D&D 5e - Vecna Eve of Ruin
D&D 5e - Vecna Eve of Ruin
D&D 5e - Vecna Eve of Ruin
EUE OT RUIN"
Cnrorrs
Lead Designer: Amanda Hamon Consultants: Rico Corazon, Ma'at Crook, Basheer Chouse,
Art Director: l(ate lrwin James Mendez, Omar Ramadan-Santiago
Designers: Makenzie De Armas, Ron Lundeen, Patrick Renie Project Engineer: Cynda Callaway
Rules Developers: Jeremy Crawford, Makenzie De Armas, lmaging Technicians: Daniel Corona, l(evin Yee
Ron Lundeen, Ben Petrisor, Carl Sibley Prepress Specialist: Jefferson Dunlap
Lead Editor: Eytan Bernstein
Editors: Judy Bauer, Janica Carter, Michele Carter, Adrian Ng,
D&D Sruoro
Christopher Perkins Executive Producer: Kyle Brink
Lead Graphic Designer: Trystan Falcone Game Architects: .Jeremy Crawford, Christopher Perkins
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Cover lllustratorst Ay droT 4, l(ieran Yan ner Armas, Dan Dillon, Amanda Hamon, Ron Lundeen, Ben
Petrisor, Patrick Renie, F. Wesley Schneider, Carl Sibley,
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David Kegg, One Pixel Brush, Vinod Rams, l(ieran Yanner
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eventually remove all evidence of any inferior versions of reality. There will be
no mercy for your pitiful souls, which never existed.
DUNCEONS & DRACONS D&l .,. ::':s :j:': C::s: ile dragon ampersard, Dragonlance, Eberron, Forgotten Realms, Creyhawk, Ravenloft, Spe llanmer, Player's Handbook, Mon-
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CoNTENTS
Danger to the Multiverse....................... 5 Ch. 6: Night of Blue Fire ....................111 Appendix A: 8estiary.................,...... 204
Existence in Peri1........................................ 5 Running This Chapter............................ 111 Abishais ..........................204
\rcna's History............................................. 5 Krynn ............. ................. 111 Astral Dreadnought ............... ................. )O7
Kas's Plan....... ....................6 Arriving on Krynn................................... 112 Black Rose Bearer ................................. 208
Ihe Wizards Three............... .............,,....... 7 The Peylon Tree....................................... 112 Blades of Eberron....................................209
Confronting Vecna...................................... 8 Bittergrass Fen ........................................ 1 1 5 Blazebear ,1n
Adventure Summary.................................. 9 The Blue Fire Wardens.......................... 116
Running the Adventure.......... .................. 12 Three Moons \ r^, ,1r 777
Character Creation.......... .......................... 12 Cadaver Collector )1 a,
Ch.5: Death
Arriving in Barovia. 94
DANGERTO
THEMUTTIVERSE
: HIS ADVENTURE CELEBRATES FIFTYYEARS
I ot DuNGEoNs ot uRacolls nrstory. t ne story
I spans many beloved settings and wondrous
) piu.,., ofe*i"t"nce. Its cast includes charac-
ters iconic to longtime fans. This adventure's stakes
invoive the fate of all worlds-in other words, the
multiverse. If the player characters finish this adven-
ture successfully, they'll reach 2Oth leve1 and will
have thwarted one of the most notorious villains in
D&D's history.
The information in this book is intended for the
Dungeon Master only. If you're planning to play
through the adventure with someone else as your
DM. stop reading now! VEcNCS Hrsropv
Vecna: Eve ofRuin is a DuNcpoNS & DRAGoNS Throughout the adventure, Vecna proceeds with
adventure optimized for four to six characters. Char- his plans as if nothing can stop him. However, the
acters begin at 10th level and gain a level at the end waves of magic the lich and his cult unleash in pre-
of each of this book's chaplers. paring for the Ritual of Remaking garner the atten-
The characters are the heroes of the story. This tion of powerful individuals.
book describes the locations the characters explore One is Kas, a vampire warrior who once served
and the challenges they must overcome to success- Vecna but is now Vecna's eternal enemy. Kas learns
fully complete the adventure. All pertinent details the details of Vecna's plans and plots to co-opt the
about the adventures'settings and locations are cov- ritual for himself.
ered in this book.
Kes RNn VncNa
ExrsrnNCE rN PERIL Hundreds ofyears ago, Vecna and Kas were close
For many years, the lich Vecna has imagined re- associates. They were driven men who shared sim-
making existence. When this adventure starts, ilar evil outlooks. Kas admired Vecna's sadism and
Vecna is already a god. Never truly satisfied, he
yearns to become the most powerful being in the
multiverse. Unfortunately for his enemies, Vecna
recently devised the Ritual of Remaking to turn his
dreams into reality.
that was left of Vecna after he died was one hand into retrieving an item that will allow him to free a
and one eye. These eventually became artifacts demon lord ally named Miska the Wolf-Spider. To-
known as the Eye and Hand of Vecna (see the Dan- gether, the two can defeat Vecna. Kas is attuned to
§eon Master's Guide). the crown throughout this adventure.
In the aftermath of this battle, Kas transformed
into a vampire. He became the ruler and prisoner CnowN or LrEs
of a Domain of Dread (a mist-bordered realm in the Wondrous ltem, Artifact (Requires Attunement)
Shadowfell) called Tovag. Eventually, the Dark Pow- After betraying and neariy destroying the lich
ers whispered to Kas that Vecna had risen again, be- Vecna, the warrior Kas found himself trapped in
coming an evil god of secrets and magic on Oerth. the Shadowfell, imprisoned in a Domain of Dread
Vecna's defeat of Kas grates on the warlord's ego. called Tovag. There. he languished as a vampire. In
Kas aches to annihilate Vecna. Meanwhile, Vecna time, the Dark Powers of the Shadowfell lured Kas
has been building his power, though the iich yearns to a hidden forge, where he found lhe Crown of Lies.
to finally destroy his former lieutenant. Once Kas vowed to deliver Vecna into the Dark Pow-
ers' clutches and donned the crown, the Dark Pow-
Krs's PraN ers released Kas. From there, Kas set out to ruin his
Shortly after Vecna began traversing the multiverse former master. Should Kas fai1, the Dark Powers
to gather secrets, Kas learned of the lich-god's plan will reclaim him.
from the Dark Powers. Upon working out a bargain The crown is made of burnished and entwined
with those powers, Kas devised a plot to usurp the metal rods. To attune to it, you must place it t-rn your
power Vecna was gathering. head and speak a true desire ofyour heart. You
The moment before the lich unravels existence, know how to attune to the crown when you touch it.
Kas plans to slay Vecna and step into the lich's Random Properties. The Crown of Lies has the
place, reshaping the multiverse to his own whims. following random properties (see the Dun§eon Mas-
ter's Guide for options):
DouerN oF DREAD PARoLEE . 1 minor beneficialproperty a;
Kas uses an artifact called the Crown oflr'es to im- . 1 major beneficialproperty
personate a powerful wizard and manipulate others . 1 minor cletrimental properly l:l
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Perfect Dis§ur'se. While attuned to the crown, The only way to reveal your true nature while trans-
\:ou can use an action to transform yourself to look formed by the crown is with a l4ll'slr spell.
and feel like any creature you've seen at least once While wearing this crown in your true form, you
and whose size is no more than one size smaller or can choose for the crown to be visible if you wish.
larger than yours. Destroyin§ the Crown.If a creature wearing the
The new form mimics the chosen creature's ap- crown is killed by the creature it is disguised as, the
pearance exactly, including its voice. Your size and crown disintegrates and is destroyed.
speed are replaced by the chosen creature's. You
otherwise retain your own game statistics. While THn IMTzARDS Tnnrr
in this new form, the cror,vn melds into your person When the Dark Powers divulged Vecna's plan to
and is undetectable. Kas, the powers aiso whispered that Lady Alustriel
Your new form lasts until you die, your attune- Silverhand was marshaling allies to stop the lich.
ment to the crown ends, or you use another action Kas didn't relish the thought of facing the might of
to transform into a different creature or your true one of the multiverse's most powerful good-aligned
form. Interactions with you while you are trans- spellcasters, so the warlord devised a plot to trick
formed by the crown reveal no illusory magic, nor Alustriel into helping him defeat Vecna.
do they reveal anything other than details about With the help of spies, Kas learned that Aiustriel
the creature you're disguised as. You count as the intended to summon two powerful friends to oppose
chosen creature for the purposes of spells, traps, Vecna: the wizards Tasha and Mordenkainen. (For
and other defenses that wouldn't target the cho-
sen creature.
While in your disguised form, any lies you tell
always seem to be true, no matter what magical or
mundane methods are used to try to detect your
falsehoods. You are the recipient of Sendln§ spells
addressed to you and the creature you are disguised
- as, and Scryin§ and similar spe11s that target the
creature you are disguised as actually target you.
?
A»vnNTURE SuunaeBv
The adventure is split into three narrative
components:
Discovering Vecna's Activity. In chapter 1, the
characters stumble upon a cult of Vecna perform-
ing a ritual to extract secrets. When the charac-
ters clash with the cult, they become linked to the
1ich, which sets them on the path to discover Vec-
na's plot to remake the multiverse.
Seeking the Rod. In chapter 2, the characters'
link to Vecna shunts them to Sigil when powerful
spellcasters botch a lz%slr spe1l to stop the lich.
The characters are asked to retrieve the pieces of
the Rod of Seven Parfs, as detailed in chapters 2
through 8.
Stoppingthe Ritual of Remaking. In chapter 9,
"Mordenkainen" reveals himself as Kas in dis-
guise. Kas steals the reassembled rod and heads
to the plane of Pandemonium to co-opt Vecna's rit-
ual. The characters can chase and confront Kas,
but they must stop the Ritual of Remaking from
being completed.
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Cneprnn 4 Suvrueny
This chapter takes place on the continent of Khor-
vaire in the world of Eberron. The characters learn
that the third rod piece is located in the Mournland,
a magical wasteland. Eventually, the characters dis-
cover that the piece is located within an enormous,
deactivated construct ca1led Landro. The characters
must navigate this colossus and retrieve the rod
X,ls *r:trrgr: HrMi€Lr FLÄwLs§5Ly Äs piece from Landro's engine room.
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mission to protect the helpless. The work doesn't RnVf el,f NG SECRETS
pay well, but the character has saved children from A character can magically spend a secret like
hungry monsters, thwarted rampaging monsters currency, revealing it to the multiverse to gain a
in villages, and protected the poor from greedy momentary boon' To do this, the character must
overlords. use an action to whisper the secret into the wind.
The secret is then gone from the minds of every
PURpOSe lN NEVERWINTER character in the party. There is one exception; if the
d6 Reason
I The character is in the employof a powerful merchant, mage, or monarch who sentthe characterto Lord Neverember
as a favor. Neverember needed the character's help to handle growing problems with undead in Neverwinter. The
emergency involving the missing nobles is the character's most recent assignment.
2 After a long struggle, the character defeated a powerful sorcerer. ln the throes ofdeath, the sorcerer's magic backfired,
opening a portal and shunting the character to Neverwinter. The character has been working for Lord Neverember as a
mercenary while figuring out what to do next.
3 The character fought an adult black dragon. The fight wasn't going well, and nothingness enveloped the character as
the character was about to die. lnstead of dying, the character wol<e up in Neverwinter outside Lord Neverember's
villa. lt's up to you to decide why; perhaps a god's or spellcaster's intervention is involved.
4 The character defeated an evil leader and was given the pick of the spoils from the villain's lair. While examining the
items, the character stumbled upon a Cubic Gate lhat sent them to Neverwinter. The character agreed to worl< for Lord
Neverember in exchange for the spellcasting services they need to return home.
5 The character is an expert at retrieving kidnapped individuals, even those on other planes of existence. The family of
one ofthe kidnapped nobles in chapter I reached out to the Harpers, who recommended the character's services. The
family promised a high price for the character to come to Neverwinter and look for the missing loved one.
6 The character is an explorer charting the multiverse. During their travels, they've come to recognize the foreboding
sense ofdanger they feel whenever they're about to encounter evil. The character can't shal<e a sense ofdread aboui
Neverwinter, so they've come to the city to ask Lord Neverember if there's a threat.
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RETURN FROM
NEVERDEATH GRAVEYARD
Indrina's Secret. A prisoner named Indrina knows
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ihe recent past. The greatest was the eruption of
nearby Mount Hotenow, which nearly destroyed the
nevertheless pro-
r ided sta
cult ofVecna op-
discovered is important. Describe the Power of
erates in
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Ix rHE GnevBYARD The well-oiled door opens noiselessly. The crypt
interior is dusty, with numerous tracks leading to a
The wandering zombies and skeletons of Never-
descending staircase al the rear of the room.
death Graveyard don't pose a challenge to a Against the walls rest six stone coffins, three
higher-level party, so the characters can reach Hal- on each side. A stone slab engraved with a name,
lix Mausoleum without trouble. The characters don't birth year, and death year covers each coffrn. These
1'et realize that the mausoleum leads to a network members of the Hallix family died forty years ago,
of catacombs that extends beneath both the Main after Mount Hotenow erupted. The coffrns are empty
Graveyard and the Pauper's Graveyard. except for scraps of cloth and bits of bone; the cult's
ghouls ate the former occupants.
GBxnner Fn,truBns Noisy Investi§ations.If the characters make a lot
The following features are common throughout the of noise here, the wights in area C2 investigate.
catacombs and chambers.
C2, Lowen Mausorruvr
Bnorrx SroNn If the wights described below moved to investigate
The old stones used to build the subterranean areas area C1, omit the last sentence when reading aloud:
don't fit together well, leaving space for mold or tan-
gled roots. Vecna's cultists have scribbled symbols
Stone stairs descend from Hallix Mausoleum to a
on the walls, depicting staring eyes and left hands.
large subterranean chamber with stone coffins sitting
Crrr-rNcs on sturdy shelves. Part ofthe west wall has collapsed,
Ceilings are 10 feet high in passages and 15 feet creating an opening into another chamber. Marching
high in rooms unless otherwise noted.
around the chamber are five pale, desiccated warriors
Doons wearing wicked-lookin g armor.
Doors throughout the area are made of heavy stone
with metal hinges. The cult keeps the doors well-
The cult pressed five wights into service as guards.
oiled, so they don't make noise when opened. All
The wights know the cultists by appearance and
doors are unlocked unless otherwise noted.
don't attack them, but they attack anyone else.
Lrcur:rNc The older Hallix corpses once buried here were
Areas C1-C72 arc dark, and characters must have fed to the cult's ghouls.
darkvision or a light source to see. Cult members Secret Door. One of the empty coffins contains no
frequent areas C13-C26, so lanterns hung on wali evidence of a former occupant. The back of this cof-
hooks create bright light there. fln hides a panel with a latch that causes the wall be-
hind it to swing aside. A character who searches the
Vnsrrcrs oF THE'WanBncrocK GUrLD coffin or wa1l and succeeds on a DC 18 Intelligence
Part of the catacombs once belonged to an occult (Investigation) or Wisdom (Perception) check finds
organization ca11ed the Waterclock Guild. The guild this secret door. Neither the cultists nor the wights
members are gone, though their bound elementals are aware of it. The passageway beyond ends at an-
and clockwork mechanisms remain. A network of other secret door that is easily spotted and opened
pipes runs through areas C7-C12 and C14-C15, from inside the tunnel. It leads to area C9.
indicated on map 1.1 by solid lines. The sound of Treasure. One open coffin contains four wool
dripping water echoes throughout these areas. cloaks worth 10 gp each and two wide hats worth 5
gp each, which the cultists use to travel inconspicu-
NnvnBTBATH CATACoMB LocerroNs ously aboveground. There is also a Potion of Invisi-
The following locations are keyed to map 1.1 bility the cultists were saving for an emergency.
The towering stone mausoleums in Neverdeath Roots protrude through cracks in the ceiling here. A
Craveyard cluster near the wall separating the Main stone stairway in the southeast corner has collapsed,
Craveyard from the Pauper's Craveyard to the west. and the nearby walls have crumbled. Three doors in
Hallix Mausoleum is a squat, unassuming granite the north wallare shut, and the middle door bears a
block in the shadow of larger monuments to the west new padlock. To the west, stairs lead io a small balco-
and south. lts metal double door bears a rusiy broken ny that overlooks the room from five feet above, with
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chain and a padlock that hangs offthe door. just enough room for a door painted with an eye.
c9
Graveyard
Map i.r : li:veitngn:'x C,1Txc*mes
This room is inaccessible from the surface since the the grate, dealing 14 (4d6) slashing damage to what-
stairway leading upward has collapsed. See area C5 ever triggered the trap, and ifthe target ofthe trap is
for more about the padlocked door. a creature, it must succeed on a DC 14 Constitution
saving throw or take 14 (4d6) poison damage. The
C4, TneppED GRATE trap resets after 1 minute.
Nofes. The papers detail plans to kidnap a Nev-
A metal grate in the floor of this ten-foot-square room erwinter aristocrat named Indrina Lamsensettle.
blocks access to a shallow stone pit holding a small The notes include a map of her estate, schedules of
gold harp, a handful ofloose papers, and a piece of
her movements, and suggestions that she knows an
important secret about Lord Neverember. A scrawl
bloody cloth.
in the margin of a note claims that "her secrets will
make a worthy sacrifice." (The characters can learn
The iron grate covers a pit that's 5 feet square and more by examiningJerot's papers in area C25.)
3 feet deep. The openings in the iron grate are 5 Treasure. The harp is worth 2,500 gp.
inches square. A character who can reach the harp
can carefully tilt it and slide it through the grate
C5' SancnLLE's CELL
with a successful DC 18 Dexterity (Sleight of Hand) This room's only door is padlocked from the outside.
check. If this check fails by 5 or more, the harp falls
As an action, a character with thieves' tools can
use them to try to open the lock, doing so with a
back into the pit.
A cultist of Vecna tried to lever the harp from the successful DC 18 Dexterity (Sleight of Hand) check.
pit but fe1l victim to the trap on the grate. The trap The cult's four mages (in areas Cl4, C16, and C26)
tore away half of the cultist's jacket the bloody each carry a key to the lock. Because the stone is
cloth now at the pit's bottom-and papers tumbled unevenly set around this door, a character could use
from the cultist's pocket and through the grate. an action to try to pull the door aside, doing so with
a successful DC 17 Strength (Athletics) check.
After that mishap, the cultists decided not to press
their luck and left the treasure alone.
Gtate Trap. A character can detect the grate's trap
by examining the grate and succeeding on a DC 14
Intelligence (Investigation) check. The trap activates
when more than 10 pounds of pressure is placed on
the grate. Poisoned blades extend from grooves in
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Cult Activity. Cruel cultists bully the Elementals in trying to assemble. The flywheel thus doesn't inter-
the next room and are keeping a prisoner nearby. est the marid, who gives it to the characters. The
The prisoner is a gnome whom Shanzezim gold-colored flywheel is magical ancl has the proper-
hasn't yet met. ties of a Stone of Good Luck.
Pipe System. The pipes running through this area
lead to a part of the crypt where Shanzezim can't C1l' UrrnnRTo's Cnrl
go, but to which the pipes'water flows. Shanzezim This room's only door is padlocked frorn the outside
describes how to maximize and minimize the wa- with a new, sturdy lock. As an action, a character
ter pressure in areas C8 and C12, opining with de- with thieves' tools can try to use them to open the
light that turning the flow to maximum pressure lock, doing so with a successful DC 18 Dexterity
in both areas should flood out the recently arrived (Sleight of Hand) check. The cult's four mages (in
cultists in short order. areas C14, C16, and C26) each carry a key that
Waterclock Guild. Shanzezim is bound to a portion unlocks it. If the characters are friendly with the
of the catacombs once controlled by a vanished or- water elemental (see area C7) or Shanzezim (see
ganization of artificers and geomancers called the area C10), either is happy to flow into the crack
Waterclock Guild. Additional guild catacombs lie around the door and burst it open from the inside,
past the coliapsed portion of this room, but they much to the surprise of this room's occupant, Um-
hold nothing of interest. berto Noblin.
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Invisibility and a Spe1l Scroll of Major Ima§e folded The two badguras here work as the cult's kidnap-
in its pages. The characters can find these treasures pers. With little to do until the next kidnapping
with 10 minutes of dedicated searching. spree other than guard the imprisoned aristocrat
in area C20, the demons spend their time scratch-
ClB, \äceNT CELL ing out the names on the memorial plates with
This room has a padlock outside like the other pris- their c1aws.
oner cells, but the lock hangs open. Secret Doon One of the nameplates pivots to re-
I ! veal a secret passage to area Cl7. A character who
I This squalid cell contains nothing but a bucket and a searches the room and succeeds on a DC 17 Wis-
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,
small heap of filthy blankets. 1
dom (Perception) check finds the secret door and
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the rneans to open it. The demons don't know about
the secret door, but the cultists do. At the far end
The planar scholar Eldon Keyward occupied this ofthe secret passage is another secret door easily
cel1 for many miserable days. He was taken to the spotted and opened from inside the tunnel.
ritual cage in area C26, so his cell isn't locked.
Eldon's Notebook Anyone searching the blankets C20, ir.rnuNA's CELL
finds Eldon's prize possession: a small notebook This room's only obvious door is padlocked from
filled with his cramped writing about extrapianar the outside with a sturdy, new lock. As an action,
intersections, planar conjunctions, and similar a character with thieves' tools can use them to try
esoterica. to open the lock, doing so with a successful DC 18
Dexterity (Sleight of Hand) check. Each of the cuit's
C19' DrnaoN LAIR four mages (in areas C14, C16, and C26) carries a
key to it. Once the characters open the door, read
Hundreds of names are etched into metal plates set the following:
into the walls of this room, many scratched over and q4
unreadable. Two hulking, red-furred, apelike creatures 1 This crypt smells like a sewer. Awoman sits on a mat- ,
stalk around the room. I tress atop a low shelf, her once-fine clothing in tatters
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i and a silk scarfwrapped around her face. I
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from skilled genealogists and assembled proof i through the corridor. Several narrow doorways lead off i
rhat Lord Neverember isn't descended from Never- i this long hall. ]
aa
rvinter's great hero, Lord Nashar Alagondar, as he
claims. Indrina assumes Lord Neverember wants to
silence her for what she's discovered.
If the characters admit to working for Lord Nev-
erember, Indrina doesn't reveal what she knows.
A character who asks why Indrina is here without
revealing who hired the characters can make a DC
18 Charisma (Persuasion) check, with advantage
if Indrina is given perfume or otherwise removed
from the cell's offensive smell. On a success, Indrina
reveals her secret knowledge.
Learning Indrina's discovery counts as a secret
for the purposes of the Power of Secrets rules in
this book's introduction. Lord Neverember casually
dismisses Indrina's accusation if it's later brought
to his attention, insisting that the woman can't
prove anything.
lrunerr.l,t
L'\MstsN5E I i Lt
This room's floor is 10 feet lower than the raised Ftesr's ENp
ralleries. This fight ends immediately if the characters kill
The room is filled with cultists engaged in an ex- Kendri, silence any of the cult fanatics, or attempt to
nsive, hours-long ritual to sacrifice the elf Eldon
re free Eldon. Energy from the interrupted ritual opens
Keyward's secrets to Vecna. The ritual leader is a a latent planar rift that shunts Eldon and the charac-
ters into the Shadowfell:
EsceprNc EvnRNTGHT
The cult's disrupted ritual thrusts the characters
(along with Eldon) through a Crevice of Dusk, a gap
between the Material Plane and the Shadowfell city
of Evernight, a gloomy reflection of Neverwinter.
The Crevice of Dusk closes immediatelv after
ing the characters
The characters experience the following vision:
Evrprurexr
rxg SxnoowrELL oF THE clrY tt' ,
-i
t tt/
*
Trln Conpsn Manrnr disguise themselves, they receive sidelong stares
from merchants and customers. Everyone assumes
the characters wouldn't be here unless they were
The wall around Evernight's graveyard is riddled under the protection of an influential figure in the
with gaps, and the ground near it is covered in fallen city or were powerful travelers in their own right.
rubble, so leaving the graveyard is easy. Directly east
MrnrrNc SaNcoBe
ofthe graveyard, a large market stretches for blocks Shortly after the characters enter the Corpse Mar-
;n every direction. Tattered canvas and shrouds ket, they draw the attention of a vampire merchant
separate the numerous stalls. Feeble moonlight and named Sangora. When she sees the characters, she
flickering torches illuminate the city, regardless of the spreads her cloak wide and shows sharp fangs in
time of day. her smile. She says:
GnNrner Fnanunrs
The following features are common throughout the
Dolindar tomb.
UNnNorNc IsorerroN
The tomb isn't precisely haunted, but the isolation
the Dolindars felt living in a city of the dead suffuses
their tomb. Creatures in the tomb or the portico
outside it can't muster the will to support others and
thus can't take the Help action.
SroNB CorusrnucrroN
The tomb is made of old, durable stone.
LrsurrNc
The tomb is dark. Area descriptions assume the
characters have a light source or some other means
ofseeing in the dark.
answers, but she also accepts an answer to a prob-
ing question instead of payment (primarily about
Doons
The heavy doors throughout the tomb are made
where the characters came from, how they got here,
of stone and grind noisily when open and shut. No
and what they're looking for in Evernight). Sangora
doors are locked except the puzzle door in area 85.
isn't looking for a fighr.
Sangora can share the following points: Crrlrucs
Evernight. Sangora provides background about the Ceilings are 10 feet high throughout the tomb.
city ofEvernight, as presented above.
Neverwinter. Sangora hasn't been to Neverwinter Dorrx»aR ToMB LocerroNs
in more than a decade and remembers the place The following locations are keyed to map 1.2
as a lawless ruin. At that time, the populace
viewed Lord Neverember as a manipulative tyrant. 81, Ponuco
Sangora knows that gateways called Crevices of
Dusk occasionally appear in Evernight and allow A roof supported by stone pillars extends from the
passage to and from Neverwinter. Dolindar tomb into the weedy yard of uneven earth.
Crevices of Dusk. Sangora explains that residents
The stone door to the tomb is engraved with the word
of both Evernight and Neverwinter dislike these
"DOLlNDAR" above it.
portals being used indiscriminately. Those who
know the location of stable Crevices of Dusk ei-
ther guard or hide them. Four vampire spawn catch up to the party when
Stable Crevice of Dusk. Sangora tilts her head with the characters reach the door to the tomb. After the
a thoughtful look before revealing that she knows characters left her, Sangora detailed her conversa-
of a stable Crevice of Dusk in a tomb of one of tion to her vampire spawn assistants. The spawn
Evernight's former living families, the Dolindars. decided to make a meal of the characters, assuming
The Dolindar tomb is in Evernight's graveyard, that Sangora would never discover their perfidy.
and Sangora provides true directions to it. The ground in the portico is swept and free of
Dolindars. Sangora explains that the Dolindar fam- weeds, thanks to the efforts of the ghost Newmy
ily was exiled to the Shadowfell for reasons they (see area B2). The entrance to the tomb isn't locked.
never shared. The family studied wizardry and It opens onto a smal1 room containing a steep spiral
knew much about planar gates despite being un- staircase leading 20 feet downward. )>
N
E
a ':0. S. a.;,
,',A B3
Down
to I o
T
I
B2
I
i._ r
I
t
I I l\
-t '' n rll
,1
o
rff !
;.i i t, rli
-,! --r
I
\r' ffi
# l\
i I
I1ry,
l,'
Äi
lr,
I
1t
lt^
o
4*sr
l\
ü\ \
a
E tI a= .,o
6t G1
e
. rtl 6
!.1
at
'a
a. WIZARDS THRE[.
!J/ IME HAS PASSED SINCE THE CHARACTERS, Gertrude's Secret. The characters can learn that
I experience in Neverdeath Graveyard. That Gertrude, the lone survlvor of an ambushed cafa-
I o.ä.rl might seem firmly in the past, but the van, and her friend Rockzanna knew about an 1m-
7 characters receiving Vecna's Link is the har- minent attack by Lolth's cultists but said nothing
binger of events none could predict. In this chapter, (see area W6a in Web's Edge).
the characters become involved in three powerful Mordenkainen's Secret. Mordenkainen is duping
rvizards' desperate bid to stop the remaking of exis- Alustriel, Tasha, and the characters and is actually
rence at the hands of the lich-god Vecna. The char- Kas in disguise. (The characters aren't likely to
acters are soon led to believe that retrieving and learn this until later in the adventure.)
reconstructing a legendary artifact is the only way
to avoid a bleak future for the entire multiverse. Frns T RoD Prscn
The f,rst piece of the Rod of Seven Parts is in area
RuNNrNc Trlrs CsaprER W12 of Web's Edge later in this chapter. For more
This chapter begins sometime after the characters' information about the rod and the spell this piece al-
adventure in Neverwinter-days, months, or years, lows its wielder to cast, see this book's introduction.
at your discretion. After you and the players deter-
mine what the characters have been doing follow- Anrun htrnvnnDEATH
ing their Neverwinter escapades, the heroes are It's up to you whether the events of this chapter
abruptly shunted to a mysterious sanctum in Sigil, happen after some time passes or immediately
the city at the center of the multiverse (see the "Sur- following the characters' experience in Neverdeath
prise Development" section later in this chapter). Graveyard. If you wish to emphasize urgency, this
The characters learn a sobering fact from the chapter's events happen a few days after the char-
renowned wizards Alustriel Silverhand, Morden- acters report their success to Lord Neverember in
kainen, and Tasha: the lich-god Vecna is planning Neverwinter. If you'd rather emphasize the method-
to remake the multiverse and emerge as its most ical nature of an eternal lich-god planning his dom-
powerful being, subjugating all existence. Morden- inance over the multiverse, months or years could
kainen, who is actually the vampire Kas in disguise, pass before the characters arrive in Sigil.
believes the characters are the only ones who can
stop Vecna's plans using the fabled Rod of Seven Vrcma'§ LrNx
Parfs, pieces of which are scattered throughout the Before resolving how the characters spend the time
multiverse. between their Neverwinter adventure and the events
Alustriel, Mordenkainen, and Tasha aid the char- ofthis chapter, reiterate that each character retains
acters in their task. This quest leads the characters their Vecna's Link. At various times throughout the
deep into the Underdark in Faerün, where the first interim period, the characters are reminded that
piece of the rod is hidden in Web's Edge, a secret they're metaphysically linked to Vecna. However you
haven for cultists of the demon-god Lolth. narrate this, make it clear that there's something
supernatural about this connection. The link can't
Cn*nacrnR ADVANCEMENT
be removed, and attempts to research the link are
The characters should be 11th level when this chap- unsuccessful. The characters don't know it yet, but
ter begins. The characters gain a level after they re- they'll soon learn that the link is a harbinger of
trieve the first piece of the Rod of Seven Parts from events to come.
Web's Edge in the Underdark.
Dunrxc rHE INTERTM
r Sncnurs If months or years pass before the characters meet
The can learn two secrets in this
chapter or later that are applicable to the rules
in "The Power of Secrets" section in this book's
introduction:
one
summon
such as a
summon possible or
§ rrvrRxnr,l §
und's Secret Chest
spells, automatically fail.
Teleportation. Attempts to teleport into or out of
Sern rnovr PnvrNe Eyns
Sigil fail, but such magic functions normally when
Everyone in the sanctum is under the effect of a
teleporting within the city.
Nondetection spell while they remain inside the
Teleportation Circles. Permanent teleportation cir-
structure.
cles exist within Sigi1, but attempts to create new
ones fail. If the Lady of Pain permits, they can be IMerrs
used to enter the city via the Plane Sfi/f spel1 but
not to leave.
Gnxnur FnnrunES
The features of Alustriel's sanctum are described in
the following sections.
CnrrrNcs
The following locations are keyed to map 2.1.
The ceilings on the first floor of the sanctum are
20 feet high. The ceilings on the upper floor are 10 31' Lrnnanv
feet high.
:ti
S2' PeBron
S3' Wonrspacr
MonunNKArNEN
Renowned for his bravery but not his judgment,
Mordenkainen is a powerful spellcaster from Oerth.
The chaotic neutral, human wizard led a council of
famous archmages known as the Circle of Eight. He
later became trapped in the dread realm of Barovia,
where he lost his spellbook and staff as well as his
grip on reality and wandered adrift for some time.
Alustriel trusts Mordenkainen and respects his
gumption, even though he occasionally embarks
on tasks that outstrip his capabilities. The real
Mordenkainen doesn't appear in this adventure,
though the characters likely believe they're interact-
ingwith him.
Kes rHE DnsrnoYER
The vampire warlord Kas maintains his masquer-
Tnsse ade as Mordenkainen, likely fooling the characters
until the events of chapter 9. The blood feud be-
Tasha is a chaotic neutral archmage from Oerth,
tween Kas and Vecna stretches back centuries to
a renowned demonologist, and the adopted daugh-
a time when Kas served as Vecna's first lieutenant.
ter of Baba Yaga. Tasha is widely considered the
More about Kas, including his stat block, appears in
multiverse's foremost authority on the Abyss, hav-
appendix B.
ing authored the fabled Demonomicon of l§§wilv.
