D&D 5e - Vecna Eve of Ruin

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VECNA

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
Graphic Designers: Matt Cole, Bob Jordan Design Department: Justice Ramin Arman, Makenzie De
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,
Cartographers: Francesca Baerald, Dyson Logos
lnterior lllustrators: Lily Abdullina, Wade Acuff, Alfven Ato, Jason Tondro, James Wyatt
Tom Babbey, Helge C. Balzer, Luca Bancone, Mark Behm, Studio Art Director: Josh Herman
Ol ivier Bernar d, Zoltan Boros, Bruce B ren neise, Ekateri na Art Manager: Rob Sather
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Concept Art Director: Josh Herman, Kate lrwin Special thanks to T. Alexander Stangroom and to the
Concept Artists: Carlo Arellano, Ekaterina Burmak, playtesters whose efforts made this a better book.
David Kegg, One Pixel Brush, Vinod Rams, l(ieran Yanner

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Oru rxe Coven Oru rxe Alr-Cove n


Vecna weaves a ritual to remake the multiverse to his fhe Eye and Hand of Vecna portend terrible doom for
liking while l(as prepares to slay the lich in this cover by existence while the runes on lhe Rod of Seven Parts might
l(ieran Yanner. offer our heroes some help in this cover by llydro74.
620D370400000r EN
ISBN: 978-0-7869 -6947 -0 Disclaimer: All resistance lo the Lord ofthe Hand and Eye isfutile. Any
First Printing: May 2024 UK thwarting of his will or his creations is te mpora ry, as the U ndying One will

987 654321
C( CR
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-

contained trereii of:rrr.a.( aa-:: ':a _e.a - .s cfo.;b ied without the express written permission ofWizards ofthe Coast.

Printed n ihe USA e:a:r .,. :: :: :':-: Cc2s: LiC. PO Box 707, Renton, WA 98057-0T0T, USA. Manufactured by: Hasbro SA, Rue Emile-Bodchat 3l,2800 Deldmont. CH.
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jeu en anglais. : EABR'QUE EN USA
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,

The Power of Secrets............................... 14 Citadel Spider )11


Challenge Ratings..................................... 15
Ch. 1: Return from Neverdeath
Graveyard..... ..............17
Running This Chapter............ ................ ". 77 Into the Tomb
Eye Monger )10
Getting S1arted.......................................... 18
In the Graveyard........................................ 19
Escaping Evernight........ ........................... 29
Dolindar Tomb........................................... 32
What's Next?. ...................35

Ch. 2: The Wizards Three.--.-.-........37


Running This 37
-{fter Neverdeath .................... 164
Rise of the Lich-God.. Next 167
The Sigil Saflctum......... Ch. 9: The Betrayer Revealed...........169
The Wizards Three............... Running This Chapter............................ 169
Kas the Returning from Avernus ........................ 169 Relentless Impaler )'2,1
Surprise Development. Kas Reveals Himself ........... ................... 17 1
Toward Web's El d-
Pandesmos f)' 'tlnaL 172
Next Steps...... ................ 173

Ch. 10: The War of Pandesmos.........175


Running This Chapter............................ 175
Chaos Incarnate....................................... 175
Carapace Ridge........................................ 175
Hurricane Tower...................................... 178
Ruinous Citade1........................................ 180
Alustriel Si1verhand...... ...,......................241,
Fighting 189 Kas the Betrayer.......... ............................243
Lolth the Spider Queen. ............,............245
Lord Soth )LA
Running This 191
Reunion in Sigi1....................................... 191
Strahd von Zarovich ?qn
Vecna's Grasp...............,,,,.,,.....................192
Tasha ,(n
Torment of Kas......................................... 193
Neverwinter's New w;-d 196

Ch.5: Death

Arriving in Barovia. 94

Strahd's Presence... 106


Leaving the House .......109
Next Steps...... ............^...109
E

Txg cxARacrEns aRE oESTTNEo ro


BECOME EMBQOILED IN THE LEGENOARY
HATREO BETWEEN THE LICH.GOO VECNA
ANO THE VARLORO KAs.
r INTRODUCTION

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.

Tg n Rl:"y+!- o LBr tf A §-I§ -q


Vecna's Ritual of Remaking involves gathering
powerful secrets, extracting energy from them, and
interweaving this energy with the lich's essence and
magic. After Vecna and his cultists extract enough
secrets, the lich plans to weave the ritual alone in
the Cave of Shattered Reflection on the plane of
Pandemonium.
The cave holds the power to harness energy and
reveal fundamental truths, making it the perfect

r i{l"Rür}uc-r'rüri i ü,\t{&e& T(}'rri§ &{ ul-'tlv I R§ä


t

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
:,'

6 :ailtotil.rl.il't{i§ l il.rr'.,ii.:Ii{ !* Mi. i,ti;i-'tli i:it:-1:


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Txe

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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.
?

i-\?ärJ:i[-](.r'l':{rii I i}t.},ari:i{ l{}'i"ttli §{Ut.'!'lt/ t-§."t 7


expect this development, but the characters are the
perfect patsies. Kas planned to retrieve the pieces
of the Rod of Seyen Parrs himself, but now he sends
the characters to do so. Kas plans to use the rod
to free the demon lord Miska the Wolf-Spider, his
ally against Vecna, though he falsely claims that the
rod is the key to stopping Vecna. (Read more about
Kas's plan in chapters 2 and9.)

Ro» or SBvBN Panrs


Rod, A rti fact (Re qu ires At tu nement)
Eons ago, a war between the primordials and the
gods scarred the planes of existence. A demon lord
named Miska the Wolf-Spider eventually pushed the
primordials' enemies to the brink of annihilation.
Desperate to save themselves and their allies,
powerful elemental beings called the Wind Dukes
of Aaqa rose against Miska. Committed to the con-
cept of law, the Wind Dukes descended from a peo-
ple called the vaati, who once ruled many worlds.
Seven Wind Dukes wove their power into an artifact
called the Rod of Law. The dukes used the rod to
imprison Miska on the plane of Pandemonium. As a
fr:cryx r:s liss result, the rod shattered into seven parts that were
scattered throughout the multiverse. The rod thus
became known as the Rod of Seyen Parts.
Possessin6! the BrokenRod. The rod can't be at-
tuned to while it is broken. While holding one piece
more information about Alustriel, Tasha, and Mor-
of the broken rod, you know the general location of
denkainen, see appendix B.)
the next consecutive piece, as the rod yearns to be
Kas knows Tasha only by reputation, and he holds
a complete artifact. Multiple rod pieces can be as-
a grudging respect for the daughter of Baba Yaga.
sembled into one piece or disassembled again, each
Kas is more familiar with Mordenkainen. as the two
requiring an action, although a partially complete
have clashed on Oerth in the past.
rod doesn't gain any other abilities.
Kas disguised himself as Mordenkainen using the
Additionally, while holding one piece of the broken
Crown of Lies and received Alustriel's summons to
rod, you can use an action to cast the spell asso-
her sanctum in Sigil, the City of Doors. Throughout
ciated with that piece, as listed on the Rod Pieces
this adventure, the real Mordenkainen is traveling
table. Once that piece of the rod has been used to
the multiverse, unaware of Kas's impersonation.
cast a spell, it can't be used that way again until the
When Kas arrives in the sanctum, he realizes that
next dawn.
Alustriel plans to combine her magic with Tasha's
and Mordenkainen's to craft a Wish spell to thwart
Roo Preces
Vecna. Alustriel intends to dispel the collective
Piece Spell
power of the secrets Vecna gathered, rendering the
lich's Ritual of Remaking useless. Fi rst Commune
Despite looking identical to Mordenkainen, Kas Second Arcane Cate
has no significant magical power. This lack sabo- Third Reverse Gravity (spell save DC i8)
tages the IzZsft spell exactly as the warlord hoped, Fou rth Regenerate
allowing him to suggest an alternate course of ac- Fifth Find the Path
tion: reassemble the artifact ca11ed the Rod of Seven
Sixth Mirage Arcane
Parts and use it to defeat Vecna instead. Kas is ly-
ing; he wants the rod only for his own selfish ends. Seve nth Simulacrum

Possessrh§ the Whole Rod. Once all seven


CoNrnoNTrNc VncNa pieces are reassembled, a creature can attune to the
When the spellcasters' Wish spell goes awry in Rod of Seven Parts. While attuned to the rod, you :::

chapter 2 ofthis adventure, the piayer characters i


gain the following benefits: i
are shunted to the sanctum in Sigil. Kas doesn't

I il IRill]L]cl":rJ§ | $.i\i\iCiaR't $ 1i.t[ .r,lui..ttVriR5r:


Magic

an action to expend 1 charge and cast any ofthe


spells in the Rod Pieces table. You can also use an
action to cast Detect Evil and Good from the rod
r,vithout using any charges.
Ultimate Law. If you are not of a lawful alignment,
you find your worldview shifting toward keeping

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.
1,Vx*N wrclr, THr lsi:g§t&,§RY ,{;:* *i
Srvgl.l P,acrg Ll:üt{: Ffit.tMiSnBiä.
.

1U i_-iii)tit_:{t-t'iLJr.i ll.A.i.1{.ili_11 'l O f liE 1.ll-l :_,!.'i1'llE.Si: I


Roo Prece LoclrroNs
Piece Chapter Place Setting Location
First 2 Underdark, Toril Forgotten Realms A covert base of Lolth worshipers
Second 3 Astral Sea Spelljammer Near the wreckage of a spelljamming ship :

Third 4 Mournland Eberron The control room ofa deactivated colossus


Fourth 5 Death House, Barovia Raven loft The house's dungeon
Fifth 6 Northern Dargaard Mountains, l(rynn Dragonlance The Three Moons Vault's upper level
Sixth 7 lsle of Serpents, Oerth Creyhawk The Tomb of Wayward Souls
Seventh 8 Avernus, Nine Hells Pl anescape The Red Belvedere casino

Cnaprpn 1 Surr.rrraanv Evernight, a gloomy version of Neverwinter in the


Shadowfell, and receive Vecna's Link, which ties
This chapter takes place in Neverwinter, a city
their fate to that of the lich-god.
on the Sword Coast on the world of Toril. The
characters are investigating the disappearance Cneprrn 2 SuurrreBv
of high-ranking nobles in Neverwinter when they
stumble upon a cult of Vecna. The characters stop The first part ofthis chapter takes place in a secret
the cult from performing a ritual to steal a kidnap
sanctum in Sigil, the City of Doors. The second part
victim's secrets. In so doing, they are shunted to takes place in the Underdark on Toril. When two
powerful spellcasters and an impostor try to cast
a Wish spell to stop Vecna's plot, the botched spell
latches on to Vecna's Link and pulls the characters
to the trio's location. Lady Alustriel Silverhand,
Tasha, and Mordenkainen (secretly Kas) are baffied
by this development, but Mordenkainen pretends
to improvise a plan to stop Vecna. He falsely claims
that the Rod of Seven Parts, a powerful artifact,
might be the only way to stop Vecna now. He knows
the location of the first piece, which is in a covert
base for Lolth operatives, and sends the characters
after it. Each rod piece will point the way to the next
piece, and all pieces are in different locations in
multiverse.
-*l;:
CHeprnB 3 Survrueny
li. This chapter takes place on the Astral Plane. The
! ::: characters learn that the second rod piece is in the
wreckage of a spelljamming ship calledthe Lam-
. tis-.
bent Zenith. The ship was carrying the piece when
§t
'7j it crashed into a dying god's body adrift on the As-
d tral Sea. The characters soon discover that a drag-
onlike creature devoured the piece and retreated
into the heart of the god. The characters must con-
front the creature and retrieve the rod piece.

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.
Vr-.p;;N<.r rttt L5rN6'tiL Cen"11. i,1' :.:

tO r r-iltt.rlli{"t'i{lr{ i }_rNüb.li rü 'I't{u },tu rt ri'r,:r5r


Laov Arusrnreu StrvEnxaNo, Tasxa,
aNo MonoexxarNEN HAvE orscovEREo
Vecna's pLAN To REMAKE THE MULTtvERsE.
MonoEN«arNet rs aN lMposroR vHo HoPEs
To co-opr rxE Ltcx's

)q
i*

Cnaprnn 5 Sutuuanv Cneprrn B Suuuenv


This chapter takes place in Barovia, a Domain of This chapter takes place near the dragon god Tia-
Dread. The characters learn that the fourth rod mat's lair in Avernus, the first layer of the Nine
piece was taken to a haunted residence called Death Hells. The characters learn Tiamat obtained the sev-
House. Cultists and the infamous vampire lord enth rod piece and stashed it somewhere near her
Strahd von Zarovich hope to obtain the rod piece lair. The characters discover that the rod piece is
themselves, and the characters must thwart all inside a casino called the Red Belvedere. They must
threats before they can claim the piece. infiltrate a members-only section and either defeat
a champion of Tiamat or convince the champion to
Cseprrn 6 Suutuenv surrender the rod piece.
This chapter takes place on the world of Krynn.
The characters believe the fifth rod piece is inside
Cneprnn 9 Suuuenv
a gigantic tree, but with the help of good-aligned This chapter starts in Sigil and continues in Pan-
werewolves, they learn that an evil group loyal to the desmos, the first layer of the chaotic plane of Pan-
mighty warlord Lord Soth took the piece to a com- demonium. The rest of the adventure takes place on
plex called Three Moons Vault. The characters must that plane. With all pieces of the Rod of Seven Parts
infiltrate the complex and retrieve the rod piece, per- retrieved, the characters must allow the spellcasters
haps freeing a resistance leader in the process. to examine the rod-or so "Mordenkainen" claims.
The archmage reveals himself as Kas and uses the
Crllprnn 7 Suuuanv rod to subdue Alustriel and Tasha. Kas flees to Pan-
This chapter takes place on the Isle of Serpents on demonium to free Miska the Wolf-Spider and usurp
the world of Oerth. The characters learn that the Vecna's ritual. The characters must race to Pan-
sixth rod piece is in the crypt vault of the Tomb of demonium in pursuit of Kas, who has discovered
Wayward Souls, a dungeon created by the lich Ace- where Vecna's ritual is taking place.
rerak. The characters must defeat a false lich that
calls himself Rerak-a less-powerful version of the
Acererak-before they can claim the rod piece.

il! tl{üi}i.:{t'i-{{l}i I t}Ä}it-}},1:1 '1'{-l } t{li 1\,1 t.ri.l i\:1.§ii}:) II


CnApran 10 Suuueny INrnnror. Maps
The characters follow Kas through Pandemonium Maps that appear in this book are for the DM only.
toward the Ruinous Sea. an ocean of swirling. im- As the characters explore locations on a given map,
passable, chaotic magic. On the coast, a battle rages you can redraw portions of the map on graph paper,
between the demonic forces of Kas, who is attempt- an erasable mat, or another surface to help your
players visualize locations with unusual shapes or
ing to free Miska the Wolf-Spider from his prison
in the nearby Ruinous Citadel, and the demon-god features. Your hand-drawn maps needn't be faithful
Lolth, who is allied with Vecna. The characters can to the originals, and you can alter a map's features
as you see fit. Nor do your maps need to be pains-
manipulate the battle, or they can race straight to
Kas, who eventually reveals the location of Vec- takingly rendered. Omit details that aren't readily
na's ritual. visible (such as secret doors and other hidden fea-
tures) until the characters detect and interact with
CHeprnn 11 Suruueny them. For example, locked doors are indicated on
the maps with dots, but you need not include this
The characters must descend into the Cave of Shat-
detail in your hand-drawn maps.
tered Reflection, where Vecna weaves his Ritual
of Remaking. The ritual is nearing its end, and the Posrnn Mnp
lich-god has created several demiplanes that offer One side of the double-sided poster map shows the
glimpses of the multiverse he is creating. The char- sanctum in Sigil that serves as the characters'home
acters must navigate these demiplanes to find the base for most of this adventure. This map is further
key to entering Vecna's ritual chamber. Once inside, described in chapter 2, but don't share informa-
the characters must stop the ritual, which has left tion with the players that their characters wouldn't
the lich-god in a weakened state. know. For example, the characters wouldn't know
which magic items Alustriel keeps in area 53 of the
RUNNTNG THE ApvENTURE sanctum unless they examine that area carefully.
To run this adventure, you need the fifth edition core The map shows the sanctum as it is before the char-
ruiebooks (Player's Handbook, Dunseon Master's acters arrive.
Guide, and Monster Manual). The reverse side of the poster map has maps
of several dungeons and other complexes the
??'fext characters must navigate during the course of the
that appears in a box like this is meant to be
adventure.
I read aloud or paraphrased for the players when their
: characters first arrive at a location or under specific lrloNpneDLY RE soLU TroNS
circumstances, as described in the text. This adventure sets up a number of encounters for
aa the characters to fight their foes. However, other
The Monster Manual contains stat blocks for most nondeadly resolutions are equally valid ways to
resolve enemy encounters. The characters might
ofthe creatures encountered in this adventure. The
remaining stat blocks can be found in appendix A knock out enemies, intimidate them into running
away, bribe them for information, or otherwise find
or B, as indicated in the text, or in the encounters in
which they appear. creative ways to resolve conflicts. Use your discre-
When a creature's name appears in bold type, tion, and if the characters attempt to resolve encoun-
that's a visual clue pointing you to its stat block as ters without violence, go with it if the story allows.
a way of saying, "Hey, DM, you better get this crea-
ture's stat block ready. You're going to need it." CnenecTER CnneuoN
Spells and equipment mentioned in the adventure Before starting this adventure, consider spending
are described in the Player's Handbook. Magic your first game session helping your players create
items not described in the adventure's text are de- characters. This adventure recommends 10th-level
scribed in the Dun§eon Master's Guide. characters to start, so make sure your players have
appropriately leveled characters before play begins.
l]srNc rHE MAPS Chapter 1 provides instructions for starting this ad-
This book contains a number of interior maps and venture with 7th-, 8th-, gth-, or 11th-leve1 characters.
a foldout, double-sided poster map. These elements
are further described below

I2 tNTn:..]*UC l'lON i L),11-ililli .trl .lli j:. &{t.rll-lt }:lt3l:


rf §

,:

:ir-
i

-
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I ARE
n CÖNOUCTING RITUALS TO §lPxOlt vtcrtr'lS'
*
SECRETS, \VHICH \vILL ruer txg Lrcx's
RITUAL TO

ü
il

ExrsrrNc Cnenecrnns Nnw Cnenecrrns


One or more of your players might want to continue Players might create a 10th-1eve1 character from
playing characters who have successfully completed scratch for this adventure. For ease ofintroduction,
previous D&D adventures, and that's fine! Any char- the character might be from Neverwinter or some-
acter from any campaign setting is appropriate for where else nearby.
this adventure, as long as they aren't higher than If one or more of your players want to create
11th level. characters from more distant lands, use the sug-
The beginning of this adventure takes place in the gestions provided in the previous section for why
city of Neverwinter on the world of Toril (in the For- the characters are now in Neverwinter. If they don't
gotten Realms campaign setting). If a character is already have one, the characters need a reason for
from a different world or is from somewhere else in Lord Neverember to request their help in chap-
that setting, work with the player to devise a reason ter 1, even if it's simply because their heroics are
why that character is in Neverwinter and answers widely known.
Lord Neverember's call for help in solving the disap- Regardless, 10th-1eve1 characters have already
pearance of several nobles. The reason might range had long careers and earned their abilities through
from the magical (an unexpected magical backlash experience. These characters have likely accom-
transports them to the city) to the mundane (a fam- plished impressive deeds, so encourage your
ily connection brings them there). players to describe how the characters reached
lf a character takes a break after their previous 1Oth level.
adventure, consider rolling on or picking an option The 10th-Level Backstories table contains sample
from the Purpose in Neverwinter table, expanding backstories for new characters. Roll on the table or
on it as necessary, to provide a reason the character pick your favorite option when working with your
has come to Neverwinter. players to determine their characters' backstories.

1li i t,i::i.-r{r-iia-:L i}:1 5{.;!.},i l'* i';ll i'df i.-iii. l!§l I3


rorH-LEvEL Bacrsronr rs
Tnn Pownn oF SEcRETS
d5 Deeds Accomplished
Vecna uses stolen secrets to power his ritual to re-
I The character began their adventuring career in- make the multiverse. When the characters stumble
vestigating zombies that rose from a once-peaceful on the cult of Vecna, whose members are trying to
graveyard. Their investigations revealed a cult. The extract secrets from a captive, they gain access to
character fought the cultists and defeated the cult's magic fueled by powerful secrets. The characters
archmage leader. can spend secrets like currency once they receive
2 As a bodyguard for a high-ranking political or busi- Vecna's Link in chapter 1.
ness figure, the character has staved offattacks
Throughout the adventure, the characters can
learn many secrets. Each chapter's beginning in-
from assassins and demons.
cludes a "Power of Secrets" section that lists each
3 The character hunts evil dragons or another danger^
secret that can be used with these rules. The Se-
ous kind ofcreature.
crets Tracker in appendix C helps you keep track of
4 The character is a private investigator who, for the secrets the characters have learned. The Secrets
right price, retrieves kidnapped loved ones and Tracker includes spoilers, so keep it hidden from
recovers stolen documents and items from crafty the players.
villains.
5 The character studies and preserves nonmagical
LnlnxrNc SncBnrs
historical artifacts and has traveled widely in pur- Every time the characters learn a powerful secret,
suit of rare items of deep significance. While se- note.it on the Secrets Tracker' Once the charac-
, .-.- r-^^
cunng r[ems ror rocat museums. tne cnaracter nas
ters learn a secrel. they can't learn it again. When
learns a secret' it counts as a secret
thwarted threats rangingfrom ettins to glabrezus. :-":,t111""r
learned lor the whole party.
6 The character is in the service ofa god and on a

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.

4 ir'r'i ii.allll-l{_r'f l{-"r1\.r I lJ.xNi.rl]lt ta)"j l{t: §.1 :.1 l-.'1'1!'i:.it§}r


characters spend the secret they learn from Kas in LrNrrn ro VECNA
chapter 10 about Vecna's location, they still know
Once the characters are metaphysically linked to
rvhere the lich-god weaves his ritual.
Vecna and can spend powerful secrets. their con-
When a character spends a secret, every char-
nection to the lich-god might manifest in additional
acter in the party gains advantage on d20 ro1ls for
ways, at your discretion.
l minute. For instance, the characters might periodically
The characters might hear the information from
see mental images of Vecna weaving his ritual in
the secret again, but they can't spend a secret more
a mysterious, crystal-filled cave. Or the characters
than once. Ifthe characters share a secret with a
might dream about foreboding Vecnan images,
nonplayer character, that secret immediately loses
including the lich-god's unholy symbol or robed cult-
its power and counts as revealed. It remains in the
ists worshiping Vecna. Reminding the characters
minds of every character in the party, but the char-
periodically about the lich-god's evil plan adds a
acters gain no benefit from revealing the secret.
sense ofurgency to the adventure.
KnnprNc Srcnrrs
When the characters confront Vecna in the Cave of CnarrENGE RerrNcs
Shattered Reflection in chapter 11, they can use any The Stat Blocks by Challenge Rating table sorts
number of secrets they've kept to help thwart the the creatures in this book by challenge rating. It
lich-god's Ritual of Remaking. See chapter 11 for also lists their creature type and where in the book
more details about how secrets the characters kept they appear.
can affect their confrontation with Vecna.

Srnr Blocxs BY CHALLENGE RATTNG


CR Stat Block Creature Type ch apter CR Stat Block Creature Type Chapter
I Warforged warrior Construct A 14 Cadaver collector Construct A
5 Night scavver Monstrosity A 14 Hazvongel Fiend A
5 Kakkuu spyder-fiend Fiend A t5 Creen abishai Fiend A
6 Black rose bearer Undead A t5 Borthak Monstrosity A
6 Moonlight guardian Construct A t5 Deathwolf U ndead A
6 Priest of Osybus Humanoid A t5 Relentless impaler l- ren d A
7 Blade scout Construct A t5 Strahd, Master of Death U ndead B

7 Lost sorrowsworn Monstrosity A House


8 Bone roc Undead A 17 Blue abishai l-rend A

8 lnquisitor of the Tome Humanoid A 17 Hertilod Monstrosity A

8 Star angler Monstrosity A 17 Quavilithku spyder-fi end Fien d A

8 Whirling chandelier Construct A r8 Citadel spider Monstrosity A

9 Blade lieutenant Construct A r8 Cosmic horror Aberration A

9 Lonely sorrowsworn Monstrosity A t9 Red abishai Fiend A

9 Necromancer wizard Humanoid A t9 Raklupis spyder-fiend l- rend A

t0 Eye monger Aberration A t9 Lord Soth U ndead B


a
t0 Mirror shade Undead A r9 Tasha the Witch Hu manoid
il Degloth Fiend A 21 Astral dreadnought Monstrosity A

1t Claive Humanoid 4 21 False lich Undead A

il Spiderdragon Monstrosity A 21 Alustriel Silverhand Humanoid B

il Vlazok Fiend A 22 Camlash Fiend r0


12 Blazebear Monstrosity
^
/-t Kas the Betrayer Undead B

12 Cranite juggernaut Construct A 23 Windfall H umanoid 8

t3 Deadbark dryad Fey 24 Miska the Wolf-Spider Fiend B

t5 Adult lunar dragon Dragon A 26 Vecna the Archlich Undead


IJ Phisarazu spyder-fiend Fiend
^

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VEcla's TERRTFYI NG
^CTlvlTrES,
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CHAPTER 1

RETURN FROM
NEVERDEATH GRAVEYARD
Indrina's Secret. A prisoner named Indrina knows

*ä:L#tx, :§rr,
H ltr=,,i{:*,:;
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

receive Vecna's Link, they can spend secrets using


the Power of Secrets rules. as described in the
introduction.

Lownn-LEVEL AND HTcHER-LEvEL


Cnenacrpns
This chapter is a preamble to the adventure's pri-
mary plot. You can run this chapter for lower-level
RUN Clllprnn characters, adapting it as described below. Ifyour
characters are 7lh,8th, or 9th level, remove crea-
In this discover a cult of
tures as noted in the Creatures to Remove table.
Vecna victims for a ritual in
Additionally, have the marid in area C10 surren-
the Disrupt-
der if reduced to fewer than 150 hit points (rather
ing this and an elfscholar
than 100 hit points).

Cnelru RES TO ReUOVe


Area Remove

c7 Two water weirds

Characters" sidebar for accommodating characters c25 One nothic


of other levels. Ifthe characters are 10th level or be-
c26
low, they gain a level after returning to Neverwinter
from Evernight. Evernight Three ghouls
Awakening
Powrn oF SECRETS
The characters can learn three secrets in this chap-
Ifthe characters are 11th level at the start ofthis
ter applicable to the Power of Secrets rules found in
chapter, they don't gain a level for completing it.
this book's introduction. These secrets are tied to
three NPCs whom the characters encounter in the
Neverdeath Catacombs:

{..t{.Ä.1''l'l.lt I I ilI'!'i,'ti§ fttilli §[V!:--ti]llÄ'1'!{ liRÄ!'t:Lr\*.u r7


GnrrrNc SranrED Lord Neverember confirms that each victim was
kidnapped at night. The victims don't know each
This adventure begins when Lord Dagult Neverem- other, and there appears to be no connection be-
ber summons the characters to his modest vil1a in tween them.
Neverwinter. Several local guards are present, as Lord Neverember funded divinations from the
are three priests of Oghma a god of inspiration, in- House of Knowledge, hoping to find the victims. The
vention, and knowledge from Neverwinter's House priests reported that the mystical trail of the vic-
of Knowledge. tims ends at a specific place: Hallix Mausoleum in
When the characters enter his audience chamber, Neverdeath Graveyard. The priests worry that their
Lord Neverember is busy discussing politics with inability to see inside this mausoleum means that
his advisers. He breaks off the discussion, gives an unknown opponent is blocking their divinations.
the characters a smile of recognition, and says the Lord Neverember asks the characters to investi-
following: gate the disappearances at Hallix Mausoleum. He
promises each character a fine house in Neverwin-
"Creetings, my heroic friends! l'm so glad you came. ter if they can recover the four missing townspeople
I daresay, terrible events are afoot. Specifically, four and bring the kidnappers to justice.
prominent citizens have been kidnapped in the past
NEvTRoEATH GRAVEYARD
several days. May I count on your help in rescu-
Lord Neverember and the priests provide an over-
ing theml"
view of Neverdeath Graveyard, which contains two
sprawling, connected cemeteries: the Main Grave-
Lord Neverember describes the kidnap victims yard and the Pauper's Graveyard. A thick stone wa11
as follows: separates the crypts of the wealthy from the graves
of the poor.
Eldon Keyward is a highly knowledgeable scholar
The Main Graveyard holds several mausoleums,
who specializes in the Outer Planes.
some with expansive underground chambers. The
Indrina Lamsensettle is a human actor who moves
Pauper's Graveyard features numerous simple
in Neverwinter's highest social circles.
headstones, but a few civic-minded citizens funded
Sarcelle Malinosh is a human wild-magic sorcerer
communal catacombs when the graveyard was
who plumbs the mysteries of the Outer Planes.
first built.
Umberto Noblin is a gnome historian who has writ-
ten books on various deities.

Txe cuLT oF VEcNa xas KroNApPEo


NEveRwrNrEn: EuooN Kevwaao, INoRTNA
SancErle MarrHosx,

&

ä
,
f

a\

i
&
',il 1
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.

C1' Herux MausorsuN{ C3, UNnvEN CHAMBER

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
z
chain and a padlock that hangs offthe door. just enough room for a door painted with an eye.

llltr!FTE{i 1 i ilIT-r,IR}i lil{{}i,tr 11-l. 1,jt i{ll}iÄ"l }1 CB \\ f 1'.iR U I9


Nrvrnnmrn
0rncours
lSquare=5Feet

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

2O {.ltÄPTl,R I i }?.t""1'll l{}i }ri{{]Li :\'i:\'IliiJaAl'l-t i.l}lÄVI!YÄR:)


The for one indifferent
,-,i their self-defense.
in the Guild,
"rain" Elr:ruentals. so
whose they remain
spellcasting power was stripped during a recent ex- Determined
,- uf S1O11 to a distant plane. Until her magic naturally Elementals rise to attack anyone other than cr"rltists.
:alurns , Sarcelle has the game statistics of a neutral The water weirds consider the water elemental their
mage without Spellcasting. She responds to some leader. If reduced to fewer than
questions with cryptic-sounding predictions, but she water elemental retreats to the
:ries to keep this irritating habit in check. any surviving water weircls.
Sarcelle wants help freeing herseif; she explains
:hat without her magic, she feels uneasy and would

following from it:

showed her a of a dreadful future. She


saw the off the
nearby rooms.
ground, himself in
Neighbor. A fish-headed creature named
then screamed
Shanzezim lives in area C10.
Prisoner. The cultists locked a sma11 (rreature ln
adjacent room (area C11).
n'ho interacts
14 Wisdom Treasure. A silver bracelet set with seven
about what's up- diamonds fe11 to the bottom of the hasin. It's
worth 150 gp.
secret for
found in

C6, Suppry Rootvr


q

Stone shelves in this room contain boxes and bags. A


I

few crates are stacked against the wall.

The cuitists emptied this servants' crypt to store


supplies such as lantern oil, chains, and manacles.
Treasure. Among the supplies are two Potions of
Poison labeled "Healing Use Only."

C7, FouNrarN RooM


If the characters minimized the water pressure in
area C8, omit the first sentence when reading aloud:

Rusted pipes run along the walls and ceiling, and


water flows from nozzles in the ceiling pipes. In the
center ofthe room is a deep stone basin that's set
into the floor and filled to the brim. The surface rip-
ples, revealing several watery creatures inside. To the
south, a closed door is padlocked.

See area C11 for more information about the pad-

i,;l:1,l,ii:.! i rrliir ltl t-til)L: tii-1a.Rillr,\t';i {tir,.1!:l1.rrE j.) 2I


i\,1nNY t:r Vtr*l': auLlrrrt rN C9, CrocrwoRKArcovB
Nrvrn*rl;r GBevgvnpr BaÄIt tAT'rocs
?iRusty standpipes and interlocking cogs cover the
I
: walls ofthis small alcove.
ö§
The cogs here are jammed together and don't move.
Whatever mechanism they connect to is inoperable.
Secret Doon One cog on the north wall doesn't
connect to anything else on the wal1 around it. A
creature must succeed on a DC 14 Intelligence
(Investigation) check to find this loose cog. When
turned, the cog causes part of the wall to slide away
as a secret door. The cultists aren't aware of this
door. The smal1 passageway beyond ends at another
secret door that is easily spotted and opened from
inside the tunnel. It leads to area C2.

C10' IupnovlSED Wonrsuop

Rubble chokes the southeast corner ofthe room,

fish-headed creature wearing exquisite silk finery care-


fully examines the tiny parts.
C8, Eas'r Pnrssunr Roou
The creature is a marid named Shanzezim. The
Pipes along the south wall of this room disappear into
marid was bound by the Waterclock Guild and can't
the walls near the ceiling. A complicated series of cogs leave the crypts belonging to that organization, even
and four hand-turned wheels connect to the pipes. though Shanzezim believes the Waterciock Guild
has been defunct for years. Not quite ready to test
the binding to make an escape, the marid spends
The wheels control the water pressure through the
time here trying to reassemble one of the Water-
pipes, but they lack gauges to show how turning the
clock Guild's most intricate clocks.
wheels affects the pressure. A character can deter-
If the water elemental in area C7 fled here, it in-
mine that the water flows west, as well as how to
formed Shanzezim about intruders in the area, so
maximize or minimize the water pressure, with an
the marid attacks right away to drive off the charac-
hour of trial and error. A character who succeeds on
ters. Otherwise, the marid asks the characters what
a DC 16 Intelligence (Investigation) check discovers
they want. If a fight breaks out, the marid surren-
this information in only 10 minutes. Alternatively,
ders if reduced to fewer than 100 hit points or if the
the marid Shanzezim in area C10 can describe how
characters insist that they aren't with the cult.
to work the wheels.
Shanzezim's Lore. If the characters talk to the
Minimum Pressure. If the characters mini-
marid and reassure Shanzezim they're not part
mize the water pressure, the nozzles in area C7
ofthe cult, Shanzezim offers the characters a
stop flowing.
gold-colored flywheel from the disassembled c1ock.
Maximum Pressure. If the characters maximize
The marid is chatty and can share the following
the water pressure here and in area C12, the basins
pieces of information:
in areas C14 and C15 start to overflow. After 10
minutes, those areas become difficult terrain due Clock Assembly. Shanzezim decided to reassem-
to flooding. Five minutes after that, the denizens ble a mechanical clock the Waterclock Guild left
of area C14 come to investigate areas C8 and C12, behind. The marid believes the thousands of
bringing along both ghouls from area C17. The cult- parts are all here and reassembly shouldn't take
ists shout about "teaching those meddling elemen- more than another few years. The length of time
tals a lesson" as they arrive, allowing the characters doesn't bother Shanzezim. since the marid en-
time to set up an ambush or another ploy. joys the work.

1-. 1i .:! l'a i§ 1 I !llilUltr'l i:li'i}L] \l.tl"Rl]1":1'!'l{ L;1.::11:i:Yħl}


Txe manro SxnNzezru rs BouNo ro rHE

cLocKS IN AN IMPROVISEO \VORKSHOP.

a
t
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.

Beyond the Rubble. It takes several days of labor


to clear the rubble so creatures can pass through it, lVater leaks down the walls of this cell and pools on
but Shanzezim is right about there being nothing the floor near a rusty drain. A dejected gnome sits on
relevant beyond it. If the characters are determined a sodden mattress in one corner.
to explore the other Waterclock Guild chambers,
you can invent water-themed or clockwork-based
Umberto Noblin is a gnome historian who is eager
denizens and traps for them to encounter.
to escape Neverdeath Graveyard. Umberto has the
Treasure. The clock parts include a gold-colored
flywheel that isn't a part of the ciock Shanzezim is

irt"t,1, I,'{'uH I I ttrl ilä:i .!r.irl{ h!.\'llll-l}::Al'it r_;}iAYl.Yrilil} ?3


game statistics of a lawful neutral mage without C12, Wrsr PnBssunn Roou
Spellcasting.
Umberto's Secref. Umberto knows that cultists
Pipes climb the north wall, disappearing near the
of Vecna are his kidnappers, as he's one of Never-
winter's preeminent experts on Vecna's history. He ceiling. A complicated series of cogs and three hand-
initially keeps his expertise from the characters lest turned wheels connect to the pipes.
they think he's in league with the cult.
To keep his mind off of the nightmare of his cap-
The wheels control the pipes'water pressure. As in
ture and imprisonment, Umberto focuses on com-
area C8, a character can determine how to maxi-
plaining about the poor cuisine. If the characters
mize or minimize the water pressure with an hour
free Umberto and share some tasty food with him,
of trial and error, with 10 minutes of trial and error
he reveals his expertise in Vecna's history. Umberto
if a character succeeds on a DC 14 Intelligence (In-
especially likes food created with or by magic, such
vestigation check), or with Shanzezim's instructions.
as berries from the Goodbety spell.
Minimum Pressure. Minimizing the pressure
If Umberto reveals his role as a historian of Vecna, here doesn't affect the nozzles in area C7.
it's all he can talk about. He discusses his latest
Maximum Pressure. If the characters maximize
ciandestine research project: the ancient rivalry
the water pressure both here and in area C8, the ba-
between Vecna and his treacherous lieutenant, the
sins in areas C14 and C15 start to overflow (see area
vampire Kas. The historian has kept this research
C8 for more information).
to himself so other scholars don't beat him to pub-
lication; Umberto knows he's a slow writer. The C13, Werr CnossrNc
gnome's chattering should be endearing rather than
imitating, and you can use Umberto to impart basic
This small room appears to be a crossroads between
history about Vecna and Kas as described in the
introduction. different parts ofthe graveyard. Steep stairs descend
Learning about Umberto's secret research topic from the east and west sides of this room. Four bells
counts as a secret for the purposes ofthe Power of of different sizes hang from leather cords affixed to
Secrets rules in this book's introduction. the ceiling.

This room is set into the wall separating Nev-


erdeath's Main Graveyard and Pauper's Graveyard.
This room lets the cultists pass between the two
graveyards without venturing aboveground.
Arriving cultists ring specific bells in a predeter-
mined pattern, based on their rank, so cultists in the
common room (area C14) can prepare an appropri-
ate welcome. If the characters ring the bells without
knowing their significance and patterns, the cultists
in area C14 are alert to trouble.

C14, CouuoN RooM

A neutral evil mage and four neutral evil cult fanat-


ics occupy this room. The mage, a sneering, human
bully named Oxtu, insists the cult fanatics call him
: -r:r, .r k,.,,-..", by his formal title of "Teeth of Vecna." In turn, he i.:

refers to them as "Memories of Vecna," their rank.


Oxtu likes to describe violent methods of coercing

24, r.i.i:!,!'ii.il 1 I t!.-ll-:lil''-:r11.::.ll ,!,:t:r.ltt)a-l eI!-i ijfi:11.:ii"!!ll)


on Secref
pris- rotates,
lner short tunnel
character who
natics try to 's spells, but onaDC15
Oxtu makes to exclude them. The cultists secret door and the means to open it. The mages
all fight to the know about the secret passage, but none
A Noisy Fi§hf. Loud noise here rouses the two fanatics do. At the far end
:rages dozing in area C16. another secret door easily
Unholy Basin The cultists desecrated the basin inside the tunnel.
b1'placing iconography ofVecna above it. Creatures
rhat aren't devotees ofVecna that drink from the C17, Lrnxenv
basin succeed on a DC 17 Constitution saving
throw or the poisoned condition for t hour
Cultists oftrue devotion from
their
shelves are crammed with books, scrolls, and folios.
trom
Four robed cultists stand near the south shelves
come in
demand instructing two ghouls to tidy up the books.
A stone coffin rests against the north wall, its top
c15, carved to look like pages ofan open book. Engraved
on the book's pages is a name: Ayren Criffynstone.
This small crypt has been converted into a kitchen.
Dirty utensils soak in a large basin to the east. A stone
Four chaotic evil cult fanatics are supervising two
coffin serves as a firepit; the coffin's Iid has been ghouls trying to reorganize the jumble of books the
repurposed as a table, which bears platters of dried cultists brought to this tomb. The library belongs
rruit, nuts, and meat. to Ayren Griffynstone, a human Neverwinter histo-
rian. The room hasn't fared well in the graveyard's
upheavals, and the uneven floor makes this room
This kitchen remains empty except during meal-
diffrcult terrain.
times, and no one bothers to keep it clean. Remov-
As Vecna is a god of knowledge as well as secrets,
ing the utensils from the basin reveals a wide drain.
the cultists all contributed their personal libraries
C16, SUnTEADER Quanrnns to this collection. Each of the cult fanatics has their
own ideas about how this hodgepodge of
works should be organized, SO the ghouls labor un-
Bones in nooks along this wall were pushed aside der constant streams of conflicting directions
to make room for folded robes and other personal
effects. Four narrow cots lie againsi the north wall. A
robed human and a robed elf each rest on a cot.

Two neutral evil mages, an elf man named Hannel


and a human woman named Algra, rest here. They
are surly, taciturn zealots who venerated Vecna in
secret for decades before joining the cult. They love
exercising their authority ovef junior cultists. Each
weafs necklace of human teeth 1n honor of their another secret door easily spotted and opened from
tities within the cult hierarchy AS "Teeth of Vecna. inside the tunnel.
They each carry a key to the prisoner ce1ls (areas Tteasure. sinister
C ( c11 C1 8, and c20). of which are includes a few
The mage are quick to fight if they spot intrud
ers They
are pfove
their worth to the cult, even if it means fighting to
the de ath.
'..
,trr,lls'
:,,.

"ä''::r,i.

VEcNAN cuLTtstS (EEP REPOSITORY


OF INFORMATION ANO SCROLLS IN
MAI(ESH I FT LIARARV IN THE CATACOMBS.

- r{.{*Ya
*

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-
I
i
,
small heap of filthy blankets. 1
dom (Perception) check finds the secret door and
I
6 d
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
i
;:i
i and a silk scarfwrapped around her face. I

*Ä :

26 i.rii,r.i il:.it I llli:'t'l.lit:-r itii)l; §t.?i::Hiiri.rr.'i't''i i.llq!!1,Y.(lit.]


actor named Indrina Lam- C22' LernrNn
! ?
though she's
This filthy Iatrine is merely a deep pit with a few I
j
she escapes i
Indrina dreams of returning to her estate, cleaning boards across it. The siink is overpowering.
a I
-rp, and dousing herself in perfumes. She doesn't
know anything about Vecna or what the cult has in Secret Door. The north wall of this disgusting
store for her; she believes that Lord Neverember is room swings aside when a particular stone is
cehind her imprisonment. Indrina has the game sta- pressed. A character who searches the room and
ristics of a lawful neutral noble but is unarmed and succeeds on a DC 15 Intelligence (Investigation)
unarmored. check finds the secret door. All the cultists know
Secret Doon Part of the south wall swings aside about this secret door and open it from time to time
ri hen shoved. The short hall beyond leads to the to waft the smell into Indrina's cel1 (area C20).
Latrine and smells even worse than Indrina's ce1l. A
character who searches this room and succeeds on C23, Connrnon
a DC 18 Wisdom (Perception) check finds the secret
door. Indrina doesn't know the door is there.

i A shufiling cultist bearing a vacant expression
'I moves
Indrina's Secref. Indrina collected information i

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.

C21, HaUNTED RooM


The outside of this door bears a large "X" painted
on it in red.
?

Several urns lie shattered across the floor ofthis room


:

amid heaps ofash and bone dust.


:

The cultists disturbed two wraiths bound to the


urns while ransacking the room. The cultists
quickly retreated and haven't been back. The
wraiths emerge from the dust and ash when anyone
opens the door, shrieking, "Vecnans, die!" Theyvent
their rage on nearby creatures, preferring to attack
cultists. The wraiths fight until destroyed.

lrunerr.l,t
L'\MstsN5E I i Lt

C §A IITIlI t{§?u l{ N &{l t{ sl nv Ii it li l: ÄT t'{ üli.d\,'11,Ä R ü


C25, LBanER's RooM

This Iarge room has been furnished to resemble a

cozy bedroom and study. Stooped over a desk and


scribbling furiously on a parchment is a gaunt, robed
human man. Standing next to the desk is a one-eyed,
bipedal horror with spikes growing out of its back.
Tapestries depicting feasting undead creatures hang
on the wall.

The cult's leader is a neutral evil, human necro-


mancer wizard. (see appendix A) namedJerot
Galgin. A loyal nothic assistant named Maszundrin
never leavesJerot's side. A devotee ofVecna,
Maszundrin learned Common while lurking in the
catacombs for decades and considers the cultists
vital servants of the lich-god.
Jerot is an aristocrat who has iived his entire life
in Neverwinter. He has built his deep faith in Vecna
and vast necromantic knowledge over many years,
right under the noses of his peers. He's engaging in
this current research while his friends and family
believe him to be on an extended trip to Waterdeep.
Jerot considers his secret life as a cult leader, or the
"Thought of Vecna," to be yet another way to honor
his evil patron.
Jerot is reflning the ritual occurring in the Sac-
The Vecnan cult leader,Jerot Galgin, used a dread- rifice Gallery (area C26) and is too focused on his
ful ritual to drain the cultist of her knowledge and work to be distracted by combat elsewhere in the
vitality. This cultist, as well as other people whose catacombs. He trusts his minions to handle any
secrets the cult have sacrificed to Vecna, has the trouble. If intruders reachJerot's personal chamber,
game statistics of a zombie. The cultist is a Human- he commands the nothic to enter melee while he
oid rather than Undead and isn't immune to poison fights from a distance, summoning Undead defend-
damage or the poisoned condition. She is dressed ers if the nothic falls. Jerot fears exposure more
like the other cult members and doesn't attack any- than anything else and thus fights to the death.
one dressed like cultists. Jerot's Papers. Jerot's notes on the ritual describe
Made an Example. Raina Kairls was caught draining and sacrificing a victim's secrets and
planning to betray the cult to Neverwinter's guards. knowledge to Vecna. His notes illustrate the first
Jerot flrst tested the sacrificial ritual on Raina and test of the ritual, which used a disloyal cultist as the
thinks she serves as a useful reminder of the price victim. tror his future attempts, Jerot has chosen
of betrayal. townspeople from Neverwinter whom he believes
have particulady meaningful secrets. Their secrets
C24' ErraprY CRYPTs are the cultists' best offerings to Vecna.
* A character who examinesJerot's notes and suc-
This narrow doorway Ieads into a small, empty crypt. ceeds on a DC 14 Intelligence (Investigation) check
I
l
a
finds mention of magical phenomena called "Crev-
ices of Dusk" that sometimes appear in Neverwin-
These four rooms are empty. ter. The notes indicate that these magical gateways
connect to a plane populated by Undead, but it's
clearJerot doesn't know much more than that. His
notes indicate his resolve to learn more after he fin-
ishes his current experiments in stealing and offer-
ing secrets to Vecna. 7

28 LIiAal'ER i i tt-:'IU *i+ lx.{)&1 NI i§IitiÄ]-}t r.ik-{1'}:Yħ$


Secref ghoul ta1l. proud, Kendri Nex.
-nceals a toa The five nothics intruders on
:nnel b foom C16. A character sight. Kendri uses her magic defensively, retreating
'.',
ho searches succe eds on to the room's floor if pressed. Kendri carries keys
:-DC 10 Wisdom (Perception) finds the secret that uniock all the prisoner cells (areas C5, C11,
-,,or. Once inside the secret passage, a character C18, and C20), but if the characters haven't already
:n easily spot and open the secret door at the op- rescued the other prisoners, they might not have the
- ,site end. chance to do so, as the encounter likely ends with
r-. 26r SacuFrcE Gerluny

This enormous room features raised galleries at the


east and west ends. Six chanting figures ring the east
aallery, their hands raised toward a spherical cage

",anging from the 30-foot-tall ceiling. The ritual's


eader chants from the west balcony, surrounded by
--nched, one-eyed creatures with knobby hides. A
:e,rified elf struggles in the dangling cage.
cage can open its door as an action.

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:

A riot of silvery-purple energy fills the room. You feel a

sense of space tearing open-then you're falling, and


everything goes dark.

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:

Around the world and across the planes, you perceive


innumerable cults of Vecna. They snatch away people
and strip their secrets in rituals like the one you
stopped. Behind them, the withered form of Vecna
gathers the secrets like threads, adding them to a
glowing sphere of hidden knowledge in some impos-
sibly distant place. The vision fades into darkness,
leaving only Vecna's glaring left eye.
§ioclr Keyxn**
LrNr ro VncNR Eldon's Latest Imprisonment,ln addition to the
open coffrns for each character, the grave pit con-
The characters each gain a metaphysical link to
tains another coffin wedged into the dirt and nailed
Vecna, which follows the rules for blessings pre-
shut. Eldon Keyward is confined within it.
sented in the Dun§eon Master's Guide. Vecna's Link
Eldon grunts for aid and pounds at the wood. Un-
is the result of feedback from the interrupted ritual.
less a character uses an action to open Eldon's cof-
Vecna is unaware the characters-or anyone, for
fin, he kicks a side panel free and squirms out after
that matter-are linked with him, so the god has
1 minute of effort. If the fight with the ghouls is still
rro reason to sever the tie. The link can manifest as
going on, Eldon helps as best he can.
subtly or as obviously as each player wishes, from
Once the fight is over, Eldon shares the following
the sensation of a specific smell when the character
information, either all at once or in fragments:
thinks of Vecna to a loud noise only they hear when
the lich's name is uttered.
"Very bad, but not surprising. l don't know ifthe
Vecna's Link.You gain a special intuition for secrets. You have
advantage on Wisdom (lnsight) checks. ln addition, you can cultists planned to send us here, but here we are.
use an action lo casl See Invisibility without expending a spell Neverwinter has cracks between our world and the
slot. Once you cast that spell in this way, you can't do so again
Shadowfell-Crevices of Dusk, they're called. Planar
until you finish a long rest.
travelers sometimes slip through.
When the characters acquire this link, remind them "We're in a nasty city called Evernight. lt's an
about the Power of Secrets rules. Allow them to
evil echo of Neverwinter, populated by undead. We
spend any secrets they've gained so far as usua1.
arrived in Evernight's graveyard because we left from
EvnBNrcrrr Neverwinter's graveyard.
Evernight is a forlorn metropolis in the Shadowfell. "There's no evidence of the crevice we came
It has geography similar to Neverwinter's, but it through. lt doesn't surprise me that it's gone; stable
presents as Neverwinter's dismal opposite. The sun crevices are rarer than spontaneous ones. But we
never shines on Evernight, and ash-laden fog rises need a stable one to get back to Neverwinter.
from lava flowing through the city in place of Never-
"We shouldn't spend a lot of time traipsing through
winter Riveq choking the city.
an undead-infested metropolis, hoping to stumble
Whiie Neverwinter is filled with living creatures
trying to build a better future, Evernight is popu- across a gateway to Neverwinter. That feels unsafe.
lated by Undead-primarily vampires and ghouls- Maybe we should ask around inconspicuously. There's
who prey on each other and on travelers. a market east of the Neverwinter Craveyard, which
Evernight is a crossroads of trade in the Shad- means it's likely there's a market east of Evernight's
owfell and hosts numerous markets, including graveyard, too. But we should be careful."
the lively Corpse Market. There, undead mer-
chants trade in the bodies and blood of the dead-
sometimes, the very recently dead. The characters have little to go on other than El-
don's suggestion. Other explorations of Evernight
EvEnurcHT A\MAKENTNG are both dangerous and fruitless, so you should
Since the characters were underground in Nev- eventually steer the party back to the market even if
erwinter's graveyard when shunted to Evernight, they venture elsewhere.
they're similarly underground in Evernight's The characters don't have other encounters as
graveyard. they make their way through Evernight's graveyard,
Each character appears within an open coffin. though they hear howls and cries through the fog
The coffrns are jumbled near each other in a large, that let them know the graveyard isn't a safe place
10-foot-deep grave pit. to linger.
Twelve ghouls prowl the area around the party's Eldon's Notebook.If the characters found Eldon's
grave pit. Characters in the grave pit hear the hun- notebook and return it to him, he's grateful and im-
gry shouts and slavering of approaching ghouls, and mediately starts adding notes about the Shadowfell
you can further ramp up the tension by concealing and Evernight.
the total number of ghouls until a character emerges
from the pit to look around. The coffin-filled bot-
tom of the grave pit is difficult terrain. The muddy,
sloping sides require a successful DC 10 Strength
(Athletics) check to ascend, but moving down them
doesn't require a check.

