdeep Playbook


Level 7
A D&D 5e Adventure

Contents

Level 7 – Innistrad.......................................................................................................................................
Act 1: Arrival in Hollowhenge..................................................................................................................
Teleportation Safe House....................................................................................................................
Act 2 (or 3): Get the Memory Shards.....................................................................................................
Travel phase......................................................................................................................................
Dressik Bog phase..............................................................................................................................
The Memory Shards..............................................................................................................................
Escaping Imprisonment.....................................................................................................................
About the Estate................................................................................................................................
Act 3 (or 2): Get the Wikriesten Ore......................................................................................................
A Visit to Lambholt............................................................................................................................
Side Quest – Free Avacyn..................................................................................................................
Mine phase........................................................................................................................................
Travel to Wrathridge Mine................................................................................................................
Wrathridge Mine...............................................................................................................................
Act 4: Get back to Ravnica in One Piece................................................................................................
Travel phase......................................................................................................................................
Town/extraction phase......................................................................................................................
Contingency...........................................................................................................................................
Appendix A – Where Are We Going and Why?..........................................................................................
Appendix B: Who Wants Tacinda’s Memories and Why?..........................................................................
Appendix B: What Has Tacinda Done?......................................................................................................
Why do the Gith Want Tacinda?............................................................................................................
Appendix C: Oyohusa’s Ninja/Warlock Sword...........................................................................................
Appendix D: Zandri’s Epic Double-Scimitar................................................................................................
Appendix E: Adamant’s Scaling Item – Shield of the Dwarven Lord..........................................................
Appendix F: Galibar’s Epic – Morsalor’s Broadaxe.....................................................................................
Appendix G: Thardram’s Epic: The Tormented Warblade.........................................................................
Appendix H: Gerry’s Epic: Granvard’s Delirium Wristguards...................................................................
Appendix E: [Vernon’s] Epic Weapon......................................................................................................
Appendix F: Monsters from Innistrad......................................................................................................

Level 7 – Innistrad
Learn about the culture, and possibly some of the personal history of Tacinda Verlasen. Locate the
shards of Tacinda’s memories that have been shunted here. Retrieve the components of the [artifact
creature] needed here to extract the base metals required for the drill rig on Toril. Oyo will learn new
information from the triskelion here. Galibar will receive his scaling greataxe here.

Party Monster Max. Examples


Level CR No.
7 2 12 Avacyn’s Pilgrim, Champion of the Parish, Delver of Secrets
D&D Stat Blocks Githzerai Monk, Gnoll Pack Lord, Flying Horror
7 3 9 Ambush Viper, Ashmouth Hound, Bloodcrazed Neonate
D&D Stat Blocks Giant Scorpion, Winter Wolf, Dark Tide Knight
7 4 6 Avacynian Priest, Civilized Scholar, Darkthicket Wolf, Elite Inquisitor
D&D Stat Blocks Bone Naga (Guardian), Wereboar, Dire Wolf, Couatl
7 5 4 Brain Weevil, Crossway Vampire, Daybreak Ranger, Elder Cathar
D&D Stat Blocks Chuul, Vampire Spawn, Werebear, Kuo-Toa Archpriest
7 6 3 Abattoir Ghoul, Abbey Griffin, Chapel Geist, Creepy Doll
D&D Stat Blocks Frost Giant, Chimera, Invisible Stalker, Living Iron Statue
7 7 2 Armored Skaab, Bitterheart Witch, Bloodline Keeper
D&D Stat Blocks Sir Godfrey Gwilym, Yuan-ti Abomination, Oni
7 8 2 Angelic Overseer, Bane of Hanweir, Battleground Geist
D&D Stat Blocks Drow Priestess of Lolth, Green Slaad, Spirit Naga
7 9 2 Angel of Flight Alabaster, Bloodgift Demon, Galvanic Juggernaut
D&D Stat Blocks Young Silver Dragon (caster), Bone Devil, Clay Golem
7 10 1 Charmbreaker Devils, Fortress Crab, Geist of Saint Traft
D&D Stat Blocks Death Slaad, Stone Golem, Deva
7 11 1 Dearly Departed, Geistcatcher’s Rig
D&D Stat Blocks Djinni, Dao
7 12 1 Essence of the Wild, Kindercatch, Krallenhorde Wantons
D&D Stat Blocks Erinyes, Arcanaloth, Archmage
7 13 1 Balefire Dragon
D&D Stat Blocks Young Red Shadow Dragon
7 14 1 Garruk Relentless, Garruk, the Veil-Cursed, Olivia Voldaren
D&D Stat Blocks Ice Devil, Ice Devil, Death Tyrant
7 15 1 Ludevic’s Abomination, Moldgraf Monstrosity, Skaab Goliath
D&D Stat Blocks Adult Green Dragon, Purple Worm, Mummy Lord

Act 1: Arrival in Hollowhenge


The party will arrive in Hollowhenge (which was named Avabruck in Tacinda’s time) and find the place in
ruins and filled with undead, werewolves, and other unsavory things. This will use the Woodland Manse
map (for the house they arrive in) from Dragon of Icespire Peak.

For the rest of the town we will use the map of the Ruins of Thundertree from Lost Mine of Phandelver.

Creatures they encounter will include some low-level werewolves, geists, witches, and undead, including
some low-level Innistrad vampires.
Teleportation Safe House
This house was purchased by Tacinda Velasen and set up with a teleportation circle in a ground floor
interior courtyard as a safe place for her allies from Ravnica to travel when they needed to go to
Innistrad. Unfortunately, Avabruck was overrun shortly after she got the house set up, and the city is
now the ghost-town ruin known as Hollowhenge.

Monsters in the Safe House


Bloodbriar, Mournwillow, Creepy Doll, Bloodcrazed Neonate, Black Cat

 Bloodbriar – (based on Tree Blight) CR 6, AC 15 (Natural armor), HP 107, HD 6d8+50+30,


o # attacks 2 (claw +10 melee weapon / claw +10 melee weapon), Damage 2d6+6/2d6+6,
o Damage Immunity: Radiant, Damage Resistance: Acid,
o Special Abilities: Camouflage. When Bloodbriar is motionless, it is indistinguishable from
other natural plants.
o Bloodboon. When any creature is bloodied within 30 feet of Bloodbriar, Bloodbriar heals
1d8 HP (fire can prevent this healing until the end of Bloodbriar’s next turn);
o STR 23, DEX 10, CON 20, INT 6, WIS 10, CHA 3;
o Understands Druidic and Infernal but cannot speak; Initiative +0.
 Mournwillow – (based on Bodak) CR 5, AC 15, HP 82, HD 5d8+50+10,
o # attacks 3 (claw +10 melee weapon / claw +10 melee weapon / bite +10 melee
weapon), Damage 1d6+2 / 1d6+2 / 2d8+2,
o Damage Immunity: Poison, Acid; Damage Resistance: Necrotic, Radiant;
o Special Ability: Camouflage. When Mournwillow is motionless, it is indistinguishable
from other natural skeletons.
o Delirium, 15 foot radius. The first time an enemy enters the area of effect or starts its
turn within 15 feet of Mournwillow, that creature must make a DC 16 WIS Saving Throw
or Mournwillow and any allies within 15 feet of Mournwillow have advantage on attacks
against that creature;
o STR 15, DEX 16, CON 15, INT 7, WIS 12, CHA 12;
o Understands the language it knew in life but cannot speak; Initiative +13
 Creepy Doll – (based on Living Iron Statue) CR 5, AC 16 (21 when bloodied), HP 92, HD
5d8+50+20,
o # attacks 1 (blade +10 melee), Damage 1d8+3 slashing,
o Damage Vulnerabilities: acid; Damage Immunities Lightning, Poison; Condition
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
o Special Ability: Indestructible. When Creepy Doll is bloodied, its AC rises by 5 as long as
it has at least one HP;
o STR 16, DEX 14, CON 18, INT 6, WIS 15, CHA 5;
o Understands the languages of its creator but cannot speak; Initiative +2
 Bloodcrazed Neonate – (based on Dark Tide Knight) CR 3, AC 13, HP 83, HD 9d8+25+18,
o # attacks 2 (short sword +8 melee, reach 5 ft., one creature, damage 1d6+2 piercing;
bite +8 melee, reach 5 ft., one creature, Damage 2d6+2 piercing + 3d6 blood drain, and
Bloodcrazed Neonate restores half the value in hit points if needed and gains half the
value in temporary HP).
o Spellcasting. Bloodcrazed Neonate is a 5th-level spellcaster (spell save DC 12, +8 to hit
with spell attacks) that needs only verbal components to cast its spells. Its spellcasting
ability is Intelligence, and it has the following wizard spells prepared:
 Cantrips (at will): mage hand, minor illusion, ray of frost;
 1st level (4 slots): charm person, sleep;
 2nd level (3 slots): detect thoughts, hold person;
 3rd level (2 slots): lightning bolt;
o STR 15, DEX 16, CON 12, INT 15, WIS 15, CHA 16;
o Common and Infernal; Initiative +3.
 Black Cat – (based on giant scorpion) CR 3, AC 15, HP 70, HD 7d6+25+21,
o Move 40’
o # attacks 1 (bite +8 melee, reach 5 ft., one creature; Damage 1d4+6 piercing + 1d6
poison damage, and target must make a DC 12 Constitution Saving Throw or suffer the
Poisoned condition until the creature finishes a long rest;
o STR 9, DEX 22, CON 17, INT 3, WIS 11, CHA -2;
o Languages: None; Initiative +6.

Key to the Safe House


W1. Pumpkin Patches

Nine boars graze in the pumpkin patches — one per patch. These are all normal boars—perhaps even
domesticated because they show neither fear nor aggression toward the PCs. The only thing slightly odd
about their behavior is that they appear to be ignoring or even avoiding the beautiful, ripe pumpkins.

Pumpkins? A detect magic spell reveals a dim aura of transmutation magic around each pumpkin. The
pumpkins look indistinguishable from normal pumpkins, but half of them are actually eggs for Brain
Weevils. (Roll 1d6: on 1-3 they are mildly magical pumpkins with curative properties; on 4-6 they are
Brain Weevil eggs).

Pumpkins. As an action, a character can carve open a pumpkin to reveal six servings of seeds within. Any
creature that eats a serving of pumpkin seeds as an action regains 1 hit point. If a creature eats more
than five servings of pumpkin seeds in 1 hour, it must succeed on a DC 12 Constitution saving throw or
be poisoned for 1d4 hours.

Brain Weevil Eggs. Disturbing one of the eggs causes it to immediately hatch, and 1d4+1 Brain Weevils
emerge from the egg and attack the nearest target(s).

 Brain Weevil – (based on Chuul) CR 4, AC 16, HP 132, HD 11d8+50+33,


o Move 30’; Fly (leap) 30’; Skills Perception +4
o Damage Immunities Poison; Condition Immunities Poisoned; Senses Darkvision 60 ft.,
Passive Perception 14
o # attacks 1; Bite +10 melee, reach 5 ft., one creature; Damage 1d8+4 piercing damage,
and target grappled (DC 14 escape check). A grappled opponent suffers an immediate
1d2 points of Intelligence loss as the brain weevil starts to liquify and feed on the
victim’s brain. On the start of the Brain Weevil’s turn, it deals another 1d2 points of
intelligence damage to a grappled opponent.
o STR 19, DEX 10, CON 16, INT 5, WIS 11, CHA 5;
o Languages: None; Initiative +0.

W2. Portico and Balcony

Describe the main entrance of the manse as follows:

Stone steps climb to a portico with a stone balcony overhanging it at a height of ten feet. Vines
wrap around the balcony’s support pillars and its crumbling stone railing. The ground-floor
entrance features a double door with a giant boar’s head crudely carved into it. An unmarred
double door stands closed on the balcony.

A character can climb up to the balcony with a successful DC 15 Strength (Athletics) check. If another
character assists, the check is made with advantage. Both sets of double doors are free of ivy and safe to
open.

W3. Downstairs Hall

This undecorated hall features a creaky and moldy wooden staircase.

Trapped Stairs. The staircase climbs 10 feet to area W14. Its upper half has been weakened to the extent
that it collapses under 50 pounds or more of weight. A creature on the collapsing stairs must make a DC
15 Dexterity saving throw to avoid falling onto a bed of wooden spikes planted underneath the
staircase. On a failed save, the creature lands on 1d6 wooden spikes, each one dealing 1d6 piercing
damage.

W4. Parlor

The door to this parlor has been smashed to pieces. The room is strewn with broken furniture — the
remains of chairs, side tables, and a wine cabinet. A moldy circular rug covers most of the stone floor.

W5. Dining Room

The walls are covered with crude drawings in blood that depict boars chasing stick-figure humanoids. A
fireplace dominates the south side of the room, and a smashed wooden dining table lies in a heap in the
eastern half of the room, surrounded by six broken chairs.

A pair of black cats rest on the mantelpiece. They will attack if they are touched or harmed.

Treasure. Amid the ruined furnishings is a tarnished silver candelabrum worth 25 gp.
W6. Kitchen

Nature has run roughshod over this kitchen, whose furnishings are wholly decayed. The outside door
was broken down years ago, and rats have chewed holes in the bottom of the door leading to the pantry
(area W7).

W7. Pantry

Much of the roof above this chamber has collapsed, leaving debris scattered across the floor. Birds have
made nests on the wooden shelves that line the north and south walls. Rats long ago devoured anything
they could reach, and all other foodstuffs have rotted away.

W8. Courtyard

Describe this area to the players as follows:

Stone steps lead down to a flagstoned courtyard that has a pillared arcade to the east. Seven
windows on the upper level overlook the courtyard, in the middle of which is a five-foot-wide
stone well with thick vines erupting from it.

DM NOTE: The noise of fighting in this area will capture the attention of the creatures in areas W18 and
W10.

Gulthias Tree. The well, which is 30 feet deep, contains a Gulthias tree, the roots of which extend deep
underground. With little room to spread out, the tree has grown into a malformed column of twisted
wood with narrow gaps between its curling branches.

Hidden in the shaft are a number of Mournwillows and one Bloodbriar. Once these creatures are out of
the shaft, a Medium or smaller character can climb down it, slipping between the branches of the tree
with ease (no ability check needed).

The Gulthias tree is a Huge plant with blood for sap. It has AC 15, 250 hit points, vulnerability to fire
damage, and no actions, reactions, or defenses. Like an ordinary tree, it’s immobile. Unless it’s
completely uprooted, however, it regrows from its roots even if it’s reduced to 0 hit points, regaining 1
hit point every 24 hours.

On any night when the moon is blood red, the Gulthias tree can spawn 1d6 Mournwillows, or
Bloodbriars. These creatures split from the tree and crawl out of the well, becoming fresh defenders;
the previous group leave the house and wander off into the woods to become roaming menaces for
unsuspecting hunters and adventurers.

W9. Apprentices’ Room

Describe this area to the players as follows:


This room was once a bedchamber, kitchen, and dining room rolled into one. Four beds stand
along the south wall, with shuttered windows and nightstands between them. Against the west
wall are four wardrobes and a cabinet full of plain dishware and cutlery. Four chairs surround a
small dining table in the northeast corner, and a trestle table strewn with pots and cooking
utensils stands near a blackened fireplace. All the furnishings are made of wood.

The ceiling in the southwest corner of the room has collapsed, filling the area below with debris
and leaving a jagged hole through which the room above is visible.

Tacinda kept a staff of four servants at the house. When it became clear that Avabruck would be
overrun by the howlpack, the servants pillaged the library (area W11) and fled, taking their personal
belongings with them.

Any loud noise in this area alerts the creatures in area W18. On their first turn, they drop down through
the hole in the ceiling. On the following turn, they attack.

Adventurers can move tall furniture underneath the hole and climb up it to reach area W18 without
having to make an ability check.

W10. Wizard’s Laboratory

The door on the east side of this room has been smashed down, but any light from the courtyard isn’t
enough to illuminate the room. Characters with darkvision or a light source see the following:

What used to be some sort of laboratory lies in ruins, its furnishings broken and heaped against
the walls. In the middle of the room, painted on the floor with mud, is a ten-foot-wide symbol
that looks like some kind of stylized bat monster.

Any character who succeeds on a DC 15 Intelligence (Religion) check recognizes the symbol as that of a
cult. Until they encounter any of the cultists in the local chapel or talk to locals from Innistrad, however,
they won’t be able to figure out exactly what cult it is.

If the characters manage to get this far without alerting Cosmin Tomescu or his fellow Bloodcrazed
Neonates, they catch them performing a ritual:

In the center of the strange symbol, a human male (vampire) performs an eerie dance while consuming
the entrails of a dead possum. Standing around the perimeter of the symbol are seven other humans
(vampires).

All of the “humans” are Bloodcrazed Neonates. In total there are 8 in this room. Males - Cosmin
Tomescu (the current leader of all the neonates in the house), Darius Tugurlan, and Simon Baicu.
Females - Octavia Gheorghe, Paula Neagoe, Georgeta Vulcan, Tatiana Silivasi, and Livia Bus.

W11. Library

This area extends through both floors of the house. Describe it to the players as follows:
This room has a ten-foot-high wooden balcony forming its upper level, reached by a wooden
spiral staircase curling down to the flagstone floor. Tall, empty bookcases line the walls, their
shelves mostly bowed and broken. On the lower level, east of two pillars, are four old desks with
chairs tucked behind them. A few moldy books are scattered about.

Secret Door. One of the bookcases on the balcony conceals a secret door into area W12. Tugging on the
bookcase causes it and the secret door to swing open.

Treasure. The books found here are old texts written in Elvish that describe long-lost elven kingdoms
and civilizations. They are too damaged to be worth anything. Additionally, one desk has a small book
tucked under one of its back legs to level it off. The book is titled Elvish Idioms, and its pages have been
cut out to conceal a tiny leather packet containing dust of disappearance. If the characters find the
packet and identify the dust, give the players the Dust of Disappearance card or they can reference it in
the Magic Items Listing.

W12. Master Bedroom

A four-poster bed stands between two shuttered windows against the west wall. Other
furnishings include a desk and chair against the north wall and an empty wardrobe against the
east wall. A fireplace built into the south wall features an elegantly carved mantelpiece. Situated
on the bed, on the mantlepiece, and on the desk and several tables are some porcelain dolls,
some of which look in various states of disrepair.

The dolls are creepy dolls, which will animate and attack the party if they are disturbed.

Treasure. A detect magic spell reveals an aura of conjuration magic emanating from the fireplace
mantel. Any character who searches it and succeeds on a DC 10 Wisdom (Perception) check discovers
that the mantelpiece is actually a lid concealing a long, hidden compartment. The wizard who built the
manse hid her staff of birdcalls here. If the characters obtain and identify the staff, give the players the
Staff of Birdcalls card or they can reference it in the Magic Items Listing.

W13. Magic Item Vault

This room has been sealed for years behind its secret door. When the characters open the secret door,
describe the room’s features as follows:

Hanging on a hook on the far wall is a handsome cloak that billows softly as the door opens.
Against the north wall sits a wooden chest with tiny clawed feet.

The chest weighs 30 pounds and is magically locked. A knock spell unlocks it, or the chest can be
smashed open. It’s a Small object with AC 15, 20 hit points, and immunity to poison and psychic damage.

Treasure. The garment hanging on the hook is a cloak of billowing, and the chest contains an
immovable rod wrapped in a black cloth. If the characters acquire and identify these magic items, give
the players the Cloak of Billowing and Immovable Rod cards or they can reference them in the Magic
Items Listing.
W14. Upstairs Hall

Describe this area to the players as follows:

The walls of this L-shaped hall are lined with closed doors and shuttered windows. Between
them are hooks where decorations once hung. A fireplace along one wall has a large insectoid
head mounted above it. Natural light enters through a hole in the roof at the east end of the
hall. The floor beneath the collapsed roof is strewn with debris.

The wooden staircase that leads downstairs is trapped (see area W3).

The head mounted above the fireplace is that of an ankheg (see "Ankheg" in the Creatures chapter for
an illustration).

The hallway leading to area W12 is dark. Brain Weevils hang from the rafters here — three monsters per
party member. The hungry weevils attack any warm-blooded creature that enters the area.

W15. Bathroom

This room has a conical roof and an open window to the north, through which ivy grows. A cast-iron tub
with clawed feet stands in the middle of the room. Next to the tub is a rusty iron water pump that still
works, drawing water from a hot spring under the house.

W16. Slanted Rooftop

Sections of this wood-shingled roof have collapsed into area W7, leaving gaping holes. The westernmost
15-foot-square section of roof collapses if 50 pounds or more of weight is placed on it. Any creature
standing on this section of the roof when it collapses must succeed on a DC 10 Dexterity saving throw or
fall into area W7 below, taking 3 (1d6) bludgeoning damage on impact.

W17. Upper Arcade

This corridor is enclosed by two double doors and four open windows. Characters can easily sidestep the
ivy growing in through the windows to the east. If the Neonates in area W18 haven’t been alerted to the
presence of the characters yet, the PCs hear their conversation through the southern double door.

W18. Guest Room

This room has been claimed by Bloodcrazed Neonates in league with Cosmin Tomescu.
DM NOTE: Eight neonates are here. The neonates are grumbling because Cosmin has prevented them
from participating in the ceremony designed to keep the devil cultists away from the house. They feel
slighted at this. For his part, Cosmin suspects that cultists have influence over some of the neonates, and
these eight are the ones he has known the shortest amount of time. The howlpack destroyed this
room’s once-fine furnishings when they rampaged through the town, leaving nothing of value. A hole in
the southwest corner of the floor leads to area W9 below.

The Bloodcrazed neonates in this room are: Males - Florentin Ene and Gabriel Vladu; Females - Sorine
Morariu, Antoaneta Voicu, Irina Pacuraru, Dumitrita Avramescu, Ruxandra Iordache, and Marica Lascar.

Monsters in town ruins: Delver of Secrets, Bitterheart Witch, Abattoir Ghoul, Crossway Vampire, Black
Cat

 Bitterheart Witch – based on Yuan-ti Abomination; CR 7, AC 15 (18 w/Mage Armor), HP 153, HD


(12d8+75+24),
o #attacks 1, Longsword +12 melee weapon attack, reach 5 ft, one creature, damage
1d10+3 (2h) slashing;
o Damage Immunity: Necrotic, Damage Resistance: Poison;
o Devil’s Sight. Magical darkness doesn’t impede the witch’s darkvision;
o Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 15,
+7 to hit with spell attacks). The witch can innately cast the following spells, requiring no
material components:
 At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate
(self only), mage armor (self only),
 1/day each: circle of death, enthrall, suggestion,
 3/day each: hellish rebuke, hex, scorching ray (at 3rd level);
o Death Curse. When Bitterheart Witch dies, a creature under the effect of its hex must
succeed on a DC 15 Wisdom save or suffer a random effect of short-term madness. This
madness is permanent until cured. The effects will initially wear off after 1d10 minutes
like short-term madness, but every time the character goes into combat there is a 10%
chance that a subsequent bout of short-term madness will strike them again (roll
randomly on the short-term madness table for the effect each time);
o STR 16 (+3), DEX 20 (+5), CON 15 (+2), INT 13 (+1), WIS 9 (-1), CHA 19 (+4);
o Abyssal and Common; Initiative +5.
 Abattoir Ghoul – based on Frost Giant ; CR 6, AC 15 (Natural armor), HP 147, HD 13d8+50+39,
o # attacks 3 Claw (x2) +10 melee weapon attack, reach 5 ft., one target, damage 1d6+4
each; bite +10 melee weapon attack, reach 5ft., one target, damage 1d8+4 and make a
DC 15 CON saving throw. On a failure, the target suffers 2d6 disease damage and
contracts an ongoing disease (see AD&D DMG p. 14 for disease tables—the disease can
be cured by a lesser restoration or a heal spell), on a success the disease damage is
halved and there is no ongoing disease;
o Damage Immunity: Poison; Condition Immunities Charmed, Exhaustion, Frightened;
o STR 18, DEX 10, CON 17, INT 4, WIS 6, CHA 6;
o Understands the languages it knew in life but cannot speak; Initiative +5.
 Crossway Vampire – based on Vampire Spawn; CR 5, AC 15 (Natural armor), HP 132, HD
11d8+50+33,
o # attacks 3 Battleaxe (x2) +10 melee weapon attack, reach 5 ft., one target, damage
1d8+3 slashing damage, Bite +10 melee weapon attack, reach 5ft., one target, damage
1d4+3 piercing damage and 2d6 blood drain;
o Damage Immunity: Poison; Damage Resistances Necrotic; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks;
o Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1
hit point and isn't in sunlight or running water. If the vampire takes radiant damage or
damage from holy water, this trait doesn't function at the start of the vampire's next
turn;
o Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check;
o Innate Spellcasting. He can innately cast the hold person spell at will, requiring no
components, but his target must be able to see him;
o Vampire Weaknesses. The vampire has the following flaws:
 Forbiddance. The vampire can't enter a residence without an invitation from
one of the occupants;
 Harmed by Running Water. The vampire takes 20 acid damage when it ends its
turn in running water;
 Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood
is driven into its heart while it is incapacitated in its resting place;
 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and
ability checks;
o STR 16, DEX 16, CON 16, INT 11, WIS 10, CHA 12; Initiative +3.
 Black Cat – based on giant scorpion; CR 3, AC 18, HP 44, HD 3d6+25+9,
o # attacks 1 (bite +8 melee, reach 5 ft., one creature; Damage 1d4+6 piercing + 1d6
poison damage, and target must make a DC 12 Constitution Saving Throw or suffer the
Poisoned condition until the creature finishes a long rest;
o STR 9, DEX 22, CON 17, INT 3, WIS 11, CHA -2;
o Common and Infernal; Initiative +6.

Toughest encounter monster in town: Bloodgift Demon CR 9 and its minions (Skirsdag Cultist CR 6,
Skirsdag High Priest CR 4, Skirsdag Flayer CR 3, Skirsdag Supplicant CR 6). These are all members of the
Cult of Griselbrand.

 Bloodgift Demon – (based on Bone Devil) Initiative +2; CR 9, AC 17 (Natural Armor), HP 297, HD
(15d12+125+75)
o # attacks 5 or 2 + spell.
 Five attacks: (Claw x4) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Tail sting +14 melee, reach 10 ft., one creature; Damage 1d6+2 piercing
damage +2d4 poison damage (no poison condition)
 Two attacks: (Claw x2) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Cast one of its spells
o Saving Throws STR +9, CON +9, WIS +7, CHA +7
o Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks; Damage Immunities Poison; Condition Immunities Poisoned;
Senses Truesight 120 ft., Passive Perception 13; Languages Abyssal, Telepathy 120 ft.
o Innate Spellcasting. The demon’s spellcasting ability is Intelligence (spell save DC 16).
The demon can innately cast the following spells, requiring no material components:
 At will: darkness, detect magic, dispel magic
 1/day each: confusion, fly, power word stun
o Magic Resistance. The demon has advantage on saving throws against spells and other
magical effects.
o STR 20, DEX 15, CON 21, INT 19, WIS 17, CHA 16
 Skirsdag Cultist – Based on Black Gauntlet of Bane; Initiative +0; CR 6, AC 16 (Chain Mail), HP 95
(6d8 + 50 + 24); Speed 30 ft.,
o # attacks 2: Mace +10 melee, reach 5 ft., one creature; Damage 1d6+4 bludgeoning
damage +3d6 fire damage
o Saving Throws WIS +5; Skills Intimidation +7, Perception +5; Condition Immunities
Frightened; Senses Passive Perception 15
o Languages Common
o Aura of Terror. When a hostile creature within 5 feet of the cultist makes an attack roll
or a saving throw, it has disadvantage on the roll. Creatures that are immune to the
frightened condition are immune to this trait.
o Spellcasting. The cultist is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 slots): bane, bless, cure wounds, guiding bolt
 2nd level (3 slots): blindness/deafness, hold person, silence
 3rd level (2 slots): sending, spirit guardians
o Tactical Discipline. The cultist has advantage on all ability checks and saving throws
made during combat.
o Reaction. Guiding Bolt (Triggered by an Ally or Enemy dropping to 0 HP within 30 feet;
casting as a reaction does not expend a spell slot). Ranged Spell Attack: +7 to hit, range
120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made
against the target before the end of the cultist’s next turn has advantage.
o STR 18, DEX 11, CON 18, INT 12, WIS 15, CHA 18
 Skirsdag High Priest – Based on Pudding King; Initiative +3; CR 4, AC 13 (16 with mage armor),
HP 100 (9d6 + 50 + 18); Speed 30 ft.,
o # attacks 1: War Pick +10 melee, reach 5 ft., one creature; Damage 1d8 piercing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Damage Resistances Acid, Poison; Condition Immunities Poisoned; Senses Darkvision 60
ft., Passive Perception 12
o Languages Abyssal, Gnomish, Terran, Undercommon
o Reaction: Create Flayer Zombie (range 60 feet). Whenever a human dies within range of
the High Priest, it can target two other humans and a Bloodgift Demon within range.
Those humans and the High Priest each lose one HD worth of HP. In place of the fallen
corpse, a Skirsdag Flayer Zombie rises up and joins the combat on the same initiative
with any other Skirsdag Flayers in the fight.
o Gnome Cunning. The priest has advantage on Intelligence, Wisdom, and Charisma
saving throws against magic.
o Innate Spellcasting. The priest’s innate spellcasting ability is Intelligence (spell save DC
12). He can innately cast the following spells, requiring no material components:
 At will: nondetection (self only)
 1/day each: blindness/deafness, blur, disguise self
o Insanity. The priest has advantage on saving throws against being charmed or
frightened.
o Spellcasting. The priest is a 9th-level spellcaster. His spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer
spells:
 Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
 1st level (4 slots): false life, mage armor, ray of sickness, shield
 2nd level (3 slots): crown of madness, misty step
 3rd level (3 slots): gaseous form, stinking cloud
 4th level (3 slots): blight, confusion
 5th level (1 slot): cloudkill
o STR 10, DEX 16, CON 14, INT 12, WIS 8, CHA 1
 Skirsdag Flayer – Based on Bugbear Chief; Initiative +2; CR 3, AC 17 (Chain Shirt, Shield); HP 89
(10d8 + 25 + 20); Speed 30 ft.
o # attacks 2: Flaying Longsword. +8 melee, reach 5 ft., one creature; Damage 1d8+3
slashing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Skills Intimidation +2, Stealth +6, Survival +3; Senses Darkvision 60 ft., Passive
Perception 11; Languages Common, Goblin
o Reaction: Flay Enemy. When a human ally or opponent dies within 15 feet of the Flayer,
it can make a flaying attack on an enemy in melee range with its flaying longsword. If it
hits, this attack deals 1d8+3 slashing damage and an additional 4d8 necrotic damage.
o Heart of Bloodgift. The flayer has advantage on saving throws against being charmed,
frightened, paralyzed, poisoned, stunned, or put to sleep.
o Surprise Attack. If the flayer surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 7 (2d6) damage from the attack.
o STR 17, DEX 14, CON 14, INT 11, WIS 12, CHA 11
 Skirsdag Supplicant – Based on Kuo-Toa Archpriest; Initiative +2; CR 6, Armor Class 13 (Natural
Armor); Hit Points 128 (13d8 + 50 + 39); Speed 30 ft., fly 30 ft.
o # attacks 2: Scepter. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) bludgeoning damage plus 14 (4d6) lightning damage; Unarmed Strike. Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
o Skills Perception +9, Religion +6; Senses Darkvision 120 ft., Passive Perception 19
o Languages Common, Undercommon
o Reaction: Counterstrike Discharge. When an ally fails to hit with a touch or ranged spell
attack, or when an opponent successfully makes a Saving Throw against a spell cast by
an ally of the Supplicant, the Supplicant can discharge a sphere of lightning that will
strike every creature in a 10 foot radius from the Supplicant that requires a DC 14
Dexterity saving throw. All creatures in the area take 2d6 lightning damage on a failed
saving throw or half as much damage on a successful one.
o Otherworldly Perception. The supplicant can sense the presence of any creature within
30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that
is moving.
o Slippery. The supplicant has advantage on ability checks and saving throws made to
escape a grapple.
o Sunlight Sensitivity. While in sunlight, the supplicant has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
o Spellcasting. The supplicant is a 10th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 14, +6 to hit with spell attacks). The supplicant has the following cleric
spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 slots): detect magic, sanctuary, shield of faith
 2nd level (3 slots): hold person, spiritual weapon
 3rd level (3 slots): spirit guardians, tongues
 4th level (3 slots): control water, divination
 5th level (2 slots): mass cure wounds, scrying
o STR 16, DEX 14, CON 16, INT 13, WIS 16, CHA 14

Act 2 (or 3): Get the Memory Shards


While bumping around in Innistrad the party must travel to Dressik Bog to find some of Tacinda’s
memory shards. They may wind up diverting to the town of Drost to find a guide or to one of the other
towns to buy supplies.