Although Tasha's motives are fickle, Alustriel has MeNrpurATroN rN MorroN
found Tasha an unparalleled ally when their inter-
After the Dark Powers released him, Kas tracked
ests align, as Tasha can access and influence places
down a cell of Vecna's cultists, who told the vampire
where even the daughter of Mystra dares not tread.
more about the lich-god's planned rituai. The vam-
The version of Tasha who answers Alustriel's sum-
pire used the Crown of Lies to intercept a message
mons is from the past, before Tasha became Iggwilv
from Alustriel to Mordenkainen, then used the
the Witch Queen. More about Tasha, including her
crown to mimic Mordenkainen. Kas then met with
stat block, can be found in appendix B.
Alustriel and gained her confidence.
While posing as Mordenkainen, Kas sabotages
the archmages' Wish spell. As a consequence, the
spell shunts the characters to Alustriel's sanctum. i)
t:
Suspecting that the characters are somehow linked
to Vecna, Kas urges them to retrieve the pieces of
EvloENCe oF DECEPTIoN
While in the sanctum, Kas is careful to leave no
direct evidence that he's not Mordenkainen. In Mor- rt^. i "," .--., T^ --,.,
denkainen's quarters (area S8), Kas leaves spell-
books and collections of notes spread across the
desk to reinforce his fake identity.
However, a character who searches Mordenkain-
en's quarters and succeeds on a DC 30 Intelligence
(Investigation) check notices that none of the famed Ir THny FrNo Our?
spells Mordenkainen authored are mentioned in Although it's unlikely, the characters might become
these spellbooks jumbled notes are suspicious of Mordenkainen and question him. The
is known characters could investigate the wizard's , activities
for his outside the Sigil sanctum, or they might find the
Any quarters strange items in Mordenkainen's Ba§
tucked underneath the of Holdin§. If the characters put sufficient effort
mattress. Inside is a mundane silver chain into their investigations, consider allowing
bearing a with black to discover before chapter 9 that Mordenkainen
an
Xas
concern. ln th
woman rn a
confusion
Sour ANswnns
At this point, Alustriel explains where the charac-
ters are and how they arrived, though she doesn't
understand why they teleported to the sanctum as a
result of the tr4llsrl spell. She then introduces herself
and her wizardly companions.
As the characters try to figure out what's going on,
Alustriel asks whether they have any ties to Vecna.
If the characters mention Vecna's Link, Alustriel
reasons that the characters' fate must somehow be
interwoven with Vecna's. She surmises that since
the Wish was unable to fulfill its parameters, it in-
stead found beings tied to Vecna and brought them
to Sigil. She then explains everything she knows
1:
GrN
Recurring features are described in
the following sections.
f ..--- ^- c ,, -
-\cnxrs AND CulTrsrs
\o matter why they're in Web's Edge, all Lolth wor-
shipers here are fanatics devoted to the demon-god.
In a battle against the characters, these fanatics
always fight to the death.
CErrrNcs
The ceilings in most areas of Web's Edge are 20
feet high, with stalactites occasionally jutting down
a few feet. The ceilings in the fodder chamber (area
W9) and Sacred Web Hall (area W12) are 50 feet
ta11 and relatively smooth.
Doons
The doors in Web's Edge are made of iron. The
doors to areas W3, W4, and W5 are sealed with
Arcane lock spells, requiring a successful DC 20
Dexterity (Sleight of Hand) check using thieves'
tools to unlock. Additionally, areas W6a W6d are
iocked and each require a successful DC 15 Dexter-
ity (Sleight of Hand) check using thieves' tools to un-
iock. The nalfeshnee in area W5 carries keys to all
the cel1s in area W6. All other doors in Web's Edge
are unlocked.
LrcHrrNc
There are no natural or magical light sources in the
complex. Area descriptions assume the characters
have a light source or some other means of seeing
in the dark. Light sources bring the attention of the
complex's denizens, although the characters might
spider-shaped carving in the rock-a hint of this i This corridor is empty. Heavy iron double doors book-
i
t
shrine's purpose. 1
end the western and eastern access points.
Makubli and Torkner. Both Makubli and Torkner § *
operate along the well-traveled route between Men-
Additionally, if the characters haven't yet explored
zoberratzanand Blingdenstone, sabotaging supply area W3, read the following aloud:
caravans and generally causing mayhem. They
usually kill or convert victims who survive their ini-
tial attacks, although Makubli recently turned over
custody of a cyclops to the Web's Edge prison (see
area W6a). Makubli and Torkner dislike each other
intensely. Neither knows many other covert Lolth
The cultists keep the door to the fodder chamber
operatives, so clever characters could masquerade
(area W9) closed in case the food intended for
as allies (see "Impersonating Worshipers" earlier in
Ker-arach in the Sacred Web Hall (area W12) tries
this chapter).
to escape
The cultists who maintain Web's Edge are friendly
with both agents, making Makubli and Torkner
good candidates for the characters to impersonate.
If either agent suspects that the characters aren't
fellow Lolth operatives, they attack.
tG.t
An enormous, winged biped with a boar's head paces Four jail cells are arrayed along the south wall of this
in front ofa barred prison door to the southwest. cavern. The first holds a cyclops; the second holds a
A ring ofkeys hangs from a hook on the creature's dead elf; the third holds a bugbear slumped against a
The creature is a nalfeshnee named Maaltok, northwest wall. Leaning next to it is a giant-size club.
the guardian and keeper ofthe prison cel1s (areas
W6a-W6d). Sometime in the iast few decades, The chest contains confiscated weapons and equip-
Maaltok switched allegiance from Graz'zt to Lolth. ment from prisoners kept in the nearby cells. It's
Since he is a recent recruit, Maaltok's yochlol han- locked and requires aDC 20 Dexterity (Sleight of
dlers assigned him guard duty, which he performs Hand) check using thieves' tools to open.
grudgingly. Treasure. Inside the chest are a*7 Da§§er and
Maaltok knows each of the prison cells' inhabi a +1 Lon€sword confiscated from the recently de-
tants and doesn't expect infiltrators. Ifthe charac- ceased elf prisoner, Fernil, whose body is in area
ters are impersonating devotees of Lo1th, Maaltok W6b. The giant-size club next to the chest is a +2
te1ls them who's imprisoned in each cell. Greatclub that belongs to Gertrude, the cyclops
CeIl Keys. Maaltok carries keys to each of the imprisoned in area W6a. The greatclub resizes to
cells in the prison (areas W6a-W6d). Stealing Maal- serve its wielder.
tok's key ring without his knowledge requires a suc-
cessful DC 16 Dexterity (Sleight of Hand) check. \M6e, HornrNc CnllA
A burly cyclops sits on a bench in this jail cell, shack-
led to the walls by her hands and legs. She holds her
head in her hands, looking defeated.
1.
This jail cell contains a bench and a bucket. The Regardless ofthe characters'reaction to this rev-
inhabitant is Gertrude, a chaotic neutral cyclops elation, learning it counts for the purposes of the
who was the lone survivor of an attack on a supply Power of Secrets rules in this book's introduction.
caravan near the ruins of the city of Ched Nasad. The mining operation is the same one the cultists in
Makubli (see area W2) captured Gertrude weeks area W7 are discussing.
ago and brought her here as a prisoner, hoping she
would reveal information about Blingdenstone's in- WGn, Hororxc Cnrr B
terest in Ched Nasad. Gertrude is a caravan guard *
and has no information the cultists can use; as soon :
This jail cell contains a bench and a tattered blanket.
as they realize this, they'11 kill Gertrude, and she i
i
The desiccated corpse of an elf lies on the floor.
knows it. Her prized +2 Greatclub is stashed in the !
!
d
chest in area W6.
Recruitin§ Gertrude. Gertrude hates Lolth and The body was once an elf named Fernil Orellian,
is eager to escape Web's Edge. If she realizes the an adventurer and priest of Corellon Larethian. A
characters are infiltrators, she begs them to free her. cloaker in the Underdark injured Fernil and killed
In exchange for her freedom, Gertrude offers to help his companions. An agent of Lolth came upon Fer-
the characters, including giving them her greatclub nil and marched him to Web's Edge, where he died
from the chest in area W6. shortly thereafter.
Gertrude's Secref. Even if the characters free her, Treasure. Any character who examines the body
Gertrude remains despondent. If the characters ask and succeeds on a DC 16 Intelligence (Investigation)
her what's wrong, Gertrude reveals that her friend, check notices a vial tucked into the corpse's belt.
a svirfneblin named Rockzanna, was involved in a This is a Potion of Fire Resr'sfance-the agent of
nearby mining operation and discovered that two Lolth never noticed it.
of the operation's leaders were secret Lolth cultists
planning an attack on the operation. Rockzanna
was too scared to tell anyone besides Gertrude, and
the cyclops fears a terrible fate for the miners.
, PassacrwAy
I
:
At the east end ofthis hallway is an enormous
of bones.
,'
The bones are remnants of meals eaten by Ker-
arach, the spiderdragon in area W12.
0
*
a]
t I
* ?
LAMBENT ZENITH§
- \r
:.J LASTVOYAGE
ET7 HE HUNT FOR THE SECOND PIECE OF THE C HARACTEN A»VRNCEMENT
I Rod of Seven Parfs brings the characters to
The characters should be 2rh leve1 when this chap-
I the starrv void of the Astral Plane. Within its
ter begins. The characters gain level after they
) silvery däpths, alien predators lurk in silence
retrieve the second piece of the Rod of Seven Parts
and fallen gods lie in stasis. Adventurers known
across the multiverse as spelljammers gallivant
through space in ships powered by magic.
In this chapter, the characters search the Astral
Sea for the second rod piece. The characters need
to explore the wreckage of a spelljamming ship
called the Lambent Zenith,lhen retrieve the rod
piece from a dragon-like creature that guards it in- Figaro's Secret. Figaro, the tiefling first mate of
side the heart of a fallen god. the Lambent Zenith, knew about the dangers of
the portion of the Astral Sea the ship was passing
RUNNTNG THE ApvENTURE through but deliberately hid this information from
This chapter begins after the characters retrieve the the captain. The characters can learn his secret in
first piece of the Rod of Seven Parts. A. character areaZS of the ship's wreckage.
who holds that piece knows instinctively that the Ikasa's Secret. The blink dog Ikasa knows about
next piece is in the part of the Astral Plane called another survivor of the pirate attack that stranded
the Astral Sea. As Mordenkainen previously ex- him and his best friend, the elf Daveras. The
piained, the portal in the Sigil sanctum leads to the characters can learn this secret in area 212 oflhe
general area of the rod piece the characters seek. ship's wreckage.
Arn
The Astral Plane contains breathable, comfort-
able air. Unless otherwise stated, creatures can
breathe normally.
Gnavrrv
The characters are in an area of normal gravity
during this chapter.
MovrunNr
Though many creatures use spelljamming ships or
other vessels to traverse the Astral Sea, a vehicle
isn't required. In the Astral Sea, a traveler can pro-
pel themself by thought alone. A creature cafl move
in any direction at a flying speed in feet equal to 5 x
its Intelligence score.
of thought and dream.
selves through the plane
i Ii-ir: 3/
§
moving in a specific direction. Creatures can also
:
traverse the Astral Plane using vessels called l
Amid the clouds, two large globes of light bob
spelljamming ships. i
toward you.
Dead Gods. Scattered throughout the Astral Sea ä
i.:il jili i..:i..1 ; j iii I Il1 4h.l!"1 ll:1,".1 l'I 11'; 1,,!til i'1.-':!&{,t. 59
RTAL EXIT SCC-
0).
2Co anro (stern segment; area The of the Lambent Zenith's prow impaled
the dormant god's heart. The ship's captain, Inda,
4 Crell nest (starboa rd segment; area 211) here, as is the entrance to the safe foom.
Characters approaching this segment can land on
either the prow segment's top deck (area Zl4a) or
6 Bridge (prow segment; area 217)
the lower deck (area Zl7 ).
3-4 One star angler (see appendix A) Zle-21s, SrnnNcasrlr DECK AND BELow
5-5 One cloaker
:
7-10 No encounter ; Scraps of golden sails dangle from the sterncastle's a
ril1'.i{l I
1
a
7
!
1
''.' .
-; '1. tsi.,,
-i
F'E Lvsont ar.ro Zasrca ane rvanv
OF sTRANGERS BUT GLAO FOR
FRTENOLV COMPANY.
Talkin§ with Lysan and Zastra. Lysan and Zastra Zenith's first mate, Figaro, would have more infor-
know the following information: mation. However, Figaro has been acting paranoid
Last Voyage.The Lambent Zenith was a sailing oflate and refuses to leave his quarters (areaZB).
ship that sought to herald hope, community, and Talkin§ with llren.Ilren appears as a boisterous
order across the multiverse. But this mission
giff-a bulky individual with a head similar to that
of a hippopotamus wearing a sleek red coat. But
came to an end a few months ago when the ship
collided with the body of a dying god.
Ilren is a disguised death slaad who can cast the
spell Modify Memory (spell save DC 15) once per
Strange Magic. The ship's prow was outfitted with
"fancy magic stuff" beyond the githyanki's under- day. Ilren is the reason the camp suffers Aberration
attacks; the death slaad sneakily directs monsters
standing. This magic malfunctioned when the
ship crashed, and now teleportation magic used toward the wreck's survivors and revels in the vic-
within the wreck is warped. Instead of teleporting tims' suffering. Ilren also magically modified Figa-
ro's memories and usurped power in the camp.
creatures, the magic instead spawns a portal that
On meeting the characters, Ilren claims to come
leads somewhere else in the wreckage.
Terrors ofSpace. The areas beyond the wreck are from a similar background: the giff is an adventurer
teeming with hungry astral predators. The survi- with heroic dreams who became stranded on this
vors are too afraid of these predators to risk trav- wreck when his skiff crashed into Havock. Ilren
eling between the segments. The camp has also claims that nothing of his skiff remains.
been plagued recently by aberrant monsters such
Ilren welcomes the characters to explore the Lam-
as cloakers, though the survivors don't know why.
bent Zenith's wreck and make themselves at home,
but a character who succeeds on a DC 17 Wisdom
Ifasked for specifics, Lysan andZastra share a (Insight) check intuits that llren's jolly demeanor
look before directing the characters to speak with belies a suspicious and cold attitude. If asked about
the second mate, Kycera, in the galley (area Z3). A Figaro, Ilren breezily explains that Figaro is recov-
character who succeeds on a DC 14 Wisdom (In- ering from an illness but doesn't elaborate. Ilren
sight) check intuits that the two are uneasy about adds that he is happy to serve as leader while Figaro
some of their crewmates. If the characters press the is indisposed.
issue, the githyanki pull them aside and admit that Ilren doesn't reveal its true form unless attacked.
the camp's interim leader, Ilren, and lhe Lambent
I
Unused rigging and dusty old sails fill this old this stateroom, on the bed's headboard, while the
1 storage closet.
i
other is in the ship's study (area 213) on the wall
l
* above the desk. He suspects casting Dispel Ma§ic
on a rune would deactivate it, but the caster needs '
to see the rune. He also suspects the captain
I the cells. :
The tree atop the crashed lifeboat is a treant named 211, Gnrn Nest
Redbud (use the treant stat block, but Redbud's
movement speed is 0 feet) that joined the crew and Thick, pale roots here form two dense walls on either
grew into the lifeboat to strengthen its hull. The tre-
side of the room. Six bulbous, brain-shaped creatures
ant nearly died when the boat crashed, but Redbud
survived by sending roots into the Lambent Zenith's with snapping beaks and barbed tentacles bob
wreck to feed off Havock. Redbud's main purpose through the air.
NAMEO
TH.AT CRASHEO INTO
ß
213, Sruoy
segment. all other
and isn't swayed by bribes or threats. This room formerly served as the Lambent Zenith's
A character talking with Inda can make a DC 15 navigation room. tt now functions as lnda's workshop.
Charisma (Persuasion) check. If a character offers
to aid her with repairing her prosthetic wing or
to reunite her with her crew in the stern segment, Inda's Prosthetic Win§, Inda's prosthetic wing
this check is made with advantage. On a successful sits on the center table. Inda has been trying to re-
check, Inda agrees to help the characters. In addi- pair it, but while she excels at theoretical studies,
tion to the general history of lhe Lambent Zenith, she is inexperienced with practical engineering.
Inda knows the following points of information: Characters can attempt to help Inda repair the
prosthetic wing. A character must first succeed on a
Location of the Rod Piece. The rod piece was DC 15 Intelligence (Investigation) or Wisdom (Sur-
stored in a safe room directly beneath the ship's vival) check to know which joints must be recon-
bridge. To protect the rod piece from raiders, the nected. Then, the character must succeed on a DC
safe room was equipped with magical security 17 Dexterity (Sleight of Hand) check to reconnect
wards that triggered when the ship crashed. the joints; a character who has proficiency with tin-
Deactivating the Ward Runes. The safe room's ker's tools makes this check with advantage.
wards are powered by two runes. One is located Once a successful Dexterity (Sleight of Hand)
on the headboard of the bed in the ship's state- check has been made, Inda knows she can tinker
room, and the other is in the study, on the wall with the wing enough that it will eventually work'
above the desk. The runes are invisible, and both Inda is grateful to the characters for their help fix-
runes need to be deactivated to access the safe ing the broken wing, even if their efforts are unsuc-
room. Inda knows the pass phrase for deactivating cessful. lfthe characters escort her to the stern seg-
both runes: "The moon sings a song for the lost." ment of the wreck, she vouches for the characters to
What's in the Heart. Inda has avoided exploring Figaro in areaZ5.
Havock. However, she's seen a serpentine monster
emerge from Havock's heart.
If the characters have no way to see the invisible
ward runes, Inda lends the party a Lantern of
Revealin§.
217, BnIocn Inspecting the safe room via a Detect Ma§l'c spe11 or
a similar effect reveals a strong aura of abjuration
magic, as well as two tethers stretching toward the
This room ends in a wall of Havock's flesh, and glass
stern segment and the starboard segment, respec-
shards from the shattered window litter the floor. An
tively. These tethers indicate the links between the
armchair sits on a platform toward the back of the wards and the runes in these respective locations.
room; below it lies a silver-wrought chair, toppled over
and broken in half.
219' S-tps Rootr,t
Hmocx
lt(
lSquare=5Feet I
)
,
I
I "1
(
\n
I
\
Retrievin§ the Rod Piece. The rod piece is deep sludge that shimmers like an oil slick.
t
ri'ithin the hertilod's gullet. If the hertilod is forced
to regurgitate creatures in its gullet, ro11 a d6. On a A character who examines the sludge and succeeds
ro11 of 4 or higher. the rod piece is also regurgitated on a DC 13 Intelligence (Arcana) check identifies it
and lands in an unoccupied space within 10 feet as Havock's blood. A creature that touches the blood
of the hertilod. Alternatively, a creature within the immediately takes 10 (3d6) force damage. For each
hertilod's gullet can use its action to make a DC 15 minute a creature spends in contact with the blood,
Intelligence (Investigation) check, finding the rod the creature takes this damage again.
piece on a successful check. Once the hertilod is
Caved-In Artery. A 1O-foot-wide petrified artery
dispatched, a character can easily recover the rod leads from this chamber. The artery has caved in,
piece from the hertilod's gullet. Por more about the
blocking that exit from the chamber. Characters can
Rod of Seven Parts, see this book's introduction. clear that exit as described in area A2.
Caved-In Artery, A 10-foot-wide petrified artery
leads from this chamber. The artery has caved in,
blocking that exit from the chamber.
Nnxr SrEps
A character who uses an action to dig through Once the characters have successfully retrieved the
the cave-in can make a DC 15 Strength (Athletics) second piece of the Rod of Seve n Parts from the
check. On a successful check, the character clears hertilod, they can return to the portal to Sigil that
a passage through the cave-in large enough for a floats above Havock. After the rod piece is removed
Medium creature to squeeze through. Exiting the from Havock's vicinity, teleportation magic within
heart through this passage leads to the area above the wreck segments functions normally.
the Lambent Zenith's prow (area 219).
,,§\
"..df
=.- §-.L
-v
i
§.,-
t
r
CHAPTER +
THERUTxED
-
N COTOSSUS
n! rlncHrNc FoR THE THrRD prECE oF THE Mercy's Secret. Mercy is the leader of a band of
Rod of Seven Parfs takes the characters to rvarforged pilgrims. Mercy was separated from
§
^r I the continent of Khorvaire on Eberron. The their best friend. the warforge d Fi1ch, after the
t! of the Last War are still fresh on Khor-
""^." is this truer than in the Mournland,
two \\'ere separate d after the Day of Mourning.
r-aire. Nowhere They feel guilty that they haven 't searched for
a once-glorious nation destroyed during the apoca-
11-ptic Day of Mourning. Here, the characters must
search for the next piece of the rod.
Curtains of thick, gray mist blanket the Mourn-
1and. Sentient constructs, desperate adventurers,
and ravenous mutated monsters roam the blasted
landscape. The characters must navigate this waste- Kalyth's secret in the "Veterans' Camp" section
Land in search of the rod piece, ultimately discover- later in this chapter.
ing that the piece is located inside the remains of an
enormous, highly advanced, bipedal war machine THrn» Ron Prpcr
ca1led a colossus. The third piece of the Rod of Seye n Pafis is found
in area L28 within Landro. For more information
RuNNrxc THrs CneprER about the rod and the spe11 this piece allows its
This chapter begins after the characters retrieve the wielder to cast, see this book's introduction.
second piece ofthe Rod ofSeven Parts. The charac-
ters can knit the pieces together or keep them sep- Doonwav ro EsnRRoN
arate, as described in the introduction. Regardless, Before seeking the third rod piece, the characters
when a character holds the second piece ofthe rod, can rest and prepare in the sanctum in Sigil. By
they intuitively know that the next piece is located doing some research in Sigil or conversing with the
somewhere on the continent of Khorvaire on the Wizards Three, the characters can learn the follow-
wodd of Eberron. ing about their next destination:
Specifica1ly, the piece lies in the Mournland, on
the slopes of Mount lronrot. If the characters ask
Ruins of War. The Mournland is a ruined waste-
the Wizards Three in the Sigil sanctum why it's un-
land. Before the Last War-a global conflict
waged across the continent of Khorvaire for over
clear exactly where the third piece is located, Alus-
triel shares the information in the "Exploring Mount acentury-the Mournland was the nation of Cyre.
Ironrot" section later in this chapter. An apocalyptic event called the Day of Mourning
This chapter first describes Mount Ironrot, includ- destroyed Cyre and transformed the region. Rem-
ing locations and encounters awaiting the charac- nants of the Last War's batt1efields, such AS the
ters. The chapter then details the ruins of a colos-
fire-spewing war machines known AS colossi, lie
sus called Landro, whose dangers the characters strewn about the Mournland, and warforged wan-
must survive to claim the third piece of the Rod of der the 1and.
Seyen Parts.
Warforged. Warforged are common on Khor-
va1fe. These Constructs afe formed from wood
CslnacrnR ADVANCEMENT and steel, then magically 1m bued with life and
sentience, Warforged wefe originally created to
The characters should be 13th level when this chap-
fight 1n the Last War, though manv survived that
ter begins. The characters gain a level after they re-
conflict and now try to understand their place
trieve the third piece of the Rod of Seven Parfs from
the wodd.
the graymatter engine of Landro.
unreliable Magic. In the Mournland, magic doesn't
Pgwpn or Snclrrs always function AS intended, particularly telepor-
tation and divination See
The characters can learn two secrets in this chapter Effects" section later
that are applicable to the rules in "The Power of Se-
crets" section in this book's introduction:
CHAPTER4I'I'HERUINED COLOSSUS
/
1:.
.';
..-i..-;:6:a
l&;:;.. - "-$t
&
.d.f
REGIÖN
AN IrvrpoRTANt Drterr Docents were lost, but working Docenfs can some-
times stiil be found in colossi. The Wizards Three
Before the characters leave Sigil for Mount Ironrot, suggest the characters find a working Docent and
the Wizards Three share their concerns that this tune it to the rod piece.
rod piece will be particularly challenging to find
since the Mournland is difficult to navigate. The wiz-
ards suspect that the rod piece is hidden in one of
Mouwr Inoxnor
When the characters are ready, they can step
the dozens ofruined colossi scattered across Mount
through the doorway in Sigil. They arrive outside
lronrot (as shown on map 4.1).
ajet-biack, glass oval portal near the slopes of
Instead of searching each colossus individually,
Mount Ironrot.
the wizards suggest augmenting the rod's divin-
ing power with local magic that can penetrate the RuNNrNc MouNr IBoNBor
Mournland's impeded navigation. The characters
can do this by tuning their second rod piece to a As the characters search for a Docent, they en-
working Docenf from inside one of the fallen co- counter the Mournland denizens described in the
lossi. A Docenf is a small, sentient metal sphere subsequent "Mount Ironrot Encounters" section.
that employs its sentience and magic on behalf of an Run an encounter each time the characters travel
attuned warforged; the full description of a Docent from one location to another. All three encounters
is found in the "Finding a Docent" section later in should occur before the characters proceed to the
this chapter. The wizards correctly postulate that a "Landro" section.
Docent's magic will stabilize and augment the rod's From their expeditions and these encounters, the
divining powers so it will directly point the way to characters learn of a working Docent in a ruined vil-
the third piece. lage called Ialos. They also learn that this Docent is
central to a conflict between rival groups of Mourn-
Anour DocrNrs land scavengers: a band of veterans and a commu-
nity oi warforged pilgrims.
Long ago, colossi were powered and controlled
by Docents. The techniques and tools to create
TnevBrrNe
Distances between locations anywhere in the
\Iournland are indeterminate and ever-changing.
\lap 4.1 shows the approximate positions of loca-
.ions around Mount Ironrot relative to one another.
The map doesn't inciude a scale due to this effect.
Whenever the characters travel from one location
ro another, roll2d4 to determine the number of
hours it takes the party to reach their destination. M,cr 4.r; *,lourur 1*a*aer *r:sq;ars
I lave the players designate one party member to
make a DC 15 Wisdom (Survival) check on behalf A Detect Ma§l'c spell reveals an aura of conjuration
of the group each time the characters travel. On a magic emanating from the oval. This oval served as
iailed check, double the number of hours the party a conduit for powerful teleportation magic in Cyre,
rnust travel to reach their destination. but the Day of Mourning rendered its magic unsta-
ble. The oval serves as a portal to Sigil while the
DaNcEns characters carry the second piece of the rod.
There is no safe food to forage in the Mournland, If a creature tries to teleport to the Mournland
and monsters are everywhere. If the party lingers using a Teleport spell, a Plane Shift spell, or similar
too long between locations, introduce random en- magic, the spe11's caster must make a DC 15 Consti-
counters with creatures such as blazebears (see ap- tution saving throw. On a failed save, the spel1 fails
pendix A) or blade scouting parties (see the "Blade and has no effect. On a successful save, the spel1
Scouting Party" section later in this chapter). works, but teleported creatures arrive in an empty
space near this oval, regardless oftheir intended
MouNr InoNnor LocarroNs destination in the Mournland.
The following locations are keyed to map 4.1 A creature that studies the reflection of the
Mournland in the oval clearly sees the ruined co-
Ollq.l Pon:rar lossi, the veterans' camp, and Ialos (see map 4.1 and
the sections below). Otherwise, the view from this
A twenty-foot-tall, vertical, black oval made of glass hill is limited, offering a glimpse of only the nearest
ruined colossus.
sits on the muck atop a low hill. The oval reflects
the surrounding mist-shrouded landscape with RurNno Cor-ossi
supernatural clarity. The oval looks like a giant mirror, Each time the characters investigate one of the
but it functions as a door between here and Sigil. colossi shown on map 4.1, read or paraphrase the
a following:
TrIr Drspurr
By the time the characters reach Ialos, they should
have met the pilgrims and the Cyran veterans. Both
sides might ask the characters to intervene and
resolve their dispute. Here is a breakdown of the
situation:
What Kalyth Wants. The Cyran veterans want
to sel1 treasures from their ruined homeland in
markets outside the Mournland. With the money,
Kalyth says, she and her comrades can fund new,
better lives for themselves.
What Mercy Wants. Mercy regards Docenfs (and
any other items intended for warforged use) as
sacred. The pilgrims believe that such objects
belong in the hands of warforged who fought in
the Last War.
What They'll Settle For. Ultimately, Kalyth's group
wants money, and Mercy's group wants respect. If
both parties get what they want, the dispute ends.
SrrrrrNc rHE DiSPUTE dispute, once it's clear the characters are looking
Mercy doesn't understand that the Cyran veterans' for a piece of the Rod of Seven Parfs, Mercy tells
true motivation is money, nor does Mercy recognize the characters the following about Landro's unique
the value of the items in the pilgrims' possession. power source:
Though reluctant to bargain with the veterans,
whom the pilgrims consider warmongers, Mercy
can be persuadeld to negotiate ifthe characters act powered not by a Docent, but by a device called a gray-
as intermediaries.
matter engine that incorporated part of an ariifact-
If the characters explain the veterans' financial
perhaps that's what you seekl The graymatter engine
need and convince Mercy that the veterans mean no
harm, Mercy offers to give the characters the art ob- was said to generate a magical barrier around Landro,
jects kept in the pilgrims' storeroom. If a character making it impossible to enter Landro except where the
succeeds on a DC 14 Charisma (Persuasion) check barrier has already been broken."
during this discussion, Mercy also offers the charac-
ters the Rin§ of Feather Fallin§ in the storeroom.
Kalyth doesn't realize that the pilgrims' have valu- Ifthe characters negotiate a deal that the Türquoise
Spear finds agreeable, Kalyth tel1s the party the fol-
able art objects or a magic ring. If told about these
lowing about the third rod piece:
treasures, Kalyth says the Cyran veterans would
gladly take either option instead of the Docenfs.
If Mercy offers the ring as well, Kalyth insists the
characters keep either the art or the ring, whichever
they'd prefer, in thanks for brokering a peaceful
resolution.
C
TuNrNc Roo
ENrnnrNG LANDRo
The invisible barrier described in the "Landro
Features" section below makes it impossible to
enter the colossus via typical means. The barrier is
damaged in three places, ailowing ingress via paths
aiong Mount Ironrot into areas L5, L11, and L16 of
the colossus. Map 4.3 includes a side view of Landro
and the paths that lead into the colossus's interior.
The easiest way to enter the colossus is through
the mountain caves that lead to area L5. The char-
acters can also search higher up the mountain along
outdoor paths for the entrances to caverns that lead
to areas L11 and L16. Searching for area L11 takes
2d4 hours, and during the characters' search, a
hungry roc ambushes them. Searching for area L16
takes 3d4 hours, and during the characters' search,
they stumble on a nest with two rocs and one roc
egg the height of a human. The angry roc parents
attack the characters, though the rocs don't pursue
ifthe characters flee.
Heatsink. When Claive takes cold damage, her Overdrive im- . Claive has advantage on Strength checl<s and Strength sav-
mediately recharges. ing throws.
. When Claive makes a melee weapon attacl<, she gains a +4
PackTactics. Claive has advantage on attack rolls ifat least one bonus to the damage roll.
ally is within 5 feet of the creature she's attacl<ing and the ally . Claive's speed increases to 50 feet.
doesn't have the incapacitated condition.
Rrncrrorus
Acrrorus
Self-Preservation. ln response to being hit by a weapon attack,
Multiattack, Claive makes two Spiked Claive attacks and two
Claive reduces the damage by ll(2d,10).
Serrated Bolt attacks.
*
+
CHAPTER4ITHERUINED 8r
LnNpno Fnerunns Altered Speech. The creature gains telepathy to a
range of 30 feet but loses the ability to speak. Any
The following features are common to all areas of attempts to speak generate only incoherent bab-
Landro unless otherwise noted. bling. This effect ends after the creature finishes a
Ar.IrrcnevlTY MAGIC long rest.
Psychic Damage. For each ounce of graymatter
The piece of the Rod of Seven Parrs linked to the
graymatter engine creates special gravity-altering fluid consumed, the creature takes 11 (2d10) psv-
chic damage. A creature killed by this damage
effects in parts of Landro. The areas affected by
rises as a zombie 1d4 hours after dying.
these effects are denoted on map 4.3 as the swirled
features in areas L5,L6, L7,L8, and L9. These have lNvrsr-Br-E Bnnntrn
the following effects: The graymatter engine creates an invisible barrier
Antigravity Wells. Landro's ankles, legs, knees, around the intact parts of Landro. Nothing can pen-
hips, spine, and elbow are filled with magical en- etrate the barrier, which is similar to the effect of a
ergy meant to allow the colossus's body to bend WaLl of Force spell, though a Disinte§rafe spell can't
and rotate freely. Creatures and objects can enter destroy it. The barrier is broken in compromised
and exit these permeable "antigravity wells" like sections of Landro (areas L5, L11, and L16).
any normal space. While inside an antigravity
well, a creature is affected by a Levitate spell (no
LrcnrrNc
Landro's interior areas and the adjoining caves are
saving throw). Regular notches in the wa1ls make
it relatively easy for creatures to move up or down dark. Area descriptions assume the characters have
a light source or some other means of seeing in the
a well to reach other areas ofthe colossus.