3O a. :l ..if'l'i"1r. t I lliTUlll,l t ft{i1l :'iE1iL}tLlirÄl'lt i.it.!\-lY.\RlJ


,l
n-

Evrprurexr
rxg SxnoowrELL oF THE clrY tt' ,

Txe suN l'tEvER


tt
ANO ASHEN FO6
,J

-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:

"l am Sangora, proprietor ofSangora Sanguinaries.


Everything in the market exhibits pale, subdued
You're not likely interested in a cup of warm blood,
colors, but the atmosphere is lively as ghouls, skele-
tons, and vampires meander from stall to stall. but perhaps you need something else? Something
more ephemeral, like directions) Or knowledge) l've
Tnn MenrET's GooDs been in this city a long, long time."
Goods for sale in the Corpse Market include ghoul-
ish remains intended for consumption, such as
lingers pickled in brine, jars of blood, and wrapped Sangora is a centuries-old vampire with sunken
organs. Shops sell bouquets of dead flowers, frayed eyes and a shock of long, white hair. She is inquisi-
burial finery, jewelry displayed on severed hands, tive and happy to gossip.
elegant canopicjars, and the like. If the characters don't seem inclined to speak with
Sangora, Eldon blurts out a question about finding a
Manrrr Crrrurnr,n Crevice of Dusk.
The Corpse Market occasionally sees living visi- Sangora sells information at a higher profit than
tors, though the characters are the only ones pres- she sells blood, and she's full of useful tidbits about
ent now. If the characters don't attempt to hide or the city. She charges 20 gp lor each question she

iii!,1I]'t. i i Id[']'Ul{tl .l E{J,\'i !l l:\'}aliI}IA'1 H {tli.r!l/gY,{. l{l} 3i


DoTTNDAR Tonan
' The party's best next stop is the Dolindar tomb, in a
part of Evernight's graveyard the characters haven't
yet seen. When the characters are ready to explore
the Dolindar tomb, Sangora can point the way.

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

able to use them due to a family curse. They were


miserable and lonely in iife. Z
§

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82' Herr Crypt Cleaner. The Dolindars hired Newmy and


paid her several lifetimes of wages up-front to
keep their tomb clean shortly after the tomb was
Upright slabs are set into the walls of this large burial
built-more years ago than Newmy can remem-
chamber. Each slab is carved with the faded likeness
ber. When Newmy died, she returned as a ghost
of a different robed human above indecipherable writ- to continue her duties for as long as she was
ing. One of these slabs is blank with a piece of paper contracted.
stuck to it.

The lesser-known Dolindars are interred here,


buried in the alcoves behind the slabs. The images
of the dead and their names have worn away. If the
characters open these slabs. they find only dust and
bones inside.
The piece of paper is on a slab in front of an open
nook that never held a dead Dolindar. Instead, a
ghost custodian named Newmy lives inside. She's
affrxed a piece of paper with "Newmy's Room" writ-
ten on it in Common. If anyone approaches the slab,
Newmy pops out, sputtering apologies.
Newmy is a lawful neutral ghost who was once
a moon elf. She can cast Prestidisitation at will.
Newmy isn't quite five feet tall, and she has frizzy
blue hair and pale skin shot through with blue
veins. She's not interested in fighting, since fights
make messes.
Talkin§ with Newmy. Newmy would rather talk
than fight. She shares the following points:
1
83, Losr DolrN»ens The door unlocks when the correct combination is
input. (Pushing a second letter in the same word
doesn't do anything.) The correct combination,
Two stone coffins in this room have been broken
which causes the wall to slide aside, is to push the
open, littering the floor with rubble and dust. A crea- letters spelling ALONE in this order:
ture with too many arms and spikes in place of hands
Ain DOLINDAR
taps at the room's walls.
L in WORLD
OinTO
The Dolindar siblings buried here were warped into Nin NO
two lost sorrowsworn (see appendix A). A visible E in RETURN
sorrowsworn shrieks in rage and attacks anyone If the five words sink into the wall in the wrong
she can see. A second sorrowsworn is resting inside order, or ifthe wrong letters are used to push them
one of the broken comns, initially out of sight but in, all five words reset with a wave of painful lone-
quick to join his sibling in a fight. The sorrowsworn liness. Creatures in the room must make a DC 16
fight until destroyed. Charisma saving throw, taking 22 (4d10) psychic
Treasure. The rubble includes the nameplates damage on a failed save or half as much damage on
that once adorned the coffins. One reads, "Nolan a successful one. Ifthe characters have a hard time
Dolindar, Beloved Brother" and the other reads, figuring out this puzzle, Eldon gives them hints.
"Evisha Dolindar, Beloved Sister." Each silver name- Eldon stays at a safe distance from the trap and
plate is worth 75 gp.
doesn't take damage if it's triggered.
84, V,tur,t The first time a character pushes the tiles incor-
rectly, they see a small mechanism below the phrase
"NO WORLD TO RETURN." This mechanism is
This vault contains six pedestals, each bearing i
I a lock. As an action, a character with thieves' tools
l
trea s u re.
l
can use them to try to pick the lock, doing so with a
i successful DC 16 Dexterity (Sleight of Hand) check.
Picking the lock has the same effect as solving the
Carvings encircling the base of each pedestal read,
puzzle, granting access to area 86.
"What good are treasures when home is denied?"
Treasure. The following Dolindar family trea- B6' MarnrARCH's Cu,tunnn
sures sit atop the pedestals:
. 2,200 gp in neatly stacked piles On the far side of this room rests a stone coffin.
. A golden helmet worth 280 gp Between the door and the coffin, the floor is studded
. A Drift§lobe with a map of the gate towns of the
with a sharp metal blades. A person-shaped figure
Outlands carved on it
. A Necklace of Adaptation bearing the inscription with elongated arms lurks near the coffin.
"My breath is yours, Kevetta-take it"
. A book titled Ouf of the Endless Pflson, outlining Isolation warped the matriarch of the Dolindar
methods of escaping the prison-plane of Carceri, family, Kevetta, into a lonely sorrowsworn (see
worth 500 gp to a planar scholar (such as Eldon, appendix A). She remains near her coffin and uses
who promises to buy the book once returned to her harpoon arms to attack anyone who enters the
Neverwinter) room. She fights until destroyed but doesn't pursue
. A snow globe containing a miniature replica of the foes who flee.
city of Neverwinter, worth 350 gp Blades. The blades on the floor are difficult ter-
rain. When a creature moves into or through the
85 PvzzrE DooR
blades on its turn, it takes 5 (2d4) slashing dam-
age for every 5 feet it travels. A character can use
The door in the east wall of this otherwise empty an action to pull a lever behind the stone coffin to
room bears the inscription "DOLINDAR" above "NO cause the blades to retract into the floor or to raise
WORLD TO RETURN." Every letter of each word is set them again.
into the wall on a separate tile.
In the Coffin. Kevetta's coffin still bears her
name, but not her body. Instead, the coffin's bottom
is a roiling swirl of silvery-purple energy. Eldon
The door is sealed with a puzzle that requires push- confirms what the characters might guess: this is a
ing the right letter tiles in sequence. A pushed letter Crevice of Dusk leading to Neverwinter.
makes its whole word sink into the door with a click.

34 {.ir{.Jii'l-.ilR } i.{{li't'uE}] tfit{J,\,1 ]\it.r/gitt}i:Äl'}t {;ttl1!"t.y.{il§


#-'=*-. =

!.1

Txe uarRraRcx Xeverta DorrNoan xas

at

Creatures and objects placed into Kevetta's coffin "lMHer's lrlnxr?


appear in a dusty, nondescript tomb in Neverwin-
ter's Pauper's Graveyard. The name on the tomb is
Apart from a few loose ends, the characters' adven-
illegible due to advanced age, but the carved phrase ture is over when they return to Neverwinter. Grate-
"Home Again, To Rest Forever" is barely legible
ful that the characters have ended the kidnapping
threat, Lord Neverember rewards each character
above the tomb's doorway.
with a large house in Neverwinter. These houses
Tlrn Curr Scerrnns can be adjacent to each other or spread around the
city, as the characters prefer-Neverwinter contains
Though any remaining cultists believe they've suc-
a considerable number ofvacant residences. Lord
cessfully stolen Eldon's and the characters' secrets,
Neverember also pays for a small army of construc-
it doesn't take them long to realize the significance
tion workers and renovators to restore the houses.
of the characters' presence, which implies that im-
The rescued nobles and their families are grateful
portant figures in Neverwinter know about the cult.
for the characters' efforts and give them 9,000 gp in
The cultists flee Neverwinter shortly after the rit-
total as a reward.
ual's abrupt end. By the time the characters return
Although this chapter is concluded, each character
to the catacombs, the cultists are gone, along with
retains their Vecna's Link. Unknown to the char-
any loose treasure. Other monsters such as the de-
acters, they are about to become embroiied in the
mons and nothics might still lurk in the graveyard,
rivalry between Vecna and Kas.
but they don't know anything about what the cult is
If the characters aren't yet 11th level, more adven-
doing or why the cultists departed so suddenly.
ture awaits; there's no end of work in a frontier city
Before scattering, the cultists murder any kid-
such as Neverwinter. Alternatively, you can award
napped townspeople the characters didn't free
the characters a milestone level-up and move ahead
from their cells. After all, the cult needs to keep
with the action of the next chapter.
its secrets.

{.r:Ä}1'f r! t l ttl-,1'i.r tt}. }§.ü&{ }iIlVt:i)-l}t Al !l a.lil qi'}:Y{&t.} 25


.§{-

'a

rllusrnreu aruir lasxa oEspER^TELv cngr a Wt5x 5pELL To


TRy ro srop VecNa's LvrL pL^N. Monorrlratrqer.t, vHo ts
Kas rl orseurse, sEcRETLy sABöT^6Es rHE spELL.
t C HA P T E R 2

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:

1.1Ili Ä l) l'l:lE ii l'l':'{ lr: t! I 1."A ltt.r; RU äl


"§.:
adventures, or each character could have gone period of investigation, Alustriel discovers the so-
their own way. bering truth: using stolen secrets, Vecna and his
If the players aren't sure or you'd like to offer them cults have siphoned incredible amounts of power
suggestions, consult the Interim Events table be- from individuals throughout the multiverse. Worse,
low. Choose your favorite result or roll randomly as Alustriel eventually stops detecting these activities,
you see fit. leading the archmage to believe that Vecna plans to
unleash this power for a heinous purpose. Alustriel
lrurrnrM EvENTS realizes this could unravel the entire multiverse, ele-
d5 Event vating Vecna and cowing all others to his will.
I Determined to find answers about what happened
THn AncHMAGES' DnspnnarroN
to them, the characters worked as protection for
gravediggers in Neverdeath Craveyard. They fought Determined to oppose Vecna but unsure how the
undead, grave robbers, and sometimes even devils
lich-god intends to unleash his amassed magic, A1-
who served evil cultists.
ustriel contacts her most powerful allies. Answering
her call are the archmages Mordenkainen and a
2 Hoping to put their Neverwinter experiences be-
version of Tasha from Oerth, though Alustriel and
hind them, the characters hopped on a ship to the
Tasha don't yet know that Mordenkainen is Kas the
Moonshae lsles and escorted traders around the Destroyer in disguise. These Wizards Three retreat
Sword Coast area. They fought privateers and oce- to a sanctum Alustriel keeps in Sigil. Using their
anic monsters in their bid for high adventure. combined magic, the archmages weave a tr4ll'sfi spell
3 The characters became obsessed with the cult of in hopes of sabotaging Vecna's accumulated power
Vecna, researching it in prominent libraries and and defusing his ritual.
memorizing historical accounts of its activities. As Instead of any expected effect, the lzWsrl spell
a result, they know everything the Wizards Three shunts the characters to Alustriel Silverhand's Sigil
tell the party about Vecna except his attempts to
sanctum, as explained in the "Surprise Develop-
ment" section later in this chapter. With time of the
re-create the multiverse.
essence and the archmages weakened, Mordenka-
4 Sobered by their experiences, the characters passed
inen suggests a desperate contingency plan. The
the time peacefully in the houses Lord Neverember
characters could use the fabled Rod of Seyen Parts
granted them in Neverwinter. Adventure became to stop Vecna. The rod's seven pieces are scattered
less of a priority as they settled into domestic life. throughout the multiverse, but Mordenkainen
5 Obsessed with the concept of the multiverse, the knows where the first piece is located.
characters studied the realms that make up exis.
tence, traveling between them to learn more. As a Tnn Srcrr SeNcruu
result, they know everything the Wizards Three tell Hundreds of years ago, Lady Alustriel of Silvery-
the party about the planes where the pieces ofthe moon needed a secure place to conduct sensitive
rod are located. magic work and research. After discovering a por-
6 Hoping to put their experiences behind them, the tal from Silverymoon to Sigil, Alustriel traveled to
characters accepted a call for heroes to confront a
Sigil. There she spent decades creating a private
sanctum around the portal.
murderous young red dragon named Rhagaermati
Alustriel magically fused the portal in her sanc-
in the wilds outside Myth Drannor. They are fighting
tum with a Well of Many Woilds, destroying the
the dragon when they experience the events de-
magic item in the process. As a result, the portal
scribed in the "Surprise Development" section.
now leads to numerous locations throughout the
multiverse. Further, the portal reacts to magic items
Rrsr oF THE Lrcn-Go» and artifacts, allowing those who carry such ob-
jects to step through the portal to the exact places
Regardless of the characters' activities after their
they wish to travel. Alustriel carefully maintains
Neverwinter adventure, key plots elements of this
the sanctum's secrecy, bringing guests here only
adventure progress in the background. While the
after first meeting them in a neutral location. So far,
characters live their lives, a powerful wizard and
either her portal's strange teleportation properties
former ruler of the city of Silverymoon, Alustriel
have gone unnoticed by Sigil's Lady of Pain and her
Silverhand, detects a sinister wave of magic rippling
agents, or the Lady of Pain is allowing the portal to
through the multiverse. function this way for reasons of her own.
Using her divining abilities, Alustriel eventually
traces the magical pulse to Vecna. She learns that
Vecna's activities span multiple realms. After a

ZB {,ii,\ir!t..t. a ; f}{ti ai7ÄF"ijs'it1}tä:ir.


M,q.
Planar
por-
tals; work.
Since the spend significant time in
Sigil, take note of how the following types of magic
rvork in the city:
Banishment. Effects that banish a target from Sigil
treat the target as if Sigil were its home plane.
Extradimensional Space. Extradimensional
spaces, demiplanes, and pocket dimensions-
such as those createdby a Ba§ of Holdin§ or the

one

summon
such as a
summon possible or

asthe Drawmij's , . a., A, ,,---, -,

§ 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.

Doons Cleaming, floor-to-ceiling bookshelves filled with


No doors separate areas S1-S3 of the sanctum, leather-bound tomes wrap around the sanctum's west
though open archways set off each area. The doors end, while marble pillars hold up vaulted ceilings to
in areas 55 57 of the sanctum are unlocked. The the east. Spiral staircases in the corners lead upward.
door to area S8, Mordenkainen's room, is sealed
requires a success-
Hand) check using This section of the sanctum holds Alustriel's collec-
tion of rare books. The books aren't magical, but
the characters can use them to research any eso-
teric topic.

areas 1n Only area

{lllÄ-l''I'[!l : ]'IIl[ 11-l:ÄRl]§ l'1'I]tEE 39


räl
+

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M^e 2.i , Ht >,t\cTL9

4.o a:fi§{}l'äir ? i "} !{ä \t13.{?.1}§ Tir§§§


topic, ro11 a d4.

this might grant


Wxar xrscxrrr ts
for the rest of the day on
Mo**euxa;r*Ex l:, rc?
to recall or use the informa-
:ion they've learned.

S2' PeBron

Plush, antique furniture, including sofas and foot-


stools, is arranged here. To the north is a grand stair-
case. To the south, a garden of ferns and flowering
plants grows around a raised marble dais.

\\"hen Alustriel invites dignitaries into her sanctum,


she holds business and political discussions in this
parlor. The grand staircase ascends to area 54.
Dais. The dais in the center of the garden is the
site of the portal Alustriel has tweaked to lead to nu-
merous multiplanar locations.
Garden. The greenery is the result of Alustriel's
dabbling in magical gardening. The plants here
need no tending.

S3' Wonrspacr

A desk covered in paperwork and books sits in the


middle of this work area. Nearby are curio cabinets
fiiled with magical trinkets-everything from necklac-
es and brooches to sparkling stones and shoes.

Characters transported to the sanctum by the failed


llzlsfi spell appear here (see the "Surprise Develop- Alustriel transforms the center table into a dining
ment" section later in this chapter). table. Additional storage is in the northwest corner.
Curio Cabinefs. Alustriel keeps an impressive When the characters are shunted to the sanctum,
collection of magic items here. If the characters Alustriel offers them use of the lounge.
ask, Alustriel allows each character to borrow their
choice of any single magic item of rare or lower rar- S5-S8' Bn»noous
ity from lhe Dun§eon Master's Guide. Later in this These sma1l but comfortable bedrooms are where
chapter, Kas, disguised as Mordenkainen, retrieves Alustriel and her guests stay when they need per-
the Chime of Exile from one of these cabinets. sonal quarters, whether it's to sleep or be a1one.
Area 55 is the bedroom of Alustriel and her wife,
54, LouucB Malaina van Talstiv. A retired adventurer, Malaina
is a neutral good human who uses the assassin stat
Roaring fireplaces are built into the east and west block. Malaina is meeting with associates to thwart
a scheme against Waterdeep when the characters
walls of this lounge. Comfortable couches and chairs
arrive. When the characters return, Malaina speaks
are artfully arranged before a grand staircase that
with them (see the "Next Steps" section at the end
leads downward.
of this chapter).
Area 56 is Tasha's room. Area 57 is an empty
Alustriel and her friends socialize, dine, and relax room, which Alustriel offers to the characters for
in this lounge. Alustriel is known for her sumptuous their use. Area S8 is Mordenkainen's bedroom,
dinner parties. Discreet drawers in the bottoms of which contains clues hinting at subterfuge (see
the couches store fine china and cutlery for when the "Evidence of Deception" section later in this
chapter).

cr-{APi*Ii{ ? I']'}il E Wl7-:1 R§S


Tnn \MrzeB»s Tnnpn
Three legendary archmages serve as the characters'
allies throughout the rest of this adventure, though
one of these individuals is an impostor. (See the
"Kas the Destroyer" section.) More information
about each spellcaster follows. :ry{.'

AlusrnrEL STLVERHAND ffi,*


rqiüi.i: :ii'tl:'il
More than seven centuries old, Lady Alustriel Sil-
verhand is beloved throughout Faerün for her kindli-
j:.
ness and for using her incredible spellcasting power t.
to protect the innocent. Alustriel is an immortal
daughter of Mystra. a god of magic, and is a cha-
otic good, human wizard. Alustriel served as High
Mage of Silverymoon, battled demons on the Outer
Planes, and prevented the lich Larloch from ascend- i
I
ing to godhood. She has seen the rise and fall of evil
powers, though Vecna's plot troubles her greatly.
More about Alustriel, including her stat block, ap-
pears in appendix B.

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

42 {I-iÄP]'{R ? I ',I Hr Wt:ARl}fl i',}rREE


rhe
claims
ro the p
ritual and banish the lich
In truth, Kas intends to
Parfs once he has all the pieces. He plans to whisk
the artifact to the plane of Pandemonium, use it to
free the demon known as Miska the Wolf-Spider,
and kill Vecna. Kas doesn't yet know the site of Vec-
na's ritual is also on Pandemonium, the same plane
rvhere Miska is imprisoned, but the vampire finds
out later in this adventure.

Kes TN THE SANCTUM


While disguised as Mordenkainen, Kas never lets
his guard down or removes lhe Crown of Lies. Oc-
casionally during this adventure, Mordenkainen is
absent from the sanctum. During these interludes,
the vampire warlord travels to other realms and
eventually deduces where Vecna plans to enact the
multiverse-unraveling ritual. This sets into motion
the betrayal that takes place in chapter 9.

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

the text can make a successful DC 30 Intelligence


(Investigation) check, decoding it on a success.
The journal tells the story of two people called of Silverymoon bring the characters back to life,
"K." and "V." who once crafted murderous battle apologetic for not discovering Kas's ruse and an-
plans together, but then parted bittedy and be- gry she was duped. Alustriel suspects Kas knows
came enemies. A successful DC 20 Intelligence
(History) check reveals that this story refers to Kas
and Vecna.
Mordenkainenb Secref. If the characters find out
at any point in this adventure that Mordenkainen
is Kas in disguise, it counts as a secret for the pur-
poses of the Power of Secrets rules in this book's
introduction.

cHAPTEtt : i T§E T§RäE


hunts down the characters. Once the characters as described in "Rise of the Lich-God" earlier in
eventually defeat Kas, they learn where Vecna this chapter.
weaves his ritual and can proceed to chapter 11.
The Characters Defeat Kas. If the characters de- AntBnuerH oF A Wrsn
feat Kas, allow them to decide how to proceed. They As the characters interact with Alustriel, Tasha
might still want to reassemble the Rod of Seven stands near them, aloof and occasionally interject-
Parts to use its power against the lich-god. However, ing acerbic comments. Mordenkainen remains
to reinforce the story's sense of urgency, feel free silent, focusing intensely on everything the char-
to skip the characters ahead to chapter 10. Ifyou acters say.
do, award the characters the appropriate number of After a few minutes of conversation, the charac-
milestone level-ups so they have a fair chance of de- ters notice that the Wizards Three seem tired and
feating the threats in the adventure's final chapters. weakened. Any character proficient in the Medicine
skill understands that the wizards are extremely
SunpnrsE DEVELoPMENT fatigued. Any character proficient in the Arcana ski1l
realizes that the wizards expended a great deal of
When the failed tr4lr'sfi spell transports the charac-
arcane energy casting lhe Wish spell. (Mordenka-
ters to Alustriel's sanctum, read or paraphrase the
inen is faking his fatigue, but in the context of Alus-
following:
triel and Tasha's real physical weakness, it seems
legitimate.)

Xas

concern. ln th
woman rn a

confusion

The characters appear in area 53 of the Sigil sanc-


tum. The woman leaning toward the characters is
Alustriel, and the two individuals behind her are
Tasha and Mordenkainen. "You can't be the answer
to our Wish," Tasha sneers, while Alustriel shushes
her and ushers the characters toward the sanctum's
comfortable lounge furniture.

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:

44 irl-t;1P'r:t& : i Tl-iI wt7äit }s"t x-lltfiti


a

"There is an artifact that is, I believe, the only way to

.iuE' :! iJtN..e Ll aviLiJLNxi,§t N 5


weaken Vecna so the chime can be used against him.
-t

It's called the Rod of Seven Parts. Unfortunately, its


component pieces are scattered across existence.
"While my esteemed colleagues researched the
magic needed to cast a Wish spell powerful enough
to stop Vecna, I looked into finding the rod's pieces
should we need them. The first piece is deep in the
Underdark, somewhere inside a hidden safe house
for worshipers of the demon-god Lolth. Web's Edge,
it's called.
"Find that first piece of the rod, my friends. The por-
tal on the dais will take you to it. Once you locate the
first piece, the magic inherent in the artifact will point
you to the second piece, and then to the third, and so
on. This sanctum's portal reacts to powerful magic
such as this artifact, so as you find each piece, this
portal will lead to the next. No need to use another
key; the most recent piece of the rod will suffice.
"There's no time to waste. Once you've reassem-
bled the rod, we can all confront Vecna and stop his
heinous plan. You'll be the heroes of the multiverse!
How does that soundl"

A Nnw Although taken aback at how much work Morden-


kainen has done on this contingency, Alustriel and
After the characters absorb their situation, Alus-
Tasha admit that the plan Mordenkainen has laid
triel expresses concern that the wizards can't stop
out 1S the best hope to stop Vecna. Alustriel compli-
Vecna. Mordenkainen says, "I have an alterna-
ments Mordenkainen on his foresight.
tive plan."
The wizards answer the characters' questions
Mordenkainen strides over to a cabinet full of
magic items and picks up a silver chime. He then
approaches the characters, displays the chime, and
says the following:

"l worried that perhaps our \Vish wouldn't stop one as


powerful as Vecna. Alustriel, please forgive me, but I

did plan a contingency.


"Vecna is too powerful to stop directly at this point.
However, no power is absolute. I suspect Vecna
will be vulnerable while he weaves his ritual. lf you
confront and weaken him, this Chime of Exile can
banish him to Oerth. He would no longer be able to
affect multiple realms at once. His plan to remake the
multiverse would fail."

Mordenkainen's eyes gleam with excitement as he


continues: god
The

li:1:1ITE11 ? : Tif E 1..t If A§1}§ TtJ §TI.


:
§

ArusrRrer's Cxtuz op Exlre mrGxr HELp rHE


CHARACTERs oEFEAT VECNA.

SnN»rNc Vncxe Becr seemingly abandoned corridor outside the hidden


entrance to Web's Edge. There is no light source,
The Chime of Exile is Alustriel's property and uiti-
and the invisible portal back to Sigil remains open
mately can send Vecna back to Oerth, interrupting
his ritual. The interruption would dissipate the 'Wnn's
Eocn ENrneNcn
secret-based magic Vecna is weaving, significantly
setting back his plot and leaving the lich-god in a The entrance to Web's Edge is hidden mere steps
weakened state. If the characters wish to take the from where the characters arrive in the Underdark.
chime with them, Alustriel assents. The 1O-foot-wide doorway is closed and cloaked
with a permanent invisibility effect. Those who can
Cnrlrn oF ExrLE perceive invisible objects see a nondescript iron
Wondrous ltem, Very Rare door. The door is sealed with an Arcane Lock spell
and requires a successful DC 22 Dexterity (Sleight
This silver chime is engraved with delicate magic
of Hand) check using thieves' tools to open.
sigils. While holding the chime, you can use an ac-
Visible to characters who can see invisible ob-
tion to cast the Banishment spell (spell save DC 20).
jects are eight symbols subtly carved into the rock
If the target of the spell has 50 hit points or fewer, it
above the doorway. Tiny Undercommon charac-
automatically fails its saving throw Once the chime
has been used to cast the spell, it can't be used this ters are embedded in each symbol. When touched
way again until the next dawn.
in the order that spells out "Web's Edge," the
doorway opens.
TowanD \Mns's E»cn WBn's Epcn
After stepping through the portal, the characters
Web's Edge is a hidden meeting place for agents of
emerge deep in the Underdark in Faerün. The rod
piece is hidden in Web's Edge, a nearby safe house Lolth who operate throughout the Underdark be-
for agents of the demon-god Lolth. neath the Sword Coast, pursuing missions for the
glory of their demon-god. These agents use Web's
The characters initially emerge through a door-
Edge to plot infiltration missions targeting virtuous
shaped fissure in one wall of a claustrophobic,
clerical orders; to sabotage efforts to quash Lolth's :
ril

6 l;u,..r-'irll ? I':'1-rt: ?lttAnl]s'j.:iäar:


',\-ofship; to of good-aligned not as intruders (see "In-
:l\-efnments; conversl0n liltrating Web's
=ltorts in
.racklstugh, and Mithral Sarr rRou PnvrNc
Everyone in Web's Edge under the effect of a Non-
-{gents might spend a few hours in Web's Edge, ar_
:nding tactical meetings before dispersing. Others detection spell while inside the
.ray for 14 days or more while they await the arrival
-,i colleagues from all reaches of the Underdark. A
:.§, spend months at a time in Web's Edge, using
:rs barrack to lie low while authorities elsewhere
runt for them.
Owing to the highly sensitive and wicked work
:hat takes place here, Web's Edge is a carefully
suarded secret. Only the highest-ranking covert op- INrrr,rnerrNG WEB's Eocr
tratives and members of Lolth's clergy know about
Web's Edge is a dangerous place. If the characters
:r. though powerful demons and devils allied with
burst into the complex without a plan. they're un-
:he Spider Queen are also aware of Web's Edge. A
:erv cultists live in Web's Edge to maintain its facil-
likely to survive the experience, let alone retrieve
the first piece of the Rod of Seve n Parts. See the
advice below for handling strategies the characters
might adopt.

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

{lttäP'f i11l 2iI [1 ä']trILA1':1-15 !-]lit§i.


Henoes vHo sruMBLE
Eooe uNawaRg op rts
USUALLY MEET A GRUESOME ENO,

BBrxc SNuary disadvantage on ability checks to see through the


If the characters are careful, they might be able to characters' disguises.
sneak through Web's Edge and steal the rod piece Devotees in Web's Edge who identify the charac-
without anyone catching them. ters as impostors scream for help and attack.
If any devotees in Web's Edge spot the characters
infiltrating the safe house, they scream for help to WBn's Eoen LocarroNs
any denizen within earshot and attack unless other- The following locations are keyed to map 2.2.
wise noted.
Wl, Farsn FnoNr
IrrpBns oNATTNG lMonsnr prns
Masquerading as devotees of Lolth could be an ef-
The remains of mold-covered broken wagons and
fective strategy. Creatures of all backgrounds and
barrels languish in this large foyer. H umanoid skeletal
origins use Web's Edge as a meeting place, a safe
house, and a place of worship. Web's Edge has only remains lie strewn about, their swords and armor
a handful of permanent attendants, none of whom bent and rusted. Something gleams next to ihe bodies
could possibly be familiar with every Lolth agent in propped along the northern wall. Double doors on the
the Underdark. east, northeast, and southeast walls are rusted shut,
If the characters want to blend in with the Lolth and a semicircular chamber that opens in the souih-
worshipers, any disguises they use (magical or
west wall contains a shrine.
otherwise) should include spider-shaped parapher-
nalia. A successful DC 14 Wisdom (Religion) or In-
telligence (History) check reveals that "The Spider To convince unwelcome visitors that this cave is
Queen smiles on you" is a typical religious greet- unused, the facility's cultists created a false front
ing that those in Web's Edge expect to hear from in this foyer. The skeletal remains and rusted gear
fellow devotees. Any creature in Web's Edge who belong to five long-dead adventurers whom the char-
sees a character wearing something spider-shaped acters can identify as two dwarves, an elf, a gnome,
or hears the character speak this greeting has and a tiefling.

48 irat -il-: i:|.t ! "l'*ät 1{i2tr1ti.}§ l. it.Ht.i:


Traps. \{3, SuuuoNrNG Cneunnn
,:hamber -size, fake
two skeletons
fhe
moved. Any character who
must make a DC 20 Dexterity saving throw, taking
5,1 (12d8) lightning damage on a failed save or half
as much damage on a successful one.
The traps can't be disabled, but a character who
comes within 5 feet of one of the rubies and exam-
ines it can make a DC 18 Intelligence (Investigation) Cultists and agents gather here to commune with
check. On a success, the character deduces that the Lolth's Abyssal servants and occasionally sum-
ruby is fake, worthless, and magically trapped to re- mon Fiends to assist with missions. The figure
lease a violent electric shock. at the table is Grottenelle Stonecutter, a chaotic
evil, svirfneblin mage who serves as the
1V2' LomH SHRTNE high summoner.
Summonin§ in Pro§ress. Grottenelle is in the
This semicircular chamber forms a natural alcove.
middle of a summoning ritual. Have Grottenelle and
the characters ro11 initiative. If the characters attack
Shelves carved into the wall from floor to ceiling hold
or otherwise interrupt Grottenelle before the start
small, repulsive items, including bloody baubles,
of her first turn, the summoning fails. Otherwise, a
shriveled fingers, and idols carved from bone. Two glabrezu appears in the center of the pentagram at
figures crouch before the shelves. the start of Grottenelle's turn. Grottenelle attacks in-
truders and commands the glabrezu to do the same
if the summoning is successful.
Two agents of Lolth have come to pray at this
Grottenelle needs the glabrezu to assist in the
shrine. They are Makubli Khee, a chaotic evi1, hob-
operation being planned in area W7. At your discre-
goblin assassin, and Torkner Ironteeth, a chaotic
tion, the noise from a battle might alert the agents in
evi1, duergar mage. Because they're engrossed
that area, prompting them to investigate.
in their prayers, Makubli and Torkner don't no-
Treasure. Grottenelle's table holds a Spe11 Scro/1
tice the characters unless a member of the party
of Circle of Death, an ornate +2 DaEEer, and an as-
deliberately hails them or the characters have a
sortment of unguents and oiis worth 500 gp.
light source.
The items on the shelves are nonmagical. Any 'W4'
Connrnon
character who looks at the ceiling and succeeds on
* t
a DC 15 Wisdom (Perception) check spots a small, a
l

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.

{.:t{:\}r'l-Ift: I THI 1{}IÄtn5 1}tät.,t:


ldrs§ EDGr
lSquare=5Feet

50 a. l:.rf'f-i:?: l'il1 I llilr:Älllls !i:lLrll


Hrox SuurioNen GnorreltEule
SroNgcurren calls oN a GLABREZU

Loutx cuttrsls ARE PLANNINc.

tG.t

W5' GueBoraN CHIMBER W6, Hor»rNc CBr,rs

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

trident. bench; and the fourth holds a hunched, gray-skinned


figure in robes. A worn chest sits along the room's

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.

{i!'t:rf l.i.it: I i-LiL !ti./-.r.lili5 T'li!t§ll 5I


I
r

1.

Txe Lourx culTrsrs aRE


PLANNING AN AS5AULT ON A NEARBY
SVIRFNEBLIN MINING OPERATION.

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.

52 r:i-1 .1],1:!tt 2 i 'fi} a.'\'itÄ:lll§'ltr{}ii.}i


\\,6C:
t
A bugbear with thick eyebrows is slumped on the
bench against the wall in this jail cell.

\lthough she iooks like she's sleeping, the bug-


bear in this cell, Rothgral, is dead. She deserted a
band of mercenaries based near Mithral Hali after
meeting a persuasive duergar agent of Lolth named
Vundren. Vundren brought Rothgral here, but the
cultists determined the bugbear didn't have the
skills necessary to become a covert Lolth operative.
The cultists imprisoned her until they could deter-
mine what to do with her, and she died about a day
ago due to neglect.

W6», HorprNc CBU D


I
W8' MrssIoN HALL
A gray-skinned creature with stringy, black hair and The east end of this hallway holds a secret door
cultist's robes sits hunched in a corner of this cell. that leads into the Sacred Web Ha1l (area W12). A
character who examines the wail and succeeds on
a DC 16 Intelligence (Investigation) check finds the
door, which serves as an escape for the cultists who
attend to Ker-arach when the creature is in a partic-
ularly foul mood.
sulted the yochlol in area W12. The powerful Fiend W9' FonnER CHAMBER
had Sril thrown into jail, and the cultists are consid-
ering feeding him to Ker-arach to appease Lolth.
Recruitin§ Sril Whether the characters are mas-
querading as Lolth worshipers or not, Sril begs to lizards. The pungent smell of raw meat hangs in
join the characters. A character who succeeds on the air.
a DC 14 Wisdom (Insight) check knows that Sril is
still devoted to Lolth and will betray the characters
The cultists keep a supply ofprey creatures here to
ifnecessary to return to the cultists' good graces. If
Sril is freed and knows the characters are impos-
tors, he reveals their charade as soon as he sees
another Lolth devotee.

W7' MnnuNG RooM

Relief carvings of spiders in webs decorate this


chamber's walls, which are papered over with holds raw rneat near a giant lizard can successfully
tactical maps and schematics. Cathered around a give that iizard simple commands (such as "follow
paperwork-covered table in the room's center are sev- me," "go where I point," or "bite her") for 10 min-
eral cloaked figures as well as a horned, winged devil utes without giving thelizard the meat. If the lizard
with a whip on her belt.
doesn't get the meat after 10 minutes, it attacks that
character.
If either exit is left open, the lizards meander into
Seven Lolth devotees are meeting in this room to the complex. If a lizard wanders into afea W1 ) Ker-
plan an assault on a svirfneblin mining operation arach has disadvantage Wisdom
located about 20 miles from Web's Edge. The devo- checks and initiative ro1ls made tn to
tees have coordinated with two Lolth operatives em-
bedded in the mining operation. The devotees plan
to kidnap the most powerful miners and feed them

i.i!.\l-'i'i:li:l i illl \ti7i:itilli! lLfRIli: 53


W10, BannACK oF THE FATTHFUL Wi2, SecnED WEB Herr
ii
a Five bedrolls, each with a small chest beside it, are An enormous web stretches across this open cavern's
center, its strands plastered over stalagmites and
: east wall. A small room to the south holds a long table i
stalactites. Crawling on the web is a gigantic reptilian
; with chairs around it. l
creature with eight legs. Near that creature stands a
§s smaller, one-eyed creature with a body that resembles l
This meager barrack houses the cultists who live in melting wax. l
Web's Edge.
Cfiesfs. The chests contain the personal be- This cavern's ceilings are 50 feet tall. The cavern is
longings of each cultist. Each chest is locked and the lair of Ker-arach, the spiderdragon (see appen-
requires a successful DC 18 Dexterity (Sleight of dix A). Ker-arach crawled into this cavern through a
Hand) check using thieves' tools to open. temporary rift to the Abyss that opened during a rit-
Each chest contains a ceremonial holy symbol ual conducted here about half a year ago. Ker-arach
of Lolth worth 50 gp. The chest near the bedroll brought with her a piece of the Rod of Seven Parts,
closest to the entrance also contains two Potions of which she uses to answer questions posed directly
Healin§ (superior). The chest near the southernmost to the Spider Queen. Ker-arach is essentially a tour-
bedroll contains a Gem of Seein§. ist attraction for the few Lolth devotees who know
Desk. A Detect Ma§l'c spell reveals an aura of
she exists. The cultists consider her a sign of Lolth's
conjuration magic around the desk, which bears a favor, even though she eats hundreds ofpounds of
magical trap. Any character who touches the desk meat every few days and doesn't otherwise contrib-
releases a swarm of spiders and must make a DC
ute to the complex.
18 Dexterity saving throw, taking 20 (8d4) poison
Standing near Ker-arach is a yochlol named Ylel-
damage on a failed save or half as much damage lith, which the cultists recently summoned to help
on a successful one. The trap triggers once, after
with a mission. When the creatures see the char-
which the spiders disappear and the desk becomes
acters and realize the characters are enemies, they
nonmagical. Casting Dispel Masic on the desk re-
attack and fight to the death.
moves the trap.
The desk contains notes about covert missions
the Lolth worshipers are planning in the next
few months. Additionally, it contains gold- and
gem-encrusted, spider-shaped knickknacks worth
500 gp total.
Dinin§ Arca. The resident cultists eat and store
food in the room to the south. Characters who a, D --- -.- ..,,
il
the room find boxes of dried meat and other .f** c,r Srvr-v F*i:ys
provisions. An ice box in the southeast
is full of raw meat, which the characters can
to command the giant lizards in area W9.

, 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
*
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54 {:}i.!:rTIIt : I i'rls wIz.ÄRt)3 I't..tftl.rt:


rHE YocHLoL YLEILtrx usE a ptEcE
oc rxe Poo op SeveN P,enrg to
COMMUNICAYE DIRECTLV
OEMON. GOO

t I
* ?

Ker-arach's Web. The web in the center of the


cavern is made of ultra-strong, ultra-sticky strands
Nrxr Srnps
Once the characters have acquired the first piece
of Ker-arach's silk. Additionally, Ker-arach has spun
of the Rod of Seven Parts, they can return to Sigil
other, smaller webs throughout the area. The webs
through the portal that remains open outside Web's
are difficult terrain. Any creature that enters the
Edge. At this point, the characters will likely want to
webbing for the first time on a turn or ends its turn
rest, confer with their allies in Sigil, and see where
there must succeed on a DC 12 Strength saving
this first rod piece points them to go next.
throw or it becomes stuck and has the restrained
When the characters return to the sanctum,
condition. As an action, a creature can try to pull
Malaina is there (see "The Sigil Sanctum" earlier in
itself or another creature within its reach from the
this chapter for more details). Malaina offers to help
webbing, doing so with a successful DC 15 Strength
however she can, including seeking information out-
(Athletics) check. A creature freed in this way is no
side of Sigil or retrieving specific magic items the
longer restrained by the webbing.
characters might want.
The webs are flammable. Any S-foot cube of webs
Once the characters have concluded their busi-
exposed to fire burns away, dealing 5 (2da) fire dam-
ness in the sanctum, they can begin their quest for
age to any creature in that area.
the location of the second rod piece, as described in
Retrievin§ the Rod Piece. The first piece of the
the next chapter.
Rod of Seven Parts is wrapped tightly in silk at the
center of this cavern's web. Characters who have
darkvision or a light source can see the rod piece
from up to 30 feet away. A character within reach of
the rod piece can use a sharp tool to cut it free of the
web as an action. For more about the Rod of Seven
Parfs, see this book's introduction.

Lll;\P'illi!{ 1? i 'l'l'ig 1'{lZÄ1t]}3 a§ltili: 55


1:

TxE speLrlaumrNG sHrp Lamseut ZeNttx was


CARRYING A PIECE OF TH€ ROO BEFOR€ THE
SHIP CRASHEO IN TH€ ASARAL sEA.
CHAPTER 3

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.

Fnerunns oF THE Astnel Sre Sncox» Ro» Ptncn


In the Astral Sea, time is meaningless, and crea- The second piece of the Rod o-f Seven Parts is inside
tures can survive there indefinitely without food the hertilod in area A2 in the "Heart of Havock"
or drink. section later in this chapter. For more information
The locations explored within this chapter are a
sma1l fraction of what can be found in the Astral
Sea. As such, the guidance here focuses on informa-
tion relevant to the chapter's contents.

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

are the remains of dead and dying gods who are


Characters can make a DC 18 Wisdom (Perception)
here either because they were forgotten by their
check. On a successful check, a character notices a
worshipers or slain at the hands of more power-
large, anglerfish-shaped outline following each bob-
ful entities.
bing light-two hungry star anglers (see appendix
If the characters ask about the location the rod
A) are stalking the party. The star anglers attack
piece points to, Alustriel determines that the dying
immediately.
god Havock is near the piece.
Once the star anglers are dispatched, the charac-
Havock. Havock's petrilied form is hundreds of
ters can continue on to the surface ofthe dying god,
miles long and weighs thousands of tons. It once
where the wreckage of the Lambent Zen1rfi lies.
had eight legs and two heads that each held a
single. unblinking eye, but as Havock lost wor-
shipers and power over millennia, its legs and
lMnncr oF THE
heads snapped off, destined to drift forever in the LaNasENT ZENTTH
Astral Sea. With its navy-blue hull and golden gossamer sails,
Timelessness. Time has no meaning on the Astral
the spelljamming galleon Lambent Zenith once
Plane. Creatures on the Astral Plane don't age or
cut an elegant silhouette through the Astral Sea's
experience hunger or thirst.
silver clouds. Its captain, the deva Inda Malayuri,
was an arcanist and emissary tasked with guiding
INro THE AsrBer Spe the lost and bringing peace to tumultuous worlds.
When the characters step through the portal to the During a voyage, Inda uncovered a piece of the Rod
Astral Sea to pursue the second rod piece, read or of Seven Parts.
paraphrase the following: Using her extensive arcane knowledge, Inda har-
nessed the magic within the rod piece to augment
You step through the doorway and enter the Lambent Zenith, allowing the ship to travel to
a
the farthest corners of the multiverse in the blink
silver-clouded void. Lucent wisps of white and gray
of an eye.
fog swirl in the distance among pinpricks of starlight.
But the Lambent Zenlflr's expedition screeched
For a split second, you have no sense ofdirection. to a halt when it encountered a dying god of chaos
Then, you start plummeting. The silver clouds shift, named Havock drifting through the Astral Sea. The
and you see that you're falling toward a colossal, latent chaos magic around Havock twisted the ship's
misshapen mass. capabilities; the Lambent Zenith was ripped asun-
der, and its prow plunged into Havock's heart.
When the characters approach Havock and the
The characters emerge from a free-floating doorway wreckage (shown on map 3.1), read or paraphrase
on the Astral Plane. On passing through, the char- the following:
acters are subject to the gravity field that extends
from the stony mass they're falling toward: the petri-
The stony mass isn't a planet or an asteroid, but a
fied body of a dying god called Havock. The charac-
ters can immediately propel themselves using their colossal creature that appears lifeless. Shattered
thoughts as described in the "Movement" section ribs arch over the creature's mossy spine, and the air
earlier in this chapter. crackles with decaying magic.
The character holding the rod piece divines that Among the bones is the shipwreck of a large gal-
the next rod piece is located within the stony mass. leon broken into three large chunks: the sterncastle,
The doorway is anchored approximately 1 mile from
nestled in the corpse's hip bones; the starboard sec-
the mass's surface.
tion, embedded in the ribcage; and the prow, stabbed
Srarrnns rN THE Srans into the creature's heart.
As the characters move toward the mass, something
follows them. Read or paraphrase the following: The Lambent Zenith broke into three distinct
pieces: the stern segment, the starboard segment,
and the prow segment. On their initial approach, the
characters are closest to the stern segment and area

5B : i:.rl'i-l-ä l tl'lJL i,r\Hi.rf üi l.ill{ft{"1 l.:\ii |i.i.r,rri.ii",.


MANY TERRIFYIN6 PREOATORS,
ANGLER5,

Zt,but they can approach the segments in which- AnceNn Ponrers


ever order they like.
The crew of lhe Lambent Zenith used the magic
The character holding the rod piece senses
contained within the rod piece to create portals
that the next piece is located somewhere in the
through which the ship could travel across the
ship's wreckage.
multiverse with ease. However, when the Lambent
AccnssrnG THE Rou Prncn Zenith approached Havock, the rod's magic mixed
with the latent power in Havock's dying body and
The rod piece was stored in a safe room in the went awry. This volatile combination now causes
Lambent Zeniffi's prow (areaZl9). When the ship teleportation spells and effects to function strangely
crashed, the safe room's security wards activated, in the segments of the shipwreck.
and the room's doors sealed magically. To access When a creature within a wreck segment casts a
the safe room and uncover the rod piece, the charac- spel1 (or uses a similar magical effect) that would
ters must first deactivate the security wards. teleport it or another creature, instead of the normal
Wano RuNrs effect, a 5-foot-diameter circular portal appears in
an unoccupied space within 30 feet of the casting
The security wards are powered by two magical
runes: one in areaZB and one in area Z73.The creature. The portal is a glowing ring filled with
opaque mist and remains open for 1 minute.
runes are invisible. If a creature can see invisible
When a portal appears, ro11 on the Portal Exit
objects, each rune looks like a stylized carving of
table to determine where the portal leads. If the re-
a crescent moon pulsing with silver light. Casting
Dispel Ma§ic (DC 17) on a rune destroys it. A rune sult is where the characters already are, roll again.
Any creature or object that passes through an open
can also be deactivated if a creature within 5 feet of
portal appears in a random unoccupied space in the
it says, "The moon sings a song for the lost."
Both runes must be either rendered inactive or de- exit location.
stroyed for the safe room's door to open. This a11ows
access to the heart of Havock, where the rod piece
is located.

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 ).

TnevnBsrNc'WREC K SEeMENTS GrNnn.u Fserunss


Characters can forgo the portals and travel between The areas of the Lambent Zenith's wreckage have
the rvreck segments on their own, either by walk- the following features:
ing or by flying. The segments are 300 feet from
Gravity. The wreck and the areas around it have
each other.
normal gravity.
The areas between the segments contain a mul-
titude ofhungry astral predators. The creatures
trapped in the segments don't traverse the wreck for
this reason. When the characters enter one of these
areas, ro11 on the Random Wreck Encounters table
see what confronts the characters
ings of the ship's lower decks are 10 feet high.
DOM WREcK ENcouNTERs LensnNr ZnNrrn LocerroNs
dr0 Creature
The areas of the wreck are keyed to map 3.1.