Travel phase
Werewolf monsters: Darkthicket Wolf (magical attacks), Bane of Hanweir,

Undead monsters: Bloodcrazed Neonate, Abattoir Ghoul, Armored Skaab, Battleground Geist

Natural monsters: Ashmouth Hound, Ambush Viper, Brain Weevil, Crow of Dark Tidings

Toughest overland encounter: Kindercatch and its minions

As they travel across the countryside they will meet a lot of werewolves, and also meet some traveling
hunters and perhaps some cathars and their companions. There are also strange beasts afoot in the
forests and various ruins they may encounter. These could be home to all kinds of undead or witches or
other unsavory types.

Dressik Bog phase


Map: There are two maps for this phase. One is the map of the bog itself and the other is the map of the
Cecani Estate, home of Gisa and Geralf Cecani. The Estate map is based on Vanthampur Villa from
Descent to Avernus (https://www.dndbeyond.com/sources/bgdia/a-tale-of-two-
cities#VanthampurVilla). The bog is based on the map of… .

Bog monsters: Brain Weevil, Ambush Viper, Boneyard Wurm, Crow of Dark Tidings

Undead monsters: Unbreathing Horde, Abattoir Ghoul, Battleground Geist,

Swamp people monsters/allies: Deathcap Cultivator, Deranged Outcast, Daybreak Ranger

Toughest swamp encounter: Skaab Goliath and its minions

Party Monster Max. Examples – Card Name (D&D Stat Block Name)
Level CR No.
7 2 12 Avacyn’s Pilgrim (Githzerai Monk), Champion of the Parish (Gnoll Pack
Lord), Delver of Secrets (Flying Horror), Typhoid Rats (Cave Bear),
Boneyard Wurm (Grick)
7 3 9 Ambush Viper (Giant Scorpion), Ashmouth Hound (Winter Wolf),
Bloodcrazed Neonate (Dark Tide Knight), Asylum Visitor (Wight), Blood
Artist (Mummy), Black Cat (Giant Scorpion), Butcher Ghoul (Mummy),
Diregraf Ghoul (Mummy), Screeching Skaab (Mummy)
7 4 6 Avacynian Priest (Guardian Bone Naga), Civilized Scholar (Wereboar),
Darkthicket Wolf (Dire Wolf), Elite Inquisitor (Couatl), Bloodflow
Connoisseur (Banshee), Vexing Devil (Shadow Demon), Crow of Dark
Tidings (Giant Shark)
7 5 4 Brain Weevil (Chuul), Crossway Vampire (Vampire Spawn), Daybreak
Ranger (Werebear), Elder Cathar (Kuo-Toa Archpriest), Stitchwing Skaab
(Greater Zombie), Ghoulraiser (Vampire Spawn)
7 6 3 Abattoir Ghoul (Frost Giant), Abbey Griffin (Chimera), Chapel Geist
(Invisible Stalker), Creepy Doll (Living Iron Statue), Impestuous Devil
(Chasme), Demonic Taskmaster (Vrock)
7 7 2 Armored Skaab (Sir Godfrey Gwilym), Bitterheart Witch (Yuan-ti
Abomination), Bloodline Keeper (Oni)
7 8 2 Angelic Overseer (Drow Priestess of Lolth), Bane of Hanweir (Green
Slaad), Battleground Geist (Spirit Naga), Gisa Cecani (Drow Priestess of
Lolth), Geralf Cecani (Githyanki Knight)
7 9 2 Angel of Flight Alabaster (Young Silver Dragon caster), Bloodgift Demon
(Bone Devil), Galvanic Juggernaut (Clay Golem)
7 10 1 Charmbreaker Devils (Death Slaad), Fortress Crab (Stone Golem), Geist
of Saint Traft (Deva)
7 11 1 Dearly Departed (Djinni), Geistcatcher’s Rig (Dao)
7 12 1 Essence of the Wild (Erinyes), Kindercatch (Arcanaloth), Krallenhorde
Wantons (Archmage)
7 13 1 Balefire Dragon (Young Red Shadow Dragon)
7 14 1 Garruk Relentless (Ice Devil), Garruk, the Veil-Cursed (Ice Devil), Olivia
Voldaren (Death Tyrant)
Party Monster Max. Examples – Card Name (D&D Stat Block Name)
Level CR No.
7 15 1 Ludevic’s Abomination (Adult Green Dragon), Moldgraf Monstrosity
(Purple Worm), Skaab Goliath (Mummy Lord)

The Memory Shards


The memory shards are located in the shattered stump of a large oak tree that is in the swamp some
500 yards north of the Estate. The shards are found in a silvered brass box traced with intricate runes
and non-Euclidian abstract designs that seem like they are something out of the mind of a particularly
mad Izzet League gnome. The box appears to have a hinged lid, and there is not a keyhole but there is a
definite impression where it looks like some wide, shallow key would be pressed in order to activate the
box. The lock is both arcane and mechanical in its design, and it is impervious to all attacks, damage, or
the Knock spell. And the shards are guarded by Geralf Cecani’s pet skaab goliath.

At the end of the first round of the fight, four Crows of Dark Tidings will peck their way out of the
branches of a dead tree nearby. Two will stay and watch the fight, and two will fly toward the house to
alert Gisa and Geralf Cecani of the intruders.

The party may well not survive this fight, and even if they do, Gisa Cecani and Geralf Cecani will show up
at the end of the sixth round with a knot of Skirsdag Cultists and Gisa’s skaab goliath. If the party are
felled or defeated in battle, they will not be killed but will be taken prisoner and hauled down to the
basement and put in the prison that is guarded by a demonic taskmaster.

The party’s old buddy is here, the bloodgift demon Bazrannach, and he will come by the prison to gloat
that they have been captured and to show how he made good on his promise to have more powerful
allies next time they met.

Bazrannach has an offer for the party—one he hopes they cannot refuse. His master needs whatever is
in that box, and Bazrannach believes they can open it. If they will open the box, Bazrannach will
guarantee them safe passage anywhere in Innistrad, and he will even make Geralf Cecani (one of his
toadies) give Galibar’s axe back to him.

By the by, Bazrannach will reveal that one of his other followers, a man named Thavius Kreeg, has the
apparent key to the box. No matter how he tries, neither he nor any of the demon’s other followers
have been able to open it. With a touch of sadistic glee, Bazrannach says that if they succeed in opening
the box, they can be guests of honor at Thavius Kreeg’s sacrifice… the price he must pay for his failure.

Escaping Imprisonment
There’s a real potential the party could be overwhelmed and feel like they have no chance if they get
imprisoned, but some fairly easy Insight checks (DC 13) should reveal some key weaknesses of their
captors that can be exploited through Deception, Persuasion, and other means. The weaknesses of the
main antagonists in this section are shown below:

 Bazrannach – Overconfidence. Even though the party has defeated the bloodgift demon and a
group of cultists before, he is so enamored of Gisa and Geralf and the undead monstrosities
they have constructed that he believes they help to make him invincible. If the party can fast-
talk or otherwise convince Bazrannach that they need their gear or certain items to help them
examine the puzzle cube key, the demon will likely let them have it.
 Gisa Cecani – Vanity and Paranoia. Gisa believes that she is the smartest of the two Cecanis; she
also believes she is beautiful. Stroking her ego in these two areas can cause her to develop a
fondness for a PC and begin to start trusting what they tell her. Gisa is also paranoid that either
Geralf or Thavius Kreeg are plotting against her. Whenever the two men talk together and Gisa
is not included, the jealousy and suspicion are clear on her face with a successful Insight check.
 Geralf Cecani – Lust and Madness. Geralf has an insatiable lust for Thavius Kreeg. For his part,
Kreeg is open to anything, but he would prefer a relationship that also includes Gisa as well as
Geralf. Geralf is also a stark raving lunatic. He will idly fantasize in conversation with the
characters about wanting to stitch a skaab from angel corpses and place that creation at the
head of the Church to replace Avacyn. He believes that whatever is “in the box” holds the secret
to being an angelic corpse stitcher, and he desperately wants to get his hands on that
knowledge before his sister does.
 Thavius Kreeg – Delusions of Grandeur. Bazrannach may indeed tell the PCs that Thavius’ life is
already forfeit for his failure to be able to learn the secret to opening the puzzle cube key, but
Thavius blithely ignores any such news himself and believes he is integral to Bazrannach’s plans
to corrupt the city of Thraben.
 Demonic Taskmaster – Greed and Envy. The demonic taskmaster is a fiend named Marruthez
who has recently been demoted. Bazrannach and Marruthez are rivals in service to the same
Balrog, Khodrul. Because of a failure of an earlier assignment, Marruthez has been forced to be
under the direct control and contractually bound to serve Bazrannach for one thousand years,
and it grates on Marruthez fiercely. By the terms of his contract, Marruthez cannot directly
disobey or undermine Bazrannach, but he would dearly love to see Bazrannach humiliated and
demoted so that he could be freed from service (due to the ranking of the fiends, if Bazrannach
is demoted he would no longer be capable of having Marruthez in his service, and it might give
the taskmaster a chance to get the bloodgift demon under his thumb for a time). Marruthez
knows that the party defeated Bazrannach once before, and he desperately seeks any way he
can use a misstep by his rival to allow the PCs to be a tool for his revenge against Bazrannach.
 The Skaab Goliaths – Both of the Skaab Goliaths are obedient to a fault to their creators. The
reason is that the creators have formed a bond between an inanimate object implanted in the
goliath’s abdomen and an item they wear on the heads. That means anyone who can take the
headgear from Geralf or Gisa can have full telepathic control over the goliath that corpse
stitcher created. Geralf’s Skaab Goliath (named “Fluffy” by its creator) can be controlled
telepathically by anyone who simply wears the eyepiece that Geralf has around his head. And
someone can telepathically control Gisa’s Skaab Goliath (that she has named “Pumpkin”) if they
simply wear her tiara. The items are otherwise non-magical and do not require any attunement.
The Skaab Goliaths are clever and intelligent beings, but they are utterly devoid of any ego or
initiative, and they are fully dependent upon being told what to do by their creator. They can
remember and execute a complex series of tasks that can take minutes or decades to complete,
or they can follow precise instructions step by step as they are commanded.
About the Estate
Cecani Estate is a stately stone edifice with a detached stable house. Both buildings have sloped
rooftops covered with red clay tiles. A 12-foot-high stone wall encloses the Estate. Lanterns hanging
along the wall’s interior are lit at dusk and extinguished at dawn to illuminate the yard and estate at
night. The wall features three wooden gates — the main entrance and a coach gate to the south, and a
postern gate to the north.

The estate’s wooden doors and lead-framed windows aren’t locked, and the Cecanis employ guards to
patrol the yard (see area V1). The guards live elsewhere and change shifts every six hours.

Servants
The Cecanis employ four full-time live-in servants (all Diregraf Ghouls). Descriptions below give the
names they respond to and their apparent ages. In fact, these are the names and ages of the people in
life when Geralf or Gisa had them kidnapped and brought to the Estate to be turned into undead to
serve the household:

 Fendrick Gray, a decrepit seventy-year-old butler


 Sarvinder Peck, a salty fifty-two-year-old groundskeeper and stable master
 Gabourey D’Vaelan, a fussy thirty-five-year-old cook
 Ambra Fallwater, a plainspoken nineteen-year-old maid
 Ambra is a recent “hire” to replace the previous maid, whom Duchess Cecani dismembered to
use parts in healing injuries to Pumpkin from a prior scuffle.

Estate Locations
The following area descriptions are keyed to map 1.5.

V1. Yard

Nine Stitchwing Skaabs patrol the yard in three groups of three. When the characters first arrive, these
groups are located at the points marked “V1” on map 1.5, and are circling the yard counterclockwise.

The guards attack anyone who trespasses onto the estate without the consent or prior notification of
Duchess Cecani or Geralf. To sneak past a group of guards, each character must succeed on a DC 13
Dexterity (Stealth) check. This check is made with advantage at night or in fog.

V2. Stable House

This stone building contains stables for four draft horses, plus a fully equipped smithy with an anvil and a
hearth. Sarvinder Peck (see “Servants” above) can be encountered here, making and fitting new shoes
for the horses.

Trapdoor. A 3-foot-square flagstone in the southwest corner of the stable doubles as a hidden trapdoor
in the floor. Any character who searches the area finds the trapdoor with a successful DC 15 Wisdom
(Perception) check. The stone covers a brick-walled shaft and a wooden ladder that descends 15 feet to
area V27 of the dungeon. If the Cecanis need to flee the dungeon, they can use the trapdoor to reach
their horses quickly.

V3. Foyer

If the characters knock on the front doors, the butler, Fendrick Gray (see “Servants”), makes his way
here from area V10 to greet them. He ushers them in if they are expected, but turns them away
otherwise.

Describe this area to the players as follows:

Apart from the main entrance, this room has two exits. A plaster shelf lined with ornate vases circles the
room at a height of nine feet. Spread across the flagstone floor is a ten-foot-wide, fifteen-foot-long rug
of exquisite design, depicting a royal coronation. Two tapestries hanging on the walls depict a dragon
flying over a ship and pilgrims on camels, respectively.

Four invisible vexing devils lurk among the vases on the high shelf, one in each corner. The imps swoop
down to attack anyone they perceive as intruders.

Treasure. The vases, rug, and tapestries are valuable art objects, though they don’t go well together.
Each of the sixteen vases weighs 2 pounds and is worth 25 gp. The rug weighs 50 pounds and is worth
250 gp. Each of the two tapestries weighs 5 pounds and is worth 75 gp.

Random Search. 2 vases taken (25 gp each); tapestry of pilgrims on camels taken (75 gp).

V4. Servants’ Quarters

This undecorated room contains four single beds and a dining table for the manor’s servants. The
servants keep spare uniforms and other personal belongings in drawers under their beds. Nothing of
value is kept here.

V5. Kitchen

Pleasant aromas fill this area throughout the day as cook Gabourey D’Vaelan (see “Servants”) prepares
meals for the Cecanis and their staff. Gabourey doesn’t like other people in the kitchen while she works.

Pots, pans, and cooking utensils dangle above three wooden preparation tables in the middle of the
room, and shelves are lined with bowls, platters, herbs, spices, and dried goods. A dumbwaiter with a
manually operated rope-and-pulley system allows meals to be delivered to Duchess Cecani’s bedroom
(area V17). A tiny bell near the dumbwaiter rings whenever the Duchess wants food sent up to her.

Slobberchops the black cat prowls the kitchen, killing rats and eating whatever Gabourey drops on the
floor. Slobberchops has no loyalty to the Cecani family, and detests Geralf and his imp spies. The
tressym befriends any character who feeds it, following that character around the house and using its
Detect Invisibility trait to warn of invisible imps nearby.

V6. Pantry

Food and drink is stored on shelves in this musty room.

V7. Stairs Down


This room contains a barrel of fresh water and a brick-walled staircase that descends 15 feet to area
V20.

V8. Parlor

While entertaining visitors in this room, the Duchess likes to sit in an austere, high-backed chair facing a
pair of padded couches and a coffee table. A hidden compartment in the left armrest of the Duchess’s
chair contains a silvered dagger. A character who examines the chair can locate the hidden
compartment with a successful DC 12 Wisdom (Perception) check.

Thin drapes cover the windows to diffuse the natural light, and the walls are lined with framed paintings
of the Duchess, her brother Geralf, and the family’s black cat, Slobberchops.

Treasure. A tapestry hanging on the north wall depicts burning angels falling from the sky into a pit of
fire. The tapestry weighs 5 pounds and is worth 150 gp.

V9. Dining Room

Gisa and Geralf Cecani gather here once a week for an always-tense family dinner. Read the following
when the characters can see this area:

An iron-wrought chandelier hangs above a black oak dining table surrounded by eight high-backed
chairs carved to look like devils. A fireplace dominates one wall, flanked by red-curtained windows. A
handsome, glass-doored wine cabinet stands against one wall.

Perched on the chandelier are three invisible vexing devils that behave like those in area V3. A rope-
and-pulley mechanism allows the chandelier to be lowered and raised. The rope is tied around a hook
mounted on the east wall near the wine cabinet.

Treasure. The cabinet contains a set of eight red crystal goblets (25 gp each) and sixteen bottles of wine.
Fifteen of the bottles contain fine wine (10 gp each). The last bottle is laced with midnight tears, a
tasteless poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). This tainted bottle is set
aside for guests whom the Duchess intends to eliminate.

V10. Gallery

Black curtains are drawn over the windows to the south, keeping this hall dark and cool. Unless
otherwise occupied, Fendrick Gray, the venerable butler, paces the hall with a lantern while the maid,
Ambra Fallwater, dusts (see “Servants”). A wooden staircase at the north end of the hall climbs 15 feet
to area V11.

This gallery contains an eclectic collection of tapestries, paintings, and alabaster busts on pedestals
meant to impress guests. The Duchess bought the pieces thinking them to be valuable art objects, but all
are knockoffs acquired from dubious sources. The haphazardly assembled collection is a testament to
bad taste.

Wax Statue. A 6-foot-tall wax statue in one corner depicts Duchess Gisa Cecani cradling the family pet,
Slobberchops, in her arms. The black cat has a wax rat in its mouth. Visitors who enter the gallery from
the foyer (area V3) are often startled by the statue because of its location just inside the door and its
lifelike appearance.
V11. Upstairs Hall

Lanterns hang from the rafters of this drafty hall. The staircase to the north descends 15 feet to area
V10.

Five armored skaab guards stand watch here — one by each door. They attack anyone not accompanied
by a Cecani family member. If they hear trouble elsewhere, the guards can’t be surprised, but they stay
put unless ordered to move by a member of the family. Combat here alerts Geralf Cecani in area V13.

V12. Balcony

A crenelated stone battlement encloses this balcony overlooking the front yard. It’s a 15-foot drop from
the balcony to the ground.

V13. Geralf’s Bedroom

Drab curtains cover the windows of this plain room, which contains a bed, a padlocked iron chest, a
claw-footed iron bathtub, and a fireplace. Standing in the middle of the room is Geralf Cecani, a frail and
hateful forty-two-year-old man. If alerted to intruders, Geralf has locked the puzzle box in the iron chest
and tucked the key into his robe pocket.

Geralf commands several vexing devil spies who enter and leave his room through the chimney, but
only one such creature is present when the characters arrive. This imp is invisible, lurks in the fireplace,
and attacks anyone who threatens Geralf.

Geralf greets intruders in the most uncivil fashion — by casting sacred flame at the nearest one. On the
same turn, he casts sanctuary on himself as a bonus action and uses his movement to cower behind the
bed while the imp defends him. If taken prisoner, he whines about the failure of his guards to protect
him and bides his time, hoping his captors get in over their heads and afford him a chance to escape. If
interrogated, he offers the following information in exchange for his release:

His sister, the Duchess, is in the dungeon below the estate with Thavius Kreeg.

Thavius recently stole the Shield of the Dwarven Lord from a crypt under Thraben. A powerful devil
named Lefrim Thirbor is trapped in the shield, and has vowed to help the Cecanis conquer Innistrad if
released. Thavius Kreeg is confident that he can devise a way to release Lefrim Thirbor from the shield.

Thavius arrived at the estate a few days ago with the puzzle box. The Duchess insisted that Thavius let
the family safeguard the item while he studies the shield.

The padlock on the chest can be picked by a character with thieves’ tools who succeeds on a DC 15
Dexterity check. The chest weighs 50 pounds and contains a jumble of wrinkled garments, red wax
candles, quills, blank sheets of parchment, and jars of ink. It also holds an unlocked wooden coffer
containing 73 gp, 120 sp, and a potion of healing, as well as a black-covered tome titled Apocalypto — a
poetic prophecy by an unknown author envisioning the end of the multiverse (worth 50 gp).

V14. Mortlock’s Bedroom

This dark room contains a bed, a wooden chest with clawed feet, and a night table. The chest weighs 25
pounds and contains a few drab garments made for a man of Mortlock’s size, a few worthless personal
effects, and a stuffed troll doll from Mortlock’s childhood.
V15. Amrik’s Bedroom

This tastefully appointed room contains a bed, a side table, a claw-footed iron bathtub, a fireplace, and
an iron-banded wooden chest. A three-foot-wide, six-foot-tall mirror is mounted to the east wall
opposite the fireplace. The mirror’s varnished wooden frame is carved with images of rats, ravens, and
spiders.

Treasure. Amrik’s chest contains neatly folded and tailored apparel to fit a slender noble, and a jewelry
box carved from bone (10 gp). This tiny box contains a gold signet ring (5 gp) bearing the Cecani motto,
“Stone hearts never bleed.”

V16. Duchess’s Powder Room

This room contains a vanity topped with a framed oval mirror, bottles of perfume, brushes, cosmetics,
needles, and spools of thread. Other furnishings in the room include a folding wooden partition adorned
with a bird of prey rendered in gold leaf, a tall black wardrobe filled with corsets and fine clothes, and a
decorative gold rug laid out in front of three unlocked wooden chests. One chest is full of shoes, another
contains three old bridal gowns, and the third contains seasonal hats.

Treasure. The vanity holds six bottles of fine perfume (20 gp each), a silver hairbrush inlaid with lapis
lazuli (100 gp), and a wooden jewelry box with electrum filigree (75 gp) holding a pearl necklace (250
gp), a platinum cameo shaped like a winged cat (50 gp), and two potions of healing in thin crystal vials.

V17. Master Bedroom

Duchess Cecani retires to this chamber when she needs to rest or shake off a headache. She also takes
most of her meals here. Food is delivered via a dumbwaiter in the southwest corner (see area V5 for
details), which has a cord that rings a bell in the kitchen. Other features of the room include a canopied
bed with a gossamer shroud for keeping insects at bay, a freestanding wooden privacy screen, a cast-
iron bathtub with clawed feet, a fireplace, and a padlocked iron chest. The padlock is cast in the shape of
a horned dwarven hero’s scowling visage. Gisa Cecani carries the key to the padlock (see area V28),
which can be picked by a character with thieves’ tools who succeeds on a DC 17 Dexterity check.

Treasure. The chest weighs 65 pounds and is trapped (see “Trap” below). It contains three thin, black-
covered ledgers with entries written in Infernal (records of Duchess Cecani’s legitimate business
dealings), a set of calligrapher’s supplies (15 gp), a poisoner’s kit (50 gp), a coin pouch made from a
sheep’s bladder (containing 22 pp, 85 gp, and 113 sp), and pipes of the sewers.

Trap. The chest has a false bottom underlaid with metal springs. The combined weight of the items in
the chest holds the false bottom down, but if three or more items are removed, the false bottom rises
and pulls the cork out of a thin glass vial hidden underneath it. The uncorked vial releases a cloud of
poisonous gas that fills a 10-foot-radius sphere centered on the chest. The cloud is stationary and lasts
for 1 minute, or until it’s dispersed by a strong wind. Any creature that starts its turn in the cloud must
succeed on a DC 13 Constitution saving throw or take 11 (2d10) poison damage.

V18. Duchess’s Study

An oak writing desk angled to face the middle of the room has a matching chair behind it and two black
candlesticks atop it. Other furnishings include three bookcases and a freestanding suit of black plate
armor topped with a bucket helm and equipped with a longsword and a shield. A wrought-iron spiral
staircase leads up to area V19.

The suit of armor is a helmed horror that was fashioned in the Ashmouth. The construct understands
Infernal but can’t speak, and it is immune to the following spells: fire bolt, sacred flame, and shocking
grasp. The only creatures permitted in this area are Duchess Cecani and her sons. If any other creature
enters the room unescorted, a fiery orange light fills the helmed horror’s hollow interior as it attacks.
The helmed horror pursues intruders beyond the room, returning here only after the trespassers leave
the estate or are hacked to pieces.

Bookcases. Duchess Cecani abhors reading but keeps a modest library of fine literature for the sake of
appearances. Her study contains two hundred books. A character who spends 1 hour sifting through the
collection can find twenty rare first editions (25 gp each). The remaining books are worth 5 gp each to
interested buyers, except for a worthless book titled Last Charge of the Hellriders. A cavity cut into its
pages holds a small iron ring with two keys hanging from it. These keys unlock the cages in area V19.

V19. Tower Peak

If the characters climb the wrought-iron spiral staircase from area V18, describe this room as follows:

The spiral staircase climbs fifteen feet to a square room with crisscrossing rafters ten feet overhead and
a peaked roof above that. An empty bookcase dominates the west wall, and two filthy padlocked cages
stand on the floor. Each cage holds a human prisoner and a chamberpot.

The keys to open the cages’ padlocks can be found in area V18. A character with thieves’ tools can also
pick a lock with a successful DC 15 Dexterity check. The locks can’t be picked from inside the cages.

Perched atop the cages are two invisible vexing devils. When no one else is around, the imps torment
the prisoners with idle threats and taunts, and the prisoners know not to speak or cry out lest the imps
sting them. The imps avoid combat with well-armed intruders. If anyone tries to free a prisoner, the
invisible imp closest to that prisoner slips through the bars of the cage and stings the prisoner to death,
turning visible as it does so. On its next turn, the imp turns invisible and takes refuge above the rafters.

Prisoners. The prisoner in the northern cage is Shaleen Zoraz (neutral female human commoner), a
sewer maintenance supervisor from. Duchess Cecani plans to hold Shaleen for torture for several days
to convince her to work on expanding the dungeon below the estate. If she cannot convince Shaleen to
assist, Gisa plans to turn her into a ghoul that will be the foreman to direct the other undead to
complete the modifications. And even if Shaleen agrees to help, Duchess Cecani will still kill her and turn
her into a ghoul once the work is done.

The prisoner in the southern cage is Kaejil Orûnmar (neutral evil male human commoner), a tax collector
who has been giving the Cecanis a hard time. Once Duchess Cecani is satisfied that no one important will
miss him, she plans to give Kaejil to Geralf so her brother can feed his blood to his pet skaab goliath.

Under the Estate


As a former minister responsible for the Thraben’s sewer system, Gisa Cecani cordoned off the sewers
beneath her estate, creating a private dungeon complex where she could conduct religious ceremonies
and harbor guests who share her devotion to the archdevil Zariel.
Dungeon Features

The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized
here.

Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns fitted with thick panes of
green-tinted glass hang at regular intervals on 1-foot-long iron chains. Each lantern sheds dim light in a
10-foot radius.

Iron Doors. Doors are made of riveted iron plates, with iron handles and well-oiled hinges. Some doors
have locks or barred windows set into them, as noted in the text. A character can use thieves’ tools to
pick a door’s lock with a successful DC 15 Dexterity check, or force open a locked door with a successful
DC 24 Strength (Athletics) check.

Surfaces and Secret Doors. The dungeon has brick walls and stone-tiled floors. Rooms have 10-foot-high
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or
sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check.

Smell of Incense. Pairs of black-robed Skirsdag cultists march through the corridors with censers,
constantly perfuming the sewers with incense to counteract what would otherwise be a mildly
nauseating stench.

Dungeon Locations

The following area descriptions are keyed to map 1.6.

V20. Cellar

The characters might enter this cellar by descending the stairs from area V7, or they might enter
through the eastern door. Read the following boxed text to establish what they see from either
direction:

Four stone pillars brace the ten-foot-high vaulted ceiling of this dry cellar, the walls of which are lined by
a dozen barrels on wooden braces. Half the barrels have brass spigots tapped into them. The room also
contains two stacks of wooden crates — one in the middle of the room and another by the south wall.

The topmost crate in the middle of the room contains three impetuous devils that spy on this area
through knotholes in the crate’s sides. These devils burst forth and attack intruders on sight. The other
crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other
assorted foodstuffs — enough to sustain the Cecanis and the cultists in the dungeon for a month. The
crates by the south wall contain candles, oil flasks, incense, and rat traps.

Six of the barrels contain drinking water, and six contain ale

V21. Wine Cellar

More than two hundred corked bottles of wine are displayed in seven-foot-tall wooden racks that span
the west and south walls. Empty wooden crates are stacked in the middle of the room.
Treasure. Seventeen of the bottles contain fine wine (10 gp per bottle). The remaining wines on display
are common vintages (1 sp per bottle).

V22. Sewer Tunnels

The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the
air (see “Dungeon Features” above).

Smooth stone trenches cut into the floors channel water and waste toward area V30. These trenches
are 4 feet wide and 3 feet deep, with arching stone bridges spanning them at irregular intervals. The
ledge on either side of a trench is 3 feet wide.

Wandering Monsters. Ordinary rats occasionally enter the dungeon through the open pipes in the walls.
The cultists lay traps to catch and kill these rats while they perfume the dungeon with incense. As the
characters make their way through the tunnels, they might encounter these cultists.

A typical encounter consists of two lawful evil Skirsdag Cultists dressed in black robes, each carrying a
censer and wearing a thin, golden mask shaped like a devil’s face (and worth 25 gp to an interested
buyer). The censers contain burning incense. A devil mask covers its wearer’s whole face except for the
eyes, nostrils, and mouth. No two masks look exactly alike.

If this encounter occurs in a tunnel that has a sewer trench running down the middle of it, the two
cultists are walking on opposite sides of the trench, moving in the same direction while swinging their
censers gently. You can make the encounter harder by replacing the cultists with Skirsdag fanatics, or by
adding one or more invisible vexing devils as escorts.

If any wandering cultists are defeated, reduce the number of cultists encountered in area V33
accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone
stumbles upon them eventually and warns the Bloodgift Demon in area V26. Assuming it hasn’t been
defeated already, the demon scours the dungeon for trespassers once notified of their presence.

V23. Cold Storage

The Cecanis store animal carcasses and other fresh meat in this room. Hanging in the middle of the
room from the 10-foot-high ceiling are six 3-foot-long chains, each ending in a hook. Flayed boar
carcasses hang from four of the hooks, while the remaining two hooks are bare.

V24. Dining Room

The cultists dine here, though none are present when the characters first arrive. Two wooden trestle
tables with benches stand in the middle of the room, which is brightly lit by six tall wrought-iron
candlesticks spaced along the walls. Each candlestick stands six feet high and has nine lit candles at the
top of it.

V25. Kitchen

The cultists prepare their meals here, though no cultists are present when the characters first arrive. The
kitchen is uncomfortably warm and contains a pair of brightly burning cast-iron stoves with piles of
wood next to them. Other furnishings include a wooden trestle table where food is prepared, as well as
shelves lined with plates, mugs, pots, utensils, and jars of ingredients and spices.
V26. Temple of Zariel

The iron double door leading to this room has Infernal runes carved into its arched door frame. A
character who understands Infernal can translate these runes as follows: “That which falls can rise
again.”

DISGUISED CHARACTERS

Characters can disguise themselves using masks and robes taken from defeated cultists. While disguised
in this fashion, characters have advantage on Charisma (Deception) checks made to fool devils and cult
members in the dungeon under Cecani Estate.

A character who listens at the double door or one of the secret doors leading to this room hears a half
dozen humanoid voices chanting in Infernal. Characters who listen to the chants and understand that
language can discern praise heaped upon the archdevil Zariel for her tireless effort to win the Blood
War.

When the characters enter the room, set the scene by reading aloud the following boxed text:

Two rows of tall wrought-iron candlesticks light this vaulted chamber, each one bearing nine flickering
candles. A seven-foot-tall statue of an angel with white glowing eyes and a longsword stands atop a dais
to the south. A six-foot-tall fiend bristling with spines stands west of the statue, glaring at four black-
robed cultists who kneel and chant in the middle of the room, their faces hidden behind golden devil
masks. Nine tapestries depicting the layers of the Nine Hells adorn the walls.

The spined fiend is a bloodgift demon named Bazrannach. Sent by Zariel to serve Duchess Cecani, the
demon answers only to those two. The chanting figures are four lawful evil human cultists wearing black
robes and golden devil masks similar to those worn by the cultists in area V22. The devil and the cultists
attack intruders on sight, but can be duped by characters wearing disguises (see the “Disguised
Characters” sidebar).

Statue. The statue represents Avacyn in her angelic form. It’s a Large object with AC 17, 33 hit points,
and immunity to fire, poison, and psychic damage. Toppling the statue with a successful DC 20 Strength
(Athletics) check causes it to shatter on the floor.

Treasure. The statue’s head and neck are hollow. Lodged in this cavity is a +1 mace that can be removed
only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light
for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action. (This light
is what causes the statue’s eyes to glow.)

V27. Escape Tunnel

Hidden behind a secret door, this tunnel has a wooden ladder at its north end. The ladder climbs a 15-
foot-high shaft to a trapdoor that opens into area V2.