Gravity Tiles. Landro's upper levels are enchanted dark. During the day, the parts of Landro exposed
with gravity magic that keeps passengers safely to the outdoors are shrouded in the same lightly ob-
rooted to the floor. Creatures can move across the scuring mist as the rest of Mount Ironrot (see "Ex-
floor in areas L20-L28 normally, no matter the
ploring Mount Ironrot" earlier in this chapter).
orientation of Landro's upper body. Weus
The effects of the antigravity wells and the gravity As long as the graymatter engine is active, Landro's
tiles end if Landro's shutdown sequence is activated body-which is made from steel-plated stone
(see the "Shutdown Sequence" section later in blocks is immune to damage. The adjacent caves
this chapter). are made of naturally formed stone.
GnavuerrrR FLUID The jagged cave entrance in the side ofthe mountain
A steady stream of thin, oily liquid leaks from the resembles a yawning maw. Warped stalactites droop
graymatter engine and runs into other parts of at odd angles like monstrous fangs. A shallow stream
Landro and the connected caverns. This graymatter of thin, gray liquid dribbles from the hole. lnside the
fluid is the engine's sensory appendage. The gray- cave, darl<ness awaits.
matter engine can't move or control this liquid, but it
has blindsight within 60 feet of anywhere the gray-
matter fluid touches. The shallow stream of graymatter fluid originates
When a creature looks at a puddle of graymatter from the upper ler.,els of Landro.
fluid, the creature sees a twisted, monstrous version
of itself with an inscrutable expression rather than
its actual reflection. A creature that ingests any
amount of graymatter fluid must succeed on a DC
14 Constitution saving throw or experience the fol-
lowing effects:
§muruns
Hmo
Armurx
SmUInw
in green and purple quilts. Motes of dust drift with i Ll1, Wonrssop
a peculiar languidness. A woman sleeps in one of :
the beds.
,
battered armaments litter the cave floor. I foorhigh cavern. The tunnels reconvene at an over- l
a
ä*
Pulverized dragonshards-special gemstones native
to Khorvaire-mixed with the graymatter fluid here, Assuming they haven't both been defeated, one of
creating a pool with strange magical properties. Glaive's blade scouts (see appendix A) hides on the
Enchanted Pool, A Detect Ma§rc spell reveals overhang here while the other scout hides down the
afl avra of enchantment magic emanating from the eastern tunnel, near area L16. When the characters
pool. Drinking from it exposes a creature to gray- are within range, the scouts fire their crossbows at a
matter fluid (see the "Graymatter Fluid" section random character.
earlier in this chapter). When a nonmagical item is Any creature atop the overhang has half cover
dipped into the pool, roll on the Dragonshard Pool from creatures in the tunnel below
Effects table to determine what happens to the item.
L16, RuTNED CHAMBER
An item can be affected by the pool only once; sub-
This 30-foot-tall chamber is choked with debris and
sequent exposures have no effect.
is difEcult terrain.
The pool has 4 charges. It expends 1 charge each
time an item is dipped into it. The pool regains all L17, Bnrocr
expended charges daily at dawn.
1-2 The item is destroyed. skeletal corpse wearingCyran regalia. The sl<eleton
3-4 The item gains a cosmetic defect such as discolor- wears a silver helmet with a sizable dent. A view port
ation, mild warping, or mysterious engravings. made from shimmering crystal overlooks the mists of
5-6 The item craves more graymatter fluid. Every time the Mournland.
the item's wielder comes within 30 feet of graymat
ter fluid, the item emits a high-pitched hum that As long as Landro's magical barrier is active, the
lasts until the character moves away from the fluid view port's crystal is immune to damage. The ceil-
ing is 30 feet high.
Treasure. A suit of chain mail, two shortswords,
Broken Control Helmef. The silver helmet once
and a mace lie oo the floor. All are twisted and mal-
created a magical link between its wearer and the
formed, as if they were affected by a roll of 3 or 4 on
graymatter engine. A creature that puts its ear
the Dragonshard Pool Effects table.
to the helmet hears a faint, metallic clanking. A
creature that dons the helmet must make a DC 13
creature has the incapacitated condition for 1 min- oN rTEMS OTpPEO rNrO ,.
ute. On a successful save, the creature experiences 'L..
a vision of what happened to Landro on the Day of
Mourning (use the read-aloud text of the vision in
area L10). The helmet loses this effect if removed
from this room.
liquid
:
Treasure. The vellum rnaps depict regions of : lron bars along either side of this hallway form
Cyre that bear no resemblance to the current topog- : cells, each with a locked iron door.
raphy. Though useless to navigators, the maps are ; *
worth 2,500 gp to historians, collectors, or Cyran
expatriates. The forearm and upper arm both house pairs of
holding cells. Designed to hold prisoners of war,
these empty cells never saw use. The ceiling in each
room is 15 feet high.
When the lever on the wall is flipped, the hatch in I the dense mist of the Mournland, this window would l
.+
-.1
'*
t'
il1 !\
{... $
T
F
around all four sentinels slide into the floor and the GnevuerrER GueBnrRN
sentinels activate, attacking all intruders.
The graymatter engine has or, more aptly, is a
Rettievin§ the Rod Piece. As long as the gray-
mind of its own. It sensed the characters when they
matter engine is active, the rod piece floating above
first entered Landro and has watched them curi-
the engine's ceramic shell is held in place with
ously. When the characters arrive in this room, the
powerful magic. As an action, a creature can try to
graymatter engine manifests a swirling mass of ani-
remove the piece. A creature that touches the piece
mated graymatter fluid.
must make a DC 15 Wisdom saving throw. On a
The animated fluid takes the shape of a tall, lithe
failed save, the creature takes 11 (2d10) psychic
humanoid and introduces itself as Landro. This
damage, and the piece doesn't move. On a success-
neutrai-aligned being uses the water elemental stat
fu1 save, the creature takes half as much damage
block, except it has telepathy out to 30 feet.
but is able to grab and move the piece freely. Suc-
Landro isn't interested in fighting. Rather, it wants
cessfully casting Dr'sp el Ma§ic (DC 14) on the piece
to question the newcomers who've made it all the
suppresses the magic for 1 minute, during which
way to the colossus's uppermost level.
time the piece can be touched and removed without
requiring creatures to make a saving throw. LeNnno rHE Hosr
When the piece is removed, the four defense sen- in its manifestation as Landro, the graymatter en-
tinels attack the characters, and Landro's shutdown gine assumes the role of a gracious host. It is far
sequence begins (see the "Shutdown Sequence" more interested in learning about its visitors than
section below). For more about the Rod o-f Seven in talking about itself. If pushed, Landro briefly ex-
Parfs, see this book's introduction. plains how it was created by Cyran mages to control
the colossus of the same name. On the day of its de-
ployment, the colossus teleported halfway into this
mountain, where it has remained since. Unable to
wrench its body from Mount Ironrot, the graymatter
.,.
.. ,t
engine fell into a despondent torpor that lasted until head of each consenting character in turn. An af-
the arrival of its recent visitors. fected character hears a deep, sloshing sound and
experiences a sensation like being underwater, but
SHenrNe Sncnnrs when the tentacle is removed, the character is as dry
Landro understands the world by peering into the as before.
thoughts and memories of living beings. During After this process, Landro nods in quiet apprecia-
conversation, the entity asks the characters to share tion and thanks the party for sharing their secrets.
a secret with it. Secrefs Revealed, If any character consents to
,? the graymatter engine's secret-learning process,
the most recent secret the party learned is spent, as
I described in "The Power of Secrets" section in the
, knowledge I now seek is of the clandestine variety. ,
book's introduction. Instead of the usual benefit of
, would be interested to learn your secrets."
spending the secret, the characters all gain inspira-
:
6t
tion. Mark off a secret spent in this way on the Se-
Landro wishes to learn secrets from the characters crets Tracker in appendix C. No matter how many
through a type of osmosis. Landro tells the char- characters consent, only one secret is spent.
acters that this process is harmless and takes only
a moment, though it does require physical contact Tnr ENoTNE's ArD
with the head of a consenting character, as well If the characters befriend Landro, or if two or more
as spending a secret the character has learned. If ofthe characters agree to share a secret with it, the
the characters reject the idea, Landro doesn't push entity warns the party of the engine room's defense
the matter. sentinels and explains how the colossus's shutdown
If the characters consent to the entity's request, sequence works. Even though it is mentally merged
Landro extends a ribbonlike tentacle of graymatter with the colossus of the same name, the entity can't
fluid. Landro uses this tentacle to brieflv touch the control the colossus's systems.
Snur»owN
When
portal on Mount Ironrot outskirts.
through the portal returns the characters to
sanctum 1n Sigil
$sM {EMäeaLeJ
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CHAPTER 5
DEATH HOUSE
lI7 HE FouRrH prECE oF rlg'E RoD oF SEVEN Sarusanda's Secret. Sarusanda is an ljlmist
I Parts is in Barovia, one of the Shadowfell's inquisitor, but her father, Galias, joined the evil
I Domains of Dread. With the aid of an Ulmist priests of Osybus. Sarusanda expected to flnd
7 inquisitor, the party infiltrates the basement and slay him in Death House. The characters
of an eerie locale called Death House. Here, they learn this secret
must stop cults plotting to use the fourth rod piece with Sarusanda,
in vile rituals while also preventing the artifact from with Sarusanda" section.
falling into of the hands of the infamous vampire
Strahd vonZarovich. Founrn Ron Prncn
RuNNrxg THrs CneprER
This chapter begins after the characters retrieve
the third piece of the Rod of Seven Parts. When
a character holds this piece, they instinctively
know that the next closest piece is located in the
village of Barovia, in the domain of Strahd von
Zarovich. Although it's a small village, Barovia
teems with supernatural threats including the
forebodingly named Death House, the location of
the fourth piece.
By researching Death House in the Sigil sanctum
or asking the Wizards Three about it, the characters
learn that Death House is owned by two Barovians
named Gustav and Elisabeth Durst, who run a Barovia" section.
small cult devoted to Barovia's Darklord, Strahd von
Zarovich. Given the domain's many greater threats, KNowrnngn OF BAROVIA
this minor cult and the house draw scant attention. Characters who research Barovia can learn the
If the characters ask, Alustriel shares the informa- following:
tion in the "Knowledge of Barovia" section. Neither
the wizards nor the available research materials in
Sigil can reveal further details. as well as the name of the Domain of Dread
This chapter begins with the characters' approach encompasses that village. A Domain of
to Death House. Their journey is interrupted by demiplane hidden 1n the Plane
a mob of scared peasants as well as a potentially Domain of Dread is separated from the
heipful inquisitor. Most of the chapter describes the multiverse by the mysterious Mists.
horrors the characters encounter as they explore The Mists. The Mists afe unfathomable
Death House. Once the characters acquire the rod predicta ble. Once an individual has been taken
piece, Strahd arrives at Death House to toy with the by the Mists, there 1S little chance of escape.
characters and tries to block their escape. only entities with influence ovef the Mists afe
l
unknow-ab1e Dark Powers which control the
CnenacrER ADvANCEMENT mains of Dread, and the Darklords, who each rule
The characters should be 14th level when this a domain created to torment them.
chapter begins. They gain a level after they retrieve Strahd the Vampire.
the fourth piece of the Rod of Seye n Parts ftom vampire Strahd von
Death House. power and usually has the fina1 say over who
COInCS and go CS 1n his domain.
|o_ylS-g{ Spg}.F-Ts-
The characters can learn one secret in this chapter
When the characters step through the portal in ing villagers follow you at a distance. More villagers
Sigil, they wade through a thick mist before emerg emerge from houses on all sides, and soon you're sur-
ing on the western outskirts of Barovia. Read or rounded by a small mob. A farmer carrying a pitchfork
paraphrase the following: points at you and calls you interlopers. Other foiks
brandish brooms, axes, and large stones. They scream
i Thick, gray fog shrouds this small, gloomy village' at you to leave the village.
Dismal houses and outbuildings line the cobblestone
streets. The sound ofa child weeping echoes preter-
The mob consists of twenty hostile commoners
:
naturally from a tall house looming in the distance. who surround the characters. As Sarusanda later
c
explains to the characters, the priests of Osybus
If the characters attempt to leave or circumvent the foresaw the characters' arrival and sowed foul ru-
village , the Mists return them to where they started' mors about them to turn the villagers against them'
The third piece of the Rod of Seven Parfs points The characters must diffuse the situation with the
toward the tall, gloomy house on the village's far villagers before they can proceed.
side. where the sound of weeping is coming from. The characters can clisperse the mob in a variety
of ways. They can lie about their identities or in-
IJNwnrcoME PARTY tentions; they can convince the villagers that they
mean no harm or that they hope to help the children
While making their way across the village, the char-
acters are accosted by a throng of panicked villagers
crying in the distant house; or they can threaten the
fearful of the newcomers. Read or paraphrase the villagers' lives. To successfully sway the mob in one
of these ways, at least one character must succeed
following:
§
Ft
W
8k.?,
§
j ü*& {
SanuseNnes MrssroN
Sarusanda's initial impression of the characters
depends on how the characters handled the angry
mob. If the party dispersed the mob without harm-
ing any villagers, Sarusanda is friendly toward
the characters. Otherwise, Sarusanda is indiffer-
ent but wary.
Sarusanda explains that she is a member of the
Uimist Inquisition, an organizalion dedicated to
rooting out evil throughout the multiverse. She asks
the characters what business they have at the house
on the far side of the village. §,*;lusnruna Arrr*;rr
However the characters respond, Sarusanda says
she is also going to the building. "The locals call it PnrBs:rs oF OsYBUS
Death House," she says. "Perhaps we can help each The Death House cultists' discovery roused the
other achieve our goals there." attention of another wicked group, the priests of
In the course oftheir conversation, Sarusanda Osybus. [Jnaffrliated with the cultists in Death
conveys the following information to the party. House, the priests of Osybus are necromancers who
Currrsrs rN DEATH HousB steal souls to fuel their evil, life-prolonging magic.
They wish to claim the rod piece for use 1n their
Death House is owned by Gustav and Elisabeth
necromantic rituals, and they've divined the char-
Durst. It's an open secret that the Dursts use the
building to host cultists who venerate the Darklord
of Barovia, Strahd von Zarovich. This minor cult
occasionally causes trouble, but until now, it hasn't
merited intervention by the Ulmist Inquisition.
Unexpected Discovery. Recently, the cultists in
Death House obtained something important: a frag-
lage. She has vowed to stop the priests of Osybus's
ment of the Rod of Seve n Parts. Sarusanda believes
activities tn Death House and any other evil hap-
the cultists don't know much about the rod piece,
pening there
but she suspects the cultists plan to use it to some-
Eight priests of
how attract Strahd's attention.
House. They are all
Abyssal, Common, and
DEnrs House ErucouNTERs Pungent sticks of incense burn around this room's
1*4 Meeting with Sarusanda (see below)': clutched in her outstretched hand.
co Three priests of Osybus (see appendix A) lurk
"Now tell me, servant of evil," Sarusanda demands
nearby, poised to striket' of the skull, "where do your fellow occultists hide)"
9 One whirling chandelier (see appendix A) falls The skull replies, its teeth chattering, "Occult.
on a random character before two invisible ists? How drolll A better question: where are your
stalkers join the surprise attack manners?"
l0-I Four vampire spawn attack the party
12 Four helmed horrors, disguised as inanimate Sarusanda uses Speak with Dead to commune with
suits of armor, attacl< the characters a preserved sku11 she found in this room. The skull
,.Since there are three possible meetings with Sarusanda, belonged to a cult member named Elya who was
sacrificed by his fellow cultists.
you can use this result up to three times.
.i
Inteno§atin§ the Sku[[, Elya's skull offers its
lf the characters don't face this encounter before Ieaving
words in hair-raising, singsong whispers. The skull
Death House, assume that Sarusanda defeated these three doesn't know anything about the Rod of Seven Parts
priests on her own. or the priests of Osybus. It can, however, give direc-
tions to the cultists'ritual chamber (area D38) and
MnnrrNcs "wrrH SanuseNna describe their general motives: "We wish to impress
The characters occasionally reunite with Sarusanda our glorious lord, Strahd voo Zarovichl"
as they explore Death House. Each time you roll this Once Sarusanda is done speaking with the skull,
result on the Death House Encounters table, run it cackles in grim amusement, then floats into the
one of the following encounters, starting with the air. Three will-o'-wisps emerge from corners of
first and proceeding in order. the room and join the skull (use the flameskull stat
block) in attacking the party and Sarusanda.
Wouxnpn Pnrur
Cnrsrs oF FArrH
Run this encounter with Sarusanda after the char-
The remnants of a deadly battle lie about this cham-
acters have claimed the rod piece from the cultists
ber: broken bits offurniture, scattered weapons, and (see area D38) but before they encounter Strahd.
two bodies shrouded in dark robes. Sarusanda kneels
in one corner, wrapping a linen bandage around her 11
i Sarusanda stands in the middle of the room. Her
leg. She startles at your intrusion, then relaxes.
l shoulders are slumped beneath her grimy armor, and .
'{& 3
i&fut-
*
'&::
Warrs 9
The walls of the house are made of 1-foot-thick The kitchen is tidy, with dishware, cookware, and i
brick. The dungeon is carved from earth, c1ay, and utensils neatly placed on shelves. A dome-shaped
rock. Dungeon tunnels are 5 feet wide by 10 feet stone oven stands near the east wall. Near the oven is
high with timber braces at S-foot intervals. a well-stocked pantry. i
l
6
DEeru Housn LocerroNs
The kitchen is area D4a, while the pantry
These locations are keyed to map 5.1.
is area D4b.
Dle-D1e, Ponrrco AND ANTECHAMBER Dumbwaiter. Behind a small door in the south-
west corner of the kitchen is a dumbwaiter-a
2-foot-wide stone shaft containing a wooden elevator
A hinged, wrought-iron gate fills the archway leading
box attached to a hand-operated rope-and-pulley
to a stone portico. Oil lamps hangfrom the portico mechanism. The shaft connects to the servants'
ceiling by chains, flanking an oaken double door. quarters (area D7a) and the Durst parents'bedroom
, The double door opens into an empty antechamber. (areaDl2a).
On the south wall is a shield emblazoned with a styl- A Small character can squeeze into the elevator
ized golden windmill on a red field. box with a successful DC 10 Dexterity (Acrobat-
ics) check. The dumbwaiter's rope-and-pulley
r A closed double door stands a few steps beyond.
mechanism can support 200 pounds ofweight be-
fore breaking.
The doors are unlocked.
D5, DTNTNG RooM
D2a-D2n, MerN Har,r AND CLoAKRooM
?§ The centerpiece of this wood-paneled dining room is
a carved mahogany table, covered with resplendent
I
r?
I This oak-paneled room looks like a hunter's den. A
I elegant hall. Hanging above the mantelpiece is a i
. i
li
wood-fra-ed portrait of a family: a man and a woman i
i the room.
:l
j
e*
The red marble staircase that started on the first
floor continues its upward spiral to area D11. A cold
draft flows down the steps.
,,-*1,;_ffi§,i;ffi
,iiffi-.qryffi
DmrH Housr
lSquare=5Feet
\';
D23a
D23e
e- D23c
ll-+.][
-- ithlfifl)
D23f
D23d
-fri
difi-
toD3
Fnour ürw D32
to D35
D72c
t 1
e:
F3
lu I fi
D12b t*-
AQ D1 6
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3
!-
(<-i
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d
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+*',u- il k{q
h
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-1
rö
§r-
THInO ürxc
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-E D9
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t
I
t d-
D5 ll ln,
f, I
'j
1
q I
p qt
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t'
t
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d § (§ .{
I ?F cltr J g
I I
o
T 1bi
i I x D1 \ I
L
.t €> Door ' :-.
I I
§
(\ I Qr e I
( t_
\t,
r la o\ rO § Y t- --h o- ä .€> Locked Door §
!,.
Lrvn
t..
:if.i|.i Haunted Door
r.\ Srcoup Fmon
tt"- ".,. n,,f- ii.-,. -
joining closet (area D7b). Encounter. Rol1 on the Death House Encounters
Dumbwaiten A small door in the corner of the table the first time a character enters this room.
room opens onto the shaft of the dumbwaiter.
Dll, Bercoxv
D8' LrnBanv
? ?
;
t
I
At the top of the red marble staircase is a balcony with I
D14, Sronecn Roou on the floor around the broken window indicates the
Dusty shelves line the walls of this room. The struggle occurred within the last few hours.
shelves hold linens and other household goods A character who examines the area and succeeds
on a DC 15 Wisdom (Survival) check finds scuffs
Dl5e*D15c : NunsnnArD's SurrE on the floor in area D15a from the victim's shoes.
These scuffs create a trail to a secret door that leads
This bedroom contains a large bed, two nightstands, up to the attic.
Secret Door. A character who examines the
and a large mirror. A double door fitted with stained-
mirror and succeeds on a DC 15 Intelligence (In-
glass windows opens onto a balcony. One of the
vestigation) check finds a secret door behind the
nightstands has been knocked over, and one ofthe mirror. (Characters who saw scuff marks leading
windows has been smashed. to the secret door find it without needing to make a
check.) The secret door pushes open to reveal a cob-
web-filled wooden staircase leading to the attic.
This elegantly appointed bedroom (area D15a) and
an adjoining nursery (area D15b) were occupied D16' ArrIC HALL
by the Dursts' nursemaid, Brigetta, the cult's lat- This bare hallway can be accessed by the staircase
est victim. behind the secret doors in areas D11 and D15a.
The double door opens onto a balcony (area D15c)
overlooking the front of the house. D17, Spann Bnnnoou
Encounten Roll on the Death House Encounters
s ?
table the first time a character enters this room.
This room contains a narrow bed, a nightstand, a
Si§ns of Abduction. A character who succeeds l
1
writing desk, and a rocking chair.
on a DC 15 Intelligence (Investigation) check ascer- I
l
dow are the result of a recent struggle. Rainwater This room is otherwise empty.
This chamber is packed with old furniture draped in iac. cr-ypt s open to the hallway. The stone slabs
white sheets. 1ea.t to seal the rooms lean against the walls outside
! :he cr;-pts.
l§§!(,ttii
open off the west half of the room.
This room is otherwise empty,
D25, CurrIST QUARTERS AND lMerr
D20, CUIIDREN's Roorra
§ This area centers on a 4-foot-diameter, 30-foot-deep
This bedroom contains two small, wood-framed beds, cistern with a 3-foot-high stone lip. A wooden bucket
a toy chest, and a dollhouse-a perfect miniature hangs from a rope-and-pulley mechanism bolted to
replica of this dreary mansion. the crossbeams above the well. Five small rooms with
ä no doors branch offthe well room.
D27, DTNING HALL room. Two high-backed chairs flank the table, which
has an empty clay jug and two clay flagons atop it.
r?
ri
,i
i long benches. Bones lie scattered on the floor. i This is Gustav and Elizabeth's den. Iron candle-
:
il
aö sticks stand in two corners, their candles lit.
These moldy Humanoid bones are the remains of D34, Culr LBeonns' Quenrnns
the cult's vile banquets.
D28, Lenonn
Aside from scraps of food, this alcove is empty,
D29, IwrnRSECTroN
The chanting heard throughout the dungeon is no-
ticeably louder to the north of this intersection.
D30, SrerRs DowN At the foot of the bed is an unlocked but empty
Any character standing at the top of this 20-foot-
wooden footlocker. This is Gustav andE.liza-
long staircase realizes the chants originate from
beth's bedroom.
somewhere below. Characters who descend the
stairs and follow the hall beyond arrive in area D35 D35, RurteuARY
D31, Denr<LoRD's Snnrxr
Loud chants issue from a hallway near the southwest
corner. You discern many voices repeating. "She is
This room is full of moldy skeletons that hang from
rusty shackles against the walls. A wide alcove in the
south wall contains a painted wooden statue carved
in the likeness of a gaunt, pale-faced man wearing a Lurking in the shadows are two shambling
black cloak. mounds that move to attack as soon as anyone en-
ters this room. The cult keeps "relics" in this cham-
ber. These worthless items-human remains, mun-
The statue depicts Strahd, to whom the cultists dane material components for spellcasting, and so
make sacrifices in the vain hope that he will reveal forth-are stored in thirteen niches along the walls.
his secrets to them.
Encounter. Roll on the Death House Encounters
table the first time a character enters this room.
Secret Doon Characters searching the room find
a secret door in the middle of the east wall with a
successful DC 10 Intelligence (Investigation) check.
The door pulls open to reveal a stone staircase that
climbs 10 feet to a landing (area D32).
::::
Despite the ominous trappings, the alcoves Featureless stone pillars support the high ceiling in
are empty. this forty-foot-square chamber. Murky water covers
Secret Doon Characters searching the area find the floor, and a breach in the west wall leads to a dark
a secret door in the south wall with a successful DC cave heaped with refuse. Stairs lead up to dry stone
15 Intelligence (Investigation) check. It pulls open to
ledges that hug the walls. Fourteen hooded figures
reveal area D38 on the other side.
stand atop the ledges, chanting loudly.
D37' TUNNEL To Ponrcurus ln the middle of the room, an octagonal dais
rises above the water. Atop the dais is a stone altar
This tunnel is blocked by a rusty iron portcullis. drenched in freshly spilled blood. The source of the
blood is the body of lifeless woman dangling above
the altar from chains mounted to the ceiling. A ceram-
This tunnel slopes down at a 2O-degree angle into
ic stake has been plunged through the woman's heart.
murky water and ends at a rusty portcullis. The
floor around the portcullis is submerged under 2 Standing next to the altar is a large fiend wielding a
!
Dearx lJousE's RELreuaRv rs HoME ro LURK I NG
{
water's surface), and the chamber's ceiling is 16 feet
high (11 feet above the dais and ledges). The chains
SrnerrD's PRESENCE
dangling from the ceiling are 8 feet long. Strahd has finally deemed Death House worthy of
Embedded in the east wall is a wooden wheel con- attention. Once the party retrieves the rod piece in
the ritual chamber, read the following to describe
nected to hidden chains and mechanisms. A char-
acter can use an action to turn the wheel, raising or
Strahd's amival at Death House. The characters
lowering the portcullis in the eastern wa1l (see area won't yet see Strahd, but they'll feel his presence.
D37). The hole in the west wall contains a heap of ?
stones, rags, and plant matter. i A gust of wind blasts through the halls of Death
Cult's Ritual The figures along the ledge include I House, and the temperature drops precipitously. Can-
Gustav and Elisabeth (cult fanatics), five senior cult j dles and lamps snuffout and relight with dark-purple
members (cult fanatics), and seven cultists. The
; flames. The wind takes on a monstrous timbre-like
cult members fight only to defend themselves.
Dangling from the chains above the altar is the i screeching bats or howling wolves-and crescendos
corpse of the Dursts' nursemaid, Brigetta. The cult to a deafening roar. Suddenly, it stops.
ritually sacrificed Brigetta using a ceremonial stake For a long moment, you hear nothing. Then, as
tipped with the fourth piece of the Rod of Seven ; clearly as if it were happening right next to you, the
Parts, which is still embedded in Brigetta's chest. house's front door creaks open and slowly closes,
A relentless impaler (see appendix A) has risen latching with a crisp click. Then, once again, nothing.
from the pool of Brigetta's blood on the altar. When §
the impaler detects the characters, it attacks. The
impaler hunts them throughout the house until it is The characters must now contend with Strahd's
destroyed or the characters defeat it. For its Blood- nightmare magic in Death House until they find and
heart Stake trait, the impaler is bound to the stake face the Darklord directly.
in Brigetta's corpse.
Retrievin§ the Rod Piece. If the relentless im- HeuNrnD ZoNES
paler is destroyed, the cultists cower in fear and al- Strahd can twist his domain to suit his whims.
low the characters to take the rod piece from Briget- Starting when he makes his presence known, cer-
ta's corpse. For more about the Rod of Seven Parts, tain doorways in the house no longer connect to the
see this book's introduction. rooms they did before. Instead, creatures that pass
Developmenf. Once the characters claim the through these doorways enter an isolated demiplane
rod piece, Gustav and Elisabeth regard them with called a haunted zone.
bitter disdain. "None dare trespass in the territory
of Strahd," Gustav says. "You will answer to our ENrnnrNc A HAUNTED ZoNE
master," Elisabeth adds with sinister certainty. They A character enters a haunted zone whenever they do
offer no further comments or information. As the one of the following:
characters leave the area, the cultists chant, "He is . Finisha long rest in Death House
the Ancient. He is the Land." . Move through a haunted doorway (marked
The cult leaders aren't bluffing. As soon as the on map 5.1)
characters take the fourth rod piece, Strahd enters
Death House and makes his presence known. See Only one haunted zone manifests at a time. As long
the "Strahd's Presence" section below. as at least one creature is in a haunted zone, any
other creatures that enter a haunted zone appear in
SenusaNDA's CoMPANY that same zone regardless of how they amive. Once
all the characters inside a haunted zone exit it, that
Once the characters have defeated the Death House
zone can't be encountered again. The haunted zones
cultists and claimed the rod piece, run the "Crisis of
are described below in the "Death House Haunt-
Faith" encounter detailed in the "Meetings with Sa-
rusanda" section earlier in the chapter at a time of ings" section.
your choosing to ensure she rejoins the characters Haunted Doorways. The room on the other
side of a haunted doorway is filled with magical
before they face Strahd.
Having slain the priests of Osybus, seen the cult's darkness and silence, giving no hint of whatever is
plans thwarted, and made sure the Rod of Seven within. A creature that partially passes through a
Parfs piece is safe with the characters, Sarusanda's haunted doorway-such as by poking a limb or held
work in the house is done. She accompanies the item into the darkness-is magically pulled into the
haunted zone.
characters for the remainder of their time in Death
Haunted doorways are one-way passages. Within
House (see the "Leaving the House" section).
the demiplane, nothing exists except what is
N
f,
#-
I
t
:.
of the
allows her
Exit.
to leave the house. "I will permit you to flee this
acter must pull doll. If the
place," he intones. "But only if you do so immedi-
ately, and you never return."
He glances at the characters, then asks Saru-
sanda, "Do you know them?"
Sarusanda's Answer. If Sarusanda is indifferent
to the characters, she denies any affiliation with
them and takes her leave. Strahd applauds the
Nnxr Srnps
Once the characters have acquired the fourth
of the Rod of Seven Parts and escaped Death
SanuseN»a
If Sarusanda hasn't yet rejoined the characters, run
the "Crisis of Faith" encounter detailed in "Meetings
with Sarusanda"; she then rejoins the party and is
with them when they face Strahd.
,#
OF BTUE
,
o FrND THE NExr pIECE oF tttg Roo op PowEn SEcBnrs
I Seven Parfs. the characters must travel to
The characters can learn two secrets in this chapter
-I the world of Krynn where the Blue Fire War-
that are applicable to the rules in "The Power of Se-
) dens, a coalition ofbenevolent lycanthropes,
crets" section in this book's introduction:
have clashed with the death knight Lord Soth
and his minions. By infiltrating a heavily fortified Gazaia's Secret. The dryad Gazaia hid and watched
keep, rescuing the Blue Fire Wardens' leader, and while soldiers attacked the peylon tree where she
unraveling the schemes of the evil mage Terem- lived and looted the fifth piece of the Rod of Seven
ini Nightsedge, the characters can claim the fifth Parfs, which was sustaining the tree. Gazaia now
rod piece. hides in the grotto (areaP4) described in the "Pey-
lon Tree Locations" section later in this chapter.
RuNxrNc Tnrs CseprER Valendar's Secret. The werewolf Valendar led
an assault against his enemies without properly
This chapter begins after the characters retrieve
planning the mission. Valendar is the leader of the
the fourth piece of the Rod of SevenParfs. When a
Blue Fire Wardens and is held captive in area V7
character holds this piece, they instinctively know
that the fifth piece is located somewhere on the war- of the Three Moons Vault.
torn world of Krynn. That character senses that the Frn'rn Ron Prncn
fifth piece is located near a massive, magical tree, in
a region called the Northern Dargaard Mountains, The fifth piece of the Rod of Seven Parfs is in area
but this indication seems inexact. The fifth piece's U5 in the upper level of the Three Moons Vault.
location is unclear to the characters. For more information about the rod and the spell
Neither the characters nor the Wizards Three this piece allows its wielder to cast, see this book's
know why the location of the fifth piece is ambigu- introduction.
ous. In truth, the fifth piece was housed in the tree
until recently, when it was taken to a nearby castle KnyxN
called Three Moons Vault. The crimson moonlight Once the characters decide to seek the fifth piece of
that now surrounds the castle warps the rod's mag- the Rod of Seven Parfs, the portal in the Sigil sanc-
ical properties. To retrieve the fifth rod piece, the tum takes them to the world of Krynn, where evil
characters must dispel the magical moonlight by plots complicate the party's search.
disrupting a wicked ritual in the vault.