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

I ruined mast. Two armored githyanki patrol the deck


SrBnN SrcurNr ; and below, silver swords at their hips. '

The largest piece of the wreck, the stern segment, §i


is nestled in Havock's hip bones. A handful of
Two lawful neutral githyanki knights named Lysan
stranded shipwreck survivors ledby the Lam-
and Zastra, who served as bosuns on the Lambent
bent Zenith's first mate. Figaro, are encamped on
Zenith, keep watch here. Characters who want to
segment.
avoid the githyanki must succeed on a DC 15 Dex-
death slaad recently infiltrated the camp, sowing
terity (Stealth) check. The knights notice characters
who fail the check, beckoning them to approach and
state their business.
Lysan and Zastra are cautious but friendly. They
room's ward runes is located.
have a sardonic sense of humor developed after
Characters approaching this wreck segment can
being stranded for so long. Ifthe characters express
land on either the sterncastle deck (area ZIa) or in
no hostile intent, the bosuns welcome them to the
the companionway (area Z5).
Lambent Zenith and call for Ilren, who stepped in as
SrennoanD SEGMENT the camp's interim leader when the ship's first mate
The starboard piece of the ship crashed into Hav- fell i11. The githyanki explain that they haven't heard
ock's ribcage. A sma1l lifeboat also crashed into this from the ship's captain, Inda, who Lysan andZastra
area, carrying refugees from a space pirate attack: assume either died during the crash or is stranded
Daveras, his blink dog companion Ikasa, and a tre- elsewhere in the wreckage. Lysan and Zastra intro-
ant named Redbud. Daveras escaped the wreckage duce Ilren to the parly.
and joined the survivor camp on the stern segment. Ifthe characters are hostile, Lysan and Zastra
Unknown to Daveras, Ikasa and Redbud also sur- shout for help and attack the characters. After a1l
on the starboard segment. combatants have taken a turn, all five sailors in the
off this segment's lower decks upper crew quarters (area 22) join the fight.
approaching this

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a
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!
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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

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i,iair -l i: -f'*e Lrner.rur Zstr;x

6z i..il,1.r-! !rli 3 i J r{!, ;.1i!:1r}.:.. i :r:I.:!;ll.li'1 i lll r{.ri'A,l,lr


22, Uppnn CBnw Quenrnns She doesn't krrow the pass phrase, but the captain
\\'ould know.
This room is plain yet inviting. Five sailors lounge in Ii asked about Figaro, Kycera expresses annoyance
cramped bunks and colorful hammocks strung from at his seclusion; her tone belies a sense ofparental
the ceiling. concern. If the characters help Figaro and defeat
t
Ilren. Kycera is grateful and provides all the infor-
mation above wil1ingly.
trive lawful good sailors from the Upper Planes (use Treasure. Within the pantry are 2d4 unopened
the veteran stat block, but the sailors are Celestials casks of aged wine, each worth 500 gp. Kycera
instead of Humanoids) are lounging here. The sail- happily allows the characters to take them, as she's
ors are indifferent to the characters but jump into concerned about the crew getting too drunk to fend
combat to protect themselves and their fellows. off threats.
These sailors were lackeys aboard the Lambent
Zenith. Though they can recount the ship's mission 24, Mrss Herl
and subsequent crash, these sailors know nothing a
about the rod piece. f mpty wooden tables and chairs
] fill the mess hall. ln
23, Gx;-nY AND PaNrny I the corner, an elf man plays a game of cards.
;

The elf is Daveras, a neutral druid. Daveras


joined the camp after his lifeboat crashed into
Havock. The remains of his lifeboat rest on the
armor works busily at the stove. A gold tattoo of a
starboard segment.
crescent moon surrounds her Ieft eye.
If the characters haven't met Ilren already, Ilren is
here playing cards with Daveras.
Kycera Duskstride is the Lambent Zenith's second Thlkin§ with Daveras. Though gruff, Daveras is
mate and is a chaotic good, orc assassin. A former friendly. He shares the following information:
pirate, §cera saw the error of her ways and joined Missing Camp Member. Daveras's usual card part-
the Lambent Zenith's crew to find redemption. Now ner, a halfling woman named Cirit, hasn't shown
she spends her time in the wreck's galley. Though up for their games lately. Camp members said
the survivors don't require food in the timeless void Cirit left to scout the other wreck segments, but
of the Astral Sea, Kycera finds that cooking and eat- Daveras seems doubtful. Unknown to Daveras,
ing bring the restless survivors comfort. Cirit is actually inthe Lambent Zenith'sbrig
Talkin§ with Kycera. §cera gladly discusses the (areaZ9).
general history of the Lambent Zenith. However, if Paranoid Leader. Figaro, the camp's first leader,
asked about the rod piece or the security system, locked himself in his quarters and refuses to com-
Kycera clams up, suspicious of the characters' mo- municate. Daveras tried to talk to him, but Figaro
tives. A character who succeeds on a DC 13 Cha- used a magical device to erect an impenetrable
risma (Persuasion) check assures her of their heroic barrier around the room.
purpose, at which point Kycera reveals the following Personal History. Daveras wasn't part of lhe Lam-
information: bent Zenith's crew. When his spelljamming ship,
Precious Cargo. The Lambent Zenith carried an the Verdant Brancfi, was attacked by space pi-
extremely rare and powerfui magic artifact. As a rates, he escaped on a lifeboat with his best friend,
former pirate, Kycera helped Captain Inda design a blink dog named Ikasa, as well as a treant
the security system to protect the artifact. named Redbud, who had grown into the lifeboat's
Safe Room. The artifact was stored in a safe room hull. The lifeboat crashed into a different segrnent
at the front of the ship. During the Lambent Ze- of the wreck, and Daveras outran the raiders to
niffi's crash, arcane wards should have sealed the get to the camp on the stern segment. He believes
safe room's doors. The safe room is inaccessible no one else survived.
while the wards are active. If Ilren isn't present. Daveras confides that he no-
Ward Runes. Two runes hidden on the ship power ticed Figaro's odd paranoia started shortly after
the wards. Kycera knows one rune was placed Ilren arrived.
in the ship's stateroom, but she doesn't remem- If Daveras is reunited with Ikasa (found in area
ber the second rune's location. She believes that Zl2),he is elated and happily vouches for the char-
magic or a pass phrase can deactivate the runes. aclers when talking to Figaro in area 25.

illl;\l'll.l{ I l-i:: : .r'rJi::lii'{"i .{ll §{1li'S i-.,-\3-f "!a.:Y..r"i..t: 63


25, CorrapeNloNwAY Characters r,vho have a passive Wisdom (Percep-
tion) score of 15 or higher hear muffied shouting
from below.
The forward end of this hallway is buried in Havock's
Secret Entrance. Loose floorboards on the
flesh. The stern end holds two doors and two stair- room's port side can be pried up, allowing access to
ways leading up, and another door on the port side the brig (areaZ9). Ilren recently used this passage,
bears a gilded plaque that reads "Stateroom." then attempted to hide the loose floorboards be-
neath a canvas tarp. A character who searches the
floor and succeeds on a DC 12 Intelligence (lnves-
The port door is locked and leads to a guest state- tigation) check notices the edge of the loose floor-
room that now serves as Figaro's living quarters. boardsjutting upward beneath the canvas.
Due to his paranoid state, Figaro uses a Cube of
Force to deter any living matter from entering 28, SterBRooM
his room.
A character trying to sneak up to Figaro's locked
The stateroom is simple but elegant. The warm light
door must succeed on a DC 18 Dexterity (Stealth)
ofthe wall sconces bathes the mahogany bookshelves
check to avoid being noticed. An unnoticed charac-
ter can, as an action, use thieves' tools to try to pick and crimson bedsheets. Sitting on the edge ofthe bed
the door's lock, doing so with a successful DC 20 is a purple-skinned tiefling. He stares blankly at the
Dexterity (Sleight of Hand) check. wall, but his posture is as tense as a wound spring.
Gainin§ Fi§aro's Trust. Figaro deactivates the
cube's barrier if he feels he can trust the characters.
The barrier allows sound to pass through, meaning The tiefling is Figaro, a lawful good mage. If Figaro
that the characters can talk with Figaro. A character allowed the characters into his room willingly or if
talking with Figaro can make aDC 25 Charisma enough individuals vouch for them, Figaro shakily
(Persuasion) check. On a successful check, Figaro introduces himself and is willing to talk to the char-
trusts the characters, unlocks the door, and permits acters. Otherwise, he screams and attacks. Figaro
the characters to enter. surrenders after he is reduced to half of his hit
By helping the people found throughout the point maximum, but he still refuses to talk with the
wreck, the party can find individuals who will vouch characters.
for them. If two or more individuals vouch for the Talkin§ with Fi§aro. If the characters gained
party, Figaro deactivates the barrier without the Figaro's trust, he answers questions about the lam-
characters needing to make a check. If only one bent Zenith. He knows the following:
individual vouches for the party, a character makes Experiments with the Rod. The Lambent Zenith
the check with advantage. harnessed the conjuration magic within a piece
of the Rod of Seven Parfs to create portals that
26, Lowrn Cnnw QunntEns allow the ship to quickly traverse the multiverse.
The rod piece was stored below the bridge on the
The bunks and hammocks here are empty, and the ship's prow.
walls are covered with colorful pieces of wood, each Emergency Security Protocol. Knowing that the
with something written on it. rod piece shouldn't fall into the wrong hands, the
Lambent Zenith's captain installed a security
protocol that sealed the rod piece's location in the
The painted pieces of wood are makeshift remem- event ofan emergency such as a crash. As far as
brance markers, honoring those who died in the Figaro knows, the rod remains in the safe room
Lambent Zemffi's crash. Each piece of wood has a (area Zl9), though that area is inaccessible due to
name scribbled on it with smudged graphite. The the activated safety protocol.
survivors long ago burned the deceased's bodies on Ward Runes. The security protocol is fueled by two
the ship's decks. runes in different locations aboard the ship. Both
runes must be dispelled to access the room that
27, Sronesr holds the rod piece. Figaro knows the runes are
?
& invisible. He also knows one rune is located in
l l

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

6+ i.. t:..i"f't-!..]l i i i-tii: i-..1 :,j ii::\'i tLrt-itt'! 1.,\i'i !ii)1',L(-llli


IS EXPERIENCING

knew another way to deactivate it. If she survived 29, Buc


on another segment, the characters could try to
ta
reach her to ask; if not, it might be recorded it in
her notes. : Small cells with thin iron bars line both sides of the
j center hallway. You hear shouts for help from one of
Mendin§ Fi§aro's Memories. Ilren used repeated :

I the cells. :

Modify Memoryspells to manipulate Figaro's mind.


O6
A character who studies Figaro's symptoms and
succeeds on a DC 20 Intelligence (Arcana) check The shouting is coming from a couatl named Cirit,
recognizes Figaro's glassy gaze as a telltale sign of currently in the form of a halfling priest. Cirit was
memory-tampering magic. Restoring Figaro's true one of the Lambent Zenrrft's crew members and was
memories causes Figaro to immediately recall I1- present when Ilren infiltrated the survivors' camp.
ren's deception. Ifthe characters haven't confronted Cirit saw Ilren's true aberrant form. But wtren
Ilren, Figaro rushes off to face the death s1aad. Cirit confronted Ilren about the deception, the death
Fi§aroß Secre/. After recovering his memories, slaad overpowered her. Believing Cirit to be an or-
Figaro remains agitated even if he confronts Ilren. dinary halfling spellcaster, Ilren hoped to use her
If the characters ask what's bothering him, Figaro to create a green slaad and locked her in the brig
admits he knew about the dangers of this stretch of instead of killing her. Cirit has been trying to es-
Astral Sea but didn't warn the captain, since this cape since.
route was economical and Figaro believed it would The door to Cirit's cell is locked. A character can
be easy for the crew to traverse. pick the lock with a successful DC 15 Dexterity
Regardless ofthe characters'reaction to this (Sleight of Hand) check using thieves' tools, or a
revelation, learning it counts as a secret for the pur- character can wrest open the door with a successful
poses of the Power of Secrets rules in this book's DC 15 Strength (Athletics) check.
introduction. Talkin§ with Cirit. On seeing the characters, Cirit
Ward Rune. The ward rune is located on the bed's is relieved and immediately asks for their assis-
headboard. tance. She provides the following information:

I.ili-1 l-iIlt I I : ili:. l-.i"!it!ai j'lll\i'l'l] -§ i..AS.L t'{J!',nt.ll.


65
Ilren's Aberrant Nature. Cirit saw through Ilren's now is protecting the blink dog Ikasa (found in area
disguise. She identifies Ilren as a death slaad, an Z1l),who remains trapped aboard the lifeboat.
Aberration that relishes the suffering of others. Interactin§ with Redbud. Redbud remains silent
What Happened. Cirit tried to speak with Figaro and motionless until a creature attempts to enter
about llren, but Figaro did nothing; Cirit suspects the segment's lower deck (areas Zll Zl3).lni-
Ilren magically manipulated Figaro's mind. She tially, Redbud affably discourages characters from
then confronted Ilren, but the death slaad over- proceeding deeper into the wreck; when pressed,
powered her. She doesn't know why Ilren kept her Redbud claims this is to protect them from hungry
alive, and she's not keen on finding out why. parasites that have nested beiow However, a char-
acter who makes a successful DC 13 Wisdom (In-
Cirit implores the characters to help her thwart I1- sight) check intuits that while Redbud is telling the
ren. Ifthe characters defeat Ilren, Cirit vouches for truth about monsters below, the treant has ulterior
them when talking with Figaro in area 25. reasons for keeping the characters away from the
210' SreneoARD Top Dncr lower deck.
If the characters question the treant's sincerity,
Redbud admits to the deception. Redbud explains
The deck's flooring here is uneven, with roots woven that a dear friend is trapped below, and the treant's
around the planks. Jutting from the segment's fore is roots are protecting this friend from being eaten by
: the wreckage of a lifeboat. Atop this smaller wreck is a the monsters nesting on the lower deck. Redbud im-
: stout tree with vibrant pink and red blossoms. plores the characters to clear out the nest, allowing
t the characters to proceed further only if they agree.

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

Redbud's Roofs. The treant's roots have warped


and splintered the floorboards, rendering squares
n-ith roots difficult terrain.
Redbud's roots also block the entrances to the life-
boat wreck (area Zl2) and the study (area Zl3), the
latter of which contains one of the safe room's ward Secref Stron§box. A character who inspects
runes. Redbud moves these roots if the characters the bookshelves and succeeds on a DC 15 Intelli-
gence (Investigation) check discovers that one of
eradicate the monsters nesting below. The roots
also retract if Redbud is killed or forced to relocate. the books-a volume titlecl Dr'ssertations on the
Abstruse Mind-is a disguised strongbox. The box
212, LTTEnoATWRECK is locked, but the lock can be picked with a suc-
cessful DC 15 Dexterity (Sleight of Hand) check
using thieves' tools or forced open with a successful
A cot is shoved against one wall here opposite a desk.
DC 11 Strength (Athletics) check. Inda carries the
Sitting in the room's center is a reddish-brown dog
strongbox's key.
with a leather collar studded with glowing crystals. The box is trapped. When a creature attempts to
open the box by any means other than the key, poi-
Ikasa the blink dog is outfitted sonous gas puffs out the keyhole. The creature must
that allows him to speak Common. Afraid to use succeed on a DC 20 Constitution saving throw or
his teleportation ability due to the wreck's warped have the poisoned condition for t hour.
magic, Ikasa remained in the lifeboat, protected The box contains a Potion of Mind Readins and a
journal. The journal belongs to Inda and contains
by Redbud.
On seeing the characters, Ikasa excitedly bounds writings in Common and Celestial regarding her
over and introduces himself. If the characters men- experiments with the rod piece. A character who
tion Daveras, Ikasa asks to be reunited with his old spends 10 minutes reading the journal learns the
pass phrase needed to deactivate the ward runes
companion.
Ikasa's Secref. If the characters speak with Ikasa protecting the safe room: "The moon sings a song
about Daveras, the blink dog becomes uncharacter- for the lost."
istically morose. On further inquiry, Ikasa reveals Ward Rune. The ward rune is on the wall
he saw Daveras's friend, the halfling Palenna Tin- above the desk.
dertoe, escape the wreckage ofthe Verdant Branch Zl4x*Zl4s, FonrcesrlE AND Top DBcr
after pirates attacked it. Palenna floated away from
the ship using the power of her mind and likely stil1
floats somewhere in the Astral Sea. Ikasa didn't tell i A colossal heart-part flesh and part stone-looms
Daveras, who believes he, Redbud, and the blink I over this segment's top deck. What remains of the
dog were the only survivors of the attack. Ikasa i ship's prow is plunged deep into the heart, and the
hasn't had the opportunity to find Palenna due to be- I deck rumbles as the heart pulses. Scraps of gossamer
ing trapped on the lifeboat, and he is afraid Daveras l

i sails dangle offthe ship's broken-offmast, which is


will become despondent thinking about his friend
trying to survive in the Astral Sea alone.
i jammed through one of the doors leading into the
fo recas tle.
Regardless of what the characters do on learning
*
this, it counts as a secret for the purposes ofthe
Power of Secrets rules in this book's introduction. The mast blocks the entrance to the navigation
Treasure. The lifeboat's interior contains survival room (area Z t6 ). The door to the captain's quaf-
necessities. A character who searches the lifeboat ters (area Z 1 s) 1S unobstructed but locked; the lock
and succeeds on a DC 18 Intelligence (Investiga- can be opened with a successful DC 15 Dexterity
tion) check also finds an emergency fund of 100 gp (Sleight of Hand) check usin (f thieves' tools. As an
stashed in one of the desk's drawers. action, a character can make DC
letics) check to try to force the door
ter who has a passive Wisdom
13 or higher and who is
door hears someooe inside.
215, Cep:rAIN's Quenrnns Treasure.Inda has a Flame Tön§ue shortsword
and a Rrn§ of Evasion on her bedside table next to
the Lantern of Revealin§. If asked, Inda is reluc-
ln this cabin, clothes are tossed over chair backs, and tant to give away the shortsword or ring but can be
open books are strewn across tables. At the back of convinced with a successful DC 22 Charisma (Per-
the room stands a deva. Her right leg below her knee suasion) check. Inda has a key to the strongbox in
is a wood-and-metal prosthetic, and from her back area Zl3 and knows where the secret compartment
extends a massive, white-feathered wing. holding aSpell Scro11 of Flame Srrufte isinareaZlT;
she mentions these to the characters if they help
her with her prosthetic wing in area 216 or help her
The one-winged woman is the captain of the Lam- reach her crew in the stern segment'
bent Zenith,Inda Malayuri. Inda uses the deva stat As an action, a character who can reach the bed-
block, except she has a flying speed of 0 feet. side table can try to steal one of the magic items
Inda's right leg and wing were severed in an at- atop it without being seen by Inda, doing so with a
tack years ago. She now uses prosthetics, but her successful DC 19 Dexterity (Sleight of Hand) check.
prosthetic wing was damaged in the crash. She has On a failed check, Inda sees the attempt and imme-
been trying to repair it in the navigation room (area diately becomes hostile.
216). She is determined to escape the wreck and
reunite with whatever remains of her crew, though 216, NavrcATIoN Roou
she worries the rod piece will be stolen by raiders if
she leaves. A chunk of mast has pierced the doors to the corri-
Talkin§ with Inda. Having encountered raiders
dor and fills one corner of the room. A large bronze
attempting to pillage the wreck, Inda is wary of the
sphere hovers in the center of the room, spinning
characters and pointedly asks about their motives.
She is hesitant to provide any information about the idly. Splayed on the table below is a wing'shaped
Lambent Zenith's cargo-especially the rod piece- contra ption -

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§.

6B ir::l .'11)it.;r:: I i':ti'. i.,iLiliil\': lil.i t'l'ii": i.,:.::;'1"!ri.]Y.i'.,!:


Caprarl ll.toa Maravunr suRvrvEo rHE
cRAsH oF tae LaMaeNr Zeutrx sut
NOW MUST FIX HER PROSTHETIC \VING.

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

An overwhelmingly foul stench fills this destroyed and


The armchair served as the captain's chair. The
empty room. Where the prow should be is a gaping
broken chair on the ground was the ship's helm but
is now irrevocably destroyed. hole leading into the putrid core of Havock's heart.
Tteasure, A character who examines the cap-
tain's chair and succeeds on a DC 15 Wisdom The rod piece was consumed by the hertilod lurking
(Perception) check finds a secret compartment in
within the heart.
the right armrest. The compartment holds abronze
Heart Entryway. The hole in this area leads into
tube containing a Spe/I Scroll of Flame Sarrke. the heart of Havock, as shown on map 3.2 and de-
218' FonwaRD CARGo Horo scribed in the following section. To retrieve the rod
piece, the characters must venture into the heart
and confront the monster inside.
Empty crates and barrels litter this deck, and a double
door stands at the fore. The doors' surfaces shimmer Hranr oF HAVocK
as if trapped behind a wall of translucent silver light. Though much of Havock is petrified and crum-
bling, the god's heart stil1 beats. Over time, the
The door to the safe room is sealed by the ship's heart spawned a parasitic monstrosity known as a
emergency security wards (see the 'Accessing hertilod, which feasts on the god's residual divine
the Rod Piece" section eadier in this chapter).
power and terrorizes hapless astral travelers who

{-: HAI-i l§ 3 i '.i-ll-i 1..1:d§äü f Zf N} llH)S L.,l§T ?{J}li\Cll 59


Hrmr
(}F

Hmocx
lt(
lSquare=5Feet I

)
,
I

I "1
(
\n

Map 3.2: lJEaxr cr l"iÄ?0.K

stumble on Havock's corpse. When tlrre Lambent A1' ENrnvArnIutt


Zenith crashed into Havock, the god's heart began
absorbing pieces of the ship's prow, and the hertilod Beyond the shattered safe room is an oval cham'
gorged itseif on the spelljamming vessel's detritus-
ber with walls of purple flesh dimly lit by pinkish,
including the piece of the Rod of Seven Parts.
bioluminescent orbs. Theair reeks of death' An open-
GnNnner Fnanunss ing in one wall leads to another chamber.

The areas of the heart of Havock have the following


notable features: A character holding the first rod piece divines that
Foul Air. The air throughout the heart is foul. Any the next piece is deeper in the heart.
creature that breathes the foul air has the poi- Treasure. The heart absorbed detritus from the
soned condition until it breathes fresh air again. wreckage of the Lambent Zenith's safe room and
Lighting. All areas inside the heart are dimly lit by bridge. A character who searches through the detri-
floating orbs of pinkish bioluminescence. tus and succeeds on a DC 15 Wisdom (Perception)
Walls, Ceiling, and Floor. The walls, ceiling, and check uncovers a gilded spyglass worth 1,000 gp.
floor of the heart are made of purple flesh. Parts of
this flesh have been petrified, hardening into gray
A2' VuNrucLE CHAMBER
crystal, while other parts remain soft and spongy.
The heart beats erratically, sending a dull pulse The walls and floor of this massive chamber alternate
echoing through its chambers every few minutes. between gray, petrified stone and flexing muscle and
The ceilings in the heart are all 50 feet high. flesh. Clinging to the ceiling is a serpentine monstros'
ity, like a skinless snake. lts long, draconic snout drips
Annes oF THE Hnenr
with venom as it slumbers.
The areas of the heart are keyed to map 3.2.

The creature sleeping on the ceiling is the hertilod


(see appendix A) that swallowed the next rod piece.
A character can move through the area without

7A i.rl:riiri ii& -1 : I liI ],..ii'ii:a:1 i Iiilll ll'§ i..,:\i1 t{i!,11,1}"


i\
\

I
\

Derp rru rxE


CALLEO A HERTILOO,
oe txe Poo or

-!\-aking the hertilod by succeeding on a DC 18 Dex-


A3' Froo»ED ArRruM
rerity (Stealth) check. Otherwise, the hertilod wakes
§
u-hen it detects a creature within 30 feet of itself
j The air here is humid. Pooled on the floor is black
and attacks. 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).

{-r}:l ,!l ll.ii .1 I l: a: ! i:.-:ii:;aat"i'' :iiri;1 a:l ::, : r.! a i'i".';Yr\{,!. 7\


I
f.
>

,,§\
"..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

74 CHAPTER 4 i THE RUINED COLOSSUS


ExpronrNc MouNr InoNnor
. se the following rules when the characters travel
.:ound Mount Ironrot.
R-rcroNer Errncts
\iount Ironrot is affected by these environmental
: nenonlena:
Impeded Navigation. In outdoor areas, creatures
have disadvantage on Wisdom (Survival) checks
made to navigate.
Lightty Obscured. Mist perpetually shrouds out-
door areas, rendering them lightly obscured.
\Iuddled Magic. Creatures and objects within 1
mile of Mount Ironrot can't be perceived through
n-ragical scrying sensors. Spells or magical effects
that would reveal a creature's or object's location
iail while that creature or object is within 1 mile
of the mountain. The third piece of the Rod of
Seven Parts points only to Mount Ironrot without
precision.

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:

CH-{PTER 4 THE RUI\ED COLOSSUS /5


In a quiet spot, Kalyth admits that in the aftermath
What was once a massive, bipedal war machine made of the Day of Mourning, she lost several valuable
of stone, metal, and wood now lies in ruin. Fragments magic items and a pürse full of gold that she
of the mechanical titan lie scattered about, each piece could've used to stave offthe veterans' current fi-
as big as a barn. nancial plight. The items are long gone, and Kalyth
fears that the other veterans would reject her-or
worse-if they found out she once had the money
These colossi are smaller than Landro and are eas- they desperately need and lost it.
ily accessible, making the task of searching them Regardless of the characters' reactiotr to this
relatively quick. For this reason, no maps of these revelation, learning it counts as a secret for the pur-
ruined colossi are provided. You can simply narrate poses of the Power of Secrets rules in this book's
the characters' foray into each colossus. introduction.
It takes 1d4 hours for the characters to search a Treasure. A character who searches the area and
colossus's wreckage for a Docent At the end of this succeeds on a DC 14 Wisdom (Perception) check
time. have one character make aDC 17 Intelligence spots a loose brick among the bridge's remains.
(Investigation) check for the group. On a failed Behind the brick are a Potion of Healin§ (greater)
check, the characters don't fi.nd a Docenf, but they and a moldy hunk of bread-part of the veterans'
can't be sure they didn't simply miss it; the charac- provisions.
ters can spend another ld4 hours to reattempt the
check. On a successful check, the characters not Ieros
only determine that the colossus's Docent is defi-
nitely gone, but also uncover one of the following Awindmill towers above this ruined village. The wind-
clues (determined by you):
mill's sides and blades are reinforced with badly rust-
Deep Tracks. Deep, angular boot prints belonging ed steel plates, and the attached wooden outbuilding
to unusuall5z heavy, bipedal creatures lead to and
is in shambles. Muddy roads separate the mill from
from the wreckage. Examining multiple colossi
the ruined buildings. ln the center ofa nearby inter-
and triangulating the boot prints' directions (no
check required) points to the village of Ialos. section stands an eroded stone statue ofa humanoid
Second Party. Smaller, fresher boot prints made by draped in color[ul scraps of cloth.
lighter bipeds meander aimlessly about the wreck- 3

age. It's impossible to discern the aim of these


Mournland-roaming pilgrims (see the "Warforged
lighter bipeds from these tracks alone.
Pilgrims" section later in this chapter) turned this
Skilled Extractor. The Docent was removed with ruined mi1l into an ossuary for fallen warforged.
surgical precision, 1ike1y by someone who knew
From this base, pilgrims venture out to find rel-
exactly what they were looking for.
ics or lost warforged. At such times, 2d4 pilgrirns
LeNono (use the warforged warrior stat block in appendix
This unusually large colossus contains the third A) remain in Ialos to guard the mill or patrol its
piece of the Rod of Seven Parts. Landro is de- surroundings. When no expedition is underway,
scribed later in this chapter. thirteen pilgrims (including their leader, Mercy, who
also uses the warforged warrior stat block) occupy
Vnrrnaxs'CaMp Ialos. The pilgrims defend their home against at-
tackers, but they flee when they're outmatched.
The following locations are keyed to map 4.2:
A crumbling stone bridge crosses a river of indigo
water. Beneath one side of the bridge, soiled leather Founder's Statue. Colorful scraps of fabric drape
tents and bedrolls are arranged around a firepit. over the shoulders and outstretched arm ofthis
statue. The warforged pilgrims decorated the
statue oflalos's founder as a gesture ofrespect;
This campsite belongs to the ex-soldier Kalyth and they are grateful to the village's original builders
her two companions (see the "Cyran Veterans" for creating this space they can use to mourn.
section later in this chapter). The veterans rest here Mill. The millstones have been removed from this
between expeditions around Mount Ironrot. If the mill, leaving an empty space. Warforged pilgrims
characters meet the veterans here and aren't hos- use the mill to plan expeditions.
tile toward them, Kalyth offers to share her group's Ossuary. Bodies of deceased warforged line this
meager food supplies with the party. cleared-out basement. Each body is carefully se-
Kalythb Secref. If the characters are friendly cured to the wall in a dignified pose: back straight,
with Kalyth, she asks to speak with them privately. arms crossed, and head slightly lowered.

76 CHAPTER 4 I THE RUINED col-ossus


in Ialos
was Bro- (

ken stone strewn about


{
the village. !ri ;:
Storeroom. Objects the warforged pilgrims deem iti rll
t:

sacred line the shelves of this storeroom (see


"Treasure" below).
I
Treasure. The storeroom contains curiosities and
trinkets salvaged from Mournland ruins. Some of
these items had magical properties until the Day of [.-!
Mourning destroyed their magic. The storeroom's §
notable treasures include the following: i
m'"1 i i i-
Art Objects. Clean tapestries, intact sculptures, and
l-tr-,
I ,.ä
)
5
leather-wrapped oil paintings are carefully piled in T
.\ 0

a corner of the storeroom. Altogether, these relics ,.ti


tr I

of old Cyre are worth 2,000 gp. o:


Docents. Half a dozen metal orbs line one shelf, but
only one is a functional Docent (see the "Docent"
section later in this chapter). These items were
taken from the area's ruined colossi. A character
i i i ,i i t
I 6 (,.

can touch a piece of the Rod of Seven Parfs to the i

working Docent to determine the location of the


third piece (see the "Finding a Docent" section I

later in this chapter). ll'


Magic Ring. An iron ring etched with angelic feath-
ers hangs from a silver chain on the wall. This is a 1 Square'5 Feet
l*,'l*p Ä.?; trni*s
Rin§ of Feather Fallin§.
sacred. Mercy also talks about the pilgrims' recent
Mouxr InoNnor run-ins with rival salvagers. Mercy mentions two
ENcOUNTERS other groups in particular: a band of Cyran veterans
that watches Mercy's group from the shadows, and
These encounters should occur, in the order pre-
a gang of openly hostile warforged that the pilgrims
sented, as the characters travel from one location
avoid at all costs. This latter group, Mercy explains,
on map 4.1 to another. Each encounter occurs
is loyal to the Lord of Blades, a local warmonger
only once.
who conscripts warforged to his bloody cause of
GED ILGRIMS wiping out anyone who opposes him.
If the characters offer to heip the
The characters spot a band of five bipeds walking suggests they meet at the pilgrims'
single file across a distant ridge. These are war- (see "Ialos" earlier in this chapter). Mercy
forged pilgrims. Each uses the warforged warrior pilgrims happily travel with the characters,
stat block (see appendix A). they hide if violence breaks out, emerging only
The pilgrims are peaceful folk who wander the it's safe. If the characters wish to attend to other
Mournland in search of friendly travelers and business before meeting the pilgrims at Ialos,
artifacts important to warforged. A purple-hued draws a rough map in the mud to show the way. The
ex-soldier named Mercy is the group's leader. Mercy pilgrims head straight to Ialos and are there when
is initially indifferent to the characters, but the the characters arrive.
leader responds positively to any aid the characters
Mercy's Secref. If the characters befriend Mercy,
offer, such as advice or adventuring supplies.
they sense during their conversations
PrrGnrMs' Pnosrntrds forged that something weighs heavily
At first, Mercy speaks vaguely about the pilgrims' the characters ask the warforged about their me1-
goals. Ifthe characters offer aid or helpful advice, ancholy, Mercy asks to speak with the
Mercy talks about the pilgrims' expeditions to ru- admits that their
ined colossi. Mercy then tells the characters that
the pilgrims have been extracting Docents from
these ruins, and that the pilgrims consider the items

CHAPTER 4 1 THE RUINED COLOSSUS 77


characters offer to search for Filch, they find the regard the Docents as sacred. Regardless ofthese
ex-soldier in area L4 of Landro. facts, the veteran insists that these treasures right-
Regardless ofthe characters'reaction to this fully belong to "living, breathing Cyrans."
revelation or whether they offer to look for Filch, If the characters agree to help the Turquoise
learning it counts as a secret for the purposes of the Spear, Kalyth gives the party directions to Ialos (see
Power of Secrets rules in this book's introduction. "Ialos" earlier in this chapter). She adds that the
town's most prominent structure is a large metal
CvBeN VnrnuNs windmill that glints faintly in the mist.
The characters encounter three lawful neutral vet-
erans wandering through the mist. Once it's clear
Bre»n ScourrNc Pnnrv
the characters aren't monsters or violent marauders, As they pass between scorched thickets, the char-
the wanderers introduce themselves as the Tur- acters are ambushed by violent followers of a blood-
quoise Spear, a smal1 platoon of Cyran ex-soldiers thirsty warmonger called the Lord of Blades. These
that scours the Mournland for relics. scouts have orders to search the region for a suit-
An orc artillerist named Kalyth speaks for able colossus to turn into a new outpost, but they'll
her companions, two halfling soldiers named happily make time to slay a few people in their
Dortle-Lynn and Grezan. Kalyth explains that the way. The scouting party includes two blade scouts
Turquoise Spear recently discovered a stockpile of and one blade lieutenant (see appendix A for both
Docents taken from colossi. She wants to claim the stat blocks).
Docents to sell in markets outside the Mournland, The blades fight until destroyed. They remain
but she'd happily let the characters borrow a Docent tight-lipped if captured, but if a character demands
beforehand. Unfortunately, Kalyth says, the Docent information and succeeds on a DC 15 Charisma
stockpile is in Ia1os, a ruined village currently oc- (Intimidation) check, the lieutenant says his party's
cupied by "rogue warforged." The Turquoise Spear commander is a powerful warforged headhunter
attempted to infiltrate the ruins, but the warforged named Glaive. "She'll make mincemeat out of you,
made it clear they wouldn't give up their stockpile interlopers!" the lieutenant scoffs. The blades can
without a fight. point the party to ruined colossi in the area but oth-
Kaiyth doesn't know that the warforged are peace- erwise have no useful information.
ful pilgrims, nor does she know that the pilgrims
The party's in the Mournland is to find
a working Docent to which they can tune the
second piece of the Rod of Seven Parfs. In the
course of their exploration, they learn that the
only operational Docent in the region is in a store-
room in Ia1os.

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.

Hnrppur INronuerroN a ierrible confl agration."


If the resolution the warforged pilgrims to
a11ows
keep their Docents and no one is harmed in the

C
TuNrNc Roo

One of the nation's greatest specimens was de-


ployed to the battlefield just as the Day of Mourning
need not be attuned to the Docenf to pair the Docent swept over Cyre and destroyed the nation. Instead
to the rod piece.) of teleporting to the front lines, this colossus, called
When a character touches the rod piece to the Landro, appeared miles away, half-buried in the face
working Docent, the piece emits a loud, metallic of a soaring mountain. Landro's crew was kil1ed
ping. Thereafter, the piece points in the direction of instantly.
the third rod piece inside Landro. If the party travels Landro now looms empty and foreboding over
in that direction, the characters eventually reach the Mount Ironrot's eastern flank. The experimental
ruins of Landro (see the "Landro" section below). magic that powers Landro an eldritch machine
called the graymatter engine, fueled by a piece of
DocnNr the Rod of Seven Parfs-continues to function,
Wondrous ltem, Rare (Requires Attunement by a creating a magical force field around the colossus
Warfor§ed) and altering the gravity within it. In addition to the
ADocent is a 2-inch-diameter metal sphere studded aberrant monsters and restless Undead that haunt
dragonshards. To attune to a Docent, you must Landro's remains, another faction is determined to
the item somewhere on your body, such AS plumb the ruins' depths: violent, zealous warriors
loyal to the Lord of Blades.

of Lon» oF BLADns' StnIrE SQUAD


While the characters explore Landro, they're
through youf SCNSES It communicates telepathi- pursued by a warforged named Glaive (see the
ca1ly with you and can speak, read, and understand accompanying stat block). Glaive is a high-ranking
any language it knows (see "Random Proper- commander loyal to the Lord of Blades. She has or-
ties" below). ders to find a ruined colossus suitable to transform
Life Supporf. Whenever you end your turn with into an outpost for the blades, and Landro fits this
0 hit points, lhe Docent can make a Wisdom (Medi- description perfectly. When she becomes aware of
cine) check with a +6 bonus. If this check succeeds. the party's presence in Landro, Glaive relishes the
the Docent stabilizes you. opportunity to destroy these "meddlesome interlop-
Random Properties, A Docent has the following ers," as she calls them.
Glaive is accompanied by two blade scouts (see
The Docen knows Common, Giant, appendix A) named Rack and Crunch. The three
blades prefer to split up and sneak around Landro
and the adjoining caves. They take turns using hit-
and-run tactics to harry the characters, creating a
sense that more biades lurk around every corner. As
long as Glaive is around, the characters can't finish
an uninterrupted long rest inside Landro or in the
caves of Mount Ironrot.
It's up to you where the characters encounter this
and can cast it at will, requiring no spell strike squad, though Landro's location descriptions
(7 2) Detect Evil and Good provide suggestions. If you don't want to ambush the
The Docent decides when characters with this encounter, it should occur in
to cast the spell. areaL27. Glaive is devoted to her mission and fights
the characters until destroyed, but her subordinates
A Docent is designed to advise and are less motivated. If Glaive is defeated, Rack and
assist the warforged it's attached to, including acting Crunch flee.
translator, The Docent's properties afe under
its control, and if you have a bad relationship with Grervs
your Docent, it might refuse to assist you. Since the Mournland's earliest days, Glaive has
wielded her namesake weapon in service to the
Lord of Blades' bloody conquest of the blighted

8o cHÄPTER 4 | THs RUINED coI-ossus


her talent at is etched
onto the back of her neck-plate. It is the only name GlarvE
Glaive has ever known, and fellow blades don't dare
call her anything else. Mournland adventurers, how-
ever, refer to the terrifying commander by another
name: Kill Switch.

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.

Spiked Glaive. Melee \Meapon Attack: +9 to hit, reach l0 ft., one


Grervn target. Hit: l0 (ldl0 + 5) piercing or slashing damage, or 14
Medium Construct (Warforged), Chaotic Evil
(ldl0 + 9) piercing or slashing damage if Claive is in overdrive.
ArmorClass 16 (natural armor) Serrated Bolt. Ranged Weapon Attack: +7 to hit, range 60 ft.,
Hit Points 187 (22d8 + 88) one target. Hit: l3 (3d8) piercing damage. lf Claive has advan-
Speed 30 ft. (50 ft. with overdrive) tage on the attack roll, the serrated bolt lodges in the target,
and thetarget's speed is reduced by'10 feet until the serrated
STR DEX CON INT wrs CHA bolt is removed. A target's speed can be reduced by only one
'16 (+3) (+a) ll (+0) l6 e (-r)
20 (+5) 19 (+3) serrated bolt at a time. A creature can use its action to remove
a serrated bolt lodged in itself or another creature within its
Saving Throws Str +9, Dex +7, \Uis +7 reach; when the bolt is removed from a creature, that creature
Skills Athletics +9, Perception +7, Stealth +7, Survival +7 takes 5 (2d4) slashing damage.
Damage Resistances poison
Condition lmmunities charmed, exhaustion, frightened, BoNus AcrtoNs
poisoned
Overdrive (Rechorges after o Short or Long Rest). Claive enters
Senses passive Perception 17
a state ofoverdrive that lasts for I minute or until she has the
Languages Common
XP) Proficiency Bonus +4 incapacitated condition. While in overdrive, Claive gains the
Challenge 11 (7,200
following benefits:

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.

CBrrrNcs Lex»no LocerroNs


The height of the ceilings varies considerably in The following locations are keyed to map 4.3.
Landro; see individual area descriptions for details.
In areas Ll-L4 of the cave network, the ceilings are Ll, Cevr ENrneNcn
15 feet high unless otherwise noted.

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:

8z cHAPTER 4 | Tr{E RUTNED cÖLossus


L2, Cevr GnevEveno Ree.ardless of whether the characters fight the
srrike squad, if they search this area, they find a co-
ilratose warforged warrior (see appendix A) in the
The corpses of recently fallen human soldiers bearing
northeast corner of this area. A character who tries
fine weapons and well-oiled armor Iie scattered about to rouse lhe u,arrior and succeeds at a DC 18 Cha-
this musty cavern. risma (Persuasion) checkwakes the warrior, who
identifies themself as Filch. Filch wandered in here
shortlr, after the Day of Mourning looking for their
\ character who examines the area and succeeds on
best friend. the warforged Mercy (see the "War-
a DC 12 Intelligence (Investigation) check notices a
forged Pilgrims" section earlier in this chapter). The
thick layer of powdery residue has settled across the
stress of the situation caused Filch's comatose state.
scene, suggesting the remains have possibly been
Mercy and trilch would be happy to be reunited.
here for years. Anyone who examined the thin, gray
liquid in the cave entrance realizes that the white L5' Rrcnr Foor
powder is residue from this liquid.
The corpses are Cyran soldiers who were in-
Aside from a narrow passage, ihe l0-foot-tall toe
stantly killed by mysterious magic on the Day of
Mourning. The Mournland's magic has preserved section of the colossus's foot has collapsed. Oversize,
their bodies, which a character can determine by skull-shaped mushrooms pockmark the heap of debris
examining the corpses and succeeding on a DC 15 that marks ihe rough division between the colossus's
Intelligence (Arcana) or Wisdom (Medicine) check. interior and the adjacent cave. At the chamber's
If a creature picks up the armor or weapons, two far end, motes of dust and debris float in a cylinder
flying swords and two suits of animated armor
of glowing, green light that stretches from floor to
rise from the scattered gear to reclaim the stolen
treasure. They attack the thief and the thief's allies, ceiling. The cylinder of light continues upward into
but they don't pursue foes outside this area. Landro's leg.

L3, C-wo Snecr


Within the mushroom patch are two shriekers. The
shriekers' high-pitched screams might attract the
Rickety metal sheets separate the east end ofthis cave Brelish soldiers from area L3 or alert one of Glaive's
from the rest of the complex. Aggressive growling scouts to the characters' location.
emanates from behind the sheets. The 2O-foot-diameter cylinder of light extending
up at the back of this foot is an antigravity well
(see the 'Antigravity Wells" section earlier in this
This area is separated from the rest ofthe caves by
chapter). The well connects to Landro's right hip
rickety metal sheets scavenged frorn the debris of (see area L8).
Landro's right foot (area L5). The area serves as a
shelter for three Brelish soldiers who were trans- L6, LBrr Foor
formed by the strange magic of the Day of Mourn-
ing. Use the fomorian stat block for each soldier,
The stone door at the toe end ofthis hollow foot has
except they are Large instead of Huge"
The cowardly soldiers make occasional forays broken in several parts and is jammed shut. Through
into the caves to smash rats or other easy prey. They the cracks in the door, you can see the solid stone of
attack only ifthey can surprise the characters, per- the surrounding mountain.
haps at the narrow tunnel to the north (area L4), or
if the characters are already in a fight with Glaive's
A character who searches the area and succeeds on
squad. The soldiers know nothing of Landro other
a DC 11 Wisdom (Perception) check spots a dusty,
than to avoid drinking the graymatter fluid.
lusterless gemstone lying in a corner. This is an id
L4' BoTTTENECK crystal, which the graymatter engine's conscious-
If the characters haven't run into significant chal- ness can be transferred into (see the "Crystal Com-
lenges yet, Glaive and one of her blade scout com- panion" section later in this chapter).
panions attack the characters from both ends ofthis
L7, Lnc Snenrs
narrow tunnel. After all combatants have taken a
Each of Landro's 130-foot-tall legs contains two
turn, the attackers flee into Landro and hide for an-
20-foot-diameter, cylindrical antigravity wells, one
other surprise attack.
in its calf and one in its thigh, connected at the knee
by a 20-foot-diameter antigravily sphere.

CHAPTER 4 I THE RUINED COLOSSUS 83


L22

Lmmo ffih ffi*


lSquare=5Feet

§muruns

Hmo

Armurx

SmUInw

84 CHAPTER 4 I THE RUINED COLOSSUS


L8' Annonv As iithrough the you see a
The two 20-foot-diameter antigravity spheres in this
30-foot-tall chamber serve as Landro's hip sockets.
Gaps in the floor and ceiling of each sphere grant
access to the colossus's legs (areaLT) and abdomen around the circle and
(areas L9-L11), respectively. A 1O-foot-wide anti- heads bowed in co
gravity well cylinder serves as a spine, connecting
to area L9.
Treasure. A weapon rack on the wa1l opposite
Landro's spine contains two halberds and one hand
colossus is buried in
crossbow with a case of 20 bolts.
shifting mountains and
L9' BrocrED ANTiGRAVITY WELL tn raD id succession while
Rubble in area L18 blocks travel through Landro's stone sentinel, stuck i
spinal antigravity well above this floor. Otherwise,
this area is empty.
The vision lasts only a moment but feels like it lasts
LlO, ABTITICER QUARTERS hours to the creature experiencing the vision. A
character who receives this vision gains the benefits
area.
Absolute silence fills this tranquil sleeping ofa short rest. No character can receive the vision
:
more than once.
The walls are lined with wooden bunk beds draped i

in green and purple quilts. Motes of dust drift with i Ll1, Wonrssop
a peculiar languidness. A woman sleeps in one of :

the beds.
,

This 20-foot-high chamber is affected by a persistent


S/ence spell. A Dr'sp el Ma§ic spell ends the effect.
Aura of Slumber. Lingering in this chamber
causes creatures to feel drowsy. A creature that
ends its turn in this chamber must succeed on a DC
down the tunnel.
13 Constitution saving throw or have the uncon'
scious condition for 1 minute. If the saving throw
fails by 5 or more, the creature is unconscious for 1 The ceiling here is 20 feet high. Any characters
hour instead. The creature wakes up if it takes dam- proficient in tinker's tools or woodcarver's tools can
age or if another creature uses an action to wake it. assemble a set of either tools from the items in this
SleepinS Ghost. The figure dozing in one of room with 1 minute of work.
the beds is the spirit of Alamar-Vatashi, a soldier Repair Paste. The steel vat contains magical
who overslept on the Day of Mourning. In life, paste specially formulated for strengthening Con-
Alamar-Vatashi was a kalashtar, a Humanoid structs. Turning the knob on the attached faucet
bound to a dream-spirit called a quori. The Day of releases a palm-size dose of paste. A creature
Mourning caused her to remain asleep in this cham- can take 1 minute to apply a dose of the paste to a
ber. She is a neutral good ghost who can speak Construct to grant it 10 temporary hit points. Once
Common; she can also communicate telepathically dispensed, a dose of paste loses its magic if not
within a range of 30 feet. applied within 1 minute. The vat contains three
If Alamar-Vatashi awakens and becomes aware doses of paste.
of the characters, she telepathically asks why they
aren't sleeping and yawns deeply. If questioned, she L12, Losr Sor-oinn
says she's too tired to talk, but she offers to share
??
her dreams with the characters if they wish. A char-
acter who touches Alamar-Vatashi's incorporeal
palm experiences a vivid vision of the day Landro I nervously at the bottom of this sloping cavern. On l

came to this mountain on the Day of Mourning. This


touch doesn't damage the character. Read or para- r shouting, "Please, help me find my comradesl" i

phrase the following to describe the vision: a*

CHAPTER-4 I THE RUINED COLO§SUS 85


The lawful good ghost, who says its name is LI4, BLa.zEBEAR DEN
Chandry, pleads with the characters to help it re-
unite with its comrades inside Landro.
A pile of leather scraps, brol<en bones, and sludgy
Suddenly, Chandry cries out with joy and sprints
offal fills a corner of this cave. Nesting in this nause-
toward the colossus. When the ghost comes within
arm's reach of Landro, it blinks out of existence. ating pile is a monstrous beast that resembles a bear
Chandry then reappears at the bottom of the cave with three long, fleshy tentacles sprouting from its
with no memory of the last few moments' events and skull. Each tentacle is topped with a glowing, knobby
asks the characters for their help again. Every time lump of flesh.
Chandry approaches Landro, the ghost disappears
and reappears in the same way. If the characters
tell Chandry about the fallen soldiers in area L2, the The monster dwelling here is ablazebear (see ap-
ghost is put to rest and doesn't reappear. pendix A). It attacks any creature it sees and fights
until destroyed.
L13' DnecoNsHARD Poor,
Ll5' OvsnHANG
t §

The deep pool of gray liquid in the corner of this


l
§i
chamber glitters oddly. Around the pool, bones and i:

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.

DnacorusnARD PooL Errecrs A wood-and-steel captain's chair tops the platform

d6 Effect in the center of this room. Slumped in the chair is a

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

86 cHAPTER 4 I THE RUINED colossus


%",,,

A SiRANGE PooL FouNo rNsroE


Constitution saving throw. On a failed save, the
Latono HAs MAGrcat- EFFEcrg r .

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.

Ll8' CoTTAPSED ANIIoB-wITY WELL


a

liquid
:

Damage to Landro's spine has disabled this an-


tigravity well from this point upward. The rubble
blocks access to area L9 below, but the path up to
areaL20 and beyond is clear.
Without the aid of antigravity magic, a creature
can climb the notched wal1s inside the shaft only
by succeeding on a DC 12 Strength (Athletics)
check. From this area, the shaft stretches up 100
feet before terminating at the roof of Landro's head
(area L28).

Ll9, MustER PoINT


Three Cyran soldiers in full regalia stand diligently
at the arrow slits in this 3O-foot-tall gathering hall.
When they become aware of the characters, the sol-
diers turn to the party, revealing ghostly, screaming
skulls instead of faces. The soldiers are three hos-
tile wights. Three will-o'-wisps, previously invisi-
ble, appear at the start of combat and fight alongside
the wights.
L21, SsouLDERS
L20' Wen Rootr,t
Ballistae mounted on wheels point out the windows
§ at each of Landro's shoulders. A total of twelve bal-
This thirty-foot-tall cha lista arrows are scattered on the floors in these ar-
stone table. Dozens of and scroll eas: five in area L2la and seven in L21b. The ceiling
. scattered across the table in these areas is 40 feet high.
&
L22' Werrwev
The table is a magically animated servant (use the A 3-foot-tall stone battlement wraps around this
stone golem stat block). It is designed to defend open-air walkway.
Landro from enemy boarders. As soon as a creature
disturbs the table's contents, the table reveals its L23, HolnrNG CnLLS
true nature and attacks. 1
s

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.

CI"tAPTER 4 I T'HE RUINED COLOSSUS BZ


L24, INTaKE CHÄMBER L27, W-repoNS SYSTEM
*3!
?
I This small, fifteen-foot-tall chamb,er featu
t, this
i metal hatch in the floor and a leve I magical cannon were torn out of the platform in l

I nearby wall. is all that


:
separates this chamber from the open air. lf not for
' : i

When the lever on the wall is flipped, the hatch in I the dense mist of the Mournland, this window would l

the floor opens, and a 10-foot-diameter, 30-foot-


aa
deep cylindrical antigravity well emanates from the
colossus's palm. Any Large or smaller unattended In this 1S-foot-tall room, which is effectively
object that enters this antigravity well slowly floats Landro's mouth, Glaive (see her stat block earlier
into this chamber. The antigravity well deactivates in this chapter) makes her final stand against the
and the hatch closes when the lever is returned to characters if she has survived this long. Her blade
its original position. scouts (see appendix A), Rack and Crunch, fight
L25, Veurr alongside her if they're sti1l alive.

L28, GnavMATTER ENcrNn


The floor of this ruined, thirty-foot-tall chamber is

Dripping pipes and rusty chains hang from the


fifteen-foot-high ceiling of this chamber. Deep-red
straps are gilded with a thick sheet of gold leaf. An light courses rhythmically through the pipes, which
iron padlock crafted in the shape of a grinning demon converge on a large object atop a circular dais.
hangs from the chest's hasp. The object resembles an oversize brain made of
iron-gray ceramic. lts surface is molded with count-
The chest is a mimic in disguise. As soon as a less grooves that form mesmerizing patterns. A crack
creature touches it, the mimic attacks. Once it has along the ceramic brain's frontal lobe leaks a thin,
grappled a creature, the mimic attempts to drag its gray Iiquid thai pools around the dais.
victim outside so it can drop the victim off the edge Floating above the brain and scattering light across
of the walkway (area L22). Creatnres that fall take
the room is a small, slender object: a piece of the Rod
45 (13d6) bludgeoning damage.
of Seven Parts.
L26, Tnnoer
!Y Years after its abandonment, the graymatter engine
still churns with arcane power. Crafted from exper-
r Landro's throat. Above, a tangle of metal dangles like ,
imental designs based on unfamiliar technology,
a mechanical uvula. the graymatter engine converts the power of the
a, third Rod of Seven Parts piece into magical effects
throughout Landro. The colossus's force field, weap-
If she still lives, Glaive has set a trap here for the ons system, and antigravity wel1s are all powered by
characters. She tore out the weapons system from this eldritch machine.
areaL2T and moved it to the edge of that chamber When the characters arrive in this area, the
so that it points down Landro's throat. graymatter engine manifests a physical entity to
As soon as a character is halfway up this area, converse with the party. Proceed to the "Graymatter
Glaive activates the weapon, which ejects a jet of wa- Guardian" section below.
ter in a 60-foot line. Any creature in this line must Hidden Senfinels. This chamber contains false
succeed on a DC 15 Dexterity saving throw or take walls made of thin metal plates. A character inves-
22 (4d10) bludgeoning damage and fa11 down to area tigating the walls can tell that they are hollow by
L18, landing with the prone condition. succeeding on a DC 17 Wisdom (Perception) check.
Glaive compromised the weapons system when Behind these walls stand four defense sentinels
she moved it; once fired, it breaks, losing its magic. bound to the graymatter engine (each uses the
shield guardian stat block but is Medium instead
of Large).
If a sentinel takes damage or the rod piece is
removed from the graymatter engine, the wal1s

88 cHAPTSR 4 I THE RUTNED coI-ossus


CONFRONI THE
oe Larono's

.+

-.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

CHAPl'ER 4 I THE RLiINED C]OLO§SUS 8g


ENGINE SERVES rTS LANONO,S
BRAtN, THouGH rt caN'r coNTRoL THE
§s
coLossus's MEcHANTcaL sYsrEMs,

.,.