V28. Secret Shrine

This room is hidden behind secret doors (see “Dungeon Features”). The scraping noise either door
makes when opened is loud enough to alert the room’s occupant. Read the following when the
characters enter:
This room is lit by a pair of tall wrought-iron candlesticks in the northeast and southeast corners. Nine
candles burn atop each one, casting flickering light across a claw-footed altar carved from a single block
of obsidian, and which has a small angel-shaped flame erupting from its top. A gray-haired woman
kneels before the altar.

Duchess Gisa Cecani kneels before the altar. She wears fine clothing fit for a noble of her stature and
carries no weapons. However, she possesses magical powers bestowed upon her by Zariel, her infernal
patron. Any intrusion is greeted with hostility, and the Duchess is not squeamish about smashing foes
with her bare hands if she finds herself in melee. Don’t forget her Hellish Rebuke reaction, which she can
use twice per day (but only once before her next turn).

If she is reduced to fewer than half her hit points, Gisa tries to escape through the nearest secret door
that isn’t blocked. She either moves to area V36 or attempts to flee via area V27. Proud to a fault, she
would rather die than surrender or be taken prisoner — and she happily watches any of her sons die
before consenting to ransom demands. When death finally takes her, Gisa’s dying words to her killers
are, “See you in hell.”

Gisa keeps two keys in a pocket of her dress. One key unlocks the chest in her bedroom (area V17); the
other key unlocks the door to the vault (area V36)

Obsidian Altar. The black altar weighs 800 pounds and has tiny Infernal runes carved in a ring around
the nine-inch-tall, angel-shaped flame erupting from its top. This flame bears only a vague resemblance
to Zariel. Defacing any of the altar’s runes extinguishes the flame and causes the altar to crack in two.

V29. Prison

Read the following boxed text when the characters open the door to this room:

A broad-shouldered figure with purple skin and a beard of writhing snakelike tentacles stands in the
middle of a room lined by iron doors, tightening its grip on a glaive as it glares at you through the
darkness. Each door is set with a small barred window, and a ring of keys hangs from the creature’s belt.

The prison guard is a demonic taskmaster named Thoss, which attacks anyone it perceives as an
intruder or a threat. Characters disguised as cultists can try to dupe Thoss into allowing them to
interrogate or release prisoners (see the “Disguised Characters”). The keys dangling from the devil’s belt
unlock the cell doors.

Two of the cells (your choice) contain prisoners. The other four cells are empty, though captured
characters might end up here (see the “Imprisoned Characters” sidebar). If you need to introduce a new
party member to replace one who died, that character can begin the adventure locked in one of the
empty cells.

Falaster Fisk. The first prisoner is a short, lean, erudite male human in his fifties named Falaster Fisk.
Originally from Calimshan, Falaster is a neutral spy with no weapons. He speaks Common and Infernal,
wears an ankle-length caftan, and has dark hair. His neatly trimmed goatee beard is dyed crimson.

Falaster works for Sylvira Savikas, a tiefling expert on the Nine Hells currently based in Thraben. When
Thavius Kreeg arrived in Thraben a few days ago, it didn’t take Falaster long to hear rumors that the
Cecanis were sheltering him. Falaster tried to find out why and was caught.
If released, Falaster helps the characters as best he can while staying out of harm’s way. Expecting that
he might be caught, he obtained and memorized a floor plan of the dungeon under Cecani Estate. He
can thus lead his rescuers to secret rooms (areas V28 and V34) and the Cecanis’ vault (area V36).

Satiir Thione-Hhune. The second prisoner is a fit, aristocratic human woman in her seventies named
Lady Satiir Thione-Hhune. Born into the rich and politically powerful Hhune patriar family, Satiir is a
neutral evil noble with no weapons or armor (AC 11). She was kidnapped by the Cecanis to be used as
leverage in the event that the Hhunes find out who stole the Shield of the Dwarven Lord from their
family’s crypt.

Unknown to the Cecanis, Satiir is a member of a secret evil order whose members call themselves the
Knights of the Shield, and who are the self-appointed guardians of the Shield of the Dwarven Lord. Satiir
doesn’t speak of the shield. Instead, she tells her rescuers that the Cecanis were planning to use her to
keep the Hhunes from opposing Duchess Cecani’s bid to become the new grand Duchess.

V30. Barrier of Iron Bars

This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s
sewer system. The tunnel is blocked by a 10-foot-square barrier composed of vertical iron bars with 6-
inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized
characters to squeeze through. The bars are embedded deep into the stone of the floor and ceiling.

A character can bend the bars with a successful DC 25 Strength (Athletics) check, creating a gap wide
enough for a Medium or smaller humanoid to squeeze through.

IMPRISONED CHARACTERS

If the characters are defeated in Cecani Estate or the dungeon below, you can have the bad guys
stabilize dying party members, strip them of their gear (which is stored in area V28), and lock them in
the prison (area V29). This alternative to a “total party kill” scenario affords Duchess Gisa Cecani and her
cultists the opportunity to interrogate the characters and find out what they know. It also sets up the
possibility of a prison break.

V31. Vestry

Four wooden wardrobes stand against the walls in this area. The cultists store their robes and masks in
these wardrobes before leaving the dungeon and returning to the city above. The wardrobes along the
west wall stand empty. Characters who search the wardrobe on the south wall find four sets of black
robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon.

V32. Connecting Tunnel

The dim light from two of the cultists’ green-glass lanterns doesn’t reach the ends of this corridor,
creating pools of darkness there. Two lawful evil skirsdag cultists guard the tunnel, one at each end.
Characters with darkvision or their own light sources spot the fanatics. Otherwise, the fanatics surprise
the characters. Each cultist wears a black robe and a thin gold devil mask similar to those worn by
cultists in other areas.

Sounds of combat here alert the cultists in area V33, who arm themselves but stay where they are.

V33. Cultists’ Quarters

This room is lit by two tall wrought-iron candlesticks each topped with nine flickering candles. Around
the room’s perimeter are ten wooden bunk beds, next to which are unlocked footlockers containing
ordinary clothes belonging to the cultists.

Ten cultists gather here, minus any cultists defeated in area V22. These cult members are lawful evil
humans wearing black robes and thin gold devil masks. Some have dozed off, while others are sitting on
their beds, sharing rumors regarding Thavius Kreeg’s hand in the fall of Elturel and Duchess Cecani’s
plans for Baldur’s Gate. These cultists show intruders no quarter.

Sounds of combat here alert the cult fanatics in area V32, who investigate immediately.

V34. Ritual Chamber

This room is hidden behind secret doors (see “Dungeon Features”), and its features are as follows:

This thirty-foot-high vaulted chamber has a plaster ceiling painted with images of terrifying winged
devils looking down on a symbol embedded in the room’s floor: a circular disk of black stone inscribed
with a nine-pointed gold star. Four wrought-iron candlesticks bristling with burning, half-melted red
candles surround the circle. Smoke from the candles is being drawn toward the center of the room,
where it is coalesced into the image of a creature.

Floating above the symbol on the floor is the torso and head of a terrifying fiend, whose image appears
to be made of smoke. When the PCs enter, it is studying a shield (the Shield of the Dwarven Lord) that
stands on an armor rack on the wall to the right. The creature is a Lord of the Pit, recognizable by any
character who succeeds on a DC 15 Intelligence (Religion) check. If the check is 18 or higher, the
character also knows that the creature is known as a Balrog, and that this has to be a projection, for it is
far too small to be an actual Balrog.

The cultists use this chamber to perform diabolical rituals that duplicate the effect of a divination spell,
except that the spell’s contact is this balrog that manifests as a pillar of smoke above the symbol on the
floor.

When the party enters the balrog turns to them and nods slightly. “So, you are the ones it has been
speaking to. Alas, it appears as though the pathetic fools that serve me in this plane have failed. Enjoy
your momentary victory, heroes.” The word heroes is spat out with contempt. The Balrog will tell the
PCs the following information if asked.

 It calls itself Khodrul, and it says that it is known by several titles depending on the plane where
it manifests. On some planes they call it Lord of the Pit, in Innistrad they name it Balrog.
 Khodrul claims to be the General in its master’s army on the planes where Death and Shadow
reign.
 Khodrul promises that this will not be the last time it meets the “heroes.”
 Khodrul promises the party’s victory will be hollow and that its master and his forces will prevail
in the end.
 Khodrul claims that in this form it has no power to harm or touch the PCs; they can dismiss it by
simply snuffing out the candles.
 If the party has the memory shards, Khodrul will tell them that they are doing its master’s work
despite their efforts.
 Khodrul will not elaborate on what that work is; instead, the balrog will encourage them to
speed on their way and bring about its master’s will quickly.
 Khodrul claims it is not the only general to serve its master; each plane, according to the forces
that define it, whether those be death and shadow or light and justice, holds forces under the
command of one of his master’s generals.

Treasure. The infernal puzzle box is a new magic item. Each puzzle box is unique in its design. This
particular box belongs to Thavius Kreeg and was entrusted to Duchess Cecani for safekeeping. Curious to
know what’s inside the box, the Duchess gave it to Geralf — supposedly the more clever of the siblings
— to see if he could open it, but he’s had no luck so far. Geralf, in turn, was seduced into relinquishing
the box to Thavius Kreeg. However, opening the box is beyond the ability of any of those NPCs or the
player characters at the present time. Falaster Fisk, a spy imprisoned in the dungeon (area V29), can
advise the characters that taking the box to the Church of Avacyn in Thraben is their best bet for
learning what it contains. The box is itself a key, but it must be opened to function as a key. In fact, it is a
master key for all of the memory shard cases that the PCs will encounter.

After attuning to the Shield of the Dwarven Lord (see below), Adamant will be able to successfully open
the puzzle box and in turn open the case containing Tacinda’s memory shards.

Shield of the Dwarven Lord. The dwarven hero Lefrim Thirbor is bound into the Shield of the Dwarven
Lord and yearns to escape from it. The dwarf believes it can be freed if the shield is taken to Dwarfhome
— and it knows that only by performing penance for a faithful follower of one of the Morndinsamman,
the dwarven pantheon.

Lefrim Thirbor sensed the presence of the characters when they came within one mile of the room, but
he is weakened from defending against the magical assaults of those seeking to extract his essence from
the shield. At this distance, he can only communicate telepathically once per day for a minute, and he
waits until Adamant engages in battle with the skaab goliath before doing so, warning him of some of its
abilities, but unable to do much to actually affect the outcome of the battle. The events below will
happen on Initiative Count 20.00 (losing all ties) of each round.

 It does not call Adamant by name, but it refers to him as “Child of Bilgar” or “Brother
Oakenhead.” The telepathic “voice” is distinctly dwarven in Adamant’s mind.
 In the first round, it will warn Adamant of the skaab goliath’s ability to resist magic and other
effects at will, and it will say that he must come to the large house and “save me.”
 In the second round it will advise Adamant that fire will hurt the monster more effectively than
other attacks, and it will give its name as Lefrim Thirbor.
 In the third round it will warn Adamant that the goliath can cast spells, and it will ask what is
taking so long.
 In the fourth round it will warn of the creature’s gaze attack, and it will remind Adamant that it
is the dwarven hero Lefrim Thirbor, who once saved an entire village from an avalanche caused
by two wizards battling in the mountains.
 In the fifth round it will bewail that it thought heroes may have come to save it, but clearly only
idiots and dullards have come since they are still fighting the creature. It supposes that Adamant
has never even heard of the Molten Earthquake spirits that Lefrim Thirbor has distilled.
 In the sixth round it will admonish Adamant to hurry up with the fight, saying, “You know, finish
it quick like I did that time I led three companions in to victory against 3,000 orcs on the
shoulders of Coldiron Peak!”

Once the party is in the basement of the Estate, Lefrim Thirbor can telepathically communicate with
Adamant more easily. Referring to itself as a humble servant of the Morndinsamman, the dwarven hero
claims to be a celestial being and vows to help Adamant, provided that he ensures the shield will be
passed onto a faithful servant of the dwarven pantheon when his life has come to an end. Lefrim Thirbor
also warns that a cult that follows some terrible evil has been trying to break the magic of the shield and
extract his soul for some dark purpose. Lefrim Thirbor claims that this cult wants the shield destroyed,
which is the truth.

Gisa Cecani and Thavius Kreeg have promised Bazrannach that together with Geralf Cecani they can
destroy the shield, allowing a ritual that will spread a final damning corruption throughout the city of
Thraben, and by extension, destroy the Church of Avacyn. Only then can Innistrad suffer as Bazrannach’s
master requires. Lefrim Thirbor has no loyalty to anyone but the Morndinsamman until it is attuned to
by a faithful follower of the dwarven pantheon.

Lefrim Thirbor can tell the party about the Knights of the Shield and the Hhune family—neither of which
the old dwarf likes very much. Centuries ago, there was a planeswalker from Innistrad named Dimitru
Hhune, who spent many decades on a plane closely tied to Dwarfhome. Dimitru was a true friend and
ally of the dwarves, and fought beside them under the banner of the Church of Moradin. In one battle,
orcs threatened to overwhelm Dimitru’s unit and his sword blade was shattered. But he fought on
despite numerous arrow wounds and slew a dozen orcs, holding out over the dying forms of his
dwarven companions—among them, the king’s own cousin—until reinforcements arrived. After the
victory was won and Dimitru recovered from his wounds, the Shield of the Dwarven Hero was given to
him by the king, with the hopes it would serve him well on many future adventures. Upon his death, his
family in Innistrad distrusted the shield and had it buried with him, where it lay for all these hundreds of
years.

V35. Thavius Kreeg’s Quarters

Describe this room to the players as follows:

Wrought-iron candlesticks topped with flickering candles light this room, which is heated by a cast-iron
stove with clawed feet. Across from the crackling stove is a modest desk with a matching chair. Other
furnishings include a small table and chair for dining, a bed, an iron chest resting at the foot of the bed,
and two tapestries: one showing spirits rising as lemure devils from the River Styx, and another depicting
a dead man dangling like a marionette from hooked chains.
Treasure. Thavius keeps a holy symbol of Avacyn in the chest. The holy symbol is worth 25 gp. The chest
contains nothing else.

V36. Cecani Vault

The door to this room is locked (see “Dungeon Features”), and Duchess Cecani has the only key. The
door can be unlocked from the inside without the key. When the characters open the door to the vault,
read or paraphrase the following boxed text to set the scene:

This room contains four wooden tables with two small wooden coffers atop each one. Two large clay
jars, about the size of three-gallon whiskey kegs, sit on the floor against the far wall. Hanging on the wall
opposite the door is a tapestry depicting robed figures sacrificing humans on an altar before an
enormous fiend (this is the Lord of the Pit Khodrul found in Area V34). Due to the stylized nature of the
tapestry, a DC 18 Intelligence check is required to recognize the creature type unless the PCs have
already been in the ritual chamber. Standing in front of the tapestry is an old man in plain garments,
clutching an infernal puzzle box (see “Treasure” below). As he turns to face the door, you see that his
shadow on the far wall doesn’t match his form, but appears to be the shadow of a pudgy, horned fiend
with small wings.

The man is Thavius Kreeg, the former high overseer of Traben. Formerly a priest of Avacyn, he lost his
spellcasting ability when he abandoned his faith and now only pretends to worship the archangel. The
tapestry hanging on the wall behind him is an inspiration to him. Thavius has spent many years speaking
to Khodrul in rituals, and he has concluded that the Balrog is responsible for much of the rampant
avarice and malice in Thraben. Given time and enough sacrifices, Thavius thinks he can help Khodrul
open a rift to the hells under Thraben.

Thavius craves power and the appreciation of his hellish masters. However, he abhors violence and
avoids combat whenever possible. He sheds crocodile tears for Thraben, claiming that he was visiting a
parish a few miles outside the city when he was kidnapped by the Cecanis and their fiendish masters,
and he expresses horror in response to the city’s fall. Neither story holds up under scrutiny.

Thavius claims the Duchess’s guards captured him shortly after his arrival in the parish, and that the
Duchess needs his help to ascertain the magical properties of a celestial shield, which her family
“acquired” from a crypt under the city. Despite being a practiced liar, Thavius has no lie to explain his
diabolical shadow.

If she’s with the party, Reya Mantlemorn is awestruck in the presence of the high overseer, and won’t
allow the characters to harm Thavius as long as she believes he’s innocent of wrongdoing. His altered
shadow is not damning enough evidence. Convincing Reya that Thavius is corrupt can be accomplished
by forcing a confession out of him with a successful DC 15 Charisma (Intimidation) check, or by proving
that he has lost his spellcasting abilities. If the characters kill Thavius, they may encounter him again in a
future adventure, after his soul is turned into a devil.

Treasure. The eight coffers are unlocked and contain money belonging to the Cecani family, as well as
treasure stolen from Tiamat’s hoard on Avernus. Duchess Cecani plans to use this combined treasure to
bribe the city’s patriars and government officials into supporting her bid to become the new grand
Duchess.
Coffer 1 contains 30 electrum ingots (10 gp each) belonging to the Cecani family.

Coffers 2, 3, and 4 each contain 100 gp belonging to the Cecani family.

Coffer 5 contains two pieces of a broken ceremonial dagger stolen from Tiamat’s hoard: a curved ivory
blade bearing Draconic runes that spell out “Fang,” along with a bone hilt wrapped in leather strips and
studded with gemstones. A mending cantrip can make the nonmagical dagger whole again, restoring its
value (250 gp).

Coffers 6 and 7 each contain 100 pp belonging to the Cecani family.

Coffer 8 contains twenty azurite gemstones (10 gp each) stolen from Tiamat’s hoard.

The two clay jars are heavy and obviously filled with liquid, and something moving rhythmically. One
word is written in Common on each jar: “Fluffy” on one and “Pumpkin” on the other. Removing the wide
lid on either jar reveals it is filled with blood and a disembodied heart pulses within it. These are the
hearts of the two skaab goliaths. Destroying the jars will cause the hearts to die, and the two goliaths
will cease functioning and start to rot away like the dead cadavers that they are.
Act 3 (or 2): Get the Wikriesten Ore
Then they need to go to an abandoned mine (Wrathwridge Mine) in the mountains where they will find
the Wikriesten ore. The mine is abandoned by the mining company, but not uninhabited. For the mine,
use the map of the Whorlstone Tunnels from Out of the Abyss. There are some hags and vampires
hanging out here, along with some witches and undead. And maybe some critters. They might go visit
the town of Gatstaf along the way to get some help in the form of mining equipment or actual miners to
help them extract the ore. They have a chance 25% to find a quantity (1d4 pounds) of Wikriesten for
every hour they search in the mine without having to fight something. They can keep searching the mine
until they find it all, or they have another option.

You’ll recall that Wikriesten is needed to build some components that are used in the drill rig.

A Visit to Lambholt
On their way to the mine the party have decided to visit the village of Lambholt.

Monsters in and near Lambholt: Delver of Secrets, Bitterheart Witch, Abattoir Ghoul, Crossway Vampire,
Black Cat, Geist of the Moors, Armored Skaab

 Bitterheart Witch – from Yuan-Ti Abomination; CR 7, AC 15 (18 w/Mage Armor), HP 153, HD


(12d8+75+24),
o #attacks 1, Longsword +12 melee weapon attack, reach 5 ft, one creature, damage
1d10+3 (2h) slashing;
o Damage Immunity: Necrotic, Damage Resistance: Poison;
o Devil’s Sight. Magical darkness doesn’t impede the witch’s darkvision;
o Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 15,
+7 to hit with spell attacks). The witch can innately cast the following spells, requiring no
material components:
 At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate
(self only), mage armor (self only),
 1/day each: circle of death, enthrall, suggestion,
 3/day each: hellish rebuke, hex, scorching ray (at 3rd level);
o Death Curse. When Bitterheart Witch dies, a creature under the effect of its hex must
succeed on a DC 15 Wisdom save or suffer a random effect of short-term madness. This
madness is permanent until cured. The effects will initially wear off after 1d10 minutes
like short-term madness, but every time the character goes into combat there is a 10%
chance that a subsequent bout of short-term madness will strike them again (roll
randomly on the short-term madness table for the effect each time);
o STR 16 (+3), DEX 20 (+5), CON 15 (+2), INT 13 (+1), WIS 9 (-1), CHA 19 (+4);
o Abyssal and Common; Initiative +5.
 Delver of Secrets – from Flying Horror; CR 3, AC 16 (Natural Armor), HP 73, HD (9d8+25+9);
movement 30 ft., fly 60 ft. (transformed).
o #attacks 3, Claw (x2) +8 melee weapon attack, reach 5 ft, one creature, damage 1d4
slashing, Bite +8 melee weapon attack, reach 5 ft., one creature, damage 1d6 piercing
and 2d4 psychic;
o Damage Immunity: Psychic, Damage Resistance: Lightning;
o Condition Immunity: Frightened;
o STR 9 (-1), DEX 20 (+5), CON 12 (+1), INT 12 (+1), WIS 15 (+2), CHA 16 (+3);
o Abyssal and Common; Initiative +5.
 Abattoir Ghoul – from Frost Giant; CR 6, AC 15 (Natural armor), HP 147, HD 13d8+50+39,
o # attacks 3 Claw (x2) +10 melee weapon attack, reach 5 ft., one target, damage 1d6+4
each; bite +10 melee weapon attack, reach 5ft., one target, damage 1d8+4 and make a
DC 15 CON saving throw. On a failure, the target suffers 2d6 disease damage and
contracts an ongoing disease (see AD&D DMG p. 14 for disease tables—the disease can
be cured by a lesser restoration or a heal spell), on a success the disease damage is
halved and there is no ongoing disease;
o Damage Immunity: Poison; Condition Immunities Charmed, Exhaustion, Frightened;
o STR 18, DEX 10, CON 17, INT 4, WIS 6, CHA 6;
o Understands the languages it knew in life but cannot speak; Initiative +5.
 Crossway Vampire – from Vampire Spawn; CR 5, AC 15 (Natural armor), HP 132, HD
11d8+50+33,
o # attacks 3 Battleaxe (x2) +10 melee weapon attack, reach 5 ft., one target, damage
1d8+3 slashing damage, Bite +10 melee weapon attack, reach 5ft., one target, damage
1d4+3 piercing damage and 2d6 blood drain;
o Damage Immunity: Poison; Damage Resistances Necrotic; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks;
o Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1
hit point and isn't in sunlight or running water. If the vampire takes radiant damage or
damage from holy water, this trait doesn't function at the start of the vampire's next
turn;
o Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check;
o Innate Spellcasting. He can innately cast the hold person spell at will, requiring no
components, but his target must be able to see him;
o Vampire Weaknesses. The vampire has the following flaws:
 Forbiddance. The vampire can't enter a residence without an invitation from
one of the occupants;
 Harmed by Running Water. The vampire takes 20 acid damage when it ends its
turn in running water;
 Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood
is driven into its heart while it is incapacitated in its resting place;
 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and
ability checks;
o STR 16, DEX 16, CON 16, INT 11, WIS 10, CHA 12; Initiative +3.
 Black Cat – from Giant Scorpion; CR 3, AC 18, HP 44, HD 3d6+25+9,
o # attacks 1 (bite +8 melee, reach 5 ft., one creature; Damage 1d4+6 piercing + 1d6
poison damage, and target must make a DC 12 Constitution Saving Throw or suffer the
Poisoned condition until the creature finishes a long rest;
o STR 9, DEX 22, CON 17, INT 3, WIS 11, CHA -2;
o Common and Infernal; Initiative +6.
 Geist of the Moors (from Flameskull) – CR 3, AC 13, HP 90 (9d4 + 50 + 18), Speed 0 ft., fly 40 ft.
(hover)
o STR 1 (-5); DEX 17 (+3); CON 14 (+2); INT 16 (+3); WIS 10 (+0); CHA 11 (+0)
o Skills Arcana +5, Perception +2; Damage Resistances Lightning, Necrotic, Piercing, Fire;
Damage Immunities Cold, Radiant, Poison; Condition Immunities Charmed, Frightened,
Paralyzed, Poisoned, Prone; Senses Darkvision 60 ft., Passive Perception 12
o Illumination. The geist sheds either dim light in a 15-foot radius, or bright light in a 15-
foot radius and dim light for an additional 15 feet. It can switch between the options as
an action. The area where its light is shed feels cold (the light does not deal cold
damage).
o Magic Resistance. The geist has advantage on saving throws against spells and other
magical effects.
o Rejuvenation. If the geist is destroyed, it regains all its hit points in 1 hour unless holy
water is sprinkled on its remains or a dispel magic or remove curse spell is cast on it.
o Spellcasting. The geist is a 5th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the following wizard spells prepared:
 Cantrip (at will): mage hand
 1st level (3 slots): magic missile, shield
 2nd level (2 slots): blur, Snilloc’s Snowball Swarm
 3rd level (1 slot): geistblast (use fireball stats, but it deals radiant damage)
o Actions Multiattack. The geist uses Ray of Frost twice.
o Ray of Frost. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) cold
damage and the target’s speed is reduced by 10 ft/round.
o Languages Common; Initiative +3
 Armored Skaab (from Sir Godfrey Gwilym) – CR 7; AC 13 (Leather Armor); HP 211 (16d8 + 75 +
64); Speed 30 ft.
o STR 18 (+4); DEX 14 (+2); CON 18 (+4); INT 13 (+1); WIS 16 (+3); CHA 18 (+4)
o Saving Throws STR +7, CON +7, WIS +6, CHA +7; Damage Resistances Necrotic, Psychic;
Damage Immunities Poison, Lightning; Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Poisoned, Stunned; Senses Darkvision 60 ft., Passive Perception
13
o Regeneration. Sir Godfrey Gwilym regains 10 hit points at the start of its turn. If he takes
fire or radiant damage, this trait doesn’t function at the start of his next turn. His body is
destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
o Rejuvenation. When Sir Godfrey Gwilym is destroyed, his soul lingers. After 24 hours, His
soul inhabits and animates another humanoid corpse on the same plane of existence
and regains all its hit points. While his soul is bodiless, a wish spell can be used to force
the soul to go to the afterlife and not return.
o Turn Immunity. Armored Skaab is immune to effects that turn undead.
o Vengeful Tracker. Armored Skaab knows the distance to and direction of any creature
against which it seeks revenge, even if the creature and Armored Skaab are on different
planes of existence. If the creature being tracked by Armored Skaab dies, he knows.
o Spellcasting. Armored Skaab is a 16th-level spellcaster. His spellcasting ability is
Charisma (spell save DC 15). Armored Skaab has the following paladin spells prepared:
 1st level (4 slots): command, detect magic, divine favor, thunderous smite
 2nd level (3 slots): aid, branding smite, magic weapon
 3rd level (3 slots): blinding smite, dispel magic, remove curse
 4th level (2 slots): aura of purity, staggering smite
o Actions
o Multiattack. Armored Skaab makes two fist attacks or two attacks with his Greataxe.
o Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage. If the target is a creature against which Armored Skaab has sworn
vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing
damage, Armored Skaab can grapple the target (escape DC 14) provided the target is
Large or smaller.
o Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6)
slashing damage. If the target is a creature against which Armored Skaab has sworn
vengeance, the target takes an extra 14 (4d6) slashing damage.
o Vengeful Glare. Armored Skaab targets one creature it can see within 30 feet of it and
against which it has sworn vengeance. The target must make a DC 15 Wisdom saving
throw. On a failure, the target is paralyzed until he deals damage to it, or until the end
of his next turn. When the paralysis ends, the target is frightened of Armored Skaab for
1 minute. The frightened target can repeat the saving throw at the end of each of its
turns, with disadvantage if it can see Armored Skaab, ending the frightened condition on
itself on a success.
o Languages Those known by its creator (Common, Abyssal); Initiative +2
 Darkthicket Wolf (from dire wolf) – CR 2; AC 14 (Natural Armor); HP 77 (5d10 + 25 + 10); Speed
50 ft.
o STR 17 (+3); DEX 15 (+2); CON 15 (+2); INT 3 (-4); WIS 12 (+1); CHA 7 (-2)
o Skills Perception +3, Stealth +4; Senses Passive Perception 13; Languages --; Keen
Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on
hearing or smell.; Pack Tactics. The wolf has advantage on an attack roll against a
creature if at least one of the wolf's allies is within 5 feet of the creature and the ally
isn't incapacitated.
o Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3)
piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.

Toughest encounter monster in town: Bloodgift Demon CR 9 and its minions (Skirsdag Cultist CR 6,
Skirsdag High Priest CR 4, Skirsdag Flayer CR 3, Skirsdag Supplicant CR 6)

 Bloodgift Demon – (based on Bone Devil) Initiative +2; CR 9, AC 17 (Natural Armor), HP 297, HD
(15d12+125+75)
o # attacks 5 or 2 + spell.
 Five attacks: (Claw x4) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Tail sting +14 melee, reach 10 ft., one creature; Damage 1d6+2 piercing
damage +2d4 poison damage (no poison condition)
 Two attacks: (Claw x2) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Cast one of its spells
o Saving Throws STR +9, CON +9, WIS +7, CHA +7
o Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks; Damage Immunities Poison; Condition Immunities Poisoned;
Senses Truesight 120 ft., Passive Perception 13; Languages Abyssal, Telepathy 120 ft.
o Innate Spellcasting. The demon’s spellcasting ability is Intelligence (spell save DC 16).
The demon can innately cast the following spells, requiring no material components:
 At will: darkness, detect magic, dispel magic
 1/day each: confusion, fly, power word stun
o Magic Resistance. The demon has advantage on saving throws against spells and other
magical effects.
o STR 20, DEX 15, CON 21, INT 19, WIS 17, CHA 16
 Skirsdag Cultist – Based on Black Gauntlet of Bane; Initiative +0; CR 6, AC 16 (Chain Mail), HP 95
(6d8 + 50 + 24); Speed 30 ft.,
o # attacks 2: Mace +10 melee, reach 5 ft., one creature; Damage 1d6+4 bludgeoning
damage +3d6 fire damage
o Saving Throws WIS +5; Skills Intimidation +7, Perception +5; Condition Immunities
Frightened; Senses Passive Perception 15
o Languages Common
o Aura of Terror. When a hostile creature within 5 feet of the cultist makes an attack roll
or a saving throw, it has disadvantage on the roll. Creatures that are immune to the
frightened condition are immune to this trait.
o Spellcasting. The cultist is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 slots): bane, bless, cure wounds, guiding bolt
 2nd level (3 slots): blindness/deafness, hold person, silence
 3rd level (2 slots): sending, spirit guardians
o Tactical Discipline. The cultist has advantage on all ability checks and saving throws
made during combat.
o Reaction. Guiding Bolt (Triggered by an Ally or Enemy dropping to 0 HP within 30 feet;
casting as a reaction does not expend a spell slot). Ranged Spell Attack: +7 to hit, range
120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made
against the target before the end of the cultist’s next turn has advantage.
o STR 18, DEX 11, CON 18, INT 12, WIS 15, CHA 18
 Skirsdag High Priest – Based on Pudding King; Initiative +3; CR 4, AC 13 (16 with mage armor),
HP 100 (9d6 + 50 + 18); Speed 30 ft.,
o # attacks 1: War Pick +10 melee, reach 5 ft., one creature; Damage 1d8 piercing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Damage Resistances Acid, Poison; Condition Immunities Poisoned; Senses Darkvision 60
ft., Passive Perception 12
o Languages Abyssal, Gnomish, Terran, Undercommon
o Reaction: Create Flayer Zombie (range 60 feet). Whenever a human dies within range of
the High Priest, it can target two other humans and a Bloodgift Demon within range.
Those humans and the High Priest each lose one HD worth of HP. In place of the fallen
corpse, a Skirsdag Flayer Zombie rises up and joins the combat on the same initiative
with any other Skirsdag Flayers in the fight.
o Gnome Cunning. The priest has advantage on Intelligence, Wisdom, and Charisma
saving throws against magic.
o Innate Spellcasting. The priest’s innate spellcasting ability is Intelligence (spell save DC
12). He can innately cast the following spells, requiring no material components:
 At will: nondetection (self only)
 1/day each: blindness/deafness, blur, disguise self
o Insanity. The priest has advantage on saving throws against being charmed or
frightened.
o Spellcasting. The priest is a 9th-level spellcaster. His spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer
spells:
 Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
 1st level (4 slots): false life, mage armor, ray of sickness, shield
 2nd level (3 slots): crown of madness, misty step
 3rd level (3 slots): gaseous form, stinking cloud
 4th level (3 slots): blight, confusion
 5th level (1 slot): cloudkill
o STR 10, DEX 16, CON 14, INT 12, WIS 8, CHA 1
 Skirsdag Flayer – Based on Bugbear Chief; Initiative +2; CR 3, AC 17 (Chain Shirt, Shield); HP 89
(10d8 + 25 + 20); Speed 30 ft.
o # attacks 2: Flaying Longsword. +8 melee, reach 5 ft., one creature; Damage 1d8+3
slashing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Skills Intimidation +2, Stealth +6, Survival +3; Senses Darkvision 60 ft., Passive
Perception 11; Languages Common, Goblin
o Reaction: Flay Enemy. When a human ally or opponent dies within 15 feet of the Flayer,
it can make a flaying attack on an enemy in melee range with its flaying longsword. If it
hits, this attack deals 1d8+3 slashing damage and an additional 4d8 necrotic damage.
o Heart of Bloodgift. The flayer has advantage on saving throws against being charmed,
frightened, paralyzed, poisoned, stunned, or put to sleep.
o Surprise Attack. If the flayer surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 7 (2d6) damage from the attack.
o STR 17, DEX 14, CON 14, INT 11, WIS 12, CHA 11
 Skirsdag Supplicant – Based on Kuo-Toa Archpriest; Initiative +2; CR 6, Armor Class 13 (Natural
Armor); Hit Points 128 (13d8 + 50 + 39); Speed 30 ft., fly 30 ft.
o # attacks 2: Scepter. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) bludgeoning damage plus 14 (4d6) lightning damage; Unarmed Strike. Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
o Skills Perception +9, Religion +6; Senses Darkvision 120 ft., Passive Perception 19
o Languages Common, Undercommon
o Reaction: Counterstrike Discharge. When an ally fails to hit with a touch or ranged spell
attack, or when an opponent successfully makes a Saving Throw against a spell cast by
an ally of the Supplicant, the Supplicant can discharge a sphere of lightning that will
strike every creature in a 10 foot radius from the Supplicant that requires a DC 14
Dexterity saving throw. All creatures in the area take 2d6 lightning damage on a failed
saving throw or half as much damage on a successful one.
o Otherworldly Perception. The supplicant can sense the presence of any creature within
30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that
is moving.
o Slippery. The supplicant has advantage on ability checks and saving throws made to
escape a grapple.
o Sunlight Sensitivity. While in sunlight, the supplicant has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
o Spellcasting. The supplicant is a 10th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 14, +6 to hit with spell attacks). The supplicant has the following cleric
spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 slots): detect magic, sanctuary, shield of faith
 2nd level (3 slots): hold person, spiritual weapon
 3rd level (3 slots): spirit guardians, tongues
 4th level (3 slots): control water, divination
 5th level (2 slots): mass cure wounds, scrying
o STR 16, DEX 14, CON 16, INT 13, WIS 16, CHA 14

Below is a key to the village of Lambholt (based on Red Larch from Princes of the Apocalypse).