This chapter starts when the characters step KNowrnDGE oF KnvNN
through the portal in Sigil, emerge on Krynn, and The libraries in Sigil contain the following useful
begin their search for the magical tree. Though information about Krynn:
initially fruitless, the characters' search puts them
in contact with benevolent lycanthropes who know Dragons ofKrynn. Dragons have a strong presence
where to find the fifth piece. The characters must on Krynn. Chromatic dragons swear allegiance to
then infiltrate the Three Moons Vault. There, the the expansionistic Dragon Armies of Queen Takh-
characters must secure the fifth rod piece from Te- isis. Unusual dragons such as sapphire dragons
remini Nightsedge, an ally of Lord Soth. and lunar dragons pursue hidden agendas.
Ruins of the Cataclysm. A wodd-shattering event
CnenecrER ADVANCEMENT called the Cataclysm swept across Krynn centu-
ries ago. The apocalypse destroyed nations, un-
The characters should be 15th level when this chap-
leashed monsters, and cast Krynn into a dark age.
ter begins. The characters gain a level after they re-
War Torn. Recently, war has spread across Krynn.
trieve the fifth piece of Rod o-f Ser.en Parfs from the
Infamous warlords such as the e1f mage Feal-Thas
upper level of Three Moons Vault.
and the death knight Lord Soth (see appendix B)
have taken up arms in their bids for greater power.
P3' Lnncp
ho
i rhis ttr
I hollow
l
Tnnn Fnerunns ,
The peylon tree has the following features: Rosintar, a neutral evil treant who hates intrud-
Light. During the day, the peylon tree's interior is ers, hides on this ledge above areaP2. Two giant
dimly lit by light filtering in from outside. spiders lurk in the ledge's corner and follow Rosin-
Trunk. The tree's rotten bark is soft and easy to tar's commands.
climb both inside and out. While motionless, Rosintar is indistinguishable
from the rest of the peylon tree. A character looking
.:r,
,: :;,1f4- '
out for trouble notices the two giant spiders with P4, Gnorro
a successful DC 17 Wisdom (Perception) check. It's a 50-foot drop from the hole in area P2 to the
Shortly after the characters arrive in arcaP2, floor of this underground chamber. Even during the
Rosintar siiently signals for the spiders to sneak day, the fetid grotto is dark.
up on the party. Any character with a passive Wis-
dom (Perception) score of 15 or higher notices the
Tangled roots anchor the dirt walls of this damp,
spiders readying to attack. As soon as the spiders
subterranean chamber. The rinds of large, rotten fruits
attack, Rosintar hurls a rock at a random character,
then fights viciously to drive the intruders away. litter the floor. A thick taproot hangs from the ceiling.
If the treant notices characters arriving on the ln one corner ofthe grotto, a kender wearing a blue
ledge via the alternative entrance (see area P1), it cloak rummages in the dirt on hands and knees.
screeches in surprise and attacks the intruders.
Rosintar fights until reduced to 30 or fewer hit
points. At that point, Rosintar surrenders. The rummaging figure is a kender named Riffel
What the Treant Knows. If the characters allow who also happens to be a werewolf (use the were-
Rosintar to surrender, the treant te1ls the party that wolf stat block, except Riffel's size is Smal1 and his
a cruel dryad named Gazaia dwells in the grotto alignment is neutral good). When Riffel realizes he
beneath the tree, accessible via a hole under the has company, he jumps to his feet and draws his
boulder (see area P4). The treant bemoans that spear, but he doesn't fight unless attacked. He is
it didn't notice "the previous intruder" a small initially wary of the characters but is willing to hear
person in a dark-blue cloak-until the intruder had them out. If a character mentions the rod piece, or
already squeezed into the hole under the boulder. if a character tries to befriend Riffel and succeeds
Rosintar doesn't go near the hole, both because the on a DC 13 Charisma (Persuasion) check, Riffel re-
treant wouldn't fit and because it is afraid of Gazaia. laxes and puts away his weapon.
Of the blue-cloaked intruder's fate, Rosintar says
flatly and with certainty: "The blue-cloaked gnat
must be dead."
tiri
Pnmn
lSquare=5Feet
iħ
Gazara s DBerrl The Blue Fire Wardens are trapped inside their
If Gazaia dies before she shares information with own temple. If the characters don't intervene, the
the party, the characters find the ripe peylon fruit in borthak (see appendix A) will soon break through
her possession. the temple door.
The borthak is too large to fit through the stone
LnevrNc rHE PEYLoN TREE door and into the temple, though smaller creatures
can slip through with some effort. Left alone, the
Once the party has the peylon fruit, they can
borthak uses its action on each of its turns to attack
leave the peylon tree with Riffel and continue the
the temple door. The door has AC 20, 225 hit points,
adventure.
and immunity to poison and psychic damage. If the
borthak succeeds in breaking down the door, it en-
BrrrnnGRASs FnN ters the temple and attacks the seven wardens (use
To help Riffel save his fellow wardens, the charac- the werewolf stat b1ock, except their alignments are
ters must follow the kender werewolf to a marshy neutral good) who are trapped inside.
lowland called Bittergrass Fen. The underground temple isn't shown on map 6.2.
Hewn out of the rock and earth, it has a central
.|ounNnv ro BrrrERGRAss FEN gathering area and six adjoining cells, where the
By foot, the trek to Bittergrass Fen takes an hour. wardens sleep and pray behind thin wooden doors.
Along the way, Riffel conveys the following: The temple contains supplies but nothing of value.
Teremini's Vault. The Three Moons Vault is a DrsrnacrrNc THE BoRTHAK
heavily fortified keep in the nearby mountains. It's
overseen by the archmage Teremini Nightsedge, If one or more characters attack the borthak, it
who serves the dreaded Lord Soth. stops attacking the temple long enough to de-
The Stolen Shard. Teremini's soldiers stole a mag- fend itself.
ical shard at the heart ofthe peylon tree. The tree As an action, a character can use a ripe peylon
and its dryad became corrupted shortly thereafter fruit to distract the borthak. If the fruit is hurled
toward the borthak, the monster moves toward the
q
malistic instinct, making it easier for Tbremini to
manipulate or trap them.
Mage's Ritual. Teremini learned her red moonlight
magic from a lunar dragon named Orinix. Orinix
nents, which
ters
stop Teremini's
Wen»nNs lSquare=5Feet
lvrAir 9,2, Ul: : !{!:H455 ' b§
ENvTBoNMENTAL Errrcrs
The magical red moonlight that surrounds the
Three Moons Vault is temporary, although Teremini
is working to make the effect permanent. The moon-
light creates the following effects in a 1-mile radius
around the Three Moons Vault. These effects are
suppressed in the vault's locations.
FoBcnn TnaNsronMATroN
A werewolf that enters the red moonlight changes
into its wolf or hybrid form, and it has the poisoned
condition as long as it is within 1 mile of Three
Moons Vault. As long as it remains in this area,
the creature can't willingly change shape unless
it is reduced to 10 hit points or fewer; a Remove
&;teeilrla Curse spell suppresses Forced Transformation
SNvwcl6x; for t hour.
Rnpucro Gnevrrv
Objects and creatures take half as much dam-
age from falls. Creatures can jump twice as far
as normal.
object with AC
13; 5 hit points;
'adiant
aura
Unless
V1' EN:rneNcB
Around the corner from where Riffel leaves the
party is the vault's entrance. Read the following:
&
Tcrr"",',, \l .- -*.rn.-:
The goat path dead-ends at the convergence ofthree
steep cliffwalls. Two austere pillars flank a stone dou-
ble door set into the wall. Next to each pillar stands a
V4' Ha.rrs
are
calr The howls can be clearly heard coming from the
other side of the locked iron door (area V7). The
The creatures are four wraiths. When Akaazr door can be unlocked with Guerthel's key (see area
(see area V34) isn't present, these wraiths lead the V4), or a character using thieves' tools can use an
small army of Undead soldiers stationed in the action to try to pick the 1ock, doing so with a suc-
underground garrison (area V8). A wraith named cessful DC 16 Dexterity (Sleight of Hand) check.
Guerthel is Akaazi's favorite; he carries an iron key Crlr
Y7' Ver,rNDAR's
that unlocks the doors to areas V7 and V10.
When the characters enter this room, read the
Raisin§ the Alarm.If a wraith spots an intruder
following:
or is attacked, it uses its action to blow its horn.
Creatures within 100 feet of that wraith can hear
the horn, prompting the wraith's allies in area V8
to join the fight. A horn blown in the dungeon level
can't be heard from the keep above and vice versa.
,@'
)v29
v33
i.+.
tdt
,trl
6?
-f-r ro U3
Kmp lrvn
= 5 Feet
r,ll
J.
l
:
0vrnmnu Unw
1 Square = 50 Feet
Dunmor Lrvrr
lSquare=5Feet
lv'1ap t.i:T**rs lürcN: Va*L;
_.. ....:
.:.i::.,1!. .
White Moonli§ht Mitror. The mirror in the stat- V18' VgrnRAN CAMP
ue's arm is a white moonlight mirror' Removing the
mirror from the statue requires no special effort.
Slrrrneis Guardian. Wrapped around the statue
over the moat west of the white tower.
is a guardian naga named Casivus. Casivus has
guarded this shrine since long before Lord Soth's dented armor pace atoP the sloPe.
forces arrived, and it chafes at the evil doings ofTe-
remini and her minions. The slope immediately leading into this area is
The naga is initially indifferent to the characters. guarded by six veterans (lawful evil humans). A
If a character mentions that the party opposes Te- seventh veteran is resting in the tent to the north
remini's pians or engages the naga in polite conver- and rushes to help their allies when a fight breaks
sation and succeeds on a DC 14 Charisma (Persua- out. The veterans defend the keep with their lives,
sion) check, Casivus becomes friendly toward the knowing that to do otherwise would invite Teremi-
group. In this case, the naga permits the characters ni's wrath.
to take the mirror from the statue. Casivus also im-
parts two useful points of information: V19, Wul:rE TowER Loorour
Position of the Moons. To disrupt Teremini's rit- 9i
ual, the characters must shine different colors I A singte human lookout in dented armor stands watch i
of moonlight onto the lunariums' crystals in a area.
a
i The walls and floor here are crumbling. A wooden Soth's rank-and-file soldiers use this gate to en-
, trdd.r. leans against the edge ofthe ceiting above' . ter the keep.
6ä Drawbrid§e. To raise or lower the wooden
drawbridge, both levers inside the keep must be
The white tower's ground floor lies in ruin. A ladder
pulled at the same time. An automatic mechanism
connects this floor to area V19.
reached via staircases in the courtyard (area V25) I ,o drr* light in rather than reflect it.
b
V24, RooKERY
On the rare occasions when Lord Soth visits the
a I Three Moons Vault, this chamber is set aside for
:
:
Two enormous, skeletal, birdlike creatures perch atop i him to glower over his subjects.
i
the wooden platform here. I
Black Moonli§ht Mirror. The mirror affixed to
€ * the throne is a black moonlight mirror. Remov-
ing the mirror from the throne requires no spe-
These two bone rocs (see appendix A) are trained cial effort.
to ferry passengers to and from a similar rookery
near the bottom of the mountain. V29, Onnunv
A bone roc attacks only if threatened or harmed.
l
§
l
a The device is illuminated by a beam of red moonlight
that emanates from a mirror mounted twenty feet up
From this courtyard, individuals can access the
the southwest wall. Twin staircases ascend to a railed
ground floors of the three moon towers, most of the
walkway overlooking the orrery.
keep's other buildings, and staircases to the curtain
wall walkways. A hundred feet above looms the
moondisk (area U5). This enchanted orrery accurately depicts the cur-
rent positions of Krynn's three moons-Solinari,
V26, Bannacr Lunitari, and Nuitari-relative to Krynn. If the
tf moonlight mirror in area V30 is removed, the orrery
stops moving.
i .rnpty wash tubs. 1
Staircases on either side ofthe orrery lead to area
;i V30 above.
Decipherin§ the Otrery. A character can study
When non-Undead individuals stay at the Three the orrery to deduce the relative positions of Krynn's
Moons Vault, they reside here. moons. The character gleans that, currently,
: the center ofthe space ascend to another chamber. i V34. CrncLE oF Uxonern
u;
Lo§book. On the desk is a log of all the treasures I r.oo*, revealing a circle chalk i
of unholy runes drawn in
I
and prisoners transported to and from the Three i on the floor. A black-robed figure crouches, examining
i
Moons Vault. Of interest to the characters are the the runes, while a zombie-like creature holding a black
first and last pages of the 1og.
] i
a
found in the original moon towers during the vault's
construction. The log notes the present location of A neutral evil human necromancer wizard (see
these mirrors: appendix A) named Akaazi uses this chamber to
conduct necromantic rituals and create Undead sol-
White Mirrors: The lunar shrine (area V15) and the
diers for Lord Soth's army. Akaazi is accompanied
ruined shrine (area V20)
by a black rose bearer (see appendix A).
Red Mirrors: Valendar's cell (area V7) and the red As soon as she's aware of intruders, Akaazi com-
mirror stairwell (area V30) mands the bearer to attack and fights to the death in
Black Mirrors: Royal quarters (area V28) and
the name of Lord Soth.
Akaazi's quarters (area V36)
If the characters look up, they can see a black
The log's last pages mention "a piece of the legend- moonlight mirror hanging in area V36"
ary Rod of Seven Parts, seized from an ungrateful
dryad" as well as "three lunar crystals, procured V35, TnIr,tpi,B
from a powerful dragon." The logbook doesn't
specify where the rod piece or the crystals are cur-
11
i A stone altar at the back of this temple is its only nota- j
rently stored.
il
It' ble firture. Dusty windows set in iron frames overlool< i
A staircase at the northern end of the room as-
i the courtyard. I
cends to the red tower's lunarium (area U2). Ä; l
V32, StetRwELL Akaazi's eerie black tower leads into this temple, so
This stairwell connects to area V9 below. the chamber is rarely used. The north staircase de-
scends 30 feet to area V10.
§;
Dwn to
BlackMoonli§ht Mirror. A circular opeiring in
v37
the floor allows a creature to view the chamber
below (area V34). A black moonlight mirror is
suspended from three iron chains connected to
the sides of the opening. The mirror can be safely
detached from one iron chain with a successful DC
15 Dexterity (Sleight of Hand) check. If a charac-
ter fails this check by 5 or more, the mirror comes
loose from the chains and falls to the floor 20
feet below. @ Map 6.lr: UauLr Upprq Levs!-
V37, Avtanv
The glass is enchanted so that only one color of
?!glack moonlight shines through it:
i corvids fill the small cages in this bleak, win- i
. Solinari's white light shines into the white tower's
, do*1"r, aviary. The birds squawk loudly whenever i lunarium (area U1).
i anyone enters. i . Lunitari's red light shines into the red tower's 1u-
9ä
narium (areaIJ2).
Twenty ravens used to deliver messages occupy the
. Nuitari's black light shines into the black tower's
flimsy wooden cages. lunarium (area U3).
A staircase on the eastern wall ascends to the LuNen Cnvsrer.s
black tower's lunarium (area U3).
Shallow steps ascend to a dais at the center of each
lunarium. A specially carved pillar atop the dais
{Jppnn-LEvEL Fnanunns
bears a lunar crystal. These lunar crystals were spe-
In addition to the features of the Three Moons Vault cially created by the lunar dragon Orinix.
listed earlier in this chapter, the vault's upper level These crystals are components for Teremini's
has a number of important features. ritual, but they have no value or special properties.
If the characters don't know how to stop Teremi- When the characters arrive, these daises are sur-
ni's ritual yet, one of them realizes that the answer rounded by barriers of solid moonlight (see below).
must have to do with Krynn's moons, and that they The crystals can't be smashed while Teremini con-
should examine the orrery in areaY29. centrates on her ritual.
Coronnn Gless Sor,ro MooNr-rcnr
Each lunarium (areas U1, U2, and U3) is sur- The moonbridges and moondisk (areas U4 and U5)
rounded by six columns that support a hemispher- are made of solid moonlight that shimmers like
ical rooftop made of enameled glass. Panes of opalescent glass. If a creature not in its true form
enameled glass are set between each column. Each starts its turn touching solid moonlight, the creature
10-foot square of glass is a Large object with AC must succeed on a DC 15 Constitution saving throw
10, 10 hit points, vulnerability to bludgeoning and or have the poisoned condition until the start of its
thunder damage, and immunity to poison and psy- next turn.
chic damage.
-r-r::a
€
ä
!F
.
moonlight shines on the red crystal.
A lunar crystal is removed from its pillar. The
Nnxr Srnps
ensuing chaos after the ritual is disrupted is an Once the characters have the f,fth piece of the
ideal time for the characters to seize the rod piece Rod of Seven Parts, they can return to Sigil via
from Teremini, who is distracted as she rallies the the doorway in the tree through which they ar-
vault's forces to fend off the dragon Orinix. If the rived on Krynn.
{
TOMBOF
1MAYWARDSOULS
r E n.rRrevrNc THE slxrH pIECE oF THE Ro,o or Rerak's Secret. The false lich resents his impris-
onment in the Tomb of Wayward Souls and never
H
t
m:üiffit: :tT:T::[T,'3:.:r'',
n..., f the party must plumb the depths of a
wanted to enact Acererak's will. Rerak is the
guardian of the rod piece the characters seek and
t
deadly complex called the Tomb of Wayward Souls,
which was built to lure in and slay treasure-seekers.
This labyrinthine maze of deadly traps was crafted
Srxrn Roo Prncs
by the diabolical archlich Acererak, who takes per-
verse pleasure in littering his dungeons with the T27 of the Tomb of Wayward Souls. For more
bones of defeated adventurers. mation about the rod and the spell this rod piece al-
lows its wielder to cast, see this book's introduction.
RuNNlNc THrs CneprER
This chapter begins after the characters retrieve the OEnrH
fifth piece of the Rod of Seven Parts. A character This chapter takes place on Oerth, in the Greyhawk
who holds that piece instinctively knows that the campaign setting. The world is rife with elaborate
sixth piece is located on the Isle of Serpents on dungeons, magical treasures, and other fantastical
Oerth, a world known for its legendary dungeons hallmarks of sword and sorcery.
and magical treasures.
The characters arrive on the island in time to Isrs or SnnprNrs
witness a battle between a kraken and a crew of ar- Characters who research the Isle of Serpents in
chaeologists. The archaeologists are in dire straits, Sigil can learn the following:
and it's up to the characters to decide whether to
help. Eventually, the characters realize that the
Acererak's Machinations. Long ago, the archlich
Acererak visited the Isle of Serpents in his search
sixth piece of the Rod of Seven Parfs is located in
for precious artifacts. Acererak demolished set-
the complex the archaeologists were exploring: the
Tomb of Wayward Souls.
tlements across the island, stealing treasures and
The archaeologists haven't explored far into the killing indiscriminately. He then built one of his
infamous tombs near the coast. The descendants
deadly complex, so the characters must face its chal-
of those who survived Acererak's onslaught re-
lenges without much information. The search for
the rod piece culminates in a showdown with Rerak,
an empowered simulacrum of Acererak.
AnveNcnMENT
The characters should be 16th level when this chap-
ter begins. The characters gain a level after they
retrieve the sixth rod piece from the Tomb of Way-
ward Souls.
Pownn oF SECRETS
The characters can learn two secrets in this chapter
that are applicable to the rules in "The Power of Se-
crets" section in this book's introduction:
Marian's Secret. Marian Xavere, one of the archae-
ologists, holds a lifelong fascination with Acererak
and the archlich's evil magic, and she was previ-
ously tempted to study necromancy. See the 'Ar-
:
<
chaeologist Camp" section later in this chapter for monsters and puzzles. Stories state
more information. lich created similar tombs to guard
cal artifacts. One such tomb is located o11
n ?: dark
i A stout human woman with bronze skin and curly i
tll
Laysa is a chaotic good, human, pirate-turned-
..t !,^:.:1...
archaeologist (use the assassin stat block). De-
scended from the island's original inhabitants,
Laysa seeks to reclaim the treasures stolen from
her ancestors. She recruited a crew to help her
,1.
explore the complex where she believes the trea-
10O Feet Deep 10 Feet 2 Feet Deep
sures are held.
Laysa invites the characters to the archaeologists'
Mai, 1.r: isrr cr 5e npzr{r5 La*r:§N
camp to rest and chat.
Some Progress. Laysa's crew uncovered the com- . Crystal orb used in rituals (area T23)
plex's entrance, as well as two false entrances . Blue silk sash used in ceremonies (areaT27)
laden with traps. The archaeologists haven't been
If the characters uncover any of these items from
able to explore much more, but they think they've
the complex and return them to Laysa, she is
identified how to delve farther into the complex.
ecstatic. For each item returned, Laysa pays the
Stolen Treasures. Long ago, an evil mage with a
characters five gemstones worth 500 gp apiece.
skeletal appearance demolished Laysa's ancestral
She keeps the gemstones in a pouch that hangs
village on this island. The mage absconded with
from her belt.
several treasures and was never seen again.
Laysa is unfamiliar with the Rod of Seven Parts,b:ut T[ro Yrrnre AND VocREN STARCLo-aK,
Pnrss:rs AND HEALERS
she agrees that such a powerful magic item could
The elf man is Talo Yieria, and the orc man is Vo-
be found within the complex. She isn't aware of any
gren Starcloak. Both are neutral good priests of Ce-
other location where the rod piece might be.
lestian, the enigmatic deity of stars and wanderers
Laysa provides the characters with a rough map of
on Oerth. Though apprehensive about exploring the
the complex (map 7.2) and can lead the party to its
complex, the couple are dear friends to Laysa and
entrance when they're ready.
support her efforts.
Stolen Treasures. Laysa hopes to recover six
Talo and Vogren are well versed in the religious
ancestral treasures stolen from her people. Some of
history of the island. If asked, they provide the fol-
these treasures are magic items, although Laysa de-
scribes them only as detailed below. The items (and
lowing advice:
their locations on map 7.3) arc as follows: Reciprocity. Powerful nature spirits reside on the
. Ebony wand decorated with bones and
island and don't take kindly to those who would
feathers (area T9) exploit it. No one should take anything without
. Ring of golden stars (area T13) leaving something in return.
. Respect. Offerings of money, food, or crafted items
Sacred scimitar dedicated to serpent spirits
(area T17) show respect to the island's spirits. Acts of kind-
. ness can also gain the spirits' favor.
Set of copper tablets engraved with incantations
(area T19)
1
the end ofwhich is a set ofdark wooden doors. :
§ *
§
il
rt ,',
d
trri
T
f,i ,I
,{ § l*
* { ß *
*s I
jl
r*qy
{ ST
ü
+r:
*:.
':.
Arrow Irap. Spring-loaded arrows are hidden in Characters can use the wooden plank to cross the
the pockmarked walls. A creature that enters the pit safely. A creature that falls into the pit takes 5
trapped area marked on map 7.3 for the first time (1d10) piercing damage from the spikes, which turn
on a turn or ends its turn there triggers a fusillade the floor of the pit into diffrcult terrain.
of arrows and must make a DC 20 Dexterity saving At the bottom of the pit, situated in the middle
throw, taking 27 (6dB) piercing damage from the of its northeast wall, is a hidden door that leads
arrows on a failed save or half as much damage on a to area T5.
successful one. The 5-foot-wide area along the east
wal1 is outside the trap's area and safe to stand in.
T4, Facn oF THE Gnnar Blun Dnvtr
Doors'Secref. The doors at the end of the hall-
way are fake and can't be opened. Tiny text is A relief of a scowling, fiendish face made of azure
scrawled on the doors' front: mosaic tiles spans the hallway's back wall. The face's
mouth is open, revealing a black maw, and its eyes are
"Acererak commends you! Alas, these doors lead carved from clouded white crystal. To the right ofthe
nowhere, but your skill shall not go unrewarded. mosaic is a closed door.
Should you wish to plumb the depths of my tomb,
heed these words: the blue one craves your magic."
A character who examines the relief with a Detect
Ma§ic spell or similar magic finds that the relief's
This is a clue for opening the door in area T4. mouth radiates conjuration magic and its eyes radi-
ate abjuration magic.
T3, Toun ENrneucr Mouth Portal. The relief's mouth is 10 feet wide
and several feet tall. Objects and creatures that en-
ter the relief's mouth are teleported to area T14.
This hallway has been partially excavated. Lifted stone
Openin§ the Devil's Doon The relief is the key
lids reveal a ten-foot-deep pit filled with spikes in the
to opening the door to area T6. The door can be
center of the corridor. A thin plank of wood is laid over opened in no other way.
the pit to allow for safe crossing. When a creature standing within 5 feet of the
reliefcasts a spell using a spell slot, the spell slot
is expended as normal, but the spell has no effect.
ä
Intelligence (Arcana) check to determine that the
magical liquor in one or more of the casks might
The message gives clues as to the casks' contents. facilitate travel through the cracks between the
Each cask contains 20 pints of liquor. In order floorboards.
from left to right, the casks are marked with the fol-
lowing symbols: T6, Herr or GBMSToNES
{.i:1 I,i: iil:t : 'i i-, 1i!i (-ri ':! -:\. '!: :ii:i 3C:-ll-! I37
to area T16. The door resists all other attempts the archway is made of obsidian and covered
to open it. Once opened, however. it ceases to be in cobwebs.
locked and can thereafter be opened and closed South Archway. Any creature or object that enters
without the emerald. this one-way portal is teleported to a random un-
A character who succeeds on a DC 16 Intelligence occupied space in areaTl4.
(Arcana) check recalls that emeralds are used to Southwest Archway. This archway connects to a
contain water elementals. basement under the floorboards of area T5 via a
Whenever a creature touches one of the other dirt tunnel.
jewels embedded in the walls, the statue glows and West Archway. Any creature or object that enters
launches a blast of freezing magic down the hallway this one-way portal is teleported to an unoccupied
in a 30-foot line that is 5 feet wide. Each creature space in area T20b. If there's not enough space in
in that area must make a DC 20 Dexterity saving that location for the creature or object, it is unable
thror,,",, taking 33 (6d10) cold damage on a failed to pass through the portal and is rebuffed instead'
save or half as much damage on a successful one. Northwest Archway. This archway connects to
area T9. The tunnel leading there is covered
T7, SrrrnroN CLoSET r,vith moss.
i of
1
i
tigl',rrr flit between the branches, and at the center
uö I
mancy magic.
;'i
Necklace Trap. The first time a creature touches
the necklace, it releases a burst of deathly energy The banyan tree is a neutral treant named Abala-
in a S-foot-radius sphere. Each creature in that area hin. Abalahin is real, while the rest of the forest is
must make aDC 22 Constitution saving throw, tak- a mirage. The mirage is tactile, so creatures can
ing 36 (8d8) necrotic damage on a failed save or half interact with it.
as much damage on a successful one. Piercin§ the lllusion The mirage is linked to Ab-
Once the trap has been triggered, the necklace alahin's existence. If Abalahin is killed, the mirage
becomes a mundane choker worth 1,200 gp. ends, revealing the room to be a stone chamber con-
taining Abalahin's remains.
T8, Roou oF MYRIAD AncswaYs Befuiendin§ Abalahin, Abalahin is covered with
strangling vines that render the treant sluggish
and distant. ARemove Curse spell or similar effect
causes the blighted vines around Abalahin to dis-
solve. Once the vines are gone, Abalahin is grateful
to the characters and, in return, suppresses the mi-
The fog is magical and can't be cleared or dispelled. rage, revealing the room's exits.
Archways. The archways lead to the following Bobbin§ Spirit Li§hts. There are 1d8 bobbing
destinations: spirit lights (each uses the will-o'-wisp stat block
North Archway. Any creature or object that enters and speaks Common and Sylvan) that fill the illu-
this one-way portal is teleported to area T3, ap- sory glade at any given time. The spirit lights are
pearing at the southwest end of the corridor or the part of the mirage, are indifferent to the characters'
nearest unoccupied space. presence, and disappear if attacked. Any character
Northeast Archway. This archway connects to area with a passive Wisdom (Perception) score of 17 or
T11. The tunnel leading there is made of smooth, higher discerns the spirit lights whispering and
gray stone. overhears one of the following remarks:
East Archway. Any creature or object that enters . "The next challenge is crushing-move fastl"
this one-way portal is teleported to an unoccupied . "The master of this tomb longs to be free.
space in areaT2Oa.If there's not enough space in Wouldn't you, if you were he?"
that location for the creature or object, it is unable . "Steal not from the library, for it holds troub1e."
to pass through the portal and is rebuffed instead.
Southeast Archway. This archway connects to
areaTT via a hidden doorway. The tunnel beyond
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iT: -lrap
a!,1ap r- i ToüE lr tirv**la* §e *l:
and plummeting again. This rapid, piston-like
movement lasts for 1 minute, after which the ceiling
returns to its original height and locks in place until
the trap is triggered again.
Each time the trap triggers, have the characters
roll initiative. The ceiling drops to its lowest point
on initiative count 20 of each round, losing initiative
ties, until the traP resets.
Any creature in the room when the ceiling drops
must make a DC 20 Dexterity saving throw. On a
failed save, the creature takes 55 (10d10) bludgeon-
ing damage and has the prone condition. On a suc-
cessful save, the creature can rush from the room,
taking no damage, or remain in the room and take
half as much damage only. A creature that can fit
in spaces as narrow as 6 inches has advantage on
the save thanks to the narrow gap that remains be-
tween the ceiling and floor when the ceiling is at its
lowest level.
A Small or larger creature subjected to the trap
can choose to make a DC 20 Strength saving throw
instead of a Dexterity saving throw, provided the
creature doesn't have the prone condition, with the
*j Waai: or rxt'*V*g MncE
aim of slowing the ceiling's descent for the better-
ment of others. The creature making the Strength
saving throw takes 55 (10d10) bludgeoning damage
regardless of whether its save succeeds or fai1s. If
the save succeeds, however, the trap's damage to
other creatures is reduced to 0 until initiative count
. "Illusions are we, born from a mix of wanderlust 20 of the next round (losing initiative ties)'
and corrupted magic. Many more can you find in The ceiling is too heavy to be stopped by any
this forgotten place." braces, but an Immovable Rod or similar item can
. "Thejade serpents crave offerings." prevent it from dropping so far as to crush anyone.
Treasure. Close inspection of Abalahin's roots Tl1, SrneNGE ALTAR
reveals an ebony wand decorated with bones and
feathers (a +3 Wand of the War Ma§e). A character ?
T13' CurnsrrAl Sry Mrnecr Thin, obsidian pillars are spaced throughout this
A hidden door conceals this room. Creatures musty room, the ceiling of which is only ten feet high.
that step through the doorway are seemingly
ln the flickering light, you see two massive, rolling
transported to a location outdoors, thanks to i1lu-
constructs roving the space.
sion magic:
*:
The room's ceiling is 10 feet high-barely large
enough to accommodate the two granitejugger-
you.
,
r sky above
ta
i
nauts (see appendix A) that trundle between the
room's pillars. The juggernauts attack any intruders
The grassy field and night sky are illusions conceal- they notice, but they won't strike pillars.
ing a bare, rectangular room. Characters can move The juggernauts fight until they are destroyed or
only as far as the room's wal1s and ceiling ailow, for until a creature destroys the triangular stone in the
though these surfaces are hidden to normal eyes, control room (area T15).
they can be felt. Creatures with truesight recognize
the illusions as mirages and can see the room as it T15, JUccERNAUT CoNrxor Rootvt
actually is; they can also see an engraved black box A hidden door conceals this room.
resting on a black dais in the middle of the room.
Characters who can't see the box and dais can 1o- A fi ve-foot-tall, triangular stone
cate them by touch after a careful search ofthe area. stands in this bare room's center. At the
Observin§ the Ni§ht Sfty. A character observing
stone, a plum-sized diamond pulses with red I ight.
the mirage of the night sky can make a DC 14 Intel-
ligence (Nature) check. On a success, a character
realizes that, while beautiful, the night sky is wholly The triangular stone is immovable and powers the
inaccurate, as if created by someone who has never juggernauts in area T14. A character who exam-
seen the sky before. Succeeding on this check also ines the triangular stone and succeeds on a DC 17
allows the character to see through the room's
'§ §s ,ä
d*" ;.1
:§
'*
Intelligence (Arcana) check can decipher its runes starts its turn there, or when a flying creature en-
and discern its purpose. ters a space above the bridge or the acid pit for the
Destroyin§ the Stone. The triangular stone first time on a turn, the creature must succeed on a
has AC 20; 100 hit points; immunity to poison and DC 20 Dexterity saving throw. On a failed save, the
psychic damage; and immunity to bludgeoning, creature is pushed by the gusts 5 feet north or south
piercing, and slashing damage from nonmagical (determined randomly) and has the prone condition;
attacks. When the stone is destroyed, the jugger- ifthe space isn't on a surface that can support the
nauts in areaTl4 stop moving and become inani- creature, the creature fa1ls as normal.
mate objects.