.. ,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.

9o CHAPTER.4 I THE RUINED COLO§SUS


Antigravity
magic including the
1S dispelled.
from them. If the special kind of Barrier Dropped. The
gem called an id they can Landro disappears
transfer the graymatter engine's consciousness to it. Self-Destruct Initiated. Characters inside
Landro tells the characters that a suitable id crystal must succeed on a DC 74 Dexterity saving
can be found in the colossus's left foot (area L6).
When an id crystal touches the graymatter engine,
the graymatter engine's consciousness is trans-
t-erred to the crystal, which becomes an Elemental
Cem (emerald).
As soon as the graymatter engine's consciousness
is transferred to the id crystal, the rod piece power-
ing the graymatter engine falls to the floor, activat-
ing the hidden sentinels in area L28 and starting
Landro's shutdown sequence (see below).

Snur»owN
When
portal on Mount Ironrot outskirts.
through the portal returns the characters to
sanctum 1n Sigil

t., -,. -.*".

$sM {EMäeaLeJ

CHAPTER 4 I THE RUINED COLOSSUS


1"

i
I
: '1"

J
i!:trri:
t
*..
1i
i fr

;
.::
fui
,/
*il!
tr

tr 'L
1i,,,
§
l"'- r
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

i-.1r.1}il ai I li::l r;f il i:ül-i$1. q?


AnBrvII{e rN BeBovrA As you move through town, a handful o{ murmur-

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*& {

Banovral vTLLAG€R5 coNFRoNT THE


CHARACTERS \vHEN THEY ARRIVE, BELIEVING
rxev'Re vlLLAlNs.
onaDClS of
ski1l is appro-
priate. A who Emotions on the
mob's area has advantage on this check.
Until the characters disperse or escape the mob.
one randomly determined character takes 1 blud-
geoning damage from hurled debris at the start of
each turn. Each round on initiative count 0, the DC
of the check to disperse the mob increases by 1. The
villagers immediately disperse if the characters at-
tack or deal damage to any of them.

Trrn Urursr IN UISITION


After the characters are free of the mob, a cloaked
adventurer named Sarusanda Allester approaches
them. Sarusanda is a lawful neutral, human inquis-
itor of the tome (see appendix A) who speaks Ce-
lestial, Common, Draconic, and Elvish, and can cast
Speak with Dead at wi11. She introduces herself and
asks to speak with the characters in private. The
characters can slip into an alley for this discussion,
or they can duck into the Blood of the Vine, the vi1-
lage tavern, for a quiet conversation.

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

ai il ..! ir"i t i{ il i l-i 11 4-f i-i li {.l r..i li }"


Srnano ]Mercnes them. The characters will have several opportuni-
If Sarusanda's information is correct, Strahd is also ties to run into Sarusanda in the house. See the
aware of the activities at Death House. "Meetings with Sarusanda" section for more details.
If you wish, Sarusanda can stay with the charac-
Senus-q.Noe s Prl.N ters, and the events described in that section hap-
Sarusanda needs to act quickly to stop the priests pen while she accompanies the party.
of Osybus and Strahd from acquiring the rod
fragment. She doesn't care if the characters take I)Eemr Housp
the artifact; as long as it stays out of her enemies' Before the characters enter Death House, make
clutches, she'll consider her work done. To this sure the players understand their goals. The char-
end, she invites the characters tojoin her cause. acters can't leave until they encounter Strahd von
Regardless of whether the characters cooperate Zarovich, as described in the "Leaving the House"
with Sarusanda or ignore her, their interaction with section later in this chapter.
her now affect subsequent meetings with her inside
Death House. DnRrn Housn O ECTIVE
AppnoecHrNc Duru Housn The characters must take the fourth piece of the
Rod of Seven Parts from the Strahd-venerating cult-
As the characters come within sight of Death ists who operate from Death House's basement.
House, read or paraphrase the following: The priests of Osybus have their own plans for
the rod piece. As long as the eight priests inside the
A boy and a girl stand in the middle of the dirt road house are alive, they'll try to keep the characters
outside a grim house. The boy is weeping and clutch- from taking the artifact.
es a stuffed doll. The girl is trying to quiet the boy. She
turns to you. "There's a monster in our house!" she
says. "Mom and Dad told us to play outside. Please,
won't you make it safei"

The children are Rosavalda "Rose" and Thornboldt I

"Thorn" Durst. Rose explains that the monster ar-


rived just after the children's parents, Gustav and
Elisabeth, ordered Rose and Thorn outside to play.
Rose is especially worried for Brigetta, the family's
nursemaid, who's always been kind to both children.
After Rose and Thorn came outside, they heard
screams inside the house, followed by terrible howls
coming from the basement. Recently, a group of €
robed adults (priests of Osybus) arrived and entered
the house without a word.
If calmed with a successful DC 10 Charisma (Per-
suasion) check, Thorn sniffles that his parents often
ffi"
invite weird friends over for parties, but this time
seems different.
The children have no other useful information,
ffi
-%=TP

F',*

and neither has any idea how much time has


passed since the events they've described. They
§{
xp
have no idea that their parents are cult leaders in
possession of a powerful artifact. If the characters
express hesitation about leaving the children alone,
a friendly neighbor arrives and offers to keep the
children safe.
!
SenusaNpa Spri'rs Onr' ?
As soon as the characters enter Death House, Saru-
sanda suggests she and the party explore the house Rc:e aNr Txcas llup::
separatety. This way, you can focus on the charac-
ters without having to run Sarusanda alongside

96 ir:ll ir f [R r I 1]tsf iJ u{lij§l


Dners Housn ExcouNrnns Developmenf. Sarusanda has 30 hit points re-
maining and is obviously in pain. If the characters
The foul energies coalescing in Death House have
offer to heal her, she downplays her injuries. A char-
spawned numerous horrors. When the characters
acter u'ho succeeds on a DC 15 Wisdom (Insight)
enter locations with an "Encounter" subsection for
che ck realizes that it's not just Sarusanda's body
the first time, the description will instruct you to
that's hurt-her pride is badly wounded too.
ro11 on the Death House Encounters table below.
If unaided, Sarusanda gains 1 level of exhaustion,
With the exception of Meetings with Sarusanda, if
rvhich she retains until she finishes a long rest out-
1,ou ro11 an encounter the characters have already
side Death House.
overcome or an encounter that would be difEcult to
resolve in the location, choose an unencountered SEaNcr
result instead.

DEnrs House ErucouNTERs Pungent sticks of incense burn around this room's

d12 Encounter perimeter. Sarusanda stares intently at a human skull

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 .

i dark circies underline her weary eyes. She doesn't turn i


l
The robed bodies belong to two priests of Osybus i to fr.. you, but she holds a finger in the air to indicate
i
(see appendix A), each of whom is stable at 0 hit
I silence. A moment later, the room erupts into chaos
points. When the characters enter the room, each
priest's Tattoo of Osybus trait causes the priest to
] as three tattooed figures dart from the shadows. :

rise on its next turn, at which point it attacks the


** i

characters. Three priests of Osybus (see appendix A) attack


Sarusanda and the party, entering the room from
multiple directions if possible.

I :1 1,:':':: :, iri:...i l;i l-i{.1!.1;ti:,


97
Sanusaruoa TNTERRoGATEs a oEcEAsEo cuLT
MEMAER TO L€ARN MOQE ABOUT THE ACTIVITIES IN
DEarx llouse.

'{& 3

i&fut-
*

'&::

With or without the characters' help, Sarusanda DnarH Housn FneruBns


fights passionately against the priests. She discards
The locations in Death House have the fo1low-
her normally staid demeanor for this battle and
ing features.
openly rages at the priests, making careless tactical
decisions amid the turmoil. CnrrrNcs
Sarusanda's Secref. After the battle, a character Ceilings vary in height by floor. The first floor has
who asks Sarusanda what's wrong is greeted with 1O-foot-high ceilings, the second floor has 12-foot-
a 1ong, bitter sigh. The inquisitor then reveals the high ceilings, the third floor has 8-foot-high ceilings,
source of her distress. and the attic has 13-foot-high ceilings.
Shortly after she joined the Ulmist Inquisition,
Sarusanda's father-a man named Galias-joined Hauxrnn Doons
the priests of Osybus. Sarusanda witnessed him When Strahd enters the house later in this chapter,
commit a temible act in the cult's name, though she certain doors marked on the map become haunted
doesn't give details, and the inquisitor admits she doors; see the "Haunted Zones" section for details.
didn't arrest her father. Sarusanda considers this
her greatest failing. LrcntrNc
Gaiias was fully inducted into the priests of Unless otherwise noted, each room in the house is
Osybus, and Sarusanda heard that he would be lit with bright light by oil lamps, a fireplace, or some
among the cultists at Death House today. She is other light source when the characters arrive. The
enraged that she hasn't found Galias so she can cultists take oil lamps into the ritual chamber (area
confront him. D38) when they gather there.
Regardless ofthe characters'reaction to this THr Mrsrs
revelation, learning it counts as a secret for the pur-
When the characters enter Death House, the Mists
poses of the Power of Secrets rules in this book's
surround the building and prevent them from leav-
introduction.
ing. A creature that enters the Mists around Death

98 ii::t APTlit{ * i Dr. Tr{ Hi}usx


House reemerges seconds later in a random room Trapdoon A character searching the southwest
in Death House. Only Strahd can disperse the Mists corner of the room finds a trapdoor with a success-
(see the "Leaving the House" section). iu1 DC 20 Intelligence (Investigation) check. The
trapdoor is barred from the other side (area D32).
SErn-RnperB It is a Nfedium object with AC 13, 15 hit points, and
\fter 24 hours, any damage to the house repairs it- immunitl.to poison and psychic damage.
self. The house also repairs itself as soon as Strahd
enters the building. D4e-D4s, KrrcHBr.r AND PANTRY

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

I marble fireplace at one end and a sweeping red mar- I


silverware and crystalware and surrounded by eight
i ble staircase at the other. j
high-backed chairs.
: fhe door to a cloakroom on the east wall is slightly ,
I

I ajar; the black cloaks inside are damp. i


This area is empty except for the immaculate ta-
*§ ble dressing.
The hall is bare of furniture. Faint footprints lead to Treasure. The silverware and crystalware here
the cloakroom (area D2b). are worth 2,500 gp total.
Encounten Roll on the Death House Encounters
table the first time a character enters this roorn.
D6, Uppnn Her,r
?t
D3, DsN oF WoLvES Unlit oil Iamps are mounted on the walls of this

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

j stag's head is mounted above ihe fireplace, and three


:

i j with two smiling children-the same children you saw l


i stuffed wolves are positioned around the outskirts of i 1 outside. The marble staircase continues upward.
: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.

CII'1PTEE 5 iljl,.1'l-ii HilU§n 99 ,

,,-*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
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F3

lu I fi

D12b t*-

AQ D1 6
!-
3
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(<-i
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THInO ürxc

,l o J
-E D9
I
H
t
I
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D5 ll ln,
f, I
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1

q I
p qt
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t'
t
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d § (§ .{
I ?F cltr J g
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.t €> Door ' :-.
I I
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(\ I Qr e I
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r la o\ rO § Y t- --h o- ä .€> Locked Door §
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Lrvn
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:if.i|.i Haunted Door
r.\ Srcoup Fmon
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roo cll.rp iE.ti i1 j :-]t:Äi-':.': t-t{Jtjst


D7t*D7s, SnnvANrs' Roou eNn Crosrr D10, CorsERVAToRY
a aa§
i:i
An undecorated bedroom contains a pair of beds with j A har'ps cno'o and bench fill this elegant hall's
t- i

straw-stuffed mattresses. northr,,esr corner. On the opposite side of the room,


i . :

harp rests near the room's fireplace.


' , a large sianding i

i Upholstered chairs line the walls.


Aa empty footlocker rests at the foot of each bed.
Tidy servants'uniforms hang from hooks in the ad-
;{ l

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

A mahogany desk faces the fireplace of this private I


1 a suit of black plate armor standing against one wall. I
I
library, and two overstuffed chairs fill the room's cor- I i
ners. Floor-to-ceiling bookshelves line the south wall.
Secret Door. A character who examines the west
A rolling wooden ladder allows access to the higher
wall and succeeds on a DC 15 Intelligence (Investi-
shelves.
gation) check finds a secret door that pushes open to
reveal a cobweb-filled wooden staircase leading to
The bookshelves hold hundreds of tomes on topics the attic.
such as history, warfare, and alchemy.
Dl2e-D12c : Mestpn Surrn
Encounter. Roll on the Death House Encounters
table the first time a character enters this room.
Secret Door. A secret door behind a bookshelf Burgundy drapes cover the windows of this large
in the southeast corner of the room can be opened bedroom. The furnishings include a four-poster bed, a
by pulling on a switch disguised as a red-covered matching pair of wardrobes, and a vanity with a jewel-
book with a blank spine. A character inspecting the
ry box. A portrait of a man and woman hangs above a
bookshelf spots the fake book with a successful DC
fireplace. A parlor in the southwest corner contains a
13 Intelligence (Investigation) check. Unless the
secret door is propped open, springs in the hinges table and two chairs.
cause it to close on its own. Beyond the secret door
lies area D9. The couple in the portrait are the same people from
the family portrait in the upper hall (area D6). A
D9, Srcnnr RooM
door facing the foot of the bed opens to an empty
This secret room contains bookshelves packed with
closet (area Dl2b). A door in the parlor leads to an
tomes describing Fiend-surnmoning rituals.
outside balcony (area D12c).
Trapped Chest. An unlocked treasure chest
Dumbwaiter. A dumbwaiter in the southwest cor-
stands against the room's south wall. When a crea-
ner connects to areas D4a and D7a below
ture opens this chest's lid, poison-tipped darts shoot
Treasure. The jewelry box on the vanity is made
from a spring-loaded mechanism attached to the
of silver with gold filigree (worth 75 gp). It contains
lid's underside. Each creature within 10 feet of the
three gold rings (worth 25 gp each) and a thin plati
chest that isn't behind total cover takes 2 (1d4) pierc-
num necklace with atopaz pendant (worth 750 gp).
ing damage and must succeed on a DC 15 Constitu-
tion saving throw or take 22 (4d10) poison damage Dl3' BarnRooM
and have the poisoned condition for t hour.
A character who succeeds on a DC 20 Intelligence
(Investigation) check while examining the chest This dark room contains a barrel under a spigot in the
spots the trap mechanism. As an action, a character east wall, a wooden claw-foot tub. and a small iron
can use thieves'tools to make a DC 15 Dexterity stove with a kettle resting atop it.
(Sleight of Hand) check to disarm the trap. Failing
this check triggers the trap.
This room is otherwise empty.
Treasure. The chest contains three blank books
with black leather covers (worth 25 gp each) and
three Spe/1 Scrolls (B/ess, Protection from Poison,
and Spiritual Weapon).

CHÄPfE!. 5 ] DEATH }IüI]SE IOI


S a'...
'.'

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

tains that the disarrayed nightstand and broken win-


t :

dow are the result of a recent struggle. Rainwater This room is otherwise empty.

IoZ ( ti.,il l trt{ 5 I iJt"Ä t'ft }l{jli$r.


D18, SroBacr Roou D2 3 c-D23r: FaMrrv Cnvrrs
a

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.

Secret Door. A character who examines the east


u,all and succeeds on a DC 15 Intelligence (Investi- These cr],pts are intended to hold the remains of the
qation) check finds a secret door that opens to reveal Durst family members on their deaths.
a secret stair (area D21) to the dungeon (areaD22). The crypts in areas D23a and D23b are empty,
and the slabs for these crypts are unmarked.
D19, SpexE BEDRooM The remaining crypts (areas D23c D23f) each
contain an empty cofEn on a stone bier.
This room contains a narrow bed, a nightstand,
D24, CULT INITIATES' QUARTERS
a rocking chair, an empty wardrobe, and a small
A wooden table and four chairs stand at the east end
ron stove.
of this room. Four alcoves containing straw pallets
i

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.

Characters who investigate the dollhouse find all the


house's secret doors, including one in the attic lead- The five small bedrooms serve as quarters for se-
ing to a spiral staircase (area D21) that descends nior cultists. Each contains a wood-framed bed with
below the house. a straw mattress and a wooden chest. Each chest is
Encounter. Roll on the Death House Encounters secured with a rusty iron padlock that can be picked
table the first time a character enters this room. using thieves' tools with a successful DC 15 Dexter-
Treasure. Inside the toy chest is a doll that resem- ity (Sleight of Hand) check.
bles a tall, pale human with black hair and a pro- Encounter. Roll on the Death House Encounters
nounced widow's peak. Something papery rattles table the first time a character enters this room.
inside the doll's hollow body. A character who re- Treasure.In addition to worthless personal ef-
moves the doll's head and looks down its neck finds fects, each chest contains one of the following:
a Spell Scroll of Detect Evil and Good.
. 110 gp and 60 sp in a pouch made of human skin
D21, SBcnET STAIRS . Three pieces of cut jade (worth 100 gp each) in a
This narrow spiral staircase is made of creaky wood folded piece of black cloth
contained within a 5-foot-wide shaft of mortared . A black leather eye patch with a peridot (worth
stone. The staircase descends 50 feet from the 500 gp) sewn into it
house's attic to areaD22 in the dungeon level. . A chess set with pieces made of obsidian and chal-
cedony (worth 250 gp)
D22, DUNGEoN Lnvnr Accpss . A+2 Shortsword
The wooden spiral staircase from the attic (area
D2i) ends here. A narrow tunnel stretches south- D26' HrpoEN SPIKED PIT
ward before branching east and west.
Chantin§. From the moment they arrive in the As you move farther down this tunnel, the chant-
dungeon, the characters hear an eerie, incessant
ing heard throughout the dungeon gets louder to
chant echoing throughout the chambers. It's im-
the west.
possible to determine which direction the sound
is coming from until the characters reach areas
D26 c:r D29. They can't discern its words until they A character who examines the floor and succeeds
reach area D35. on a DC 15 Intelligence (Investigation) check

i-.ii:rr''i-l-!: r ' i-ri.1. I'ti i{{.liliir:, Io3


notices a suspicious absence of footprints in this D32' HrooEN TRAPDooR
hallway. A character searching the floor for traps The staircase ends at a landing with a 6-foot-high
finds a S-footJong, 1O-foot-deep pit hidden under wooden ceiling with a trapdoor set into it. The trap-
rotted wooden planks. The pit has poisoned wooden door is bolted shut from this side and can be pushed
spikes at the bottom. The first character to step on open to reveal the den (area D3) above.
the cover falls through, landing prone and taking
3 (1d6) bludgeoning damage from the fa11plus 11 D33, Curr Lre»nns' DnN
(2d10) piercing damage and 11 (2d10) poison dam-
age from the spikes. A chandelier hangs above a table in the middle of this

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).

::::

IO4 CHAFTER 5 jirlAl'ir I{OrJSE


D36' PnIsoN can be raised or lowered by turning a wooden wheel
in the east wall of area D38. (The wheel is beyond
the reach of someone east of the portcullis.)
The alcoves here feature chains ending in shackles
attached to the back walls. D38, RITUAL CHAMBER
a

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

feet of soupy water.


The portcullis can be forcibly lifted with a success-
ful DC 20 Strength (Athletics) check. Otherwise, it
The cultists chant: "She is slain, she is risen. Come
to us, Lord Strahd. Receive our gift!"
The water here is 2 feet deep. The ledges and
central dais are 5 feet high (3 feet higher than the

!
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

ro6 arHA ll.L.,R 5 i r]§AlH }lfirsrl


described in each entry. When a character passes DE-r.rH Housn HeuxrrNcs
through a haunted doorway, that haunted doorwal-
Tht characters enter the following haunted zones in
turns back to a normal doorway after 1 minute.
ihr ,rrder presented.
ExrrrNc A HAUNTED ZoNE C-lsru DrNtNc Herr
To leave a haunted zofle, a character must perform
the task specified in the haunted zone's "Correct
Exit" section. The "Failed Exit" section describes You stand at one end of an impossibly long wooden
how creatures that don't perform the required task dining table in the hall of a stone keep. Cilded plates,
are eventually forced from the haunted zone. cutlery, and goblets of blood-red wine are set for each
Findin§ the Correet Exit. A character who casts member of your party.
Detect Evil and Good or Find the Path or who has
At the other end of ihe table stands a tall, pale man.
truesight sees a faint aura around an object related
He wears regal, red garb, and his raven hair comes to
to the task necessary to exit the room. A character
can also locate such an object by iooking at the area a prominent widow's peak. He smiles menacingly at
and succeeding on a DC 15 Intelligence (Investiga- you as he raises his goblet in a toast. "Welcome, my
tion) check. i guests. May you find the eternal hospitality ofstrahd
Leavin§ a Haanted Zone. A character who exits a von Zarovich to your liking. Should at any point you
haunted zone appears somewhere in Death House.
wish to leave, simply find me and ask."
Characters who leave the same haunted zone
emerge in the same part of Death House. The tran-
sition is sudden and disorienting, like waking from The "Strahd" in this haunted zone is an illusion.
a dream. Roll on the Emergence from a Haunted The illusion stands still in anticipation of the char-
Zone table below to determine where the characters acters returning its toast, at which point the illusion
appear when they leave a haunted zofle, or choose quaffs its drink; it doesn't respond to anything else.
one of the locations listed. If the illusion is struck with an attack, it dissolves
into a cloud of bats (see "Failed Exit" below).
EuencerucE FRoM A HAUNTED Zorur The charnber distorts and elongates as a character
d6 Location Emerged attempts to move throughout it. No matter how fast
I The characters sit in the dining room (area D5), or far a character moves, that character winds up
sated and covered with sticky crumbs, though
a step or two away from the end of the table where
they started.
there's no food in sight.
Correct Exit. Tö escape the dining hall, each
2 The characters stand in the storage room (area
character trapped in it must drink from one of the
D18), draped in sheets.
chalices on the tab1e. The wine is thick and metallic
3 The characters kneel at the side ofthe cultists'well tasting. When the character drinks it, the charac-
(area D25), desperately parched. ter's vision slowly turns red before returning to nor-
4 The characters are slumped over the furniture in the mal when the character exits the haunted zone. The
storage room (area D18). only thing the character can hear during this time is
5 The characters lean against the railing ofthe nurse- the sound of Strahd's deep, spooky laughter.
maid's balcony (area D15c).
Failed Exit.If after 1 minute no one has drunk
from a chalice, Strahcl's illusion dissoives into a
6 The characters are shackled to the wall in the prison
cloud of bats that quickly fills the chamber. At the
(area D36), each character in a differeni alcove. The
start ofeach turn, the bats dealT (2d6) piercing
characters can easily break their bonds. damage to each creature in the haunted zone. After
Once the characters have encountered all four 5 turns, the bats completely obscure the characters'
haunted zones, they don't encounter any more. Long vision, and the characters exit the haunted zone.
rests function as normal, and the haunted doorways ENornss Gnevnvano
become normal doorwavs.
?
. Countless headstones dot this barren landscape as
i far as you can see. A pale full moon looms over the
:. horizon.
i
ä

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Ip rxe cxaRactERs F^LL tN Dearx tlouse,
Srnaxo vrLL HApprLy cLAtM THE PrEcE oF
txe Poo op SeveN Pnprs rxeRslN- d

N
f,
#-

I
t

:.

The headstones continue in every direction no GHosrrv RBcirar


matter how far a character travels. Each headstone
is inscribed with the name of a different individual
You're seated in an ornate chair on the edge of a dimly
who died within Strahd's domain (the names even-
lit parlor. Eight ghostly figures sit in identical chairs
tually repeat). Buried beneath each tombstone is a
coffin that either is empty or contains an illusion of to either side of you. At the parlor's far end, a pale
Strahd's corpse. man at a harpsichord slowly plinks out a haunting
Conect Exit. A character who reads the head- elegy. The ghostly figures lisien to the song with rapt
stones finds one bearing their own name. A char- atte nti o n.
acter can exit this haunted zoteby disinterring the
empty coffin buried beneath a headstone bearing
the character's name, opening the coffrn, and This zone resembles Death House's conservatory
lying in it. (area D10), except the room's doors and windows
Failed Exit.If a character fails to leave the overlook a black, featureless void.
graveyard, that character must eventually make If a character makes any noise or otherwise dis-
camp. When a character finishes a long rest in this rupts the performance, the musician-yet another
haunted zone, the character gains 1 level ofexhaus- illusion of Strahd ceases playing, scowls at the
tion, doesn't gain the benefits of the long rest, and character, and disappears. Eight specters fly out of
exits the haunted zone. the harpsichord and attack the characters in anger.
Correct Exit. A character at the harpsichord can
make a DC 14 Charisma (Performance) check to
play the rest of the interrupted melody. On a suc-
cessful check, the ghostly figures sigh with content-
ment, and the characters exit the haunted zone.

fO 8 rr jJ ,11!l'1. i'. I i * UÄ';"}i i.! il Lr 5 t,


FrcrNc Srneu»
After he arrives at Death House, Strahd, Master of
Death House (see appendix B) waits for the char-
out a
acters in the house's main hall (area D2a). He is
(2d10) zofie.
accompanied by two vampire spawn.
Tns CnvrNc If the characters don't intend to return to the main
ha1l. Strahd and his minions wait for the characters
in another room of the house, such as the dining
The floor of this bedroom is littered with creepy dolls, room (area D5) or the den of wolves (area D3).
monstrous stuffed animals, and misshapen toys. The When Strahd encounters the characters, read the
two children you saw outside the house stand in the following:
middle of the doorless, windowless room. weeping
uncontrollably. Large tears run down their faces, pool-
ing in impossible quantities on the floorboards.

and Thorn. They


with the
destroying you."

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

If Sarusanda friendly with the characters, , she


says that they afe also members of the Ulmist

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.

il!-l"qilrE;t 1 i ]}:.il'fi il{}{.i$i: rog


'{

,#

To nErRrEve rHE FrFTH Roo PlEcE, THE


cHARAcTERs MUsr TNFtLTRATe Txnee Mools
Vauur, n coMpLEx TEEMTNG vrrH aLLlEs oF
THE EvrL Lono Sorx,
F
CHAPTER 6

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.

i'il,rl.fir{ e i Nl{lrJl *f !11-L]E FlJ{1" III


AnnrvrNc oN KnvNx Prvrox TnnB Locerroxs
When the party steps through the Sigil portal and The following locations are keyed to map 6.1
arrives on Krynn, they arrive through a doorway in
P1, RorrsD Roors
a massive tree. Read the following:

Thick, gnarled roots spread in all directions. A gaping


The rising sun limns the rolling hills around you.
fissure at the base ofthe tree forms a rough, arched
ln the purple sky hang three moons-a red moon,
entrance into the trunk.
a white moon, and a black moon discernible only
because ofthe stars it blots out. Behind you stands
a tall fruit tree in early bloom, its bright-orange buds A character who examines the ground around the
still flowering. The doorway through which you've just tree can make a DC 14 Wisdom (Perception) or Wis-
dom (Survival) check. On a successful check, the
emerged is a deep, dark furrow in the tree's bark.
character spots vague humanoid footprints in the
The fourth piece ofthe Rod ofSeven Parts points
soft dirt. The tracks lead into areaP2.
to another tree on a nearby hill. That massive tree's Alternative Entrance. A character who scales
ashen bark and leafless branches suggest it is dying. the roots that form a mound along the east side of
the tree can enter through the east side of area P3,
60 feet up.
The fourth rod piece points its wielder to a dying
peylon tree. This peylon tree grew to a titanic height P2, Hollow
thanks to the magic of the rod piece that was pre-
viously embedded in its trunk. The rod piece was
recently removed, resulting in the tree's current A ledge of interwoven roots and packed dirt hangs
state of decay. sixty feet above the hollow's eastern half, and a boul-
The tree still bears traces of the rod's magic. The der leans against the hollow's northern wall.
fourth piece of the Rod of Seven Parfs points here
due to those traces, and the crimson moonlight and
The fourth piece of the Rod of Seven Parts points its
latent magic from the Three Moons Vault warps the
wielder to the boulder along the tree's interior north-
artifact's divinatory properties. The characters must
west curve.
investigate the tree and talk to its occupants to learn
the fifth rod piece's true whereabouts.
Ifthe characters enter this area from area P1, they
attract the attention of the treant and spiders dwell-
Tur PnvroN Tnnr ing on the ledge above (see area P3).
Grotto Entrance. Inspecting the boulder reveals
The characters begin their exploration of the peylon a hole dug into the loamy soil beneath it. The hole
tree at area P1. When they arrive at the tree, read or connects to a small grotto beneath the tree (area
paraphrase the following: P4). With the boulder atop it, the hole is big enough
for a Small or smaller creature to fit through.
This tree is hundreds of feet tall. The tree's leafless A creature can spend 1 minute digging to widen
branches and bark are pale and soft-looki ng, and
the hole so Medium creatures can fit through. Al-
ternatively, the boulder can be pushed aside by any
the hill is covered in the decomposing remains of
number of creatures with a combined Strength
sticky, gray fruits that hum with swarms of flies. Deep
score of 30 or more.

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

Il2 t fl .n !'.i'T,.R §i § li"; l-i-l- {}ir l}1..1..1 }i Illt I


E
Aru elonuous, M^GrcaL TREE sEEMs ro BE THE a

LOCATION OF THE NEXT ROO PIECE, THOUGH YHE


1
CHARACTERS SOON LEARN THE PIECE IS ELSEWXERE,

.: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."

i iri rri:t'iR 1. I Slali'i'i-ri iti,.iiit ]ia.!ai 1i3


,..

tiri

Pnmn

lSquare=5Feet

iħ

Mai, 6.r: Pe vl*x ?ce r

Ritrel's Quest. Riffel says he is searching this


"Borthaks love peylon fruit. V/hen we were attacked,
grotto for a fresh peylon fruit. He explains that he is
a member of a group called the Blue Fire Wardens: I ran here to find a peylon fruit so I could return and
naturalists who oppose the death knight Lord Soth. distract the borthak so the others can escape. lt's
The wardens recently attempted to besiege a group not fruit season, but this tree used to be magical, so
of Soth's followers in a keep called the Three Moons
Vault, but the attack failed. Riffel and his fellow
survivors fled to the nearby wetlands, but then were
attacked by a violent monster.
If the characters mention the rod piece,
Riffel says: Trln DTaDBARK Dnvap
As Riffel and the characters talk, the peylon tree's
guardian emerges from the grotto's wall and stands
"The artifact was taken to the Three Moons Vault,
before her uninvited guests. This is Gazaia, a dead-
but you'd be foolish to simply walk in and try to take
bark dryad (see appendix A). Annoyed at the distur-
it. I can sneak you into the vault-but first, I need bance, Gazaia tells the party and Riffel to state their
your help." business or leave her sanctum at once.
The Last Peylon Fruit. Gazaia says that there
is one ripe peylon fruit left in this tree, and she's
Riffel explains that he needs the peylon fruit to dis
tract a borthak a bog monster that attacked the
willing to give it to the party-for a price. Gazaia re-
quests any magic item in exchange for the fruit and
Blue Fire Wardens and trapped Riffel's allies.
Riffel continues his explanation:
will take no other payment.
BencerNrNG wrrH Gezere
Gazaia can convey the following points to the party:
Corruption of Soth. Not long ago, Gazaia and her
tree were verdant and thriving. A powerful artifact

.. II 4 i;Här-i'[§ 6 i §rc§T ot'§t-li]: tl]tE


(The characters are certain this is the fifth piece
Keu of the Rod of Seven Parts.)
The Blue Fire Wardens. Riffel is a member of the
Blue Fire Wardens: benevolent lycanthropes and
trackers who oppose Lord Soth and worship the
tion nature god Habbakuk. The wardens' attack on the
Dragon Three Moons Vault was a catastrophic failure that
resulted in the capture of the group's leader, Val-
buried in this hill-the rod piece-infused the endar. Valendar knows more about the vault and
peylon tree with its magic and enticed Gazaia to the stolen rod piece than any of the other wardens.
become the tree's guardian. When Lord Soth's
soldiers recently stole the artifact, Gazaia failed to AppnoecnrNc THE FEN
defend her charge. The tree turned fetid without Once the party arrives at Bittergrass Fen, show your
the artifact, and Gazaia became angry, vengeful, players map 6.2. Read the following to describe
and grief-stricken. the scene:
Gazaia's Anger. If the characters refuse Gazaia's of-
fer and fail to promptly leave, or if Gazaia catches
Rising from the fen are two rows of standing stones,
a character attempting to take the peylon fruit by
each one a rough-carved pillar twenty feet high and
stealth or force, she attacks the party viciously and
fights until destroyed. ten feet thick. Floating inches above each standing
Gazaia's Secret. The deadbark dryad bitterly re-
counts the tale of Lord Soth's soldiers assaulting
the tree. If a character tries to comfort Gazaia,
she confesses that she hid while the soldiers were An enormous, slavering monster attacks the bluff
around the tree. Gazaia feels extremely guilty that
face, where a stone arch marks the entrance to an un-
she didn't defend her charge. Regardless of the
derground temple. A crumbling stone door separates
characters' reaction to this revelation, learning it
counts as a secret for the purposes of the Power of the monster from the temple's interior.
Secrets rules in this book's introduction.

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

I ''i'l-iE 6 i -'ii{";ill'{i:: },i:.i.ri: lilltll II5


'r
fruit on its next turn and uses its action to devour it. Strength (Athletics) check. Pushing the boulder
If a character holding the fruit moves within 20 feet ends the magic on it and causes it to fall in which-
of the borthak, the borthak pursues and attacks that ever direction the character prefers. Any creature
character, eager to obtain the fruit. in the path of a falling boulder must succeed on a
While characters contend with the borthak, Riffel DC 15 Dexterity saving throw to avoid it, taking 11
moves quickly toward the temple door and crawls (2d10) bludgeoning damage on a failed save.
through a narrow gap underneath it. The gap is Muddy Bank. The ground within 20 feet of the
just big enough for a Small character to squeeze creek's eastern shore has turned to sticky mud
through. Once inside, Riffel urges the other war- and is difficult terrain.
dens to evacuate the temple while the borthak is
distracted. On Riffel's next turn, he and the wardens
EscaprNc THE FEN
push open the temple door so everyone can escape. Once all the wardens escape the temple, each
Once outside, they skirt along the b1uff, heading warden transforms into a wolf and flees from the
north. If one or more characters assist with the borthak. End the characters' encounter with the
evacuation, they can keep an eye on the borthak and borthak when they defeat it or after they and all the
distract it if necessary while Riffel helps the war- wardens have escaped, whichever happens first.
dens get to safety.

BrrrnncRASS FnN FnaruRES


Trlr Brun FInn lMaB»rNs
Once the wardens are safe, a human werewolf
The fen has features the characters can use to their named Argentia Skywright (use the werewolf stat
advantage in a confrontation with the borthak: block, except her alignment is neutral good) thanks
Floating Boulders. The boulders floating above the characters on behalf of her group. She expands
the stone pillars are held aloft by ancient druidic on what Riffel told the party earlier about the Three
magic. Casting Dispel Ma§ic on a boulder causes Moons Vault, conveying the following points:
it to fa1l and tumble to the ground. As an action, Blue Fire Attack. Shortly after Teremini
a character within reach of a floating boulder can Nightsedge's soldiers seized the rod fragment
try to push it, doing so with a successful DC 15
create a shroud of
around the vault.
Werewolves that step into this moonlight lose
control of their powers and succumb to raw, ani-

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§

a handsome red tower for Lunitari, and a solemn


stuck in his wolf or hybrid form, they must bring Val-
black tower for Nuitari.
endar close to
The Cataclysm destroyed the white tower, disrupt-
form, which is
ing the balance of magic between the three towers.
Lord Soth's forces from nearby Dargaard Keep as-
Moons
sumed control of the ruins. They built fortified walls
around the site and carved out a subterranean vault
tive Riffel
to contain prisoners and treasure. The vault is now
to the
under the purview of a servant of Lord Soth and
of Teremini's curtain
operates as a prison for the overlord's enemies and
of red
a safe house for his undedings.
the "Three
have power to cast this ritual only TnnnurNr NTcHTSEDGE
imperative Riffel return to
A lawful evil, elf archmage named Teremini
Valendar as soon as possible.
Nightsedge oversees the Three Moons Vault.
Tnnsn Mo s Vaurr Though a loya1 servant of Lord Soth, Teremini has
her own agenda for the ancient moon towers. When
The Three she was young, Teremini tried to join the wardens
complex in but was rejected after her reverence of Lord Soth
Soth's domain. became clear. Now, she hopes to complete her re-
Millennia ago, a chunk of the red moon Lunitari venge by permanently shrouding the vault in crim-
sheared off, broke into meteorites, and rained down son moonlight, kidnapping the Blue Fire Wardens
- on Krynn. The meteorites' impact formed craters she hates so deeply, and bringing them here to be
a throughout the Northern Dargaard Mountains. An- slain, thereby completing her revenge. Thanks to
-
: her recent acquisition of a piece of the Rod of Seven
:
Parts, Teremini has commenced her plan.
:;
:
:

i-: ii.-\.i:-i1.fi i: i NillH'i Cii lj:,1..r t FIItE IIz


the vault and a 1-mile radius around it in magical
crimson moonlight. The characters need to disrupt
Teremini's ritual before they can retrieve the rod
piece. They can then return to Sigil.

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.

ENrnnrNG THE Vnurr


The Three Moons Vault is built amid rocky crags
in the Northern Dargaard Mountains. Its main
Tnr CgeRACTERS' Goals entrance is in plain sight and heavily guarded, but
The characters have three goals while inside the Riffel knows the way to a second, less-protected
Three Moons Vault. As the characters explore the passage at the end of an old goat path. He takes the
vault, NPCs such as Valendar (area V7) and Ca- characters to this entrance, then he waits there so
sivus (area V15) can help devise plans for achieving he can escort Valendar to Bittergrass Fen. It takes
these goals. about one hour to traverse the distance between the
fen and the vault.
RrscuB VerENpan The characters begin their exploration of the vault
Valendar, the leader of the Blue Fire Wardens, is at area Vl-.
trapped in the vault and might be stuck in his wolf
or hybrid form. The characters need to find him, dis- V,q.urr Fnarunns
rupt the magic forcing him to remain transformed, Maps 6.3 and 6.4 depict the Three Moons Vault.
and restore him to his human form. The vault is a complex, castle-like structure with
a dungeon level, several towers, a secret entrance
Sror TnnBMTNI's Rrtuer
through the cliffs, and a drawbridge over a moat.
If the characters rescue Valendar, he tells them that
Unless the text says otherwise, areas in and around
Teremini needs three special crystals in specific
the Three Moons Vault share a number of features.
places to complete her ritual. If the characters find
and sabotage the special crystals, they'll disrupt Tb- CnrrrNcs
remini's ritual. The vault's ceilings are 10 feet high.
GEr rnr Ro» Prrcn
Teremini is using a piece of the Rod of Seven Parts
as part of a ritual that would permanently shroud

rr8 Lrl.tl,tl'tft d il{tct{l*i uLur rt§t:


Doons cone oi silverr'1ight for 1 minute, centered on the
The vault's doors are stone slabs set on brass middie of the doubie door. A creature that enters
hinges. Unless otherwise noted, each door that area tor the first time on a turn or starts its turn
is unlocked. there must make a DC 17 Constitution saving throw,
taking 27 (5d10) radiant damage on a failed save or
LrcHrrNG half as much damage on a successful one. A crea-
Unless otherwise noted, interior areas are dark. ture not ir.r its true form has disadvantage on this
Area descriptions assume the characters have save; ifit fails its save, the creature instantly reverts
a iight source or some other means of seeing to its true form and can't assume a different form
in the dark. untii it leaves the light.
Once this trap is triggered, it can't be trig-
MooNlrcnr MTRRoRS
gered again.
Several areas in the vault contain objects known as
moonlight each reflect a powerful V2' Aurrnoou
beam of Moonlight
ritual, as

object with AC
13; 5 hit points;
'adiant
aura
Unless

unlocked chest holds a Potion of Vitalitv.


Veurr Locerr
The following are keyed to map

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

silver statue of a tall, dignified human,

Two moonlight guardians (see appendix A) guard

cent-shaped handles, the doorway emits a 30-foot


t'

i t-j rilTrli r,j i §it;!j: :-lj: !t..iji llltt


V3, EscepE TUNNEL A creature that touches the seemingly solid
sphere discovers that it is made from harmless,
s!
,, 1 viscous silver liquid that is cool to the touch. Each
r This tunnel stretches one hundred feet before ending i
time the sphere is touched, Lord Soth hears a faint
ii
i at a flat wall. 1
pinging noise. Soth can respond by standing be-
t:
&§ fore his sphere and speaking. When he does, his
helmeted face manifests, but it's composed of the
The secret door in the wall is obvious: emblazoned
sphere's silvery goo. (For more about Lord Soth, see
on the masonry is a wide circle of dimly glowing
appendix B.)
runes. A character who examines the secret door
Unknown to Teremini, Lord Soth can send a
immediately realizes they can trace the runes to
weaker facsimile of himself through this scrying
cause that circular section ofwall to disappear,
sphere. If the characters respond to Lord Soth's
revealing the remainder of the tunnel on the other
manifested face with anything other than deference,
side. The wall re-forms a few seconds after it
a death knight made from the sphere's silvery
disappears.
metal emerges from the sphere. The death knight
The secret door can be activated from either side
inflicts punishment in Soth's stead, following his
of the wall, but the runes are visible only when
directives but requiring no action on Soth's part. If
viewed from the north. From the southern side
the death knight is destroyed, the sphere is also de-
ofthe door, a creature that searches the wall and
stroyed and disappears.
succeeds on a DC 20 Intelligence (Investigation)
check can see the faintest traces ofthe runes' light V6, Etrlptv Cnus
through the wall's brickwork. The creature can
trace those runes to activate the door.

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.

V5, ScnviNG CHAMBER


!i the sight of the cell door opening, the werewolf leaps
, A fifteen-foot-diameter sphere made of shimmering I
up and sprints toward you, claws extended!

I this thirty-foot-high chamber. The sphere is as reflec- l

i tir. ., a mirror, and it appears smooth and sleek. i


The red moonlight from the magical mirror forced
{'* l
Valendar (use the werewolf stat block, except his
alignment is chaotic good) to transform into his hy-
Scryin§ Sphere. The silver sphere is a scrying brid form. Valendar's imprisonment, anger, and fear
device that allows Teremini to remotely communi-
cate with Lord Soth, who has a similar sphere in his
home, Dargaard Keep.

TOar i i:i.1 ij'i-ä§ {; i Ni{.lll'f {.}f'.111,!-f I I'lRI


THnm Mooxs Uluu

,@'

)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- il iil'llR 6 :;i(iiiT,Jt- 3i-'Ü[ ]ilR[,


make it difficult for him to think clearly. He attacks Regardless of the characters' reaction to this
the characters, thinking they are his tormentors. revelation, learning it counts as a secret for the pur-
Red Moonli§ht Miron The mirror in the ceiling poses of the Power of Secrets rules in this book's
sheds bright-red light in the whole room' Remov- introduction.
ing the mirror from the ceiling requires no spe-
cial effort.
V8, GennIsoN
Savin§ Valendan Valendar can't transform
into his true form as long as he is in the area of
,i
o

I All manner of undead creatures-mostly skeletons


moonlight emanating from the mirror. Valendar
reverts to his true form if he is reduced to 10 hit ] look ready for a fight.
points or fewer. i ;
What Vatendar Knows.If the characters help Va1-
endar transform back into his true form, he thanks The vault's Undead soldiers occupy this grim cham-
them wholeheartedly and shares everything he ber, ready for deployment at a moment's notice.
knows about the Three Moons Vault. He conveys the Unless the soldiers have been called elsewhere to
following points: defend the vault or perform drudge work, the garri-
son contains sixteen skeletons, nine zombies, and
General Layout. Valendar describes the general two ogre zombies.
layout of the Three Moons Vault. He also explains
that each of the vault's three towers is topped with V9, WINuTNG STAIRcASE
a special room called a lunarium, which is an ob- A spirai staircase occupies most of this small cham-
servatory containing a model. ber. Short hallways lead east and west from the
Lunariums and Crystals. Within each lunarium staircase, which ascends 50 feet before connecting
is a "lunar crystal" infused with the moonlight of to area V32.
one of Krynn's three moons. These crystals are
essential to Teremini's ritual and are protected by V10, TnepPED BLACK Rosr Bnanrn
the ritual's magic. Both doors to this room are locked. A character
Magic Balance. Krynn's moons represent a delicate can take the key from Guerthel (see area V4), or as
balance of magical power, and Teremini's ritual an action, a character can use thieves' tools to try
relies on this balance. If the lunar crystals' magic to pick the lock, doing so with a successful DC 10
is unbalanced, the ritual wili be stopped. Dexterity (Sleight of Hand) check. If the characters
Moonlight Mirrors. The vault contains several enter this room, read the following:
other mimors like the one in Valendar's cell. Val-
endar suggests the characters find three moon- Though this tiered chamber was once elegantly
light mirrors, one for each moon, then shine their
appointed, its brass candelabras, velvet runners, and
light onto different lunar crystals to unbalance the
red tapestries were destroyed-likely by the room's
crystals'magic.
occupant, a desiccated U ndead currently tearing at
Valendar needs to return to his fellow wardens. Af-
the walls. A single doorway is set into the short north
ter he's spoken to the characters, he departs, sneak-
wall of the room.
ing through the vault's secret escape tunnel to meet ffiffiffi
Riffel outside.
Valendar's Secre/. As the characters talkwith The black rose bearer (see appendix A) trapped
Valendar, the leader adopts a sheepish demeanor, here is raging at everything in sight. Akaazi (see
especially when talking about his capture. If the area V34) locked the bearer in here to prevent it
characters ask why, Valendar admits that he didn't from wreaking havoc throughout the dungeon. The
properiy scout the Three Moons Vault before the black rose bearer attacks anyone who enters and
wardens' attack on the castle. Valendar underes- fights until destroyed.
timated Teremini, assuming she was a powerless The doorway in the north wall opens to a stairway
lackey of Lord Soth. Valendar believes the wardens' ascending to area V35.
defeat was his fault, and he's glad that no one else
was captured in the assault.

122 (-rilnPl'lllt $ I i\rli.l}'ll'{}r Bli'} t rlr'}i


\'-11' Vnulr Access
t
Two minotaur sl<eletons guard this curved hallway.
Beyond them, heavy, round metal doors seal five
doorways. A brown stain covers the ground in front of
the northernmost door.
i
The two minotaur skeletons attack intruders on
sight and fight until destroyed.

Vl2, TnnasuRE VAULTS


Each of these vault rooms is sealed behind a locked
iron door. As an action, a character can use thieves'
tools to try to unlock a door, doing so with a suc-
cessful DC 18 Dexterity (Sleight of Hand) check, or
force open a locked door, which requires a success-
ful DC 18 Strength (Athletics) check.
V72a: Treasures. The door to this vault is trapped
w-ith a magical glyph. A character who examines
the door can find the glyph by succeeding on a DC
17 Intelligence (Investigation) check, and any char-
acter can disable the glyph by succeeding on a DC
20 Intelligence (Arcana) check. When a creature
other than Teremini opens the door, a 20-foot-ra-
dius sphere of fire explodes from the glyph. Each
creature in that area must make a DC 17 Dexterity
saving throw, taking 22 (5d8) fire damage on a
failed save or half as much damage on a successful
one. Once this trap is triggered, it can't be trig- V14' FrooDED BASEMENT
gered again. §
This vault contains 1,900 gp, ten gems worth 100 Several inches ofstanding waier cover the floor of
gp each, and six paintings worth 250 gp each.
these ruined rooms. Rubble in the northeast corner
V12b: Guardian Chamber. A beholder zombie :

slopes downward to form a rough stairway. l


waits inside this vault. Akaazi keeps this zombie
apart from the other Undead and reserves it for spe-
cial tasks. It has orders to attack non-Undead crea- Stone walls once separated this basement level into
tures other than Akaazi and Teremini. four rooms, but the Cataclysm destroyed the north
V12c: Empty Vault. This vault is empty. and west chambers. The standing water makes the
V12d: Leader's Gean Heaped on this vault's floor floor difflcult terrain in this area. The sloping rubble
are Valendar's belongings, including his leather descends to area V13.
armor, aPotionof Healin§ (greater), aSpell Scro11
of Sroneskrn, and a brilliant-blue cloak emblazoned V15, LUNaR SHRINE
with the holy symbol of Habbakuk.
A larger-than-life alabaster statue of a humanoid in
V13' RUTNED VAULT
flowing robes watches over this shrine. The figure
?
1
bears a moonlike sphere instead of a face. The sphere
Fuzzy brown mold covers this area like carpeting. A
is illuminated by white light shining from a silver
pile of rubble slopes upward to form a rough stairway.
mirror in the crook of the statue's left arm. Coiled
a §
around the plinth is an enormous, green, snakelike
In addition to brown mold's usual effects, the areas creature with a human face. lt stares shrewdly at you
of brown mold in this chamber are difücu1t terrain.
as you enter.
A slope made of rubble connects this room to the
white tower's basement (area V14) 20 feet above.
The statue is a depiction of Solinari, the god of
Krynn's white moon and good magic.

t,:- l- ': I 123

_.. ....:
.:.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 in the southern portion ofthis


l
specific combination. This combination depends 6!i
on the current phases and positions of Krynn's
moons. Teremini has a magical orrery in the red The guard is a lawful evil, human veterari. The vet-
tower that shows the moons' positions' A charac- eran carries a hollow goat's horn in addition to her
ter can study this orrery to determine the moon- usual gear. If she expects attackers, she pulls up the
light-crystal combinations necessary to disrupt ladder that connects to area V17 and blows her horn
the ritual. to raise the alarm.
Stairwell Passphrase. Casivus tells the characters A spiral staircase ascends to area V20.
the passphrase to open the locked door inside the V20, RuTNED SHRINE
chamber northeast of here (area V16). The pass-
phrase is "buried is best."
Ornate pillars bearing countless impressions of ce-
Casivus has no wish to leave this shrine or accom-
lestial bodies encircle this ruined chamber. The floor
pany the characters, but the naga would be pleased
to see Teremini and her followers gone. tiles are cracked and loose, and part of the wall has
caved in.
V16, LocrED STAIRWELL §#§,ffi§ffi
? A staircase in the southern part of the room ascends
I An enclosure with a shuttered door stands in the to the white tower's lunarium (area U1).
j southernmost part of this otherwise empty room. White Moonli§ht Mirron Hidden in a cavity be-
* neath the flagstone tiles is a white moonlight mirror
wrapped in old oilcloth. A character can find the
The door to this stairwell is locked with an Arcane
mirror by searching the floor and succeeding on a
Iocft spell. Teremini, Akaazi, and Casivus know the
DC 12 Intelligence (Investigation) check. Removing
door's passphrase ("buried is best"). As an action,
the mirror from the cavity requires no special effort.
a character can try to force open the door, doing so
with a successful DC 24 Strength (Athletics) check. V21, DnewBRTDGE
The circular staircase connects to area V17, which
§
is 30 feet above. ?
: is lowered over the :

V17, WnIrE TowER RutNs i murky moat,


§
?i §

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.