1. Shrine of Avacyn

On the west side of the Long Road, just south of the inn’s stable yard, stands what looks like a grand
stone mansion. Two wide wooden doors painted with the symbol of Avacyn stand open day and night.
Inside is a plain chapel with a stone altar.

The Shrine of Avacyn is a wayside shrine used by the church. Right now, Timotei Bârladeanu and Dorota
Rusu are serving at the shrine. Timotei is a stern man who is keenly interested in news and rumors and
visitors. Dorota is a sympathetic ear and guide to all. She has been coming to the shrine for decades, has
officiated at the marriages of many couples, and is widely loved and trusted in Lambholt.
2. The Swinging Sword

One door north of the Shrine of Avacyn stands the Swinging Sword. The inn is a three-story stone
structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the
door, hanging from chains. It’s a ten-foot-long carved wooden scimitar emblazoned with the inn’s name
in red paint on both sides. An inn yard with stables and outbuildings lies behind the building.

The Swinging Sword is welcoming and luxurious by the area’s rustic standards. Each room boasts a
hearth, warm draperies and tapestries, and running water (provided by rooftop cisterns). Now run by
the Ganea family, the inn has become a popular stopover for caravaners. The topmost guest floor is
given over to dormitories where travelers can “sleep cheap” in rooms shared with up to six guests, but
the lower floors are divided into pleasant suites of guest rooms, each with its own garderobe. There’s
also a dining room on the ground floor.

The Sword has one recurring problem: kitchen fires. The one-story kitchen annex at the back of the inn,
currently out of commission, was initially built with poorly drawing chimneys. Right now, cooking is
rudimentary and done out in the yard, on grills flanking the bread ovens. The dining room is mainly used
for drinking, with “the Helm” (the tavern across the road) currently providing the best meals in town
travelers can easily buy.

While The Helm is the place to hear Lambholters unwind, the Swinging Sword is the polite social hub
and neutral meeting ground of Lambholt.

Key NPCs. The proprietor of the Swinging Sword is Natalia Ganea and her husband Virgil is the barkeep.
She is the fortyish matriarch of her family and a pleasant, sturdy woman. She is increasingly worried
about “what’s gathering in the dark” in Lambholt and brings up her concerns with any likely adventurers
who stop by.

Natalia’s Tale. Natalia is friendly to any adventurer who seems likely to tarry in the vicinity, because she
believes every monster that is slain makes Lambholt that much safer. If the characters don’t approach
her, Natalia tells them of recent disturbances near Lambholt. She’s heard many tales about fogs that
persist in the forest even in bright sunlight, and sudden gusts of hot wind sweeping west out of the hills
where breezes have always been cold. There have been more violent sights, too, such as sudden bolts of
lightning stabbing up from the hills into a clear sky. “Fell magic,” Natalia terms it, though she admits this
was an opinion shared with her, and she’s seen none of this herself.

Natalia has also noticed some Lambholters looking both frightened and furtive, and tersely turning aside
innocent queries. If pressed, she names Mellikho the stonecutter (area 18) and Luruth the tanner (area
19).

The stableboy is named Denis.

Rumors of Evil. Among the guests at the Swinging Sword is Brother Toma, a follower of Avacyn. Brother
Toma roams across the small towns of Kessig, serving as a messenger and itinerant priest. He recently
came from Gatstaf, and he can confirm that there are signs of recent howlpack (werewolf) activity on
the road between the two towns.
Trouble in Lambholt. Natalia has a theory about the source of Lambholt’s recent troubles: it’s all related
to an evil presence at Lance Rock. She says neither the constable nor the town elders have helped her,
so she offers the characters 50 gp to investigate Lance Rock and make sure no sinister forces are lurking
there. (See “Lance Rock” in chapter 6.)

3. The Helm

Right across the Long Road from the Swinging Sword Inn stands a ramshackle two-story tavern. Rusty
metal grills cover its small, dirty windows. The tavern’s name is very clearly printed in large, simple
letters on both sides of a jutting wooden sign. Atop the sign is a rusting, oversized adornment: a
warrior’s bucket helm with two eye slits (actually an upside-down washtub).

Inside is a large, dimly lit, wood-paneled taproom. An open-tread wooden staircase climbs to the upper
floor, which is just as dim and darkly paneled as the taproom. Across the back of the taproom is a long
bar with three copper candle-lanterns hanging over it, and a stair leading down to the cellars.

The Helm is where locals relax, gossip, flirt, tell jests and “war stories” of their working days, and get
drunk. It’s not a place for refined dining. A dozen servers work shifts at the Helm; most nights, two cover
the ground floor and one waits on guests on the upper floor. The staff at the Helm don’t gossip, but they
direct anyone who questions them to other patrons they think might talk about a particular subject. A
gift of a drink loosens most tongues.

The Helm gets rowdy from time to time, but the staff is ready for ordinary drunken fisticuffs. Behind the
bar are three stout and well-used cudgels, and an old cloak used as an improvised stretcher to lug
drunks outside (and sometimes thrown over the heads of brawlers so they can be clubbed down).

Key NPCs. The Helm is run by the jovial but grasping Mario Matei.

4. Mother Ilinca’s

This three-story, dilapidated boarding house has many balconies and outside staircases. Inside, the place
is a warren of narrow, creaky-floored passages that snake around small rooms made of flimsy partition
walls. However, the atmosphere is cheerful, if generally noisy.

Key NPCs. The boarding house is the home of its owner and proprietor, the rail-thin, pipe-smoking
“Mother” Ilinca Barnutiu. Mother Ilinca lives in a cramped ground-floor room at the very back, and most
of the other twenty rooms are occupied by transient laborers. However, there are usually four or five
rooms that can provide an overflow for the inn if the need arises.

All of the residents have seen (or claim to have seen, at any rate) “brigands” lurking around Lambholt at
night, not to mention monsters ranging from snake-headed rats to ghostly dragons that faded away
when approached. (If you’re looking for NPCs to deliver more fanciful and outrageous rumors, the
denizens of Mother Ilinca’s boarding house are perfect.)

Trouble in Lambholt. Six of the guests staying here are bandits hired by a necromancer who has taken
over some ruins nearby and has designs on making trouble in the town.
5. Taru’s Safe Journeys

Three huge sheds stand here in a triangle, surrounded by sturdy wooden wagons at all stages of
assembly. The first is a workshop full of busy woodworkers, the second is a storage area for parts such
as wheels and axles, and the third houses a dozen finished wagons for sale. The foremost wagonmaker
in this region, Taru’s is now run by two grandsons of the founder. It is a busy, always-bustling place that
works day and night (three shifts of workers) because making wagons of top quality takes time. The
quality of Taru’s wagons is well known throughout the region, with the result that workers here have to
toil flat-out to keep up Taru’s long-decreed “dozen spare wagons in stock, ready to go.”

No one here is interested in gossiping during shift time. There is a no-nonsense, pride-in-craft
atmosphere, and many of the workers are experts who can do top-notch work with astonishing speed.
Watchful children armed with skillets to bang as alarms guard the sheds every moment of the clock.

Key NPCs. The burly Tudor Taru and the taller but thinner Anghel Taru are the bosses here. They are fair,
hard-working men who pay well to keep good workers.

Rumors of Evil. If the characters ask Tudor about strange customers, the busy wagonmaker recalls a
merchant heading west toward the Western Breakneck who stopped for a wagon repair. His goods were
marked by a strange symbol, like a bowl. The merchant paid Tudor well and talked about a big gathering
of druids he was heading to, hoping to sell kegs of beer and various trinkets. Characters who question
Tudor can get directions to Shadow Moon Hall (see chapter 3).

6. Cernat Fine Harness

The pungent smell of tanned and oiled leather fills this crowded workshop, and the walls display leather
saddles, reins, yokes, and harnesses for working beasts of all sizes. Stylish leather jackets, longcoats,
caps, boots, leggings, bracers, belts, baldrics, and full leather armor are also in stock in all sizes.

Owned by its founder’s granddaughter, who oversees a skilled staff of three full-timers and two part-
timers, Cernat’s is considered the best Lambholt harness-maker by caravan merchants. For some, it’s
the reason they come to Lambholt.

Key NPCs. Leunta Cernat wears carved and stamped leather armor of her own making as a sort of
walking advertisement. With the sharp knives, awls, and punches she wears in custom sheaths at her
belt and strapped to her arms and legs, she looks like an adventurer. She has idle dreams of traveling
the North and slaying dragons, but she is far more interested in building a mercantile empire and
outgrowing Lambholt someday.

7. Alex Theodorescu, Clothier

Theodorescu’s is the only place to buy quality clothing for a hundred miles around. The square two-story
building stands at the intersection of the Long Road and the Cairn Road. Its signboard is painted with the
images of a well-dressed lord and lady, one on each side of the board. Ornate scrollwork iron bars
protect the windows.

The Theodorescus used to be wagonmakers, but due to competition, the family changed trades two
generations ago. The Theodorescu s reinvented themselves as vendors of sturdy but fashionable
clothing to appeal to the merchants and travelers making use of the Long Road. After all, cloaks and
boots wear out just like wagon wheels, and anyone trudging for tendays on the road in raw spring
weather or bitter winter cold soon comes to value warm garments very highly indeed.

The clothing, boots, and accessories are all fine, warm, and sturdy, even though few Lambholters can
afford to buy them for everyday wear. The Theodorescus live in a comfortable apartment above their
garment shop.

Key NPCs. Alex Theodorescu is a snob by the standards of Lambholt. He puts on airs of gentility,
haughtily explaining to customers that “This is how aristocrats wear their boots in Trayven,” or “Hats
such as this are all the rage in the capital,” even though he has never been to those places. He refuses to
speculate about local events, saying, “Theodorescus do not deal in gossip!” He directs most inquiries to
his wife Magdalena.

Magdalena (female Turami human commoner) is the true talent in the family. She is a sharp
businesswoman who has an eye for good merchandise. She is also the mother of four bold and
adventurous children.

Trouble in Lambholt. The Tarnlar children (two boys and two girls, aged seven to ten) are eager to
befriend and follow adventurers as a possible escape from their everyday chores. A couple of tendays
ago, the Tarnlar children were out berry-picking in the direction of Lance Rock when they met a grizzled
dwarf prospector who warned them away from Lance Rock “because there’s plague there.” Maegla has
no idea what they’re talking about, but the children can provide directions to the ravine the dwarf
warned them about (see “Lance Rock” in chapter 6).

8. Lahovary’s Bakery

This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging
sign consisting of a carved and painted wooden round loaf the size of a small cart.

The bakery always has fresh round loaves and buns for sale. Its specialty is cheese-topped buns with
melted mushroom cheese from outlying local farms.

Key NPC. The thin, energetic proprietor, Dorin Lahovary, thrives on gossip and can spin many wild tales.
Few are true, and none of the secrets are his own.

9. Tonchev Smithy

Both ends of this soot-stained building are massive stone blocks that rise into tall, wide chimneys. The
din of forge hammers rings out late into most nights. Miroslav Tonchev has been Lambholt’s blacksmith
for a decade and a half and has taken only a handful of days off work in all that time. Miroslav and his
children — a strapping son and two strong daughters — are skilled smiths who can make almost
anything that requires no specialized alloys or treatments. They can temper swords and reinforce armor,
and they often repair tools and weapons.

The Tonchevs rarely emerge from their smithy. They work all day long every day filling endless orders for
hasps, hinges, locks, and chains, plus hardware for wagons such as cotter pins, bolt rings, wheel rims,
and wheel hubs.

Key NPCs. Miroslav is a plain-dealing sort who knows almost nothing of the current mood and troubles
in Lambholt, since he’s so rarely away from his forge.

His wife Ludmilova, who orders metals via the merchants she deals with, hears much of the troubles,
but she tells Miroslav and their children none of it. Life is better undarkened by such matters, she
figures.

10. Dacheva Fine Poultry

This largest of the two Lambholt poultry shops is ever-bustling thanks to thriving local farms and the
endless appetite of communities along the Long Road. Two or three wagonloads of skewered capons in
casks of oil depart this establishment daily, to be finished over far-off hearths.

The one-story building is long, narrow, and nondescript on the outside, but the name of the business is
painted above the double entry doors (wide enough for a wagon). Inside, feathers drift in the air. Cages
and casks sit at the street end of the building, followed by two brick cooking-hearths, long and
bloodstained cutting tables, and a plucking area in the back. The feathers are heaped in open handcarts
that are taken away for washing and eventual sale as pillow stuffing.

Key NPC. The proprietor and owner, Ralitsa Dacheva, has built up her business by becoming a trusted
supplier to inns across the valley. She prefers not to know about “the dangers of the wilderlands” and
“such nonsense as dark magic.” Ralitsa inherited the business from her father, who was a respected
town elder, but she hasn’t yet been approached for membership in the Believers.

11. Tsoler Ojaghian, Butcher

Next door to Dacheva’s Fine Poultry stand four identical single-story stone buildings, running back from
the street in a line. The front building has a painted sign of a ham being carved by a cleaver,
accompanied by no words. This is the workplace and shop of Tsoler Ojaghian, Lambholt’s butcher. The
second building is her smokehouse, joined to the shop by an underground cold-cellar where meats are
stored. The third building often has wash hanging by clothesline outside, and is the home Tsoler shares
with the town’s constable, Nerseh Taslakian.

Lambholt doesn’t have a jail or court. The shop is the closest thing. Nerseh employs four trusties, who
bunk in the fourth building. The trusties are assistant constables (human guards) who also work for
Jalessa as cutters and preservers, brining and salting meat, then sealing it into small kegs for shipment or
storage.
Nerseh and his trusties discuss matters of law enforcement and peacekeeping while butchering. They’ve
also been known to hang drunks by their belts from meat hooks to sober up.

Key NPCs. Nerseh and his trusties are some of the busiest people in Lambholt, because they work as
butchers in addition to shifts keeping the peace in the town. Nerseh is known for napping instead of
taking a full night’s sleep.

Trouble in Lambholt. Nerseh has heard tales of a Kindercatch in the forest west of town, and he can
point out several potential locations on a map. He doesn’t have the time to wander around the woods
on what he thinks is a wild goose chase, but he provides eager adventurers with directions to one or two
likely spots.

12. Dodig Finestone

This plain square building is always coated in a gray-white shroud of rock dust. It’s the business office of
the busy Dodig quarry, run by Franjo Dodig. The office displays samples of cut stone as well as “raw”
samples from the quarry. Records of orders and old employment rolls are neatly sorted in cabinets
behind a wooden counter. Dodig is a hard master to some twenty workers, and he insists on keeping
careful records.

Key NPC. The Believers have no formal leader, but if they did, Dodig would be it. He is a longstanding
member who serves as the deciding vote on questions about who to induct into the group and how to
use their collective influence to arrange business in Lambholt. He is a stern and inflexible man, and he
enjoys the power he gains from bending other Believers to his side.

Trouble in Lambholt. Dodig is an eager convert to the message of the Black Earth priest Larrakh. He sees
a day coming soon when he and the other Believers openly take power. If bothered by nosy
adventurers, Dodig tells them he’s heard stories of a lost treasure and mysterious villains lurking in
Tricklerock Cave (see the “Bloody Treasure” encounter in chapter 6).

13. Ivandić Arms

Three years ago, an old sellsword and caravan guard by the name of Andrija Ivandić decided to settle in
Lambholt and open a shop dealing in arms and armor, both new and used. Over a long career of
shepherding caravans and pack trains from one end of the North to the other, Ivandić decided that there
was money to be made by keeping guards-for-hire and mercenaries supplied with decent, affordable
gear.

Key NPCs. Ivandić is a surprisingly genial sellsword. He has a little skill at weapon and armor repair and
sometimes fixes up used gear for resale. His true talent is a keen eye for ordinary weapons and armor
that can stand up to hard use and bad weather. Ask him which of his battleaxes is best, and Ivandić
offers an honest (and accurate) answer. He isn’t a very good businessman and barely breaks even, but
he doesn’t seem to care.
14. Matijević’s Poultry

This wooden building grew haphazardly for many years, shooting out single-story wings and annexes
untidily in all directions. The interior looks like a barn or attic, with exposed beams and posts. Pens with
live chickens fill most of the odd corners and halls of the building, leaving only a narrow aisle down to
the back, where the Matijevićs live. Their rooms are separated from the chicken pens by a workroom
with cutting benches and a central hearth.

Matijević’s is the less impressive of the two local poulterers, but is a favorite with Lambholters. Kindly
old Viktorija Matijević and her three grown children sell chickens live or roasted and preserved in oil,
pickled chicken livers, and eggs both fresh and pickled.

Key NPC. Viktorija has the demeanor of a kindly old dodderer, but she is sharper than she appears.
Among other things, she knows that a group of town elders (including 1 believer, 2 believers, and 3
believers) belong to a secret club and pull many strings in town. She thinks that the Believers are
harmless, but she shares what she knows if adventurers she comes to trust ask for her advice.

Trouble in Lambholt. Recently, Viktorija’s adventurous young granddaughter Petra had a frightening
encounter with a “geist” near a long-forgotten tomb a short distance outside of town. Viktorija has
ordered the girl to stay away, but she wonders what Petra saw, and she thinks that someone ought to
“make sure it’s safe.” The directions Petra provides lead to the “Haunted Tomb” encounter in chapter 6.

15. Hanáková’s

Originally from Thrayven, Eliška Hanáková operates a bathhouse and dress shop in her large, well-
appointed home. Half-barrels planted with aromatic herbs and flowers flank the entrance, and the
windows are decorated with flower-filled window boxes. Inside is a tidy room that functions as a
dressmaker’s shop and fitting room. Beyond two sets of doors are bathing chambers that emanate
pleasant smells and warm dampness.

Unlike Theodorescu’s down the street, Hanáková’s caters to local women seeking dresses for special
occasions; she makes few garments for men. The bathhouse is a steadier business, since many of the
older women of Lambholt visit the baths regularly to trade gossip.

Key NPC. Hanáková hears all the gossip shared in the baths, but she keeps her own counsel.

16. Vašíček’s Wagonworks

Josef Vašíček operates a cheaper alternative to Thelorn’s Safe Journeys, making and selling replacement
wheels and axles for wagons. The workshop is a cluttered, untidy shed surrounded by dozens of wagons
shrouded in worn canvas tarpaulins. A crudely hand-lettered sign over the wide main door proclaims this
to be “Vašíček’s Wagonworks.” Ilmeth spends most of his time repairing wagons and making heavy-duty
wagons and sledges for the local quarries.
Inside, half a dozen wagons stand in various stages of assembly, surrounded by stools, ladders, and
benches. Wooden pillars support a loft that is an open latticework of boards, serving as home to some
birds and storage for scores of wooden wagon wheels. Ilmeth employs half a dozen laborers who drink
heavily as they work. Everything here is far messier but far cheaper than Thelorn’s.

Key NPCs. Josef is a hard-drinking, sullen man who cares nothing for the troubles of others. He is one of
the Believers, and he hopes to use the group’s influence to run the Thelorns (his hated rivals) out of
business.

17. Janoušek’s

This seedy wooden building serves as Lambholt’s used tools and goods shop, its barber, and an unofficial
second tavern for locals. Inside is a cluttered shop full of lounging customers — most of them men in no
particular hurry to be waited on — with old hair clippings trodden underfoot on the sagging board floor.
Dobroslav Janoušek is the shopkeeper and barber. In addition to providing grooming, he deals in used
(and sometimes shady) items with no questions asked.

Janoušek’s true trade is unsuspected by other Lambholters. He runs the shop as a front for his
counterfeiting business. Janoušek coats cheap coins (or simple iron plugs) in thin plating of more
valuable metals, then marks them appropriately with stamps and dies of his own making.

Key NPC. Dobroslav is a skilled engraver and was once a jeweler’s assistant in Thrayven, making
mountings for stones and entire rings. He counterfeits only when the shop is shut up and he’s alone, but
most days and much of every night, Lambholters drop by to talk. Lately every wild tale of odd and
suspicious things that have been seen locally seems to come up for discussion.

18. Meldere Prospecting and Surveying

A sign set on two posts in a scrap of weedy lawn out front of this small house reads “Meldere
Prospecting and Surveying.” The smithy where mining tools are made and sharpened lays just behind
the house, which serves as the business office and the home of the owner, Milda Meldere. Meldere
herself is a surveyor, while her husband, Staņislavs, makes the mining tools and serves as overseer for
any prospecting or mining crews that venture out of town.

Key NPC. Milda, a pot-bellied and usually jovial whirlwind of a woman, is one of the Believers. She is
worried about the moving stones in the hidden chambers below Lambholt being more active lately, but
she is reluctant to share her concerns with strangers.

Trouble in Lambholt. If the characters visit the quarry and begin asking questions, Milda Meldere claims
that rumors of strange watchers are overblown. She then suggests that if the characters are looking for
something to test their mettle, there is a legendary treasure that is said to be hidden in Tricklerock Cave,
and provides directions. (This leads to the “Bloody Treasure” encounter in chapter 6.) She knows the
cave is dangerous and hopes that the characters get themselves killed there, putting an end to awkward
questions, but tries to pass off her suggestion as a “helpful” rumor.
19. Līdaks’s Tannery

This former warehouse reeks with an eye-watering, throat-closing stench that obliterates all other
smells within a bowshot of the place. Inside are stretching racks, cutting tables with sharp knives and
scraps of tanned hide, a back room of finished leather ready for sale, and six huge, open-topped vats
containing various foul-smelling, caustic liquids used in tanning.

The proprietor is Rorijs Līdaks. He can’t smell a thing, thanks to years of working in tanneries. He and his
five loyal, terse assistants live and work here.

Key NPC. Līdaks is one of the Believers.

20. Breņķis’s Storage

Four identical, well-built warehouses stand here in ground covered in raked gravel and cinders. The
moment anyone sets foot past the sign that says “Breņķis’s Storage/Rent Space by tenday, month, or
year,” a tall, smiling man emerges to meet them. This is Klaidis Breņķis. He is assisted by three burly
clerks and porters, who are former mercenary thugs.

Klaidis asks no questions, so anything can be stored here. Stored items that don’t move or burst out of
their containers are left strictly alone, though crates that begin to smell of death are taken out back and
opened. If they contain dead bodies (rare, but it happens), Klaidis burns them without a word to the
constable or anyone else.

Key NPCs. Klaidis is a Believer, although his attendance is spotty and he is beginning to wonder what
exactly the mysterious priest Larrakh (see “The Tomb of Moving Stones” in chapter 6) has in mind for
Lambholt.

21. The Market

This muddy, well-used field is ringed with outhouses and rings of stones that have obviously been used
as cook-fires or trash burn sites many times in the past. Once a week, it’s crowded with wagons from
nearby farms. Farmers drive in from homesteads miles away to sell all manner of in-season produce,
cheese, cider and cider vinegar, and last year’s pickled beets in jugs.

On the other nine days of the tenday, only one Lambholter is here, a half-orc named Gudynas. Gudynas
is the village simpleton. He ekes out a living by making pickles in vats at the end of the field.

Key NPC. Gudynas is a happy, dim-witted sort. The other vendors all pilfer from his open pickling vats,
and he cheerfully lets them. He’s easy comic relief when encountered here, but the adventurers meet
him in more unpleasant circumstances in area T3 of the Tomb of Moving Stones (see chapter 6).

22. Veiveris’s Sundries


Aside from the bewildering profusion of doors, barrels, rotting old furniture, and tools leaning against its
outside walls, this building looks like a private home. A small, faded sign on the front door reads
“Veiveris’s Sundries.” Rooms are crammed to the rafters with new wares and used items of all sorts.

Vytautas Veiveris is a retired caravan merchant who sells new and used goods: furniture, lamps, carpets,
mirrors, weapons, shields, helms, and a little bit of everything else. Almost anything might be available
to buy here, buried under heaps of other stuff, and Veiveris carries a good running inventory in his head.
He’s the only vendor in town selling blank books and parchment.

Key NPC. Vytautas is a shy, scuttling little man who employs a small army of local children. He’s heard
most of the rumors and monster sightings, but doesn’t know — and doesn’t want to know — what’s
really going on. However, he watches and listens attentively.

Trouble in Lambholt. If one or more characters seem interested in helping the town with its recent
troubles, Vytautas says, “I don’t know if it’s relevant, but I overheard someone say that they saw a skull
pinned to a tree with a black arrow, like some kind of dire warning or ill omen. It was a half day’s walk
along the Larch Path, then about four miles east into the hills.” If the characters investigate this lead, run
“The Last Laugh” encounter in chapter 6.

Areas In and Around Lambholt


Into the Wilderness
Hills partitioned into fields and pastures by fieldstone fences or hedges surround Lambholt. A mile or so
outside the town, cultivated areas give way to unspoiled wilderness. Miles of hills, woods, and grassland
stretch on as far as the eye can see, filled with plentiful wildlife.

The “Lambholt Surroundings” map shows the locations of several interesting sites and encounters in the
vicinity. Citizens or rumors in town direct characters to these sites. The adventurers can also discover
the following points of interest by exploring.

Wolves and Bows


Constable Harburk (Lambholt, area 11) has heard rumors of a bandit lair south of town. If the characters
investigate this lead, read the following:

In a brush-choked dell a short distance from the Cairn Road is a makeshift camp in front of a cave
entrance. Six surly humans sharpen their blades around the fire. Nearby is a wagon with a wooden cage
atop it. Inside the cage, a darkthicket wolf paws at the bars.

The six bandits are members of the Cult of Giselbrand and they attack strangers. The group consists of
two Skirsdag Cultists and four Skirsdag Flayers. Their hideout is a cave full of stolen food, wine,
weapons, and coins. They stole a wagon loaded with a giant boar in a stout iron cage, bound for a noble
in Thrayven. They ate the beast, but then captured a black bear.

The bandits broke the cage’s lock, so they have it spiked shut with an iron piton. Starved, the bear uses
an action to heave itself into the cage door when any violence starts. If it makes a successful DC 15
Strength check, it bursts free. The bear then attacks the closest creature or the creature that hurt it most
recently. It runs off when reduced to fewer than half its hit points.

Treasure

Coins in the cave total 799 cp, 874 sp, and 613 gp, divided among several coin purses. The bandits also
have a pouch of gems worth 1000 gp, and they have three of the rare version Potions of Healing.

Haunted Tomb
Minthra Mhandyvver’s granddaughter Pell (Lambholt, area 14) knows where this tomb is, as does
Mangobarl Lorren (Lambholt, area 8).

A dark, rectangular hole gapes amid the grass and vines of a nearby hillside. A stone door can be seen,
ajar, in the tunnel’s dim depths. The door bears chiseled marks that might once have been a name.

Over time, many rich folks built in the valley. Some are buried in old tombs near town. One such tomb is
the final resting place of a forgotten noble who was a warrior in his day.

Tomb Passage
Within the tomb passage, the stone door is open enough to allow a Small character to shimmy through.
It opens inward.

When the characters enter, read the following:

Inside the door is a passage, ten feet high by ten wide, running straight into the hill. Ahead on the right
is a wooden door bounded by iron. The corridor ends with double doors in front of you further beyond.

If the side door is touched, a ghostly armored male human wielding a spectral longsword emerges from
it. This geist of the moors was a guard who died having failed to protect the noble interred here. He
warns intruders to leave his master’s tomb. Although the ghost might talk to peaceful characters, he and
four more geists attack those who refuse to leave. The geists don’t pursue those who flee.

Beyond the door is a square room, thirty feet by thirty feet, containing a stone block table. Stains and
marks atop this slab suggest rusted objects were once arrayed on it. The coffins in this room contain the
mortal remains of the five geists.

Inner Tomb
The locking mechanism on the double doors is rusted shut. A character can force it open with a
successful DC 15 Strength check. Inside, the following is revealed:

Beyond the doors is another square room 30 by 30 feet, containing an ornate stone sarcophagus. There
is a rusted iron chest at the foot of the sarcophagus. The ceiling is cracked, allowing roots and water into
the chamber from multiple points, although little collects here. At the coffin’s feet is a rusty iron chest.

Inside the sarcophagus is an armored skaab dressed in rusted breastplate and clasping a greataxe with a
head of obsidian to its chest (the axe radiates powerful magic if Detect Magic is being used). This
monster swears vengeance against any who have touched its sarcophagus and it attacks intruders when
the sarcophagus is opened. A round later, two more geists of the moors emerge from cracks in the
ceiling and join the fight against the party.

Treasure
The chest contains ruined cloth and the sodden remains of a book, but it also has a false wooden
bottom. Someone who succeeds on a DC 10 Intelligence (Investigation) check notices the bottom is
several inches higher than the chest should be deep. Within is a gold chain and locket with a portrait of a
lovely dark-haired woman etched in profile on the inside (100 gp) and two rings of braided silver and
electrum (25 gp each). If any PCs are holding items from the chest, the skaab swears vengeance against
them.

Bloody Treasure
In the hills south of the Larch Path is a cave known to Lambholters as Tricklerock Cave. Albaeri Mellikho
(Lambholt, area 18) and Elak Dornan (Lambholt, area 12) point the characters to this location.

In a ravine, an exposed rock face is split by a vertical crevice about three feet wide and fifteen feet high.
Water trickles from the opening and spills into a nearby bog. In the mud around the crevice are many
overlapping bootprints. Some head into the crevice, and some come out.

If the characters enter the crevice, read the following:

The crevice leads twenty feet into the hillside before opening up into a cavern. Many trickles of water
combine into a pleasant sound, and the walls glisten with moisture. Stalagmites dot the floor, and
stalactites hang from the ceiling.

The cave is home to four mournwillows, which attack as soon as a character enters the cave. Contrary
to local rumors, there is no treasure to be found in Tricklerock Cave.

The Last Laugh


Endrith Vallivoe (Lambholt, area 22) heard a report that might lead the characters here.

A weathered human skull, jaw sagging, is pinned to the trunk of a tree ahead by a big black arrow
protruding from one of the skull’s eye sockets.

Black parchment (actually dyed human skin) is wrapped around the arrow just in front of the fletching. It
is a message that reads, in Common:

The Last Laugh


You’ll be next!
Valklondar

The arrow’s point is of black-painted metal, and it punched a hole through the back of the skull and sank
deep into the tree. Anyone who handles the arrow must make a DC 15 Charisma Saving Throw. Those
who fail the saving throw take 10d6 necrotic damage and are cursed. Until the curse is removed, undead
have advantage on attack rolls made against them. Those who make the saving throw take half the
damage and do not suffer the curse. Remove Curse or Greater Restoration (and some more powerful
spells) can remove the curse.