T17, Jnon SnnprN'r Guen»raNs' CHaMnen
Treasure. Once the stone has been destroyed or
bothjuggernauts have been defeated, characters can
take the diamond, which is worth 5,000 gp. The dia- A iade statue stands between this room's two exits.
mond stops glowing when it leaves the room. The statue depicts an armored, feminine figure from
the waist up, with six arms and a gleaming curved
T16' Act» Prr CnossrNc
sword in each hand; from the waist down, the statue's
body is serpentine. Two statues depicting large cobras
Filling most of this chamber is a ten-foot'deep pit of
with jade scales sit in alcoves io the east.
green acid, over which stretches a three-foot-wide
stone bridge. Nozzles embedded in the north and
south walls shoot blasts of air across the bridge. If one or more characters enter the room, read the
following:
6 I
A creature that falls into the acid takes 21 (6d6) acid
The center statue's eyes glow with white light, and the
damage. Any creature that starts its turn in the acid
l l
:
:
cobra statues begin writhing toward you.
also takes this damage.
*
Gust Nozzles. Air blasts from nozzTes in the walls
north and south of the bridge with such force that The central statue uses the marilith stat block but
they can't be easily stoppered. When a creature is a Construct. This central statue controls the two
moves onto the bridge for the first time on a turn or
Eight niches are built into these walls. Each niche active at once.
a
& ?:
I bridge
n artt roar fills this hexagonal chamber. A 1
i tiles
consisting of engraved, colored limestone i
ä;"n"rry
11r**s \"ä1T1ti.; The tiled bridge stretches over a gravity vortex 60
*§ tl.,l§R,{!5§ feet below. The force of the vortex reduces the flying
cürrp!A s§!tT§ speed of any creature within the room to 0 feet.
Brid§e Puzzle. Close inspection of the bridge's
. Thin, leather-bound journal written in Common tiles reveals that each one bears an engraved sym-
that explains that the combination for the crypt bol representing one of the eight schools of magic. A
doors (area T25) is the word "die" in Draconic See Invisibitily spell or similar effect uncovers con-
cealed writing on the ledge before the bridge, which
T20e-T20n: Voln Crosnrs reads as follows:
These two storage closets are identical' The door
to each room is locked. As an action, a character
can use thieves' tools to try to unlock either door,
doing so with a successful DC 15 Dexterity (Sleight
of Hand) check. Each door can also be forced open
from either side with a successful DC 11 Strength
To cross the bridge safely, creatures must step on
(Athletics) check, or with a Knock spell or sim-
the tiles bearing the symbol for evocation magic,
ilar magic.
which are red, or the tiles bearing the symbol for
transmutation magic, which are orange. The tiles
are shown on map 7.4.
When observed within the range of a Detect Ma§ic
spell or similar magic, the vortex radiates an aura
The interior of each closet is filled with magical
of evocation and transmutation magic. A character
darkness that can't be disPelled.
who observes the vortex or witnesses the flight-
Spfteres of Annihilation In the center of each
inhibiting effect of the room's gravity well can make
room is an uncontrolled Spftere of Annihilation.The
a DC 16 Intelligence (Arcana) check, recalling the
magical darkness obscures the sphere; only crea-
following facts on a success:
tures with truesight can detect its presence'
. The spell Reverse Gravity is a transmutation spell'
T2i, PHaNTAsMAL Mrnecr . The school of transmutation magic deals with ma-
F § nipulating eilergy and matter.
i Eerie sounds echo in this pitch-dark room. i
i
. Evocation spells create powerful elemental effects'
i
s
ö
If the piayers have troubie with this puzzle, reveal
This room is filled with magical darkness, and that the characters must step on only evocation or
neither the darkness nor the eerie sounds can be transmutation tiles, and tell them which colors these
dispelled. Any creature that enters this room for the tiles are. When a creature steps on an incorrect tile,
the tile breaks away, and both the tile and the crea- each glass cylinder as components for creating a
ture are sucked into the vortex below. The creature simulacrum.
takes 36 (8d8) force damage and is teleported to a Secref Desft Compartmenf. A character who
safe, unoccupied space at the south end ofthe room searches the desk and succeeds on a DC 20 Intel-
or in the tunnel leading to area T19. ligence (lnvestigation) check discovers that one of
its drawers contains a locked false bottom. Rerak
T23, AncaNE LABoRAToRY (see area T26) carries the key to this compartment,
but a character with thieves' tools can use then
Three tall, glass cylinders line the back wall of this to try to unlock the compartment, doing so with a
dimly Iit chamber. Each cylinder contains a decaying successful DC 20 Dexterity (Sleight of Hand) check.
AKnock spe11 or similar magic also unlocks the
corpse, half-buried in snow topped with red powder.
compartment.
Against the north wall stands a bare wooden desk.
The secret compartment bears a magical trap.
If the compartment is opened by any means other
This chamber bears the remnants of Acererak's en- than using the key found on Rerak in areaT26,
deavors to create empowered simulacra to guard his magical lightning shoots from the drawer. Each
many tombs. A character who examines the cylin- creature in the room must make a DC 15 Dexterity
ders and succeeds on a DC 20 Intelligence (Arcana) saving throw, taking 26 (4d12) lightning damage on
check recognizes the snow and powdered ruby in a failed save or half as much damage on a success-
ful one. ADetect Ma§l'c spell or similar effect un-
n{an 7.*: Uonr;x Sn;ase ,luzzr,r veils the source of this trap: a tiny rune inscribed in
the drawer. The trap can be disarmed by dispelling
the rune with a Dispel Ma§ic spell (DC 17).
Treasure. Within the hidden desk compartment
is a rose qtartz Crystal Ball and a stack ofnotes
written in Common, The Crystal Ball is one of the
I
treasures Laysa mentioned earlier in this chapter.
A character who spends 10 minutes studying
the notes learns about Acererak's endeavors to
create empowered simulacra of himself to guard
his tombs. Acererak speaks of his simulacra with
disdain, viewing them as tools. He finds the fact that
his simulacra can develop sentience a sadistic joke.
The notes also explain that the combination
for the crypt doors (area T25) is the word "die"
in Draconic.
!6
s
&
Piercin§ the Illusion A creature that succeeds thieves' tools can spend 1 minute trying to unlock
on a DC 18 Intelligence (Investigation) check can the doors, doing so with a successful DC 25 Dexter-
see through the illusion, perceiving the empty room ity (Sleight of Hand) check. A Knock spe1l or similar
and its exits. A creature with truesight can also see magic also unlocks the doors.
through the illusion. Knockout-Gas Trap. If the double door is opened
Upon realizing the illusion, a creature can breathe via any other means besides the correct combina-
the water as easily as it breathes air. However, the tion, a cloud of sweet-smelling gas is released from
creature continues to interact with the water as if it the skull engraving. The gas fills the widened area
were tactile, such as swimming through it. immediately south of the double door. Each creature
in that area must succeed on a DC 20 Constitution
T25' Cnvpr DooRs saving throw or have the unconscious condition for
2d4 + 10 minutes. An unconscious creature can
This corridor ends at a massive double door with repeat this saving throw each time it takes damage,
a carved relief depicting a river of screaming souls ending the effect on itself on a successful save.
flowing through a ravaged landscape. lnstead of T26, Crvp:r
handles, the doors bear a trio ofconcentric, rune-
carved platinum circles that can be rotated. At the
Six stone pedestals stand near the walls ofthis expan-
circles' center is an engraving of a leering skull.
sive room. From left to right, they bear a blue scarf,
a golden ring. a glittering scimitar, an ebony wand
The platinum circles are the locking mechanisms wrapped with feathers and bone, a set of engraved
for the crypt doors. A character who can read Dra- copper sheets. and a crystal ball made of rose quartz.
conic sees the letters a through z in Draconic on At the room's center looms a black throne, upon
each circle.
which sits a skeleton dressed in luxurious robes and
When the three concentric rings are aligned so
they spe1l the word "die" in Draconic, the crypt headdress. A platinum door stands behind the throne.
doors unlock. This combination can be found in
areas T19 and T23. Alternatively, a character using
.§
lrcx Rena« rs a
TERRIFYING SIGHT IO BEHOLD.
The figure sitting on the throne is Rerak, a false
lich (see appendix A). Although alert, Rerak re- The door to
mains motionless until he takes damage or a crea- by magical
ture moves within 15 feet of him, at which point he platinum
becomes hostile and attacks. creature that attempts
Appeasin§ Reraft. Upon creation, Rerak was means
magically bound to Acererak's piece of the Rod taking ona
of Seven Parts; as long as the rod piece remains
within the tomb, so must Rerak. Rerak resents his rests on
creator for leaving him to languish within this tomb, the pedestal.
and though he remains loyal to Acererak, he longs
to experience the wodd beyond the tomb's walls.
a
I
t I
DRAGON
S PRIDE
trX
F ri
(
n i*
tr
h.
As a bonus action, the driver can do one of the Vehicle Sfafisfics. The Venatrix is a Gargantuan
following: vehicle that can hold eight Medium creatures and
. carry up to 1 ton of cargo. It has a speed of 100 feet;
Start the Venatrix's engine or shut it off.
AC 19;a damage threshold of 10; 200 hit points;im-
. Cause lhe Venatrix to take the Dash or Disengage
munity to fire, poison, and psychic damage; and a +4
action while the vehicle's engine is running
bonus to Strength and Dexterity saving throws.
. Insert a Soul Coln into the engine's furnace
Weapon Sfafions. The Venatrix is equipped with
Soul Fael. The Venatrix's engine has a furnace fu- two harpoon guns and an infernal screamer, which
eled by Soul Corns (described later in this chapter). is a writhing humanoid torso made of melting wax
Among the vehicle's helm controls is a narrow slot with a barbed hand crank between its shoulder
into which Soul Colns can be fed. The vehicle's fur- blades. The weapons are mounted to the vehicle's
nace consumes a Soul Corn instantly, expending all exterior, so any creature riding on the outside of the
the coin's remaining charges at once and destroying vehicle can operate a weapon. Each weapon station
the coin in the process. The soul trapped in the coin requires one creature to operate it.
becomes trapped in the furnace instead, giving the A creature operating a harpoon gun can use an
vehicle 24 hours of fuel for each charge the Soul action to make a ranged weapon attack with it (+6 to
Coinhad when it was consumed (maximum 72 hit, range 120 ft., one target). On a hit, the harpoon
hours). The furnace can hold any number of souls, deals 10 (2d8 + 1) piercing damage.
their screams of anguish audible out to a range A creature operating the infernal screamer can
of 60 feet. use an action to turn its crank. unleashing a tele-
The Venatrix currently has enough soul fuel to run pathic shriek of agony at one target the creature can
for 60 hours. see within 120 feet of itself. The target must make a
DC 15 Wisdom saving throw, taking 26 (4d12) psv-
chic damage on a failed save or half as much dam-
age on a successful one.
! A large cage lands with a thud before the vehicle. Windfall rebuilt the casino and rededicated it to the
j Through the iron bars, you see the white fur and
I
Dragon Queen as a celebration of her god's greed
l
and vanity.
gilded mane of a unicorn as it nickers in fear.
,jI
s*
The Red Belvedere is more than a monument to
the Dragon Queen. The casino is connected via a
Mykale excitedly explains that a unicorn's horn is a tunnel to Tiamat's 1air, and Tiamat can hear every
highly valuable ritual ingredient that will ingratiate prayer and proclamation of her power uttered within
the erinyes with powerful infernal war leaders. The the buildings'walls.
unicorn desperately wishes to be freed and says as As the characters approach the Red Belvedere,
much in Celestial and Elvish. read or paraphrase the following:
Characters who try to convince the erinyes to
release the unicorn must make a DC 30 Charisma
(Persuasion) check. If the characters offer a rare or
rarer magic item in exchange for Sterling's freedom,
this check is made u,ith advantage. On a successful
check, the erinyes give the characters custody of
Sterling. lf the characters attempt to take Sterling
by force, the erinyes become hostile and attack.
With Sterling (or a traded magic item) now in their
possession. the three erinyes uphold their end of the
deal and take the characters to the Red Belvedere.
If the characters slay two of the erinyes, the third If the crew of the Venatrix is with the party, the
erinyes surrenders and offers to drive the characters erinyes bid the characters goodbye at the front of
to the Red Belvedere in exchange for her life. the casino.
Dragon's Fury, Windfall targets one creature she can see within
WiNprn rr, 60 feet of herself and unleashes a burst of magical ire. The
Medium Humanoid (TieJling, Bard), Chaotic Evil
target must make a DC 23 Wisdom saving throw. On a failed
save, the target takes 36 (8d8) psychic damage and has the
ArmorClass 19 (studded leather armor)
l= Hit Points 323 (34d8 + r7o) frightened condition until the start of Windfall's next turn. On a
successful save, the target takes halfas much damage only.
Speed 30 ft., fly 30 ft.
Spellcasting, Windfall casts one of the following spells, requir-
STR DEX coN INT !0ts CHA ing no material components and using Charisma as the spell-
la (+2) 2a $7) 20 (+s) 22 (+6) l8 (+4) 26 (+8) casting ability (spell save DC 23):
-i
i.i'j i:' ii F- :l l l-ll t. *ltÄC{i§ CLj r! ::"!
*
a 6
r:)+/
1- I !. \,', r. Li rf.ll l)HA{;{)h ültH},tü'$ lltlllta
MrsrrNc \Mrxnrerr Crsrxo CunnnNcv
As a dedicated champion of Tiamat, Windfall has The Red Beivedere uses a special type of in-house
been granted phenomenal power by her master. Her currency known as a talon. An exchange desk in the
skin glitters with patches of multicolored scales, casino's lobby allows patrons to trade in coins for
and in combat, her blade sings with all five of the talons and vice versa. One talon is worth 10 gp.
chromatic dragons' elements. Windfall's enchanted A talon looks like an iridescent metal coin
tailcoat shimmers with the colors of the Dragon stamped with the silhouette of a dragon's claw on
Queen, and she uses this coat to dazzle patrons and both sides. Since the Red Belvedere is dedicated
enemies alike. to Tiamat, each talon is imbued with a mote of the
When the characters arrive at the Red Belvedere, Dragon Queen's power. Carrying and exchanging
Windfall introduces herself and answers any ques- talons bear unpleasant consequences:
tions the characters have about the Red Belvedere. Curse. A creature that carries any number of talons
She provides the following information:
is cursed. While cursed in this way, the creature
Casino. The Red Belvedere is a decadent respite has disadvantage on lntelligence and Wisdom sav-
from the Blood War's horrors. Here, adventurers ing throws as its mind is clouded by jealous and
and devils alike can indulge in their vices in five selfish thoughts. The curse ends on an affected
different rooms, each with its own theme. creature only when the creature no longer holds
Currency. The Red Belvedere has its own in-house any talons. A Remove Curse spell or similar magic
currency (see the "Casino Currency" section). suppresses the curse's effects for t hour. When
Both gold and Sou-l Corhs can be traded for in- the curse ends on a creature, that creature must
house currency at the exchange desk in the lobby. succeed on a DC 18 Constitution saving throw or
Dragon Queen Dedication. The casino is dedicated gain 1 level of exhaustion, as the rampant avarice
to Tiamat to celebrate the Dragon Queen's avarice takes a physical toll.
and pride. Those who don't worship Tiamat are
SouI Coins. The devils of the Nine Hells also use
also welcome to partake in the casino's offerings.
a type of currency called Sou/ Corhs. Soul Corns
Rod Piece. If the characters mention the Rod of
are used among the infernal hierarchy to purchase
Seven Parfs, Windfall artfully dodges the topic.
favors, bribe the unwilling, and reward the faithful
She claims that while the casino has been visited
for services rendered. Asingle Soul Coin can be ex-
by several high-profile adventurers and scholars,
changed at the casino for 300 talons and vice versa.
she hasn't seen anything matching the rod piece's
description. In truth, Windfall knows exactly Soul CorN
where the final piece of the rod is: her private Wondrous ltem, Uncommon
sanctum, adjacent to Tiamat's 1air" A character
Soul Corns are about 5 inches across and an inch
who succeeds on a DC 32 Wisdom (Insight)
thick, each minted from infernal iron. Each coin
check discerns only that Windfall is concealing
weighs one-third of a pound and is inscribed with
information.
Infernal writing and a spell that magically binds a
\Mnnnn's rHE RoD PrncB? single soul to the coin. Because each Soul Corh has
a unique soul trapped within it, each has a story. A
While inside the Red Belvedere, the character hold- creature might have been imprisoned as a result of
ing the sixth rod piece can determine that the sev- defaulting on a deal, while another might be the vic-
enth piece is located on the casino's premises one tim of a night hag's curse.
floor down. Carryin§Soul Coins. Anyone holding a Soul
The final piece of the Rod of Seven Parts is held Corh feels the soul bound within it-overcome with
in Windfall's sanctum within the casino's exclusive rage, fraught with despair, or whatever emotion the
club, Dragon's Pride. Only those personally invited soul exudes.
by Windfall or one of the casino's pit masters are An evil creature can carry as many Soul Colns as
allowed inside Dragon's Pride. it wishes (up to its maximum weight allowance). A
If the characters ask her for permission to enter good or neutral creature can carry a number of Soul
Dragon's Pride, Windfall scoffs and says they'll need Colns equal to or less than its Constitution modi
to ingratiate themselves to a pit master to gain ac- fier. A non-evil creature carrying a number of Soul
cess to the exclusive area. It amuses the tiefling to Coins greater than its Constitution modifier has
watch the characters try to gain favor with at least disadvantage on its attack roils, ability checks, and
one of the casino's pit masters (see the "Casino Pit saving throws.
Masters" section). Windfall is certain the characters
will never convince the pit masters to 1et them into
Dragon's Pride.
Nvssa OrrrrroN
Master of the Cerulean Hall
A stoic and haughty blue abishai (see appendix A),
Nyssa serves as the master of the casino's games of
strategy and intellect. Nyssa prides herself on being
an unbeatable foe in battles of wit. However, Nyssa
doesn't hesitate to resort to underhanded methods
ii+:
H,tvi"ai.l Rexau**r.l
:.
I
I
J
i
I
bet on the impending race.
§ -i-
1l
r
)
I
I
l'
This arena hosts nightmare racing. Audience mem-
' r*'i
bers can place bets, earning a payout depending on i-- 1
l
which steeds place in the top two of a given race. Up .i- -^
l
To simulate a race, have each participating charac- ! qt 2 ."*j -.1
ter place a bet on a single number from 1 to 6-each -t I \- l
:l
.1.-." L-.. -. -;-
number represents a nightmare. Roll a d6 twice to -.-t..."
track's area for the first time, an elf in a stylish white has ruined the fun. The rakshasa nonetheless com-
suit approaches them and offers them a deal. Read mends the character's observation skills before leav-
or paraphrase the lollowing: ing to flnd another group to toy with. The characters
must find another way to gain Uvashar's favor or
? ' ..: ' ....,. '... ,......:'.'.....:1.... . ,,? ingratiate themselves to another pit master.
i "Lookiog to'make §ome coin;:ehl'So amr l. l've got a i
i
phrase the following:
Ä '.:: ,
] in the stands. Charcuterie plates line the tables. Re- l Cenulrlru Hlll Bsrrrruc
i clining in a chair is a bipedal fiend with fur like a white l
Section Level Average Bet Modifier
Khai challenges the characters to one fina1 arena The man behind the desk is the maze's pit master,
match-against him. Since this is a special match, the vampire Kaylan Renaudon (see the "Casino Pit
he allows all the characters to fight. If the charac- Masters" section earlier in this chapter). Kaylan pro-
ters agree, Khai declares that they shall meet in the vides the following information:
arena in one hour.
Final Showdown. An excited crowd has gathered Maze. The maze challenges participants' naviga-
in the coliseum. Khai has two horned devils on tional skills and adventuring prowess. Partic-
his team. Khai fights ruthlessly but offers cheerful ipants traverse magically shifting hallways in
search of treasure, avoiding perils along the way.
Participation. Entering the maze costs 20 talons TnensuRE CHAMBERS
per participant. Participants can explore the maze d10 Chamber
alone or in groups.
Treasure. Treasure stashes found throughout the
-3 A simple table sits at the center of this chamber.
On the table are two Potions of tlealing (greater)
maze typically contain talons, though some also
and a bag of 30 talons.
include Soul Colns.
4-6 This chamber contains a gurgling pool of tur-
A character who succeeds on a DC 15 Wisdom quoise water. A creature that spends I minute
(Insight) check notices a flicker of hunger appear
bathing in the pool gains 2d10 temporary hit
in Kaylan's eyes when he mentions Soul Colns. If
poi nts.
pressed, Kaylan admits ihat he feeds off Soul Coins
using a special Sword of Life Stealin§, which he 7-8 Planters filled with sweet-smelling flowers line
always keeps with him. If the characters bring him this room. At the center of the room is an un-
Soul Colns, he'll give the characters 500 talons for locked wooden chest containing 75 talons.
each coin. 9 This chamber contains a locked iron chest. A
Bringing three or more Soul Colns to Kaylan character can open the chest with a successful
earns his admiration, and he offers the characters DC l5 Dexterity (Sleight of Hand) check using
access to Dragon's Pride in return (see the "Drag- thieves' tools, or it can be forced open with a
on's Pride" section). successful DC 17 Strength (Athletics) check.
§*
,!
.i
*
champions. Only after Windfall is defeated can the
"Upstart insects! Who dares mal<e a racket outside characters acquire the final piece ofthe rod. For
my lairi Who dares interrupt the musings of the more about the Rod of Seven Parts, see this book's
Dragon Queen?" introduction.
Tb Tiamat's Lair. The narrow tunnel to the south
eventually leads to Tiamat's lair. This entrance is
The facets of the sanctum's walls reflect images of
currently guarded by Drekarvynix, an ancient red
Tiamat's eyes as she taiks. Windfall regains 300
dragon, who demands the characters leave unless
hit points but has the paralyzed condition due to they can prove their legitimate business in Tiamat's
Tiamat's magic as the Dragon Queen speaks to the
lair. Unless the characters provide a compeiling
characters directly.
reason to enter, Drekarvynix attacks them. The red
RetrievinS the Rod Piece. If the characters
dragon doesn't pllrsue the characters back through
inform Tiamat of Vecna's plot, Tiamat growls in
the tunnel to Dragon's Pride.
disdain before grudgingly allowing the characters
to leave with the final piece of the rod. She explains
that the Materiai Plane is partly her creation-and
Nnxr Srnps
she refuses to let an overzealous archlich unmake it. Once the characters have retrieved the last piece of
The Dragon Queen then commands the characters the rod, they can go back to the doorway through
to leave the casino at once. the mountainside cliff in Avernus and return to Sigil
Otherwise, Tiamat releases Windfali from her without further complications.
magical restraints, instructs the tiefling to eradicate
the party, and leaves to commune with her other
THE BETRNYER
7
fl t:: ::3:ä:ä;;:ä,";ä fi :"ä Tlx",.,.,
PolrrB oF SECRETS
U ;:'lt:11iT:Tff:inxr'*l*;ä
Wizards Three to pin down Vecna's location and
ä1"
{t}i.\|lE
I
t
to accusations with-
to steal it. out proof, was seeking a scholar named
Velgar
friend
Ritual of Remaking on the plane of Pandemonium. inen's home in Avernus. Velgar wasn't in his shop
After receiving a message in a dream from the eadier today, so Malaina lingered in the Market
Dark Powers, Kas realized that the magic inherent Ward, waiting for the orc to return.
in his Crown of Lies would transport him through Followin§ the Lead, If the characters go to Vel-
Alustriel's portal to roughly the location of Vecna's gar's Vittles, Velgar reports that Malaina met with
ritual. Now that the characters have retrieved the him briefly a few hours ago to ask about Morden-
Rod of Seven Parts, the characters are mere in- kainen. Velgar tells the characters the same thing
conveniences to Kas, but he doesn't want to fight he told Malaina: the shopkeeper spoke with Mor-
them, as the fight might significantly weaken him, if denkainen last week, and the famous wizard men-
not worse. tioned nothing about Alustriel, Tasha, or Vecna, or
anything about recently being in Sigil.
Ir rrln CnanecrnRs DECLTNE By the time the characters return to the sanctum,
Ifthe characters are suspicious, or ifthey are being it's too late to stop Kas. Proceed to the "Kas Reveals
particularly cautious, they might not want to hand Himself" section.
'Seven
over the Rod of Parts or rest 1n their quar-
ters. Below are options for handling characters who
FrcsrrNc Kes
It's unlikely, but one or more characters might be
take Kas's suggestions.
present when Kas reveals his true identity. In this
Txr OrsrRWrzARDs case, use the stat block presented in the "Kas the
Kas told Alustriel and Tasha that he wishes to tinker Betrayer" section in appendix B. Kas focuses on
with the complete Rod of Seven Parts. He has con- stealing the rod and using the portai to travel to
vinced the others that he can fortify the artifact to Pandesmos. If the characters defeat Kas, he reveals
prevent it from shattering again when the characters the location of Vecna's ritual: the Cave of Shattered
use it to stop Vecna's ritual. If the characters insist Reflection in Pandesmos on the plane of Pandemo-
on keeping the rod, Alustriel and Tasha approach nium. Kas also reveals he planned to use the rod to
them and explain this. They ask the characters to re- free Miska the Wolf-Spider and a1ly with the demon
linquish the rod, acknowledging that Mordenkainen lord to overtake Vecna.
might be a bit eccentric, but his magical theories It's up to the characters what happens to Kas next.
afe sound. Alustriel and Tasha extol the virtues of Alustriel and Tasha are likely injured in the fight
ensuring that the rod won't sunder again. and therefore disinclined tojoin the characters in
their pursuit of Vecna. However, Alustriel and Tasha
ING Ma.rerue urge the characters to take the Rod of Seven Parts
characters resist resting in their quarters, to aid their fight against the lich-god. At your discre-
approaches them privately. She's con- tion, Alustriel and Tasha might join the characters
that her wife, Malaina, left the sanctum on the journey to Pandesmos, but they focus on
hours ago and hasn't returned. The lengthy neutralizing Kas's powerful remaining forces in-
isn't like Malaina, Alustriel explains, and stead of joining the fight against Vecna. Alustriel or
is worried for her wife's safety. Malaina Tasha might join particularly persuasive characters
magical attempts to contact her, in their pursuit of Vecna, but this will require signifi-
the characters. cant effort on your part and might make the ensuing
she left Malaina told Alustriel that she was chapters significantly easier for the characters.
going to a shop called Velgar's Vittles in Sigil's Mar- When the characters are ready, Alustriel can
ket Ward. The Wizards Three were busy, so Alus- direct them to a portal in Sigil that leads to Pan-
triel didn't ask for more information. Now, Alustriel desmos. It's up to you whether the door opens to
expects to imminently be occupied helping Morden- Pandesmos Outlook (shown on map 9.1) or directly
kainen and Tasha locate Vecna. Alustriel can't leave at the cave entrance. In the former case, Alustriel
the sanctum, so she asks the characters to find her can provide directions to the cave from the outlook.
wife before the group leaves to confront the arch- Ifthis happens, skip parts ofthe next chapter as ap-
lich. Alustriel provides directions to Velgar's Vittles. propriate. In the latter case, the characters gain an
additional level and skip to chapter 11.
ß,
"i1t Kas oEALS cATAsrRopHrc oAMAGE To
Arusrnrer's saNCTUM.
tt
I t-
i
l.r
!
1
\
', Fr
)
[ ...
li
h --o,,. ,
,*
\F
7
KeS Rrvners Hrrr,rSELF When the characters open their door, they see
Malaina in a panic. She shouts for the characters to
Ifthe characters return to their quarters to rest, Kas come downstairs. Read or paraphrase the following:
spends the next hour going through the motions of
pretending to examine the Rod of Seven Parls with
The sanctum looks like it was hit by a tornado:
Alustriel and Tasha. In reality, Kas is waiting for
the characters to fall asleep or become distracted in there are toppled bookshelves, overturned pieces of
their quarters. Once he assumes the characters are furniture, and books and papers strewn everywhere.
sleeping or oblivious, he reveals his true form. Scorch marks mar the once-gleaming wood and plush
Kas takes Alustriel and Tasha by surprise, se- carpets. Only a single sofa in the sanctum's center
verely wounding them, then steals the rod and steps
is upright, and on it sit Alustriel and Tasha. Both are
through the sanctum's portal to Pandemonium,
sipping potions and look dazed.
where the characters face him in the next chapter.
Once Kas escapes the sanctum, Malaina returns
to find the immediate aftermath of Kas's betrayal. Alustriel and Tasha are in a state of shock, both
She rushes to alert the characters. because the Mordenkainen they were working with
is actually the evil vampire Kas, and because they
Rrlrrrv Dawus didn't catch on to his plan. Alustriel and Tasha an-
When Kas reveals himself, a cacophony erupts swer questions confusedly and in short phrases.
downstairs. Sleeping characters are awakened, and After a few minutes, the wizards regain their
otherwise occupied characters hear the following: poise and teli the characters all the information in
the beginning of this section. Alustriel and Tasha
are willing to submit to magical means of determin-
Violent slamming and terrible crashes tear through
ing the truth. They never deceived the characters,
the silence. Something is happening downstairs.
and they never wanted anything more than to stop
Deep, wicked-sounding laughter echoes through the Vecna's ritual.
sanctum, along with familiar voices shouting, "You
monster!" and "We trusted youl"
,
-' ..".t.*t*
location
'acters must travel to Pan-
a
\,
:l I i learn the location SO
) )
Alustriel and
; Tasha wefe injured Healing supplies 1n the SANC-
w tum ensure the wizards aren't 1n real danger. They
insist the characters chase after Kas immediately to
I -.<-,-
I
§ prevent him from freeing Miska Alustriel and Tasha
---. +.-
; ii
I I
promise to help the characters however they can.
.P I
t
Alustriel and Tasha correctly suspect that !'ecna
,f- "Älffi
7)-
§, -äm] -; will have woven abjurations to protect himself from
et = & §t i;r any who would stop him. Vecna's Links are the
I
ä
§
I
ri magical tie the characters need to stop the lich-god.
In fact, thanks to the links tying them to Vecna, the
t I irl! characters are the only ones in existence who can
c do so. They are the multiverse's only hope.
:r\§
q1
§r4 tu Before the characters leave the sanctum, Alustriel
!OFr suggests the characters use the Chime of Exile to
.roisioit return Kas to Tovag, his Domain of Dread. Aius-
l_a i triel notes that the characters need to significantly
*..', i weaken Kas before the magic item will work on
the vampire.
MarerNas Mrsrnusr
Man g,:: !:aNürsuo* §r:li:r:x Once the characters learn what has happened, they
notice that Malaina remains particularly solemn.
Cnasrxc Kas Malaina's Secref. If the characters ask Malaina
Before Kas fled the sanctum, he muttered a phrase what's wrong, she admits she began suspecting
both Alustriei and Tasha overheard: "Finally, it ends something wasn't right shortly after Mordenkainen
arrived in the sanctum. Malaina noticed that Mor-
denkainen muttered to himself in an unexpectedly
cruel tone when he thought no one was around. He
was also angrily defensive anytime Malaina c asually
Mor-
act on
PeNossMos Ouruoor
I1'M
The rest of this chapter and the following two chap-
..r.';li.i##i
LrcnrrNc .:
,i:.'EWF#.,
ti..#f!üi+.l ii at
1: a;itH.#:a r
'"*;'t-....j?:-"' k
Kas xas rueo 5rorL, ON
t{e Poo oF SEyEN PaRrs to tete
Mtsxa, xrs arrv acarNsr VecNn.
I CH.{PIEI. -_)
I
THEWAROF
PANDESMOS
II7 HE CHARACTERS TRACKED KAS TO CARAP.\CE
Ridge on the first layer of Pandemonium. In
CHaos INcanNATE
I \\-hen Kas arrived 1n Pandesmos, he used the Rod
I this chaoter. the characters must find Kas
and learn where Vecna is weaving his Ritual
of Sel-en Parts to force a hole in the
)
of Remaking. Along the way, the characters might
become embroiled in a war raging between Kas's
aliies and the forces of Lolth, the Spider Queen, who
is ailied with Vecna.
making deep underground in the Cave of Shat- around the tower include driders and monstrous
tered Reflection. The characters iearn this secret spiders, which bear banners featuring a spider with a
when they confront Kas later in this chapter. woman's head. The forces surging from the redoubt
are enormous spiders with the heads of wolves. The
spider-wolves carry banners with snarling wolf heads.