12+ r.l:,:i)-l l:lt {.1 i §i1il}{? {lI' ;1i Ui'l rlil.ir..


then raises or lowers the bridge over the course \-27, -\Brtonv
of 1 minute. ol
Moat. The moat surrounding the Three Moons
Weapo,r racks and armor stands line the walls of this
\rault is 50 feet deep. A nearby stream keeps
the moat filled with ice-cold snowmelt from the
cramped storage room. I
l
ae
mountains.
Treasure. The equipment here includes the
Y22, Loo«our TURRET
following:
. Three longswords
A
. Two halberds
. TWo crossbow bolt cases, each containing 20 bolts
. Two shields
. A suit of splint mail
Two veterans (lawful evil humans) keep watch atop
. A bottle of Oil of Sharpness
the turret. Ifthey see or hear the characters ap- V28, Roval QUARTERS
proach, they sound their horns, and allies from area
V18 arrive in 5 minutes. *,

I A grim iron throne and an iron statue of an intimidat-


V23, \M.trL\MALK I ing knight stand in the middle of this room. Both look
The stone walkway atop the keep's curtain wall I out a window at the courtyard to the southeast. Fas-
passes through the second floor of each moon
tower, allowing access. The walkway can be
, tened to the throne's headrest is a mirror that seems

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.

V25, CoURTYÄRD A large model of a planet and three moons hangs


in the center of this high-ceilinged chamber. The
celestial bodies are affixed to bronze rings via delicate
I

The center ofthe keep features an open-air plaza i


a
.
rods that move slowly under their own momentum.
paved with moon rock tiles. I

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,

':i !I jll t; l!li.ii: r.r;ii:i..i"ji: l:1k}1 125


Lunitari prevails over Solinari, Solinari prevails V33' MUsTERYARD
over Nuitari, and Nuitari prevails over Lunitari.
Based on this deduction, the character under-
?:
,i
stands that Teremini's ritual can be disrupted by ] This empty yard has a floor of thick mud. i
§ä
shining red moonlight on the white crystal, white
moonlight on the black crystal, and black moontright Teremini's soldiers conduct training drills in this
on the red crystal. muddy yard. When the keep's alarm is raised, they
rally here and prepare to defend the keep. The mud
V30, Rno Mrnnon Srernwnn is difficult terrain.
?? Two earth elementals, summoned and bound by
Teremini, dwell beneath the mud. If they detect in-
i elevated walkway from falling to the floor below' One truders with their tremorsense, the elementals rise
]
from the mud and attack.
I wall of the walkway bears a shiny red mirror' Stairs in i

: the center ofthe space ascend to another chamber. i V34. CrncLE oF Uxonern
u;

Red Moonli§ht Minor. The mirror affixed to the


wall is a red moonlight mirror. Removing the mirror
from the wall requires no special effort'

V3L TBnnMTNI's Quanrnns

Three archways, each shrouded by a black curtain,


connect the two spaces in this area. Once the char-
acters walk through a curtain into the inner space,
Teremini dwells in this finely decorated bedroom. read the following:
Mimic. The footlocker is a mimic. Teremini
trained the mimic to attack anyone who snoops ?iSlack candles cast dim light throughout this inner
around her room. I I

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

I!* rose in a glass jar stands nearby


The first page describes the six moonlight mirrors
1
!

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.

lz5 Lti{A} ilk 6 I }lti;HT {,}F Bl-ur l'iRl:


Secret Door. A section of this chamber's western Tmm Mmxs Uauu
wall is hollow and set onto hinges that allow it to Upprn Lrvn
swing out toward the courtyard. The secret door lSquare=5Feet
can be detected with a successful DC 13 Wisdom
(Perception) check.
Treasure, The back of the altar is hollow and
bears a single shelf, on which sits a Wand of Enemy
Detection.

V36, ATaAZI's QUAR.TERS


€i
This room contains a simple sleeping mat and a book- l

case full of grim tomes of little value. Two doors exit


, the tower and connect to the wall walk outside. i

§;
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-

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- il -1. t- I f li !:: .\. I.il ; r--ri 1Ji 1,: *: l:l§e I27

-r-r::a

ä

!F

While Teremini concentrates on her ritual, spher- U2, Rro LuNaxrupr


ical barriers of solid moonlight also surround each
lunar crystal dais.
Nothing can physically pass through solid moon-
light or teleport through it. It is immune to all dam-
age and can't be dispelled by the Dr'spel Ma§ic spell.
Any solid moonlight caught in the area of a Sun- The skeletal wolf is a deathwolf (see appendix A)
bursf spell is dispelled for 10 minutes. Solid moon- created from the body of a slain Blue Fire Warden.
light also extends into the Ethereal Plane, blocking Akaazi ordered the deathwolf to attack any intrud-
ethereal travel through it. The ritual is powered by ers during Teremini's ritual. If it sees the charac-
the rod piece and is therefore unaffected by the Anti' ters, the deathwolf attacks viciously and stops at
ma§ic Fr'e1d spell. nothing to destroY its oPPonents.

IJpprB-LEVEL LocerIoNs U3, Brecr LuNanrulr


The following locations are keyed to map 6'4'

Ul' Wnrrn Lultenrulra


si§§i*ti§,
:r:,:,-]ä;i,i:*d;:l
!
; White moonlight glows aroun
!t d Two black rose bearers (see appendix A) have been
ordered to defend this lunarium against intruders.
The moonlight barrier around this lunarium's dais
is trapped. When the barrier is touched, it emits a U4, MooNBRIDcES
blinding flash of white light in a 30-foot radius cen- Three bridges of solid moonlight span the gaps be-
tered on the dais. Any creature in that area must tween the lunariums and the moondisk.
succeed on a DC 17 Constitution saving throw or
have the blinded condition for 24 hours'

I28 : !1:i',j'1.ü i, I ril{it!'l'i-:a t!i..Lll, lillLl


U5, MooNprsr
Rrrull DunarroN
The text is intentionally
A robed, hooded woman stands at the center ofa It takes Teremini to
circular platform, her arms stretched wide and her should feel that time is
much that their
eyes closed. A rod piece floats between her out-
:

take a long rest


stretched hands.
characters fail to thwart Teremini's ritual, they
should fight her elsewhere in the vault so they can
Teremini (lawful evil, elf archmage) performs her
retrieve the rod piece.
ritual here. The fifth piece of the Rod of Serzen Parts
floats between Teremini's outstretched hands. MooNrrenr SHTFTS
When Teremini notices the characters approach- The curtain of crimson moonlight surrounding
ing, she shouts, "Death to all who oppose Lord the Three Moons Vault disappears. Areas of solid
Soth! And death to those pitiful wardensl You'll moonlight -including the moondisk. moonbridges.
never stop me!" and barriers around the lunarium daises-instantly
If the characters disrupt Teremini's ritual, she dissolve. Any creature standing on one of these sur-
screams in rage and attacks them. Tbremini pockets faces falls to the courtyard 100 feet below
the rod piece and fights to the death. For more about
the Rod of Seven Parts, see this book's introduction. OnrNrx ARRIvrs
A portal to Lunitari opens where the moondisk
DrsnuprlNG THE Rrru,q.r once hovered. Orinix, an adult lunar dragon (see
Teremini's ritual is disrupted if either of the follow- appendix A) flies from this portal and looms over
i ng occurs: the courtyard. Displeased at Teremini's failure, the
dragon attacks everyone in sight, focusing foremost
. Red moonlight shines on the white crystal, white
on Teremini.
moonlight shines on the black crystal, and black

.
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.
{

TxE Nexr RoD PrECE LURKs oEEP lN tHE


oeaouv Toms or Wavwano Sours'
CHAPTER 7

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

r il r i,i i 1. l' 'iii:'tLl {ii: :.; 11 r.i':fii..t li,il-l ;,§


Isnor §Enprtm lncmn
lsquare=5Feet (who are described in the following sections), the
archaeologists use the commoner stat block.
§ Ifthe charactersjoin the battle, the kraken fo-
cuses on them while the archaeologists retreat. If
the characters don'tjoin the battle, the kraken gob-
-.:. bles up eight of the archaeologists before sinking
r . -' .? into the lagoon, satisfied. Laysa, Talo, Vogren, and
c2'' \§
Marian are among the survivors.
ToSigil
MprrINc Levse MerultN
.,'.1 When the kraken is no longer a threat, the leader of
'' j'- : r1''' the archaeologists approaches the characters'

n ?: dark
i A stout human woman with bronze skin and curly i

I h.ir. h"ld back with a colorful scarf runs toward you' :

I H.r. is a mixture of relief and excitement.


^* "*pr.ttion
rll
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.

DowN ro Onntn AncsaroloGIST C,q.up


When the party steps through the Sigil portal to the The archaeologists set their camp on the beach to
Isle of Serpents, they emerge through a ground-level the lagoon's south, where the c1iff gives way and al-
opening in a cliff. The opening overlooks a lagoon, lows passage inland. Describe the camp as follows:
as shown on map 7.1.
?:
Kner<sN Arracr!
Armor and diggingequipment lie scattered across the
The characters arrive in the midst of chaos on the
lagoon's beach. Read or paraphrase the following: i sand. To one side, two men-an orc-tend
elf and an j

I to wounded colleagues. They each have a symbol of i


It
I an arc ofseven stars hanging from their necks, and i

: their hands glow with divine magic. On the opposite


i ,hor" of an island lagoon. Rising from the Iagoon's i i

I a"ptt , are tentacles that lash toward the beach at , i

; group of panicked people dressed in hiking gear.


ot
i
o! The archaeologists are investigating the ancient
complex in which a piece of the Rod of Seven Parts
The tentacles belong to a kraken that took damage
waits. The characters can chat with the archaeolo-
in an altercation with a hunting boat earlier and has
gists to learn about the complex and ask to borrow
been reduced to 250 hit points. It was lurking off
magic items to aid their quest.
the lagoon's coast when a group of archaeologists
stopped here to fish. Hungry and irate, the kraken Levses Goers
ambushed the people, who are desperately trying to At camp, Laysa is happy to share what she knows.
escape. The kraken is positioned along the eastern- She volunteers the following information:
most portion of the 100-foot-deep water shown on
map 7.1. The archaeologists are scattered through- Foreign Complex. The complex's architectural style
out the 2-foot-deep water and along the beach. is different than local traditions, so the complex
There are fifteen human and elf archaeologists must have been built by an outsider. Based on the
on the beach. With the exception of Laysa Matulin, complex's defenses, Laysa believes something
Talo Yieria, Vogren Starcloak, and Marian Xavere valuable is held within.

r32 a.llAp-r1.1{ 7 I fü}'lil $§'w,sYwÄ}tl} §ÜLii-S


?

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)

llii i j: :. :i 1-:-]1il i-:i i.: 'j :.-;r,1,, I33


_'
L --.--i:ri-...,-
.- --
l
Regardless ofthe characters'reaction to this
revelation, learning it counts as a secret for the pur-
poses of the Power of Secrets rules in this book's
introduction.

INro rHE Tonan


After devastating the island's native villages, Acere-
rak constructed one of his tombs here. Though out-
siders rarely visited the Isle of Serpents, whispers
of an island complex laden with treasures spread
across Oerth. Over time, this complex became
known as the Tomb of Wayward Souls, since explor-
ers would venture inside only to die.
Laysa and her crew made some progress explor-
ing the complex, demarking the false entrances and
traps. The complex's entrance is about 1 mile from
the archaeologists' camp.

Frlrunss oF THE Totus


Unless otherwise stated, the areas of the complex
have the following features.

Lav*n L*artit.,1 CnrrrNcs, Doons, Ftoons, AND WALLS


The ceilings, floors, and walls of the complex are
constructed from limestone. Chamber ceilings are
20 feethigh, while hallway ceilings are 10 feet high.
Doors are wooden and unlocked unless otherwise
specified; some must be opened by special means.
Should the characters return to the camp partway
The complex's walls are immune to any spell or
through exploring the complex, Talo and Vogren of-
magical effect that would change their shape, such
fer to use magic to heal them.
as a Passwa-I1 or Slone Sfiape spell.
Mnnrex XAYERE, RrsroeNr MAge
HrnoBN Doons
The human woman poring over a spellbook is the
Illusion magic conceals many of the complex's
camp's resident arcana expert, Marian Xavere
doors, making them look like solid wal1s. These
(neutral mage). Hailing from the mainland, Marian
joined Laysa's crew because of her intense fascina- hidden doors are detectable by touch, and crea-
tures with truesight see the doors as if they weren't
tion with magical traps and artifacts.
hidden. Casting Dl'sp el Ma§ic on a hidden door
Marian's arcane research led her to study Acere-
permanently removes the magic concealing it. A
rak, and she can tel1 the characters about the arch-
hidden door is otherwise identical to other doors in
lich. The characters learn the information about
the complex. Locations of hidden doors are marked
Acererak presented in this chapter and in Acere-
on map 7.3.
rak's entry in appendix B. Marian doesn't realize
exactly how dangerous the complex here is. LrcnrrNc
Ma§ic ltems. Marian has a Lantern of Revealin§ The interior of the complex is brightly lit by crystal
sitting near her and a Gem of Seein§ strapped to sconces holding eerie green flames. The flames
her belt. If asked, she lends the characters the lan- can't be extinguished by any means.
tern but is hesitant to lend the gem. A character can
convince her to lend them the Gem of Seein§ by suc- Pr"lNan Tnerr,tunr,s
ceeding on a DC 18 Charisma (Persuasion) check. When a creature within the complex casts a spe11 or
Marian's Secref. When the characters speak at uses an effect that would transport itself or another
length with Marian, they notice the mage speaks creature to a different plane (such as casting Aslral
enthusiastically, but somewhat guiltily, about Acer- Projection, Banishment, Etherealness, or Plane
erak. If the characters remark on or ask about this, Sfirfl, the spell slot and components, item charges,
Marian admits that she once admired the archlich or other resources are expended as normal, but
and even considered studying necromancy" When nothing happens.
Marian realized the great evil involved, though, she
eschewed this grim path.

134 .:iiil'l l-ti ; I I l..il{lt t."tll 4',.\'i W,i. ltir :lllil i !


Tus Rop Prncn eN» Irs GueBnrRN T1, FersB ENrnaNcr
The sixth piece of the rod can be found in arcaT27.
The piece is guarded by Rerak, an empowered simu- This wide corridor ends at two stone doors with metal
lacrum ofAcererak designed to harvest souls for the
handles. At the entrance, the archaeologists posted
archlich. When an adventurer dies in the complex,
Rerak traps their soul using foul magic and shunts symbols for "danger" and "fire."

it to the gems embedded in the false lich's eyes. The


souls remain in the false lich's eyes for 24 hours, The doors at the end of the comidor are fake and
after which the souls are transferred to Acererak can't be opened. Behind them is a solid wall.
and are trapped forever. Rerak also resets traps that Explosion Tiap. Acreature that steps inside the
adventurers have triggered in the complex. corridor triggers a trap. When the creature touches
A long time has passed since the archlich created the corridor floor, the floor tiles depress, and a slab
Rerak. The simulacrum is torn between dutifully of stone lodged in the ceiling lowers to the ground,
fulfilling Acererak's will and resenting the archlich sealing the corridor before flooding it with magical
for imprisoning him within this complex. Retriev- flre. Each creature inside the closed-off corridor
ing the rod piece requires confronting Rerak in his must make a DC 20 Dexterity saving throw, taking
crypt, though the characters can recover the piece 28 (8d6) fire damage on a failed save or half as
without fighting the simulacrum. For more informa- much damage on a successful one.
tion about confronting Rerak, see area T26. The stone slab seals off the corridor until the next
Corrupted Mira§es. Rerak's resentment, inter- dawn, when the slab rises into its ceiling cavity and
mingled with the magic of the rod piece, causes the trap resets. In the meantime, a creature can use
strange mirages to appear throughout the complex. an action to try to lift the slab, creating a passable
These mirages are described where they're encoun- opening with a successful DC 18 Strength (Athlet
tered (see areas T9, Ti3, T21, andT24). ics) check.
Torus LocanroNs T2, Farsn ENrneNcB
The areas of the tomb are keyed to map 7.3. s ?
Strange pockmarks line the walls of this corridor, at

1
the end ofwhich is a set ofdark wooden doors. :

§ *

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d
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Mai: ?.2:Tcva eovi:le r


' ir : j:,:::r - i, :i.:5 a-)a'.! :'r'.,i11 11,t-r':..:1 3 f35
A cRvprtc MEssaGE vRtrrEN tN Celesrtau PRovloEs cLUEs
ABOUT HOW TO USE THE SEVEN CA5K5 IN A NEARAY CAYE.

+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.

r36 r t: { i,'! l}i 7 I 1'{.ii§}.i i.)ll 1,tÄYit.A}ii.} §{}li!..;r


Instead, the magic is absorbed by the relief, filling Potion of Gaseous Form. A character in gaseous
it with a number of charges equal to the level of form can easily pass through the narrow gaps
spell slot expended and causing the relief's eyes to betw,een the floorboards (see "Tünnel to Area
glow green. Once the relief has absorbed 6 or more T8" be1ow).
charges, the door opens. The door closes on its own Blue Circle. A creature that drinks a pint or more of
after 10 minutes unless it is held or wedged open. the liquor in this cask gains the benefit of a Potion
When the door closes, the relief's eyes stop glowing, of Growth.
and opening the door again from this area requires Green Circle. The liquor is this cask is not magical,
the expenditure of more spell slots. The door can be but it is toxic. A creature that drinks any amount
opened from the east side like any normal door. of the liquor must succeed on a DC 25 Constitu-
tion saving throw or have the poisoned condition
T5, Cevr oF SEYEN Cesrs for t hour.
Red Star. The liquor in this cask acts as a magical
paralytic. Upon drinking any amount from this
cask, a creature must succeed on a DC 20 Consti-
tution saving throw or have the parulyzed condi-
tion for t hour.
Liquor removed from this cave immediately loses
its magical properties. Removing a cask from this
room causes the liquor within the cask to evaporate.
A character who studies the shelves notices a Tunnel to Area T8. Characters who examine the
repeating message carved in Celestial along the floor can see an empty basement through the l-inch
shelves'edges: cracks between the floorboards. The basement has
a tunnel exiting to the east, toward area T8. The
"A septet oflibations I present to you,
l
l easiest way to reach this tunnel is to drink from the
I
I
cask marked with the red square to adopt a cloud-
But only one will help you escape this tomb. i
i
i
like form. The floorboards are otherwise immovabie
Six drinks are magic; one is mundane. I
i and immune to all damage.
Those marked with stars are vitality's bane. j Ifthe characters have trouble solving the przzle,
j
Blue is neither blessing nor curse. any character who walks across the floorboards
l
I realizes that the only way past this room is through
the thin gaps between the floorboards. If the char-
acters still struggle, allow them to make a DC 12
I

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

Green Star. The liquor in this cask is infused with


necromantic magic. A creature that drinks any Rows of colorful jewels line this corridor's walls. At
amount of the liquor must make a DC 20 Consti- the east end stands an emerald-colored statue ofa
tution saving throw, taking 22 (5d8) necrotic dam- crashing wave, the words "This wave is green" carved
age on a failed save or half as much damage on a into its base. A door is set in the corridor's south wall.
successful one.
Blue Square. A creature that drinks a pint or more
of the liquor in this cask gains the benefit of a Close inspection of the statue uncovers a divot in
Potion of Diminution. A character reduced to Tiny the statue's base big enough to hold one jewel.
size by the liquor can't fit through the narrow gaps Gemstone Puzzle. Al1 the jewels embedded in
between the floorboards (see the "Tunnel to Area the wa1ls are made of worthless crystal except for
T8" section for more information). one: an emerald worth 1,000 gp. A character who
Green Crescent Moon. A creature that drinks a spends at least 1 minute examining the jewels spots
pint or more of the liquor in this cask gains the the emerald with a successful DC 20 Intelligence
benefit of an Elixir of Health. (Investigation) check. Prying the emerald from its
Red Square. A creature that drinks a pint or more wall socket is easily done. Placing the emerald in
of the liquor in this cask gains the benefit of a the statue opens the door sealing off the passage

{.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.

e1 T9, Foxnsr oF SPTRITS MIRAeE


r A moldering skeleton draped in cobwebs sits in one i

i .orn., of this small room. A gold choker set with . a


i
i You arrive at an expansive glade oftrees. Bobbing
i large black stone hangs around the skeleton's neck' i

i of
1

i
tigl',rrr flit between the branches, and at the center
uö I

! the glade stands a towering banyan tree wrapped in i


If examined with a Detect Ma§ic spell or similar sickly looking vines. A path winds through the glade
effect, the necklace radiates an aura of necro-
; 1

but dtsappears wnen you try to focus closely on it.


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

I3B a.l'tÄpIätrt ? ir'{:h{B fir1\'Ä1'wÄ}tll 3o{lL§


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§ Door o
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1 "":
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 ?

who succeeds on a DC 15 Charisma (Persuasion)


check can convince Abalahin to relinquish the wand chamber. Carved into each side of the altar is a niche
i
voluntarily. The wand can also be removed without containing a chest. One chest is plated with gold, one i

attracting Abalahin's notice by a character who suc-


ceeds on aDC 25 Dexterity (Sleight of Hand) check. §

The wand is one of the treasures Laysa mentioned


earlier in this chaPter. The chests are unlocked, and their contents are
Abalahin is hostile toward creatures it catches as follows:
trying to steal the wand. Once the treant has been Gold Chest. This chest is worth 100 gp on its own
defeated, the wand can easily be retrieved. and contains 100 gP.
Silver Chest. This chest is worth 50 gp on its own
TiO, CnusHrNG Roou TneP
and contains a ceremonial dagger plated with
This room appears to be empty. When one or more
electrum with an amethyst set in its pommel
characters enter the room, read the following:
(worth 750 gp).
?
i
Lead Chest. This worthless chest contains a Spell
l A click sounds from above. The room's ceiling begins Scroll of Knock,which the altar trap values at 200
l
descending rapidly. gp (see below).
a chest or its contents from
a
Altar Trap. Removing
The 20-foot-high ceiling drops suddenly, stopping 6 a niche causes the altar's carvings to glow with
inches above the floor before rising just as quickly pale light. Creatures in the room have 1 minute to

140 i i'l .1 f Tel{ ? i l fiMit {.}l 1vÄYr1-/E l{Ll i.i{}U i'i


either return the chest and its contents to the niche illusions, revealing not only the walls and ceiling but
or place one or more items of equal or greater value also the box and the dais on which it sits.
into the niche. Otherwise, one of the following ef- Box Trap. The engraved box can't be forced open,
fects occurs when the time expires, depending on but a character can try to unlock it using thieves'
the chest involved: tools. doing so with a successful a DC 20 Dexterity
(Sleight of Hand) check. AKnock spel1 or similar
Gold Chest. Six swarms of poisonous snakes tele-
magic also unlocks the box.
port into the room. The snakes are hostile.
A character who inspects the box before opening
Silver Chest. A burst of desiccating energy radiates
it can make a DC 15 Intelligence (Investigation)
from the altar in a 1S-foot-radius sphere. Each
check. On a successful check, the character notices
creature in the area must make a DC 17 Constitu-
a springJoaded compartment beneath the box's lid.
tion saving throw, taking 18 (4d8) necrotic dam-
A character can use thieves' tools to try to dismantle
age on a failed save or half as much damage on a
this compartment and disable the trap, doing so
successful one.
with a successful DC 15 Dexterity (Sleight of Hand)
Lead Chest. A death knight teleports into the
check. If the trap isn't deactivated, poisoned darts
room, appearing in a random unoccupied space
burst from the box when it's opened. Each creature
within 15 feet of the altar. The knight is hostile.
within 10 feet of the box when the trap is sprung
Tl2, Roour oF RESPTTE must succeed on a DC 20 Dexterity saving throw
or take 10 (4d4) piercing damage and have the poi-
i? soned condition for t hour.
, A marble gazebo with a fountain at its center is
Treasure. Contained within the box is a delicate
r surrounded byfloweringbushes. i gold ring engraved with geometric star designs.
.; This ring isn't magical or of any significant mone-
This room is safe. tary value, but Laysa's ancestors once used it in tra-
Fountain. The fountain's waters have healing ditional storytelling ceremonies involving astrology.
properties. A creature that drinks from the fountain This is one of the treasures Laysa mentioned earlier
regains 21 (6d6) hit points. Once a creature has ben- in this chapter.
efited from the fountain's magic, it can't do so again T14, JUccERNAUTAnBme
until the next dawn.

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

i- jr:.'.:. I .::1. j' :'{.jH§ ila '.1 ..\i'..,r1.:.i-) }{}:ii"§ I4f


MUST CONTENO VITH GRANITE JUG6ERNAUTS.Ü
,

'§ §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

l+2 i :i.:rir l iR'; i{.}lill {Ji 11'-1Yi!!nii .r,{i:'11'§


cobra statues; each cobra statue uses the spirit a DC 20 Charisma (Performance) check; if the
naga stat block but is a Construct. The statues character doesn't have proficiency with the chosen
speak Common. The statues are hostile toward any instrument, this check is made rvith disadvantage.
creature that enters the chamber. On a successful check, the doors open. On a failed
Appeasin§ the Statues. A character can use check. the character takes 16 (3d10) psychic dam-
an action to try to appease the statues with a DC age. and the doors remain locked.
20 Charisma (Persuasion) check; if the character Alternatively, a character can place one of their
makes an offering of food or treasure worth 50 gp arms into a mask's open mouth. When each mouth
or more, this check is made with advantage. On a has an arm in it, the mouths clamp down. If both
successful check, the statues become friendly to- arms belong to the same character, that character
ward the characters and cease attacking. takes 28 (8d6) piercing damage; if the arms belong
The statues served as island guardians for cen- to different characters, each character takes 14
turies before Acererak abducted them. If informed (4d6) piercing damage. The mouths then unclamp,
about Laysa, the statues are thrilled to learn about and the doors unlock.
her efforts.
Acererak's magic confines the statues to this Tl9, Lrnnexv
room, but previous adventurers have told them
about surrounding areas. The statues can share de- Shelves filled with tomes and scrolls line the walls of
tails about what's in areas T16 and T18. this expansive chamber. Five stone statues depiciing
Treasure. One of the central statue's swords
skeletal warriors stand sentinel throughout the room.
functions as a Sword of Sharpness (scimitar) in the
hands of a Humanoid. The scimitar is one of the
treasures Laysa mentioned earlier in this chapter. If Guardians. Whenever an item is removed from
told about Laysa, the central statue wiilingly gives this room's shelves, one of the five skeletal statues
the sword; otherwise, the sword can be retrieved here springs to life. The statue uses the stone go-
when all the statues have been defeated. lem stat block but is Medium and hostile, attacking
whichever creature took the item. The statue re-
T18, Harr, or DrscoRDANcE mains active until the triggering item is returned or
f until the statue is destroyed. Multiple statues can be
:

Eight niches are built into these walls. Each niche active at once.
a

contains a musical instrument: a lute, a lyre, a viol, a


Treasure. A thorough search of the shelves'
flute, a drum, a dulcimer, a shawm, and a horn. At the
contents takes 10 minutes and yields the fol-
l
l lowing items:
end of the hallway is a double door emblazoned with
.

two theater masks-one elated and one despairing.


. Spell Scroll of Greater Restoration
:
. Set of engraved copper sheets that functions as
a Manual of Bodily Health (one of the treasures
When a creature comes within 5 feet of any of the Laysa mentioned earlier in this chapter)
instruments, they all glow with a purple light and
begin playing on their own, filling the hall with an
awful din. Each creature in the hall must make a
DC 20 Wisdom saving throw, taking 16 (3d10) psy-
chic damage on a failed save or half as much dam-
age on a successful one. After the damage is dealt,
the instruments cease to play or glow, becoming
normal items of their kind.
Mask Doon Upon closer inspection, the mouths
of both masks are open slots, each large enough to
fit a Medium or Small Humanoid's arm. The doors
are locked.
Thin script engraved above the pair of masks
reads as follows:
§
;
"Pay ihe toll, in blood or in song." 1 a.T':. .. :_,.:stl' :',iai:: rlVVf -
6 ,
i

There are two ways to open the doors. A character


can play one of the hallway's instruments and make

..,,1 '. ,: . i. . : {lti ai a.lt !,, ir \:,1 }i:-t iai'i-ii,it I43


first time must succeed on a DC 18 Wisdom saving
throw or have the frightened condition, as the dark-
ness and eerie sounds conjure up the creature's
deepest fears. The frightened condition ends on the
creature when it leaves the room.
While frightened in this way' a creature takes 11
(2d10) psychic damage for every 5 feet it moves' Af-
ter taking this damage, the creature can repeat the
saving throw ending the frightened condition on a
itself on a success.
Piercin§ the lltusion Creatures with truesight
see the room for what it is: an abandoned study' A
dusty desk and empty bookcase line the east wa11'

T22, Von:rnx BRIDGE

& ?:
I bridge
n artt roar fills this hexagonal chamber. A 1

i tiles
consisting of engraved, colored limestone i

i stretches between two ledges. A pitch-black vortex of l

j churns beneath the bridge. :

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.

T24, UNnERwATER TnnNcn Mrnecr


Characters standing outside this room can see that
it is empty, but a Detect Ma§ic spell reveals the
presence of illusion magic throughout. When one or
more characters enter the room, read the following:

The walls, floor, and ceiling of the chamber vanish, re-


placed with a dark ocean in which you are submerged.
There is no visible surface. Beneath you swims a Iarge,
finned shadow.

This chamber contains a mirage of a deep, under-


water trench. Though illusory, the seawater is tac-
tile, and creatures unable to breathe underwater
suffocate whiie in this chamber.
A hostile giant shark swims beneath the charac-
ters. The shark is part of the mirage, though it can
harm characters',vho don't pierce the i11usion. The
shark can't harm anvone outside the room.

!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

Coins and precious stones are strewn across this i


Throughout the fight, Rerak commands the char- I
I
I

acters to flee. Each time Rerak does this, each char- I


vault's floor. A rod piece rests atop a pedestal draped I
l
!
l
acter can make a DC 19 Wisdom (Insight) check l
i
with a blue silk sash embroidered with gold thread. l

without taking an action. On a successful check, t a

the character discerns a melancholy tone to Rerak's


For more about the Rod ofSeven Parts. see this
words, as if he loathed that he must kill them.
book's introduction.
During combat, a character can use an action Treasure. If a character shows the silk sash to
to try to convince Rerak to turn against his cre-
Laysa, she identifies it as a garment given to her
ator. Have that character make aDC 23 Charisma
people that functions as a Robe of Sfars. The robe
(Persuasion) check. If the character mentions the
is one of the treasures Laysa mentioned eadier in
mirages or Acererak's disdain toward his creations
this chapter.
(found in the notes in area T23), this check is made
The mundane treasure within the vault includes
with advantage. On a successful check, Rerak's
the following:
loyalty to Acererak is shaken. After three successful
checks, Rerak halts the battle and crushes his eye . 479 sp,342 gp, and 179 pp
sockets' gems, severing his connection to Acererak . Jade game board with platinum playing pieces,
and releasing any souls trapped within. worth 7,500 gp in total
Rerak's Secre/. If the characters convince Rerak . Set of ruby earrings worth 500 gp
to turn against Acererak and talk with the false lich . Three fire opals worth 1,000 gp each
about his imprisonment in the tomb or his mistreat- Exit. The door in the middle of the north wall is
ment at the archlich's hands, Rerak reveals how un- locked and can be unlocked only by using Rerak's
happy and lonely he has been for centuries. Rerak platinum skeleton key. The door opens into a cave
also reveals that as far back as his earliest memory, tunnel that leads to the beach, about 1 mile south of
the false lich never truly wanted to fulfill Acere- the archaeologists' camp.
rak's wi1l.
Regardless ofthe characters'reaction to this
revelation, learning it counts as a secret for the pur-
Nnxr Srnps
poses of the Power of Secrets rules in this book's Once they've left the Tomb of Wayward Souls, the
introduction. characters can return to the archaeologists' camp
False Treasures. The items on the pedestals are without incident. Laysa celebrates the characters'
false re-creations of treasures that can be found safe return; if the characters brought back any of the
throughout the complex. A creature that touches ancestral treasures she's been searching for, Laysa
pays them as promised.
one of these false treasures must immediately suc-
ceed on a DC 15 Constitution saving throw or take If Rerak is with the party, he volunteers to lend his
10 (3d6) necrotic damage and have the stunned con- knowledge of the tomb to help the archaeologists in
dition until the start of its next turn. their excavation. The archaeologists are apprehen-
sive but nonetheless accept his aid.
-t(eys. Rerak carries two keys: a platinum key
shaped like a skeleton that unlocks the door to While Rerak aids the archaeologists, he doesn't
the crypt's vault (area T27) and a plain iron key hurt them. Rerak won't return to Sigil with the char-
that unlocks the secret compartment in area T23. acters; the simulacrum worries that the magic that
Characters who defeat Rerak find the kevs amid his sustains him might extinguish if he leaves Oerth.
dusty remains. Rerak hopes to make a home on the Isle of Serpents
If the characters convinced Rerak to turn against with anyone who welcomes him.
his creator, Rerak provides the keys willingly. The characters can return to Sigil through the
doorway near the lagoon at their leisure.

i.l: i:r': : il , :{-)\J i-i {)i \i \i '\ r'ir } }1 i ! t+7


*;''"-'-. ...,.....r..,,.....'.
t

Txe xenoes'quEsr FoR fHE FINAL


PIECE TAKES TH€M INTO A CASINO IN THE
CHAPTER 8

DRAGON
S PRIDE

IT7 HE ADVENTURERS DISCOVER THAT THE FINAL AvEnNus


I oiece of the Rod of SevenParls is in the
This chapter takes place in Avernus, the f,rst layer
I ireart of Avernus, the first layer of the Nine of the Nine Hells of Baator.
) U.tt.. tn. characters must infiltrate a dia-
bolical casino dedicated to Tiamat, Queen of Evil KxowrrDGE oF AvnnNus
Characters who research Avernus in Sigil can learn
the following:
Blood War. Avernus is a major battlefield for the
Blood War, the raging conflict between demons
and devils. It would be fruitless to fight every
Fiend the characters come across in Avernus,
since conflicts invariably escalate as infernal
combatants join in against interlopers in the Nine
Hells. To accomplish their goals, the characters
might need to workwith Fiends.
Environment. Avernus is a hellscape in the most
literal sense: a ravaged battlefield littered with
decaying carcasses and wrecked war machines. A
in the fo:ulhaze perpetually shrouds the skies. Ambient
light swells above the horizon in a grim mockery
con- of a sunset, but the sky is bereft of ceiestial bod-
vince Tiamat to give up the final rod piece. ies. Searing gusts of wind blast across the land-
scape, reeking of ash and brimstone. Due to this
Cuanecrn perpetual smoky twilight, there are no real days or
17th this chap- nights in Avernus. Time passes as usual, though,
and can be tracked in hour increments.
History. Long ago, Avernus was a tantalizingpara-
dise created by the archdevil Asmodeus to tempt
mortals. However, the incursion of the River Styx
Pownn or SEC and hordes of demons ruined that paradise, leav-
ing behind gore and destruction.
The individuals the characters meet in Avernus are
primarily Fiends and other unpleasant beings. As Queen of Dragons. Tiamat is the five-headed pro-
genitor of the chromatic dragons in some realms
a rule, these creatures lack the remorse, guilt, and
and embodies the vices of evil dragonkind. Her
shame that would give their secrets power if re-
vealed to the characters. The characters don't learn
lair is located in Avernus, connected to numerous
monuments and temples scattered across the
any secrets applicable to the rules in "The Power of
hellscape.
Secrets" section found in this book's introduction,
though they can spend secrets during this chap-
ter normally.
Srnrl MonrrrcATroNS
Drenched in the eldritch energy of the Nine Hells,
Avernus warps magic used within its borders. At
your discretion, a spell can be cosmetically modified
The final piece of the Rod of Seven Parls is in area
to demonstrate the corruption of Avernus; these
N5 in the Ruby Sanctum, located in the Dragon's
Pride area of the Red Belvedere casino. For more modifications don't change the spell's mechanical
effects. The following are some examples:
information about the rod and the spell this rod
piece allows its wielder to cast. see this book's
introduction.

{rii \i'i i li i:. l'ti}' 1.}itr\.{ll:\ (.11. !ii:l-, 1


Hunter's Mark. A spectral crown of spiked iron The infernal war machine Venatrix has room for
encircles the target's head. four Medium or smaller creatures to ride inside the
Mage Hand. The conjured hand takes the shape of vehicle, including its driver, and for four Medium or
a taloned claw. smaller creatures to ride in its upper, open-air area.
Magic Missile. The missiles emit a haunting wail Three erinyes crew the Venatrix: Nykaia, who leaps
when fired. out to greet the characters, and Kypris and Mykale,
who are inside.
TnlvnnsrNG AvERNUS Nykaia is the group's glib and calculating leader,
Avernus warps the senses, making distance impos- Kypris is their unflappable engineer and driver, and
sible to gauge. The Wizards Three can't be sure Mykale is their overeager weapons specialist. The
where the characters will emerge in Avernus from three devils travel the wasteland ofAvernus harvest-
the portal in Sigil, so they'll have to find their way to ing scrap metal and other valuable materials. The
their destination. Residents of Avernus use vehicles group is searching for additional crew members to
known as infernal war machines to make trips more aid them in their latest score.
manageable. The Wizards Three suggest that the Seeing that the characters lack a vehicle, Nykaia
characters might be able to reach the Red Belvedere offers them a deal: if the characters help her with a
by using or commandeering one of these vehicles. job, she and her crew will give them a ride to wher-
ever they'd like. Ifthe characters refuse, skip to the
DnscnNDrNG rNTo Avnnxus "Stop for Directions" section.
The three erinyes are hoping to take down a goris-
When the characters step through the portal in
tro: a minotaur-like demon that carries demonic le-
Sigil, they emerge along a shelf in a mountain-
gions and rare treasures through the battlefields of
side cliff. Read or paraphrase the following to set
the Blood War. They need someone to focus on the
the scene:
goristro while they take out the soldiers on its back.
Nykaia knows about the Red Belvedere but re-
fuses to provide any more information until the
characters help with the goristro. If the characters
agree to her deal, she welcomes them aboard the
Venatrix. Nykaia isn't hostile toward the charac-
ters and won't attack them unless the characters
threaten her or start a fight.
If the characters attack Nykaia or attempt to
The characters know they need to travel to the Red take the Venatrix by force, Kypris and Mykale
Belvedere, but they don't know where the casino is emerge from the war machine and join the fight. If
located. The warped nature of the Nine Hells defies the erinyes are in danger of losing the fight, they
all mapping attempts, so the characters must figure surrender and beg the characters to spare them,
out how to get to their destination. offering to drive the characters to the Red Belvedere
If consulted, the Rod of Seven Parts points away in exchange.
from the mountains and down the cliff, where a
rough path skirts the cliff's base. DnrvrNc rHE VENATRTx
The following rules are an adjusted, condensed
Hnrr oF A Rr»n version of the infernal war machine rules found in
Baldur's Gate: Descent into Avernus.
The characters can descend the c1iff without trou-
Drivin§. The helm of an infernal war machine is
ble. Once they do, they catch the attention ofa crew
a chair with a wheel, levers, pedals, and other con-
of scavengers. Read or paraphrase the following:
trols. The helm requires a driver to operate.
While the Venatrix's engine is on, the driver can
use an action to propel the vehicle up to its speed
(see the "Vehicle Statistics" section below) or bring
in its engine. the vehicle to a dead stop. While the vehicle is mov-
its furnace. The ing, the driver can steer it along any course.
If the driver has the incapacitated condition,
silhouette jumps out an
leaves the helm, or does nothing to alter lhe Vena-
frrx's course and speed, the vehicle moves in the
same direction and at the same speed it did during
the driver's last turn until it hits an obstacle big
enough to stop it.

r50 i-r-i,i]'l-ta}t ii I iHe pRA{;ü).i *uEti};,s -I,R}]}}.


:G

trX
F ri
(

n i*

tr
h.

Txnee eRrNves RoaM THE BLAsrEo LANoscapE


rN A vEHlcLE caLLEo rHE Veuaretx.

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.

Ci'1 .!n-i'r li E I -l'Hl. illi;iij{}\ t1-ri.i:...i § }"li.llifi I5I


Gonrsrno Raru Srop FoR DTRECTToNS
This encounter occurs only if the characters teamed Ifthe characters are forced to search the plains and
up with the erinyes in the previous encounter. If the battlefields of Avernus for the Red Belvedere be-
characters instead defeated the erinyes and claimed cause they have no one to lead them there, have the
lhe Venatrix for themselves or bypassed the erinyes party's navigator make a DC 20 Wisdom (Survival)
entirely, skip to the "Stop for Directions" section. check at the end of every hour of travel. After each
It takes about an hour for the Venatrix to travel to successful check, the characters find something
the goristro's location. As the Venatdx approaches to steer them in the right direction; determine the
the goristro, read or paraphrase the following: source of this help by rolling on the Stop for Direc-
tions table. After four successful checks, the charac-
ters locate the Red Belvedere.
Thunderous footsteps shake the ground as you ap.
proach a horned, red-furred demon over twenty feet
Srop FOR DI RECTIONS
tall. Two winged shapes flank its towering form. On
d5 Source of Help
its back is a tented palanquin occupied by demonic
t-3 An iron signpost in the middle of nowhere points
soldiers swarming like insects.
in the direction ofthe Red Belvedere.
a
4 A friendly imp knows the way to the Red Belvedere.
The hulking goristro is flanked by two vrocks. After tagging along for an hour and giving direc-
Inside the goristro's palanquin are two hezrous tions, the imp turns invisible and leaves.
and five quasits, as well as the "treasure" that the 5 A ghost doomed to wander the battlefields of
erinyes are after: a unicorn named Sterling in an Avernus points the way to the Red Belvedere.
iron cage.
6 An indifferent bearded devil hitchhiker offers direc-
Nykaia explains that Kypris will drive the war
tions, preferably in exchange for food, drink, or a
machine close to the goristro. The three eriny-es will
then fly to the palanquin to defeat the demons within free ride.
while the characters slay the goristro.
The goristro defends itself. Ifthe vrocks see that Tsn Run BnrvnnERE
the goristro is losing, they join the fight. The three Eventually, the characters reach the Red Belvedere.
erinyes easily dispatch the demons in the palanquin. The casino is a remnant of Avernus's original exis-
True Treasure Revealed. Once combat finishes, tence: a bucolic paradise designed to tempt mortal
the three erinyes carry down their claimed treasure: souls. Its edifice was destroyed in the carnage of
t6 the Blood War, but a champion of Tiamat named
:

! 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.

152 (.;rii'l'illr l; I 'l 11 L i).ltr\r';{-lhi !jt_r l-lr}-'1 i,it.itri,


C,rsrNo Lossv
The Red Belvedere's layout is shown on map 8.1.
\\-hen the characters first enter the casino's ro-
tunda iobby. read or paraphrase the following:

Sweet perfume and


evidence ofthe

Tq statue ofa roari


lobby. Distantly,

The winged tiefling is Windfall, a champion of Tia-


mat and the proprietor of the Red Belvedere (see
the accompanying stat block). A performer at heart,
Windfall is ostentatious and charismatic, making
small talk with regular patrons and jovially welcom-
ing new faces to 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):

J Saving Throws Str +9, Dex +14, Wis +1 1, Cha +15


At will: Detect Magic, Light, Thaumaturgy
3lday each: Shatter, Unseen Servant
Skills Arcana +13, Deception +22, insight +18, Perception +11,
2lday each: Hypnotic Pattern, Sending
Performance +22, Persuasion +22, Sleight of Hand +.i4
l lday: Hold Monster
Damage Resistances acid, cold, fire, lightning, thunder
Condition lmmunities charmed, frightened
BoNus AcrroNs
Senses darkvision 50 ft., passive Perception 21
Languages Common, Draconic, I nfernal StunningScintillation (Recharge 5-G). Windfall emits an over-
Challenge 23 (50,000 Xp) Proficiency Bonus +7 whelming array of colors from her coat. Each creature within
30 feet of Windfall that can see her must succeed on a DC 23
DazzlingVisage, A brilliant array of chromatic colors emanates Constitution saving throw or have the stunned condition until
from Windfall, causing attacl< rolls against her to have disad- the start of Windfall's next turn.
vantage. This trait ceases to function while Windfall has the
incapacitated condition or has a speed of0. LecrruDARY AcroNS
Legendary Resistance (3/Doy).lf Windfall fails a saving throw,
Windfall can tal<e 3 legendary actions, choosing from the op-
she can choose to succeed instead.
tions below. She can take only one legendary action at a time
and only at the end of another creature's turn. Windfall regains
Speciol Equipment.Windfall wears an iridescent magic coat spent legendary actions at the start ofher turn.
that was tailored specifically for her and imbued with Tiamat's
Deft Dance. Windfall moves up to her speed without provoking
power. When she dies, the coat functions as a Robe of Scintil-
opportunity attacks.
lating Colors.
Dragon's Flare. Windfall flares with multicolored flames and
targets a creature she can see within 30 feet ofherself. The
Acrorus target must mal<e a DC 23 Dexterity savingthrow. On a failed
Multiattack. Windfall makes two Chromatic Rapier attacl<s and save, the target takes 26 (4o12) damage of a type chosen by
uses Dragon's Fury once. Windfall: acid, cold, fire, lightning, or poison. On a successful
save, the target takes halfas much damage.
Chromatic Rapier. MeleeWeapon Attack: +)4 to hit, reach 5
Cast a Spell (Costs 2 Actions). Windfall uses Spellcasting.
ft., one target. Hit: 1l (ld8 + 7) piercing damage plus 2l (6d6)
acid, cold, fire, lightning, or poison damage (Windfall's choice),

-i
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*

§ru Bsr§ mlEa§


l

a 6

L,1ap 3.;:T*r ftec §rlvesene

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.

i;:i ii'i'i.:'l f, I 'l'1ll: l.)HÄi.;{)ir l)i'111 :.i'5 11,t1l}.L I55


CasrNo SncuBrry
Each room ofthe casino is supervised by a trio of
pit fiends. They are silent observers and intervene
only if a patron starts a fight or is caught cheating
(see the "Cheating in the Red Belvedere" sidebar).
On approaching a troublesome patron, the pit
fiends confiscate the patron's talons and escort the
patron from the casino. The patron is then barred
from the casino for 24 hours. A barred patron can
attempt to reenter by succeeding on either a DC
20 Dexterity (Stealth) check to avoid the pit fiends'
notice or a DC 15 Charisma (Persuasion) check to
convince the pit fiends to overlook the patron's past
transgressions and allow reentry. Patrons barred
more than once might be unable to reenter the ca-
sino for longer lhan 24 hours, at your discretion.
The pit fiends have no qualms about killing a pa-
tron who attacks them.

CesrNo Prr MesrnBs


A pit master presides over each room of the Red
Belvedere. (The rooms of the casino are displayed
on map 8.1.) The characters must gain favor with at
least one pit master to access Dragon's Pride. lf the
characters ask the patrons milling around the ca-
sino lobby, they can learn the information presented
Usin§ a SouI Coin, A Soul Corn has 3 charges. below about each pit master.
A creature carrying the coin can use its action to
expend 1 charge from a Soul Coin and do one ofthe
KevraN RpNeupou
Master of the Stygian Maze
following:
Kaylan is a devious vampire who arrived in Avernus
Drain Life. You siphon away some of the soul's es-
after dodging a group of vampire hunters on the
sence and gain 1d10 temporary hit points.
Material Plane. When Windfall refurbished the Red
Query. You telepathically ask the soul a question Belvedere, the tiefling employed Kaylan to design
and receive a brief telepathic response, which you
the ever-shifting halls of the casino's Stygian Maze.
can always understand. The soul knows only what
Kaylan now presides over the maze, gleefully watch-
it knew in 1ife, but it must answer you truthfully
ing patrons wander the confounding passages in
and to the best of its ability. The answer is no
search of riches.
more than a sentence or two and might be cryptic.
Kaylan has a special Sword of Life Stealin§ that,
Preein§ a Soul Casting Remove Curse or another in addition to its usual properties, allows the vam-
spell that removes a curse on a Soa,l Corn frees pire to draw sustenance from a soul trapped within
the soul trapped within it, as does expending all a Soul Coln. Feeding off a Soul Coin in this way irre-
of the coin's charges. The coin rusts from within vocably destroys both the coin and the soul within,
and is destroyed once the soul is released. A freed which has left Kaylan perpetually hungry for more.
soul travels to the realm of the god it served or Gainin§ Kaylan's Favor. Kaylan desires to feed
the Outer Plane most closely tied to its alignment off as many Sou.1 Colns as he can. The characters
(DM's choice). can give Kaylan three Soul Colns in exchange for
A soui can also be freed by destroying the coin access to Dragon's Pride.
that contains it. A Soul Corn has AC 19, t hit point
for each charge it has remaining, and immunity
to all damage except damage dealt by a Hellfrre
Weapon or an infernal war machine's furnace.

I56 i i,,,i, jr-rrlr s i -rI{r r}.q-4ct;l{ ?uE::}'t p}rrt}i.


Kne.r KrnorH
Master of the Scarlet Coliseum
CnrerrNc lN THE Reo Brlveoene
Cheating by magical means is nearly impossible within
Khai is red abishai (see appendix A)
a boisterous rhe casiro. Magical effects that enhance personal skill,
and the master of the casino's fighting pit. He rel- such as Bardic lnspiration or the Enhance Ability spell,
ishes bloodshed, and his laughter booms over the don't directly tamper with the game and aren't con-
gore-stained arena. Khai fancies himself the stron- sidered cheating; however, casting an illusion on your
gest of the pit masters, and he chafes under Wind- hand of cards or invisibly moving dice draws the pit
fiends'attention.
fall's leadership. Khai dedicates every death in the
Physical methods of deceit (hidden cards, weighted
coliseum to Tiamat. dice, and so on) are more likely to pass unnoticed. A
Gainin§ Khaib Favor. Khai prizes battle prow- character attempting to cheat in this way must make
ess above all else. Should the characters win three a DC 30 Dexterity (Sleight of Hand) check; if the char-
matches in the coliseum, Khai challenges them
to combat; if the characters reduce Khai to 50 hit
points or fewer without killing him, the abishai re-
wards them with access to Dragon's Pride. See the
"Scarlet Coliseum" section later in this chapter for
more information about this option.

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

r ij . , :: j .j : ii i:. 1]!tÄG{.}1 a.:i-t l i. }. ! t;li.tlti: r57


to achieve victory, citing her opponent's inability to Uvesnen
notice her cheating as a failure of intellect. Master of the Alabaster Racetrack
Gainin§ Nyssaß Favor. Nyssa admires those who
Uvashar is a suave, white-furred rakshasa and the
are extremely clever and observant. See the "Ce-
master of the casino's nightmare racing circuit.
rulean Hall" section later in this chapter for more
Uvashar can often be found indulging in fine food
information about gaining favor with her.
and music in a private viewing box.
RrzneN "SNAKE EYES" Acno»no Duplicitous and manipulative , Uvashar likes to
Master of the Viridian Den assume the guise of a casino patron and sow dis-
cord among the racetrack's audience members. The
Rezran, a greedy green abishai (see appendix A),
rakshasa rigs races to add excitement to an event.
is the master of the casino's games of chance. His
Uvashar doesn't worship Tiamat like many of the
nickname "Snake Eyes" comes from his penchant
casino's pit masters and patrons, but the rakshasa
for rolling ones in Triple Hydra (see the "Viridian
nonetheless maintains a grudging allegiance to the
Den" section for an explanation of the game's rules).
Dragon Queen.
Rezran is an opportunist to his core, always chasing
Gainin§ Uvashar's Favon Uvashar holds great es-
after riches. He is a devoted follower of Tiamat and
teem for those who keep their promises and uphold
covets the Dragon Queen's amassed wealth.
their end of a deal-especially when it requires a fair
Gainin§ Rezran's Favor. Rezran observes the
amount of ski1l to successfully puil off. One poten-
characters as they partake in the Viridian Den's
tial encounter to gain Uvashar's favor is presented
games. If the characters amass a total of 1,000 ta1-
later in the 'Alabaster Racetrack" section later in
ons or more while in the den, Rezran is impressed
the chapter.
with their luck and grants the characters access to
Dragon's Pride.

ii+:

H,tvi"ai.l Rexau**r.l

:.