Lance Rock
Characters who confront troublesome situations in the wilderness attract the attention of Kaylessa Irkell,
proprietor of the Swinging Sword (Lambholt, area 2). Kaylessa believes an evil influence emanating from
Lance Rock is the source of Lambholt’s troubles. She asks the characters, who should still be 1st level, to
find out what’s going on. The characters discover that a necromancer who styles himself a “lord” is
lurking in a cave near the landmark.

Southwest of Lambholt, Lance Rock is visible for miles. When the characters can see it, read the
following text:

Lance Rock is a narrow, twenty-five-foot menhir of bare, gray rock that juts eastward at a sixty-degree
angle.

The menhir is gray granite, unlike the surrounding limestone. (A dragon dropped it here long ago.) A few
hundred feet south of the stone is a ravine choked with brush. A trail leads into the brush near a neatly-
painted sign that reads, in Common:

Come no closer
lest you catch
the disfiguring plague
that afflicts me!
The Lord of Lance Rock

The trail continues down to a cave mouth. Another warning sign with the same message is posted by the
opening. If the characters explore the cave, proceed with the “Necromancer’s Cave” encounters below.

Necromancer’s Cave
An insane and reclusive necromancer named Oreioth — the self-styled “Lord of Lance Rock” — has
taken residence in the caves near Lance Rock. He poses no immediate threat to Lambholt but doesn’t
take kindly to trespassers.

L1. Entry Cave

The cave mouth opens into darkness from which a breezes blows, carrying the faint odor of death.
Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west, narrowing as it
proceeds.
A body is sprawled on the floor 60 feet into the passage. When the characters get close enough to take a
good look at the body, read the following:

The corpse of a human male is sprawled here on its back. It wears only leather breeches.

The body is an abattoir ghoul, but it animates only if touched. Then, it attacks.

L2. Guard Cave

A round, high-ceilinged cave opens here. It has two narrow exits, one leading north and the other south.
A flat boulder sits in the center of the cave. It’s about six feet across, eight feet long, and three feet high.
Dark stains color its top.

The boulder is stained with dry blood.

Above the eastern entrance, two abattoir ghouls stand on a ledge 10 feet up. They hold a wooden box
full of rocks between them. When they spot an intruder, they let the box go so it crashes down on the
interloper. The target must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning
damage. The abattoir ghouls then jump down from the ledge (taking 1d6 bludgeoning damage each) to
attack.

L3. Corpse Cave

Motionless humanoid figures dressed in dirty clothes or scraps of armor are propped against the walls of
this cave. Some are little more than skeletons with wisps of hair and skin stretched tightly over their
bones. Others are fresher. A few old shortswords lie on the dusty floor.

Twelve corpses are stored in this chamber. Seven are skeletal, and five are fresher. Three skeletons
remain still among the other remains. Also in this place are four creepy dolls. They attack anyone who
touches them or the corpses here.

L4. Dancing Dead

The passage that leads to this room from the north can be described as follows:

This narrow passage is about ten feet high in most places, with rough, irregular walls. Protruding spurs
on the walls are coated in dried blood.

Eventually this natural passage widens out:

The star-shaped cavern ahead has many clefts in its walls. Only two, across the cavern, seem large
enough to traverse. Three abattoir ghouls lurch about the area. One is costumed like a bear, another is
dressed as a lady in a frilly dress and thick makeup, and the last is costumed as a jester with jingling bells
on its collar and sleeves.
These three zombies are dressed to entertain the Lord of Lance Rock by acting out grotesque comedies.
They have orders to playact for a few moments when they spot intruders, using the distraction to
approach and attack.

Sounds of combat in this room alert the bitterheart witch Oreioth (in area L5) that intruders are nearby.
Oreioth climbs the stairs in area L5 to peer into the end of the western passage (see that section),
hoping to get a chance to trigger the trap there.

Southwestern Passage. This tunnel leads to a small cavern with two closed iron chests resting on the
floor. A peephole in the south wall allows someone standing at the top of the stairs in area L5 to observe
the chests. By the peephole is a lever that opens a trapdoor in the ceiling above the chests, releasing a
rockfall.

If Oreioth is in position, he waits until at least two intruders have entered the cave, then he moves away
from the peephole and pulls the lever. When he does, he cries, easily audible through the peephole,
“You dare to pit yourselves against the Lord of Lance Rock? Death is your reward!” Then he continues to
cackle as he retreats.

Those in the room can make DC 10 Dexterity saving throws, taking 7 (2d6) bludgeoning damage on a
failure, or half that damage on a success.

The iron chests are empty.

L5. Workshop

The passage opens into an enormous cavern illuminated by several guttering torches set in sconces on
the walls. The floor is uneven, and the ceiling is forty feet up. Three flat boulders near the passage serve
as tables for human corpses. Severed body parts sit in baskets by the corpses, covered in dry gore. A
figure in a dark hood stands by the third table, its back to you. Matted hair juts from the hood, and the
figure holds a bone needle threaded with dark cord in its hand.

Farther to the west, a stone stair climbs the north wall, ending near the ceiling. A stone slab like a
counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other
tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits the to the west.

The hooded figure is an abattoir ghoul, and five crawling claws hide among the other body parts in the
baskets. If intruders do anything other than turn back, the monsters attack.

The “Lord of Lance Rock” is Oreioth (see chapter 7), a wild-eyed Tethyrian human with a bristly beard
and a shaved head. If the characters moved through area L4 alerting him, they find Oreioth arranging
and cleaning his tools on the tool bench. Otherwise, he watches warily from behind the four skeletons.
In any case, if confronted, he shrinks from conflict and orders his skeletons to attack while he retreats
into area L6.

The necromancer refers to himself in the third person and by his self-appointed title. He’s afraid of
physical confrontation, but he pretends bravery when his pets shield him, saying, “Bow before the Lord
of Lance Rock! Me! Behold my dark terrors!” He’s willing to magnanimously consider a surrender or
offers of truce, as long as intruders leave the cave.
Stairs. The steps along the north wall lead up to a ledge overlooking this room. A peephole by this ledge
looks into the western passage of area L4, and there is a lever here that controls the rockfall trap in that
room.

Tools. The stone counter serves as a tool bench. The tools here include saws, knives, awls, embalming
tools, and metal bowls. Among them is a jug of grain alcohol and a cask of fresh water. Everything is very
clean.

L6. Study

The workshop narrows into another passage that splits and links up twice. It gently descends to this area
described as follows:

An oval cavern opens here, forty feet wide and sixty feet long. Dark purple tapestries hang on the walls.
At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone.
Cradled in the uppermost hands is a glowing crystal sphere. A dark sigil with an eyelike slit floats above
the sphere.

For the sigil, show the players the symbol of the Griselbrand Cult without additional context. The sigil is
an illusion that disappears if it or the pedestal is disturbed.

If he is here, Oreioth (see chapter 7) is hiding behind the draperies at the north end of the room, holding
a wand of magic missiles. He reacts only if attacked or someone approaches the floating sigil. In this
latter case, he yells, “Can’t you see it? It’s his Eye! He sees your every move! Don’t you fear him?”

If he dies, Oreioth turns into a black flame. The flame dwindles to nothing with a plaintive wail and
vanishes.

Treasure

The glowing sphere is a driftglobe. Behind the draperies are niches where Oreioth keeps his food, drink,
supplies, clothes, and bedding, as well as 1650 sp, 780 gp and four polished jet gems (500 gp each). If
Oreioth failed to retrieve it, the wand of magic missiles is stored in a niche.

Tomb of Moving Stones


Creatures in the Tomb

 Bloodgift Demon – Initiative +2; CR 9, AC 17 (Natural Armor), HP 297, HD (15d12+125+75)


o # attacks 5 or 2 + spell.
 Five attacks: (Claw x4) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Tail sting +14 melee, reach 10 ft., one creature; Damage 1d6+2 piercing
damage +2d4 poison damage (no poison condition)
 Two attacks: (Claw x2) +14 melee, reach 5 ft., one creature; Damage 1d4+2
slashing; Cast one of its spells
o Saving Throws STR +9, CON +9, WIS +7, CHA +7
o Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks; Damage Immunities Poison; Condition Immunities Poisoned;
Senses Truesight 120 ft., Passive Perception 13; Languages Abyssal, Telepathy 120 ft.
o Innate Spellcasting. The demon’s spellcasting ability is Intelligence (spell save DC 16).
The demon can innately cast the following spells, requiring no material components:
 At will: darkness, detect magic, dispel magic
 1/day each: confusion, fly, power word stun
o Magic Resistance. The demon has advantage on saving throws against spells and other
magical effects.
o STR 20, DEX 15, CON 21, INT 19, WIS 17, CHA 16
o Each Demon has a heartstone—this is a small, semi-precious stone that the demon
always keeps on their person and always tries to keep hidden. When the demon is slain,
they turn to ichor and then boil away within 1d4 rounds, and the heartstone can be
found in this brief time. If it is set aside and crushed with a magical weapon like a
hammer or a maul, it will banish that demon from the plane of Innistrad for 99 years.
Otherwise, the demon will reconstitute within seven days and will either continue its
previous task or it will pursue those who destroyed it.
 Skirsdag Cultist – Initiative +0; CR 6, AC 16 (Chain Mail), HP 95 (6d8 + 50 + 24); Speed 30 ft.,
o # attacks 2: Mace +10 melee, reach 5 ft., one creature; Damage 1d6+4 bludgeoning
damage +3d6 fire damage
o Saving Throws WIS +5; Skills Intimidation +7, Perception +5; Condition Immunities
Frightened; Senses Passive Perception 15
o Languages Common
o Aura of Terror. When a hostile creature within 5 feet of the cultist makes an attack roll
or a saving throw, it has disadvantage on the roll. Creatures that are immune to the
frightened condition are immune to this trait.
o Spellcasting. The cultist is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 3 slots): bane, bless, cure wounds, guiding bolt
 2nd level (3 slots): blindness/deafness, hold person, silence
 3rd level (2 1 slots): sending, spirit guardians
o Tactical Discipline. The cultist has advantage on all ability checks and saving throws
made during combat.
o Reaction. Guiding Bolt (Triggered by an Ally or Enemy dropping to 0 HP within 30 feet;
casting as a reaction does not expend a spell slot). Ranged Spell Attack: +7 to hit, range
120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made
against the target before the end of the cultist’s next turn has advantage.
o STR 18, DEX 11, CON 18, INT 12, WIS 15, CHA 18
 Skirsdag High Priest – Initiative +3; CR 4, AC 13 (16 with mage armor), HP 100 (9d6 + 50 + 18);
Speed 30 ft.,
o # attacks 1: War Pick +10 melee, reach 5 ft., one creature; Damage 1d8 piercing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Damage Resistances Acid, Poison; Condition Immunities Poisoned; Senses Darkvision 60
ft., Passive Perception 12
o Languages Abyssal, Gnomish, Terran, Undercommon
o Reaction: Create Flayer Zombie (range 60 feet). Whenever a human dies within range of
the High Priest, it can target two other humans and a Bloodgift Demon within range.
Those humans and the High Priest each lose one HD worth of HP. In place of the fallen
corpse, a Skirsdag Flayer Zombie rises up and joins the combat on the same initiative
with any other Skirsdag Flayers in the fight.
o Gnome Cunning. The priest has advantage on Intelligence, Wisdom, and Charisma
saving throws against magic.
o Innate Spellcasting. The priest’s innate spellcasting ability is Intelligence (spell save DC
12). He can innately cast the following spells, requiring no material components:
 At will: nondetection (self only)
 1/day each: blindness/deafness, blur, disguise self
o Insanity. The priest has advantage on saving throws against being charmed or
frightened.
o Spellcasting. The priest is a 9th-level spellcaster. His spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer
spells:
 Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
 1st level (4 slots): false life, mage armor, ray of sickness, shield
 2nd level (3 2 1 slots): crown of madness, misty step
 3rd level (3 slots): gaseous form, stinking cloud
 4th level (3 slots): blight, confusion
 5th level (1 slot): cloudkill
o STR 10, DEX 16, CON 14, INT 12, WIS 8, CHA 1
 Skirsdag Flayer – Initiative +2; CR 3, AC 17 (Chain Shirt, Shield); HP 89 (10d8 + 25 + 20); Speed 30
ft.
o # attacks 2: Flaying Longsword. +8 melee, reach 5 ft., one creature; Damage 1d8+3
slashing damage
o Saving Throws CON +4 CHA -3; Skills Arcana +4, Perception +2, Stealth +6, Survival +2
o Skills Intimidation +2, Stealth +6, Survival +3; Senses Darkvision 60 ft., Passive
Perception 11; Languages Common, Goblin
o Reaction: Flay Enemy. When a human ally or opponent dies within 15 feet of the Flayer,
it can make a flaying attack on an enemy in melee range with its flaying longsword. If it
hits, this attack deals 1d8+3 slashing damage and an additional 4d8 necrotic damage.
o Heart of Bloodgift. The flayer has advantage on saving throws against being charmed,
frightened, paralyzed, poisoned, stunned, or put to sleep.
o Surprise Attack. If the flayer surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 7 (2d6) damage from the attack.
o STR 17, DEX 14, CON 14, INT 11, WIS 12, CHA 11
 Skirsdag Supplicant – Initiative +2; CR 6, Armor Class 13 (Natural Armor); Hit Points 128 (13d8 +
50 + 39); Speed 30 ft., fly 30 ft.
o # attacks 2: Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) bludgeoning damage plus 14 (4d6) lightning damage; Unarmed Strike. Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
o Skills Perception +9, Religion +6; Senses Darkvision 120 ft., Passive Perception 19
o Languages Common, Undercommon
o Reaction: Counterstrike Discharge. When an ally fails to hit with a touch or ranged spell
attack, or when an opponent successfully makes a Saving Throw against a spell cast by
an ally of the Supplicant, the Supplicant can discharge a sphere of lightning that will
strike every creature in a 10 foot radius from the Supplicant that requires a DC 14
Dexterity saving throw. All creatures in the area take 2d6 lightning damage on a failed
saving throw or half as much damage on a successful one.
o Otherworldly Perception. The supplicant can sense the presence of any creature within
30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that
is moving.
o Slippery. The supplicant has advantage on ability checks and saving throws made to
escape a grapple.
o Sunlight Sensitivity. While in sunlight, the supplicant has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
o Spellcasting. The supplicant is a 10th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 14, +6 to hit with spell attacks). The supplicant has the following cleric
spells prepared:
 Cantrips (at will): guidance, sacred flame, thaumaturgy
 1st level (4 slots): detect magic, sanctuary, shield of faith
 2nd level (3 2 slots): hold person, spiritual weapon
 3rd level (3 slots): spirit guardians, tongues
 4th level (3 slots): control water, divination
 5th level (2 slots): mass cure wounds, scrying
o STR 16, DEX 14, CON 16, INT 13, WIS 16, CHA 14

Shortly after the characters return to Lambholt from Lance Rock, this scenario intended for 2nd-level
characters begins. Beneath the town are tunnels and chambers carved by ancient dwarves. The place
includes a vault in which great stones mysteriously change position.

Several generations ago, stonecutters working in the quarries discovered the old tunnels, buried miners,
and the weird phenomenon of the moving stones. At first those who found the place kept it secret
because they hoped to find treasure within. No such treasure was ever found, but the conspiracy
survived.

The Lambholters who knew about the place came to include the leading citizens of the town. They
regarded the phenomenon as supernatural and portentous. They called themselves the Believers and
referred to the miners entombed in the chamber as the Delvers. The Believers carefully observed the
stones for messages in their movements, and they saw the Delvers as stern guardians watching over an
ancient mystery.
Over the years, the Believers began to arrange events and opportunities in Lambholt to ensure that
fellow Believers prospered. They became a secret town council and met to make hard decisions “for the
good of all.” People causing trouble in Lambholt were driven out of business, intimidated, or even
murdered.

Several months ago, agents of the Cult of the Black Earth stumbled across the Tomb of Moving Stones,
and an ambitious cult priest named Larrakh came to Lambholt to bring the Believers under the cult’s
control. Unhindered by superstition, as the Believers are, he learned the secret of how to manipulate
the moving stones. Larrakh now uses the stones to deliver “messages” that he interprets for the
Believers, manipulating them to do the earth cult’s bidding.

Characters who focus on the right set of rumors in Lambholt might discover the Tomb of Moving Stones.
The Believers have a hidden entrance in Waelvur’s Wagonworks (Lambholt, area 16). The long, winding
tunnel from this establishment leads to area T1 in the tomb. A second hidden entrance in the Mellikho
Stoneworks (Lambholt, area 18) leads to area T9.

Sinkhole
If the characters don’t find any leads to this scenario, a sinkhole opens in the middle of Lambholt,
exposing the hidden chambers. In that eventuality, read the following text when you’re ready to start:

An ordinary afternoon in Lambholt is broken by a tremor. A second later, four small children and the old
cart they are playing on slide down into a sinkhole that suddenly opens. They disappear from sight,
shrieking for help.

A distraught woman runs out of a nearby house and sprints to the edge of the hole, which crumbles
away, spilling her in as well. More people run from other homes. Calls of “A rope, a rope!” and “Get a
ladder!” fill the air.

Any creature that moves to the sinkhole’s edge without taking precautions, such as lying flat on the
ground and crawling forward or securing themselves with a rope, must make a successful DC 10
Dexterity saving throw or fall into the hole as the ground crumbles further. The bottom of the sinkhole is
30 feet down, but a cushioning heap of loose earth has already cascaded into the underlying cavern, so
those who fall take no damage.

When characters can see within, read the following:

A dark chamber is about thirty feet below the level of the ground. It looks larger than the hole and
extends into darkness on all sides. A heap of loose earth is piled in the middle. The children who first fell
in are sitting on the mound of earth, coughing in the dust and sobbing with fright. “My boy, my boy!” a
worried parent shouts, peeping over the edge. “Somebody do something!”

More townsfolk hurry up from all sides, staying clear of the edge. Among them are a few town elders,
who pull people away from the edge and order the others to stay back. “Leave it to us!” says one of the
elders. “We will tend to this matter! The children won’t be harmed by being down there a little while,
but no one must go down there. Keep back!”
The sinkhole exposes area T1 in the Tomb of Moving Stones. Townsfolk who’ve fallen in are scared,
bruised, and unable to climb out without aid, but otherwise unharmed.

The town elders trying to control the situation are Ilmeth Waelvur (male Tethyrian human bandit; see
Lambholt, area 16), Albaeri Mellikho (female Tethyrian human commoner; see Lambholt, area 18), and
Ulhro Luruth (male Chondathan human commoner; see Lambholt, area 19). Anxious to keep anyone
from discovering that the sinkhole leads to passages, they make statements such as, “This isn’t to be
discussed in front of strangers!” and “The Delvers must not be angered!” and “The stones must not be
moved!” Such commands elicit little obedience from the frightened townsfolk.

If no character has a rope, a helpful resident arrives with an old coil. He or she pushes past the elders to
offer the rope to the characters. Children wail down in the pit as more onlookers arrive. It’s clearly time
for a rescue mission.

Rescuing those who’ve fallen is a matter of lowering a rescuer down with a rope, tying it around a
victim, and having people above haul away. The townsfolk are grateful for the characters’ aid.

T1. Entry Cavern

If the sinkhole opened up, this cavern has a pile of dirt in the center and a gaping, 20-foot-diameter hole
in the 30-foot-high ceiling.

This wide, irregularly shaped cavern has a floor of smooth bedrock. Damp dirt and stone, with tree roots
protruding here and there, make up the walls. A five-foot-wide tunnel leads off to the north, and a stone
slab — a door with a rusty pull-ring — stands to the east. By the stone door, a couple well-used cloaks
and a waterskin are on the floor.

The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who don’t want to
attract attention while coming or going from the entrance tunnel.

The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone
slopes downward, continuing east to area T2.

North Tunnel

This tunnel leads to the Mellikho Stoneworks quarry (Lambholt, area 18). If the characters investigate
the tunnel, read the following:

The tunnel is muddy. It winds north a long way before rising gradually. After two hundred feet or so, it
ends at a wooden door that forms a sloping roof. A small wooden coffer sits on the floor by the door,
and beside the coffer is a heap of damp sand from which the ends of torches protrude.

Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri
Mellikho’s house.

The damp torches were extinguished by being thrust into the sand. They are hard to light but readily
burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
T2. Stone Sentinels

Sixty feet beyond the stone door, the tunnel levels out. Two stone reliefs of stern angels in chain mail
and carrying battleaxes face each other across the tunnel. The carvings stand out from the passage
walls, and they have gaps around them, so they could be doors. The passage continues past them.

The doors slide open easily if pushed. To the south, the door leads to a long stone tunnel that ends in a
pit covered by a stone bench with a hole in it (a privy unused for decades). The door on the north side of
the hall guards a passage leading to area T5.

T3. Cage Trap

If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text
only if a character examines the ceiling:

The ceiling consists of square stone panels about ten feet on a side. Rusty iron frames surround each
panel. The panels are suspended about several inches from one another and the wall to either side.
They form a row overhead that continues down the passage.

Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The
true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy chain and is 10 feet tall. The
bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to
resemble stone.

When the characters can see the eastern end of the hall, read the following:

At the end of the passage is another stone door with an iron pull ring in it. It stands slightly ajar with
darkness beyond. About five feet up, the door has a two-inch-wide, foot-long horizontal slit.

A skirsdag cultist is peering through the viewing slit. With his darkvision, he spots approaching
characters 60 feet away, but if the characters are carrying light sources, he notices them as soon as they
pass the doors in area T2.

The cultist’s orders are to trap intruders. Anyone who isn’t an intruder is supposed to pause 60 feet
from the door, cross his or her fists, and call out, “A Believer approaches!” The cultist drops cages on
anyone who doesn’t follow this protocol.

Dropping Cages. Each cage’s chain runs through a pulley secured to a heavy iron bar just inside the door
in area T4. From where he is, the cultist can use an action to release two chains. He starts with the cage
at the western end of the tunnel, sealing off retreat, followed by a cage dropped on the party. Roll
initiative at that point. The cultist uses his second turn to block the eastern edge of the passage with a
third cage and to drop another cage on characters not already trapped.

A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can
stand still, taking no damage as the plaster on the cage bottom breaks and the cage seals them in. Those
who wish to avoid a falling cage must succeed on a DC 15 Dexterity saving throw. Those who fail are
caught in the cage. Anyone who fails by 5 or more is hit by the iron frame of the cage bottom. Such a
creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is
prone and restrained.

A character who uses an action to make a successful DC 15 Strength check can lift the cage enough to
allow one creature to escape. It takes a successful DC 20 Strength check to bend the rusty bars enough
to allow everyone in or under the cage to escape. A character pinned under a cage lacks good leverage
and has disadvantage on these Strength checks.

Development

If the Cultist traps the characters in the hall, he runs to tell Baragustas in area T8. Baragustas calls the
Bringers of Woe (see area T7), who arrive 10 minutes later. The villains raise cages one by one to attack
trapped characters, aiming to capture them. Larrakh then plans to sacrifice the characters at a special
ceremony.

T4. Antechamber

This big, square chamber has been hewn out of the rock. In the center of the chamber’s west wall is a
stone door that has a narrow viewing slit. Beside the door is a set of iron bars bolted into the wall about
three feet above the floor. Ten oiled chains are secured to the bars, leading up to a hole bored in the
ceiling. Another solid stone door is in the middle of the east wall.

An eight-foot-tall rectangular stone stands upright in the room’s center. The stone has an inscription on
it that’s hard to read from a distance. At the foot of the standing stone, a small human is pinned, face
down, by rocks placed atop his arms, legs, and back. He is barefoot and wears ragged clothes.

Depending on what has happened in area T3, a skirsdag cultist might be standing by the western door,
keeping watch down the hallway. The cultist is baffled by intruders that arrive behind him. After
standing and gaping for a moment, he finally says, “You can’t be here. You have to go!” He points down
the western hallway. In obvious exasperation and desperation, he attacks anyone who attempts to leave
by the eastern door.

Pinned under a pile of small boulders is an eleven-year-old boy named Braelen Hatherhand (male
Tethyrian human commoner with 2 hit points and no effective attacks). He is drifting in and out of
consciousness. If strangers enter the room, he revives enough to feebly plead for his freedom.

Rolelplaying Braelen. Braelen has been pinned here for two days. Heavy stones were carefully placed to
hold him in place without crushing or breaking anything. He is cold, thirsty, hungry, tired, and scared.
The boy clams up in terror if he’s intimidated or bullied. If approached in a friendly manner, he first begs
for food and water. He can offer the following information as responses to the characters’ questions.

The Believers put him here as punishment for being disobedient. He failed to deliver a message from his
father, Rotharr Hatherhand, to Ilmeth Waelvur. It was a slip of paper the boy didn’t read.

Rotharr is one of the Believers. Other Believers Braelen knows are Baragustas Harbuckler, Marlandro
Gaelkur, and Ilmeth Waelvur. The boy also knows Grund isn’t really a Believer, but the Believers take
care of him, so he does what they tell him to do.
The Believers are a secret group made up of some of the most important people in town. They guard the
moving stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers
watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out
what it means to avert danger. (This information isn’t true, but that’s what the Believers and Braelen
believe.)

Braelen isn’t angry with his father or the Believers. He believes this sort of treatment is normal, and he’s
worried his father might find out the punishment ended before it was supposed to.

The chamber of moving stones and the buried Delvers are to the east, beyond three more stone doors.

If the characters release Braelen, he tries to go back to the surface through the tunnel in area T1.

Chains. Fastened to iron bars here are chains to the cages in area T3. Characters can raise a fallen cage
back to its original position by hauling on its chain.

Inscription. The inscription on the standing stone reads, in Common: “Displease not the Delvers.”

T5. Charnel Chamber

Characters catch the scent of death as they approach this room.

The tunnel opens into a square room that reeks of decaying flesh. Three human corpses, reduced to
little more than bloody bone and sinew, are sprawled in the room’s center. Two oversized rats root
among the bodies, stopping to chew flesh they’ve pulled free. Scuttling noises come from narrow
crevices in the walls.

Five giant rats found their way in through the narrow crevices, which are just big enough for the rodents
to squeeze through. Two are in the middle of the room, and three more lurk in the crevices. Believers
don’t yet know the rats are here, and the grisly meal is sufficient to keep the rats from wandering. The
giant rats ignore intruders that give them a wide berth and avoid startling them. They attack if harmed
or provoked.

The bodies are those of travelers who disappeared near Lambholt. Each has the symbol of the Cult of
Griselbrand cut deeply enough in the forehead to mark the skull. To pass a test commanded by the earth
cultist Larrakh (see area T9), Believers waylaid and killed the travelers in separate incidents over the last
month. The Believers are rarely murderers, but Larrakh is maneuvering them into darker and darker
deeds.

T6. Hovering Stone

The tunnel opens into a square room. In the center of it, a black rock about a foot across hovers three
feet from the floor.

A normal rock floats here because of ancient magic that maintains an invisible floor-to-ceiling cylinder
that is 10 feet wide. Visible to detect magic (transmutation school), the column enables objects placed
and left in it to float where released. The column can hold up to 500 pounds. Objects in excess of this
weight fall. If the characters move the rock, which weighs 20 pounds, out of the column, it is freed from
the effect and crashes to the floor.

T7. Angel Statue

This fifty-foot-square chamber is hewn out of rock. The floor is rough but flat, the walls show the chisel-
marks of the original builders, and the ceiling is about ten feet high. Identical stone doors with iron pull-
ring handles stand in the middle of the east, north, and west walls.

In the center of the room stands a life-sized and lifelike statue of a angel warrior wearing a chain shirt,
helm, and big boots. He carries a shield on his left arm and a battleaxe in his right hand. The statue has
clearly been broken into, roughly, the head and upper torso, lower torso, and legs. These pieces have
been reassembled and held together and upright in a stout wooden frame. A dagger along with several
coins and gems lie on the floor in front of the statue, surrounded by an ring of fine gravel.

The statue is a petrified and long-dead dwarf. On the frame holding it together, a small, neat inscription
reads:

Petrified angel,
found in Lambholt West Quarry
in broken condition.

The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful
distance from the statue. Believers have a tradition of leaving small valuables here for luck. Larrakh
urges them to bring more each tenday so he can collect it and take it with him when he leaves Lambholt.

Treasure

Offerings left here by the Believers include 440 cp, 253 sp, and 97 gp. Six small green agates (worth 5 gp
each) and two polished moonstones (worth 50 gp each) are among the coins.

To encourage the Believers, Larrakh left a +1 dagger decorated with star motifs and a grip of night-blue
leather. Dried blood still coats the dagger from its use in killing and carving symbols on the murder
victims in area T5. The dagger doesn’t make noise when it hits or cuts something.

The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives
off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

Development

It’s only a matter of minutes before the skirsdag cultists in Lambholt — the so-called Bringers of Woe —
hear about the characters’ exploration of the tomb. They don’t want anyone to expose their
manipulation of the town elders, so they slip into the tomb via the north tunnel in area T1 and hunt
down the party. These cultists can catch up to the party here, or if you prefer, in area T9.

If the party enters the dungeon before the sinkhole occurs, townsfolk or cult watchers near Mellikho
Stoneworks or Waelvur’s Wagonworks notice the characters’ activities. The cultists hurry to whichever
entrance the characters didn’t use and begin searching the tomb.
The Bringers of Woe are six skirsdag whose leather armor bears the symbol of the Cult of Griselbrand.
(This encounter is hard for a party that is only 1st level.) When the Bringers of Woe meet the
adventurers, the bandits grimly and confidently say, “We are the Bringers of Woe. We have come to
reward your curiosity.” The cultists then attack, fighting to the death. The skirsdag supplicant, skirsdag
high priest, and skirsdag cultist back and shoot at spellcasters, concentrating fire on one foe at a time.
The three skirsdag flayers advance to tie up the rest of the party in melee.

T8. Approach

A passage — ten feet wide, ten feet high, and hewn out of the rock — runs forty feet ahead. A small
lantern hangs from a hook in the wall next to the door at the east end of the passage. Sitting on a
wooden stool by the lantern is a balding, beardless old male human in patched and faded work trousers
and a matching tunic. He is idly whittling a stick.

The human is an elder of Lambholt named Baragustas Harbuckler, a retired carpenter (male Tethyrian
human commoner).

Roleplaying Baragustas. Baragustas, a Believer, is unarmed and afraid of the characters. He throws
himself to the floor and begs for mercy. Baragustas is too weak to put up any sort of a fight, but he
wrings his hands and begs the characters not to provoke “the wrath of the Delvers” by disturbing the
stones of the tomb (area T9).

Baragustas knows everything that Braelen knows (see area T4). He freely acknowledges the existence of
the Believers and explains the mystery of the moving stones, telling the characters, “From time to time,
the great stones change position when no one is watching. That is how they talk to us. They show us
signs of coming danger and warn us when we make bad choices.”

The old carpenter knows much about the Believers’ influence in Lambholt over the years. The recent
involvement with “the earth priests” who help them to understand the moving stones is something he
idly mentions. He is quite intimidated by Larrakh, and more scared of the earth cultists than he is of the
adventurers.

Baragustas isn’t as innocent as he acts. He denies knowledge of murders or any other foul play, feigning
surprise at the mention of evidence such as the corpses in area T5. The old man had no hand in such
activities, but his denial is a lie. He knows of the murders.

Treasure

Baragustas has 25 cp and 19 sp on him. He also has a simple silver wedding band worth 10 gp.

T9. Chamber of Moving Stones


If the characters speak to Baragustas in area T8 or examine the door to this area, a bloodgift demon (see
chapter 7) named Larrakh hears them. If he does, he quickly sets down his lantern and hides. The
following descriptive text assumes this is the case:

An enormous chamber with a twenty-foot ceiling has been carved out of the rock here. A lighted lantern
rests on the floor near the center of the room. An odd array of stone monoliths — some upright
standing stones, and others arranged in three-stone arches — stand around the chamber. Six low stone
slabs are set against the walls around the perimeter of the room. Each holds humanoid bones, dressed
in scraps of tattered cloth and rusted iron.

Larrakh is hidden behind one of the larger stones. He spends almost all his time in this chamber,
studying the old stones and experimenting with the magical floor. When he sees the characters, he
lashes out at them with his magic.

Roleplaying Larrakh. Larrakh uses the stones in the chamber for cover, but he has no intention of
fighting to the death. If this place has been discovered and he can’t swiftly and easily eliminate the
intruders, Larrakh tries to flee through a secret door (see below). He triggers a rock fall to cover his
escape.