AvornrNs rHE'We-n
Descriptions for the Ruinous Sea, Hurricane Tower,
and the Ruinous Citadel are below-but you might
not need them. High-level characters have options
for travel to Kas's redoubt without wading through
an active batt1efie1d. However, no options are free
of danger.
T§lnrox.rarroN >
The characters can teleport directly to the redoubt's
upper or lower entrances. The characters can't tele-
port into the redoubt directly, since it's warded with
a Forbiddance spell.
Fr,rexr
Camlash's citadel spiders (see appendix A) function
as artillery, but the skies are predominantiy under
Miska's control thanks to powerful fl1,ing demons
pledged to his service. Ifthe characters fly around
or above the battle, three hazvongels (see appendix
HunnrcANE TowEB
The 200-foot-tall Hurricane Tower juts from the
top of the cliff above the citadel like a broken finger,
threatening to fall over the edge of the 400-foot-tall
cliff. Thick spider webs woven throughout the base
of the tower keep it anchored to the cliff. Hurri-
cane Tower is made of stone, but it is an unsteady
structure; it's also the only easily accessible shelter
within miles of the characters' initial position in
Pandesmos.
Hurricane Tower is the strategic heart of Lolth's
forces. The balor general Camlash uses the tower to
organize troops and direct their efforts in the war,
so she ordered her spiders to reinforce the struc-
ture with webbing. The tower remains standing
unless the characters sabotage the six web anchors
within it.
Ca.uresn
Lolth isn't present in Pandesmos; she has given
command of her legions to Camlash. The balor gen-
eral specializes in leading campaigns with troops of
loyal driders and mutated arachnids. For this battle,
adherents of Lolth have joined Camlash's forces,
despite the usual animosity between driders and
people. All flght together in Lolth's name.
Camlash doesn't enjoy fighting in Pandesmos.
The wind muffles shouted commands and shreds
war-banners, and troops exposed to the wind for too
long become slow and erratic.
Without the tower's protection, Camlash's forces
are exposed to assault from Miska's flying demons
tlunnrcat.te Towen
and the effects of Pandemonium's winds. The
tower remains stable for now but the webs are a Hunnmnr
weak spot the characters and the opposing army Towrn
could exploit. ifuuare=5Feet
RnecllrNG THE Townn il
Lolth's forces surround the tower, but they are fo- F
CrrlrNes
The to'"ver's interior floors are long gone. The ceiling .l
in the vestibule (area X1) is 15 feet high, and the
ceiling in the tower is 200 feet high.
LrcnrrNc I
The tower's interior is dark. Area descriptions as-
sume the characters have a light source or some Mar: to.2: llucxrcnxr TcwE*
other means of seeing in the dark.
A drow assassin named Althein and a wood elf
Mesrrxc CHrttnnrNc mage named Vendrasha, both faithful of Lolth, pray
The winds of Pandemonium aren't audible within to the Spider Queen at the altar. Of the apparent
the tower, so they don't impede hearing. However, four driders, three driders are what they appear to
noisy chittering from a million tiny vermin echoes
be; the fourth is a phisarazu spyder-fiend (see ap-
throughout. The chittering masks noise from com- pendix A) named Rachazz, who is masquerading as
bat, so tower denizens have disadvantage on Wis- a drider using its Change Shape ability.
dom (Perception) checks to hear anything outside The three driders squad leaders are resting away
the area they're in. from Pandemonium's winds here. Rachazz infil-
Townn LocerroNs trated the tower and is collecting information for
Miska about Camlash's forces.
The following locations are keyed to map 10.2 When intruders enter the vestibule, the three drid-
ers rush into melee while Althein and Vendrasha
XI, Vrsrrnuln hang back to support the driders. The driders and
elves fight to the death.
This wide room's ceiling is fifteen feet high. The walls Rachazz doesn't participate in the fight; it feigns
injury and stays out ofthe way. Ifthe characters look
like they're winning the battle, Rachazz tries to slip
out of the tower and report back to the Ruinous Cit-
adel about the characters' prowess. The characters
Four enormous cables of webbing, two on each side
might later face Rachazz in or near the citadel. If the
ofthe entrance, keep the tower anchored in place. characters struggie to defeat the drow and driders,
On the west side of this room, webs extend over a
Rachazz joins the fight against the intruders to pro-
wooden altar with misshapen candelabras on it. Tiny tect its disguise.
spiders scuttle over the altar, and a drow man and a Cuttin§ the Webs. Four web anchors support the
wood elf woman stand near it. Four bloated driders walls: two in the southwest and two in the south-
east. The webs are tough but, except where they
lounge around the room.
meet the walls, aren't sticky. Each web anchor has
Y4, Veulr
with
The door to this room bears faded markings. A
back and forth on the black sand near the citadel's
character who examines the door and succeeds on
entrance. a DC 18 Intelligence (Investigation) check realizes
that a magic glyph was once inscribed on this door,
Nine kakkuu spyder-fiends (see appendix A) drill but the glyph's energy has been carefully drainecl
on this beach while awaiting orders from the battle away. The door is now harmless.
leaders in the citadel. They find marching in forma-
tion dull and are eager to rejoin the battle raging on
the clifftop above. The kakkuus rush toward any op-
portunity for combat, so characters can draw them
away with any ruse that promises bloodshed. A
badly injured kakkuu flees the area, hoping to hide
out elsewhere amid the chaos of war. The spyder-fiends dump their spoils of war here.
Glowin§ Si§nal. The kakkuus immediately return The room's only occupant is a neutral drow mage
if they see the glyph glowing on the door to areaY2. named Naxa, who is wearing a Cloak of Arachnida
she found here. The cloak allows Naxa to climb
Y2, Gu,q"nD HALL on wal1s and ceilings, and she is currently on the
The exterior door has an invisible glyph inscribed vault's ceiling.
on it. Each time a creature other than a Fiend opens Meetin§ Naxa. If the characters search the room
the door, the glyph glows for a split second, and the or call out for Naxa, she reveals herself. Naxa is
creature must make a DC 18 Wisdom saving throw, Vaeve's twin sister. She doesn't want to fight and is
taking 21 (6d6) psychic damage on a failed save or looking for a safe exit from the citadel.
half as much damage on a successful one. Casting As Vaeve feared, Naxa snuck into this vault to
retrieve lhe Cloak of Arachnida that was stolen
S,.I
from the sisters. The cloak has distinctive purple If the characters want to disguise themselves to
edging with starburst patterns. Naxa wants to leave, infiltrate Camlash's forces, this room is an excellent
but even with the cloak's powers, she knows that resoufce for drow accoutrements.
powerful spyder-fiends can spot her. Naxa asks the Treasure. In addition to the Cloak of Arachnida
characters to help her escape the citadel and return that Naxa wears, this room contains four +1 Lon{-
to her sister. swords, three +7 Da§§ers, a +2 Lon$bor.l,, three
Naxa's Secref. When the characters talk at length Potions of Poison, and a Potion of Giant Stren§th
with Naxa, they realize that the mage is unreason- (stone). One banner bearing Lolth's symbol is bor-
ably preoccupied with her cloak, absently touching dered with a thick silk rope" This is a Rope of Climb-
it as she chats. Ifthe characters ask Naxa about her in§ that functions normally once unstitched from
behavior, she admits that the cloak isn't merely a the banner. A mahogany chest the spyder-fiends
fancy magic item with sentimental value. The cloak took from a drow quartermaster contains 750 flaw-
belonged to their great-grandfather, and Naxa and less black opals, each worth 1,000 gp.
Vaeve hope to use it in a ritual to seal their home in
Neverwinter against their family's enemies. Y5, PreuwING CHAMBER
Regardless ofthe characters' reaction to this
revelation, learning it counts as a secret for the pur- The north wall of this chamber has a three-
poses of the Power of Secrets rules. At your discre- dimensional map of the cliffthat shows the tower
tion, if the characters help Naxa return to her sister
above and the citadel below. Clowing dots are
and don't know about the cloak's history, Vaeve tells
scattered across the map. Three monstrous spider
them the full truth about the item.
PrTes ofSpoils. Amid the detritus are several demons, two human-sized and another ogre-sized,
bloodstained and tattered banners depicting Lolth's squat around the table.
symbol of a spider with a woman's head. The
mounds of webbing contain a few corpses of people
A raklupis spyder-fiend namedJallizanx is here
and driders, savagely torn apart by spyder-fiends
with two kakkuu spyder-fiends (for both stat
and tossed here.
blocks, see appendix A). The kakkuus are relaying
;:l
Fa*t
the model than in real life, sinceJallizanx doesn't This room is filled with lumpy shapes bound in webs. i
i.
ö
know how precarious the tower's anchors are.
Violet Dot. A violet dot swims back and forth in the Dozens of driders, drow, and giant spiders are
Ruinous Sea.Jallizanx knows there's a powerful wrapped in these webs. Each is unconscious, has
creature out there but doesn't know what it is. the incapacitated condition, and can't regain hit
Treasure. A platinum scroll tube worth 2,500 gp points until 8 hours after being freed from the
is hidden in webbing in the southwest corner of the web cocoons.
room, near the ceiling. It contains two Spe11 Scro.l1s The spyder-fiends know that Miska will be vora-
of Glyph of Wardin§. Characters who search the ciously hungry when freed, so they prepared this
room and succeed on a DC 15 Wisdom (Perception) larder for him. Kakkuus kept sneaking in to steal
check find the scroll tube. food, so the raklupises changed the glyph on the
door to keep other spyder-fiends away.
Y6, Foon Sronecr The webbed prisoners want to flee the citadel to
The door to this room has an invisible glyph in- rejoin Lolth's forces. They are indifferent toward
scribed on it. Each time a creature other than a rak- characters who free them.
lupis spyder-fiend opens the door, the glyph glows
for a split second, and the creature must make a DC Y7, Mrsre's PusoN-Harr
18 Wisdom saving throw, taking 2l (6d6) psychic The door to this chamber has an invisible glyph
damage on a failed save or half as much damage inscribed upon it. Each time a creature other than a
on a successful one. Casting Dispel Ma§ic on the Fiend opens the door the glyph glows for a split sec-
door removes the glyph, allowing the door to be ond, and the creature must make a DC 18 Wisdom
opened safely. saving throw, taking 21 (6661psychic clamage on a
failed save or half as much damage on a successful
one. Casting Dispel Ma§ic on the door removes the
glyph, aiiowing the door to be opened safely.
!,, ji.r,rr i l: ii iii I '; ii!. r.1'.n,ä i-;i- i:::.. 1r llU§1".:i-i§ r85
as they are part of the prison that contains Miska.
The only way to widen the portal is by using the
power of the Rod of Seven Parts.
Kas jammed the Rod of Seven Parfs into the pin-
hole portal to Miska's prison to open it. The rod still
bears some of Miska's essence from when it was
used to imprison him long ago, so it is the only im-
plement that can free him. Miska has widened the
portal to 5 feet across, but he needs time to widen
the portal enough to pass through it.
Miska Frced.If the characters return to Sigil
without sealing Miska back in his prison, the demon
lord emerges and is free to wreak havoc across the
multiverse. The characters might encounter him
if they return to Pandesmos, or you might decide
Miska is present somewhere else in this adventure.
Sealin§ Miska Away. As an action, a character
can try to pull the Rod of Seven Parfs from the
stone circle, doing so with a successful a DC 25 Ath-
letics (Strength) check. If the Hurricane Tower col-
lapsed on the citadel, the DC of the check is reduced
A raklupis spyder-fiend named Uvonxu is here
to 10. On a successful check, the rod is removed and
along with a phisarazu spyder-fiend bodyguard (for
the portal snaps closed as Miska howls with rage.
both stat blocks, see appendix A). Uvonxu coordi-
See the "Removing the Rod" section below for the
nates with Miska on strategy, while the phisarazu
other effects of doing so.
takes notes to relay to the troops. Both immediately
Treasure. The Rod of Seven Parts is the great-
attack intruders. The phisarazu tries to stun ene-
est treasure here, but the spyder-fiends also left
mies and then attacks in melee while Uvonxu hangs
offerings to their general amid the webbing on the
back to cast spells. These spyder-fiends fight to the
walls. The offerings include a Weapon of Warnin§
death to defend Miska.
(scimitar) with engravings of a wolf's head on each
Miska Intervenes. Miska is still trapped within
side of the blade, a heavy platinum statue of Miska
his prison, but the opening is sufficient for him to
triumphantly raising his arms (worth 120,000 gp),
affect the fight. He can't move, can't be harmed,
and two huge gold fangs inset with enormous rubies
and can use only his legendary actions (see his stat
(worth 35,000 gp each).
block in appendix B), which originate from the open-
ing. Miska uses the legendary actions to support the RnuovrNo THE RoD
spyder-fiends in the fight, using his Howl to inflict
psychic damage on the characters and Web to en- Closing the portal by removing the Rod of
Seven Parfs from the stones has the following
snare them.
Demiplane Portal. The circle of stones is the rim consequences:
of a magical portal to the demiplane that has served Spyder-Fiends Flee. All spyder-fiends flee the cit-
as Miska's prison for eons. Miska is bound behind adel, including Uvonxu (see area Y7), if she's still
the portal and can't yet move through to Pandemo- alive. Within a few minutes, the spyder-fiends in
nium. The stones can't be affected by mortal magic, Pandesmos instinctively realize their general has
been sealed away again. They desert their posts
to engage in vicious infighting to determine who
among them will lead. The spyder-fiend battle
lines falter. The characters don't encounter any
more raklupises in Pandesmos-the raklupises
are too busy jockeying for power to risk a fight
with the characters.
case, the portal The Vampire Notices. After about an hour, Kas re-
through to use alizes that something is wrong. He comes to Mis-
ary actions, ka's prison-hall to find out what's going on, and
to seal him away by he extends his search for the characters if Miska
.
and the thick metal door, but the door seems to be
Kas makes his lair inside the cliffbelow Carapace h old in g.
LrenrrNe
The redoubt's interior is dark. Area descriptions
t"
assume the characters have a light source or some
ümLrvn
other means of seeing in the dark. to Fl
ameter draw fresh air from the cliffside into the re-
doubt. The holes keep out Pandemonium's whipping UptoF3
winds and allow Kas to come and go from within Exrnlmrrnü*t
the redoubt in the mist form granted by his Change Q.mlxr
Shape bonus action. A character examining the cliff-
side must succeed on a DC 20 Intelligence (Investi-
gation) check to spot the ventilation holes from the funsrur ,i- l ..t
exterior; they're obvious in area F3. Rrooum
i
t
i.-
lSquare=5Feet i-*j-
;/r: i _ !. :r!:aa }{Ft.ü-rBr
I
\t\,
a
*,{ .
...'
.*iLM*t::a:
redoubt's Forbiddance effect, so teleportation into the rubble, keeping watch while looking innocuous
the bunker fails. The door has 22,75 hit points, among the harmless crabs native to the beach.
and immunity to poison and ^C
psychic damage. If the characters reseal Miska in the Ruinous
The bunker contains a narrow set of stairs de- Citadel, Kalzakorders the phisarazus to remain
scending 200 feet into Kas's chamber (area F3). on guard and then leaves to seize a higher position
among the squabbling raklupises. One phisarazu
F2, Lownn ENrnaNcr stands in front of the door in its normal form while
the other two continue their ruse of being mun-
A cracked stone portico extends from a solid stone dane crabs.
the beach Kalzakreceived this unfavorable posting due to
his recent failed assault at Carapace Ridge. He's
Broken piilars around the portico are carved with
determined to follow Miska's order that no one enter
Kas's redoubt.Kalzak engages in delaying conver-
all that remains of the portico's collapsed roof. sation to give the phisarazus time to scuttle into po-
sition for an attack, uttering odd prophecies such as
"When the winds blowing from chaos bring order,
A raklupis spyder-fiend named Kalzak and three
phisarazu spyder-fiends (for both stat blocks, see the lawmakers must falter."
The door opens with a noisy groan, revealing a
appendix A) keep guard here. Kalzak uses Dl's§ulse
Se1lto maintain the form of a white-haired and small room and staircase leading 200 feet up the
bearded human ascetic leaning against a pillar. The
cliffside into the central chamber (area F3). Kas
phisarazus are disguised as crabs scuttling around comes and goes from this entrance when he doesn't
use the ventilation holes.
FrcnrrNc KAS
The characters encounter Kas the Betrayer in one
of three places: in area X2 of Hurricane Tower after
toppling the structure, in area Y7 of the Ruinous Cit-
adel after sealing Miska away, or in area F3 of the
cliffside redoubt.
Kas spares only a few moments to belittle the
characters before he draws his sword and attacks.
Ar v*ux srscRgr:eil, rxg ',,:
Throughout the battle, he taunts them for being . § a0 tr a*d < #r(rrr 1{4!t
"Mordenkainen's good little puppets." If the char- Fo*rd0 THs Lecrri*aqv Swcco
acters had trouble recovering any piece of the Rod ira
^{1
i§ rFi5
^rvtaluxt,
of Seven Parts, Kas mocks them for those specific
failures, saying they can't even dance on puppet
strings propedy.
Kas doesn't think he has anything to fear from
the Chime of Exile, and he's initially correct. The
characters must reduce Kas to 50 hit points or
fewer before they can banish him to Tovag, his Do-
main of Dread.
If the characters banish Kas back to Tovag, a
fissure opens in the air behind him and pulls him
through. Visible within the rift is a smoky, red-
tinged skyline full of mountains.
.,§l
.r,.:.:,.,
j
&
t{
:
EVE OF RUIN
r
lIlT
I
o DEFEAT VecNa AND sAVE rHE MULTIVERSE.
the characters must reach the Cave of Shat-
RruxroN rN SIctr
tered Reflection in Pandesmos and disrupt -\t the end of chapter 10, the characters learned
I that \recna is performing his ritual at a site in Pan-
7 Vecna's ritual. Before that, the characters
must navigate the demiplanes Vecna has already
created and find a way to access the lich-god's rit-
ua1 chamber.
Powrn oF SECRETS
The characters can use the unspent secrets they've
collected throughout this adventure in their fina1
information.)
confrontation with Vecna. See the "Cave of Shat-
Teleportation Ward. A
tered Reflection" section later in this chapter for
rounding the Cave of
more information.
against teleportation magic. To reach the cave,
the characters must first travel to Vecna's Grasp.
Thanks to their supernatural
the characters can teleport to
anywhere in the multiverse.
V-4c.Na'q-.Gn-es1lg,c4Tjg_§.§, .,.,., ..
These locations are keyed to map 11.1.
Feet
each
central
"* !a
closer to them. Only by moving toward the sun can creatures on sight, eager to add more corpses to
they reach the castle, which is a trek that takes 1 their collections.
hour on foot.
If the players can't flgure out how to reach the cas- K2' Sraruus or VscN*
tle, have the characters make a DC 15 Intelligence
1?
(Arcana) check to recall that this unreality is a re- t,: .tr,i": ofVecna loldlr poses stand along the
flection of Vecna's hatred of Kas; as a vampire, Kas I edges of this open-air1nwalkway. 1
, :
would loathe and fear the sun, so the sun is the key la
to witnessing Kas's torment.
When the characters reach the castle, read the Each statue is a Medium object with AC 13, 20 hit
following: points, and immunity to poison and psychic damage.
If a creature deals damage to a statue, each crea-
ture in the unreality must make a DC 15 Wisdom
Aside from a few antechambers, this once-impressive
saving throw as psychic shock waves ripple through-
castle has been reduced to scorched rubble. Two hulk-
out the unreality, taking 11 (2d10) psychic damage
ing, bipedal creatures covered in spikes and smeared on a failed save or half as much damage on a suc-
with blood stalk the castle's bailey. cessful one.
at the
sto
l
MRNrrnsrED SECRET
In Vecna's twisted unreality, Kas is shackled with
his legendary sword, but he is forever unable to
is emblazoned with a glowing use it. The Sword of Kas is this unreality's mani-
fested secret.
Kas willingly lets a character take the Sword of
Kas if convinced the characters can destroy Vecna-
This is Vecna's imagined version of Kas the Be- or, better yet, if convinced that relinquishing his
trayer (see appendix B). Unlike the real Kas, whom weapon will enable him to destroy Vecna someday.
the characters encountered in the previous chapter, A character can make aDC 25 Charisma (Persua-
this imagined Kas is despondent and has no interest sion) check to try to convince Kas using either line
in fighting. Kas doesn't recognize the characters ofreasoning. Ifthe characters fail to persuade him
and is open to speaking with them, though he is to relinquish the sword, Kas snarls and insults
bored by any topic of conversation that doesn't in- them, but he won't fight. If a character tells Kas that
volve his own predicament. As long as he is shack- his prison is actually a shattered version of his home
led, Kas's speed is 5 feet, and he is unable to leave in Keoland, Kas howls in fury and gives over his
knight stat
symbol of his
I )
*t &
The secret that Lord Neverember is not the rightful
ruler of Neverwinter is represented by Vecna's sym- I
q,'
\ir
,-i:#.
ASTRAL
CONSUMES A OEAO GOO
V€cNA's NEw REALTTY.
:..:...
,*r.;'&l,l
AnnreNz's D oN.;ToN LocauoNs and any other creatures within the marked area
must succeed on a DC 13 Dexterity saving throw or
In this unreality, before Vecna slew his rival dei-
fall down the cliff and onto the floor of the valley 100
ties and fed their remains to Arekanz, the archlich
feet below, taking 35 (10d6) bludgeoning damage.
turned each rival to stone. From where creatures
first appear in Arekanz's demiplanar donjon, the G2' Swonn Bnr»cn
shattered remains of these deities stand between
the party and the unreality's manifested secret to
the east.
The following locations are keyed to map 11.4.
shifts as m iri
Uriag. and a tall shrine. ,
the valley. ö,
The fissure is 30 feet deep. As the characters ap-
The area of lhe hazardous scree is marked with proach, it shudders as a cosmic horror (see appen-
dotted lines on the map. When any creature takes a dix A) slithers out of it from the east to feast on the
step on the scree, the scree collapses. That creature characters' minds and bodies.
'F|6,
'§
&
';N"
!§
ion
--§.
( I
'i fr
Ll IL
\ b] \ ^/
fi a
MeNrrnsrED SECRET
The characters can dismantle this unreality by The Cave of Shattered Reflection has the following
touching the feather and performing one of the features, as shown on map 11.5.
actions detailed in the "Dismantling an Unreality"
section earlier in this chapter. Cnvsrer, Wnrrs
If the astral dreadnought dies while the characters Most of the walls are made of a translucent, purple
are searching its demiplanar donjon for the mani- crystal that is immune to all damage. Creatures on
fested secret, the demiplane ceases to exist, and ev- opposite sides of a crystal wall can see each other
erything inside it appears around the dreadnought's vaguely, provided they are both within 5 feet of
corpse, including the characters and the feather. A the wall. Sound, including the sound made by the
character who spends t hour sifting through the Chime of Exile, can't pass through crystal walls.
ejected detritus finds the feather.
EupowrBBD BY SECRETS
In the Cave of Shattered Reflection, secrets are
power. Depending on how many secrets the char-
acters kept throughout this campaign, they might
be more powerful in this cave than they would
otherwise be.
Before running this part of the adventure, refer to
the tracking sheet in appendix C. Tally the number
of secrets the party has learned, and write the sum
in the Total Secrets Learned box. Then add the
number of secrets the characters traded for benefits,
'^P
--; _: 'r, "1" -;4rö
" i "__".-i l-:1 and write the sum in the Total Secrets Revealed
./fl.ffi# t "= J:q " " box. Subtract the Total Secrets Revealed from Total
\1]s" "+'
Secrets Learned and write the result in the Secrets
Txe Cave or §x*rrtaeo R.srrEcrroil rs
Kept Box. Consult the Power of Secrets table to
ocTr€0 vrTH sraMoNe oooR§.
determine what additional powers, if any, the char-
acters have in the Cave of Shattered Reflection.
These powers are cumulative. For example, if the
DrerrroNo Doons characters kept seven secrets, they start the encoun-
Portals made of translucent, solid diamond are set ter with inspiration and also can see clearly through
into the crystal walls. Creatures on opposite sides the cave's crystal walls.
of a diamond door can see each other vaguely, pro-
vided they are both within 5 feet of the door. Powen oF SEcRETS
With the exception of the door in area R2, each SecretsKept Additional Power
side of each diamond door is set with a large ruby,
0-2
the other with a large sapphire. (These are depicted
on the map in red and blue, respectively.) Each side 3-6 Each character starts the encounter with
ffi
Rl' SnarrERED GRorro monsters use the death knight stat block and repre-
When the crystal mass in area El of Vecna's Grasp sent potent secrets Vecna has hoarded.
shatters in front the characters, read the following: One monster's hands and arms drip with blood,
representing a king who secretly murdered his
sibling. The other monster has no facial features,
The cave trembles as deep rents appear in the mass
representing a famed individual who lied about
of purple crystals in the center of the room. With their identity.
a tremendous crack, the crystals shatter, sending An opening on the east side of this area connects
shards flying. The destruction ofthe crystals reveals a to area R2.
deep pit. Screaming winds and ghastly ethereal wisps
R2, TnnnsHoLD
of neon-green Iight rise from the pit.
ConicrusloN
With Vecna banished to Oerth and his ritual foiled,
the characters have saved the multiverse from ruin.
(If the characters fail, the multiverse becomes a ter-
rible place indeed!)
Characters who return to the sanctum in Sigil are
greeted by Alustriel and Tasha, who immediately
begin planning a magnificent celebration in honor of ?
the characters' heroics.
Though stymied, Vecna is far from undone. He
ä
might stubbornly attempt to destroy and re-create 1
i
the multiverse again, or he might formulate a new
scheme to bend the cosmos to his will. Either way, it
will be some time before a new band of adventurers
must rise to defeat the archlich once again.
et
!,,
:
§
APPENDIX A
BESTIARY
HIS APPENDIX DESCRIBES CREATURES THAT
appear in the adventure, presenting them in
AsrsHars
Each abishai was once a mortal who somehow won
Tiamat's favor before death. As a reward, the dragon
god transformed the mortal into a draconic devil to
serve at Tiamat's pleasure in the Nine Hells.
Abishais represent Tiamat's interests in the Nine
Hells and across the multiverse. Some have simple
Br,un AgrsHa.r
Medium Fiend (Devil, Wizard), Typically Lawful Evil
tasks, such as delivering messages to cultists. Oth-
ers have greater responsibilities, such as leading ArmorClass l9 (natural armor)
large groups, assassinating targets, and serving in Hit Points 202 (27d8 + 81)
armies. In all cases, abishais are fanatically loyal Speed 30 ft., fly 50 ft
and ready to lay down their lives for Tiamat.
STR DEX CON INT \YIS CHA
Seekers of forgotten lore and lost relics, blue I Saving Throws lnt +12, Wis +12
abishais are the most cunning and learned of their Skills Arcana +12
Damage Resistances cold; bludgeoning, piercing, and slashing
kind. Blue abishais plunder tomes throughout the
from nonmagical attacks that aren't silvered
universe. They use the knowledge they glean from Damage lmmunities fire, lightning, poison
these books to become accomplished spellcasters, Condition lmmunities poisoned
"l20
and with the power they gain, they devastate Tia- Senses darkvision ft., passive Perception 16
mat's enemies. Languages Draconic, lnfernal, telepathy 120 ft.
Challenge 17 (.18,000 XP) Proficiency Bonus +6
Gnnnx AstsHer
Devil's Sight. Magical darkness doesn't impede the abishai's
Green abishais are adept at discovering secrets darkvision.
and other sensitive information. They use their
Magic Resistance, The abishai has advantage on saving throws
diplomatic skills and magic to manipulate even the against spells and other magical effects.
6
shrewdest opponents.
AcrroNs
Rn» AnrsHRr Multiattack. The abishai mal<es three Bite or Lightning
Red abishais have no equals among the abishais Strike attacks. tt
of a fearsome red abishai inspires its allies, filling one target. Hil: 36 (8d8) lightning damage. ,ffi- :l
E::
them with a fanatical willingness to fight. Spellcasting. The abishai casts one ofthe following spells, us-
ing lntelligence as the spellcasting ability (spell save DC 20):
Atwill'. Disguise Self, Mage Hand, Minor lllusion
2lday each: Charm Person, Dispel Magic, Creater lnvisibility,
Wall of Force
BoNus Acrrous
Teleport. The abishai teleports, along with any equipment it is
wea ring or carrying, up to 30 feet to an unoccupied space that
it can see.
GnesN,4ersN*:
APPENDIX Ä : BlSl'1ARY
{
wrcKEo 6LoRr
Mnv sxe oNE SFORM ME INIO
.JxaRlorx,
CLER
:':r:l.Älli
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Rnp AsrsHA.r Hit:22 (3d10 + 6) piercing damage plus 38 (7d,l0) fire damage.
:. Medium Fiend (Devit), Typicatly Lawful Evil
Claw, MeleeWeapon Attack: +12 to hit, reach 5 ft., one target.
Armor Class 22 (natural armor) Hit:17 (2d10 + 6) force damage plus ll
(2d10) fire damage.
Hit Points 289 (3ad8 + 136)
Frightfut Presence. Each creature ofthe abishai's choice that is
Speed 30 ft., fly 50 ft.
I
L
, ^r-^..^1.,-
Antimogic Cone.fhe dreadnought's eye creates an^^ area ^.^
-c an-
-..-^ ot 't force
Hit: 19 (3d6 - 9) -- "b''
'' -- damage.
' timagic, as in the Antimagic Field spell, in a .lSO-foot cone. At
Le C Eru DARy ACTIONS
. the start ofeach ofits turns, the dreadnought decides which
l way the cone faces. The cone doesn't function while the eye is The dreadnought can take 3 legendary actions, choosing from
closed or ifthe dreadnought has the blinded condition. the options below Only one legendary option can be used at a
time and only at the end ofanother creature's turn. The dread-
' Aslral Entifi,fhe dreadnought can't leave the Astral PIane, nor ,.rr,., spent legendary actions at the start ofits turn.
""r*i,
r Claw' The dreadnought makes one Claw attack.
Demiplanar Donjon, Anything the dreadnought swallows it Donjon Visit (Costs ä Actions). One Huge or smaller creature
,' transported to a demiplane that can be entered by no other thät the dreadnought .rn ,ä. within 6b feet of itself must
.. meansexceptaV(zishspell orthedreadnought'sBiteorDonjon succeedonaDClgCharismasavingthroworbeteleported
. Visit. A creature can leave the demiplane only by using magic to an unoccupied space on the floor of the Demiplanar Don-
.. that enables planar travel, such as the Plane Shfi spell.
.l,000
The jon. At the end ofthe target's next turn, it reappears in the
.i demiplane resembles a stone cave roughly feet in diam- space it left or in the nearest unoccupied space if that space
eter with a ceiling
'100
feet high. Like a stomach, it contains the is occupied.
remains of past meals. The dreadnought can't be harmed from Psychic Proiection (Costs 3 Actions)' Each creature within 60
within the jemiplane. lf the dreadnought dies, the demiplane feet of the dreadnought must make a DC l9 Wisdom saving
disappears, and everything inside it,fp.rrc around the dread- throw, taking 26 (4d10 + 4) psychic damage on a failed save
nought's corpse. The demiplane is otherwise indestructible. or half as much damage on a successful one'
AP?ENDIX Ä i Bl:5"I"l,ER.Y
'5. SUFFER
TH€
-s
SolaraN ta
qo8 ÄtF[§]txAlEhl§-lllAitY
Breons oF EsnnnoN
In the aftermath of Eberron's Last War, a warforged
called the Lord of Blades rose to fill the power vac-
uum left in the devastated Mournland. The Lord of Br,rn: LrrurnNRNI
Blades' followers, known as blades, formed a cult
Blade lieutenants iead subordinates on raids on be-
of personality that deifies the Lord of Blades and
preaches a bloody, jingoistic doctrine of warforged half of the Lord of Blades. Soldiers who fail to meet
a lieutenant's demands are harshly disciplined.
superiority. The primary tenet of the blades is that
non-warforged on the continent of Khorvaire must
be slaughtered.
Bla»r Scour
Blade scouts are responsible for exploring and
charting Mournland regions not yet claimed by the
Br,aor LTBUTnNANT Lord of Blades' legions.
M ediu m Co nstr u ct (W a rfo r ged), Ty p i ca I ly La wfu I Ev i I
Saving Throws I nt +6, Cha +7 STR DEX coN INT wrs CHA
Skills lnsight +6, lntimidation +7, Perception +6 1a $2) 20 (+5) 16 (+3) l0 (+0) 19 (+a) l0 (+0)
Damage Resistances poison
Condition tmmunities exhaustion, poisoned Saving Throws Dex +8, !(/is +7
Senses passive Perception 15 Skills Acrobatics +8, Perception +7, Stealth +8
Languages Common Damage Resistances poison
Challenge 9 (5,000 XP) Proficiency Bonus +4 . Condition lmmunities exhaustion, poisoned
Senses passive Perception i7
PackTactics, The lieutenant has advantage on an attacl< roll Languages Common
against a creature ifat least one ofthe lieutenant's allies is Challenge 7 (2,900 XP) Proficiency Bonus +3
within 5 feet ofthe creature and the ally doesn't have the inca-
pacitated condition. PackTactics. The scout has advantage on an attack roll against
a creature if at Ieast one of the scout's allies is within 5 feet
Acrrorus ofthe creature and the ally doesn't have the incapacitated
Multiottock. The Iieutenant makes three Longsword or Javelin cond ition.