I 58 . .1 rri trii tJ i J {t}: til}.,i!{.:r1.}l! {:i.lli. 1',\'r. irl.l 1]1}i:


Rncnnncx §mmrs
CesrNo Roorus _._ __+. = 5 Feet
To l. * i."
The casino's rooms are described in the follow-
I
r' ll.--- i
,l
ing sections. i
1:
E t
a
'''- t-
ArenasrER RACETRACK I
.-r
( 1
-

Sleek white pillars surround what looks like a


:

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- -^

to six nightmares race at any given time; those who .l ti -i -'


l'-
bet on the first-place steed receive triple their initial
i i ll
_-- .;-_
T ^t.

bet, and those who bet on the second-place steed I


*l i

receive double their initial bet.


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..."

determine which nightmares win first and second


§ I
-i--r
place, respectively. If both rolls are the same num- I 1

ber, reroll one die to determine which nightmare Ib


wins second place. I
.l-. *'t
I

To Cnner oR Nor ro CHEAT Mnr B l: 4L Q,t:t:p,tr« 5r,raitg


A few moments after the characters enter the race- ^tsat:rR

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 little,tric( ptanned thaf ll cinch the tace iri:my favor, i SranrBs


j winning me a'ihoutand talons-ät least. You want infl, , j The racetrack's stables are depicted on map 8.2. If
i i'll give you a cut of thewirlnings, and if it'ällgoes the characters enter the stable area, read or para-
i .swimmingly, llll,takeyou to the elitefloor." .:
' , ;

i
phrase the following:
Ä '.:: ,

The elf is the racetrack's pit master Uvashar (see


the "Casino Pit Masters" section eadier in the chap-
ter), concealed with an illusory disguise. A character
who succeeds on a DC 18 Intelligence (Investiga-
tion) check pierces the illusion and sees the raksha-
sa's true appearance.
Uvashar profits regardless of which nightmare
wins the race; the rakshasa merely enjoys tempting One pit fiend serves as security for the area. The six
mortals with offers to cheat and observing their nightmares (named Chicanery, Far Gambit, Blinx,
reactions. Ifthe characters accept Uvashar's deal, Cursed Cavalry, Sunshroud, and Retribution) stamp
Uvashar gives the characters a Potion of Speed and impatiently in their stalls, and a barbed devil jockey
instructs them to slip the potion into the feed of the attends to each one.
nightmare named Sunshroud. Uvashar then points Characters must succeed on a DC 22 Dexterity
the characters in the direction of the stables. (Stealth) check each time they enter or exit the
Uvashar Unmasked.If any character confronts stables to avoid being noticed and attacked by the
Uvashar about their disguise, Uvashar rescinds pit fiend.
the deal, bitterly commenting that the character
Ri§§in§ the Race. Successfully slipping the Po- CnnurreN HALL
tion of Speed into Sunshroud's feed bucket requires
multiple steps:
Blue crystal pillars reach toward this gaming hall's
Step 1. One or more characters must successfully
ceiling. All is quiet except for the clinking of coins and
sneak into the stables.
Step 2. After locating Sunshroud's stall, a charac- shuffling of cards. Walking between tables is a lean,
ter must succeed on a DC 25 Dexterity (Sleight blue-scaled devil with dragon wings.
of Hand) check to pour the potion into the feed
bucket. On a failed check, Sunshroud and its
jockey notice the character and make a ruckus, The blue devil is the room's pit master, Nyssa Otel-
lion (see the "Casino Pit Masters" section). Nyssa
attracting the attention of the pit fiend.
stoically moves between game tables, searching for
Step 3. The potion reacts with the offal in the night-
a worthy opponent.
mare's feed bucket, causing a cloud of toxic gas to
erupt. Characters within 5 feet of the feed bucket Geuns rN THE CrnurEeN Harr,
must succeed on a DC 20 Constitution saving The Cerulean Hall is home to games of strategy and
throw or have the poisoned condition for t hour. intellect, such as dragonchess and three-dragon
On a failed saving throw, the character's coughing ante. The room is divided into three sections based
also alerts the pit fiend. on skill: an amateur players' section, an intermedi
Step 4. The characters must successfully sneak out ate players' section, and an expert players' section.
of the stables. The minimum bet to participate in a game is 15
If a character executes all four steps without attract- talons, regardless of section. At the start of a game,
ing the attention of the pit fiend, Sunshroud con- all participants place their starting bets in a central
sumes the Potion of Speed and wins handily. pot; games like dragonchess are typically limited
to two participants, but other games can have five
Prr MasruR's CoNFRoNTATToN or more participants. For each turn of the game, all
Ifthe characters successfully rig the race in Sun- participants make Intelligence checks using the rel-
shroud's favor, a pit fiend approaches the party after evant gaming set (a dragonchess set, a playing card
the race. The pit fiend explains that the racetrack's set, or another suitable set). The participant with the
pit master wants to meet with the characters, and it highest total ro11 wins the turn. In the event of a tie,
escorts the party to Uvashar's private viewing box. no one wins the turn. The first participant who wins
Read or paraphrase the following if the characters three turns wins the game and collects the pot.
accompany the pit fiend to the viewing box: For NPC participants, the following table shows
io the average bet and skill modifier to use depending
on the section the NPC is playing in.

] 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

i; Amateur 17 (1d4 + 15) talons +4


lntermediate 20 (2d4 + 15) talons +8
Uvashar cuts straight to the point and asks the char- Expert 25 (4d4 + 15) talons ,14

acters if they tampered with the race.


Tellin§ the Truth.If the characters tell the truth, A CoNrnsr or'Wrrs
IJvashar tsks before magically appearing as the Any character who wins a game in the experts'
suited elf from earlier. The rakshasa admonishes section gains Nyssa's attention. The pit master ap-
the characters and dismisses them without reward. proaches the character after the game and offers a
The characters must find an alternate way into challenge of wits. Read or paraphrase the following:
Dragon's Pride.
Lyin§. A character who attempts to lie about the
party's involvement must make a DC 18 Charisma "Not bad. You are clever-l acknowledge that
(Deception) check. On a successful check, Uvashar much. But I wonder how you would fare against the
is impressed. On a failed check, Uvashar critiques master of this chamber. I hereby challenge you to a
the character's skill before laughing and commend- dragonchess match: winner takes all."
ing the party's commitment. In either case, Uvashar
honors the deal, offering the party access into Drag-
on's Pride (see the "Dragon's Pride" section later in
this chapter).

160 a: il.rrrt'r:R s i rltil *Rä*ol,l Ot-) tili§'§ ptiisl]


Ifthe character accepts her challenge, Nyssa insists
on playing the match immediately. Nyssa wagers 50 §cmrn (ousruu
Commentator 5
talons on this match of dragonchess, and her modi- Box
fier is +12.
Nyssa's Cheatin§. Nyssa is wearing a Medallion
of Thou§hts, which she uses to scan her opponent's
surface thoughts and stay one step ahead in the
match. Nyssa uses a Dis§uise Self spell to hide the
medallion from view. As long as Nyssa's opponent
can be affected by divination magic, the medallion i
allows Nyssa to treat any ro11 of a 9 or below as a 10
when she makes Intelligence checks using a drag- \:
-1. ,- ^d
Ur ^(
onchess set. -f -*
A character that succeeds on a DC 20 Intelligence
(Investigation) check can pierce the illusion and -.?--'.

see the medallion, which can be identified by any


character who succeeds on a DC 17 Intelligence .j- ;
(Arcana) check. A character that casts Detect Ma§ic
or similar magic notices the aura of illusion magic 1e
concealing Nyssa and the medallion.
If a character accuses Nyssa of cheating, she asks
the character for proof. Ifthe character correctly
identifies the medallion, Nyssa smiles widely and ,.r\
commends the character's ability to see through her
ruse. She then concedes the match. o
4 t .rt/
End of the Match.If the character wins the
dragonchess match or Nyssa concedes, Nyssa com-
pliments the character's intellect and thanks the
Mar 8.3: §la*rg:" Cc,-r*r*m
character for the most thrilling match she's had in a
whi1e. She then offers the character and their com- ENrnnrxc rlrE CoLTSEUM
panions access to Dragon's Pride (see the "Dragon's It costs 15 talons to enter the coliseum as a combat-
Pride" section). ant. A maximum of three combatants are allowed on
If Nyssa wins, she scoffs at the character and the patrons' team. If all three combatant slots aren't
haughtily collects her winnings. filled by characters, the remaining slots are filled
by veterans.
Scanrnr Cousnuu The arena matches are divided into three tiers,
with victory in a tier granting access to the next one.
Victory in a match goes to the side that reduces all
Jeers and shouts rise from this open-air coliseum
combatants on the other side to 0 hit points. If the
made ofdeep-red stone. Over the sound ofroars
patrons'team wins a match, each combatant on the
and clattering metal, a booming voice excitedly
team receives 100 talons. The matches have one-
commentates on the fight. hour breaks between them, allowing participants to
take a short rest in the coliseum's wings.
The booming voice is the magically amplified voice Map 8.3 depicts the coliseum's arena. The three
of Khai Kiroth, the coliseum's pit master and com- tiers of matches are as follows:
mentator (see the "Casino Pit Masters" section ear- Tier 1. Badguras are released into the arena-one
lier in this chapter). for each member of the opposing team.
Watching a coliseum match is free. Matches pit Tier 2. A purple worm erupts through the floor of
two teams against each other: one consisting of the arena.
creatures enlisted by the casino, the other consist- Tier 3. Two iron statues built to resemble pit fiends
ing of casino patrons looking to prove their mettle lumber into the arena. They use the iron golem
in combat. Before each match, audience members stat block but have iron wings that give them a fly-
can bet on which team will emerge victorious. At the ing speed of 30 feet.
conclusion of a match, audience members who bet
If a participant wins a match but doesn't wish to
on the winning team receive tu,ice their initial bet.
continue to the next tier, the participant can pay an
exit fee of 15 talons and swap with another willing

llil .'1 :'"i i 1l - l'll la l)|t.1(:L]1 {-)1- il a .'.. : :}}i. l1}li f 6l


participant. A participant's companions can join commentary during the combat, lauding the charac-
them in the coliseum's wings between matches. ters for their skill and mocking their failings.
On being reduced to fewer than 25 hit points,
Prr Mls:rnR's CHALLENGE Khai concedes the match, declaring the characters
Characters who win three matches gain Khai's at- the victors. As promised, Khai hands the characters
tention. Khai meets them in the coliseum's wings 1,000 talons and offers them access to Dragon's
after the match and speaks with them. Read or para- Pride (see the "Dragon's Pride" section).
phrase the following:
SrvcrRN Mezn
"This arena hasn't seen warriors like you for quite
some time. Would you indulge in one final bout- This area's foyer is carved from glistening obsidian.
against mel Truly, a special event! And, of course, I
An austere, fanged man in a high-collared cloak sits
offer splendid payment for your victory. How does at an intricately carved desk, next to which is a simple
one thousand talons sound, along with access to our stone doorway. Behind the desk, a floor-to-ceiling
casino's exclusive club floor, Dragon's Pride)" window overlooks a stone maze shrouded in fog.
a

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.

MazE FparunBs A Knock spell or similar magic also opens the


.l00
The maze's passageways constantly move, making chest. lnside the chest are talons and three
the maze impossible to map. All areas of the maze Soul Coins.
have the following features: 10 One of this room's walls has a simple stone
doorway, which leads out of the maze and re-
Ceilings. Ceilings are solid but appear to be made
of thick fog. Ceilings are 15 feet high in rooms and turns the characters to the maze lobby.
10 feet high in passageways.
Floor and Walls. The floor and walls are con- CulrlEruce CHnl,terns
structed of smooth black stone. d'|0 Chamber
Lighting. The maze is dimly lit by hovering globes l-3 Five mimics, all disguised as treasure chests,
of magical light.
occupy this room. Disturbing one mimic causes
Room Size. Unless otherwise stated, all cham-
them all to attack.
bers within the maze are circular rooms 30 feet
in diameter. 4-6 This room is filled with l-foot-deep water. A thin
wooden planl< spans the water, connecting the
lrlavrc,rrrNo THE Mezn room's entrance and exit. A creature crossing
Before the characters explore lhe maze, have them the plank must succeed on a DC 17 Dexterity
designate a leader. If a character is exploring the (Acrobatics) check or fall into the water. The first
maze alone, that character is the leader. The leader time a creature touches the water, three water
then ventures through lhe maze, making aDC 20
elementals appear and attack.
Intelligence (Investigation) or Wisdom (Survival)
check to discern the best pathway. On a successful
7-8 A hostile but sleeping behir lies curled around a

chest. A creature that approaches the behir must


check, the leader correctly navigates to a treasure
chamber; ro11 randomly or choose an option from succeed on a DC 16 Dexterity (Stealth) check to
the Treasure Chambers table to determine what avoid being noiiced. The chest is unlocked and
room is encountered. On a failed check, the leader contains 50 talons and one Soul Coin.
.l00
stumbles into a challenge chamber; ro11 randomly 9 A large vase filled with talons sits in the
or choose an option from the Challenge Chambers center ofthe room. The vase is guarded by three
table to determine which room is encountered. Each invisible stalkers, which attack any creature that
room should be encountered only once. Ifyou ro11 a touches the vessel.
result the characters have already encountered, or
l0 A hostile iron golem patrols this room and
if the characters would leave the maze before find-
immediately attacks intruders. If the golem is
ing a chest with one or more Soul Colns, reroll or
destroyed, a character who searches the golem's
choose another option.
remains finds three Soul Coins.

t.!{.1-f Ta: \ Tl-:E :iR \i-:a\ Oi ! E:i'S }'}?lt}§ 163


VrnroreN DsN DnecoN's Pnr»n
Occupying the lower floor of the Red Belvedere,
Dragon's Pride is an exclusive club reserved for the
casino's most valued patrons. Here, club members
can spend talons on opulent jewelry, refreshing
cocktails, and rejuvenating spa treatments.
This floor is also home to the casino proprietor's
offrce, which connects to a hidden sanctum used
to communicate directlywith Tiamat. Within this
sanctum, Windfall keeps the final piece of the Rod
The green devil is the room's pit master, Rezran
of Seven Parts, hoping to amplify the rod's ability to
Agrodro (see the "Casino Pit Masters" section). Rez-
cast Sr'mulacrumwith Tiamat's power and re-create
ran observes the room, occasionally swooping in to
her master's beloved lost creation: Sardior, the
speak with a patron who's on a winning streak.
ruby dragon.
Pit Masterß Favor.If the characters have 1,000
talons or more and are in the Viridian Den, Rezran ENrnnrNG DRAGoN's PntnB
is impressed and invites them to Dragon's Pride.
Dragon's Pride occupies the lower floor of the ca-
Gaurs IN THE VrnrnreN DnN sino and is accessed via an elevator. This elevator
The characters can partake in two games while vis- is magically concealed within the back of the large
iting the Viridian Den. dragon statue in the casino's lobby. To view the
Drake's Aucfion. This card game has a minimum elevator's entrance and pass through, a creature
bet of 20 talons, which goes into a pot at the center must bear the club's mark: an enchanted tattoo of
of the table. The goal of the game is to amass the a dragon claw. Only Windfall and the casino's pit
highest-ranking hand of cards. masters can bestow or remove this tattoo. As soon
At the start of the game, the croupier deals each as the tiefling or a pit master grants permission to
participant a pair of cards. The croupier draws three enter Dragon's Pride, the mark magically appears
cards to lay face up next to the pot; these cards are on a creature's hand. To creatures lacking the mark,
up for auction. Participants bid on the auction cards, the club's elevator is undetectable and impassable by
and the participant with the highest bid wins the any other means.
card and adds their bid to the pot. Once all three Once the characters have gained favor with at
auction cards have been sold, all participants reveal least one of the casino's pit masters, that pit master
their hands, and the highest-ranking hand wins the marks each of the characters with the club's tattoo
whole pot. and instructs the characters to head through the
To simulate play of this game, have each partici- back of the lobby's statue. Now bearing the club's
pant roll 2dl2in secret. Then, ro11 3d12 and show mark, the characters can see the entrance to Drag-
the numbers rolled-these represent the auction on's Pride:
cards. On winning a bid, the participant can add the
number rolled on the die won to their total roll. At What was once a solid statue now appears trans-
the end of the game, the participant with the highest
Iucent. Within, a stone platform slowly Ievitates
total wins. If the highest totals are tied, no one wins.
between this floor and the one below.
Triple Hydra. The minimum bet for this game
is 25 talons. In this dice game, each participant
rol1s 3d6. If the participant rolls none of the same As long as they bear the mark, the characters can
number, the participant wins nothing. If the partic- enter and exit Dragon's Pride at their leisure.
ipant rolls two of the same number, the participant
wins an amount equal to twice their starting bet. In*:-vx--E§,.q-§."p§4qo-§":§-Bslp,'.p.-".,--.
If the participant rol1s three of the same number, Unless otherwise stated, the areas of Dragon's
the participant wins an amount equal to triple their Pride have the following features.
starting bet.
If a participant rolls two or more 1s, this roll is CnrltNos, Floons, AND'WALLS
called snake eyes. In addition to the normal payout, The ceilings, floors, and walls are carved from
a participant who rolls snake eyes also gets an addi- smooth red stone that's slightly warm to the
tional payout equal to their starting bet. touch. The ceilings are 15 feet high unless other-
wise noted.

t64 1 ri \i,jl,F aJ i'l:l1|. i}!{A{;{}N !.it.l1.lt;51"5 l'i111'rt.


LrcnrrNe The bartender is an ice devil named Oganath, who
Rooms are brightly lit by multicolored magical uses its frigid claws to instantly chill the drinks it
sconces. Tapping a sconce turns it off. ser\-es. -\t ani, given time, 2d4 horned devils relax
in the lounge.
Srcunrrv O§anath's Cocktails. An expert in arcane mix-
A pit fiend stands guard in each room. The pit o1og1'. Oganath serves a myriad of magic drinks
fiends are silent observers who intervene if a fight at the bar:
breaks out.
Blazing BloodyJack (Costs 100 Talons). Motes of
Wanos coagulated, red juice are suspended throughout
Magical wards surround Dragon's Pride. If a crea- this amber-colored cocktail, which tastes both
ture without the club's mark attempts to teleport sweet and spicy. When consumed, this drink func-
into Dragon's Pride, the creature takes 33 (6d10) tions as a Potion of Heroism.
psychic damage, and the attempt fails. Joker's Sky (Costs 125 Talons). This lustrous
blue drink is topped with fluffy, white cream.
Dnecox's Pnror LocanroNs When consumed, this drink functions as a Potion
The areas of Dragon's Pride are keyed to map 8.4 of Flyin§.
Salubra Slinger (Costs 50 Talons). Thisfi.zzy,
Nl, WvnvsoNG CANTINA berry-flavored drink causes the imbiber's mouth
to feel slightly numb. When consumed, this drink
: functions as an Elixir of Health.
Lavish couches surround low tables in this dimly lit j

lounge. At the center ofthe room is a circular bar. I


A drink loses its magic if it is removed from the Red
Liquor bottles on shelves flash colors in time with Belvedere. Oganath also offers a variety of mundane
i
cocktails, which cost 3 talons each.
faintly playing jazz,while a frost-blue devil pours i

drinks behind the bar. i


N2' ENcnANTrNGAaceNa
I
*G
t:R sleek rakshasa in shimmering teal robes runs this
I :

i ,r.rn" jewelry store. Elegant, bejeweled accessories i


j are displayed for sale on the counte r. ',

§*
,!

The store is run by a vainglorious rakshasa lapidary


named Krysocol, who has several pieces for sale:
. Two black jade pendants (each anAmulet of
Proof a§ainst Detection and Location) for 300
ud to talons each
Casino
. A brass necklace hung with citrine spheres
(a Necklace of Fireballs with five beads) for
1,250 talons
. A purple ring with white diamond stars (a Rin§ of
Shootin§ Sfars) for 2,000 talons
For§ed in Helt. Any magic item created by Kryso-
t-
col bears the following additional effect, which the
rakshasa is loath to disclose:
Curse. As long as you wear this item, you are
cursed. The item can't be removed until you are
targeted by a Remove Curse spell or similar
magic. While cursed in this way, every time you
finish a long rest, you must make a DC 10 Cha-
risma saving throw. On a failed save, you immedi-
DnmoxI ately drop everything you are carrying or wearing
and are transformed into a lemure. Only a Wish
-1. ,- Pnnr spell can reverse this transformation.
lbTiamatl :)- lSquare=5Feet
lAt i ö .r. !]PäGod's lJRrf,F

{t!.1 1t'"tt"lt * I T}lI i]§.aira:- ar- :::r'! tätt:I 165


N3, Vrnruous VrcEs The Ruby Dragon. While creating the First World,
Bahamut and Tiamat also created Sardior, a
1? dragon with ruby scales. Sardior was destroyed in
, Fluffy clouds of steam billow from this spa, redolent i the sundering of the First World.
, white
of ginger and citrus. Two erinyes-one in a i The Simulacrum Project. Windfall acquired the
robe, one in black-stand behind the counter. Behind I
seventh piece of the Rod of Seven Parfs some
I

: them are several hot springs and massage stations. i


time ago. She used it to create an image of Sar-
I
!t& dior, who she believes resembled a red dragon.
Windfall hopes to flnd a way to use the rod piece
The spa is run by two erinyes named Vitia and
to bring the image to life.
Vertu. They offer two services:
Secret Entrance. The bust on the wall projects
Brimstone Springs (Costs 100 Talons). This an illusion that conceals the entrance to the Ruby
service takes t hour and includes a relaxing hot
Sanctum (area N5). A See Invisibility spell or simi-
spring bath and massage. A creature who par-
lar magic reveals the entryway's outline in the wall.
takes in this service gains 4d10 + 4 temporary hit
A character searching the room for secret doors
points in addition to the benefits of a short rest.
finds this hidden entrance with a successful DC 18
Luxe Reawakening (Costs 450 Talons). This re-
Intelligence (investigation) check.
juvenating service takes 3 hours. A creature who
Treasure. Most of the items in Windfall's office
partakes in this service gains 6d10 + 6 temporary
are lavish but mundane and too big to transport.
hit points in addition to the benefits of a long rest.
However, a character who searches the room finds
N4, WNnFALL'S Orrrcr a Töme of Leadership and Influence tucked into
The door to the offrce is locked and guarded by two a bookcase.
pit fiends. Each pit fiend standing guard also car- N5, Rusv SaNcruu
ries a key to the office door for emergency purposes.
Opening the door without the proper key requires
thieves' tools and a successful DC 20 Dexterity
(Sleight of Hand) check, or a Knock spell or sim-
ilar magic.
If the office door is opened by any means other
than the key, its trap activates, spraying colorless
poisonous gas in a 1S-foot cone. Each creature in
that area must succeed on a DC 20 Constitution
saving throw or take 18 (4d8) poison damage. This
trap can't be disarmed.
The office's interior is devoid of occupants. When sleeping red dragon. Windfall stands near the projec-
the characters venture inside, read the following: tion, watching it intently.

The ceilings in this chamber are 45 feet high. Wind-


in plush linens is built into an alcove, across from fall (see her stat block earlier in this chapter) is hos-
, which is a simple work desk covered in papers and I
tile to trespassers in the sanctum.
books. Mounted on the back wall is the sculpted bust The crystalline object floating between the sta-
of a smiling red dragon. lagmite and stalactite is the final piece of the Rod
i
:
,a of Seven Parfs. Attempting to remove the rod piece
from its position immediately causes the image
The desk is covered with notes about magical con- of the dragon to disappear, prompting Windfall
structs, as well as religious and historical texts writ- to attack.
ten in Draconic. A character who spends 10 minutes Draconic Intervention. When Windfall is first
studying these items iearns the following: reduced to 0 hit points, multicolored light sur-
The First Wodd. Tiamat worked alongside the rounds her as five hissing voices echo throughout
platinum dragon Bahamut to shape the Material the chamber:
Plane in the form of a single First World. An un-
known cataclysm sundered this First World, re-
sulting in the numerous universes now occupying
the Material Plane.

r66 ,: '. i'1i:l I i I l-ill 1]i.1ll{..1§ tl.lil:ili{'E l'§li.ili


"+

ORAGON 5L€SPS NEXT TO


. THE FINAL ROO PIECE.

.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

l.tll.:{i,1-i:!i lt l 1'}ii. i:l.l':' .1. .ri I ;r\'i liiltli.'


{

OHce Arusrp:el aNo Tasxn


MonoeNxlrHel rs a
CH.\PTER 9

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"

stop the archiich's Ritual of Remaking. However,


this chapter reveals that the characters-as well as
Alustriel and Tasha-have been deceived.
The fake Mordenkainen reveals himself to be
Kas the Betrayer, Vecna's former ally and current
archenemy. The characters must chase Kas across
the multiverse to Pandesmos, the first layer of the
plane of Pandemonium, where the vampire plans to RnruBNrNG FRoM AyEnNus
co-opt Vecna's ritual and become the most powerful When the characters return from Avernus with
being in existence. the final piece of the Rod of Seven Parfs, Kas
disguised as Mordenkainen greets them inside the
RuNxrNc Tnrs CnaprER sanctum. He appears giddy yet terrified, unable to
This chapter begins after the characters retrieve the hide his honest emotions.
final piece of the Rod of Seven Parfs from Avernus. As soon as the disguised Kas sees the characters
Whether the characters are carrying the previous step through the doorway with the final rod piece,
six rod pieces or those pieces remained in Sigil, the he exclaims the iollowing:
rod knits itself into one artifact when all the pieces
are within a few inches of each other.
The rod becomes complete, but no character is
likely yet attuned to it, and the Wizards Three in
Sigil asked the characters to return to the sanctum
once all the rod pieces were found. If the characters
hesitate after retrieving the final rod piece, encour-
age them to quickly return to their allies at the sanc-
tum in Sigil. The characters' return to the sanctum
triggers the next part of the story.
This chapter's early scenes include the chaos
caused when Kas steals the Rod of Seven Pafts and
gravely wounds Alustriel and Tasha. The chapter
progresses to Pandesmos, where the characters find
a war erupting between Kas's and Vecna's demonic
forces. The characters must stay on Kas's trail if
they hope to find Vecna, potentially neutralize Kas,
and end the threat to the multiverse.

C uanacrs s ADVA sc E M F|lr


The characters should be 18th level when this chap-
ter begins. The characters gain a level after they
navigate Pandesmos Outlook and arrive at Cara- Kas
pace Ridge, where the war between the forces of and
Kas and Vecna rages. cafe
the rod and the the next few
the villain, Kas plans
the

{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.

I7O (1l-i11P iir.lt :i i T-ll]: Bil'r'§AY§:R l{[1'l:\L.i:]t]


,j
ff= I
v,
It t
{

ß,
"i1t Kas oEALS cATAsrRopHrc oAMAGE To
Arusrnrer's saNCTUM.

tt

I t-
i
l.r

!
1
\

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)

[ ...
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"
,

1 !r :1-': irii :; 'i,'i:'- il:.::i.r,i: ii ia', !.ii.ll) 17f

-' ..".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

Regardless of the characters' reaction to this


revelation, learning it counts as a secret for
poses of the rules in the "Power of Secrets"
in this

PeNossMos Ouruoor

I1'M
The rest of this chapter and the following two chap-

172 a:flÄ-r1T1.:§, * I tt{E !}äTi{;\\'ER &§v!triLi}


Wind quickly extinguishes nonmagical open TB-rcrrNc Kes
flames, such as torches and campfires. Spoken con-
Kas fled torvard Carapace Ridge, where Miska
versation is possible only by yelling, and then on11'to
is imprisoned in the nearby Ruinous Citadel and
a maximum distance of 10 feet.
u.here Kas has a stronghold in a ciiffside redoubt.
The vampire plans to marshal his forces before
GsNnnar Fnanunns
marching on the Cave of Shattered Reflection and
The features of Pandesmos Outlook are described confronting Vecna.
in the following sections. The characters need to travel northwest from Pan-
desmos Outlook to reach Carapace Ridge. There
DsNdoNs
are several ways the characters might learn which
The chaos and violence brewing in the area attracts
direction to head. Ifthe characters have trouble de-
demons. Within 10 feet of the bottom of the cliff's
termining where to go, a character who succeeds on
lowest shelf are two degloths and two vlazoks (see
a DC 20 Wisdom (Perception) check can hear, amid
appendix A for stat blocks for both). The exact place-
the howling wind, sounds of battle coming from the
ment of the demons is at your discretion. if they
northwest.
notice the characters, the demons attack' A demon
that sees a fight break out rushes to join in the com- IN'rnnnocATrNG DruoNs
bat, hoping to make an easy kill. If the characters defeat and intemogate the demons
Demons reduced to 20 hit points or fewer might in this area, they learn that a powerful vampire
divulge key information in exchange for mercy. See made haste recently toward the northwest. The de-
the "Tracking Kas" section for how these demons mons stayed out of the vampire's way when they saw
might help the characters locate Kas. the vampire dispatch several glabrezus.
Doonwav IxvrsrrcerrNG THE Bertrsrrrrn
The doorway to Sigil remains open through the end A character who investigates the battlefield and suc-
of this adventure. The characters can come and go ceeds on a DC 16 Wisdom (Survival) check spots a
as they wish. On the Pandesmos side, the doorway trail of bootprints that leads to the northwest. This
is invisible in the cliff. is Kas's path toward Carapace Ridge.
Characters who succeed on a DC 14 Intelligence
ErrverroN
(Investigation) check find the mangled bodies of
The characters emerge on a shelf of a massive cliff.
three glabrezus. The bodies and a blood trail lead
This shelf is 150 feet above ground leve1. The shelf
northwest. Kas cut these creatures down on his way
drops 50 feet to another shelf, which is 100 feet
to Carapace Ridge.
above ground level. The entire cliff is 180 feet tall.

Gpvsnns I.{nxr Srnps


In the north section of Pandesmos Outlook are five The characters arrive at Carapace Ridge toward the
geysers that periodically spew boiling water tainted end of a battle between the demonic forces of Kas
with the plane's inherent chaos. and those of the demon-god Lolth, who supports
If the characters haven't already rolled initiative, Vecna's cause. The characters
have them roll initiative when a character first best to navigate the battlefield
moves within 30 feet of a geyser. On initiative count Vecna is conducting his Ritual
20 (losing initiative ties), one of the five geysers next chapter.
erupts; you choose which geyser. When a geyser
erupts, all creatures within 5 feet of the geyser must
make a DC 18 Dexterity saving throw, taking 44
(8d10) force damage on a failed save or half as much
damage on a successful one. r:.-..rti r::l

..r.';li.i##i
LrcnrrNc .:
,i:.'EWF#.,
ti..#f!üi+.l ii at
1: a;itH.#:a r

Strange multicolored lights flit through the cav- "l" i:r: --


,irs_1.!;i:

erns of Pandesmos, casting the area in dim light at :...


all hours.

{-"}1Äi ii,}i $ ! Tii§ iJf,1'E.4YilE tl.iit Ir\t"]llr 173

'"*;'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.

forces loyal to Miska and Kas are fighting those


loyal to Lolth and Vecna. The battle is at a stalemate
ricane Tower, where the Lolth marshal; and Kas cannot yet confront Vecna and co-opt the
ritual. The characters have three options to stop
Vecna and Kas: confront Kas in his cliffside redoubt,
stop Miska from breaking free of his prison, or face
Lolth's commander at Hurricane Tower.
The characters' choices affect where they ulti-
mately face Kas, but regardless, the characters must
weaken the vampire enough to banish him with
Canepecn Rrocn
This battlefield, including the ridge where the ctrar-
thei Chime of Exile. While doing so, they discover
acters arrive, is presented on map 10.1. Distance is
Vecna's location in the Cave of Shattered Reflection.
difficult to judge on Pandemonium; the physical dis-
C EMENT tance between the locations on map 10.1 is flexible
but shouldn't be more than a mile or two.
The
Read the following to present the scene:
ter b
learn the
You arrive on a clifftop towering hundreds of feet over
Pownn or SECRETS
The characters can learn two secrets in this chapter
applicable to the Power of Secrets rules found in
this book's introduction:
Naxats Secret. The drow mage Naxa and her sister
came to retrieve a cloak. It isn't simply a fancy
magic item-it's a key piece in an important ritual
they're planning. The characters can learn this se-
cret later in the chapter in the vault of the Ruinous
Citadel (area Y4).
Kas's Secret. Vecna is weaving his Ritual of Re- rages throughout the ridge. The forces organized

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.

I jj ,:, ti; 'i I,lu ir--\F. ilt i,.i\cl§§1,.]! L/3


1 t-.1.: I
a

Map :o.r: Fax*esxö: ßarlLsr;er$

Four spyder-fiend combatants of the battle linger TexrNc lfrrH Yarvp


near the characters: a quavilithku spyder-fiend and Vaeve hopes the characters might help her, so she
three kakkuu spyder-fiends (stat blocks for both is eager to talk. She identifies both sides in the fight
appear in appendix A). They're busily hollowing out but insists she's not loyal to either side. Vaeve shares
the corpse of a massive citadel spider (see appendix the following key points in her conversation with the
A) as a bunker for use if the battle shifts back this characters:
way. If they spot the characters, the spyder-fiends
An Explanation. The battle rages between forces
scuttle out of the citadel spider and skitter around
loyal to Lolth, who is working with Vecna, and
its corpse to attack. The spyder-fiends retreat to the
forces loyal to Miska, who is in the process of
carapace if they start to lose the fight.
breaking free from his prison and is allied with a
Both sides of the battle use banners to identify
vampire. Vaeve and her identical twin sister, Naxa,
units and send messages. The forces of Camlash,
are adventurers from Neverwinter who came here
Lolth's balor general, use a stylized symbol of Lolth
to retrieve potent magical components for their
on their banners, while Miska's forces use banners
arcane rituals. They were using the chaos of battle
featuring wolf heads. The troops are so numerous
to steal back a magic cloak-a family heirloom,
and powerful on both sides that even 19th-level
Vaeve says-recently taken to Miska's treasure
characters can't materially affect the war by joining
vault somewhere in the stone citadel on the beach
in the fighting.
below. But Vaeve and Naxa became separated in
Vanvn's Orrrn the fighting, and Vaeve worries that Naxa is bra-
zen enough to attempt the retrieval on her own.
A neutral drow mage named Vaeve is lurking
Assistance Needed. Vaeve doesn't know why the
around the battlefield, initially out of sight. Vaeve
characters are here, but she assumes they're
spots the fighting and realizes that the characters
planning to cross the battlefield for some reason.
are her best hope for allies. She reveals herself as
Vaeve asks the characters to escort Naxa from
the battle winds down, perhaps joining the fight
the citadel back to Carapace Ridge. There's sig- ti:
against the kakkuus once the characters defeat the
nificant treasure in the citadel, Vaeve says, and
dangerous quavilithku.
Vaeve would be grateful if the characters helped
her sister.

176 {, il;\ iJ"t'ä.tt i0 i '1 ltfl wA }t {)!" .tr}Al.] *u§\,1(i3


General's Presence. Lolth's general, a demon ,\:oar dorvn from the wispy cloud cover to attack.
named Camlash, directs troops from the tottering The hazr-ongels fight to the death. Ifthe characters
tower. Lolth's forces include giant spiders and don't fl,r' directly toward the cliffside redoubt after
driders. The tower looks ready to tip over because this hght. another trio of hazvongels attacks from a
it is; only the webbing inside the tower's base diüerent direction. After this second attack, the de-
keeps it from falling over. mons steer clear of the flying characters.
Miska's Location. Miska is down in the citadel b1-
the weird ocean of churning energy. Miska was re- THr RurNous SEA
cently freed from irnprisonment, but he hasn't left Pandesmos has no oceans as they're known on
the citadel yet-Vaeve doesn't know why. Miska's mortal u'or1ds. but it contains an enormous, swirling
forces are varied spyder-fiends as well as flying sea of muiticolored energy known as the Ruinous
demons that drip deadly blood. Sea, The Ruinous Sea's chaotic energy devours
Vampire's Presence. Miska is following the com- creatures and land alike. At its edges, the Ruinous
mands of a vampire who occasionally appears on Sea laps against gritty beaches beneath a steep c1iff,
the battlefield to turn the tide of important fights gradually eroding the land.
against Lolth's forces. (Vaeve doesn't know the Winds shriek from the Ruinous Sea, joining the
vampire's name, but her description should make gales that scour Pandesmos. Rumors claim that the
it clear to the characters that this is Kas.) chaos of Limbo leaks into Pandemonium through
Vampire's Home. The vampire inhabits a chamber the Ruinous Sea; others say that the Elemental
in the cliff, another mile past the tower. The upper Chaos touches Pandemonium in this roiling ex-
entrance is under siege by Camlash's forces, and panse. Either way, the Ruinous Sea is inimical to
the lower entrance is guarded by spyder-fiends. all but the strange and powerful chaos krakens that
Vaeve points out both entrances to the cliffside re- inhabit it.
doubt, two miles distant and barely visible through
the blowing fog.
If the characters express interest in confronting
Kas, Vaeve suggests first facing one or both gen-
erals. Defeating Camlash might compel Kas to
emerge to seize a final victory over Lolth's forces.
Defeating Miska might bring Kas out in a rage. Do-
ing both, Vaeve suggests, could be most effective.
Before the characters leave, Vaeve reiterates her
wish that the characters help Naxa. Vaeve insists
that it's the least the characters can do in exchange .'t.
for the useful information Vaeve shared. She refuses
::
to go with them into the conflict. I-' ::.
l-

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

i- ii ii':'i. lt 1* l l'll:"1 §Ä!i ili: l'.\\;:ll§1,'1lls t


SwrrrvrrNc run RurNous Sne
Despite their ephemeral appearance, the Ruinous
Sea's roiling clouds are viscous and cloying, acting
as a liquid for the purposes of movement. A creature
that enters the Ruinous Sea for the first time on a
turn or starts its turn there takes 70 (20d6) damage.
The type of damage fluctuates with the roiling of the
Ruinous Sea (choose or ro11 a d4): 1, acid; 2, light-
ning; 3, necrotic; or 4, radiant.
In addition to that danger, the Ruinous Sea is also
inhabited by evil chaos krakens (a chaos kraken
uses the kraken stat block but is immune to the
Ruinous Sea's damage). A chaos kraken named
Vashishax lurks in the Ruinous Sea near the beach.
Vashishax considers this war among outsiders to be
irrelevant, though the kraken is spying on the battle
out of curiosity. Vashishax considers any intrusion
into the Ruinous Sea to be a personal insult and
i
l
fights any creature that spends more than a minute
! rvithin it. Vashishax isn't willing to die here; if re-
duced to fewer than 100 hit points, the kraken flees
to its lair many miles deeper in the Ruinous Sea.

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

cused on the spyder-fiends below rather than on !


defense. Hundreds of driders, Humanoids, and de-
mons surround the tower, but the characters don't
need to fight these creatures if they create a plausi-
n
ble distraction, disguise, or ruse. +
If the characters are careless or fail to fool Lolth's
forces, they might face a squad of 1d4 driders, 1d6
giant spiders, and 1d4 assassins. Characters who r l^

defeat the squad can try again to infiltrate the tower

Hunn rcaNE TowER" FEATUREs


A number of features are common throughout /t
Hurricane Töwer. o

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

i i: ! j'. iirft 1!'l :ili- !!i.jr!i ari- !,\ti.!i:§14{J$ a79


AC 72;60 hit points; and immunity to bludgeoning, Trln TowER FALLS
frre, poison, and psychic damage.
The tower creaks ominously if these four anchors Ifall six web anchors are cut or destroyed, Hur-
are cut, but it doesn't fa1l unless the two anchors in ricane Tower crashes 400 feet down the cliffside,
areaX2 are also cut. leaving only its foundation behind. Once it starts
Treasure. The eight web-crusted candelabras are falling, the characters have 1 minute to escape the
tower. Characters who fail to do so take 70 (20d6)
covered in precious gems. They resemble yochlol
demons, and each is worth 45,000 gp.
bludgeoning damage.
The tower's fall has a number of additional effects:
X2, Towpn BesB Destroyed Citadel Areas. If the characters cut or
destroy the webbing, the falling tower smashes the
creatures near the entrance to the Ruinous Cita-
del and obliterates most of the citadel's rooms (see
the "Ruinous Citadel" section). Areas Y3-Y6 are
destroyed, along with the creatures and objects in
to the northwest and
them, and the creatures in area Y1 are slain. Naxa
A monstrous scraps of in area Y4 manages to scamper along the ceiling
a table made of into area Y2, though she hides there and won't re-
ered with cou veal herself to the characters until the phisarazu
spyder-fiends are dispatched. The Rod of Seven
Parfs in areaYT is loosened from the stones,
though the characters still need to manually pull
Camlash (see the accompanying stat block) plans the rod free to re-imprison Miska.
troop movements on the table when the characters Forces Disperse. Creatures left standing on the
arrive. Hundreds of tiny spiders constantly scuttle tower's floor are in full view of Lolth's forces. The
over and around the demon. nearby troops, realizing their general is dead and
Camlash doesn't consider intruders much of a their only fortif,cation is destroyed, throw down
threat and gloats about how foolish the characters their banners and retreat across Pandesmos.
are to meddle in Lolth's affairs. After taunting the Spyder-Fiends Falter. The spyder-fiends can't
characters, Camlash fights to the death. capitalize on this sudden victory, since their rak-
Causin§ a Rout, Lolth's forces receive regular lupis battle-leaders (see appendix A) immediately
instructions from Camlash. If the characters elimi- devolve into infighting to seize control. The spy-
nate the general but otherwise keep their presence
der-fiend battle lines break into violent packs.
in Hurricane Tower secret, a squad of four driders The Vampire Notices. Kas arrives at the tower's
checks on Camlash in 10 minutes, and a squad of broken base within a few minutes to find who
six driders arrives a few minutes later. caused the collapse. Ifthe characters are there,
Once news of Camlash's defeat becomes widely Kas confronts them as described in the "Fighting
known, no one else arrives. Instead, Lolth's fol- Kas" section later in this chapter.
lowers throw down their banners and flee. Their
disorganized retreat spreads across Pandesmos.
It takes an hour for all of Lolth's forces to leave the
Rurxous CmaDEL
battlefield. Long ago, adherents of the Queen of Chaos, a pow-
Cuttin§ the Webs. The two web anchors have AC erful demon lord, built a citadel near the Ruinous
12; 40 hit points; and immunity to bludgeoning, fire, Sea. The Wind Dukes of Aaqa later used what
poison, and psychic damage. The webs are tough, is now known as the Rod of Seven Parfs to im-
but they're sticky only where they meet the walls.
prison Miska within the citadel, eventually ending
Camlash has enchanted these anchors to inflict a the terrible Dawn War between the primordials
mental backlash on anyone who tampers with them. and the gods.
A creature that deals damage to a web anchor takes Since then, the Ruinous Sea has encroached on
18 (4d8) psychic damage. the citadel. It now stands on a beach at the edge of
The tower creaks ominously if both anchors are the Ruinous Sea. The citadel is a ruin, as the sea's
cut. If the four anchors in area X1 have also been chaotic energies hasten its erosion and will someday
cut, the tower fa1ls. claim it entirely.

r8o a.i-tÄF il:E 1o i l-r{r 1f;1 R o}' rA}i1}§§}{{}§


Mrsre
Kas returned the Rod of Seven Parts to the citadel
and thrust it into the sealed mystical portal that Crvra:u
keeps Miska in his prison demiplane, creating an
opening. However, the opening isn't wide enough
for Miska to exit, so Miska is widening it. If he can
break free, he canjoin the battle his forces are en-
gaged in and revel in chaos once again. If the rod is
removed or knocked aside, the seal snaps shut and
binds Miska once more.
Miska isn't idle while trying to free himself. He
commands the armies of spyder-fiends and other
demons through his spyder-fiend battle leaders, the
raklupises. Miska's other spyder-fiends (see appen-
dix A) defend him and implement the demon lord's
complex strategies.
Yet Miska's position is precarious. While he's a
cunning general, he's unable to command his forces
in person, and enforcing discipline is challenging;
spyder-fiends, like many demons, find order and
organization diffrcult to tolerate. Additionally, Kas
is becoming increasingly frustrated with Miska's a a

slow emergence; until Miska claws his way free and


defeats Lolth's forces, Kas can't assault Vecna. And
all the while, the portal to the demiplane Miska is
trapped in is in danger of being swallowed by the
Ruinous Sea.

Cauresn Mogic Resistonce. Camlash has advantage on saving throws


against spells and other magical effecis-
Huge Fiend (Demon), Chaotic Evil
Spider Aura. Camlash is surrounded by tiny, biting spiders that
Armor Class 19 (natural armor) magically appear and disappear from rroment to moment.
Hit Points 325 {26d12 + 156) At the start of each of Camlash's turns, each creature within
Speed 40 ft., fly 80 ft. l0 feet of Camlash takes l0 (3d6) poison damage and must
succeed on a DC 2l Constitution saving throw or have the para
STR DEX coN INT wt§ CHA lyzed condition until the start of Camlash's next turn.
26 (+8) l s (+2) 22 (+61 20 (+5) 16 i+3) 22 {+6}
Acrtol'ts
Saving Throws Str +15, Con +13, Wis +.l0, Cha +.l3
Multiattack. Camlash makes one Flaming Whip attack and
Damage Resistances cold, lightning; bl udgeoni ng, piercing,
one Lightning Blade attack. Camlash can replace one ofthese
and slashing from nonmagical attacks
attacks with Teleport.
Damage lmmunities fire, poison
Condition lmmunities poisoned FlamingWhip. Melee Weapon Attack: +15 to hit, reach 30 ft.,
,j20
Senses truesight ft., passive Perception 13 one target. Hit:25 (5d6 + 8) fire damage, and if the target is a
Languages Abyssal, telepathy 120 ft. creature, it must succeed on a DC 21 Strength saving throw or
Challenge 22 (41,000 XP) Proficiency Bonus +7 be pulled up io 25 feet toward Camlash.

LightningBlade. MeleeWeapon Attack: +15 to hit, reach l0 ft.,


Death Throes. Camlash explodes when reduced to 0 hit points,
one target. Hit:21 (3d8 + 8) slashing damage plus l3 (3d8)
and each creature within 30 feet of Camlash must make a DC
lightning damage.
21 Dexterity saving throw, taking 70 (20d6) fire damage on a
failed save or halfas much damage on a successful one. The Teleport. Camlash magically teleports, along with any equip-
explosion ignites flammable objects in that area that aren't be- ment she is wearing or carrying, up to 120 feet to an unoccu-
ing worn or carried. pied space she can see.

: :: r-. I : , ::i i,. r.:.: ,,r ,,:1. :..a3Ii.1! f Bf


Dispel Ma§ic on the door removes the glyph, allow-
f F-+-Tu-*" *"§..9 I-TII § -Bylryoq s q rrA D E L ing the door to be opened safely.
The following features are common throughout
the citadel. §?
, Old carvings of monstrous, tentacled beings adorn l
CnruNcs I the walls in this long room. More recently, wolf heads
Ceilings throughout the citadel are 15 feet high.
, have been painted on each figure. Webs stretch from
Doons , wall to wall and are particularly thick to the southeast,
The citadel's doors are made of stone and noisily ! around an open stone door. Two enormous demons
grind open and closed due to sand in the hinges. I with crablike bodies and wolflike heads flank the door. I

Each creature in a room beyond a door hears it a,

open and expects visitors, unless the door's hinges


are cleaned, lubricated, or silenced. Two phisarazu spyder-fiends (see appendix A)
flank the open door that leads to area Y3. The phis-
LrGHrrNc arazus don't leave this chamber, but they attack in-
The citadel is crumbling due to great age and prox- truders on sight and fight to the death.
imity to the Ruinous Sea. Cracks in the ceiling and The spyder-fiends spun the webs in this room,
walls admit dim light throughout the citadel. making the entire room difficult terrain. The
webs don't burn, but a creature can use an action
Rnsprrr FRoM THE WrNDs to cut away the webs in a 10-foot-square section
The winds of Pandemonium are distantly audible of the room.
within the citadel. They don't impede hearing within The old carvings depict chaos krakens from the
the citadel. Ruinous Sea, but a spyder-fiend recently used de-
monic ichor to draw wolf heads on all the krakens.
RurNous CrrRurr, Locarroxs
The following locations are keyed to map 10.3. If the Y3, Harr
characters felled the Hurricane Tower, areas Y1 and *s
Y3-Y6 are destroyed, as well as any creatures and
objects in them.
r smeared drawings of wolf heads. I

Yl, Dnru Frrrp *6

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

t8: ..ti:!.iill.iit 1i.: i"j'ill: u'/\it (.)t. !).d:!l:1,.!r.i!r.-.


Mrs«a rs rMpRrsoNEo rN txe RurNous Crraoel,
WHICH S€RVES AS THE HEAOqUARTERS FOR THA

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

ll-: :. 1::-,r,!.' la: :i:a: i:'!1.: !,ri :':'. 1;i.51.1{,): r83


smoke on the map's lowest edge represents the
Ruinous Sea. Characters who investigate the map
the following:
Dots. The glowing dots represent groups
they aren't detailed enough to indi-
numbers of typ of foes. A careful
brown and red dots are Miska's,
green and gray dots are Lolth's. A character
succeeds on DC 1 Intelligence (Investi-
check realizes that brown and gfeen dots
information about its layout. The webs holding the

;:l

Fa*t

IS4 r ii 1i'ilj.t ti : i'tIl.i 1L'.\.{ i:,ir'ii.!l"i.ii'!1'1i.,:.


tower in place look significantly more durable in ? *
i

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

186 Liil ,\f'1'§lt ic i1'I-!*: lxri\R t,)!'i'ÄNlll:sM{ls


has been sealed or the Rod of Seven Parfs is gone. Crrrrsr»E REDoUBT LocATroNS
Characters who keep their presence hidden have
The iollorving locations are keyed to map 10.4
enough time to take a short rest. If the characters
do something more noticeable to alert Kas first- Fl, L-pprn Buurnn
such as collapsing Hurricane Tower-Kas comes
for a flght sooner. In either case, see the "Fighting
Kas" section later in the chapter. A squat stone and metal bunker protrudes from the
clifftop. Demon attackers are battering the stone walls
CrrrrsrDE REDoUBT :

.
and the thick metal door, but the door seems to be
Kas makes his lair inside the cliffbelow Carapace h old in g.