Larrakh is in disgrace among the Black Earth priesthood after bungling some earlier missions. He is
determined to conquer Lambholt without violence by subverting and exploiting the Believers. Before the
adventurers came along, he planned to ensnare the Believers with ever-darker acts of obedience and
evil, then take over the town through his new servants.

Bringers of Woe. If the characters didn’t already fight the Bringers of Woe (see area T7), they fight them
here instead. The Bringers show up late for the fight, arriving from area T8 or the secret door a few
minutes after the party defeats Larrakh or he makes his escape.

Bones. Upon the stone slabs are the bones of human miners who discovered this chamber before
Lambholt was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head.
The injuries are consistent with mining accidents. The Believers revere these skeletons, calling them “the
Delvers,” and leave the bodies untouched.

Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom
(Perception) check to find by noticing the unmortared stone outlining the door. It swivels on a central
point, making a narrow opening to either side. The tunnel leads to a wooden shed in the yard behind
Waelvur’s Wagonworks (Lambholt, area 16).

The earth cultists use this passage to enter and exit the tomb, and the Believers have disguised it to
keep away the curious. Farther in, the tunnel is partially blocked with dusty canvas, broken beams, and
loose rock to make it look like it has collapsed. A Medium or smaller creature can carefully pick a way
through the debris. If someone uses an action to yank out a shoring timber, the jumble does collapse.
Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes
a few hours of work.

Moving Stones. This area was a large storage cellar and workshop carved out by the dwarves of Besilmer
thousands of years ago. The dwarves left behind an odd array of pillars, threshold stones, lintels, and
carved stone doors. Human miners from the ancient kingdom of Phalorm discovered the dwarven
delving. The miners chose to bury their dead here. Until the Believers of Lambholt discovered it, the
chamber was forgotten again.

The dwarves enchanted the chamber floor to levitate stone in contact with it, so the floor’s magic can be
detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped
object weighing at least 1 pound or a firm stamp of the foot, activates the levitation effect, which lasts
for 1 minute. When the floor is active, the stones hover less than an inch off the floor, and they move
with a light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can
move stones about accidentally.

The Believers have never figured out the magic, and none have seen the stones levitating. Larrakh and
the Black Earth cultists discovered how the floor works. They have been amusing themselves by shifting
the stones around and telling the Believers that the mysterious movements are fearsome signs of
impending doom.

Treasure

Larrakh was part of the attack on the Mirabar delegation described in chapter 3. (News of the
delegation’s disappearance doesn’t reach Lambholt until you are ready to carry on with the next part of
the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-
sided pyramids joined at the base. These bars are genuine, so they make a distinctive tone when struck.
They are worth 5 gp each. Any character native to the North recognizes the city’s distinctive currency.

Conclusion

The aftermath of the discovery of the Tomb of Moving Stones depends on how the last few encounters
played out, in particular the discovery of bodies in area T5. The corpses are those of murder victims.

If the characters didn’t pay much attention to the bodies, then the remaining Believers are able to
abscond with them and bury them elsewhere before Harburk finds them. Lambholt is scandalized, but
it’s a matter of secrets and lies, not murder and justice.

If the characters expressed curiosity about the bodies, or if you deem it likely that Constable Harburk
reached area T5 before Believers did, then matters grow more serious. Harburk quickly draws the
correct conclusion that the Believers are the murderers. The constable launches a full-fledged
investigation.

If he can, Harburk questions Grund and Baragustas. Grund didn’t kill anyone or witness the murders, but
admits to helping stash the corpses. He says Albaeri Mellikho and Ilmeth Waelvur oversaw the process.
Baragustas is also innocent of any overt wrongdoing, so he’s quick to confirm Grund’s story and
exonerate himself.

Marlandro Gaelkur, Albaeri Mellikho, and Ilmeth Waelvur are the actual culprits. Mellikho maintains her
innocence in the face of all evidence, blustering loudly. Waelvur breaks down and confesses his
involvement, and he implicates Mellikho. Gaelkur plays it cool as long as he can, and tries flees town a
few tendays later when it becomes clear Waelvur is about to implicate him as well. The murderers also
tell of Larrakh’s part in the scandal, and of their use of his magic dagger.
This drama plays out over the course of the next month, with some Believers fleeing the town and
others disavowing any knowledge of the murders. It might be tempting for the characters to get
involved, but they have the four elemental cults to contend with. Justice for the Believers can play out in
the background during the characters’ next few visits to Lambholt.

Development
When the party is in Lambholt, they learn that Avacyn is missing. The local priest of Avacyn, a Brother
Emil, tells the party, “The stories all say Avacyn was destroyed, but I know it’s not true. I pray and it
seems like I can sense her, but distant and trapped somewhere, unable to reach us and help us. I think
she is trapped somehow, and someone must free her so she can help and protect the people of
Innistrad once more.”

Shortly thereafter, the party finds evidence that what they first thought was a Circle of Teleportation
turns out to be something altogether different. In fact it serves a dual purpose: it is both a map of five
seals and the five locks that will break them, and it is one of the seals itself. The seal is indestructible at
the source, but the lock holding it closed is fragile and can be shattered easily once it is found.

Zandri traces the design of the lock carefully, and after she scales it they are able to find a map of
Innistrad at the Shrine of Avacyn where they can overlay it. Zandri notices (and faithfully reproduces)
several markings at certain intervals around the edge of the design she traced, and these seem to line up
with odd markings that are on the map of Innistrad that they find. When she rotates the design she
created so that the markings on the drawing and the map line up, there is a mystic flash, and the
markings get seared into the parchment of the map as though by some divine flash of power. This
reveals the five locations of the seals and the five locations of the locks that bind them closed, although
it is unclear exactly what they are and how they function until they find the Markov biography listed
below.

Side Quest – Free Avacyn


The party is not able to find the full information on the process of locating and destroying the locks that
hold the seals in place, but they are able to find a reference to an account of the creation of the demi-
plane where Avacyn is trapped in a private library belonging to the constable (Nerseh Taslakian) in area
11. The book is entitled The Edge of the Exiled by an author named Marku Iacobescu. Iacobescu briefly
says that Edwin Markov created an ingenious system of locked seals that placed Avacyn in a dimension
between planes where she was free from the corruption of the demons and devils that she had been
confined with in the Helgate. Markov’s hope is that in this isolation, Avacyn’s pure nature would
eventually purge her of the corruption that caused her to be as much a danger to the people as the
demons and devils that were trapped in the Helgate after she was freed from that prison.

Iacobescu claims to have read about the construction of the demiplane and its lock-and-seal system in a
multivolume biography of the Markov family called Legacy of the Blood: the Markov Dynasty and the
Rise of the Nightwalkers by an author named Eliza Poenaru, which he says he found in the library of the
Grand Cathedral’s university in Thrayben.
DM NOTE: The following information is something the PCs will learn by reading the biography noted
above, found at Thraben in the Grand Cathedral of Avacyn.

Seal 1 – is located in a secret chamber below the crypts in the High Temple of Avacyn in the city of
Thraben. Lock 1 is located in the secret crypts beneath Markov Manor.

Seal 2 – is located in Needle Eye Pass just north of the Ashmouth. Lock 2 is located in a secret chamber
below an inn in the town of Corsiva.

Seal 3 – is located under the sinkhole in Lambholt. Lock 3 is located at the bottom of the well in the
teleportation house in Hollowhenge.

Seal 4 – is located in an ancient wizard’s tower that sank into the depths of Morkrut Marsh. Lock 4 is
located in a secret chamber under the burial crypt for the Baron who rules the town Ereschstag.

Seal 5 – is located in the ruins of what once was the domain of King Barov and on land soaked with the
blood of the armies led by his son Strahd and their mortal enemies, now buried deep beneath the peat
bogs of the Moors. Lock 5 is located in a cave high on the shoulders of Mount Moldoveanu.

The Runes
There are four runes at the cardinal points of the diagram of the seal, and those runes correspond to
runes offset from the corners of the map of Innistrad (approximately rotated 313 degrees). When the
runes on the diagram and the map are aligned, the points outlined glow brightly to show that something
is there. The one here in Lambholt is close enough to the edge of town to make them realize that the
arcane diagram they found is one of the points so indicated. The glow is also color-coded so that the
seals and locks reveal how they are paired by the color that they glow.
The runes from the diagram and map are displayed in the table below:

Rune Diagram Location Map Location


Cardinal Direction East Northeast Corner (offset North
2 degrees)

Cardinal Direction North Northwest Corner (offset West


2 degrees)

Cardinal Direction South Southeast Corner (offset East 2


degrees)

Cardinal Direction West Southwest Corner (offset South


2 degrees)

The Locks
The locks for the seals are easy to break if you have the right key. In this case, the key is a magical
hammer that has to be made from a very specific set of materials. The haft of the hammer must be
made from wood taken from a kindercatch, a kind of mobile tree monster that lives in the forests of
Kessig. And the head of the hammer has to be forged from an alloy of Wukriesten and Moonsilver (that
can be gathered from the beaches of Nephalia). Once you create the hammer, you can simply smash the
lock with a single blow. Otherwise, the lock is impervious to damage from any kind of weapon or magical
energy.

Mine phase
The party will have to get miners at the town of Gatstaf (see below). They will also meet Eric there, who
will join up with the party at that point.

Gatstaf
Town Description

Gatstaf is small, so the characters can visit multiple locations and NPCs throughout a given day. If the
players choose to have their characters split up, they can cover more ground, but you’ll have to take
turns running each interaction for each player. Splitting the party also makes the “Redbrand Ruffians”
encounter potentially more dangerous.

The following sections detail specific locations in town.

Stonehill Inn

In the center of town stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The
common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.

This modest inn has a dozen rooms for rent. If the characters decide to stay here, see “Food, Drink, and
Lodging” in the Basic Rules for pricing. (The characters’ other alternative for lodging is to camp outside
the town, or to persuade a farmer such as Daran Edermath or Qelline Alderleaf to let them sleep in a
hayloft.)

The proprietor is a short, friendly young human male named Toblen Stonehill. Toblen is a native of the
town of Lambsholt to the south. He came to Gatstaf to prospect, but soon realized that he knew a lot
more about running an inn than he did about mining. The new town offered a good opportunity to
become established. Toblen is upset that the Redbrands have been allowed to terrorize the town, and
that Harbin Wester, the townmaster, has done nothing to curtail them. However, he tries not to stir up
trouble for fear that the Redbrands might retaliate against his wife and children.

Rumors. Spending a little time in the common room and chatting up the townspeople can provide the
characters with a number of good leads to explore in and around town. NPCs present in the Stonehill Inn
and the rumors they pass on include:

Narth, an old farmer: “Sister Garaele, who oversees the Shrine of Luck, recently left town for a few days,
then returned wounded and exhausted.” (See the “Shrine of Luck” section for more information.)

Elsa, a gossipy barmaid: “Daran Edermath, the orchard keeper, is a former adventurer.” (See the
“Edermath Orchard” section for more information.)
Lanar, a miner: “Howlpack tracks have been seen on the east end of Triboar Trail. The townmaster is
looking for someone to run them off.” (See the “Townmaster’s Hall” section for more information.)

Trilena, the innkeeper’s wife: “Thel Dendrar, a local woodcarver, stood up to the Redbrands a week ago
when they came by his shop and leered at his wife. The ruffians murdered him. Several townsfolk saw it
happen. The Redbrands grabbed his body, and now his wife, daughter, and son have gone missing too.”
(Unknown to Trilena and the other townsfolk, the Redbrands took Thel’s wife and children to their
secret hideout.)

Pip, Toblen’s young son: “Qelline Alderleaf’s son Carp said a geist showed him a secret tunnel in the
woods, but he was afraid to go in there.” (See the “Alderleaf Farm” section for more information.)

Freda, a weaver: “The Redbrands hassle every business in town, except for the Gatstaf Miner’s
Exchange. They don’t want trouble with Halia Thornton, who runs it.”

These leads should point the characters toward opportunities for adventure in and around Gatstaf. In
addition, any NPC at the inn can tell the characters that the Redbrands frequent the Sleeping Giant tap
house at the east end of town—and that the ruffians are trouble. Most people are unaware that the
Redbrands are werewolves.

Barthen’s Provisions

Barthen’s is the biggest trading post in Gatstaf. Its shelves stock most ordinary goods and supplies,
including backpacks, bedrolls, rope, and rations. The place is open from sunup to sundown. Barthen’s
does not stock weapons or armor, but characters can purchase other adventuring gear here, with the
exception of items that cost more than 25 gp. (For prices, see “Adventuring Gear” in the Basic Rules.)
Characters in need of weapons or armor are directed to the Lionshield Coster (see that section).

The proprietor is Elmar Barthen, a lean and balding human male shopkeeper of fifty years with a kindly
manner. He employs a couple of young clerks (Ander and Thistle), who help load and unload wagons and
who wait on customers when Barthen isn’t around.

Barthen’s News. If the characters ask Barthen how business is going, the shopkeeper tells them that the
Redbrands are making it hard on everyone, shaking down local businesses and flouting the
townmaster’s authority. If the characters seem of a mind to do something about it, he tells them that
the Redbrands frequent the Sleeping Giant tap house.

Edermath Orchard

Daran Edermath is a retired adventurer who lives in a tidy little cottage beside an apple orchard. A fit,
silver-haired fellow, Daran is a fighter who served as a marshal and herald for many years in Thraben, far
to the north. Upon retiring, he returned to the Kessig region, his original home.

Daran has taken orders as a Cathar, a devout and vigilant group that seeks to protect others from the
depredations of evildoers. The order is always vigilant, ready to smite evil, enforce justice, and enact
retribution against any who try to subjugate or harm others. Though he is no longer active in the order,
he keeps an eye on happenings around Gatstaf. He is happy to trade news with fellow adventurers,
especially those who appear to hold to these virtues.
Daran is concerned about the Redbrands, and he would like to see a group of adventurers teach the
ruffians a lesson. He suspects that the Redbrands may be werewolves, and he fears that Gatstaf may
wind up like Hollowhenge if nothing is done about it. He tells the characters that it’s time someone took
a stand against the Redbrands’ leader, Horatiu. Daran knows the Redbrands hang around the Sleeping
Giant tap house, but he can also tell the characters that the main Redbrand safe house lies under
Tresendar Manor, the ruin at the east edge of town.

Quest: Old Owl Trouble. Daran has heard stories from prospectors in the hills northeast of Gatstaf that
someone is digging around in the ruins known as Old Owl Well. More disturbingly, several prospectors
have reported being chased from the area by undead. He asks the characters to visit the ruins, a two-
day march northeast of Gatstaf, and find out who’s there and what they’re up to. Daran knows that the
ruins are an old watchtower, and he worries that dangerous magic might be dormant there. If the party
pursues this quest, see “Old Owl Well” in Part 3.

Joining the Cathars

If the party deals with the Redbrands and investigates Old Owl Well, Daran Edermath privately
approaches certain members of the group to urge them to join the Cathars. He speaks with those who
exemplify the virtues of the order, such as honor and vigilance. If a character agrees, Daran awards the
person the title of Chevall.

Lionshield Coster

Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a
blue lion painted on it.

This building is owned by the Lionshields, a merchant company based in the city of Thraban, over a
hundred miles to the north. They ship finished goods to Gatstaf and other small settlements throughout
the region, but this outpost has been hard hit by banditry. The most recent Lionshield caravan due in
Gatstaf never arrived.

The master of the Gatstaf post is a sharp-tongued human woman of thirty-five named Linene Graywind.
She knows that bandits have raided Lionshield caravans, but she doesn’t know who is responsible.

In a back room, Linene keeps a supply of armor and weapons, all of which are for sale to interested
buyers. (For prices, see “Adventuring Gear” in the Basic Rules.) Linene has a few scruples, however, and
won’t sell weapons to anyone she thinks might be a threat to the town. Among those with whom she
refuses to do business are the Redbrands. She warns the characters that the ruffians are trouble and
advises them to avoid the Sleeping Giant tap house.

Gatstaf Miner’s Exchange

The Miner’s Exchange is a trading post where local miners have their valuable finds weighed, measured,
and paid out. In the absence of any local lord or authority, the exchange also serves as an unofficial
records office, registering claims to various streams and excavations around the area. There isn’t any
real gold rush in Gatstaf, but enough wealth is hidden in the nearby streams and valleys to support a
good number of independent prospectors.
The exchange is a great place to meet people who spend a lot of time out and about in the countryside
surrounding Gatstaf. The guildmaster is an ambitious and calculating human woman named Halia
Thornton. In her attempts to establish the Miner’s Exchange as the closest thing the town has to a
governing authority, she acts as more than a simple merchant. Halia is working slowly to bring Gatstaf
under her control, and can become a valuable patron to the characters if they don’t cross her.

Quest: Halia’s Job Offer. If approached by characters she believes she can control, Halia explains that the
Redbrands are a problem. She tells how the ruffians loiter around the Sleeping Giant tap house and have
a base under Tresendar Manor, on the east edge of town. She then offers the characters 500 gp each to
eliminate the Redbrand leader, whom the outlaws call Horatiu, and bring her any correspondence found
in the leader’s quarters.

Alderleaf Farm

A wise woman of forty-five, Qelline Alderleaf is a pragmatic farmer who seems to know everything that
goes on in town. She is a kind host, and is willing to let the characters stay in her hayloft if they don’t
want to stay at the Stonehill Inn.

Carp’s Story. Qelline’s son, Carp, is a spirited and precocious lad of ten years. He is enchanted by the
idea of being an adventurer and says that he was playing in the woods near Tresendar Manor when he
said a friendly geist showed him a secret tunnel in a thicket. A couple of “big ugly noises” came out of
the tunnel when he was there, and it made him scared. Carp can take the characters to the tunnel or
provide them with directions to the location. The tunnel leads to area 8 in the Redbrand hideout.

Temple of Avacyn

Gatstaf’s only temple is a small shrine made of stones taken from the nearby ruins. It is dedicated to the
Archangel Avacyn. The Bellman (a mysterious masked figure who has been in town for years) plays the
carillon in the bell tower adjacent to the Temple.

The temple is in the care of a scholarly acolyte named Sister Garaele, a zealous woman who despairs of
ever ridding Gatstaf of the Redbrands. Sister Garaele is a Cathar like Daran. Sister Garaele regularly
reports to her superiors on events in and around Gatstaf. For months she has asked the church to send a
force of armed soldiers to deal with the Redbrands, but no help has been forthcoming.

Quest: The Banshee’s Bargain. Recently, Garaele’s superiors asked her to undertake a delicate mission.
They wanted her to persuade a geist named Agatha to answer a question about a spellbook. Garaele
sought out Agatha in her lair, but the creature did not appear for her.

Garaele desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the
creature to tell what she knows about the location of a spellbook belonging to a legendary mage named
Bowgentle. Sister Garaele believes that a character who flatters Agatha’s vanity might be able to trade
the comb for an answer. She offers the quest to the characters and offers them three potions of healing
as payment for their efforts. If the party pursues this quest, see “Conyberry and Agatha’s Lair” in Part 3.

The Sleeping Giant


This rundown tap house is a dirty, dangerous watering hole at the end of Gatstaf’s main street. It is
frequented by Redbrand thugs and operated by a surly, fat woman named Grista. If the characters
choose to visit the place, run the “Redbrand Ruffians” encounter.

Tresendar Manor

More a castle than a house, Tresendar Manor stands at the east edge of town on a low hillside amid
woods and thickets. The ancient manor has long been abandoned, but its cellars have been converted
into a Redbrand stronghold. If the characters investigate this place, they find the entrance to the
Redbrand hideout.

Redbrand Ruffians

Within a day or so of the adventurers’ arrival in Gatstaf, a confrontation with the Redbrands becomes
inevitable. This can happen in a number of different ways:

After speaking with a number of NPCs in town, the characters decide to confront the Redbrands at the
Sleeping Giant tap house.

The characters decide to investigate Tresendar Manor. Skip the encounter and go straight to “Redbrand
Hideout.”

If the characters show no interest in the Redbrands, a gang of the ruffians seeks them out and picks a
fight in the street. Run this encounter as the characters are leaving one of the locations in the town.

The ruins under Tresendar Manor are the Redbrand Hideout. The map is labeled as the Cellar Complex-
Spring map in Roll20.

Area B11 is where the party will find the leader of the Redbrands, Horatiu, along with two lieutenants.
They are a very tough fight on their own. The other Redbrands will be scattered throughout the complex
and the town.

Normal Redbrands are Reckless Waifs; the lieutenants are Afflicted Deserters; Horatiu is a Bane of
Hanweir.

A group of Redbrands in the street will consist of four Reckless Waifs. In the Redbrand Hideout, the
party will encounter groups of Reckless Waifs—two to five at a time.

Travel to Wrathridge Mine


On the way to the mine, they will have two encounters. The first will be with a group of eldrazi werewolf
horrors, which include 3 Conduit of Emrakul (CR 6 – based on Drider) and 1 Erupting Dreadwolf (CR 6 –
based on Medusa) creatures.

The second will be with tree monsters, which include one Ancient of the Equinox (CR 7 – based on
Treant) and 2 Lumberknot (CR 5 – based on Shambling Mound) creatures.
Wrathridge Mine
Map of the mines: the map for the mines will be based on Stahlmaster’s Lair from the Explorer’s Guide
to Wildemount source book (remove the furnishings and doors and most of the fungi). Use the general
description of each area from the Explorer’s Guide to Wildemount resource, with specific changes
outlined in the numbered areas below (areas 1 – 20 correspond to L1 – L20 in the original adventure).

1. Recreation Hall. This is where miners would spend their down time. Evidence of old dice sets,
game pieces, dart boards, and even rotted playing cards are here, along with a few silver and
copper coins that were likely won and lost in wagers. This place is now home to a few vampires:
six Asylum Visitors (modified banshee), three Blood Artists (modified flameskull), and one
Bloodflow Connoisseur (modified bone naga). The vampires are trying to make this place into a
pleasure palace for themselves and those they recruit to their coven (they are all strikingly
beautiful people). They are scantily clad and seem harmless, but they are deceptively tough to
fight.
2. The Quartermaster’s Arcade. This is where miners would be issued tools and safety equipment
used throughout the mine.
3. Quartermaster and Carpentry Shop. The carpenter and quartermaster worked out of this space.
There is residue of explosive materials in here, since the blasting powder used in the mine was
stored in this space.
4. Refectory. This is where the miners would meet for meals. There are some Brain Weevils in
here.
5. Overseer’s Quarters. The Overseer of the mine had personal quarters here.
6. Kitchen. This is where the meals for the miners would be prepared.
7. Flurydium Vein Chamber. Three large, exposed nodes of pure Flurydium are in this chamber.
Flurydium is a brittle and lightweight metal that the miners of Innistrad despise because when it
comes into contact with alloys of iron it quickly begins to rust them. It can also be toxic if left in
contact with the skin for very long.
8. Iron Bridge. This bridge covers a deep and narrow crevasse that was discovered by the early
miners. The bridge is mostly stable and capable of supporting loaded ore carts, but the three red
squares are points where the iron has been weakened by corrosion from underneath (DC 25
Perception check to notice it). Putting more than 40 pounds of weight on any of these squares
will cause that section of the floor to collapse, revealing the crevasse below. A character who
steps on the affected area must make a DC 18 Dexterity check to avoid falling 120 feet into the
crevasse (12d6 bludgeoning damage). A successful save means the character does not fall and
takes no damage.
9. Spring / Well. An underground river flows just below the floor of this chamber. The round pool
is actually a raised wall surrounding an opening to reveal the surface of the water below. This
water is clean and sweet and refreshing.
10. Infirmary. This is the infirmary of the mine. The remains of several cots are here, along with
enough materials to create two Healer’s Kits. There are some smashed potion vials here, but
whatever was once contained in them has long since been used or evaporated away. There are
Typhoid Rats here.
11. Oreheart Chamber. Seventeen veins of ore intercept this room and have all been abandoned at
one point or another. The ores and their properties are described below. Veins b, l, and q are all
Wikriesten. There are also a number of skeletons of miners here as well as a nest of Boneyard
Wurms.
The foreman of the mining group, Radu Banica, has a journal from an old miner that has a crude
map of this chamber and lists the name of the ores found here. There are also journal entries
that indicate what the ores are supposed to do. Radu will explain that very few people give
credence to the supposed properties of the minerals. The lore about them comes from the
studies of the former alchemist, Edgar Markov, who through a demonic ritual involving angels
blood, became the first vampire and then turned his son, Sorin Markov, into the most powerful
vampire Innistrad has ever known. Edgar Markov may be brilliant, but the simple and
superstitious folk of Innistrad cannot look past his dark and evil history to credit any scholarship
of his as being worthwhile of study.
a. Aethereum – Journal Entry: When ground to a powder and burned, the resulting ash can
be prepared using mystic rituals as the basis for ink for magical scrolls. // Alchemical
Experimentation: When properly studied, fine-ground Aethereum can be used as an
alloy with nearly any base metal to create magic weapons and armor. The substance
acts like both a magnet and battery for magical energy, concentrating and charging itself
over time for a consistent level of magical power.
b. Wikriesten – Journal Entry: This is a very dangerous material—it can weaken and even
destroy the bonds of arcane energies, acting as a sort of natural counterspell. This metal
could be useful in armor against magical weapons. // Alchemical Experimentation: The
Ravnicans have learned that this rare ore is required for manufacturing the
Lacrimofusers needed as part of the drill rig back on Toril.
c. Cavorite – Journal Entry: I fear that I lack the proper equipment to work with this
material. When a precise quantity is heated to just above the melting point of lead, all at
once it rises from the vessel and begins to drift away, rapidly cooling and falling back to
the ground, thereafter inert and unusable regardless of what experimentation I take. If
only I had the sufficient means, I believe this property could be harnessed somehow. //
Alchemical Experimentation: In some planes of existence with advanced technologies,
Cavorite has been refined and stabilized to the point that it can be made into buoyancy
tanks for airships.
d. Chlorophyte – Journal Entry: This material requires more study. Mundane and even
monstrous plants seem to have a strong aversion to this metal and will avoid it. When
placed in a pot or in the ground within two feet of a normal plant, the plants seemingly
lose the will to live and they wither and die, regardless of what nutrients or hydration
are given them. And in experiments with herbivorous small mammals like rabbits, when
Chlorophyte is introduced into their food and they are placed in proximity of mobile
plant monsters, the plant monsters seem to shy away from the beasts in terror. //
Alchemical Experimentation: If used in the alloy of studs in studded leather armor or
used as an alloy with mundane or magical metallic armor, this will give plant monsters
disadvantage on their attack rolls against the wearer.
e. Vizorium – Journal Entry: Prolonged exposure to this metal creates painful lesions on the
skin. I developed blisters after ten minutes or so of turning this in my hands to record its
physical properties. I think it is a bad metal and should be avoided. // Alchemical
Experimentation: Advanced cultures have found this radioactive metal to be a power
source for complex machines that can provide power for up to 25 years or more.
f. Sanite – Journal Entry: This metal is useful if you want to destroy fortunes. When
powdered and mixed with normal water, it forms an acid that seems to attack only one
known substance—gold. The acid will break down the gold into a lusterless paste that
resists all attempts to date to reconstitute it. Suggest destroying this material. //
Alchemical Experimentation: When combined with molten silver, the gold “paste” forms
the alloy Arcane Electrum. This material can be used either as a focus to conduct
magical energy or as a dampener for it. As a focus, it can be worked into a weapon,
giving that weapon the additional capability of acting like a wand or rod that spells can
be stored in and cast from. As a dampener, it can be worked into a shield or set of armor
that can absorb and reduce the effect of spells on the bearer (half damage against
magical spells).
g. Kronesium – Journal Entry: This is a very curious metal when molded first into a cylinder
and then sliced into disks it exhibits a strong attraction to iron. However, if molded into
rectangular cakes it repels iron with the same intensity. Perhaps this can be used in
curiosities of some kind. // Alchemical Experimentation: This metal can be used in the
construction of Exodimesional Magnetometers, which is a component in the stabilizer
systems used for the drill they are creating.
h. Jespuysten - Journal Entry: This metal removes all magnetic properties from other
metals when it is combined in an alloy. // Alchemical Experimentation: Used in the
manufacture of the Technomorphic Gyroscope, where it forms the central axle of the
gyroscope.
i. Newheysten - Journal Entry: This metal is extremely hard and very heavy, but resists
being worked in large quantities because it fractures under its own weight. // Alchemical
Experimentation: used in the manufacture of the Nanomorphic Stablilizers used in the
drill rig.
j. Duthite - Journal Entry: This metal exhibits a strange property. When subjected to a
strong force like the blow of a hammer, it seems not to be affected. However, when
struck a second time, the metal appears to unleash the force of the initial blow and
strike back at the attack. However, after a few cycles the metal appears to grow brittle
and eventually it shatters with a violent explosion, spraying shrapnel that can damage
objects and wound creatures. // Alchemical Experimentation: This needs to be forged
with other rare metals and can form the damage-resistant skin of the drill rig.
k. Wikriesten – Journal Entry: This is a very dangerous material—it can weaken and even
destroy the bonds of arcane energies, acting as a sort of natural counterspell. This metal
could be useful in armor against magical weapons. // Alchemical Experimentation: The
Ravnicans have learned that this rare ore is required for manufacturing the
Lacrimofusers needed as part of the drill rig back on Toril.
l. Idreyum - Journal Entry: This crystalline metal becomes iridescent when heated. After
cooling, it retains this iridescence, and if held too long in the bare hand, it will slowly
heat until it becomes so hot the skin is blistered. // Alchemical Experimentation: The
Ravincans can use this metal in the manufacture of the Gravitic Drillbit.
m. Kronesium - Journal Entry: – Journal Entry: This is a very curious metal when molded
first into a cylinder and then sliced into disks it exhibits a strong attraction to iron.
However, if molded into rectangular cakes it repels iron with the same intensity. Perhaps
this can be used in curiosities of some kind. // Alchemical Experimentation: This metal
can be used in the construction of Exodimesional Magnetometers, which is a
component in the stabilizer systems used for the drill they are creating.
n. Zefloynor - Journal Entry: This metal is crystalline. When sufficient quantities are aligned
with the grains of the crystal in the same orientation, it will spontaneously levitate. //
Alchemical Experimentation: The Ravnicans use this metal in constructing the
propulsion system of the drill rig.
o. Aethereum – Journal Entry: When ground to a powder and burned, the resulting ash
can be prepared using mystic rituals as the basis for ink for magical scrolls. // Alchemical
Experimentation: When properly studied, fine-ground Aethereum can be used as an
alloy with nearly any base metal to create magic weapons and armor. The substance
acts like both a magnet and battery for magical energy, concentrating and charging itself
over time for a consistent level of magical power.
p. Wikriesten – Journal Entry: This is a very dangerous material—it can weaken and even
destroy the bonds of arcane energies, acting as a sort of natural counterspell. This metal
could be useful in armor against magical weapons. // Alchemical Experimentation: The
Ravnicans have learned that this rare ore is required for manufacturing the
Lacrimofusers needed as part of the drill rig back on Toril.
12. Ventilation Shafts. Four ventilation shafts go to the surface from this location. When the mine
was in operation, fires would be set near the tops of two of these chambers that were on the
downwind side of the operation. These fires would serve to draw air from out of the mine, and
that suction would cause fresh air from the surface to be drawn down into the mine on the
upwind side of the mine.
13. Blacksmith’s Quarters. The blacksmith, who would repair and make the heads for tools as well
as the other metal items the miners needed (hinges, braces, fasteners, etc., etc.) lived here.
14. Blacksmith’s Workshop. This area is where the blacksmith worked. The forge is cold and the
tools are all old, but everything is here that is needed to restart the forge and get it working.
DM NOTE: Adamant will discover something under the pile of discarded tool pieces. The large
container where these pieces are tossed (which is larger than a large animal drinking trough)
appears to have a false bottom. With a DC 15 Dexterity or a DC 20 Strength check a PC can open
or break through the false bottom and reveal a series of seven compartments. Some of these
compartments contain coins, some contain raw ore or gems, and one contains a large item
wrapped in oiled leather.
a. Compartment 1. This compartment contains six ingots of refined Wikriesten (each ingot
is 25 pounds).
b. Compartment 2. This compartment contains 2,000 platinum pieces, 7,000 gp, 13,000 sp,
and 11,000 cp.
c. Compartment 3. This compartment contains nine ingots of refined Vizorium (each ingot
is 25 pounds).
d. Compartment 4. This compartment contains uncut and unpolished gems: 12
ornamental stones (Rhodochrosite – a light pink stone) of 10 gp each; 3 semi-precious
stones (Moonstones – white with pale blue glow) of 50 gp each; 1 fancy stone
(Alexandrite – dark green) of 100 gp each; 3 fancy precious stones (Peridot or Chrysolite
– a rich olive green) of 500 gp each; and 5 gemstones (Jacinth or Corundum – a fiery
orange) of 1,000 gp each.
e. Compartment 5. A large piece of oiled leather is wrapped around something in this
compartment. By the shape or it, this may be a weapon of some kind. In fact, it is
Morsalor’s Broadaxe (Galibar’s scaling weapon).
f. Compartment 6. This compartment contains seven ingots of refined Kronesium (each
ingot is 25 pounds).
g. Compartment 7. This compartment contains four ingots of refined Zefloynor (each ingot
is 25 pounds).
15. Broken Tool and Supply Storage. This looks like the attic of the mine, where all the “junk” was
stored. There are several Creepy Dolls here.
16. Makeshift Ward. The remains of several cots are here, all of them stained with old dried blood.
There are also fragments of human bone here as though there were some attack or accident
that left a lot of injured and some did not survive.
17. Operating Theater. It’s unclear what this room was originally intended to hold, but it’s clear that
it was most recently used as an operating theater. Skeletal remains make it seem like the last
patient in here died, along with whomever was trying to help him or her survive. More Creepy
Dolls are in this place.
18. Juggernaut Pilot’s Quarters. The importance of the Juggernaut is clear, because the tattered
furnishings in this room show they were once opulent.
19. Juggernaut’s Room. The Galvanic Juggernaut, the most advanced piece of Innistrad Mining
technology, is located here. It’s clear this was once the heart of the mine and the veins of ore
that were originally found here are the ones that were considered the most valuable. The
Juggernaut is part digger, part smelter, part refiner, part crusher. It’s a semi-autonomous mining
tool with a dark secret.
20. Gaping Abyss. The shaft here is so dark that it is indistinguishable from Magical Darkness only
because it does not physically consume the light. Any object dropped here will never produce an
echo if it ever lands, and light sources like a light coin or continual light coin will disappear from
sight below before they reach the bottom. Erik Dellapayne will instinctively recognize this as a
passage to the Underdark.