Launcher attacks.
Acr oNs
Longsword. MeleeWeapon Attack: +8 to hit, reach 5 ft., one tar-
get. Hit: l7 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slash- Multiottock. The scout makes three Armblade or Bolt
ing damage if used with two hands. Launcher attacks. lt can replace one ofthe attacl<s with a use of
Snare Trap.
Javelin Launcher. Ranged \Veapon Attack: +8 to hit, range
301120 ft., one target. Hit:14 (3d6 + 4) piercing damage, and , Armblade. MeleeWeapon Attack: +8 to hit, reach 5 ft., one tar-
the target has the prone condition.
, get. Hit: 12 (2d6 + 5) slashing damage.
Cuar«,
BrezrnEAR
On the world of Eberron, many strange,
magic-warped monsters have emerged from the
depths of the war-wracked Mournland. The blaze-
bear is one such monster, so named for its hulking,
ursine figure and the glow of its eyes. This glow is
magical energy that saturates the blazebear's en-
tire body. Swipes from a blazebear's claws dole out
painful wounds and can end spells, and its gaze can
stun prey.
Breznnnn n Acrroi.rs
La rge M o nstrosity, U n al ign ed Multiottsck. The blazebear makes two Bite attacks. lt can re-
place one attack with Stunning Caze if available.
ArmorClass 14 (natural armor)
.l89 Bite, Melee Weapon Attack: +11 to hit, reach 5 ft., one tar-
Hit Points (l8dl0 + 90)
Speed 30 ft. get. Hit:20 (2d12 + 7) piercing damage plus ll (2d.10)
force damage.
STR DEX coN INT wrs CHA Stunning Gaze (Recharge 5-6). The blazebear targets two
,120
2a $7) 17 (+3) 21 (+5) 3 (-4) 13 (+l) 16 (+3) creatures it can see within feet of itself. Each target must
succeed on a DC l5 Wisdom saving throw or have the stunned
: Saving Throws Str +ll, Cha +7 condition until the start ofthe blazebear's next turn.
,r Skills Perception +5
., Senses darkvision 120 ft., passive Perception 15 ReecrroNs
: Languages
I Challenge 12 (8,400
- XP) Proficiency Bonus +4
Antimogic Swipe, Melee Weapon Attack: +11 to hit, reach l0 ft.,
one creature casting a spell of 3rd level or lower. Hit:22 (4d10)
:, force damage, and the target must succeed on a DC l5 lntelli-
Mogic Resistance. The blazebear has advantage on saving
gence saving throw or the spell fails and has no effect.
: throws against spells and other magical effects.
: Mist Sight.The blazebear can see normally through heavily ob-
scured areas created by mist or fog, including areas created by
spells such as FogCloud.
-- . . :--..r.-.-'.-,...., .i...,..:....,...-...,
j
.".F:
Bonrnn r
Huge Monslrosity, Typically Chaotic Evil
Glacial Auro. At the end ofthe borthak's turn, slippery ice cov-
ers surfaces within l0 feet of the borthak. This ice is difficult
terrain. When a creature other than the borthak enters the ice's
area for the first time on a turn or starts its turn there, it must
succeed on a DC 1 6 Dexterity saving throw or have the prone
condition. The ice disappears at the start ofthe borthak's
next turn.
AcrroNs
Multiattack. The borthak makes one Bite attack or uses Nox-
ious Regurgitation if available, and it makes two Stomp attacks.
Bite, Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit:16 (2d8 + 7) piercing damage plus 7 (2d6) acid damage.
Stomp. Melee Weapon Attack: +12 to hit, reach l0 ft., one tar-
get. Hit: ll (ld8 + 7) bludgeoning damage.
Armor Class 17 (nafural armar) Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
.l89 Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) ne-
Hit Points {l8dl0 + 90}
Speed 30 ft. crotic damage.
Paralyzing Breath (Recharge 5-Q.fhe collector releases par-
STR DEX CON INT wrs CHA alyzing gas in a 30-foot cone. Each creature in that area must
2l (+5) M (+2) 20 (+5) 5 (-3) 11 (+0) 8 (-1) succeed on a DC l8 Constitution saving throw or have the par-
alyzed condition for I minute. A paralyzed creature repeats the
Damage lmmunities necrotic, poison, psychic; bludgeoning, saving throw at the end ofeach ofits turns, ending the effect
piercing, and slashing from nonmagical attacks that aren't on itself with a success.
adamantine
Condition lmmunities charmed, exhaustion, frightened, Boruus Acrrorus
paralyzed, petrifi ed, poisoned
Summon Specters (Rechorges after a Short or Long Rest).
Senses darkvision 60 ft., passive Perception 10
l-anguages understands all languages but can't speak The collector calls upon the spirits ofthose it has slain; 1d4
Challenge 14 (-l,l,500 XP) Proficiency Bonus +5 specters (without Sunlight Sensitivity) arise in unoccupied
spaces within I 5 feet ofthe collector. The specters act after the
Magic Resistance. The collector has advantage on saving collector on the same initiative count and fight untilthey're de-
throws against spells and other magical effects. stroyed. They disappear when the collector is destroyed.
APFTNDl,:{ .! : 3 IC
FOR BATT
'HEER
VERSATILITY, T
CrraI>nr Spr»Bn
Lolth's followers breed spiders of all types and
sizes, infusing the creatures with foul energy from
the Demonweb Pits. Perhaps the most feared of
such abominations is the citadel spider. The titanic
citadel spider serves as a powerhouse weapon and
mobile command post. Wedges of chitin atop a
citadel spider's back shield passengers and protect
the spider's biological cannon. A citadel spider can
launch globs of acidic webbing from its cannon that
hold victims in place until the spider can eviscerate
them with its serrated jaws.
r Crru.prr SproBn Web Wolker. The spider ignores movement restrictions caused
by webbing.
Cargantuan Monstrosity, Typically Neutral Evil
Condition lmmunities charmed, exhaustion, frightened Web Bomb. Ranged Weapon Attack: +14 to hit, range 300
.l20 ft./600 ft., one target. Hir: 24 (3d10 + 8) bludgeoning damage,
Senses blindsight 30 ft., darkvision ft.,
passive Perception l1 and the target and all creatures within l0 feet of it must suc-
. Languages ceed on a DC l9 Dexterity saving throw or take l0 (3d6) acid
-
Challenge 18 (20,000 XP) Proficiency Bonus +5 damage and have the restrained condition until the start ofthe
spider's next turn.
Legendary Resistance (3/Doy). lfthe spider fails a saving throw,
it can choose to succeed instead. ReRcrorus
Spider Ctimb. The spider can climb difficult surfaces, includ- the
Absorb Blow' ln response to being hit with an attack roll' l
-
ing upside down on ceilings, without needing to make an spider's carapace absorbs some of the blow' reducing the dam-
ability check. age it takes byll (2d10) .
:
. Acrtorus
Multiattack, The horror makes one Bite attack and two Tenta.
cle attacks.
Bite. MeleeWeapon Attack: +14 to hit, reach 10 ft., one target.
Hit:22 (4d6 + 8) piercing damage.
Tentacle. MeleeWeapon Attack: +14 to hit, reach 30 ft., one
target. Hit: l8 (3d6 + 8) force damage, and if the target is a
creature, it has the grappled condition (escape DC 18). Until
this grapple ends, the horror can't use this tentacle against
other targets. The horror has ld8 + I tentacles, each ofwhich
can grapple one target.
oowers
Drcrorn
Large Fiend (Demon), Typically Chaotic Evil
Magic Resistance. The degloth has advantage on saving throws
against spells and other magical effects.
:.
§
€t
E.
r
r
4§,
Eve moNctRs oFTEN REYEAL
THEIR TRUE NATURE RIGHT
OEVOURING THEIR PR€Y.
t} Evr Moxcnn
Eye mongers are hulking, monocular horrors with
toothy jaws, typically found in Wildspace on the
Astral Plane. When an eye monger's large eye and
mouth are closed, it looks like nothing more than
a 12-foot-diameter asteroid. When it senses vibra-
tions in the space around it, the eye monger opens
its eye and reveals its true, menacing nature. Magic
is suppressed inside an eye monger's gullet, which
prevents swallowed creatures from using magic
to escape.
wrs
AcrroNs
STR DEX coN INT CHA
2l (+5) 6 (-2) 23 (+6) 7 (-2) '13
(+l) 7 (-2) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage, and if the target is a Me-
.120 '18
Senses blindsight ft. while the eye monger's eye is closed, dium or smaller creature, it must succeed on a DC Dexterity
darkvision 120 ft., passive Perception 11 saving throw or be swallowed by the eye monger and deposited
Languages Deep Speech in the eye monger's gullet (see Antimagic Cullet). The eye
Challenge l0 (5,900 XP) Proficiency Bonus +4 monger can swallow one creature at a time. A swallowed crea-
ture has the blinded and restrained conditions, has total cover
Anlimagic Gullet. Magical effects, including those produced against attacl<s and other effects originating outside the eye
by spells and magic items but excluding those created by arti- monger, and takes 35 ('10d6) acid damage at the start ofeach
facts or deities, are suppressed inside the eye monger's gullet. of its tu rn s.
Any spell slot or charge expended by a creature in the gullet to lf the eye monger tal<es 25 damage or more on a single turn
cast a spell or activate a property of a magic item is wasted. from a creature inside its gullet, the eye monger regurgitates
While an effect is suppressed, it doesn't function, but the time the swallowed creature, which lands in a space within l0 feet of
it spends suppressed counts against its duration. No spell or the eye monger and has the prone condition. lf the eye monger
. magical effect that originates outside the eye monger's gullet, dies, a swallowed creature is no longer restrained by it and can
except one created by an artifact or a deity, can affect a crea- escape from the corpse by using l0 feet of movement, exiting
ture or an object inside the gullet. with the prone condition.
Bloodcurdling Lament (Recharge 5-5). The false Iich emits Spiteful Teleport. The false lich, along with anything it is wear-
a hideous shriek charged with malignant energy. Each crea- ing or carrying, teleports to an unoccupied space it can see
ture within 30 feet of the false lich must succeed on aDC22 within 60 feet of itself. lt then makes one Death Rend attacl<
§
GOOO A5 OEAO
-Tevrxonu,
OenrxtaN iTovENTURER
Gnexrrn JUGGERNAUT
A granite juggernaut is a lumbering Construct that
can be found trundling across battlefields and down
dungeon corridors. Granite juggernauts have dense,
boxy bodies atop massive rollers they use for loco-
motion. Their fronts and rollers are often adorned
with fearsome heads, such as those of enraged
rhinos. Granite juggernauts are found on many
worlds and typically are used to protect high-value
locations.
AcrroNs
Armor Class 14 (natural armor)
.l57 Slom. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit Points (.l5d10 + 75)
Speed 30 ft. in a straight line ll
Hlr: (1d10 + 6) bludgeoning damage, and if the target is a
Large or smaller creature, it must succeed on a DC 18 Strength
STR DEX coN INT wts CHA saving throw or have the prone condition.
23 (+6) r (*5) 20 (+5) 2 (*4) 11 (+0) 3 (-4)
Boruus AcrroNs
Damage lmmunities poison, psychic; bludgeoning, piercing, Devastating Ro//. The juggernaut moves up to its speed.
and slashing from nonmagical attacks that aren't adamantine During this movement, the juggernaut can move through the
. Condition lmrnunities charmed, exhaustion, frightened, spaces of creatures with the prone condition. When the jug-
paralyzed, petrified, poisoned, prone gernaut enters the space of a prone creature for the first time
.l20
Senses blindsight ft., passive Perception 10 during this movement, the creature must make a DC l8 Dexter
Languages ity saving throw, taking 55 (l0dl0) bludgeoning damage on a
-
Challenge 12 (8,400 Xp) Proficiency Bonus +4
failed save or half as much damage on a successful one.
MA(E ii
AQE CAPAALE
a
,'r' BUT THE IA AT
t
I
le
rO I
ea
a
.'f
t
*'
a
HazvoNcnr
Huge Fiend (Demon), Typically Chaotic Evil
t.
Hnnrrro»
When a dead god is left adrift in the Astral Sea,
its corpse sometimes spawfls a parasitic monster
known as a hertilod. Voracious and terrifying, a her-
tilod resembles a skinless, serpentine lizard, with
sharp claws and a gaping maw that drips venom.
A hertilod's gruesomely exposed muscle renders it
susceptible to lightning.
Hpnrrron Acrrorus
H u ge M o nst rosity, U nalign ed Multiattack. The hertilod mal<es one Bite attack and two
Claw attacks.
Armor Class l4
Bite, Melee \Meapon Attack: +12 to hit, reach 10 ft., one target.
Hit Points 241 (21d12 + 1A5)
Speed 50 ft., climb 50 ft.
Hit:15 (2d8 + 6) piercing damage plus l3 (2d12) poison dam-
age. lf the target is a Large or smaller creature, it must succeed
on a DC 20 Strength saving throw or be swallowed by the her-
STR DEX coN INT wrs CHA
23 (+6) 18 (+a) 20 (+5) 3 F4) 15 (+2) 10 (+0) tilod. A swallowed creature has the blinded and restrained con-
ditions, and it has total cover against attacks and other effects
§aving Throws Str +12, Dex +10 outside the hertilod. At the start ofeach ofthe hertilod's turns,
Skills Perception +8 each swallowed creature takes l3 (2d12) poison damage from
Damage Resistances necrotic; bludgeoning, piercing, and the poisonous secretion in the hertilod's gullet.
slashing from nonmagical attacks The hertilod's gullet can hold up to two creatures at a time.
Damage lmmunities poison lf the hertilod tal<es 40 damage or more on a single turn from
Condition lmmunities poisoned a swallowed creature, the hertilod must succeed on a DC l5
Senses blindsight 30 ft., tremorsense 60 ft., Constitution saving throw at the end ofthat turn or regurgitate
passive Perception 18 all swallowed creatures, each of which lands in a space within
Languages l0 feet ofthe hertilod and has the prone condition. lfthe herti-
-
Challenge 17 (18,000 Xp) Proficiency Bonus +5 lod dies, a swallowed creature is no longer restrained and can
escape from the corpse by using l0 feet ofmovement, exiting
Legendary Resistances (3/Day). lfthe hertilod fails a saving with the prone condition.
throw, it can choose to succeed instead.
Claw. Melee Weapon Attack: +f2 to hit, reach 5 ft., one target.
Magic Resistance. The hertilod has advantage on saving throws Hit:17 (2d10 + 6) slashing damage.
against spells and other magical effects.
ShockSusceptibility. lf the hertilod takes lightning damage,
LrcsruDARY AcroNS
its speed is halved untilthe end of its nextturn, and it must The hertilod can take 3 legendary actions, choosing from the
succeed on a DC l5 Constitution saving throw or immedi- options below. lt can tal<e only one legendary action at a iime
ately regurgitate all swallowed creatures, each of which lands and only at the end ofanother creature's turn. The hertilod re-
in a space within l0 feet ofthe hertilod and has the prone gains spent legendary actions at the stari of its turn.
condition. Sprint, The hertilod moves up to its speed. This movement
Spider Climb. The hertilod can climb difficult surfaces, in- doesn't provol<e opportunity attacks.
Feed (Costs 2 Actions). The hertilod drains life from the crea-
cluding upside down on ceilings, without needing to make an
tures in its gullet to bolster itself. Each creature in the herti-
ability check.
lod's gullet tal<es l0 (3d6) necrotic damage, and the hertilod
regains a number of hit points equal to the damage.
INgursrroR oF THE Tonas
Medium Humanoid, Any Alignment .:.
AcrroNs
Multiattack, The inquisitor makes two attacl<s.
Silver Longsword, Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hlr:8 (ld8 + 4) slashing damage, or 9 (1d10 + 4) if
used with two hands, plus l8 (4d8) force damage.
,l20
Force Bolt. Ranged Spell Attack: +7 to hit, range ft., one
qursrToR oF THE IargeI. Hit:22 (4dB + 4) force damage, and if the target is a
Large or smaller creature, the inquisitor can push it up to l0
Ulmist Inquisition is an order of inquisitors
feet away.
Domain of Dread known as Barovia that
to discover the origins of evil within people's lmplode (Recharge 4-6). Each creature in a 20-foot-radius
sphere centered on a point the inquisitor can see within '120
The order's founder, Ulmed, once hunted
feet of itself must succeed on a DC 15 Constitution saving
alongside a then-mortal Count Strahd von throw ortake 31 (6d8 + 4) force damage,have the prone con-
When the priests of Osybus corrupted dition, and be moved to the unoccupied space closest to the
Ulmed forsook the vampire and refocused sphere's center. Large and smaller objects in the sphere that
the inquisition's mission. Instead of just hunting aren't being worn or carried automatically take the damage and
monsters, the order now also hunts the seeds of evil are similarly moved.
that spawn corruption in the first place. Cultists like lnnate Spellcasting (Psionics). The inquisitor casts one ofthe
the priests of Osybus are the inquisition's primary following spells, requiring no spell components and using ln-
targets, but the inquisitors' zealous and sometimes telligence as the spellcasting ability (spell save DC 1 5):
brutal methods inspire terror in many communities At will: Detect Magic, Dispel Magic, Levitate, Mage Armor, Mage
throughout the multiverse. Hand, Sending
Each Ulmist inquisitor belongs to one of three 1/day each: Otiluke's Resilient Sphere, Telekinesis
+ ÄILP
formations, magical phenomena, or an ecosystem
Luxen DnesoNI of lesser life forms that have adapted to living with
Lunar dragons (also known as moon dragons or rhe dragon.
phase dragons) are capricious, xenophobic crea-
tures that make their lairs by burrowing through RncroNaL EFFECTS
rocky terrain. The region containing an adult lunar dragon's iair is
Lunar dragon eggs have stony shells that are warped by the dragon's magic, which produces one
pale white to light gray in color. Lunar dragons are or more of the following effects:
alabaster white when they hatch and gradually turn
Black Frost. A thin layer of black frost covers the
darker as they age.
ground, which kills all ordinary plants growing
These dragons enjoy depriving other creatures
within 3 miles of the lair.
of treasure more than acquiring the treasure them-
Haunting Moan. A haunting sound gets louder or
selves. A lunar dragon can become incorporeal,
fainter (dragon's choice) the closer one gets to the
but not to the extent that it can pass through other
lair. The moan is audible 3 miles from the lair.
creatures or solid objects. In this semi-incorporeal
Moon Devils. Swirling funnels of dust and frost
state, roughly half of the dragon's body has a dark,
known as moon devils crisscross the area within
spectral form.
1 mile of the lair, intercepting other creatures
A LuNan DnecoN's LaIn they encounter. A moon devil is a free-willed air
elemental that deals cold damage instead of blud-
The cave complex where a lunar dragon makes its
geoning damage.
lair contains ample space for food, as well as one
or more hidden chambers where the dragon keeps If the dragon dies, the moaning stops; the moon dev-
its treasure. Depending on the composition and ils dissipate; and the black frost disappears over the
features of the cave, the lair might contain natu- course of 1d10 days, allowing plant life in the area
ral springs and heat vents, wild gardens, crystal to recover.
Apurr Luxan DnecoN Claw. Melee \Meapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Huge Dragon, Typically Neutral Evil
Toil. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Armor Class 17 (natural armor) Hit:13 (2dG + 6) bludgeoning damage.
Hit Points 172 (15d12 + 75)
Cold Breath (Recharge 5-Q.fhe dragon exhales a blast offrost
Speed 40 ft., burrow 20 ft., fly 80 ft.
in a 60-foot cone. Each creature in that area must make a DC
l8 Constitution saving throw. On a failed save, the creature
STR DEX CON INT WIS CHA takes 36 (8d8) cold damage, and its speed is reduced to 0 un-
23 (+6) 12 (+l) 20 (+5) l0 (+0) 13 (+1) ls (+2) til the end ofits nextturn. On a successful save, the creature
takes half as much damage only.
Saving Throws Con +l0, !(is +6
Skills Perception +ll, Stealth +ll
Borrrus Acrrorus
Damage lmmunities cold
Senses darkvision 240 ft., passive Perception 21 Phase (3/Doy). The dragon becomes partially incorporeal for as
Languages Draconic long as it maintains concentration on the effect (as if concen-
Challenge 13 (.l0,000 XP) Proficiency Bonus +5 trating on a speil). While partially incorporeal, the dragon has
resistance to bludgeoning, piercing, and slashing damage
Legendary Resistance (2/Day). lfthe dragon fails a saving
throw, it can choose to succeed instead. LEce ruoRnv Acrorus
Tunneler. The dragon can burrow through solid rock at half The dragon can take 2 legendary actions, choosing from the
its burrowing speed and leaves a l5-foot-diameter tunnel options below. Only one legendary action option can be used
in its wake. at a time and only at the end ofanother creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Acrrorus Tail Attack. The dragon makes one Tail attack.
Multiattack. The dragon makes one Bite attack and two Treacherous lce. Magical ice covers the ground in a 20-foot
Claw attacks. radius centered on a point the dragon can see within I 20
feet of itself. The ice, which is difficult terrain for all creatures
Bite. Melee Weapon Attack: +11 to hit, reach 10 lt., one target except lunar dragons, lasts for l0 minutes or until the dragon
Hit:13 (2d6 + 6) piercing damage plus 3 (ld6) cold damage. uses this legendary action again.
Mrnnon Srlanr
When the spirit of a malevolent trickster or cal-
lous rogue refuses to enter the afterlife, the spirit
sometimes becomes a mirror shade instead. Mirror
shades are incorporeal Undead that, in their true
forms, look like person-shaped blobs of shining
light. More often, though, mirror shades are en-
countered on reflective surfaces such as mirrors or
panes of glass. There, they blend in seamlessly with
their reflected surroundings and wait until the mo-
ment is right to strike. Mirror shades can be found
throughout the multiverse but are particularly com-
mon in the Outer Planes.
gr appl ed, par aly zed, pctrifr ed, poisoned, pr an e, restr ain ed
within 60 feet of itself and projects an illusion of that creature's
greatest fear. The target must make a DC 16 Wisdom saving
Senses darkvisian 6§ f't ", passive Perception 1 1
Languages * throw. On a failed save, the target takes 28 (8d6) psychic
Challenge 10 (5,900 XP) Profrciency Bonus +4 damage and has the frightened condition until the start ofthe
mirror shade's next turn. On a successful save, the target takes
False Appeorance. lf lhe mirror shade is within 5 feet of a re- half as much damage only.
flective surface-such as a mirror, glass pane, or still water-it
has advantage on its initiative roll. lf a creature hasn't observed
Boruus Acrrorus
the mirror shade move or act, that creature must succeed on Mirror Stealth. While within 5 feet of a reflective surface, such
as a mirror, the mirror shade tal<es the Hide action.
-Wrnrx rt,
KENOER AOVENTURER
&
MooNucHT GuanoraN
M e d i u m Co nst r u ct. LJ n al igne d
nonmagical attacks
, Damage lmmunities poison, radiant
Condition lmmunities charmed, exhaustion, frightened,
I paralyzed, petrified, poisoned
'l20 ft., passive Perception 11
Senses truesight
Languages understands the languages of its creator but can't
. speak
' Challenge 6 (2,300 XP) Proficiency Bonus +3
fighting lycanthropes and other shapeshifting crea- magical blast of moonlight in a line 60 feet long and 5 feet
tures. In response, the Moon card spawned the first wide. Each creature in that area must make a DC l4 Dexterity
moonlight guardian. saving throw. Creatures that aren't in their true form have dis-
advantage on the save. On a failed save, a creature takes 22
A moonlight guardian's body is infused with mag-
(5d8) radiant damage, and if it isn't in its true form, it is forced
ical moonlight that the creature can channel into its into its true form and can't change forms until the end ofthe
blows. It can also unleash searing blasts of lunar en- guardian's next turn. On a successful save, a creature takes half
ergy that can expose shapeshifters by forcing them as much damage only.
into their true forms.
- RetauooN Voutr",lgn,
Ir[ncnoMANCEn \Mrzann
Spellcasters across the multiverse pursue magical
power through the study of arcane texts. Some
travel the world searching for esoteric tomes, while
others train less experienced wizards or collaborate
with colleagues to create new spells.
Necromancers study the interaction of life, death,
and undeath. Some necromancers dig up or pur-
chase corpses to create Undead servitors. A few
instead use their powers for good, hunting Undead.
228,\:'P!,liili.{ I i §!,rqTiħ}'
, f,],-os§-
.
r-
._i-:,--
lr
| !r,
Nrcnr Scawrn
H u ge M o nstrosity, Una Ii gn ed
Scawers are sharklike scavengers that fly through STR DEX coN INT wrs cHA
space, primarily on the Astral Plane, and feed on 20 (+s) l s (+2) 17 (+3) 1(-s) l0 {+0) I (-5)
whatever they can fit in their mouths. Scawers
Skills Perception +6, Stealih +8
aren't always aggressive; they live primarily on .I20
Senses darkvision ft., passive Perception 16
waste and discarded refuse, often trailing behind Languages
larger creatures, ships, and asteroids. Challenge 5 {1,800
- XP) Proficiency Bonus +3
Night scavvers are 15 feet long. Their coloration
resembles that of Wildspace itself: white spots like AcrroNs
stars sprinkled amid dark patches and patterns
Bite. MeleeWeapon Attack: +8 to hit (with advantage if the tar-
of color. get is a creature that is missing any hit points), reach l0 ft., one
Cooked night scawer meat is a popular offering in target. Hit: 27 (4d10 + 5) piercing damage.
taverns across Wildspace.
Pnrnsr oF OsYBUS
The priests of Osybus are necromancers in the
Domain of Dread known as Barovia who once
venerated-and then were betrayed by-a lich of
unfathomable ambition and power. The priests steal
the souls of others to fuel their wicked magic. A
priest of Osybus contains this soul power in shad-
owy tattoos, which the priest can draw on to defy
death and become an lJndead monster.
Though formidable, the priests of Osybus aren't
truly immortal, a fact that chafes them greatly. They
have forged a pact with the Dark Powers that will
grant them immortality if they free Count Strahd
vonZarovich from the Mists that imprison him. To
achieve this goal, they orchestrate far-reaching and
complex machinations that are virtually inscrutable
to all but their archenemies, the Ulmist inquisitors.
Booxs oF UNDEATH
When a priest of Osybus drops to 0 hit points, the
priest might revive with a benefit from the Boons
of Undeath table below. Before adventurers face a
priest of Osybus, you can decide that the priest has
revived with one or more of these boons of your
choice. Ifyou do so, the priest is Undead rather
than Humanoid. A priest can receive each boon
only once.
move through creatures and objects as if they were . Necrotic Bolt, Ranged Spelt Attack: +7 to hit, range 120 ft., one
difficult terrain, but it takes 5 (ldl0) force damage if target. Hit: l7 (3d8 + 4) necrotic damage, and the target can't
regain hit points until ihe start ofthe priest's next turn.
it ends its turn inside a creature or an object.
6 Deathly. The priest's visage becomes bone white, I Boruus Acrrons
and its challenge rating increases by 1. lt can cast Soul Tattoo (Recharge 5-6).Ihe priest touches one ofthe Soul
Animate Dead and Create Undead once per day Tattoos on its body. The tattoo vanishes as the trapped soul
each, using lntelligence as the spellcasting ability, manifests as a shadowy creature that appears in an unoccupied
space the priest can see within 30 feet ofitself The creature
and it gains the following action:
has the size and silhouette of its original body, but it otherwise
Circle ofDeath (Spell; Recharge 5-6). Each creature in
uses the stat block ofa shadow.
a 60-foot-radius sphere centered on a point the priest
,l50 The shadow obeys the priest's mental commands (no action
can see within feet of itself must make a DC l5
required) and takes its turn immediately after the priest. lf the
Constitution saving throw, taking 28 (8d6) necrotic
shadow is within 5 feet of the priest, it can tal<e an action to
damage on a failed save or half as much damage on a
reappear on the priest's flesh, regaining all its hit points.
successful one.
Spike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:15 (2d8 + 6) piercing damage, and the target's speed is
halved until the start of the impaler's next turn. RnrnNTLEss Itupernn
Wicked Spear. Melee or Ranged Weapon Attack: +11 to hit, reach In the Domains of Dread, practitioners of foul magic
l0 ft. or range20l40 ft., one target. Hit: 13 (2d6 + 6) piercing perform a profane ritual that turns living creatures
damage plus l3 (3d8) necrotic damage.
into fiendish killers. This ritual necessitates the
: Spike Burst (Recharge 5-5J. Twisted, spectral spikes shoot out use of a ceremonial stake, which is plunged into the
. from the impaler's body. Each creature within 30 feet of the
I heart of a living sacrifice. The hulking form of the
impaler must make a DC l9 Dexterity saving throw, taking 40
(9d8) force damage on a failed save or half as much damage on
relentless impaler then emerges from the sacrifice's
a successful one. pool of b1ood, spear in hand.
A relentless impaler is bound to the creature
LrcrnDARY AcroNs that wielded the ceremonial stake in the ritual that
The impaler can tal<e 3 legendary actions, choosing from the birthed it. As long as the original stake remains
options below. Only one legendary action option can be used lodged in the heart of the ritual victim, the impaler
at a time and only at the end ofanother creature's turn. The im can return over and over again to regenerate beside
paler regains spent legendary actions at the start of its turn.
the victim's body, no matter how many times it is
Speed Spike. The impaler teleports up to 30 feet to an unoccu- destroyed.
pied space it can see. lt can then make a Spike attack.
The impaler pursues its creator's agenda coldly
Deepen Wounds (Costs 2 Actions). Each creature whose speed
is currently reduced by the impaler's Spike attack tal<es l8
and efficiently. It has no concern for its own
(4d8) necrotic damage. self-preservation, knowing that, for itself at 1east,
death isn't the end.
LoNnrv SonnowswoRN
The sorrow of isolation afflicts many creatures in
the Shadowfell, but it manifests dramatically in
lonely sorrowsworn. When these somowsworn spot
other creatures, they seek to drag the creatures
cioser to ease their own sense of isolation.
Losr Sonnows'woRN
Lost sorrowsworn are representations of the anxi-
ety and fear people experience when they can't flnd
their way. These sorrowsworn appear desperate
and panicked.
Lost sorrowsworn grasp at any creatures they
can reach. A victim experiences a flood of panic as
its mind fights against the fury of this assault. The
more the victim's allies hurt the sorrowsworn, the d
ffi;
#
more it makes the victim suffer.
LoNnry SonnowswoRN *
Medium Monstrosity, Typically Neutral Evil
+6 to
SprpnnpRAGoN AcrroNs
Huge Monstrosity, Typically Chaotic Evil Multialtack. The spiderdragon makes one Bite attacl< and two
Claw attacks.
Armor Class 17 (natural armor)
Hit Points 152 (i6dl2 + 43) Bite' MeleeWeapon Attack: +9 to hit' reach l0 ft ' one tar-
Speed 50 ft., climb 60 ft. Eet' HiN: l0 (ldl0 + 5) piercing damage plus 13 (2d12) poi-
STR DEX CON INT WIS CHA Clow, Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
2l (+5) 18 (+a) 16 (+3) 7 (-2) M(+2) 18 (+a) Hit:12(2d6 + 5) slashingdamage.
'--'.-.-..',
saving Throws str +9, Dex *8 spideiling Brea,th
,(Rechargl! ,e)'tne
sPideldragon
"*l'|.:t
venomous spiderlings in a 3O-foot cone Each creature in that
,
aDrlltv cneck.
' must succeed on a DC 15 Dexterity saving throw or have the
WebWolker, The spiderdragon ignores movement restrictions restrained condition while in the web. As an action, a creature
caused by webbing. can free itselfor another creature from the web by succeeding
on a DC 15 Strength check.
A 5-foot cube ofthe web is destroyed ifit takes at least l0
acid, fire, or slashing damage on a single turn.