Ridge. This cliffside redoubt gives Kas a place to t


plan, organize excursions against the forces of
Lolth's forces batter at this bunker to reach Kas,
Lolth, and brood about how long it's taking Miska to who is lower in the redoubt. A citadel spider (see
free himself.
appendix A) attacks the structure while four driders
Although the characters might encounter the vam-
direct its efforts. They expect retaliation from Mis-
pire in his redoubt, they might also draw him out
ka's forces and are quick to attack unfamiliar crea-
by changing the tides of war. Unless the characters
tures. If Lolth's forces were routed due to Camlash's
draw him out by collapsing Hurricane Tower, seal-
defeat, the four driders are gone but the citadel
ing Miska away, or some other effective strategy,
spider remains to stubbornly bash at the bunker. It
Kas waits in the redoubt for Miska to emerge.
attacks anyone who comes near.
Rn»ousr Frerunus The dented metal door doesn't open with any
amount of pulling or pushing, since it's anchored
The following features are common throughout the from the inside with metal bars driven into metal
cliffside redoubt. frames. The area beyond the door is included in the
CnrrrNcs
Ceilings within the redoubt arc 72 feet high. tmnmrrnwCIrrTw
FonsrooA.Ncn
The redoubt's interior is warded by a permanent
Forbiddance spell. The ward deals necrotic damage
to Celestials and Fey who enter the redoubt.

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

Rnsprrn FROM THE WrNDs


The winds of Pandemonium are distantly audible
within the redoubt. They don't impede hearing
within the redoubt.
Down
to F2
VrNrrranroN TUBEs
Hidden ventilation tubes less than a half-inch in di- ,b

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

ati-r.P]:.;i :i-.i, Tlia \1.-\.!l -a :'i.\Iii-3]!rC!S 187


Txe vauprng Kas REFUsEs ro
TOLERATE ANV INTERRUPTIONS TO
Hrs PLANs ro RUrN Vecna at.lo CLAIM
THE MULTIVERSE FOR H15 OWN. i

I
\t\,

a
*,{ .

...'

.*iLM*t::a:

:, .r.-:. - -::.ää!:u:gj@t{Srp*: _s.

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.

i88 i lr'if'l !:. 1{.r i "t}ltr'il,'nk ill !..:tltlir.tlllj{-;:


F3, CeNrnÄLCHÄMBER. Kas's Secref. As Kas is pulled back to Tovag, the
characrers' links to Vecna flare. The links' magic
te ar- Kas s last great secret from his mind: Vecna
This wide chamber has ascending stairs at one end
is currentlv in the Cave of Shattered Reflection. If
and descending stairs at the other. The shrunken. the characters are on the verge of killing Kas, the
bloodless corpses of four people and two driders sur- vamDire tells the characters Vecna's location in an
round a stone throne in the room's center. One wall attempr to save his life. It's up to the characters what
bears a series of tiny holes, through which the wailing happens to Kas next.
winds of Pandemonium are distantly audible. Learning Vecna's location counts as a secret for
the purposes of the Power of Secrets rules, and it
allolvs the characters to move on to the next chapter
Unless the characters encountered him elsewhere, of the adventure.
Kas the Betrayer (see appendix B) broods here on
his throne. He feasted on the corpses and drained
their bodies of blood. See the "Fighting Kas"
Nnxr Srnps
Once the characters learn the location of Vecna's rit-
section below for information about running this
ual from Kas, they can continue to the final chapter
confrontation.
of this adventure.
The holes are ventilation tubes less than a half-
Depending on the characters' actions, the war be-
inch wide that wind through the cliffside.
tween Lolth's forces and Miska's demons might be
Tteasute. A human corpse bears a platinum me-
over. Ifthe characters haven't defeated one or both
dallion of Lolth's symbol with dazzling diamonds generals, they can choose to remain in Pandesmos
at the end of each spider's foot (worth 3,000 gp). A
to do so before moving on to confront Vecna.
drider corpse wears a bandolier woven of solidified
shadow worth 30,000 gp. The bandolier holds two
Potions of Healin§ (supreme) and a Spel1 Scroll
of Seemrh§.

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.

i'::.:.:';ii.l iill :;;-il 11r-rrti i.i.r Ii\;li$:l+i i89


. '... ............ . .'. ...;
" _:-:"T
I

.,§l
.r,.:.:,.,

j
&
t{
:

VEcla rs NEARLY ooNE v€avrNG


PrruaL or Rruaxrre. Txe xenoEs
ARE THE MULTIVEQSE'S ONLY HOPE.
/
CH.{PTER. 11

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.

RuxnurNc THrs CnaprER


The characters can return to the sanctum in Sigil to
rest and confer with Alustriel and Tasha before they
head to the Cave of Shattered Reflection. If the char-
acters don't return to the sanctum, they find their
way to the cave without trouble from their position na's plans for the multiverse hinge on the potent
in Pandesmos. secrets he has collected. Vecna has already used
The majority of this chapter takes place in Vecna's these secrets to create three demiplanes that are
Grasp, a small cave network where the characters reachable from a sma1l cave network in Pandes-
must dismantle three demiplanar unrealities that mos called Vecna's Grasp. To reach the Cave of
hint at Vecna's plans to reshape the multiverse. Shattered Reflection, the characters must first
Each demiplane contains an encounter or short ex- destroy these demiplanes, which are the lich-
ploration sequence. The characters can dismantle god's early attempts to remake reality. The demi-
these demiplanes in any order, so read through all planes are harbingers of what's to come if Vecna
three-the "Torment of Kas," "Neverwinter's New isn't stopped.
King," and "Dead Gods" sections-before running Ending Unrealities. Each of Vecna's three demi-
this chapter. planes is an "unreality" constructed from a spe-
Once the characters dismantle the three demi- cific secret. The secret is represented by a unique
planar unrealities, they can proceed through a new item in the unreality called a "manifested secret."
opening in Vecna's Grasp that leads to the Cave of Alustriel and Tasha don't know the details of these
Shattered Reflection. manifested secrets, but they assume the items
appear as important objects and bear the lich-
NT god's symbol: a shriveled hand clutching an
The characters must be 2Oth 1evel when this chap-
ter begins.

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.

l. i:.1 f-l i-.ti l1 r ". 1,. iii' itli.lid I9I


..,..,:r-.- i-r':
:*T1"
"#P
sponding tunnel in Vecna's Grasp. Thereafter, that
Links will transport them directly to area E1. From unreality's tunnel no longer reflects images of the
Vecna's Grasp, the characters can reach Vecna's unreality, and after 50 feet, the tunnel terminates at
demiplanar unrealities and dismantle them, causing a featureless, obsidian wall.
the large crystal at the center of Vecna's Grasp to After all three unrealities are dismantled, the crys-
disintegrate and leaving a pit in the floor that leads tals in area El shatter, clearing the way to the Cave
to the Cave of Crystal Reflection. of Shattered Reflection, which is described later in
IJNBeerrrrES this chapter.

The unrealities connected to Vecna's Grasp are VncNa s Gnesp Fner:unns


manifestations of Vecna's plans to remake the mul- Areas in Vecna's Grasp have the following features.
tiverse. These potent demiplanes exist outside time
space Each unrealitv 1S dangerous, both 1n the CnrrrNes
SCNSE while the characters explore it and The ceiling is 40 feet high in area E1 and 10 feet
the long term for the denizens of the multiverse high in the tunnels leading away from that cavern.
The characters can reach an unreality by traveling
one of the three tunnels 1n Ve cna's Grasp. LrcHrrNc
characters enter an unreality, the only Areas E1 andE2 of Vecna's Grasp are unlit. Area
way for them to leave 1S by finding and touching the descriptions assume the characters have a light
demiplane',s manifested secret, then injecting the source or some other means of seeing in the dark.
manifested secret with enough magic to dismantle Unrealities in E2 have bright light.
the unreality,
No TnrrpoRTATroN
MaNr FESTE D Sncner:s As long as Vecna is conducting his ritual, telepor-
Each unreality section notes the unreality's man- tation magic doesn't function in this place or any of
ifested secret. This is a secret that Vecna made the connected demiplanes. There is an exception
to this rule: thanks to their Vecna's Links, once
the characters learn about the existence ofVecna's
Grasp, each of them can use an action to transport
themself to or from area E1, provided the location
the demiplane and bears Vecna' symbol. they're coming from or traveling to isn't one of Vec-
the Manifested Secref. An unreality's na's demiplanar unrealities or the Cave of Shattered
secret is an important item integral to Reflection.

Warl,s AND FLooRS


Vecna's Grasp is composed of magically reinforced
obsidian. Each 5-foot-square section of obsidian has
AC 20, a damage threshold of 30, 60 hit points, and
immunity to poison and psychic damage.

V-4c.Na'q-.Gn-es1lg,c4Tjg_§.§, .,.,., ..
These locations are keyed to map 11.1.

at least one character El, KeruDoscoPrc Cavnnx


manifested secret. Mean- Characters who use the magic of Vecna's Link to
, the same or a different character rnust do one
transport to Vecna's Grasp appear in this chamber.
following: Read the following to set the scene:

. Expend 1 charge oftheRod ofSeven Parts


. Expend a spell slot ofTth level or higher

192 r.. ai :. i:) i';r ii 1 i I 1..!';: i.i| R1r:lr


You appear before a thirty-foot-wide mass of Urcms Gmp
translucent purple crystals embedded in the floor of a lSquare*5Feet

Feet

each
central

Characters who examine the central crystals see


that they seal an enormous hole in the cave floor
like a cork. This hole leads down to the Cave of
Shattered Reflection, but the characters can't by-
pass the crystals or make their descent until they
explore the side tunnels (areas E2a-E2c) and de-
stroy the demiplanes connected to them.

E2, UNnEeLrrY TuNNELS


Each of the three tunnels in Vecna's Grasp connects
to a different demiplanar unreality. A tunnel's walls
reflect vague, phantasmagoric scenes ofthe unreal-
ity at the tunnel's far end.
A creature can walk up to 50 feet down a tunnel
and remain in Vecna's Grasp. To the creature, the M,lp rr.r: VrcN,r': GenEp
tunnel appears to go on forever. After 50 feet, the
creature passes an imperceptible threshold. Cross- TönnanNT oF Kas
ing that point causes the creature to leave the tunnel When the characters cross the threshold in area
and appear in the tunnel's corresponding unreality. E2a, they appear in an alternate reality of Oerth,
The link is one-way, so the creature can't leave the where Vecna has captured and imprisoned his
unreality and return to the tunnel. archrival, Kas the Betrayer.
E2a. Images of Kas the Betrayer flicker on the Read the following to describe the scene:
walls of this tunnel. In each reflection, Vecna tor-
ments Kas, who appears powerless against the
evil god. Characters who cross the threshold ap-
pear in the unreality described in the "Torment of
Kas" section.
E2b. Hazy scenes of civil unrest-peasants ri-
oting, buildings burning, and soldiers enforcing
martial law-reflect in the walls of this tunnel. A
character who studies the images recognizes they
take place in Neverwinter. Characters who cross the
threshold appear in the unreality described in the This unreality depicts Keoland, Kas's homeland on
"Neverwinter's New King" section. Oerth, as Vecna envisions it for his new multiverse.
E2c. This tunnel's walls flash violent scenes of In this version, the entire nation has been trans-
Vecna slaying, dominating, and imprisoning other formed into an inhospitable hellscape. The ruined
gods in the vast emptiness of the Astral Sea. A structure in the distance is all that remains of a
character proficient in the Religion skill recognizes castle Kas once called home and is the unreality's
these deities. Characters who cross the threshold only noteworthy structure. The sun hangs along
appear in the unreality described in the "Dead the horizon.
Gods" section. The unreality distorts distance such that charac-
ters who move toward the castle seem to get farther
away from it. However, if all the characters move
toward the hanging sun, the castle seems to move

CI.tA?TER 11 EVi {ir }rUIN I93


1.

"* !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.

K3, RrcntYINc RooM


Cesrrn Locarroxs
I An armored knight with red, glowing eyes stands on
The following locations are keyed to map 11.2.
j the dais at the far end of this vaulted chamber.
Kl' RurNsD BAILTY ;
The hulking figures the characters saw from afar
The armored figure is a death knight who stands
are two cadaver collectors (see appendix A). The
guard in this ruined hall. It is indifferent toward
monstrous war machines sift through the rubble
of this ruined courtyard for remains. They attack
creatures that enter this chamber and hostile to-
ward creatures that try to leave areaK4 or K5.

I9+ i tl 1l I Lk I I i lr1'/r {}i'' lltii l'l


As soon as it sees a creature leave area K4 or
Tonunr
K5, the death knight moves to intercept and s1a1-
the escapees. Of KÄS
_ir_i :1
lSquare=5Feet
K4, FoUNTAIN oF Broo»
a

at the
sto
l

Vecna included this fountain of blood in his unre-


ality to taunt Kas, who knows it's here but can't
drink from it while chained in area K5. If the Kas :-'
in this unreality is destroyed, the fountain activates,
causing another imagined Kas to emerge from the
burbling liquid mere moments later. Kas is then
supernaturally teleported into area K5, where he
is shackled as described below. In Vecna's version
of the multiverse, even oblivion offers his archrival
no respite.
Vision of Vecna.If the characters look at the sur-
face of the fountain's liquid, they see a glimpse of
Vecna conducting his ritual in the Cave of Shattered
Reflection. A character who examines the reflection
sees Vecna kneeling in a crystal-lined chamber.
The lich-god's eye is closed as he murmurs silent
incantations. In his outstretched hand, Vecna holds
a volatile, light-consuming orb of magical energy
Map rr.2: Tonurur op Xas
that resembles a black hole. The reflection in the
fountain is illusionary; Vecna can't interact with any the room. The ball he's shackled to can't be moved,
creature in this chamber, and vice versa. even by magical means.
This Kas doesn't know he's not real and can't com-
K5' Kes's Cneunnn prehend the notion, but he understands that Vecna
doomed him to this prison. He doesn't rcalize lhat
this shattered keep was once his home on Oerth.
Like the real Kas, this one bears an intense hatred
toward Vecna, though in this form he is powerless
against the archlich.

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

CI.{APTER ]] i EV§ OF RTJIi\i


t
I

VECNA PLANs ro runN Lopo


INTO A OEATH KNIGHT WHO WILL SUEJUGATE
rxE clrY's PoPULATIoN.

sword immediately, asking the characters to take


down Vecna.
The characters can dismantle this unreality by
touching the sword and performing one of the ac-
tions detailed in the "Dismantling an Unreality"
section earlier in this chapter.

NrvnnwrNTER's l.{rw KrNc


When the characters cross the threshold in area
E2b, they appear in an unreality where Vecna
commands control over the city of Neverwinter
in Faerün.
In this unreality, Vecna turned Lord Neverember
into a loyal death knight and iron-fisted tyrant. Nev-
erember has turned his servants into wights and his Map 11.3 depicts this location.
opponents inro dust. If the characters make their presence known,
Read the following when the characters arrive in Lord Neverember orders the twelve wights below
the Neverwinter unreality: the balcony to apprehend the characters and place
them in the gallows. Lord Neverember doesn't join
the fight unless the wights are destroyed or the
characters attack him.

196 ai{APTeR 1r i {ri§ 0F EUi§


that Lord
of Neverrn'inter IlwrRumER
In this
huanr
lSquare=5Feet
the characters

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

bol emblazoned on Neverember's crown. The char-


acters can dismantle this unreality by touching the
ädiffi
crown and performing one of the actions detailed
in the "Dismantling an Unreality" section eailier in
this chapter. A character can touch the crown only
while Lord Neverember has the incapacitated condi- r'
tion or after he has been destroyed. Magic can't lift
the crown from Lord Neverember's head while he
has at least t hit point. ;K
Dne» Gous *i.
When the characters cross the threshold in area
E2c, they appear in an unreality where Vecna has Map r.J; Nrvapwt*re* §<1uaae
usurped the power of every other god in the multi-
verse and scattered the dead gods' bones across the The astral dreadnought is called Arekanz.
Astral Sea. Arekanz has been consuming dead gods, but in
Read aloud the following when the charac- this unreality, Vecna spitefully cursed the gods' re-
ters arrive: mains to contaminate the dreadnought and induce
its certain death. Arekanz is suffering the effects of
the curse. It is so wracked with pain that it doesn't
defend itself except to use its Donjon Visit legend-
ary action.
A character who succeeds on a DC 15 Intelligence
(Arcana) check recognizes Arekanz as an astral
dreadnought, a creature that has a demiplane where
its stomach should be. Everything the dreadnought
swallows ends up there. The character also knows
that if the dreadnought dies, the demiplane inside
it will be destroyed, leaving everything in it to float
aimlessly in the Astral Sea.

Br,un Fnernnn or HABBAKUK


The behemoth is a dying astral dreadnought that's Within Arekanz's demiplanar donjon is a blue phoe-
being preyed on by six eye mongers (see appendix nix feather marked with the symbol of Vecna-the
A for both stat blocks). The dreadnought has only unreality's manifested secret. In this unreality,
150 hit points remaining, it has no remaining uses this single feather is all that remains of Habbakuk,
of its Legendary Resistance trait, and its flying a god on the world of Krynn and one of the many
speed is reduced to 20 feet until its hit points are gods Vecna intends to destroy as part of his ritual.
fully restored. The eye mongers focus their attacks Any character with proficiency in the Religion skill
on the astral dreadnought unless the characters recognizes the feather as the remains of Habba-
stop them. kuk. The characters must retrieve the blue phoenix
feather so they cao use it to dismantle this unreality.

CllÄtTali ll : l-'r'l. (Ji EUrl; r97


-'-
,..| !i't' l
'
JM*
\rJ. 'f
t
.\ t,
t
!l ..
+ 'dffi"

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.

Gl' CnuLasLrNG MoUND


Characters who end up in Arekanz's demiplanar
donjon arrive here. Three eye mongers (see appendix A) swallowed
by Arekanz lurk below the sword. They attack any
characters who cross the sword bridge.

G3' HonnoR's FrssuRE


??
tl
Iii An wide fissure runs east to west between the sword i

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.

ig8 LHÄprilR il i f,vE (}F aurl\t


[nrnmzl

'F|6,

&
';N"

ion
--§.

( I
'i fr
Ll IL
\ b] \ ^/

fi a

hrl,rp rr.&: rlerganr

G4, SnuNu or HeseAKUK Cevn or Snerr ERED


The tall stone statue at the center ofthis shrine
Rnrrscrro
Once the characters have dismantled all three demi-
depicts a cobalt-blue biped with a humanlike body,
planes connected to Vecna's Grasp, the large crys-
avian features, and vestments decorated with phoenix
iconography. Embedded in the statue's sternum is a

blue phoenix feather emblazoned with the glowing


symbol ofVecna.

The statue reflects Habbakuk, a god of animals and


druids revered widely on the world of Krynn.

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.

ctlA?TER 1i EVi ÜF t{lr t hl I99


appears on the side ofthe destination doorway set
with a sapphire.
LrcurrNc
The cave is bathed in eerie purple light, providing
bright light.
LrurrB» TrrnponrerroN
As long as Vecna is conducting his ritual, diamond
doors are the only form of teleportation magic be-
sides Vecna's Fell Rebuke reaction that functions
in this place. The cave's crystal walls don't restrict
where Vecna can teleport using Fell Rebuke, al-
though he still must be able to see his destination.

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

of the door is also etched with a sigil. This sigil in spiration.


matches the sigil on another door in the Cave of 7-10 Characters can see clearly through the
Shattered Reflection. Map 11.5 shows five pairs of cave's crystal walls.
identical sigils, labeled A.1 and B2, C1 ll-]4 The first time each character enters the
andC2, D1 and D2, and E1 and^2,81and
E2. Cave ofShattered Reflection, the character
Teleportin§ between Sr§r7s. When Vecna or a benefits from the effects ofthe Haste spell
creature carrying Vecna's Link touches a diamond
for I minute. The characters don't suffer
door's gemstone, the doorway teleports the creature
from lethargy after the spell ends.
to the nearest unoccupied space next to the other
door with a matching secret sigil. l5-17 Characters have advantage on any Consti-
The side of the destination doorway on which tution saving throws made in the cave.
the creature appears depends on which gemstone
the creature touched to teleport. If the touched Cavn Locerroxs
gemstone was a ruby, the creature appears on the
These locations are keyed to map 11.5
side of the destination doorway set with a ruby. If a-

the touched gemstone was a sapphire, the creature

2AO (-rtl^l)]'}]tt ii I t:!l:; {}l) ltül§


_,:].iffi.
*,
ry ffi.
.l t;

ffi

Matr 11.S: Cave cr §xarreprn RerrEcrto§

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.

A wall of translucent, purple crystal divides this obsid-


The pit is 500 feet deep. Its sides are composed ian cavern in two, blocking the way toward the tunnel
of obsidian near the top and purple crystal closer
to the bottom. The howling winds and lights are
expressions ofVecna's hoarded secrets. The pit is
filled with wind strong enough to blow out torches.
Attack rolls in the pit have disadvantage due
to the wind.
Climbing down the pit's smooth walls without
climbing gear or magic is perilous. A creature must
succeed on a DC 20 Strength (Athletics) check to do
so, falling to the bottom of the pit on a failed check.
The bottom of the pit is a flat, cylindrical chamber The first time a character comes within 5 feet of the
of smooth crystal. When the characters reach the crystal wall, a peculiar reflection of that character
bottom of the pit, two Undead monsters emerge appears in the crystal. The reflection mirrors the
from the pit's walls and attack the party. The character's appearance except for their face, which

Ct{ÄL}.IER i1 i E!-E Lif {il'jl j\i 2OI


wears a twisted sneer. This is a mirror shade (see doors lead where. If the characters struggle, allow
appendixA). lt attacks the character once, then flees any character proficient in the Arcana or Investiga-
to area R3. tion skill to figure out which doors lead to where the
Psychic Hum. The tunnel east of the door ema- characters want to go.
nates an unpleasant humming sensation into crea- Conftontin§ Vecna. Read the following when the
tures' minds. Though painful, the hum doesn't deal characters enter the central chamber where Vecna
damage. Once a character crosses the threshold to weaves his ritual:
area R3, the hum intensifies in volume and begins
to deal damage (see the'Amplified Hum" section of
area R3 below).
Diamond Door: The diamond door in this hall
connects the two halves of this room. Vecna or a
character carrying Vecna's Link can teleport to the
opposite side of the door simply by touching the
ruby set into the door's diamond surface.

R3, Rrruel CHAMBER

Vecna the Archlich (see appendix B) is weaving


his Ritual of Remaking. He is too focused to pay
the characters any mind unless they confront him
directly. Vecna is funneling energy into the ritual
in addition to the power of the secrets his cult gath-
somewhere in ered, so the lich is considerably less powerful than
he normally is. Unlike the characters, Vecna can
Four mirror shades (see appendix A) lurk within move through this area as if its doors were normal.
the crystal walls. (Ifthe characters already de- To achieve victory, the characters must reduce
stroyed the one in area R2, there are three mirror Vecna to 50 hit points or fewer. A character then
shades in this chamber instead of four.) The mirror must use lhe Chime of Exile to target Vecna, which
shades are servants of Vecna tasked with slaying requires a clear line of sight to him. If a character
intruders. The mirror shades use their Mirror Move- wields the complete Rod of Seven Parts in this en-
ment trait to move through the crystal walls. counter, that character feels the artifact's yearning
Amplifred Hum. Any creature other than Vecna to preserve the order of the multiverse and stop
Vecna's ritual. Each time a character strikes Vecna
and his mirror shades that starts its turn here must
succeed on a DC 20 Wisdom saving throw or take 5
with the rod, Vecna takes an extra 35 (10d6) psy-
(1d10) psychic damage. chic damage.
Door Maze. The crystal walls divide the area into When the characters do this, read the following:
discrete chambers. To reach Vecna, the characters
must use the diamond doors and figure out how
to reach the central chamber (labeled "Vecna" on
map 11.5).
Ten diamond doors are set into the crystal walls.
Each door has a ruby on one side and a sapphire on
the other, and each door is etched with a sigil, as de-
scribed earlier in the "Diamond Doors" section. The
doors, their gemstones, and the etched sigils-repre-
sented with labels-are marked on map 11.5.
Characters can teleport to Vecna's central cham-
ber by touching the ruby gemstone on one of the fol-
lowing doors: A2,BI, C1, D1. The characters might
need to use some trial and error to figure out which

2O2 Ct{ÄP'l"li}a I1 I []Vtl O]'RUlri


The Chime of Exile sends Vecna hurtling towarci his
home wodd of Oerth. Moreover, the sudden cessa-
tion of Vecna's ritual causes a chain reaction that de-
stroys the Cave of Shattered Refle ction and Vecna's
Grasp. Everything except Vecna is sucked through
a portal to the Astral Sea, which is where the char-
acters find themselves afterward. As if to punctuate
the end of their quest, each character's Vecna's Link
vanishes as their connection to the lich is severed.

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

T alphabetical order. The introduction of the


Monster Manual explains how to read a crea-
ture's stat block.

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

Brun Asrsner ls (+2) u (+2) 17 (+3) 22 (+6) 23 (+6) 18 (+a)

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

when it comes to leadership ability and raw power. &'


Bite. MeleeWeapon Altack: +8 to hit, reach 5 ft., one tar-
Red abishais lead other devils into battle or take
ffi
Eet. Hit: l3 (2d10 + 2) piercing damage plus l4 (ad5) light-
charge of troublesome cults to ensure that they con- ning damage.
tinue to carry out Tiamat's commands. The sight ;#l
Lightning Strike. Ranged Spell Attack: +l2 to h it, range 120 ft., :-.ffiü

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.

20+ A;)P!§LIIX A I Bl1§T IARY


6rue Aar:u

GnesN,4ersN*:

ntage on saving throws


GnrnN Anrsner Magic Resistonce. The abishai has a
against spells and other magical effects
Medium Fiend (Devil), Typically Lawful Evil
Acrrorus
.r ArmorClass 18 (natural armor)
.l95 Multiattack. The abishai makes two Fiendish Claw attacks, or it
Hit Points (26d8 + 78)
Speed 30 ft., fly 40 ft makes one Fiendish Claw attack and uses Spellcasting.

Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one


STR DEX coN INT wts CHA targel. Hit:12 (2d8 + 3) force damage. lf the target is a crea-
l2 (+l) 17 (+3) l6 (+3) 17 (+3) l2 (+l) l9 (+a)
ture, it must succeed on a DC l6 Constitution saving throw or
take 16 (3d10) poison damage and have the poisoned condi-
Saving Throws lnt +8, Cha +9
tion for I minute. The poisoned target can repeat the saving
Skills Deception +9, lnsight +6, Perception +6, Persuasion +9
of each of its turns, ending the effect on itself
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered
Y:y:J:rl:"d
Damage lmmunities fire, poison Spellcasting. The abishai casts one ofthe following spells,
Condition lmmunities poisoned requiring no material components and using Charisma as the
Senses darkvision 120 ft., passive Perception 16 spellcasting ability (spell save DC 17):
Languages Draconic, lnfernal, telepathy 120 ft.
Atwill'. Alter Self, Major lmage
Challenge 15 (.13,000 XP) Proficiency Bonus +5
3/day each: Charm Person, DetectThoughts, Fear
1/day each: Confusion, Dominate Person, Mass Suggestion
Devil's Sight. Magical darkness doesn't impede the abishai's
darkvision.

APPENDIX Ä : BlSl'1ARY
{

"1 orrEn SOUL, ANO A

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.

a DC 18 Wisdom saving throw or have the frightened condition '


STR DEX coN INT wts CHA
23 (+6) 16 (+3) 19 (+a) 1a 15 (+2) 19 (+4)
for I minute. A creature can repeat the saving throw at the end
$2)
ofeach ofits turns, ending the effect on itselfon a success. lf
a creature's saving throw is successful or the effect ends for it,
Saving Throws Str +12, Con +.l0, Wis +8
Skills lntimidation +10, Perception +8 the creature is immune to the abishai's Frightful Presence for
Damage Resistances cold; bludgeoning, piercing, and slashing the next 24 hours.
from nonmagical attacks that aren't silvered lncite Fanaticism. The abishai chooses up to four other crea-
Damage lmmunities fire, poison tures within 60 feet ofitselfthat can see it. Until the start ofthe
Condition lmmunities frightened, poisoned abishai's next turn, each ofthose creatures makes attack rolls
Senses darkvision 120 ft., passive Perception 18
with advantage and can't have the frightened condition.
Languages Draconic, lnfernal, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6 Power of the Dragon Queen, f he abishai targets one Dragon it
can see within 'l20 feet of itself. The Dragon must make a DC
Devil's Sight. Magical darkness doesn't impede the abishai's l8 Charisma saving throw. A chromatic dragon makes this save
darkvision. with disadvantage. On a successful save, the target is immune
to the abishai's Power of the Dragon Queen for I hour. On a
Mogic Resistance. The abishai has advantage on saving throws
failed save, the target has the charmed condition for I hour.
against spells and other magical effects.
While charmed in this way, the target regards the abishai as a
trusted friend to be heeded and protected. This effect ends if
Acrrorus
the abishai or its companions deal damage to the target.
Multiattack. The abishai makes one Bite attack and one Claw
attack, and it can use Frightful Presence or lncite Fanaticism.

206 ÄPrr:N;r.rx Ä I Bäsr*i.ritY


Asrner DnnaDNoucHT
Astral dreadnoughts haunt the silvery void of the
Astral Plane and have been gliding through the as-
tral mists since the dawn of the multiverse, trf ing to
devour a1l other creatures they encounter.
I ..' r ,

I
L

An astral dreadnought is covered from head r\l i-.'


to tail in layers of thick, spiked plates, and it has \.", : '

two gnaded limbs that end in magically enhanced


pincer claws. Constellations appear to swirl in the :,
depths of its single eye, and its serpentine tail trails
off into the silvery void. \
Anything the dreadnought swallows is deposited
in a unique demiplane: an enclosed space that con-
tains eons' worth of detritus, as well as the remains
of travelers. This demiplane, called a donjon, has
gravity and breathable air, and organic matter de-
cays there. When the dreadnought dies, its demi-
plane vanishes, and the contents are released into
the Astral Plane.

Asrner DnrapNoucHT Legendary Resistance (3/Day). lfthe dreadnought fails a saving


throw, it can choose to succeed instead.
G arga ntu a n M o nstrosity (Tita n), U nal i gn ed
Sever Silver Cord. lf the dreadnought scores a critical hit
Armor Class 20 (natural armor) against a creature traveling by means ofthe Astral Projection
Hit Points 297 (17d20 + 119) spell, the dreadnought can cut the target's silver cord instead
Speed l5 ft., fly 80 ft. (hover) of dealing damage.

STR DEX CON INT wts CHA AcrroNs


28 (+s) (-z)
7 25 (+7) 5 (-3) 14 (+2) 18 (+a)
Multiottack, The dreadnought makes one Bite attack and two
Claw attacks.
Saving Throws Dex +5, Wis +9
Skills Perception +9 Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
', Damage Resistances bludgeoning, piercing, and slashing from Hit:36 (5d10 + 9) force damage. lf the target is a Huge or
nonmagical attacks smaller creature and this damage reduces it to 0 hit points or it
: Condition lmmunities charmed, exhaustion, frightened, has the incapacitated condition, the dreadnought swallows it.
paralyzed, petrified, poisoned, prone, stunned The swallowed target, along with everything it is wearing and
'l20
Senses darkvision ft., passive Perception 19 carrying, appears in an unoccupied space on the floor ofthe

challenge 2lxP)(33'000 Proficiency Bonus +7


crow. Melee weapon Attack: +16to hit, reach 20 ft., one target. ,

, ^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

Brecr Rosn Brannn


Medium lJndead, Typically Neutral Evil

ArmorClass 11 (natural armor)


Hit Points 1.l0 (.l3d8 + 52)
Speed 20 ft.

STR DEX coN INT wrs CHA


17 (+3) 6 (-2) l8 (+a) 2 (-4) ]0 (+0) s (-3)

Damage lmmunities poison


Condition lmmunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 60ft., passive Perception 10
Languages understands the languages it knew in life but can't
speak
Challenge 6 {2,300 XP) Proficiency Bonus +3

Berserk. Whenever the bearer takes damage or makes a


Strength or Dexterity savingthrow, roll a d6. On a 5 or 6, the
bearer goes berserk. On each ofits turns while berserk, the
bearer has advantage on melee attack rolls, it can Dash as a
bonus action, and it must attack the nearest creature it can see.
Brecr Rosn Bnlnnn
lfno creature is near enough to move to and attack, the bearer A black rose bearer is a rotting corpse animated
attacks an object, with preference for an object smaller than by necromancers on Krynn to serve as a guardian.
itself. Once the bearer goes berserk, it rernains berserk until it Its name derives from the preserved black rose the
is destroyed or its creator gives it a Pristine black rose.
bearer carries inside a delicate belljar. The slightest
lJndead Fortitude. lfdamage reduces the bearer to 0 hit points, jostle can cause the bearer to lose its grasp on the
it must make a Constitution saving throw with a DC of 5 plus bell jar, destroying the jar and the flower within.
the damage taken, unless the damage is radiant or from a Normally, a black rose bearer is sluggish and
critical hit. On a successful save, the bearer drops to t hit
placid. It follows its creator's orders and attacks
point instead.
intruders only languidly. If its rose is disturbed,
Acrrorus however, the black rose bearer bursts into furious
Multiatlack. The bearer makes two Slam attacks. violence, attacking indiscriminately.
A bearer's black rose is an homage to the tyran-
Slom. Melee \Yeapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) bludgeoning damage plus 11 (2d10) ne-
nical Lord Soth, the most powerful death knight
crotic damage. on Krynn, who was once a Solamnic Knight of the
Order of the Rose.

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

ArmorClass 16 (natural armor)


Hit Points 153 (.l8d8 + 72)
Brlon Scour
Medium Construct (Warforged), Typically Lawful Evil
Speed 30 ft.
Armor Class 18 (natural armor)
STR DEX coN INT wrs CHA I Hit Points 105 (.l4d8 + 42)
18 (+4) 13 (+1) le (+a) 14 (+?) v (+2) 17 (+3) Speed 30 ft.

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.

Bolt Launcher, Ranged Weapon Attack: +8 to hit, range 80/320


BoNus AcrroNs , ft., one tatget. Hit:9 (ld8 + 5) piercing damage.
Commond Ally. The lieutenant targets one ally it can see within
SnareTrop (1/Doy),The scout deploys a Tiny mechanical trap
30 feet of itself. lfthe target can see or hear the Iieutenant, the
on a solid surface within 5 feet of itself. The trap is hidden,
target can make one melee attack using its reaction, if avail-
requiring a successful DC 17 lntelligence (tnvestigation) check
able, and has advantage on the attack roll. . to find. The trap lasts for I minute. Whenever an enemy enters
Rally the Troops (1/Day). The lieutenant ends the charmed and . a space within l0 feet of the trap or starts its turn there, it must
frightened conditions on itselfand each creature of its choice : succeed on a DC 16 Dexterity saving throw or take 21 (6d6)
that it can see within 30 feet of itself. . piercing damage and have the prone condition. A creature
makes this saving throw only once per turn.
Rrncrro ru s
Parry.fhe Iieutenant adds 3 to its AC against one melee attack Bor.rus AcrroNs
that would hit it. To do so, the Iieutenant must see the attacker Dash.fhe scout moves up to its speed without provoking op-
and be wielding a melee weapon. portunity attacks.

API}}:N I]IX -4. I]ES-TiARY ?O9


LVE
AR€
THE BEARS*

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.

2ro ,1 P!-äl: r]lx A I §§S"IIARY


BoNn Roc BoNr Roc
A bone roc is a birdlike Undead that can incorporate Huge Undead, Typically Neutral Evil
the bones of multiple flying creatures. Despite their
name, bone rocs aren't always reanimated skeletons Armor Class I5
of rocs. You may customize a bone roc by rolling on Hit Points 1T (ad12 + 42)
Speed 15 ft., fly 90 ft.
the Bone Roc Sources table to determine the type of
bones used and how that affects its stat block.
STR DEX CON tNT WtS CHA
18 (+a) 20 (+s) 16 (+3) 2(-4) 17 (+3) l0 (+0)
Borue Roc Sounces
d5 Bone Source Saving Throws Dex +8, Wis +5
Skills Perception +6
I Axe Beak. The bone roc's walking speed is 50 feet.
Damage Vulnerabilities blud geonin g
2 Cockatrice. A creature hit by the bone roc's Beak : Damage lmmunities poison
attack must succeed on a DC l4 Constitution saving . Condition Immunities exhaustion, poisoned
Senses darkvision i20 ft., passive Perception 16
throw or have its speed reduced by 10 feet until the
' Languages
start ofthe bone roc's next turn. -
Challenge 8 (3,900 XP) Proficiency Bonus +3
3 Giant Owl. The bone roc's modifier for Dexterity
(Stealth) checks is +8. Acrrons
4 Peryton. The bone roc has resistance to slashing Multiottock. The bone roc makes one Beak attack and two
damage from nonmagical attacks. Talons attacks.
5 Pteranodon. The bone roc doesn't provoke an Beak. MeleeWeapon Attack: +8 to hit, reach 5 ft., one target.
opportunity attack when it flies out of an enemy's Hit:14 (2d8 + 5) piercing damage.
reach. Talons. Melee Weapon Altack: +8 to hit, reach 5 ft., one
6 Roc. The bone roc's size is Cargantuan, and its flying target. Hit: 12 (2d6 + 5) slashing damage plus l0 (3d6) ne-
.l20 crotic damage.
speed is feet. Its Hit Dice remain unchanged.

ÄTPä§!}I\ ..\ ATSTJ \ R\ 2I' .

-- . . :--..r.-.-'.-,...., .i...,..:....,...-...,
j
.".F:
Bonrnn r
Huge Monslrosity, Typically Chaotic Evil

Armor Class 15 (natural armor)


Hit Points 200 (l6dl2 + 95)
Speed 30 ft.

STR DEX coN tNT WrS CHA


25 (+7) 15 (+3) 22 (+6) 4 (-3) 1a $2) l s (+2)

Saving Throws Str +1 2, Con +l I , Cha +7


Damage Resistances acid, cold
Senses darkvision 50 ft., passive Perception 12
Languages
-
Challenge 15 (13,000 XP) Proficiency Bonus +5

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.

Webbed FeeLfhe borthak can move across icy surfaces with-


out needing to make an ability check. Additionally, difficult ter-
rain composed of ice or snow doesn't cost it extra movement.

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.

Noxious Reguryitation (Recharge 5-Q.fhe borthak spews acid


.l20
at a creature it can see within feet of itself. The target must
make a DC 2l Constitution saving throw. On a failed save, the
creature lakes 24 (7d6) acid damage and has the poisoned con- Bonmrar
dition until the start ofthe borthak's next turn. On a successful Borthaks are irascible, wolflike behemoths that
save, the creature takes half as much damage only.
ravage northern wetlands and alpine fens on Krynn.
RERcrrorus Few mountain animals can challenge a borthak
physically. Its powerful jaws, acidic spittle, and
ReactiveTail.When a creature within 10 feet of the borthak hits
the borthakwith an attack roll, the borthak swings its tail in re- lightning-quick tail make the borthak an apex pred-
taliation. The triggering creature and any creature within 5 feet ator in its home territory.
of it must succeed on a DC 16 Dexterity savingthrowortake l6 Luckily for most wetland dwellers, borthaks rarely
(2d8 + 7) bludgeoning damage. congregate. Unluckily, a single borthak can wreak
havoc on an entire ecosystem with its supernatural
LrcrruDARY AcroNs ability to siphon heat from the ground. A borthak's
The borihak can take 3 legendary actions, choosing from the
body is so efficient at pulling the heat from its sur-
options below. Only one legendary action option can be used
roundings that it can transform a small, temperate
at a time and only at the end ofanother creature's turn. The
borthak regains spent legendary actions at the start ofits turn. glen into a frigid, slushy bog. Native plants and
animals rarely survive long in a region a borthak
Move. The borthak moves up to its speed without provoking
opportunity attacks. claims as its hunting ground. Once a borthak has
Bite (Costs 2 Actions). The borthak makes one Bite attack. depleted an area of flora and fauna, it moves and be-
gins its pillaging anew.

2I2 APPENIItX .4. I BESTiAITY


Capaven CoLLECToR
Ancient war machines known as cadaver collec-
tors lumber aimlessly across the blasted plains of
Acheron until they are called on by a necromancer
to bolster the ranks of a conquering army on the Ma-
terial Plane. These fearsome Constructs obey their
summoners until they are dismissed to Acheron,
but if a summoner comes to a bad end, a cadaver
collector might wander the Material Plane for centu-
ries, collecting corpses while searching for a way to
return home.
A cadaver collector responds to a summons from
a mortal only if it is called to the scene of a great
battle-either where one is in progress, where one is
imminent, or where one once took place. The collec-
tor encases itself in the armor and weapons of fallen
warriors, and it impales the corpses of those war-
riors on the lances and other weapons embedded in
the collector's salvaged armor.
Corpses that accumulate on a cadaver collector's
shell aren'tjust grisly trophies; a cadaver collector
can summon the spirits of these cadavers to battle
against its enemies. Although these specters are
individually weak, a cadaver collector can call up an
almost endless supply of them, if given enough time.

Clpavnn CormcroR Acrrorus


Large Construct, Typically Lawful Evil Multiattack. The collector makes two Slam attacks.

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

ArmorClass 18 (natural armor)


Acrrous
Hit Points 310 (20d20 + 150) Multiattock. The spider makes two Bite attacks. lt can replace
speed 50 ft., climb 50 ft. one of these attacks with a use of Web Bomb.
Bite. MeleeWeapon Attack: +14 to hit, reach 20 ft., one
STR DEX CON INT wts CHA target. Hit: l9 (2d10 + 8) piercing damage plus 7 (2d6) poi-
26 (+8) l0 (+0) 2l (+s) 6 F2) l2 (+1) e (-1) son damage.

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) .
:

2t+ .{!f lilrll}}x Ä I BL§TIA,,lY


Cosurc Honnon
Cargantuan Aberration, Typically Neutral Evil

ArmorClass 15 (natural armor)


Hit Points 280 (.I6d20 + 112) it . ,.a
.l00
Speed 50 ft., fly ft.

STR DEX coN INT wrs CHA


27 (+8) 10 (+0) 25 (+7) 24 (+7) 15 (+2) 24 (+7)
1z-
§aving Throws lnt +l 3, Wis +8, Cha +l 3
Damage lmmunities acid, poison
Condition lmmunities charmed, frightened, poisoned
Senses darkvision 240 ft., passive Perception 1 2
Languages Deep Speech, telepathy 240 ft.
Challenge 18 (20,000 Xp) Proficiency Bonus +6

Legendary Resistonce (3/Doy). lfthe horror fails a saving throw,


it can choose to succeed instead.

. 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.

Psychic Whispers (Recharge 5-5J. The horror emits dreadful


whispers in a 60-foot-radius sphere centered on itself. Each
creature in the sphere that isn't an Aberration must make a DC
Cosrurc Honnon
2l Wisdom saving throw, taking 33 (6d.l0) psychic damage on a Cosmic horrors are colossal, malevolent entities
failed save or half as much damage on a successful one. that occasionally slip the bonds of the Far Realm
and find themselves adrift on the Astral Plane.
LEcEttoRRv Acrtorus Drawn to the light of distant stars, these creatures
The horror can take 3 legendary actions, choosing from the op- invade Wildspace systems and lay waste to worlds.
tions below. Only one legendary action option can be used at a After sating themselves on the minds and bodies of
time and only at the end ofanother creature's turn. The horror a world's inhabitants, cosmic horrors usually return
regains spent legendary actions at the start ofits turn.
to the void, where they fa1l into a deep sleep, drift-
Crushing Tentacle. The horror crushes one creature it is grap- ing aimlessly until hunger or some other stimulus
pling. The grappled creature must make aDC22 Constitution
awakens them.
savingthrow, taking 18 (3d6 + 8) force damage on a failed
save or halfas much damage on a successful one-
Cosmic horrors are among the most powerful
Poison let (Costs 2 Actions). Foul gas squirts from the horror creatures spawned by the Far Realm. No two of
in a 30-foot line that is 5 feet wide. Each creature in that area them have the same appearance, but they have
must succeed on a DC 2l Constitution saving throw or take certain qualities in common. Each one is roughly
14 (4d6) poison damage.
100 feet long or tall, and its physical form is a seem-
Teleport (Costs 2 Actions). The horror teleports, along with any
creatures it is grappling, to an unoccupied space it can see
ingly impossible conglomeration of eyes, mouths,
,l20 wings, tentacles, and less recognizable organs and
within feet of itself.
appendages.

\I,PJ tr1)!X \ BLSIIAR\ 215


DreosARK Dnveo
When a dryad fails to protect its wilderness home
from a great evil and is unable to forgive itself, the
dryad might transform into a wicked Fey monster
called a deadbark dryad. Such dryads relinquish
any compassion they once felt for living beings and
instead harbor hatred for anyone who dares to in- A
It
vade their rotted demesne.
The wilds around a deadbark dryad become ma-
lignant, souring into a swampy morass of stinging
nettles and noxious muck. Deadbark dryads are im-
mune to this toxic bog's deleterious effects.
A deadbark dryad is typically bound to the spot
where it failed to protect its charge. When a dryad
transforms into a deadbark dryad, it becomes
stronger and more violent, and it typically gains a
renewed dedication to protecting its now-fetid do-
main. Most deadbark dryads would rather fight to
the death than allow any intrusion into their homes.
Deadbark dryads are most often found on Krynn,
but occasionally they are found on other worlds
where magic and trees are plentiful.

DnapseRK DRYAD AcrroNs


Medium Fey, Typically Chaotic Evil Multiattack, The dryad makes two Poisonous Thorn attacks
and one Sapping Vine attack.
Armor Class 15 (natural armor)
Hit Points 187 (22d8 + 88) Poisonous Thorn. Melee or Ranged Weapon Attack: +8lo hit,
Speed 30 ft. reach 5 ft. or range 'l20 ft., one target. Hit:13 (4d4 + 3) pierc-
ingdamage plus l0 (3d6) poison damage. lf the target is a
STR DEX CON INT wts CHA creature, it must succeed on a DC l7 Constitution saving throw
17 (+3) 15 (+3) l8(+a) ll (+0) l6 (+3) l8 (+a) or have the poisoned condition until the start ofthe dryad's
next turn.

216 1PPEliIlrxA j 3E§TrA&Y


Dnannwor,F
A deathwolf combines the might of a werewolf, the
unholy powers of undeath, and the magic of the fu1l
moon. Deathwolves are most common on Krynn
but occasionally are found in other locations where
lycanthropy and necromancy are prevalent.
To create a deathwolf, a necromancer reanimates
the body of a powerful werewolf by conducting a
profane ritual fueled by lunar magic. The result is
an Undead abomination that resembles a skeletal,
shadowy werewolf in hybrid form. Deathwolves
can't shapeshift, but they can create dangerous il-
lusions. A deathwolf's bite makes its victims more
susceptible to the mind-bending phantoms the
deathwolf can conjure.

oowers

Dratnwor,r damage. The target must succeed on a DC 16 Wisdom saving


throw or have disadvantage on saving throws against the fright-
Medium Undead, Typically Chaotic Evil
ened condition. This curse lasts until removed by lhe Remove
Curse spell or other magic.
Armor Class 15 (natural armor)
Hit Points 153 (18d8 + 72) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft. larget. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) ne-
crotic damage.
STR DEX CON INT WIS CHA
Phantom Deathwolf (Recharge 5-6), The deathwolf creates a
20 (+5) 16(+3) 18 (+a) l0 (+0) 17(+3) le (+4)
terrifying phantom of itself in the mind of a creature the death
wolf can see within 60 feet of itself. The target must succeed
Saving Throws Str +.l0, Dex +8, Cha +9
on a DC 17 lntelligence saving throw or have the frightened
Skills Perception +13, Stealth +8
Damage lmmunities poison; bludgeoning, piercing, and
condition for I minute
slashing irom nonmagical attacks that aren't silvered While the target is frightened, the phantom deals 21 (6d6)
Condition lmmunities charmed, exhaustion, frightened, psychic damage to the target at the start ofeach ofthe tar-
poisoned get's turns. A frightened target can repeat the saving throw
Senses darkvision 60 ft., passive Perception 23 at the end ofeach ofits turns, ending the effect on itselfon
Languages Common a success.
Challenge l5 (.l3,000 XP) Proficiency Bonus +5
RElcrroNs
Legendary Resistance (2/Day). lfthe deathwolffails a saving The deathwolfcan take up to two reactions per round but only
throw, it can choose to succeed instead one per turn
Moon'sGrace. When the deathwolf falls, it descends at a rate of lmposingSlosh. When a creature within 5 feet of the death-
60 feet per round and tal<es no falling damage. wolf makes an attacl( roll againsi it, the deathwolf forces the
creature to succeed on a DC l7 Wisdom saving throw or have
ACf tOruS disadvantage on ihat roll. After the attacl< hits or misses, the
Multiottack. The deathwolf mal<es one Bite attack and two deathwolf makes one Claw attack against the creature.
Claw attacks. lt can replace one of these attacl<s with Phantom phase Step,lmmediately after taking damage, the deathwolf
Deathwolf if available' teleports up to 30 feet to an unoccupied spice it can see that is
Bite, MeleeWeapon Attack: +10 to hit, reach 5 ft., one tar- in dim light or darkness.
get. Htt: l4 (2d8 + 5) piercing damage plus 9 (2d8) necrotic

AFI'[§ Dt]i .r I il;-§1'1.1 tt"Y-


Drcrorn
Degloths are massive, blue, bipedal demons with
razor-studded fists. They are commonly used as reasons behind the bloodshed. They enjoy ripping
shock troops on the front lines of wars waged in the their enemies limb from limb using their razor-stud
Abyss and other Outer Planes. Degloths gravitate to- ded fists, which are equally adept at slashing foes
ward violence and mayhem without caring about the and crushing the life from them.

Drcrorn
Large Fiend (Demon), Typically Chaotic Evil
Magic Resistance. The degloth has advantage on saving throws
against spells and other magical effects.

Armor Class 18 (natural armor)


Acrrons
,l33 Multiottock, The degloth makes two Razor Fist attacks.
Hit Points (l4dl0 + 56)
Speed 40 ft., climb 40 ft. Razor Fist. Melee Weapon Attack: +10 to hii, reach l0 fi., one
target. Hit: 17 (2d10 + 6) slashing damage, and if the target is
STR DEX coN INT !fls CHA a Medium or smaller creature, the target has the grappled con-
23 (+6) 17 (+3) 18 (+a) 6 (-2) 1l (+0) e (-r) dition (escape DC l8). Until this grapple ends, the target has
the restrained condition, and the degloth can't use this fist to
Saving Throws §tr +10, Con +8
grapple another target. The degloth has two fists.
Skills Athletics +10, Perception +4
Damage Resistances cold, fire, lightning; bludgeoning,
Boruus Acrrorus
piercing, and slashing from nonmagical attacks
Damage lmmunities poison Crush.The degloth targets one creature currently grappled by
Condition lmmunities charmed, exhaustion, {rightened, it. The target must make a DC l8 Strength saving throw, taking
poisoned l5 (2d8 + 6) bludgeoning damage on a failed save or half as
Senses darkvision 120 ft., passive Perception 14 much damage on a successful one.
Languages Abyssal, telepathy 120 ft.
Challenge ll (7,200 Xp) Proficiency Bonus +4

2rB .,.r,i'i'.rii)rx,\ i fifit'J'i:\,{Y


|:
+

:.

§
€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.