Undead monsters: Asylum Visitor, Blood Artist, Bloodflow Connoisseur

Cave creatures: Typhoid Rats, Vexing Devil, Boneyard Wurm, Brain Weevil

Artifact creatures: Creepy Doll, Galvanic Juggernaut

Toughest Mine encounter: Galvanic Juggernaut

Party Monster Max. Examples


Level CR No.
7 2 12 Avacyn’s Pilgrim, Champion of the Parish, Delver of Secrets, Typhoid
Rats, Boneyard Wurm
D&D Stat Blocks Githzerai Monk, Gnoll Pack Lord, Flying Horror, Cave Bear, Grick
7 3 9 Ambush Viper, Ashmouth Hound, Bloodcrazed Neonate, Asylum Visitor,
Blood Artist, Black Cat, Butcher Ghoul, Diregraf Ghoul
D&D Stat Blocks Giant Scorpion, Winter Wolf, Dark Tide Knight, Wight, Mummy, Giant
Scorpion, Mummy, Mummy
7 4 6 Avacynian Priest, Civilized Scholar, Darkthicket Wolf, Elite Inquisitor,
Bloodflow Connoisseur, Vexing Devil
D&D Stat Blocks Bone Naga (Guardian), Wereboar, Dire Wolf, Couatl, Banshee, Shadow
Demon
7 5 4 Brain Weevil, Crossway Vampire, Daybreak Ranger, Elder Cathar,
Stitchwing Skaab, Ghoulraiser
D&D Stat Blocks Chuul, Vampire Spawn, Werebear, Kuo-Toa Archpriest, Greater Zombie,
Vampire Spawn
7 6 3 Abattoir Ghoul, Abbey Griffin, Chapel Geist, Creepy Doll
D&D Stat Blocks Frost Giant, Chimera, Invisible Stalker, Living Iron Statue
7 7 2 Armored Skaab, Bitterheart Witch, Bloodline Keeper
D&D Stat Blocks Sir Godfrey Gwilym, Yuan-ti Abomination, Oni
7 8 2 Angelic Overseer, Bane of Hanweir, Battleground Geist, Gisa Cecani,
Geralf Cecani
D&D Stat Blocks Drow Priestess of Lolth, Green Slaad, Spirit Naga, Drow Priestess of
Lolth, Githyanki Knight
7 9 2 Angel of Flight Alabaster, Bloodgift Demon, Galvanic Juggernaut
D&D Stat Blocks Young Silver Dragon (caster), Bone Devil, Clay Golem
7 10 1 Charmbreaker Devils, Fortress Crab, Geist of Saint Traft
D&D Stat Blocks Death Slaad, Stone Golem, Deva
7 11 1 Dearly Departed, Geistcatcher’s Rig
D&D Stat Blocks Djinni, Dao
7 12 1 Essence of the Wild, Kindercatch, Krallenhorde Wantons
D&D Stat Blocks Erinyes, Arcanaloth, Archmage
7 13 1 Balefire Dragon
D&D Stat Blocks Young Red Shadow Dragon
7 14 1 Garruk Relentless, Garruk, the Veil-Cursed, Olivia Voldaren
D&D Stat Blocks Ice Devil, Ice Devil, Death Tyrant
7 15 1 Ludevic’s Abomination, Moldgraf Monstrosity, Skaab Goliath
D&D Stat Blocks Adult Green Dragon, Purple Worm, Mummy Lord

The other option is to head over to Dressik Bog and the ancestral Cecani estate where you could try to
locate and destroy the Soul Separator. This means dealing with two powerful necromancers (Gisa and
Geralf Cecani) and their veritable army of undead creations. These include Stitchwing Skaabs and Black
Cats. Destroying the Soul Separator will net the party a full 40 pounds of Wikriesten. The map for the
Cecani Estate is the Vanthampur Estate from the Descent into Avernus adventure
(https://www.dndbeyond.com/sources/bgdia/a-tale-of-two-cities#VanthampurVilla).

The party needs to go to the Dressik Bog to find the memory shard from Tacinda anyway. This is north
from the Estate by several hundred yards, and it was shown to Oyohusa in his dream.

For full information on the Dressik Bog and the Cecani Estate, see Act 2 above.

Act 4: Get back to Ravnica in One Piece


This means probably returning to the teleportation circle at Hollowhenge. Of course, their arrival in the
first place will have caused some commotion in the local howlpacks of werewolves. That means getting
back to the circle will be a lot harder than getting out of the village was in the first place.

Travel phase
Werewolf monsters:

Undead monsters:

Natural monsters:

Toughest overland encounter:

The party could opt to try to get help from the Church, but that would mean traveling to another
province and I need to figure out what they would encounter if they do that…

Town/extraction phase
Monsters in arrival house:

Monsters in town ruins:

Big encounter monster in town:

Contingency
If any of the PCs die in Innistrad, the story is not over. It’s unlikely all will die, and here is what will
happen to them.

 If Zandri or Adamant die, as holy followers of a good deity their souls will be drawn to Thrayben,
where they will be intercepted by a holy spirit such as the Geist of Saint Traft or an Angelic
Overseer. Upon being questioned by this spirit, their plight and mission will be made known to
some devout followers of Avacyn who will see that they are raised from the dead quickly, and
then will help them reunite with their companions.
 If Galibar, Oyohusa, or Gerry die, as non-devout PCs their souls will be drawn to a necromancer
and they will be forced into the body of a skaab, where they will have to fight for constant
control of the body over the direction of the necromancer.
o Out of combat, they will have to roll a Wisdom save to wrestle control of the body away
from the necromancer’s “programming” every hour.
o In combat, they will have to roll a Wisdom save to wrestle control of the body away
from the necromancer’s “programming” every round.
o DC starts off high (they must beat a 15+WIS bonus to succeed).
o 10 successful DC checks will lower the DC by one (or three successful DC checks in a
row).
o Two critical DC checks in a row will lower the DC by three.
o They will find that they can smell their own rotting corpse (and the living flesh of their
companions) anywhere in Innistrad and can track them that way.
Appendix A – Where Are We Going and Why?
Level 7 – Innistrad – return to the birthplace of Tacinda Verlasen to chase down a shard of her stolen
memories. Get some components for the drill rig. Galibar will receive his item here. This will be a
greataxe.

Level 8 – Kamigawa – go to Kamigawa to find an arcane component for the drill rig that they need to
construct. In this place they will also find Oyohusa’s sword. They will also find Adamant’s item (a very
special animated shield).

Level 9 – Unglued – the conflict that the party is involved in is a manifestation of a larger conflict that
threatens the stability of the multiverse itself. As they attempt to return to Ravnica to check in, they are
shunted into the realm of the Unglued, where they begin to see the fabric of the multiverse being frayed
and pulled apart.

Level 10 – Arabian Nights – the fractured portal that should take the party back to Ravnica leads them to
Arabian Nights instead. They are met here by one of their Ravnican allies, who informs them that there
is another shard of Tacinda’s stolen memories here, and that they can also find one of the arcane
materials they need for the drill rig.

Level 11 – Urza Block – arcane components

Level 12 – Masques – memory shards

Level 13 – Mirage – components and memory shards

Level 14 – Unhinged – Repairing part of the rift in the fabric of the universe, but it hurls them into a
temporal eddy that spits them out into an unstable flow of time that threatens to separate them from
their allies forever.

Level 15 – Time Spiral – They are spat through three different temporal planes in rapid succession; each
one draws them toward a shard of Tacinda’s memories and an arcane component they require. The
planes they pass through are Zendikar Rising, Fallen Empires, and Shadowmoor.

Level 16 – Faerun – This is the level where they return to Waterdeep to assemble the arcane drill rig and
accompany their allies to Osse to breach the arcane shield and free Tacinda Verlasen. Furthermore, they
have recovered enough key shards of her memory that when she re-absorbs them, she remembers
everything that has happened to her.

Level 17 – Planechase – They travel with Tacinda to chase down the antagonist of an imminent threat by
a known entity that has been in the leadership chain of the organization that includes the Githyanki who
attacked Waterdeep way back at Level 4.

Level 18 – Explorers of Ixalan – Based on intelligence they learned in Planechase, they go to uncover the
True Name of the Power that is behind the entire plot that has driven the action of the campaign. They
know that once they uncover this True Name they will be able to have a final showdown.

Level 19 – Unstable – Together with Tacinda, the party must address the most critical point of fracturing
occurring in the multiverse. Once they heal and repair this breach, they will have weakend the forces at
the heart of the conflict that has driven the whole campaign enough that mere mortals can deal it a
lethal blow, sealing it out of the multiverse.

Level 20 – Greyhawk – The final confrontation occurs in the heart of the Tomb of Horrors. Acererak is
merely the first enemy they face, after which several successive enemies appear. After the third one, a
portal is revealed and they are able to pass through into a vast rolling plane where a stone circle stands
in the distance. Moving to the middle of the stone circle they speak the True Name they have been
given, and an earthquake results as their enemy rises before them, complete with its army of arrayed
forces that range from undead skeleton armies to enormous dracolich generals and a naval force of
skyships. Tacinda summons several powerful casters, who help her gate in armies on their side and the
final battle consists of a number of “how the other half lives” scenarios with infantry, draconic battles,
skyship battles, and arcane conflicts. The outcomes of these will either give the enemy advantages or
give the party advantages in the coming final conflict. Ultimately once the outcome of those battles is
decided, the party will face off with the ultimate antagonist in a battle to decide the fate of the
multiverse.
Appendix B: Who Wants Tacinda’s Memories and Why?

Tacinda’s memories are being hunted by Melkor, a primordial force of evil in the multiverse whose
daydreams have spawned terrors of entire planes: Sauron, Vecna, and even Nicol Bolas. All of these and
the destruction they wrought are but castoff fancies of Melkor’s twisted mind.

For millions of years Melkor has been imprisoned in a demiplane, but the bonds that hold him are
fraying. Of late he has been able to whisper in the dark dreams of his disciples and those powerful
beings who crave yet more and more.

On several planes, the party will meet Melkor’s lieutenants (in some cases, a projection of them). The
first they meet is a balrog named Khodrul in Innistrad (he is a projection, not the actual creature).
Melkor’s lieutenants sow the seeds of chaos on the planes where they operate. Order in the cosmos is
the most powerful force keeping the bonds of Melkor’s prison strong. The more that he can influence
and steer the planes of the multiverse toward entropy, the weaker those bonds will become until he can
shatter them and be free. Melkor knows that chaos cannot last forever, just as orderliness cannot. But
when he is freed, he believes he can guide the path to orderliness to one that benefits him by making all
the powers in the multiverse bow before him. So he is an egomaniacal tyrant in the end.

Melkor wants Tacinda’s memories because he believes that the secret to guiding the multiverse lays in
knowing its future. As an immortal, Melkor has the handicap of existing outside of time—meaning he
can see any point in the past or future, but he is unable to understand the flow of events and how one
moment influences all those that come after it. The ability to see into the future from the perspective of
someone bound by the flow of time would be incredibly useful for Melkor, because he could then
project the long-term effects of actions and events he influences at a point in the past in order to dictate
the future.

Melkor has seven generals that conduct the war against the forces of order and lawfulness. Not all of
these will come into the story directly, and only one or two will ever be enemies the party has to face.
But they will all be operating behind the scenes, and some of them may appear in cut scenes from time
to time.

Khodrul – The Planes of Death and Shadow

Khodrul is first encountered in Innistrad as a projection. After the party have escaped from
imprisonment in the Cecani Estate and when they have captured both the puzzle lock box and the Shield
of the Dwarven Lord (which is in the chamber with Khodrul’s projection) he will congratulate them for
their victory in this battle, and promise them this is not the last they will see of him or those who follow.
He will disparage the bloodgift demon Bazrannach and his followers as “bumbling fools, products of the
addled minds and weak wills of this plane.”

Nicol Bolas – The Civilized Planes of Magic


Vecna – The Planes of the D&D Multiverse

Sauron – The Planes of Fiends and Elementals

Lucifer – The Planes of Light and Hope

Loki – The Planes of Justice and Order

Cthulu – The Planes of Rational Thought


Appendix B: What Has Tacinda Done?
When the PCs first met Tacinda, it was clear that something had been done to her. Her memory had
been purged, and she was somehow bound to the Natural World so that she could not leave this plane.
But why would someone do that to her? And who would have done it?

The answer is that it was a ruling of the Azorious Senate. And the crime that Tacinda Verlasen
committed is that she was the architect of the Precognitive Criminal Enforcement Program of the Lyev
Column.

Once she gained her Planeswalker Spark, Tacinda traveled across the planes and quickly began focusing
her arcane studies on how to divine future criminal activity before it happens—not just crimes
committed by humanoids, but crimes committed against humanoid societies such as the devastating
attacks in her own home realm of Innistrad that resulted in the death of her sister and her family and so
many people from her village. Had it been possible to know the true nature and goals of the forces that
corrupted some of the people of her village and her beloved sister, so much death may have been
prevented.

Eventually, Tacinda’s travels led her to Ravnica, an advanced society with an incredibly vast array of
arcane resources and a highly structured government and defense force. These resources were exactly
what Tacinda needed in order to further refine and perfect her research. And with the willing aid of the
Lyev Column of the Azorious Senate, after twelve years of long hard study and painstaking research,
Tacinda was able to perfect the ability to tell who would commit a crime within a full calendar year
down to the second it would take place.

While this was a great boon to the Ravnican government, it also meant Tacinda became a huge problem.
Since she knew how the system had been developed and how it worked, she also knew all the potential
ways it might be compromised or defeated. There was also a concern that criminal organizations might
be able to bribe Tacinda to help them put precognition to work in order to find out exactly where and
when to most easily find assassination targets or know the exact best moment for a heist of a treasure
due to otherwise unforeseeable distractions or disruptions to those guarding it.

In response to this problem, members of the Lyev Column contrived an assassination of an important
delegate of the Azorious Senate. Just enough information was leaked so that Tacinda would be led to
focus on studying the criminal who would carry out the assassination, and she quickly began informing
all those with whom she worked that the delegate was in mortal danger. But so cleverly concealed from
even those working with her that they did not fully comprehend that they were accomplices in the plot,
and crucial information was never passed up the chain of command and given to people that could
protect the delegate from the assassin. Tacinda had known exactly what the assassin would do and that
the assassin would be invisible, but what she could not know (for it was not a criminal act) is that a
conspirator would take on the illusionary form of Tacinda herself and be seen and heard moments
before the assassination making threats against the delegate’s life.

Since Tacinda had perfect foreknowledge of every detail of the crime, once the assassin’s weapon struck
home, Tacinda was arrested and charged with the murder. Her stories of precognitive criminal
investigation sounded preposterous to all those who had not been privy to the work of the highly secret
project. Once the trial started was sent to jury, it took little time for the verdict of guilty to be returned.
Between the reams of evidence presented against Tacinda concerning her detailed study of the habits
and movements and foreknowledge of the exact itinerary and travel path of the delegate on the day of
the murder, and the even more damning incriminations from Tacinda’s own lips describing every minute
detail of the crime, there was no choice but to find her guilty.

Execution was the prescribed punishment, but Tacinda had so many allies across the Azorious Senate
and the Boros Legion that they prevailed to have the sentence changed to exile with irreversible
memory purge. So Tacinda’s crime was developing the perfect method to detect and foil criminal
activity and turning this over to the Ravnican government.

Why do the Gith Want Tacinda?


The Githyanki want Tacinda in order to achieve the very thing that the Azorious Senate hoped to avoid
by taking Tacinda’s memories from her. They want to exploit the ability for foretell future events in
order to gain an advantage over their Githzerai enemies, gain a step against the horrible illithid and
Elder Brain tormenters that still sometimes try to subjugate and control Gith settlements, and plan
larger, better, and more successful raids against other humanoid cultures and civilizations that the Gith
harvest for slaves and plunder for treasure.

Within the Gith organization there are many “masters”—when one talks about their master it simply
refers to their commander. However, there is one Master behind the Gith plan… it is a mastermind of
madness that would love nothing more than to see all civilizations boiled away in chaos and anarchy,
and thus believes the Gith to be the perfect unwitting tools to carry out his plan. This Master is none
other than Demogorgon, the Demon Prince of Madness.
Appendix C: Oyohusa’s Ninja/Warlock Sword
Oyohusa wants a sword. He doesn’t want it to be a typical ninja sword like a katana. I have long been
thinking I want this to be a sword from Magic: the Gathering. Here is the final choice:

 Tatsumasa, the Dragon's Fang (from Champions of Kamagawa):


https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=75291

This sword is both a perfect Ninja-style sword and can easily be tied to Oyo’s preferred Warlock
patron, the Ruby dragon Sardior. https://forgottenrealms.fandom.com/wiki/Sardior

Oyohusa will first get this sword in Tier 2, at around level 7 or level 8. I believe the party will find the
Triskelion at Level 5 or 6 in Ravnica, and then it will play a role in leading them on the next stage of
their journey as it tries to lead Oyo to his sword.

As a powerful artifact, the sword Tatsumasa, the Dragon’s Fang will have several properties, and will
go through several stages of growth as the party reaches new tiers.

Sword Description: Tatsumasa, the Dragon’s Fang, is a weapon forged with a mithril hilt, scabbard,
and crossguard. The hilt and scabbard are wrapped in leather made from the skin of a kraken that
Sardior once slew after the monster attacked a cult of Sardior’s humanoid devotees. The battle with
the kraken was mighty, and the monster shattered one of Sardior’s smaller teeth. When Sardior
forged the hilt, he placed shards of his shattered ruby tooth into the hilt, and he forged the blade
from crystals taken from one of his thanes, Seradess.

The kraken had discovered Sardior’s worshippers by beguiling and convincing Seradess (the Obsidian
dragon) to betray Sardior, and for that Sardior punished the Seradess by shattering his thane into
10,000 shards and scattering them across the planes where she must reflect on betrayal for ten
millennia before he will accept her back as a thane again.

Thus, the blade of Tatsumasa, the Dragon’s Fang, is made from fragments of Seradess that the Ruby
dragon forged into a single blade of pure obsidian. When the blade is unsheathed and is turned in
the light, the depths of the black gemstone blade appear to ripple alternately with the fires of the
obsidian dragon’s breath and the ruby red of Sardior’s anger at his thane’s betrayal.

Tatsumasa, the Dragon’s Fang, is a magic weapon. It always has the following properties.

 First, it requires attunement to a non-evil character that Sardior has interest in studying.
 Tatsumasa, the Dragon’s Fang acts as a one-way conduit from the wielder to Sardior, allowing
the Ruby Dragon to passively witness and (if he so chooses) sense the thoughts of the wielder.
 If an evil character touches Tatsumasa, the Dragon’s Fang, it must make a DC 20 Wisdom save
or take 6d12 psychic damage (half the damage on a successful save).
 If a nonevil character that does not interest Sardior attempts to attune to the weapon, he or she
will become convinced that it is not a real weapon at all, but an art piece. Because of its
craftsmanship it is obviously valuable and can be sold to a collector who will pay 6,000 – 15,000
gp for it (1000 x 1d10 + 5000).
 Tatsumasa, the Dragon’s Fang strikes as a +1 magic weapon with respect to damage immunity
or resistance of other creatures.
 Once a wielder is attuned to Tatsumasa, the Dragon’s Fang, he or she gains the following
benefits as long as they are wielding or carrying the weapon (in their hand or on their person).
o Freedom of Movement: The wielder ignores difficult terrain, and magical effects can't
reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape
from nonmagical restraints or being grappled.
o They gain advantage on all skill checks that rely on Charisma. Furthermore, they can
apply double their proficiency bonus to all Persuasion and Performance checks.
o The wielder can cast Augury once per long rest without expending a spell slot (even if
the wielder is not a Cleric or does not have the Knowledge domain). Tatsumasa, the
Dragon’s Fang is the focus for this spell. The wielder cannot use this feature again until
completing a long rest.
o The wielder can read, write, speak, and understand Draconic.
 Tatsumasa, the Dragon’s Fang gains additional properties as the character rises to a new tier of
experience.

Tier 2 (level 5 – 10)

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang communicates with its wielder in dreams, showing images of
places, people, or items that it would please Sardior for the wielder to go, meet, or acquire
(sometimes for the wielder, sometimes for a cleric of Sardior, or sometimes for a third
party).
 The wielder can cast Divination once per long rest without expending a spell slot (even if the
wielder is not a Cleric). Tatsumasa, the Dragon’s Fang is the focus for this spell. The wielder
cannot use this feature again until completing a long rest.
 Tatsumasa, the Dragon’s Fang grants its wielder Darkvision to a range of 120 feet.

Tier 3 (level 11 – 16):

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang strikes as a +2 magic weapon with respect to damage
immunity or resistance of other creatures. Furthermore, Tatsumasa, the Dragon’s Fang deals
1d8 psionic damage on top of its normal weapon damage on every successful hit.
 Tatsumasa, the Dragon’s Fang functions as a Dancing Sword. The wielder can activate this
ability as a free action with a thought, and the wielder does not need to hold Tatsumasa, the
Dancing Blade to activate this ability. Upon activation, Tatsumasa, the Dragon’s Blade simply
teleports to an unoccupied space within 30 feet and makes an attack. It functions like a
Dancing Blade until the end of the fourth round, whereupon it teleports back into its
scabbard.
 The wielder can cast Commune once per long rest without expending a spell slot (even if the
wielder is not a Cleric). Tatsumasa, the Dragon’s Fang, is the focus for this spell. The wielder
cannot use this feature again until completing a long rest.
 Tatsumasa, the Dragon’s Fang communicates with its wielder telepathically. It is a sentient
weapon with an Intelligence of 26 and has the following skills Arcana (+15), History (+15),
Religion (+15).

Tier 4 (level 17 – 20):

In addition to the properties described above, Tatsumasa, the Dragon’s Fang gains the following
properties.

 Tatsumasa, the Dragon’s Fang strikes as a +3 magic weapon with respect to damage
immunity or resistance of other creatures. Furthermore, Tatsumasa, the Dragon’s Fang deals
1d8 fire damage on top of its normal weapon and psionic damage on every successful hit.
 Tatsumasa, the Dragon’s Fang can speak aloud to the wielder or anyone within the sound of
its voice in fluent Common or Draconic.
 The wielder can cast Foresight on itself or on another creature once per long rest without
expending a spell slot (even if the wielder is not a Cleric). Tatsumasa, the Dragon’s Fang, is
the focus for this spell. The wielder cannot use this feature again until completing a long
rest.
 Once per day, if the wielder utters the name Seradess while holding Tatsumasa, the
Dragon’s Fang, the weapon transforms into a Young Obsidian Dragon (use Young Red
Dragon stat block) for one minute. The Obsidian Dragon will fight as an ally of the wielder
and has its own initiative. At the end of one minute, or when the dragon suffers lethal
damage, the Young Obsidian Dragon transforms back into Tatsumasa, the Dragon’s Fang,
and the sword teleports back into its scabbard.
Appendix D: Zandri’s Epic Double-Scimitar
The Godsend - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380426

Zandri’s epic weapon will be based on the double-bladed sword called “The Godsend” from the Journey
into Nyx set.

Description: At first glance, the double-bladed scimitar is recognizable to Zandri as the handiwork of the
Valenar elves.

(From D&D Beyond: “The double-bladed scimitar is the signature weapon of Valenar
elves. A haft of fine wood supports a long, curving blade on either end. Forged with
techniques honed over centuries, these blades are strong, sharp, and remarkably light.
Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an
expensive weapon (100 gp) — few though ever have the opportunity to purchase one. A
Valenar blade in the hands of a non-elf is generally assumed to have been stolen or
looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or
challenge the bearer to prove they’re worthy to wield it.“
https://www.dndbeyond.com/equipment/double-bladed-scimitar)

However, on closer inspection, it’s clear to Zandri that something has changed about her old weapon
since she last saw it. The haft is etched with fine flowing lines that evoke the long strands of Sune
Firehair’s locks, and the holy symbol of the goddess is reflected in the guards that sit at the base of each
scimitar blade.

In addition, there is a subtle difference in the blades. When they catch the light of the sun or a flame,
they reflect a slightly reddish hue, evocative of the tresses of the goddess Sune Firehair. And when the
blades are spun, they seem to almost sing with a note that brings a smile to the face of the wielder and
her allies.

The Godsend, is a magic weapon. It always has the following properties.

 First, it requires attunement to a worshipper of Sune (not necessarily clergy, but a devout
follower).
 The Godsend acts as a holy symbol of Sune for divine casters or as a focus for arcane casters,
thus eliminating the need for mundane material components for any spells. If there is a gold-
piece value assigned to a material component, that component must be used in addition to the
focus or holy symbol.
 If an evil character touches The Godsend, it must make a DC 20 Wisdom save or take 3d10
radiant damage (half the damage on a successful save).
 If a non-evil character that does not worship Sune attempts to attune to the weapon, he or she
will be unable to attune to the weapon, and they will lose one point of Charisma every time they
attempt to attune to the weapon. This loss of Charisma lasts as long as they keep the weapon in
their possession. As soon as they give up the weapon, their Charisma will be restored at the rate
of 1 point per sunrise until it returns to its previous score.
 The Godsend strikes as a +1 magic weapon with respect to damage immunity or resistance of
other creatures.
 Once a wielder is attuned to The Godsend, he or she gains the following benefits as long as they
are wielding or carrying the weapon (in their hand or on their person).
o Shield bonus. While wielding The Godsend, the character gains an AC bonus as if they
were using a Shield, +1.
o Charming Presence. The wielder can apply double their proficiency bonus to all
Persuasion and Performance checks as long as they are attuned to The Godsend. They
need not be wearing or holding the weapon.
o The wielder can cast Calm Emotions once per long rest without expending a spell slot
(even if the wielder does not have the spell on their spell list). The Godsend is the focus
for this spell. The wielder cannot use this feature again until completing a long rest.
o The wielder can read, write, speak, and understand Celestial.
 The Godsend gains additional properties as the character rises to a new tier of experience.

Tier 2 (level 5 – 10)

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend communicates with its wielder in dreams, showing images of places, people, or
items that it would please Sune for the wielder to go, meet, or acquire (sometimes for the
wielder, sometimes for a cleric of Sune, or sometimes for a third party).
 The wielder can cast Motivational Speech once per long rest without expending a spell slot
(even if the spell does not appear on their spell list). The Godsend is the focus for this spell.
The wielder cannot use this feature again until completing a long rest.
 The Godsend functions as a Weapon of Warning.

Tier 3 (level 11 – 16):

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend strikes as a +2 magic weapon with respect to damage immunity or resistance
of other creatures. Furthermore, The Godsend deals 2d4 radiant damage on top of its
normal weapon damage on every successful hit.
 The Godsend grants its wielder a casting Bless at 4 th level at the beginning of each combat.
The wielder can cast this spell as a free action without expending a spell slot (at 4 th level, the
Bless spell can affect up to six creatures).
 The wielder can cast Hold Monster once per long rest without expending a spell slot (even if
the spell does not appear on their spell list). The Godsend, is the focus for this spell. The
wielder cannot use this feature again until completing a long rest.
 The Godsend communicates with its wielder telepathically. It is a sentient weapon with an
Intelligence of 21 and has the following skills Arcana (+14), History (+14), Religion (+14).

Tier 4 (level 17 – 20):

In addition to the properties described above, The Godsend gains the following properties.

 The Godsend strikes as a +3 magic weapon with respect to damage immunity or resistance
of other creatures. Furthermore, The Godsend deals 2d8 radiant damage on top of its
normal weapon damage on every successful hit.
 The Godsend can speak aloud to the wielder or anyone within the sound of its voice in fluent
Common or Celestial.
 The wielder can cast Crown of Stars on itself once per long rest without expending a spell
slot (even if the spell does not appear on the caster’s spell list). The Godsend, is the focus for
this spell. The wielder cannot use this feature again until completing a long rest.
 The Godsend inflicts Banishment on an enemy you strike with the weapon in battle. This is a
free action for you, and it does not require your concentration. The Banishment uses the
weapon’s statistics (WIS 24), and a successful DC 21 is required to avoid the Banishment
effect. You can attempt the Banishment no more than one time per round.
Appendix E: Adamant’s Scaling Item – Shield of the Dwarven
Lord
Artwork is a Dwarven Shield from Skyrim:
There is a variable design that appears on the shield and, and it is inhabited by the spirit of the dwarven
hero Lefrim Thirbor, a great hero who has performed many deeds. In fact, he will gladly regale Adamant
with a litany of his heroic deeds if the warforged will but ask. See here:
https://www.reddit.com/r/DnD/comments/3hvmyx/heroic_deeds/

Lefrim Thirbor will not talk about how or why his spirit inhabits the shield. A DC 21 Insight check of the
shield’s responses to continued queries only reveals that Lefrim is reluctant and a little bit embarrassed
to talk about it.

The shield counts as a Wondrous Item and requires attunement. However, it does not take one of the
normal three slots a character has for attunable items. The shield is sentient and at all times will provide
advice to do things “as dwarves would do it,” through telepathic communication with the person
attuned to it. It cannot be attuned by a character that does not follow one of the members of the
Morndinsamman—the dwarven pantheon of gods.

Due to his prolonged existence in the shield, Lefrim’s Intelligence has benefitted. The shield has a 25
Intelligence, and it has the following skills: History +11, Investigation +11, Nature +11, and Religion +11.

Tier 1

When the character attuned to the Shield is in Tier 1 (character level 1 – 4), the Shield of the Dwarven
Lord has the following properties.

 The Shield of the Dwarven Lord functions as a Shield +1.


 The Shield of the Dwarven Lord functions as a Sentinel Shield. While holding this shield, you
have advantage on initiative rolls and Wisdom (Perception) checks.
 While holding the Shield of the Dwarven Lord, you gain protection as though wearing a Brooch
of Shielding: you have resistance to force damage, and you have immunity to damage from the
magic missile spell.

Tier 2

When the character attuned to the Shield is in Tier 2 (character level 5 – 10), the Shield of the Dwarven
Lord retains all its Tier 1 properties. In addition, it gains the following properties.

 The Shield of the Dwarven Lord functions as a Shield of Resistance to Radiant energy. You have
resistance to Radiant damage while you carry this shield.
 The Shield of the Dwarven Lord functions as a Shield of Dragonguard. It grants its wearer
advantage on saving throws against the breath weapons of creatures that have the dragon type.
 The Shield of the Dwarven Lord functions as a Shield +2.

Tier 3

When the character attuned to the Shield is in Tier 3 (character level 11 – 16), the Shield of the Dwarven
Lord retains all its Tier 2 properties. In addition, it gains the following properties.

 The Shield of the Dwarven Lord functions as a Shield +3.