Pursanazu SPYDER-FTEND
Phisarazu spyder-fiends have a pair of muscular
Spy»nn-FrnNos arms sprouting beneath their wolf heads. They
Demonic beasts that combine the worst attributes of are resentful and suspicious of all other creatures,
wolves and spiders, spyder-fiends scuttle about with which makes them useful for corralling kakkuus or
bloated, spiderlike bodies and gnash with wolflike standing guard.
heads. Spyder-fiends are usually coated with gore, Phisarazus can magically change their form,
as brutal killing is their favorite pursuit. They spin but only into shapes that have ten limbs, such as
durable webs and are ingenious in how they employ driders and crabs. They use this ability to establish
their webs against prey. ambushes, infiltrate enemy camps, or appear innoc-
Spyder-fiends are organized into a hierarchy uous while on guard duty.
based on might and cunning, with higher-ranked
spyder-fiends dominating lower ranks. QprevrurHKU Spv»nn-FIE ND
Spyder-fiends of equivalent rank scheme against Quavilithku spyder-fiends revel in destruction. A1-
each other for advancement and eagerly turn though they like to savage prey with their mangy
against one another if treachery can improve wolf heads, they delight in destroying structures
their position. and art objects-the more beautiful, the better. The
Spyder-fiends loyally serve their general, Miska arms hanging below their wolf heads are physically
the Wolf-Spider. While they were rarely seen during frail but useful for employing tools of destruction
Miska's imprisonment in Pandemonium, they have or sabotage.
become increasingly active as Miska struggles to
free himself in Pandesmos. Rexruprs Spv»nn-FrnNn
Raklupis spyder-fiends have hard, smooth shel1s
Kerruu Spvnnn-FrsND and gleaming spines. With luxuriantly furry wolf
Resembling enormous spiders, kakkuus are the heads, powerful arms, and alluring voices, raklu-
most numerous and least inteiligent spyder-fiends. pises are the only spyder-fiends that might be called
In large conflicts, they serve as foot soldiers, but majestic. They create delicate web globes, which
they prefer to avoid more powerful Fiends, who boss they fill with their venom and hurl at foes. Raklu-
them around. Left on their own, kakkuus lurk in am- pises are keen strategists, and most of them com-
bush and use their webs to snare prey. mand legions of lesser spyder-fiends.
§aving Throws Dex +5, Con +5, Wis +3 Bite, Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
Skills Perception +3, Stealth +5 get. Hit: l4 (2d-l0 + 3) piercing damage plus 10 (3d6) poi-
Damage Resistances cold, fire, lightning son damage.
Damage lmmunities poison Reel.Thekakkuu pulls each creature within 60 feet of itself that
Condition lmmunities poisoned
to 30 feet straight toward itself.
is grappled by its Web Snare up
§enses darkvision 60 ft., passive Perception 13
Languages understands Abyssal but can't speak Web Snare. Ranged Weapon Attack: +6 to hit, reach 30i 60 ft.,
Challenge 5 ('1,800 XP) Proficiency Bonus +3 one Large or smaller creature. Hitf he target has the grappled
condition (escape DC l3). While grappled, the target also has
Mogic Resistance. The l<akkuu has advantage on saving throws the restrained condition. A web snare grappling a creature can
against spells and other magical effects. be attacked and destroyed (AC l0; l0 hit points; immunity to
bludgeoning, poison, and psychic damage).
Spider Climb. The kakkuu can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an
ability check.
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Senses truesight 60 fi., passive Perception 18 acid-drenched webs in a 9O-foot cone. Each creature in that
Languages Abyssal, Common, telepathy 120 ft. area must make a DC l8 Constitution saving throw, tal<ing 44
Challenge 17 (18,000 XP) Proficiency Bonus +6 (8d.l0) acid damage on a failed save or half as much damage
on a successful one. Nonmagical objects in the area that aren't
Magic Resistance. The quavilithku has advantage on saving being worn or carried take 44 (8d10) acid damage.
throws against spells and other magical effects.
Spider Climb.fhe quavilithku can climb difficult surfaces, in-
:' cluding upside down on ceilings, without needing to make an AssessWeakness. The quavilithku sizes up a creature it can see
' ability check. within 40 feet of itself. Until the start of the quavilithku's next
turn, it has advantage on attack rolls against the creature.
., Web Sense. When in contact with a web, the quavilithku
knows the exact location of any other creature in contact with
the same web.
:.
r'\
_l;
Sran ANcr,nn
Large M on strosity, U n al ign ed
.
". Skills Perception +5, Stealth +8
Senses blindsight 120 ft. (can't see beyond this radius),
Acrrorus
Multiattack. The star angler mal<es ihree Bite attacl<s.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit:16 (2d10 + 5) piercing damage.
Boruus AcrroNs
Lure Charm, The star angler's lure flares with enchanting star-
Sran ANsrEn light, targeting one creature the star angler can see within
.l20
Distantly related to scavvers, star anglers are astral feet of itself. The target must succeed on a DC l3 Wisdom sav-
predators that resemble hulking, golden anglerfish ing throw or have the charmed condition until the start ofthe
star angler's next turn. While charmed in this way, the target
with iridescent fins and tails. A star angler lacks
has the incapacitated condition and must use its movement
eyes, and its hide is dotted with bioiuminescent
on its turn to move directly toward the star angler; a charmed
specks, allowing it to easily blend into the vast ex- target doesn't avoid opportunity attacl<s, but it does avoid
panse of the Astral Plane. A star angler's signature damaging terrain. A target can be charmed by only one star
lure emits an enchanting glow that has pulled many anglei at a time.
Wildspace explorers to their demises.
All-Around Vision.fhe vlazok can't be surprised. Skills Athletics +5, Perception +4, Survival +4
Blood Frenzy, The vlazol< has advantage on melee attack rolls Damage Resistances poison
against any creature that doesn't have all its hit points. Condition lmmunities poisoned
Senses passive Perception 14
Magic Resistonce.fhe vlazok has advantage on saving throws Languages Common
against spells and other magical effects. Challenge I (200 XP) Proficiency Bonus +2
Spider Climb. The vlazok can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an Acrrorus
ability check.
Multiattack. The warforged mal<es two Armblade attacks.
AcrroNs Armblade. MeleeWeapon Attack: +5 to hit, reach 5 ft., one tar-
:
Multiattock. The vlazok makes two Core attacks. get. Hit:6 (1d6 + 3) slashing damage.
Gore, Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Javelin, Melee or RangedWeapon Attack: +5 to hit, reach 5 ft. or
Hit:23 (4d8 + 5) piercing damage, and if the target is a Large or range 3A1120 ft., one target. Hit:6 (1d6 + 3) piercing damage.
smaller creature, it has the prone condition.
RrRcrrorus
BoNus Acrroxrs Protection, When an attacker the warforged can see makes an
Stomp. MeleeWeapon Attack: +9 to hit, reach 5 ft., one prone attack roll against a creature within 5 feet ofthe warforged, the
creature. Hit: 27 (4d10 + 5) bludgeoning damage. warforged can impose disadvantage on the attacl< roll. :
:
*5nr'rrla CeesrplnN,
BanovraN NURgEMAT0
\MnInuNG CseNnELIER
Compared to other animated objects, whirling
chandeliers seem to have capricious personalities.
Victims typically perceive a whiding chandelier's
BlazingVortex as mischievousness or outright \iJxrnlr{* aH^§üsLiä*
malevolence, though the chandelier lacks any un-
derstanding of such concepts. A whirling chandelier
makes tactical decisions only as a means to perform
its master's orders to the best of its ability.
CNNRECTER DOS§IER
!!/ Hls AppENDrx DESCRTBES rcoNtc
I cnaracrers r ne neroes mrghr iearn anout
I during the adventure. presenting them in
) alphabetical order. Stat blocks are included
as appropriate.
AcnnrRAK
Also known as the Devourer, Acererak is a power-
ful archlich feared across many worlds. He takes
sadistic pleasure in killing adventurers by luring
them into his trap-riddled tombs with the promise
of powerful artifacts. Then he feeds on their souls to
sustain his escapades across the multiverse.
Hrsrony I
Hundreds of years ago, Acererak was a mortal mage
*&t
from Oerth devoted to the pursuit of power and
immortality. Some say that Acererak was a pupil of
Vecna, from whom he learned undeath's secrets.
Acererak travels the planes in search of powerful
artifacts. When the archlich finds a particularly
intriguing one, he seals it in one of his infamous
tombs to tempt treasure hunters into the dungeon's
depths. Acererak has filled these tombs with deadly
traps, fearsome monsters, and twiste d puzzles
meant to torment and eventually slay would-be
thieves, whose souls he then consumes.
The most famous of Acererak's tombs is the Tomb
of Horrors, which has claimed many adventurers
throughout its history. Another infamous tomb is the
Tomb of the Nine Gods, in which Acererak sealed
nine false gods he had slain there. He has additional
tombs on Oerth, in Faerün, and beyond.
Unlike many archliches, Acererak doesn't de-
sire godhood. Nevertheless, his nefarious deeds
have garnered him a substantial following. One
such group of these followers founded the Bleak
Academy, an institution of arcane and religious
;t
learning that extols Acererak's power.
PnnsoNeLrrY
Acererak delights in watching others perish. He
regards himself as superior in all aspects, treating
others as one would annoying insects. He views
even the creatures he creates as mere tools to serve
his whims. This hubris has often led him to disaster,
but as a lich, Acererak continually returns to unlife.
Hrsronv
Like other Chosen of Mystra, Alustriel is concerned
with preserving the Weave, the primary incarnation
of magic that permeates Toril. She believes that
the Weave favors those who act with mercy and
compassion, seeks to deliver lives of security for all,
and bolsters people's efforts when they seek to right
Z
f
l
wrongs and combat evil.
a
Nowhere are Alustriel and her deeds better
f known than in the Silver Marches and its capital,
Silverymoon. Alustriel ruled Silverymoon for centu-
ries, once disguised as a wizard named Elud Dualen
and then later in her true form. She helped create
Silverymoon's famous Moonbridge and cofounded
the Lady's College, the first school in Faerün for
mages as students rather than as apprentices
in service.
Alustriel stepped down as Silverymoon's PBnsoNeLrrY
high mage more than a century ago. Her son, Alustriel's primary concerns are to spread kindness,
Methrammar Aerasumd, now leads the city and reward virtue, and promote a culture of compassion
works to uphold his mother's legacy. throughout the multiverse. She is good at building
Alustriel has partaken in countless adventures alliances and quick to intervene when she senses a
before and after her tenure as Silverymoon's high threat to the forces of good. She has traveled far and
mage. She has befriended famous adventurers such established safe houses across the planes-such
asDrizzt Do'Urden, worked with prominent orga- as her sanctum in the city of Sigil. Alustriel doesn't
nizations like the Harpers, and helped prevent or seek personal glory or wealth; her style of influenc-
undo many kinds of evi1. ing the cosmos is quiet yet steady.
Acrrorus RrRcrroN s
ShiningCounterspell. Alustriel interrupts a creature she can
Multiattack, Alustriel makes three Staf of Silverymoor attacks
see within 60 feet ofherselfthat is casting a spell. lfthe spell
or two Reproving Ray attacl(s.
is 5th level or lower, it fails and has no effect. lf the spell is 6th
Staf of Silverymoon. Melee Weapon Attack: +12 to hit, reach 5 level or higher, Alustriel makes an lntelligence check (DC 10
ft., one target. Hit:14 (2dZ + 5) bludgeoning damage plus 38 plus the spell's level). On a successful check, the spell fails and
(7d,l0) radiant damage. has no effect. Whatever the spell's level, the caster takes I I
Reproving Roy, Ranged Spell Attack: +14 to hit, range 120 ft., (2d10) radiant damage if the spell fails.
one target. Hit:65 (9d12 + 7) force damage, and ifthe target
n1,
PnnsoNaLrrY
Kas is cruel, spiteful, and unrelenting in his pursuit
ofvengeance against Vecna. He readily lies, breaks
promises, betrays allies, and taunts those who fall
. ,:;i,a-".
for his ruses. Kas has little use for those who won't
validate his superiority or help advance his goals.
: In this adventure, Kas fools Tasha and Alustriel,
Z
two incredibly powerful wizards. In addition to de-
i feating Vecna, Kas desperately wants the wizards to
witness and acknowledge his strength.
Armor Class 18 (plate) equal to the necrotic damage taken, and Kas regains a number
.l80) of hit points equal to that amount- The reduction lasts until
Hit Points 3.I5 (30d8 +
Speed 40 ft. the target finishes a long rest. The target dies ifits hit point
maximum is reduced to 0. A Humanoid slain in this way and
STR DEX CON INT WIS CHA then buried rises the following night as a vampire spawn under
26 (+8) 20 (+5) 22 (+6) 24 (+7) le (+a) 26 (+8) l(as's control.
Challenge 23 (50,000 XP) as long as air can pass through that space, but he can't pass
Proficiency Bonus +7
through water. Kas has advantage on Strength, Dexterity, and
Eoger Betrayer. Kas adds ldl0 to his initiative rolls. He has Constitution saving throws, and he is immune to all nonmagi-
advantage on attack rolls against any creature that has the cal damage except the damage he takes as part ofhis Sunlight
frightened condition. Hypersensitivity trait. While in mist form, Kas can't tal<e any
actions, speak, or manipulate objects.
Legendory Resistance (3/Day). If l(as fails a saving throw, he
can choose to succeed instead. MenacingGlare. lr, s targets one creature he can see within 60
feet of himself. The target must succeed on a DC 23 lUisdom
Regeneration. l(as regains 20 hit points at the start ofhis turn if saving throw or have the frightened condition until the start of
he has at least I hit point. lf he takes radiant damage, this trait l(as's next turn.
doesn't function at the start ofhis next turn.
Speciol Equipment. l(as wears the Crown of Lies (see the REncrrorus
i ntrod uction). Parrying Riposte. Kas adds 3 to his AC against one melee
, Spider Climb. Kas can climb difficult surfaces, including upside attack roll that would hit him. He then makes one Vengeful
Sword attack against the attacker if it is within his reach. On a
down on ceilings, without needing to make an ability check.
hit, the target takes an additional 9 (2d8) slashin g damage.
Strength of the Night. Kas doesn't require a coffin, and he
drinks blood to sow terror rather than for sustenance. lfde- LTceNDARY AcrroNs
stroyed, Kas revives in ldl00 nights in an unoccupied space in
l(as can take 3 legendary actions, choosing from the options
Tovag, his Domain of Dread. He can be permanently destroyed
below. Only one legendary action can be used at a time and
only by having a stake driven through his heart and then being
only at the end ofanother creature's turn. Kas regains spent
beheaded. The stake must be cut from a tree growing in soil
legendary actions at the start ofhis turn.
from Oerth, l(as's home world.
Move. Kas moves up to his speed without provoking opportu-
Sunlight Hypersensitivity. While in sunlight, l(as takes 20 radi- nity attacl<s.
ant damage at the start ofhis turn, has disadvantage on attacl< Sword (Costs 2 Actions). l(as makes one Vengeful Sword attack.
rolls and ability checks, and can't use Change Shape. Rise, Fallen Soldier (Costs 3 Actions). Kas magically summons
a specter. The specter appears in an unoccupied space within
Acrrorus 30 feet of l(as, whom it obeys. The specter takes its turn im-
Multiottock. Kas makes three Vengeful Sword attacks. He can mediately after l(as. It lasts for I hour, until Kas dies, or until
replace one ofthese attacks with a Bite attack. Kas dismisses it as a bonus action. l(as can't have more than '
two specters summoned at a time.
Vengeful Sword. MeleeWeapon Attack: +15 to hit, reach 5 ft.,
one target. Hit:20 (zd9 + 11) slashing damage. The sword
scores a critical hit on a roll of 19 or 20.
Lon» Sorn
Medium Undead (Paladin), Lawful Evil
Acr"ror.,ts
.. Multiattock, Soth makes three Forsaken Brand attacks.
Forsaken Brand. Melee Weapon Attack: +12 to hit, reach 5 ft.,
. Word ofDeath (1/Day). Soth points at a creature he can see
one target. Hir: 10 (1d8 + 6) slashing damage plus 18 (4d8) ne'
within 60 feet of himself and magically commands it to die. The
crotic damage, and if the target is a creature, it can't regain hit
target must mal<e a DC l9 Constitution saving throw, tal<ing
.. points until the start ofsoth's next turn. .l00
necrotic damage on a failed save or half as much damage
Cataclysmic Fire (1/Doy). Soth hurls a magical ball of fire that on a successful one. lfthis damage reduces the target to 0 hit
'120
explodes at a point he can see within feet of himself. Each points, the target dies.
. creature in a 20-foot-radius sphere centered on that point
, must mal<e a DC l9 Dexterity savingthrow. A creaturetakes 35 LecErupanv Acrrorus
. (.10d6) fire damage and 35 (10d6) necrotic damage on a failed Soth can tal<e 3 legendary actions, choosing from the options
save or halfas much damage on a successful one. below. Only one legendary action can be used at a time and
Additionally, any Medium or smaller Humanoid killed by this only at the end ofanother creature's turn. Soth regains spent
damage, as well as every corpse of such a creature within the legendary actions at the start of his turn.
sphere, becomes a skeleton under Soth's control. The skeleton
acts on Soth's initiative but immediately after his turn. Absent lmplacable Maneuver. Soth moves up to his speed or com-
mands a mount he is riding to move up to its speed. The
any other command, the skeleton tries to kill any non-Undead
movement from this action doesn't provoke opportunity
creatu re it encou nters.
attacks. lf he or his mount moves within 5 feet of a creature
Spellcasting. Soth casts one ofthe following spells, requiring during this movement, he can force the creature to mal<e a
no material components and using Charisma as the spellcast- DC 20 Strength saving throw. The creature has the prone
ing ability (spell save DC 19): condition unless it succeeds on the saving throw.
Strike (Costs 2 Actions). Soth mal<es one Forsaken
Atwill. Command (cast at 3rd level)
Brand attack.
2lday each: Dispel Magic, Hold Person (cast at 3rd level)
Cast a Spell (Costs 3 Actions). Soth uses Spellcasting.
llday Banishment (cast at 6th level)
Hrsronv
Ages ago, Miska 1ed the hordes of Chaos against the
forces of Law at the behest of his patron, the enig-
matic Queen of Chaos. It seemed Miska's domina-
tion couldn't be stopped.
In desperation, Miska's opponents crafted an
artifact to bind him in an extraplanar prison. This
rod broke apart after sealing him in Pandemonium,
scattering across the planes and becoming known
as the Rod of Seyen Parfs. The rod is the key to re-
leasing Miska from his long imprisonment.
Mrsre rHE'WoIr-SPTDER Lupine Bite, Melee Weapon Attack: +13 to hit, reach l0 ft., one
target. Hit:17 (2d10 + 6) piercing damage plus 27 (6d8) poison
Huge Fiend (Demon), Chaotic Evil
damage. lf the target is a creature, it must succeed on a DC 2l
ArmorClass 21 (natural armor) Constitution saving throw or have the poisoned condition for I
.l52) minute. While poisoned in this way, a creature has the incapaci-
Hit Points 399 (38d12 +
Speed 40 ft., climb 40 ft. tated condition and can't regain hit points. A poisoned creature
can repeat the saving throw at the end ofeach ofits turns, end-
STR DEX coN INT wls cHA ing the effect on itselfon a success.
23 (+6) l8(+a) l9 (+4) l8 (+a) 2l (+5) 22 (+6)
Tridentof Chaos. MeleeWeapon Attack: +13 to hit, reach l5
ft., one target. Hit:13 (2d6 + 6) piercing damage plus 9 (2d8)
Saving Throws Dex +l I , Con +l I , !(is +1 2
force damage.
Skills lnsight +12, Perception +.l2, Stealth +ll
Damage Resistances cold, fire, lightning Spellcasting. Miska casts one of the following spells, requiring
Damage lmmunities poison; bludgeoning, piercing, and no material components and using Charisma as the spellcast-
slashing from nonmagical attacks ing ability (spell save DC 21):
Condition lmmunities poisoned
Senses truesight 120 ft., passive Perception 21
Atwilli Disguise Self, lnvisibility, Mage Hand, Minor lllusion,Web
Languages Abyssal, Common, telepathy 120 ft.
2lday each: Dominate Monster, Mass Suggestion, Mirror Image,
Telekinesis, Teleport
Challenge 24 (52,000 XP) Proficiency Bonus +7
Foul lchor. A creature that hits Miska with a melee weapon at-
BoNus Acrrorus
tack takes 7 (2d6) poison damage. Demand Loyalty. Miska magically ends the charmed and fright-
ened conditions on himself and on any of his allies within '120
Legendary Resistance (3/Day). lf Miska fails a saving throw, he
feet of himself.
can choose to succeed instead.
Magic Resistonce. Miska has advantage on saving throws LecrruDARY AcroNs
against spells and other magical effects. Miska can take 3 legendary actions, choosing from the options
Spider Climb, Miska can climb difficult surfaces, includ- below. Only one legendary action can be used at a time and
ing upside down on ceilings, without needing to make an only at the end ofanother creature's turn. Miska regains spent
ability check. legendary actions at the start of his turn.
Web Sense. When in contact with a web, Miska knows the exact Howl. Miska utters a bloodthirsty howl at one creature within
'l20 feet of himself
location of any other creature in contact with the same web. that isn't a Fiend. The target must
succeed on a DC 2l Wisdom saving throw or take 13 (2d12)
Web Walker. Miska ignores movement restrictions caused psychic damage.
by webbing. Skitter. Miska moves up to his speed without provoking oppor-
tunity attacks.
AcrroNs Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.
. Multiattock. Miska makes one Lupine Bite attack and two Tri
I dent ofChaos attacks
\
Mon»nNKATNEN
Mordenkainen is a human wizard from Oerth
whose wanderlust and hunger for new magic take
him across the multiverse. Mordenkainen is calcu-
iating and mysterious, but he isn't cruel.
Mordenkainen has been involved in several
friendly rivalries, including with Tasha, another
powerful spellcaster from Oerth. Many significant
figures across the multiverse are aware of Morden-
kainen, but few truly know him-something the
vampire Kas exploits to impersonate Mordenkainen.
Throughout the adventure, Kas is masquerading as
Mordenkainen. The mage is unaware of the vampire
warlord's actions.
Hrsrony
Mordenkainen has told conflicting tales about his
origins, but most scholars believe he accumulated
impressive magical power at a young age. Known
for his ingenuity, the wizard is responsible for
writing several planar tomes and creating many
spells that bear his name, including Mo rdenkain-
en's Faithful Hound and Mordenkainen's Masnifi-
cent Mansion.
As his fame on Oerth grew, Mordenkainen be-
came the leader of a powerful group of spellcasters
called the Circle of Eight. The group included sev-
eral wizards who similarly pioneered new spells,
including Tbnser and Bigby. Eventually, the circle
disbanded after it stopped an uprising organized by
Vecna. That development fueled Mordenkainen's
lifelong hatred of the lich.
Mordenkainen travels the multiverse while follow-
ing his academic whims. Thewizard owns a home
called the Tower of Urm, which pops into existence
in Avernus when Mordenkainen visits to study how
the Nine Hells affect various schools of magic.
PrnsoNeLrrY
Mordenkainen is stubborn and egotistical to the
point of driving even his friends to annoyance. He
has few close relationships, although nearly allwiz-
ards recognize his accomplishments. He is lonely
and dreams of building a community of spellcast-
ers who support each other. lJnfortunately, his ego
makes that dream all but impossible.
: Although Mordenkainen can be brash and
z off-putting, he eschews cruelty and sees no reason
?
to cause pointless suffering. The wizard doesn't like i'
)
: to admit it, but he would put his own safety at risk to
;
quel1 the pain of innocents.
r
SrneHD voN ZenovICH
Strahd von Zarovichis the Darklord of Barovia,
a Domain of Dread. Little happens there without
the Darklord's knowledge, although Strahd rarely
pays attention to what he considers the uninterest-
ing dealings of lesser beings. However, once the
characters arrive in Barovia, explore a place called
Death House, and find a piece of the Rod of Seven
Parfs there, Strahd's interest becomes piqued, and
he makes an appearance. The characters encounter
Strahd in his Master of Death House iteration in
chapter 5.
!r Hrsronv
In life, Strahd von Zarovich was a prince, a soldier,
i and a conqueror. His thirst for power never sated,
Strahd made a pact with the Dark Powers to be-
come immortal. Meanwhile, Strahd's evil deepened,
until in a jealous rage he murdered his brother, Ser-
gei. Sergei's betrothed, Tatyana, leapt from a tower
to escape Strahd and vanished into the Mists rising
around Barovia as Strahd slew everyone else in the
castle. He had become a vampire, and Barovia be-
\
I
..-_.
::-'-
came a Domain of Dread.
!
Now the Dark Powers keep Strahd trapped in his
realm, tormenting him with his inability to escape
for all eternity. He spends his days amusing himself
as best he can, terrorizing Barovia's people and sa-
voring the fear and worship he commands.
Th.sHe
Tasha's path to greatness began when she was ad-
opted by the arch-hag Baba Yaga, who named her
Natasha. Tasha went on to create various spells,
including Tasha's Hideous Lau§hter, and her mag-
ic-fueled ambitions brought her into contact with
demons and demon lords, which she subjugated and
used against her enemies. On the Material Plane,
she became known as Iggwilv the Witch Queen
and wrote the Demonomicon of l§§wilv, the great-
est of all treatises on the Abyss and its demonic
inhabitants. In recent years, Tasha has sequestered
herself in the Feywild, achieving incredible power
and slowly turning into a Fey creature. Tasha has
become Zybilna, archfey of the domain of Prismeer.
Saving Throws Dex +9, Wis +7, Cha +9 Spellcasting. Strahd casts one ofthe following spel s, us r: r-
Skills Arcana +15, Perception +12, Religion +.l0, Stealth +14 telligence as the spellcasting ability (spell save DC 18):
Damage Resistances necrotic; bludgeoning, piercing, and Atwill: DetectThoughts, FogCloud, Mage Hand
slashing from nonmagical attacks 2lday each: Animate Dead (as an action), Cust of Wind, Mirror
Senses darkvision 'l20 ft., passive Perception 22 lmage, Nondetection
Languages Abyssal, Common, Draconic, Elvish, Ciant, lnfernal llday each: Creater lnvisibility, Polymorph, Scrying (as
Challenge l5 (.13,000 XP) Proficiency Bonus +5 an action)
Acrrorus
Multiattack. Tasha makes two Caustic Blast attacks and uses
Psychic Whip once.
Boruus Acrtorus
Abyssal Visoge (2/Day). For I minute, Tasha gains a flying
speed of 30 feet, is immune to poison damage and the poi-
i soned condition, and has advantage on attack rolls against any
creature that doesn't have all its hit points. These benefits end
early ifTasha has the incapacitated condition or ifshe uses an-
other bonus action to dismiss them.
RracrroNs
Arcone Rebuf. lmmediately after Tasha takes damage, she
unleashes arcane energy in a l0-footradius sphere centered
on herself. All other creatures in that area must make a DC
20 Dexterity saving throw, taking 19 (3d.l2) lightning damage
on a failed save or half as much damage on a successful one.
Tasha then teleports, along with any equipment she is wearing
or carrying, to an unoccupied space she can see within 60 feet
of herself.
§
t .o
rn;rr
?.a
39-
FE
FEq
Trenaer , : rr t -: .:t..trtains a cottrteous rela-
The terrifying dragon god Tiamat is the progenitor r.::' t:-> -ai r-uler of the Nine Hells,
of chromatic dragons across the multiverse. Her -:r ^ ^-:i : _-: . ::r.i.s cailed abishais as
earliest background is shrouded in mystery, but Tia- . :r :-':-'. I , - '- : : -..: :.hai bears the coloring
mat's grand, five-headed silhouette has become an t I
-<.
iconic symbol of avarice and destruction. -- t :i 1 t-. ' . : - t:a-,.1: is u'ofShipefl aS a
- - ', - i : -'i: tt::- ,sal, Jlortals whO Covet
Hrsrony '.1.::-". --,- . .,.:. . . t.: ::t-:r liIeS tO the dragOn
-
Tiamat is one of two primordial dragons, the other .--==:. ....-',:. -:L ::i. 1 :1 :lagment Of hef pOWef
being Bahamut, the progenitor of metallic dragons. . :... 1.1 . . -.. i ---r'- '.,..'r.'h manifests as a titanic,
Together Tiamat and Bahamut created what be- :.-:'i:-:l:-, .:.r- I :::'.::t br fampaginggfeed.
came known as the First World: the first iteration of
physical reality, which was subsequently sundered Prnso\ {.-rr\-
into the innumerable realities that now make up T:a:l:.: =:::: ,:.== ::: -,:.-ts of elii dragons. She is
the Material P1ane. The first inhabitant of this First r-eniet:-:::: ,: ,.::s -jr ir,--I and ii'ealth aboYe all
World was Sardior, a ruby-red dragon with jerveled t.st. Il.r', t,. r:. Tia=:e.: isr't re ckless in her quests
scales they made in their likeness, who worked Io e\ranc h.: h,:,ard. Trt dragon qtreen exhibits
with Bahamut and Tiamat to create metallic and shrerici battlr ractics and beguiling charm, easily
chromatic dragons. The Draconic poem "Elegy for sn'avinq.mortais. Each oi Tiamat's five heads has its
the First Wodd" describes how hordes of creatures ou'n voice and mannerisms. but ther. all share the
overran this fledgling world, waging war on the same consciousne ss.
dragons and colonizing the realm in the names of The relationship betu'een Tiamat and Bahamr-rt is
their gods. Bahamut and Tiamat were defeated, and complicated. )Ian1'texts portrav the two as mortal
Sardior disappeared. enemies. bur other histories of the First World de-
Sometime after the destruction of the First Wodd, pict the t\vo as partners: some even speculate that
Tiamat carved out a lair in Avernus, the first layer she stiil feels great love for her creations on the Ma-
of the Nine He1ls, where she commands a fearsome terial Plane and grief over the loss of Sardior"
AcrroNs RelcrroNs
Multiottock. Vecna uses Flight of the Damned (if available), Vecna can take up to three reactions per round but only
Rotten Fate, or Spellcasting. He then makes two attacks with one per turn.
Afterthought. Dread Counterspell,Yecna utters a dread word to interrupt
Afterthought. MeleeWeapon Attack: +13 to hit, reach 5 ft., one a creature he can see that is casting a spell. lfthe spell is 4th
target. Hit:7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic level or lower, it fails and has no effect. lf the spell is 5th level
damage. lf the target is a creature, it is afflicted by entropic or higher, Vecna makes an lntelligence check (DC 10 plus the
magic, ta kin e (2d8) necrotic damage at the start ofeach of spell's level). On a successful check, the spel I fails and has no
its turns. iately after taking this damage on its turn, the effect. Whatever the spell's level, the caster takes I psy-
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(1.
TRACKER
rules (see the introduction) to spend a secret they've
I I ::;x.:#ä;: f"ä äx:f*iil"" learned, or ifthey reveal a secret they've learned
to a nonplayer character, mark a corresponding
U *'g:::,i;::: ;::rnmi:i1ers'
When the characters learn a valuable secret,
keep
"secret Revealed" box. The party's total "Secrets
Kept"-equal to the number of Secrets Learned mi-
check the "Secret Learned" box in the appropriate nus Secrets Revealed-can impact the characters'
row. If the characters use the Power of Secrets fight against Vecna in chapter 11.
Secret
Learned Valuable Secret Source
tr lndrina l<nows Lord Neverember's claim to the throne isn't legitimate. Chapter I
Sarcelle recently had a vision about a desiccated man causing something terrible to
tr tr Chapter 1
h a ppen.
Certrude and her friend Rockzanna knew about an imminent attack by Lolth's cultists,
n n Chapter 2
but they provided no warnings.
Figaro knew about the dangers of the area where his spelljamming ship crashed but
tr ! Chapter 3
deliberately hid this information from the captain.
lkasa and his best friend were stranded after a pirate attack. He knows about an
tr tr Chapter 3
additional survivor ofthe attack.
Mercy has never truly searched for their best friend since the two were separated after
tr n Chapter 4
the Day of Mourning.
Kalyth lost wealth that could have prevented the current financial strain she and her
tr tr Chapter 4
allies are under.
Sarusanda's father, Calias, joined the evil priests of Osybus. She expected to meet and
n tr Chapter 5
slay him in Death House.
Cazaia hid wh ile evil sold iers attacked her tree and looted the fifth piece of the Rod of
tr tr Chapter 6
Seven Parts.
Valendar led an assault against his enemies without properly planning the mission or
tr tr Chapter 6
scouting the castle.
Marian has held a lifelong fascination with the archlich Acererak and his evil magic, and
! tr Chapter 7
she was once tempted to study necromancy.
Rerak resents his imprisonment in theTomb of Wayward Souls and neverwanted to
tr tr Chapter 7
enact Acererak's will there.
Malaina was suspicious of Mordenkainen from the moment he arrived, but she said
tr n Chapter 9
nothing to Alustriel, Tasha, or the characters.
The cloak Naxa and her sister came to retrieve isn't just a fancy magic item, but a key
tr n Chapter l0
piece in an important ritual they're planning.
Kas knows that Vecna is weaving his Riiual of Remaking deep underground in the Cave
n tr Chapter 10
of Shattered Reflection in Pandesmos.
I1 I]
sEI it§il§ T1{Äfl KIiR