Folse Appearance. lf the eye monger is motionless and has its


Evn MoNcrn eye and mouth closed at the start ofcombat, it has advantage
Large Aberration, Typically Lawful Evil
:.
on its initiative roll. Moreover, if a creature hasn't observed
the eye monger move or act, that creature must succeed on a
Armor Class 17 (natural armor)
DC 18 lntelligence (lnvestigation) check to discern that the eye
:
Hit Points 'l49 (13d10 + 78)
monger is animate.
Speed 0 ft., fly 20 ft. (hover)

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.

Ä f PIt\i t.):l :1 I llt'i!'l'1.4 §1' ?Ig


Farsr LrcH
Occasionally, liches create nefarious magical copies
of themselves to fool enemies, to guard treasure, or
for other inscrutable reasons.
To create a false lich, a lich binds a shred of its
life force to a corpse in a profane ritual. This trans-
forms the corpse into a near-identical copy of the
lich with immense necrotic power and some of its
creator's arcane prowess. The creator then embeds
enchanted gemstofles into the corpse's eye sockets;
the gems allow the false lich to trap creatures' souls
and transfer the souls to its creator.
A false lich often gradually gains a sense of
self-identity. While many false liches remain stead-
fastly loyal to their creators, others resent their cre-
ators for and abandoning them.

Farsn LrcH req ut no


Th e false ch
ng ntel lige n
Medium Undead, Typically Neutrol Evil
spellca sti
ArmorClass 18 (natural armor) Atwill Detect Magic, Fly, Mage Hand, Prestidigitation
Hit Points 199 (2'ld8 + 'l05) 3/day each: Dispel Magic, lnvisibility (self only)
Speed 30 ft. 1/day each: Clobe of lnvulnerability, Hold Monster

STR DEX coN INT WtS CHA Boruus Acrrorvs


l0 (+0) 16 (+3) 20 (+5) 2s(+7) le (+4) 15 (+2) Soul Siphon. The false lich targets one creature it can see
within 120 feet of itself. Thetarget must make aDC22Cha-
Saving Throws Con +'I2, lnt +14, Wis +ll, Cha +9 risma saving throw; if the target has the unconscious condi-
Damage lmmunities necrotic, poison, psychic; bludgeoning,
tion, it has disadvantage on this saving throw. The target takes
piercing, and slashing from nonrnagical attacks
2l (6d6) force damage on a failed save or half as much damage
Condition lmmunities charmed, exhaustion, frightened,
on a successful one. The false lich then regains a number of hit
paralyzed, poisoned, stunned
points equal to the amount offorce damage taken.
Senses truesight 60 ft., passive Perception 14
Languages Abyssal, Common, Draconic, Dwarvish, Elvish,
lfthis damage reduces the target to 0 hit points, the target
Ciant, lnfernal, Primordial, Undercommon immediately dies, its body disappears, and its soul is trapped
Challenge 21 (33,000 XP) Proficiency Bonus +7 inside one of the soul gems within the lalse lich's skull. After 24
hours, the gem transfers the soul to the false lich's creator.
Legendary Resistance (3/Day). lfthe false lich fails a saving When the false lich is reduced to 0 hit points, it is destroyed
throw, it can choose to succeed instead. and disintegrates, leaving behind the gems. Crushing a gem re-
leases any souls trapped within, at which point the soul's body
Mogic Resistance. The false lich has advantage on saving re-forms in an unoccupied space nearest to the gem and in the
throws against spells and magical effects. same state as it was when its soul was trapped.

Acrrorus LecrruDARY AcroNs


Multiottock, The false Iich makes two Death Rend attacks and The false lich can take 3 legendary actions, choosing from the
uses Bloodcurdling Lament if available. options below. lt can take only one legendary action at a time
Deoth Rend. Melee Spell Attack: +14 to hit, reach 5 ft., one tar- and only at the end ofanother creature's turn. The false lich
gel. Hit: 23 (3d,I0 + 7) necrotic damage. regains spent legendary actions at the start of its turn.

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<
§

Wisdom saving throw or have the frightened condition for I if possible.


Cast a Spell (Costs 2 Actions). The false lich uses Spellcasting.
minute. While frightened in this way, a creature also has the un-
conscious condition. An affected creature can repeat the saving
throw at the end ofeach ofits turns, ending the effect on itself
on a success.

22A .+Pl'l \t"lr.r lFi\trr ilrl


ry
ro
EXPRESSION CARVEO ONTO A GRANITE
JU6GERNAUT,S FACE, YOU,RE AS

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.

Siege Monster. The juggernaut deals double damage to objects


GneNrrE JUGcERNAUT and structures.
La rge Co nstruct, U n a Ii gned

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.

Magic Resistance.\he juggernaut has advantage on saving


throws against spells and other magical effects.

{tP!\L;\ \ H:".j-i \!2) 221


9:

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

ArmorClass 17 (natural armor)


Hit Points 237 (25d12 + 75)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


2l (+s) 20 (+s) (+3) 12 (+l) ls (+2) ll (+0)
16

Saving Throws Con +8, Wis +7


Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
;,: and slashing from nonmagical attacl<s
::+ ; Damage lmmunities poison
Condition lmrnunities exhaustion, poisoned
.l20
+ Senses blindsight 60 ft., darkvision ft.,
passive Perception 17
HazvoNGEL Languages Abyssal, telepathy 120 ft.
'4.. Avian demons called hazvongels haunt the wind- Challenge l4 ('I.l,500 XP) Proficiency Bonus +5
swept skies of Pandemonium, preying on lost and
Magic Resistance.fhe hazvongel has advantage on saving
weary travelers. Hazvongels resemble enormous,
throws against spells and other magical effects.
crimson crows with tattered feathers and a dozen
legs. Their wings constantly drip blood, which Acr oNs
they gather in their many talons and fling in a Multiattack, The hazvongel makes three Talon attacl<s.
gfuesome fain.
Talon. MeleeWeapon Attack: +10 to hit, reach 15 ft., one target.
Hazvongels sometimes soar in the skies of the
Hit: l8 (3d8 + 5) piercing damage.
Abyss, where they originate, but they migrate to and
Blood Barroge (Recharge 5-5J. The hazvongel launches a spray
from Pandemonium throughout their existence.
ofblood in a 9O-foot cone. Each creature in that area must
More powerful demons, especially the demon
make a DC i8 Dexterity saving throw, taking2T (6d8) necrotic
lordPazozu, use hazvongels as scouts, buthaz- damage on a failed save or half as much damage on a suc-
vongels'wanderlust makes them i1l-suited for ex- cessful one
tended missions.

222 j.:,1:.ir1;i,1i Ä i !li.t:l fl.tltr


"
'Txpv arx'r oPAG0Ns. TxEv ntru'r
Lr1aRos. ox ruo,'rxEY'RE ttucx woR§E."

WIT.ARO AND 9PELLJAMMER

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 .:.

Armor Class 11 (14 with Mage Armor)


Hit Points 77 (14d8 + 14)
Speed 30 ft.

STR DEX coN INT wrs CHA


l0 (+0) l2 (+l) l2 (+1) l e (+a) 15 (+3) 15 (+2)

Saving Throws lnt +7, Wis +6, Cha +5


Skills Arcana +10, History +7, Nature +7, Religion +10
Condition lmmunities charmed, frightened
Senses truesight 30 ft., passive Perception 13
Languages any four languages, telepathy 120 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3

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

orders that harness the power ofpsionics, strength, RERcrrorus


or intellect, respectively, to achieve the inquisition's
DeJlection. n respon to be n o hit by an attack
goals. Members of the Order of Tristian, which is
the inq itor rnc rea ses its AC by 4 agai nst th attac
represented by a tome, endeavor to use knowledge s the attack to miss, the attacker is hit by the at-
and cunning alter their surroundings and defeat
their foes.

+ 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.

!'j-1.11,'l ' r'. ,:\ 225


"Sxe was gREnr AT PICKING LOCI{s BUT
HAD a TERRTBLE cRUEL srREAK. Wxex rxr
CLOAKER GOT HER, WE WERE GLAO WE,O
NEVER SEE HER AGAIN_
HORROR, we OtO."

- lJopew eut LrGxrrtNcen,

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.

Mrrnon §ulpp a DC l8 lntelligence (lnvestigation) check to discern that the


mirror shade isn't the creature's own reflection.
Medium Undead, Typically Chaotic Evil
Mirror Movement. The mirror shade can move along the
Armor Class l3 surface of reflective or translucent objects, such as mirrors,
Hit Poinrs 91 (14d8 + 28) without provol<ing opportunity attacks. lt can move through
§peed 40 ft" translucent objects as if they were difficult terrain.

§TR DEX coN INT wts CHA Acrrorus


8 (*r) 17 (+3) 14 {+2) l0 (+0) 13 (+1) 18 (+a)
Multiattack. The mirror shade makes two Phantasmal Strike
attacks and uses Reflect Fear.
§aving Throws Dex +7, Wis +5
§kills Deception +8, Stealth +7 Phantosmal Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
D amage Resistances a ci d, fi r e, li ghtni n g; blu d ge o ni n g, one target. Hit:7 (1d8 + 3) radiant damage plus 7 (2d6) psy-
piercing, and slashing fram nönmagical attacks chic damage.
. Damage lmmunities poison, psychic, radiant Reflect Fear. The mirror shade targets one creature it can see
Condition lmmsnities bl nded, exh a ustion, f righte ne d,
i

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.

AZG ,.1 i,i,i: \ i.',f X ,{ I l}lr.t'f tn ir.r


"TxouGxr rr wAs A pERsoN AT FlRsr,
BUT THEN I snw trs xeno. Nexr, rrs aRM
I xxew I xno ro RuN."

-Wrnrx rt,
KENOER AOVENTURER

&

MooNucHT GuanoraN
M e d i u m Co nst r u ct. LJ n al igne d

Armor Class 16 (natural armor)


,105
Hit Points (lad8 + 42)
Speed 30 ft.

STR DEX coN INT wts CHA


le (+a) e (-t) l5 (+3) 6 e2) l2 (+l) 6 F2)

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

lmmulable Form.fhe guardian is immune to any speli or other


effect that would alter its form.

Mogic Resistance.The guardian has advantage on saving


throws against spells and other magical effects.
Radiant Absorption. Whenever the guardian is subjected to
radiant damage, it takes no damage and instead regains a num
ber ofhit points equal to the radiant damage.

MooNUGHT GuenuAN AcrroNs


Moonlight guardians are gleaming bipedal statues Multiattack. The guardian makes two Moonlight Slam attacks.
made of silver and mithral. They were originally cre- Moonlight Slom. Melee Weapon Attack: +7 to hit, reach 5 ft.,
ated by a desperate mage on Krynn who drew the one target. Hil: 8 (1d8 + 4) bludgeoning damage plus 4 (ld8)
Moon card from a Deck of Many Thin§s.The mage radiant damage.
wished for a retinue of bodyguards ideally suited to Moonlight Blast (Recharge 5-6).The guardian unleashes a

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.

.,1 t) !'!a r'1 r.t: l: ! :i I i i 1i l.i ::.


r!i'r::=:a::::::Ji:::i;

FrISC I l.lAT ll.'lG CYCLE,


DoN'T You rHtNK? 5o MANY sEcRETs ro
uNCoyER. 5o r,lucs powER To BE HAD*/ts

- 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.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft


NncnonaANCaR'W'rzenn or range 120 ft., one target. Hit:25 (4d10 + 3) necrotic damage
Medium Humanoid, Any Alignment
Spellcasting. The necromancer casts one of the following
Armor Class 1 2 (l 5 with Mage Armar) spells, using lntelligence as the spellcasting ability (spell
Hit Points I l0 (20d8 + 20) save DC 15):
Speed 30 ft.
At will: Dancing Lights, Mage Hand, Prestidigitation
2lday each: Bestow Curse, Dimension Door, Mage Armor, Web
STR DEX coN INT wr§ CHA
e (-t) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
llday Circle of Death

Saving Throws lnt +7, Wis +5


Boruus Acrrorus
: §kills Arcana +7, History +7 Summon Undead (1/Day). The necromancer magically sum-
, Damage Resistances necrotic mons five skeletons or zombies. The summoned creatures ap-
, §enses passive Perception l1 pear in unoccupied spaces within 60 feet ofthe necromancer,
Languages any four languages whom they obey. They take their turns immediately after the
' Challenge 9 (5,000 XP) Proficiency Bonus +4 necromancer. Each Iasts for I hour, until it or the necromancer
dies, or untilthe necromancer dismisses it as a bonus action.
AcrroNs RrlcrroNs
Multiattack. The necromancer makes three Arcane
Grim Harvest. When the necromancer kills a creature with ne
Burst attacks.
crotic damage, the necromancer regains 9 (2d8) hit points.

228,\:'P!,liili.{ I i §!,rqTiħ}'
, f,],-os§-
.
r-
._i-:,--

lr
| !r,

Nrcnr Scawrn
H u ge M o nstrosity, Una Ii gn ed

Armor Class 14 (natural armor)


Hit Points lla (12d'l2 + 36)
Nrcnr Scavvnn Speed 0 ft., fly 40 ft.

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.

.r,t,l)!t§1]la n iii:.ii_i,i:,1' 2?9


Bootts or Uruoenrx
d6 Boon
I Dread. Eerie whispers can be heard around the
priest. Any non-Undead creature that starts its turn Pnrnsr or OsYBUs
Medium Humanoid, Any Alignment
within 30 feet of the priest must succeed on a DC
l5 Wisdom saving throw or have the frightened con- Armor Class 14 (natural armor)
dition until the start ofthe creature's next turn. Hit Points 60 (8d8 + 2a)
Speed 30 ft.
2 Ectoplasmic. Otherworldly slime drips offthe priest
and fades away moments later, leaving a greenish STR DEX CON INT wrs CHA
stain. !(hen any creature starts its turn within l0 r0 (+0) u (+2) 16(+3) 18 (+4) l7 (+3) ll (+0)
feet ofthe priest, the priest can reduce that crea-
Saving Throws lnt +7, Wis +6, Cha +3
ture's speed by 10 feet until the start ofthe crea-
Condition lmmunities fri ghtened
.l20
ture's next turn, until which the creature is covered Senses darkvision ft., passive Perception 13
in slime. ln addition, as an action, the priest can Languages any three languages
use the slime covering its own body to make itself Challenge 6 (2,300 XP) Proficiency Bonus +3

look and feel like any creature that is Medium or


Tattoo ofOsybus. lfthe priest drops to 0 hit points, roll on the
Small while retaining its own game statistics. This Boons of Undeath table for the boon the priest receives. The
transformation lasts for 8 hours or until the priest priest dies if it receives a boon it already has. lf it receives a
drops to 0 hit points. new boon, it revives at the start of its next turn with half its hit
points restored, and its creature type is now Undead.
3 Vampiric. When the priest deals necrotic damage to To prevent this revival, the tattoo of Osybus on the priest's
any creature, the priest gains a number of tempo- body must be destroyed. The tattoo is invulnerable while the
rary hit points equal to half that necrotic damage. priest has at least I hit point. The tattoo is otherwise an ob-
,l5,
The priest's speed also increases by 10 feet. ject with AC l5 hp, and immunity to poison and psychic
damage. lt regains all its hit points at the end of every combat-
4 Blazing. The priest's flesh sloughs ofl and its skel- ant's turn.
eton crumbles away, leaving only its skull. lt uses
the flameskull stat block, but it retains its Tattoo of AcrroNs
Osybus trait, and all fire damage it deals becomes Multiottack. The priest makes two attacks.
necrotic damage. The tattoo of Osybus is carved Soul Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
into the skull's forehead. get. Hit:7 (2d4 + 2) piercing damage, and if the target is a crea-
ture, it has the paralyzed condition until the start ofthe priest's
5 Spectral. The priest appears wraithlike, and its chal- . next turn. lf this damage reduces a Medium or smaller creature
lenge rating increases by 1. lt gains resistance to all ' to 0 hit points, the creature dies, and its soul is trapped in the
damage except force, radiant, and psychic damage, priest's body, manifesting as a shadowy Soul Tattoo on the
and it is vulnerable to radiant damage. lt can also priest. The soul is freed ifthe priest dies.

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.

23O ,,!!l:l .ri t:i1 ,n i l.!i:§"i t.,\ &Y


'
RnrrNTLEss Itrtper,nn
Large Fiend, Typically Neutral Evil
ffi
Armor Class 15 (natural armor)
Hit Points l8a (16d.l0 + 96) E
Speed 30 ft.

STR DEX coN INT wr5 CHA


23 (+6) 16 (+3) 22 (+6) l2 (+1) 15 (+2) l8 (+a)

Saving Throws Str +l l, Dex +8, Cha +9


Skills Athletics +11, Perception +7, Survival +7
Condition lmmunities charmed, exhaustion, frightened
Senses darkvision 120 {t., passive Perception 1 7
Languages understands all languages but can't speak
Challenge 15 (.I.l,500 XP) Proficiency Bonus +5

Bloodheartstake.fhe impaler is magically bound to the cere-


monial stake and the sacrificed corpse the ritual caster used to
create it. lf ihe impaler is reduced to 0 hit points, it disappears,
then re-forms ld8 hours later in the nearest unoccupied space
to the stake and regains all its hit points. The impaler dies only
if it is reduced to 0 hit points while eitherthe ceremonial stake
is removed from the sacrifice's corpse orthe impaler is on a
different plane ofexistence from that corpse.
Legendary Resistance (3/Doy). lf the impaler fails a saving
. ihrow, it can choose to succeed instead.

Acr loNs I tJ#

Multiattack. The impaler makes one Spike attack and two


Wicked Spear attacks.

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.

,qFFli§*lx.!: 3i131 1Ää."1 231


SonnowswoRN
Sorrowsworn embody the forms of suffering inher-
ent to the Shadowfell and visit horror on those who LoNelv
stumble into their midst.

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

Armor Class 16 (natural armor)


Hit Points 1.l2 (15d8 + 45) Losr SonnowswoRN
Speed 30 ft. Medium Monstrosity, Typically Neutral Evil

Armor Class 15 (naturai armor)


Hit Points 78 {12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA

+6 to

232 :''.i:' ARY


SprornDRAGoN
The terrors known as spiderdragons were first
found in the deepest corners of the Underdark and
trace their origins to black dragon wyrmlings who
ate a steady diet of spiders. Though spiderdragons
were not created in the Abyss or by Lolth's faithful,
worshipers of the Spider Queen claim that spider-
dragons are a gift from their deity, as spiderdragons
are most numerous in l]nderdark areas that Lolth's
faithful claim as their own. Lolth worshipers might
employ spiderdragons as guards or treat them as
venerated guests. The creatures aren't as powerful
as their black dragon progenitors, though, and they
often drain the enclaves' resources with their self-
ish demands.
Uninterested in building 1airs, spiderdragons
weave powerful webs and eat an abundance of prey
before losing interest in an area and moving on,
even when they're treated like beloved guests. IJn-
like their black dragon progenitors, spiderdragons
aren't particularly clever, though some of them un-
derstand their significance to Lolth worshipers and
exploit their positions for as long as possible.

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
,

Skills lntimidation +8, Perception+5


Damage Resistances poison, psychic area must make a DC 15 Dexterity savingthrow' taking 33
16
Sensei darkvision 90 ft., passive Perception (6d,l0) piercing damage and 33 (6d10) poison damage on a
Undercommon failed save or half as much damage on a successful one'
Languages Abyssal, Draconic,

:ly': l' Y:1:i 1:l*


.-
- _ _*::::::i:l :"i:' Boryqs Acrrors
Magic Resistonce. The spiderdragon has advantage on saving ß*h-C" t*)@
throws against spells and other magical effects. "'ir',rC*"bt
foot cube ofstrong, sticky webbing in an area adjacent to
minute'isdifficultterrain'and
spiderctimb.Thespiderdragoncanclimbdificultsurfaces, ilt:ll'l"webbinglastsforl
rncruorng upsroe oown on ceirings, without needing to;;k;, r" lightly oDSCUre5 its
ilgnUV obscures area' r\
trs area. A creature
crearure rnar its turn
that srarrs
starts
trs ruTn in
tn the
webbing or enters the webbing for the first time on its turn
rne

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.

\'Pi\Di'\ \.LrL .i\R\ 233


#€
'dffi

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.

Web Sense. When in contact with a web, the l<akkuu knows


r KAKKUU §pvpnn-FrnNr> the exact location ofany other creature in contact with
Medium Fiend (Demon), Typically Chaotic Evil
the same web.
Armor Class l5 (natural armor) WebWalker. The kakkuu ignores movement restrictions caused ,

Hit Points 91 (14d8 + 28) by webbing.


§peed 30 ft., climb 30 ft.
Acrrons
STR DEX coN INT wts CHA Multiattack. The kakkuu makes a Web Snare attack, uses Reel,
"10
l7 (+3) 15 (+2) 14 (+2) 6 (-2) (+0) 10 (+0) and makes a Bite attacl<.

§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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Pnrsenn zu SPYDER-FIEND r-{:jGt+:--.:j-:


,6{+ä'r:..::=':-. : :
rl Acrorus
Large Fiend (Demon), Typically Chaotic Evil Multiattack. The phisarazu makes one Bite attack and two
Claw attacks. lt can replace one ofthese attacks with Scintillat-
Armor Class 17 (natural armor) ing Spray if available.
'170
Hit Points (20d10 + 60)
Bite. Melee \l/eapon Attack: +9 to hit, reach 5 ft., one target.
Speed 40 ft., climb 40 ft.
Hit:15 (2d10 + 4) piercing damage plus 9 (2d8) poison dam-
age, and the target has the poisoned condition until the start of
STR DEX coN INT wrs CHA
l9 (+a) V (+2) l7 (+3) 1l (+0) 14 (+2) 13 (+1) the phisarazu's next turn.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Saving Throws Dex +7, Con +8, Wis +7 Hit:22 (4d8 + 4) slashing damage.
§kills Perception +7, Stealth +7
Scintillating Spray (Recharge 5-5).The phisarazu expels shim-
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks mering webs in a 60-foot cone. Creatures and objects in that
Damage lmmunities poison area are outlined by the glittering webs for 1 minute, during
Condition lmmunities poisoned which time they emit dim light for l0 feet and can't benefit
Senses truesight 120 ft., passive Perception 17 from the invisible condition. Additionally, creatures in that area
Languages Abyssal, Common, telepathy i20 ft. must succeed on a DC l6 Wisdom saving throw or have the
Challenge 13 (.10,000 XP) Proficiency Bonus +5 stunned condition for I minute. A stunned creature can repeat
the saving throw at the end ofeach ofits turns, ending the ef-
Mogic Resistance. The phisarazu has advantage on saving fect on itselfon a success.
throws against spells and other magical effects.
Boruus AcrroNs
Spider Climb. The phisarazu can climb difficult surfaces, in-
cluding upside down on ceilings, without needing to make an ChongeShape.fhe phisarazu transforms into a crab, drider,
or giant crab, or returns to its true form. lts game statistics,
ability check.
except for its size, are the same in each form. Any equipment it
Web Sense. When in contact with a web, the phisarazu knows is wearing or carrying isn't transformed.
the exact location ofany other creature in contact with
the same web.
WebWalker. The phisarazu ignores movement restrictions
caused by webbing.

Äilp§NDlx Ä illr.qTl,\ltY 235


Quavr UrHKU Spyopn-
Web Walker. The quavilithku ignores movement restrictions
Fr nNp caused by webbing.
Large Fiend (Demon), Typicolly Chaotic Evil

Armor Class 19 (natural armor)


AcrroNs
.i08)
Hit Points 256 (27d10 + Muhiottack. The quavilithku makes two Bite attacks.
Speed 40 ft., climb 40 ft.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus l7 (5d6) poison dam-
STR DEX CON INT WIS CHA age. lfthe target is a creature, it must succeed on a DC l8
18 (+a) 16 (+3) le (+a) 17 (+3) la (+2) 12 (+l)
Constitution saving throw or have the poisoned condition for
I minute. While poisoned in this way, a creature can't regain
Saving Throws Dex +9, Con +.l0, Wis +8
hit points. A poisoned creature can repeat the saving throw
Skills lnvestigation +9, Perception +8, Stealth +9
at the end ofeach ofits turns, ending the effect on itselfon
Damage Resistances cold, fire, lightning
A SUCCCSS,
Damage lmmunities acid, poison
Condition lmmunities poisoned Dissolving Web (Recha rge 5-Q. f he q u avi ithku expels
I

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.

Raruupr s SPYDEn-FI nr.io AcrroNs


Large Fiend (Demon), Typically Chaotic Evil Multiottack. The raklupis makes a Bite attack and two Serrated
Sword attacks. lt can use Venom Clobe in place of one of
Armor Class 19 (natural armor) these attacl<s.
Hit Points 2.l0 (28d'l0 + 56)
Speed 40 ft., climb 40 ft. Bite. MeleeWeapon Attack: +11 to hit, reach 5 ft., one target.
Hit:16 (2d1A + 5) piercing damage plus l8 (4d8) poison dam-
STR DEX CON INT wts cHA age. lfthe target is a creature, it must succeed on a DC 20
17 (+3) 20 (+s) la(+2) 18 (+a) 16 (+3) 23 (+6) Constitution saving throw or have the poisoned condition for I
minute. While poisoned in this way, a creature has the incapaci-
: Saving Throws Dex +ll, Con +8, lUis +9 taied condition and can't regain hit points. A poisoned creature
Skills Perception +9, Stealth +11 can repeat the saving throw at the end ofeach ofits turns, end-
Damage lmmunities cold, fire, Iightning, poison ing the effect on itselfon a success.
Condition Immunities poisoned Serrated Sword. Melee Weapon Attack: +11to hit, reach 5 ft.,
. Senses truesight 120 ft", passive Perception 19
one target. Hit: 19 (4d6 + 5) slashing damage plus 18 (4d8)
Languages Abyssal, Common, telepathy 120 ft.
poison damage.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Venom Globe. Ranged Weapon Attack: +11 to hit, range 60/1 80
Magic Resistance. The raklupis has advantage on saving throws ft., one target. Hit: a5 ('l0d8) poison damage.
against spells and other magical effects.
Spellcasting. The raklupis casts one of the following spells,
Spider Climb. The raklupis can climb difficult surfaces, in- requiring no material components and using Charisma as the
cluding upside down on ceilings, without needing to make an spellcasiing ability (spell save DC 20).
ability check. Atwill:Disguise Self, lnvisibility (self only), Mage Hand,
Web Sense, When in contact with a web, the raklupis knows Minor lllusion
the exact location ofany other creature in contact with 2lday each: Darkness, Domtnate Monster, Mass Suggestion,
ihe same web. Telekinesis, Teleport

Web Walker, The raklupis ignores movement restrictions Boruus AcrroNs


caused by webbing.
Demand Loyalty. The raklupis magically ends the charmed
and frightened conditions on itself and on any number of allies
within 50 feet of itself.

236 ÄPPii!r]ix A | §äsTlARY


1

:.

r'\

_l;

Sran ANcr,nn
Large M on strosity, U n al ign ed

ArmorClass 15 (natural armor)


Hit Points 119 (l4dl0 + a2)
Speed 0 ft., fly 40 ft.

STR DEX coN INT wrs CHA


21 (+5) 15 (+2) l7 (+3) 3 (*4) 14 (+2) 6 (-2)

.
". Skills Perception +5, Stealth +8
Senses blindsight 120 ft. (can't see beyond this radius),

(3,e00 Proficiency Bonus +3

Avoidance, lfthe star angler is subjected to an effect that


allows it to make a saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw and
only half damage if it fails.
tlluminotion. The star angler's lure sheds bright light in a 30-
foot radius and dim light for an additional 30 feet.

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.

ÄPPllNlilX Ä . tji:11'1"{H\l 237


Vrezor
Skeletal, quadrupedal horrors, vlazoks are par- ,t
ticularly suited to battlefield cleanup in the Outer /
Planes. They love to stomp across battlefields after ':
]l
the fiercest fighting is over, trampling survivors and
crushing pockets of resistance. When vlazoks antic-
ipate an influx of enemies, these demons jump on
them from above to crush them.
Vlazoks have keen senses, owing to the eyes
positioned all around their hideous heads. They
easily lose interest in their tasks unless powerful
commanders, such as demon lords, keep them in
line. Without careful direction, vlazoks become un-
hinged agents of chaos, smashing through crowds
of weaker demons and decimating their ranks with
attacks.

Large Fiend (Demon), Typically Chaotic Evil


\Ma.npoRGED \Menuon
Warforged warriors are formed from wood and
Armor Class 17 (natural armor) steel, then magically imbued with life and sentience.
Hit Points '136 (l6dl0 + a8) They were created to fight in the Last War on the
Speed 30 ft., climb 30 ft. continent of Khorvaire in Eberron. In the aftermath
of that conflict, they struggle to understand their
STR DEX coN INT wts CHA
place in the world.
2l (+5) l8(+a) 16 (+3) 6 (-2) e (-l) e (-t)
'WanroncED
Saving Throws Str +9, Con +7 WARRToR
Skills Perception +3 Medium Construct, Any Alignment
Damage Resistances cold, fire, lightning
Damage lmmunities poison Armor Class 16 (natural armor)
Condition lmmunities charmed, exhaustion, frightened, Hit Points 30 (4d8 + l2)
poisoned Speed 30 ft.
.I20
Senses darkvision ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 1l (7,200 XP)
STR DEX CON INT wts cHA
Proficiency Bonus +4 l5 (+3) l2 (+l) 16(+3) 10 (+0) u (+2) ll (+0)

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. :
:

238 -irrFr.§nrx Ä I BssrrÄRy


"Txe vor'relr I sreppEo lNTo rHAT
cuRsED xouse, I KNEw rHE owNERg
wEREN'r JUsr INNKEEpERs, ANo I KNEw
THAT Y'ASN,T JUsT A CHANOELIER.,,

*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.

'WnrnuNG CHANDELTER creature must succeed on a DC 18 lntelligence (lnvestigation)


check to discern that the chandelier is animate.
' Large Construct, lJnaligned
Fiery Aura. Any creature that starts its turn within 5 feet ofthe
i Armor Class l3 (natural armor) chandelier takes 7 (2d6) fire damage.
.I05
Hit Points (1adl0 + 28)
Speed 30 ft., fly 30 ft. (hover) Acrrons
Multiattock, The chandelier makes three Chain attacl<s, three
STR DEX CON INT WIS CHA Lamp attacks, or a combination thereof.
18 (+a) 15 (+2) ]s (+2) 3 (-4) 5 (-3) I (-s)
Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Damage Resistances fire Hit: 13 (2d8 + 4) bludgeoning damage' and the target must
Damale lmmunities poison, psychic succeed on a DC 15 Strength saving throw or be pulled into an
Condition lmmunities blinded, charmed, deafened, exhaustion, unoccupied space within 5 feet of the chandelier'
frightened, paralyzed, petrifi ed, poisoned Lamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
Senses blindsight 60 ft. (blind beyond this radius),
Eet. Hit:9 (2d4 + 4) bludgeoning damage plus l3 (3d8)
passive Perception 7
fire damage.
Languages understands Common but can't speak
Challenge 8 (3,900 XP) Proficiency Bonus +3 BlazingVortex (Recharge 5-G). Each creature within 20 feet of
the chandelier and not behind total cover must succeed on a
False Appearance. lf Ihe chandelier is motionless at the start DC l4 Constitution saving throw or take 36 (8d8) fire damage
of combat, it has advantage on its initiative roll. Moreover,if and have the blinded condition until the start of the chande-
a creature hasn't observed the chandelier move or act, that lier's next iurn.

AprENrlrx Ä i Bii-c'i'rÄfiY 239


APPENDIX E

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.

240 ,\ ij ir h lrl lr l,\ ;] i {.1.1 1 A 1{,{ (.i' l' :i ll IJ (} $ ii I ti l{


ArusrRIEL StrvnnHAND
Lady Alustriel Silverhand, called the Shining Lady,
has been an influential wizard and proponent of
good across Toril for centuries. Alustriel is one of
the Seven Sisters-immortal daughters of Mystra,
a god of magic. The divine energy Mystra passed
to Alustriel grants Alustriel incredible power over
arcane magic.
Alustriel's youthful appearance as a human
woman with silver hair gives no hint of her super-
naturally extended life span. She typically wears
long robes and wields a unicorn-headed staff, her
Statr of Silverymoon.

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.

Arusrnrnr, STLvERHAND is a creature, it must make a DC 22 Charisma saving throw.


On a failed save, the target has the incapacitated condition
Medium Humanoid (Human, Wizard), Chaotic Good
until the start ofAlustriel's next turn. On a successful save. the
Armor Class l5 (.l8 with Mage Armor) target's speed is reduced by 10 feet until the start ofAlustriel's
Hit Points 272 (32d8 + 128) next turn.
Speed 30 ft. Argent Blaze (Requires Silver Fire), Alustriel summons a 50-
foot cone of silver fire. Each creature in that area must make a
STR DEX CON INT WIS CHA DC 22 Dexterity saving throw, taking 77 (14d10) radiant dam-
12(+r) 20 (+5) 18 (+4) 2a $7) 23(+5) 22 (+6) age on a failed save or half as much damage on a successful
one. Additionally, Alustriel or one creature of her choice within
SavingThrows Con +11, lnt+"l4, Wis +.l3 60 feet ofher then regains lO (3d6) hit points.
Skills Arcana +14, History +14, lnsight +13, Religion +14
Damage Resistances rad iant Spellcasting. Alustriel casts one of the following spells, using
Damage lmmunities poison lntelligence as the spellcasting ability (spell save DC 22):
Condition lmmunities charmed, exhaustion, poisoned Atwill'. Dancing Lights, Detect Magic, Mage Armor (self
Senses passive Perception 16 only). Mage Hand
Languages Common, Draconic, Elvish 2lday each: Detect Thoughts, Dispel Magic, Tongues
Challenge 21 (33,000 XP) Proficiency Bonus +7 1
lday each: Telepathy, Teleport, Time Stop
Eor ofthe Chosen. Whenever a creature on the same plane of BoNus AcrroNs
existence as Alustriel speal<s Alustriel's name, Alustriel hears
Silver Fire (2/Day). Brilliant silver fire harmlessly wreathes Alus-
her name and the next nine words the speaker utters.
triel and empowers her. The silver fire lasts for I hour or until
Legendary Resistance (3/Day). lf Alustriel fails a saving throw, she has the incapacitated condition or uses another bonus
she can choose to succeed instead. action to quench it. While wreathed in silver fire, Alustriel gains
truesight within 30 feet and can use her Argent Blaze action. ln
Special Equipment. Alustriel carries a magic staffknown as the
addition, Alustriel is unaffected by magic that would ascertain
Staf of Silverymoon.lnlhe hands of anyone otherthan Alus-
her alignment, creature type, thoughts, or truthfulness.
triel, the Staf of Silverymoon is a Staff of Power.

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

242 .ti)irt:r§l):§ tl I il*i.{RÄ(:1'ti}r t}ü§slti{t


::*

n1,

Kas THE Bnrnavnn


The Betrayer, the Bloody Handed, the Destroyer-
Kas has earned many epithets during his long exis- ' '
,^ffi
tence. He is a vampire, legendary swordfighter, and ry
ruthless warlord, and he is driven primarily by one
thing: his hatred for Vecna.
. :'{
Kas resembles a well-muscled, raven-haired, hu-
man man in his thirties, though he is far older. His '.1
fangs reveal his vampiric nature.

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.

SavingThrows Con +'l3, Wis +11, Cha +.i5 Boruus Acrrorus


Skills Arcana +14, Deception +22, Perception +ll, Stealth +12 Change Shape, Kas transforms into a Medium cloud of mist or
Damage lmmunities necrotic, poison; bludgeoning, piercing,
back into his true form. Anything he is wearing transforms with
and slashing from nonmagical attacks
him, but nothing he is carrying does. He reverts to his true
Condition lmmunities charmed, exhaustion, frightened,
form if he dies. While in mistform, l(as has a flying speed of
paralyzed, poisoned
20 feet, can hover, and can enter a hostile creature's space and
Senses darkvision 120 ft., passive Perception 21
stop there. l(as can pass through a space without squeezing
Languages Abyssal, Com mon, Dracon ic, nfernalI

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.

2+4 .1.Iirl.tu;JLtr. .t] i üfialtÄcT'i:ä j.l*lst§R


LorrH THE Sprnnn Qurnx i-urhless and fanatically devoted to Lolth a wor-
-.hiper is. the higher that worshiper ranks in
Lolth-the demon-god of deceit, shadows, and spi- 1-olrh's tar-or.
ders-gains power by deceiving allies and enemies
alike. Worshipers of the Spider Queen believe she PrnsoNaLrrY
can see through the eyes ofall spiders and insist
Lolth is a cruel god. She loves chaos and hurting
she is all-knowing.
the innocent, especially those who oppose her
Hrsronv pori,,er-hungry ideals. The suffering of others de-
lights her, and if that pain benefits her plans, all
In eons past, Lolth regularly plotted against her the better.
family of elven gods, seeking to kill those deities The Spider Queen employs duplicity and sadism
and subjugate their followers. Though her at- against her enemies, but she also enjoys bedeviling
tempts mostly failed, she learned from them and those who claim to love her. She promises great
grew mightier. rewards to those who follow her without question:
Her failed attempt on the life of the powerful elven whether she delivers on her vows depends on
god Corellon Larethian resulted in Lolth's banish- her whims.
ment to the Abyss. There she conquered a layer The Spider Queen often allies with other gods or
known as the Demonweb, where she now makes powerful demon lords, though she does so only for
her home. Lolth embraces her surroundings and personal gain. At the first sign of any inconvenience,
takes the form of a demon. regularly appearing as Lolth abandons her allies. Despite that fact, some
a beautiful elven woman with the lower body of an
believe her patronage is valuable.
enormous, monstrous spider. Lolth relishes her title Most recently, Lolth allied with Vecna. The
of the Spider Queen and attempts to annihilate any archlich promised Lolth a place at his side as the
who doubt her power. second-most powerful being in existence if she
Lolth became the patron god of evil monsters that aids his efforts to use the Ritual of Remaking to re
dwell in Faer0n's Underdark. Some Humanoids form the multiverse. Lolth has deployed armies to
also choose to worship her. Lolth conveys her favor protect Vecna on Pandemonium, though if the tide
in monstrous ways. One of the most accursed of the turns against the archlich, Lolth plans to strand
Spider Queen's gifts is transformation into a drider. her forces.
Followers of Lolth seek to foment chaos every-
where in the Spider Queen's name. The more
Lonn SorH €
Lord Soth is the most powerful death knight on *
Krynn. Once a Solamnic Knight of the Order of the
Rose, Soth was a paragon of virtue and justice who
allowed his pride to lead him down an evil path.
Soth perished during Krynn's Cataclysm, then rose ,{i'

from the ashes as a death knight. Soth lives in his


cursed castle, Dargaard Keep. ll

Lon» Sorn
Medium Undead (Paladin), Lawful Evil

Armor Class l8 (plate) \


Hit Points 228 (24d8 + 120)
Speed 30 ft.

STR DEX coN INT wts CHA


'11 l2 (+l) 16 (+3) 20 (+s)
22 (+6) (+0) 20 (+5)

r Saving Throws Dex +5, Wis +9, Cha +l I


: Damage lmmunities necrotic, poison
Condition lrnmunities exhaustion, frightened, poisoned
.l20
Senses darkvision ft,, passive Perception 13
Languages Common, I nfernal, Solamnic
Challenge 19 (22,000 XP) Proficiency Bonus +6

Legendary Resistance (3/Day). lfSoth fails a saving throw, he


can choose to succeed instead.

Mogic Resistance. Soth has advantage on saving throws against


spells and other magical effects.
. Morshol lJndead. Unless Soth has the incapacitated condition,
he and Undead creatures ofhis choice within 60 feet ofhim are
immune to features that turn Undead.

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)

2+6 .'il't'i:hlrix lJ IiiliÄI1 ,1{l"l'l:}l l}{Jli§il:i{


Mrsre rHE'Worr'* Spronn
Miska the Wolf-Spider is a legendary demon lord
and master of battlefield strategy. He has the lower
body of a massive armored spider, four arms, and
two enormous wolf heads that drip poison. Yet Mis-
ka's greatest strength is his cunning mind.

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

,\ilP11 N$1n § iaiil .n,ä."\Lliiä lli-)tillA 247


T

\
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.

ANswn nr Ne rH E Sutr.t trroN s


When Zybllna received Alustriel Silverhand's
summons to combat Vecna, the archfey was sorely
needed in Prismeer. As a compromise, and to honor
Tasha's friendship with Alustriel, Zybilna sent a
version of herself from the past to Alustriel's side.
The Tasha who appears in the adventure is a pow-
erful wizard, though she is not yet a witch queen or
an archfey.
Sruno, MASTnR oF Chorm.Strahd targets one Humanoic ie ::- ::: .., :: r 30 leet
of himself. The target must succeed on : DC -- .,. :.:- sav-
Dparn Housn ing th row or have the charmed cond itio n. --: : - a - - :: ::.set
regards Strahd as a trusted friend to be heec:: =-: :-::=::ed.
Medium Undead (Vampire, Wizard), Lawful Evil
The target isn't under Strahd's control, but r::a<:: S:-.-: s
Armor Class 16 (natural armor) requests and actions in the most favorab e v,,a,
.l36
Hit Points (16d8 + 64) Each time Strahd or his companions dea dam::::::-:
Speed 30 ft. target, it can repeat the saving throw, endirrg the eT::: :- :.
self on a success. Otherwise, the effect lasts 24 ncir-s l. --:
STR DEX coN INT wrs CHA Strahd is reduced to 0 hit points, is on a different Diar^e cj:, s.
18 (+a) 18 (+a) l8 (+4) 20 (+s) l s (+2) l8 (+a) tence than the target, or uses a bonus action to end i.e e=ec:

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)

Legendary Resistonce (3/Doy). lfstrahd fails a saving throw, he BoNus Acrror.is


can choose to succeed instead.
Bite. Melee Weapon Attack'. +9 to hit, reach 5 ft., one creature
Master of the House.When Strahd is reduced to 0 hit points, that has the charmed or grappled condition. Hit:7 (IdG + 4)
he dissolves into mist and immediately teleports to his lair in piercing damage plus l0 (3d6) necrotic damage. The target's
Castle Ravenloft. After ld4 hours, Strahd re-forms in a random hit point maximum is reduced by an amount equal to the ne-
unoccupied space within his lair, regaining all his hit points. crotic damage taken, and Strahd regains a number of hit points
equal to that amount. The reduction lasts until the target fin-
Regeneration, Strahd regains 20 hit points at the start of his
ishes a long rest. The target dies if its hit point maximum is re-
turn if he has at least t hit point. lf he takes radiant damage,
duced to 0. A Humanoid slain in this way and then buried rises
this trait doesn't function at the start of his next turn.
the following night as a vampire spawn under Strahd's control.
Spider Climb. Strahd can climb difficult surfaces, includ-
Change Shape. Strahd transforms into a new form or back into
ing upside down on ceilings, without needing to make an
his true form. Anything he is wearing transforms with him, but
ability check.
nothing he is carrying does. He reverts to his true form ifhe
Vampire Weaknesses. Strahd has the following flaws: dies. When transforming into a new form, Strahd chooses one
Harmed by Running Water. While in running water, Strahd of the following options:
takes 20 acid damage ifhe ends his turn there, and he can't Beast Form. Strahd transforms into a Tiny bat (flying speed 30
use Change Shape. ft.) or a Medium wolf (speed 40 ft.). While in that form, he
Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 can't speak, and he retains his game statistics other than his
radiant damage at the start of his turn, has disadvantage on size and speed.
attack rolls and ability checks, and can't use Change Shape. Mist Form. Strahd transforms into a Medium cloud of mist.
While in this form, Strahd has a flying speed of 20 feet, can
Acrrorus hover, and can enter a hostile creature's space and stop
Multiattack. Strahd makes two Death Strike attacks. He can there. Strahd can pass through a space without squeezing
replace one of these attacks with Blighted Fire if available. as long as air can pass through that space, but he can't pass
through water. Strahd has advantage on Strength, Dexterity,
Deoth Strike. Melee \Meapon Attack: +9 to hit, reach 5 ft., one and Constitution saving throws, and he is immune to all non-
Iarget. Hit:8 (ld8 + 4) slashing damage plus t4 (4d6) necrotic magical damage except the damage he takes as part of his
damage. lfthe target is a creature, Strahd can forgo dealing Vampire Weaknesses trait. While in mist form, Strahd can't
slashing damage; the target then has the grappled condition tal<e any actions, speak, or manipulate objects.
(escape DC 18) instead. Sirahd can grapple only one creature
at a time. LecENDARY AcloNs
Blighted Fire (Recharge 5-5). Strahd summons shadowy, ne- Strahd can tal<e 3 legendary actions, choosing from ihe options
crotic fire that fills a 20-foot-radius sphere centered on a point below. Only one legendary action option can be used at a time
he can see within 90 feet of himself. Each creature in that area and only at the end ofanother creature's turn. Strahd regains
must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire spent legendary actions at the start of his turn.
damage plus l4 (ad6) necrotic damage on a failed save or half Cunning Escape. Strahd moves up to his speed without provok-
as much damage on a successful one. ing opportunity attacks.
Strike (Costs 2 Actions). Strahd makes one Death Strike attack.

ÄPrl:i!il];x u lcHARAüTE!- IlüS§t!.p- 25I


Tasne rHE'Wrrcn
Medium Humanoid (Human, Wizard), Chaotic Neutral

Armor Class 19 (Robe of the Archmagi)


Hit Points 210 (28d8 + 8a)
Speed 30 ft.

STR DEX coN INT wts cHA


l0 (+0) l8 (+a)
'17
(+3) 23 (+6) 12 (+1) 22 (+6)

Saving Throws lnt +12, Wis +7, Cha +12


+i8, History +.l2, Persuasion +'l2
Skills Arcana
Condition lmmunities charmed, frightened
Senses passive Perception 11
Languages Abyssal, Celestial, Common, Draconic, Elvish,
lnfernal, Sylvan
Challenge l9 (22,000 XP) Proficiency Bonus +6

Legendary Resislance (3/Day), lfTasha fails a saving throw, she


can choose to succeed instead.

Mogic Resistance. Tasha has advantage on saving throws


against spells and other magical effects. (This trait is bestowed
. by her Robe of the Archmagi.)

Special Equipment.Tasha wears a Robe of the Archmagr.

Acrrorus
Multiattack. Tasha makes two Caustic Blast attacks and uses
Psychic Whip once.

Caustic Blost. Melee or Ranged Spell Attack: +14 to hit, reach 5


,l20
ft. or range ft., one larget. Hit:21 (6d4 + 6) acid damage.
PsychicWhip.lasha psychically lashes out at one creature she
can see within 90 feet of herself. The target must make a DC 20
lntelligence saving throw. On a failed save, the target takes 21
(6d6) psychic damage and has the stunned condition until the
start ofTasha's next turn. On a successful save, the target takes
half as much damage only.

Spellcosting. Tasha casts one ofthe following spells, using ln-


telligence as the spellcasting ability (spell save DC 22, +14 to hit
with spell attacks):
Atwill: Detect Magic, Disguise Self, Dispel Magic, Light, Mage
Han d, M essa ge, P restidi gitati o n, Tash a's H i deous La u ghter
2lday: Polymorph
1/day each: Maze, Telekinesis

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"

ni'!rlttltl 3 i ril{R:1{r i!:Lt i:*sI1I}r ?53


VBcxe Vecna forged a kingdom on Oerth, but he grew
On countless worlds, his name evokes tales of ter- bored with it after several centuries. He started in-
ror and cruelty: Vecna, the Undying King. Vecna, flicting suffering on other worlds. In this adventure,
the Whispered One. Vecna, the Lord of the Rotted Vecna has risen to godhood on Oerth, but he seeks
Tower. But Vecna had humble beginnings on the to become the most powerful god in existence and
world of Oerth, where an order of wizards used him bend the multiverse to his will. By the time the char-
as a bootblack and scribe. He spent the better part acters are involved, Vecna's master plan is almost
of his childhood secretly educating himself in his complete. He has funneled a significant amount of
masters' arts. Once Vecna learned all he could, he his energy into weaving his ritual. Therefore, when
massacred the wizards. He then recorded his every the characters finally confront Vecna and try to save
foul thought and dream as he started to write his the multiverse, he is in his archlich form and not his
Book of Vile Darkness. divine form.

creature in that area must make aDC22 Constitution saving


VrcNe rHE Ancnrrcn throw. On a failed save, the creature takes 36 (8d8) necrotic
Medium tJndead (Wizard), Lawful Evil
damage and has the frightened condition for I minute. On a
successful save, the creature takes halfas much damage only.
Armor Class 18 (natural armor)
A frightened creature can repeat the saving throw at the end of
Hit Points 272 (32d8 + 128)
each ofits turns, ending the effect on itselfon a success.
Speed 30 ft.
Rotten Fote. Vecna causes necrotic magic to engulfone crea-
DEX coN INT wls CHA 'l20 feet of himself. The target must
STR ture he can see within
14 (+2) l6 (+3) l8 (+a) 22 (+6) 24 (+7) l6 (+3)
make a DC 22 Constitution saving throw, taking 96 (8d8 + 60)
necrotic damage on a failed save or half as much damage on
Saving Throws Con +12, lnt +14, Wis +.l5
Skills Arcana +22, History +14, lnsight +15, Perception +15
a successful one. A Humanoid killed bythis magic rises as a *
zombie at the start of Vecna's next turn and acts immediately
Damage Resistances cold, lightning, necrotic
after Vecna in the initiative order. The zombie is under Vec-
Damage lmmunities poison; bludgeoning, piercing, and
na's control.
slashing from nonmagical attacks
Condition lmmunities charmed, exhaustion, frightened, Spellcasting. Vecna casts one ofthe following spells, requiring
paralyzed, poisoned, stunned no material components and using lntelligence as the spell-
Senses truesight 120 ft., passive Perception 25 casting ability (spell save DC 22):
Languages Common, Draconic, Elvish, lnfernal
Atwill'. Animate Dead (as an action), Detect Magic, Dispel Mag-
Challenge 26 (90,000 XP) Proficiency Bonus +8
ic, Fly, Lightning Bolt, Mage Hand, Prestidigitation
2lday each: Dimension Door, lnvisibility, Scrying (as an action)
Legendary Resistance (s/Day), lfVecna fails a saving throw, he
1/day each: Dominate Monster, Clobe of Invulnerability, Plane
can choose to succeed instead.
Shrl (self only)
Special Equipment. Vecna carries a magic dagger named After-
thought. I n the hands of anyone other than Yecna, Afterthought Bottus AcrtoNs
is a +2 Dagger. Vile Teleport. Vecna teleports, along with any equipment he
tJndying. lfVecna is slain, his soul refuses to accept its fate and is wearing or carrying, up to 30 feet to an unoccupied space
lives on as a disembodied spirit that fashions a new body for he can see. He can cause each creature ofhis choice within l5
.l00 feet ofhis destination space to take l0 (3d6) psychic damage.
itselfafter 1d100 years. Vecna's new body appears within
miles of where he was slain. When the new body is complete, lfat least one creature takes this damage, Vecna regains 80
Vecna regains all his hit points and becomes active again. hit points.

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-

ta a DC 20 Constitution s aving throw, ending chic damage if the spell fails.


on a Succe ss. Until it s ucceeds on this save, hit by an
a fell word, deali r0 (3d 6)
res a torrent and Vecna

254 ,l iFr § .{ R4{i't E,}? n(]-c-{i}:R


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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.

tr n Umberto is a historian of Vecna. Chapter 1

u tr Mordenkainen, actually l(as in disguise, is duping everyone. Chapter 2

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.

Total Secrets Learned Total Secrets Revealed Secrets Kept

I1 I]
sEI it§il§ T1{Äfl KIiR

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