 The Shield of Resistance feature also gains Resistance to Cold damage.
 The Shield of the Dwarven Lord functions as an Animated Shield. While holding this shield, you
can speak its command word as a bonus action to cause it to animate. Upon reaching Level 11,
Lefrim will tell the character that the command word is “Fly” in Dwarven. The shield leaps into
the air and hovers in your space to protect you as if you were wielding it, leaving your hands
free. The shield remains animated for 1 minute, until you use a bonus action to end this effect,
or until you are incapacitated or die, at which point the shield falls to the ground or into your
hand if you have one free.

Tier 4

When the character attuned to the Shield is in Tier 4 (character level 17 – 20), the Shield of the Dwarven
Lord retains all its Tier 2 properties. In addition, it gains the following properties.

 The Shield of Resistance feature also gains Resistance to Necrotic and Lightning damage.
 The Shield of the Dwarven Lord functions as a Shield of Invulnerability. You have resistance to
nonmagical damage while you wear this shield. Additionally, you can use an action to make
yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the
shield. Once this special action is used, it can't be used again until the next dawn.
 The Shield of the Dwarven Lord functions as a Shield of Etherealness. While you're wearing this
shield, you can speak its command word as an action to gain the effect of the etherealness spell,
which last for 10 minutes or until you remove the armor or use an action to speak the command
word again. Upon reaching level 17, Lefrim will tell the character that the command word is
“Sneak” in Dwarven. This property of the shield can't be used again until the next dawn.
Appendix F: Galibar’s Epic – Morsalor’s Broadaxe
Artwork is Obsidian Battle-Axe: https://gatherer.wizards.com/Pages/Card/Details.aspx?
multiverseid=154164

The axe is discovered in Wrathridge Mine in the Blacksmith’s Quarters (Area 13). It is hard to see the axe
at first because the blade was hidden in a secret compartment by the last smith who worked on it. This
gives a clue about one of its properties. He tried (and failed) to understand its mysteries and attune to
the weapon, since it is the kind of weapon that chooses its wielder.

The haft of the axe features a nature motif, with vines and leaves and thorns carved into the handle,
winding all about the wooden haft from the leather grip to the joint where the axe head is attached.

History: Morsalor was a druid of the firbolg people and eventually ignited his spark to travel the planes.
His home plane is uncertain, but the following information can be obtained after attuning to the axe, if a
sufficient DC is rolled on a History check.

DC Lore Gained
15 Morsalor was a firbolg whose travels often took him to worlds where the forests were
threatened with an unnatural blight or disease that threatened both the trees and the animals
that depended on the forest for survival.
20 The head of Morsalor’s Broadaxe was formed from the petrified remains of a noble Treant
named Willowroar. Willowroar sacrificed itself by diving into the open caldera of a volcano after
tricking a blight that threatened the forest it tended into attacking it. Morsalor tried to pull the
treant from the molten lava with his powerful druidic magic, but he was not fast enough to save
his ally.
25 The designs carved on the haft of the axe is actually a poem written in the secret language of
the ents. Lost to the knowledge of even most druids across the multiverse, perhaps if the axe is
taken to an ent, the poem can be deciphered and read.
30 There seems to be a spark of the essence of Willowroar that still lays in the heart of the
axehead. If the axe is taken to the World Tree on a plane of existence where one can be found,
the World Tree or one of its guardians may be able to unlock even more secrets of the axe.

Tier 1

 You have a +1 bonus to attack and damage rolls made with this magic weapon.
 Treefriend – Morsalor’s Broadaxe is a +1 greataxe that deals maximum damage when the
wielder hits a blighted plant creature or an object made of blighted wood. The axe’s creator was
a druid who defended the dryads of a forest within her area of protection. Whoever carries the
axe feels uneasy whenever blighted plant creatures are within 60 feet.
 Bloodthirst – the weapon’s creator had a bit of the battle lust that a barbarian has. When you
hit with a melee attack using this magic greataxe and reduce the target to 0 hit points, you gain
2d6 temporary hit points. Temporary hit points do not stack. When an action causes you to gain
temporary hit points, compare the total gained to the total you currently have and keep the
higher total. Do not add the newly gained temporary hit points to any current temporary hit
points.
 Weapon of Warning – Morsalor’s Broadaxe warns you of danger. While the weapon is on your
person, you have advantage on initiative rolls. In addition, you and any of your companions
within 30 feet of you can’t be surprised, except when incapacitated by something other than
nonmagical sleep. The weapon magically awakens you and your companions within range if any
of you are sleeping naturally when combat begins.

Tier 2

Morsalor’s Broadaxe retains all the powers of the Tier 1 version of the weapon and gains the following
attributes.

 You gain an additional +1 to attack and damage rolls made with this magic weapon.
 Corpse Slayer - When you hit an undead creature with an attack using this weapon, the attack
deals an extra 1d12 slashing damage, and the creature has disadvantage on saving throws
against effects that turn undead until the start of your next turn.
 Axe of Certain Death - When you damage a creature with an attack using this magic weapon,
the target can’t regain hit points until the start of your next turn.
 Breath of the Wind – When wielded by a creature with a breath weapon attack, Morsalor’s
Broadaxe allows the creature’s breath weapon to be used one additional time before a required
rest. For example, if the creature can normally use its breath weapon two times and then wait
until after finishing a short or long rest to use it again, while wielding this weapon, that creature
can use its breath weapon a third time before finishing a short or long rest.

Tier 3

Morsalor’s Broadaxe retains all the powers of the Tier 2 version of the weapon and gains the following
attributes.

 You gain an additional +1 to attack and damage rolls made with this magic weapon.
 Greater Bloodthirst – The axe deals an extra 1d12 necrotic damage to creatures that aren’t
constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe,
you gain 3d6 temporary hit points (at Tier 3, this replaces the temporary hit points from the Tier
1 Bloodthirst feature).
 Legendary Resist 1 – Once per long rest, if you fail a saving throw against a spell or effect, you
can choose to succeed instead.

Tier 4

Morsalor’s Broadaxe retains all the powers of the Tier 3 version of the weapon and gains the following
attributes.

 Planar Protector – Morsalor’s Broadaxe deals 2d12 slashing damage on a hit, plus an extra 2d12
acid damage if the target is not native to the current plane of existence.
 Corrode Metal - As an action, you can cast a version of the heat metal spell (save DC 15) that
deals acid damage instead of fire damage. Once this power is used, it can’t be used again until
the next dawn.

Appendix G: Thardram’s Epic: The Tormented Warblade
Art is the Warlord’s Axe: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205057

Tormented Warblade is a Wondrous Item and Requires Attunement.

Tormented Warblade always has the following properties:

 Tormented Warblade functions as a +1 weapon.


 Tormented Warblade is a hand-axe/halberd hybrid made by the Izzet league. At the touch of a
button the shaft shortens or elongates into either a halberd or hand-axe. Touching the button
takes a bonus action.
 Due to an unexpected surge in the power coils during its forging, Tormented Warblade has
gained an interdimensional link with the elemental plane of storms, which gives it the following
abilities:
o You can use an action to cause Tormented Warblade to shoot a bolt of lightning in a 15-
foot line that is five feet wide. Each creature in that line must make a DC 13 Dexterity
saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a
successful one. Once this power is expended, it cannot be used again until the following
dawn.
o When you hit with a melee or range attack using Tormented Warblade, you can cause
the axe to emit a crack of thunder, audible out to 300 feet. The target you hit must
succeed on a DC 13 Constitution saving throw or become stunned until the end of your
next turn. Once this power is expended, it cannot be used again until the following
dawn.
 In hand-axe form, when Tormented Warblade is used as a thrown weapon, it always returns to
the hand of the wielder that is attuned to it.

Tier 2

Tormented Warblade gains additional powers when the wielder reaches Tier 2 (Levels 5 – 10).

 Tormented Warblade functions as a +2 weapon.


 Tormented Warblade is able to attune to another elemental energy type when its wielder
travels that type’s native plane, to an adjacent plane, or defeats a foe of CR 6 or higher that is
native to that elemental plane while wielding Tormented Warblade. Tormented Warblade can
be attuned to no more than two elemental energy types at the same time. Attuning to a second
energy type or changing an energy type that Tormented Warblade attunes to requires a long
rest. Examples of energy types that Tormented Warblade can attune to follow:
o Fire:
 You can use an action to cause Tormented Warblade to shoot a jet of fire in a
30-foot line that is five feet wide. Each creature in that line must make a DC 15
Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to Fire damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 fire damage if the target fails a DC 15
Constitution saving throw or half that much damage on a successful save.
o Water:
 You can use an action to cause Tormented Warblade to shoot a jet of ice in a 30-
foot line that is five feet wide. Each creature in that line must make a DC 15
Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to Cold damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 cold damage if the target fails a DC 15
Constitution saving throw or half that much damage on a successful save.
o Lightning (tier 2 upgrade to the original effect):
 You can use an action to cause Tormented Warblade to shoot a bolt of lightning
in a 30-foot line that is five feet wide. Each creature in that line must make a DC
15 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half
as much damage on a successful one. Once this power is expended, it cannot be
used again until the following dawn.
 Tormented Warblade confers resistance to Lightning damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to emit a crack of thunder, audible out to 300 feet. The target you
hit must succeed on a DC 13 Constitution saving throw or become stunned until
the end of your next turn. Once this power is expended, it cannot be used again
until the following dawn.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 lightning damage if the target fails a DC
15 Constitution saving throw or half that much damage on a successful save.
o Earth:
 You can use an action to cause Tormented Warblade to shoot a jet of acid in a
30-foot line that is five feet wide. Each creature in that line must make a DC 15
Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to acid damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 acid damage if the target fails a DC 15
Constitution saving throw or half that much damage on a successful save.
o Shadowfell:
 You can use an action to cause Tormented Warblade to shoot a bolt of necrotic
energy in a 30-foot line that is five feet wide. Each creature in that line must
make a DC 15 Dexterity saving throw, taking 4d6 necrotic damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers resistance to necrotic damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 necrotic damage if the target fails a DC
15 Constitution saving throw or half that much damage on a successful save.
o Celestial:
 You can use an action to cause Tormented Warblade to shoot a bolt of radiant
energy in a 30-foot line that is five feet wide. Each creature in that line must
make a DC 15 Dexterity saving throw, taking 4d6 radiant damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers resistance to radiant damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 2d6 radiant damage if the target fails a DC 15
Constitution saving throw or half that much damage on a successful save.

Attunements to other elemental planes may be possible. The axe was considered to be in the
experimental stage when an accident with a fire elemental and a gravitational containment field went
wrong and the axe’s principal researcher was immolated as he was sucked into a pocket singularity.

Tier 3

Tormented Warblade gains additional powers when the wielder reaches Tier 3 (Levels 11 – 16).

 Tormented Warblade functions as a +3 weapon.


 Tormented Warblade is able to attune to another elemental energy type when its wielder
travels that type’s native plane, to an adjacent plane, or defeats a foe of CR 9 or higher that is
native to that elemental plane while wielding Tormented Warblade. Tormented Warblade can
be attuned to no more than three elemental energy types at the same time. Attuning to a third
energy type or changing an energy type that Tormented Warblade attunes to requires a long
rest. Examples of energy types that Tormented Warblade can attune to follow:
o Fire:
 You can use an action to cause Tormented Warblade to shoot a jet of fire in a
45-foot line that is five feet wide. Each creature in that line must make a DC 17
Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to Fire damage. If an attack, effect, or
source would deal fire damage to you while you are attuned to Tormented
Warblade, you gain a Saving Throw against that effect even if one would not
normally be available. If a Saving Throw is available, you gain advantage on the
Saving Throw. If you succeed on your Saving Throw, you take no damage from
the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 fire damage if the target fails a DC 17
Constitution saving throw or half that much damage on a successful save.
o Water:
 You can use an action to cause Tormented Warblade to shoot a jet of ice in a 45-
foot line that is five feet wide. Each creature in that line must make a DC 17
Dexterity saving throw, taking 6d6 cold damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to Cold damage. If an attack, effect, or
source would deal cold damage to you while you are attuned to Tormented
Warblade, you gain a Saving Throw against that effect even if one would not
normally be available. If a Saving Throw is available, you gain advantage on the
Saving Throw. If you succeed on your Saving Throw, you take no damage from
the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 cold damage if the target fails a DC 17
Constitution saving throw or half that much damage on a successful save.
o Lightning (tier 2 upgrade to the original effect):
 You can use an action to cause Tormented Warblade to shoot a bolt of lightning
in a 45-foot line that is five feet wide. Each creature in that line must make a DC
17 Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half
as much damage on a successful one. Once this power is expended, it cannot be
used again until the following dawn.
 Tormented Warblade confers resistance to Lightning damage. If an attack,
effect, or source would deal lightning damage to you while you are attuned to
Tormented Warblade, you gain a Saving Throw against that effect even if one
would not normally be available. If a Saving Throw is available, you gain
advantage on the Saving Throw. If you succeed on your Saving Throw, you take
no damage from the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to emit a crack of thunder, audible out to 300 feet. The target you
hit must succeed on a DC 13 Constitution saving throw or become stunned until
the end of your next turn. Once this power is expended, it cannot be used again
until the following dawn.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 lightning damage if the target fails a DC
17 Constitution saving throw or half that much damage on a successful save.
o Earth:
 You can use an action to cause Tormented Warblade to shoot a jet of acid in a
45-foot line that is five feet wide. Each creature in that line must make a DC 17
Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers resistance to acid damage. If an attack, effect, or
source would deal acid damage to you while you are attuned to Tormented
Warblade, you gain a Saving Throw against that effect even if one would not
normally be available. If a Saving Throw is available, you gain advantage on the
Saving Throw. If you succeed on your Saving Throw, you take no damage from
the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 acid damage if the target fails a DC 17
Constitution saving throw or half that much damage on a successful save.
o Shadowfell:
 You can use an action to cause Tormented Warblade to shoot a bolt of necrotic
energy in a 45-foot line that is five feet wide. Each creature in that line must
make a DC 17 Dexterity saving throw, taking 6d6 necrotic damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers resistance to necrotic damage. If an attack, effect,
or source would deal necrotic damage to you while you are attuned to
Tormented Warblade, you gain a Saving Throw against that effect even if one
would not normally be available. If a Saving Throw is available, you gain
advantage on the Saving Throw. If you succeed on your Saving Throw, you take
no damage from the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 necrotic damage if the target fails a DC
17 Constitution saving throw or half that much damage on a successful save.
o Celestial:
 You can use an action to cause Tormented Warblade to shoot a bolt of radiant
energy in a 45-foot line that is five feet wide. Each creature in that line must
make a DC 17 Dexterity saving throw, taking 6d6 radiant damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers resistance to radiant damage. If an attack, effect,
or source would deal radiant damage to you while you are attuned to
Tormented Warblade, you gain a Saving Throw against that effect even if one
would not normally be available. If a Saving Throw is available, you gain
advantage on the Saving Throw. If you succeed on your Saving Throw, you take
no damage from the attack, effect, or source.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 3d6 radiant damage if the target fails a DC 17
Constitution saving throw or half that much damage on a successful save.

Tier 4
Tormented Warblade gains additional powers when the wielder reaches Tier 4 (Levels 17 – 20).

 Using a bonus action, you can cause Tormented Warblade to grant you the effect of a Haste
spell for one minute (concentration not required). At the end of this effect, the wielder will
suffer one level of exhaustion until completing a short or long rest. Once expended, this effect
cannot be used again until the next dawn.
 Tormented Warblade is able to attune to another elemental energy type when its wielder
travels that type’s native plane, to an adjacent plane, or defeats a foe of CR 15 or higher that is
native to that elemental plane while wielding Tormented Warblade. Tormented Warblade can
be attuned to no more than four elemental energy types at the same time. Attuning to a fourth
energy type or changing an energy type that Tormented Warblade attunes to requires a long
rest. Examples of energy types that Tormented Warblade can attune to follow:
o Fire:
 You can use an action to cause Tormented Warblade to shoot a jet of fire in a
60-foot line that is five feet wide. Each creature in that line must make a DC 18
Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers immunity to Fire damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 fire damage if the target fails a DC 18
Constitution saving throw or half that much damage on a successful save.
o Water:
 You can use an action to cause Tormented Warblade to shoot a jet of ice in a 60-
foot line that is five feet wide. Each creature in that line must make a DC 18
Dexterity saving throw, taking 8d6 cold damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers immunity to Cold damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 cold damage if the target fails a DC 18
Constitution saving throw or half that much damage on a successful save.
o Lightning (tier 2 upgrade to the original effect):
 You can use an action to cause Tormented Warblade to shoot a bolt of lightning
in a 60-foot line that is five feet wide. Each creature in that line must make a DC
18 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half
as much damage on a successful one. Once this power is expended, it cannot be
used again until the following dawn.
 Tormented Warblade confers immunity to Lightning damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to emit a crack of thunder, audible out to 300 feet. The target you
hit must succeed on a DC 13 Constitution saving throw or become stunned until
the end of your next turn. Once this power is expended, it cannot be used again
until the following dawn.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 lightning damage if the target fails a DC
18 Constitution saving throw or half that much damage on a successful save.
o Earth:
 You can use an action to cause Tormented Warblade to shoot a jet of acid in a
60-foot line that is five feet wide. Each creature in that line must make a DC 18
Dexterity saving throw, taking 8d6 acid damage on a failed save, or half as much
damage on a successful one. Once this power is expended, it cannot be used
again until the following dawn.
 Tormented Warblade confers immunity to acid damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 acid damage if the target fails a DC 18
Constitution saving throw or half that much damage on a successful save.
o Shadowfell:
 You can use an action to cause Tormented Warblade to shoot a bolt of necrotic
energy in a 60-foot line that is five feet wide. Each creature in that line must
make a DC 18 Dexterity saving throw, taking 8d6 necrotic damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers immunity to necrotic damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 necrotic damage if the target fails a DC
18 Constitution saving throw or half that much damage on a successful save.
o Celestial:
 You can use an action to cause Tormented Warblade to shoot a bolt of radiant
energy in a 60-foot line that is five feet wide. Each creature in that line must
make a DC 18 Dexterity saving throw, taking 8d6 radiant damage on a failed
save, or half as much damage on a successful one. Once this power is expended,
it cannot be used again until the following dawn.
 Tormented Warblade confers immunity to radiant damage.
 When you hit with a melee or range attack using Tormented Warblade, you can
cause the axe to deal an additional 4d6 radiant damage if the target fails a DC 18
Constitution saving throw or half that much damage on a successful save.
Appendix H: Gerry’s Epic: Granvard’s Delirium Wristguards
Illusionist’s Bracers (from the MtG card) URL: https://gatherer.wizards.com/Pages/Card/Details.aspx?
multiverseid=366426

Artwork is from Illusionist’s Bracers

Granvard’s Delirium Wristguards (Artifact. Wondrous Item; Requires Attunement)

Granvard’s Delirium Wristguards appear to be made of a very light but extremely durable alloy of bronze
or copper. Each wristguard has irregular geometric designs etched into the metal, and each one is
covered with a number of small semiprecious stones of various colors. Izzet Engineers say it’s impossible
to tell how many such stones are on each one, because they seem to change at random intervals and
they seem to appear in different patterns. Either that, or they only examine the wristguards when they
are very drunk. You won’t get them to admit to it, however.

Granvard’s Delirium Wristguards always have the following properties:

 One of the stones on one of the bracers (you may swear it jumps from one to another while you
are wearing them) is a polished agate and functions as a Luckstone: While this polished agate is
on your person, you gain a +1 bonus to ability checks and saving throws.
 One of the stones on one of the bracers (you may swear it jumps from one to another while you
are wearing them) is a polished garnet and functions as a Periapt of Wound Closure: While you
wear this garnet, you stabilize whenever you are dying at the start of your turn. In addition,
whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
 One of the stones on one of the bracers (you may swear it jumps from one to another while you
are wearing them) is a polished lapis lazuli and functions as a Spell Gem: The lapis lazuli spell
gem is a uncommon item and can store up to a 1st level spell. The stored spell's saving throw DC
is 13 and has a +5 attack bonus.
o A spell gem can contain one spell from any class’s spell list. You become aware of the
spell when you learn the gem’s properties. While holding the gem, you can cast the spell
from it as an action if you know the spell or if the spell is on your class’s spell list. Doing
so doesn’t require any components and doesn’t require attunement. The spell then
disappears from the gem.
o If the spell is of a higher level than you can normally cast, you must make an ability
check using your spellcasting ability to determine whether you cast it successfully. The
DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem
with no other effect.
o You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you
cast the spell while holding the gem. The spell is stored in the gem instead of having any
effect. Casting the spell must require either 1 action or 1 minute or longer, and the
spell’s level must be no higher than the gem’s maximum. If the spell belongs to the
school of abjuration and requires material components that are consumed, you must
provide them, but they can be worth half as much as normal.
o Once imbued with a spell, the gem can’t be imbued again until the next dawn.
Tier 2

 Granvard’s Delirium Wristguards gains additional properties when the wearer attuned to it rises
to Tier 2 (Levels 5 – 10).
 Granvard’s Delirium Wristguards functions similar to Bracers of Shielding. It grants you an AC
bonus of 2 + your Dexterity Modifier + your Constitution Modifier. This effect is present whether
you wear armor or have a shield or not.
 One of the geometric etchings on one of the bracers (it seems to move from one to the other at
random intervals) resembles a humanlike head, suggesting the jagged elemental form of the
galvanice weird. Upon uttering the phrase “Sqarle Save Me!” a random-colored goo will squirt
out of the bracer and form into a Galvanice Weird in an unoccupied space within 15 feet. (Your
DM has the stats for this creature when you summon it). The Weird will remain for 3 hours, until
you use an action to dismiss it, or until it sustains enough damage to kill it. When killed,
dismissed, or at the end of the duration, the Weird dissolves into a smoke or powder, and it
flows back into the design on the bracer and cannot be summoned again until the following
dawn. Until killed, dismissed, or the end of the duration, the Weird will serve you as a
bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in
any other way that its capabilities allow.
 One of the stones on one of the bracers (you may swear it jumps from one to another while you
are wearing them) is a polished bloodstone and functions as a Spell Gem: the bloodstone spell
gem is a rare item and can store up to a 3rd level spell. The stored spell's saving throw DC is 15
and has a +7 attack bonus. The rest of its stats are identical to the lapis lazuli spell gem above.

Tier 3

 Granvard’s Delirium Wristguards gains additional properties when the wearer attuned to it rises
to Tier 3 (Levels 11 – 16).
 One of the geometric etchings on one of the wristguards (it seems to move from one to the
other at random intervals) is a series of zigzag marks that resemble stylized folds in fabric, and it
functions as a Dimensional Loop: While attuned to Granvard’s Delirium Wristguards, you have a
+1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you
already have darkvision, its range increases by 30 feet.
o Dimensional Cloak. As a bonus action, you send your body out of phase with the
material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made
to hide, and imposing disadvantage on attack rolls against you. Once you use this
feature of the dimensional loop, it cannot be used again until the next dawn.
o Fold Space. Choose a space you can see within 60 feet of you (no action required). You
treat that space as if it were within 5 feet of you until the end of your turn. This allows
you to move immediately to that space without provoking opportunity attacks, or to
interact with objects or creatures in that space as though they were next to you
(including allowing you to make melee attacks into that space). Once you use this
feature of the dimensional loop, it cannot be used again until the next dawn.
 One of the stones on one of the wristguards (you may swear it jumps from one to another while
you are wearing them) is a polished topaz and functions as a Spell Gem: the topaz spell gem is a
very rare item and can store up to a 6th level spell. The stored spell's saving throw DC is 17 and
has a +10 attack bonus. The rest of its stats are identical to the lapis lazuli spell gem above.

Tier 4

 Granvard’s Delirium Wristguards gains additional properties when the wearer attuned to it rises
to Tier 4 (Levels 17 – 20).
 One of the stones on one of the wristguards (you may swear it jumps from one to another while
you are wearing them) is a polished ruby and functions as a Spell Gem: the ruby spell gem is a
very rare item and can store up to a 8th level spell. The stored spell's saving throw DC is 18 and
has a +10 attack bonus. The rest of its stats are identical to the lapis lazuli spell gem above.
 One of the geometric etchings on one of the wristguards (it seems to move from one to the
other at random intervals) is a spiral design that resembles a jagged crown or wreath and
functions as an exalted Wreath of the Prism: While wearing Granvard’s Delirium Wristguards in
its exalted state, range of your darkvision is extended by 60 feet.
o When you hit a beast, dragon, or monstrosity of challenge rating 15 or lower with an
attack, or when you grapple it, you can use the wreath to cast dominate monster on the
creature (save DC 17). On a successful save, the target is immune to the power of the
wristguards for 24 hours. On a failure, a shimmering, golden image of a wreath appears
as a collar around the target’s neck or as a crown on its head (your choice) until it is no
longer charmed by the spell. If you use the wristguards to charm a second creature, the
first spell immediately ends. When the spell ends, the target knows it was charmed by
you.
Appendix E: [Vernon’s] Epic Weapon
Describe it here…
Appendix F: Monsters from Innistrad

Party Monster Max. Examples


Level CR No.
7 2 12 Avacyn’s Pilgrim, Champion of the Parish, Delver of Secrets
D&D Stat Blocks Githzerai Monk, Gnoll Pack Lord, Flying Horror
7 3 9 Ambush Viper, Ashmouth Hound, Bloodcrazed Neonate
D&D Stat Blocks Giant Scorpion, Winter Wolf, Dark Tide Knight
7 4 6 Avacynian Priest, Civilized Scholar, Darkthicket Wolf, Elite Inquisitor
D&D Stat Blocks Bone Naga (Guardian), Wereboar, Dire Wolf, Couatl
7 5 4 Brain Weevil, Crossway Vampire, Daybreak Ranger, Elder Cathar
D&D Stat Blocks Chuul, Vampire Spawn, Werebear, Kuo-Toa Archpriest
7 6 3 Abattoir Ghoul, Abbey Griffin, Chapel Geist, Creepy Doll
D&D Stat Blocks Frost Giant, Chimera, Invisible Stalker, Living Iron Statue
7 7 2 Armored Skaab, Bitterheart Witch, Bloodline Keeper
D&D Stat Blocks Sir Godfrey Gwilym, Yuan-ti Abomination, Oni
7 8 2 Angelic Overseer, Bane of Hanweir, Battleground Geist
D&D Stat Blocks Drow Priestess of Lolth, Green Slaad, Spirit Naga
7 9 2 Angel of Flight Alabaster, Bloodgift Demon, Galvanic Juggernaut
D&D Stat Blocks Young Silver Dragon (caster), Bone Devil, Clay Golem
7 10 1 Charmbreaker Devils, Fortress Crab, Geist of Saint Traft
D&D Stat Blocks Death Slaad, Stone Golem, Deva
7 11 1 Dearly Departed, Geistcatcher’s Rig
D&D Stat Blocks Djinni, Dao
7 12 1 Essence of the Wild, Kindercatch, Krallenhorde Wantons
D&D Stat Blocks Erinyes, Arcanaloth, Archmage
7 13 1 Balefire Dragon
D&D Stat Blocks Young Red Shadow Dragon
7 14 1 Garruk Relentless, Garruk, the Veil-Cursed, Olivia Voldaren
D&D Stat Blocks Ice Devil, Ice Devil, Death Tyrant
7 15 1 Ludevic’s Abomination, Moldgraf Monstrosity, Skaab Goliath
D&D Stat Blocks Adult Green Dragon, Purple Worm, Mummy Lord
CR 2 Avacyn’s Pilgrim

Based on: Githzerai Monk

Changes: +8 to attacks, resist Radiant damage

CR 2 Champion of the Parish

Based on: Gnoll Pack Lord

Changes: +8 to attacks

CR 2 Delver of Secrets

Based on: Druid

Changes: +8 to attacks, +20 HP

CR 3 Ambush Viper

Based on: Giant Scorpion

Changes: +8 to attacks, Initiative +6, 1 attack (bite—use sting stats), 6d10 poison damage from bite

CR 3 Ashmouth Hound

Based on: Winter Wolf

Changes: +8 to attacks; fire breath (instead of cold)

CR 3 Insectile Aberration

Based on: Manticore

Changes: +8 to attacks; no tail spikes

CR 3 Bloodcrazed Neonate

Based on: Githyanki Warrior

Changes: +8 to attacks; +30 HP


CR 3 Reckless Waif

Based on: Werewolf

Changes: +8 to attacks; +20 HP

CR 4 Avacynian Priest

Based on: Bone Naga (Guardian)

Changes: +8 to attacks

CR 4 Civilized Scholar / Homicidal Brute

Based on: Wereboar

Changes: +8 to attacks, 3 attacks in Brute form (2 mauls and bite)

CR 4 Darkthicket Wolf

Based on: Dire Wolf

Changes: +8 to attacks, 2 attacks, +40 HP

CR 4 Elite Inquisitor

Based on: Couatl

Changes: 2 staff attacks; Stunned condition (instead of poisoned); no constrict attack

CR 5 Brain Weevil

Based on: Chuul

Changes: +9 to attacks

CR 5 Crossway Vampire

Based on: Vampire Spawn

Changes: +9 to attacks
CR 5 Daybreak Ranger

Based on: Werebear

Changes: +9 to attacks;

CR 5 Afflicted Deserter

Based On: Werebear

Changes: +9 to attacks;

CR 5 Elder Cathar

Based on: Kuo-Toa Archpriest

Changes: +9 to attacks; radiant resistance; no sunlight sensitivity

CR 5 Ludevic’s Test Subject

Based on: Roper

Changes: no attacks; +50 HP

CR 6 Abattoir Ghoul

Based on: Frost Giant

Changes: no changes

CR 6 Abbey Griffin

Based on: Chimera

Changes: +9 to attacks

CR 6 Chapel Geist

Based on: Invisible Stalker

Changes: +9 to attacks
CR 6 Creepy Doll

Based on: Living Iron Statue

Changes: +9 to attacks

CR 7 Armored Skaab

Based on: Revenant

Changes: +9 to attacks; +35 HP

CR 7 Bitterheart Witch

Based on: Yuan-ti Abomination

Changes: +9 to attacks; no bite or constrict attacks; +35 HP

CR 7 Bloodline Keeper

Based On: Oni

Changes: +9 to attacks;

CR 7 Nightfall Predator

Based On: Grick Alpha

Changes: +9 to attacks; 2 bites instead of tail attack, 2 claws instead of tentacles, no extra attack on
successful claw attack

CR 8 Angelic Overseer

Based On: Drow Priestess of Lolth

Changes: +10 to attacks; +40 HP

CR 8 Hanweir Watchkeep / Bane of Hanweir

Based On: Green Slaad

Changes: +10 to attacks; +30 HP


CR 8 Battleground Geist

Based On: Spirit Naga

Changes: +10 to attacks; +40 HP

CR 9 Angel of Flight Alabaster

Based On: Young Silver Dragon (caster)

Changes: none

CR 9 Bloodgift Demon

Based On: Bone Devil

Changes: +10 to attacks

CR 9 Galvanic Juggernaut

Based On: Clay Golem

Changes: +10 to attacks

CR 9 Grizzled Outcasts

Based On: Assassin

Changes: +10 to attacks; +45 HP

CR 9 Lord of Lineage

Based On: Gynosphinx

Changes: +10 to attacks

CR 10 Charmbreaker Devils

Based On: Death Slaad

Changes: +10 to attacks

CR 10 Fortress Crab
Based On: Stone Golem

Changes: none

CR 10 Geist of Saint Traft

Based On: Deva

Changes: +10 to attacks

CR 11 Dearly Departed

Based On: Djinni

Changes: +11 to attacks

CR 11 Geistcatcher’s Rig

Based On: Dao

Changes: +11 to attacks

CR 12 Essence of the Wild

Based On: Erinyes

Changes: +11 to attacks

CR 12 Kindercatch

Based On: Arcanaloth

Changes: +11 to attacks

CR 12 Krallenhorde Wantons

Based On: Archmage

Changes: +11 to attacks; +60 HP

CR 13 Balefire Dragon
Based On: Young Red Shadow Dragon

Changes: +11 to attacks

CR 14 Garruk Relentless / Garruk, the Veil-Cursed

Based On: Ice Devil

Changes: +12 to attacks; spirit wolf attack instead of Wall of Ice (piercing damage instead of cold); all
attacks with its axe (slashing); additional damage is necrotic instead of cold

CR 14 Olivia Voldaren

Based On: Death Tyrant

Changes: +12 to attacks; spell attacks instead of eye rays

CR 15 Ludevic’s Abomination

Based On: Adult Green Dragon

Changes: +12 to attacks; poison added to bite attack (recharge remains); no wing attack; no fly speed

CR 15 Moldgraf Monstrosity

Based On: Purple Worm

Changes: none

CR 15 Skaab Goliath

Based On: Mummy Lord

Changes: +12 to attacks; +100 HP

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