THE NINTH Encounter 10:
GLYPHSTONE OF ELDRID The Menagerie
Carved into this palm-sized chiseled stone is a glowing purple eldritch rune. The moment you touch the glyphstone,
you can sense its great power. You immediately yearn to find more glyphstones, for you sense that there are
others, and that bringing enough of them together will unlock greater power to aid you in your challenge.
You hear a smooth, baritone voice echoing in your mind:
“As a member of Sysuul’s snake cult, Ozraeline the tiefling led a swelling horde of acolytes through
the towns and villages in the lands near the dungeon. They murdered thousands - men, women, and
children alike. Ozraeline bound each victim’s soul in a special phylactery provided to her by Zaltar.
The phylactery was gifted to Zaltar by the lich Latrodectus, and was intended to help him create the
worst wickedness imaginable.
Harnessing this phylactery brimming with souls, Sysuul and Zaltar began constructing the Dais of the
Dead - an ungodly monument to pain and suffering. The ambitious undertaking required dangerous
amounts of eldritch power, so the pair conscripted a cabal of eight necromancers - Azelath, Raila,
Dur'l'kel, Beleros, Zaeda, Goloth, Ylmar, and Lazalurn. This octet of dark wizards, combined with the
multitude of souls captured within the phylactery, imbued the abominable edifice with lethal necrotic
energy. However, Sysuul tricked the eight necromancers into absorbing this deadly magic, while she
siphoned only the beneficial power invested within the dais. The wizards were instantly obliterated,
while the serpent queen ascended to the dominion of demi-godhood.
With the Dais of the Dead complete, Sysuul foresaw her destiny as imminent. Every creature slain in
her name, or within the influence of the Dais, would lose its soul into the necrotic artifact. And every
soul captured this way made the serpent queen stronger. As long as her cult and the dungeon could
continue killing living creatures her strength would continue to increase.
Nothing could stop her from gathering the power of a true god. He divine ascension was nigh.”
You must attune to this glyphstone and carry it with you at all times to gain its benefits.
• Fast Attunement (Item quality, constant): Attuning to •Resistant (Minor power, constant):The first time in an
this magic item requires only five minutes, instead of a encounter you take acid, cold, fire, force, lightning,
short rest. It does not count against the maximum necrotic, poison, psychic, radiant, or thunder damage, you
number of magic items to which you may attune. gain resistance to that damage type until the end of the
However, ending this attunement requires a short rest. encounter. This power cannot trigger more than once per
•Caring Personality (Item quality, constant):): The encounter.
glyphstone is quasi-sentient, urging you to make sure •Fly (Major power, single use): Once, as a single action,
your companions are doing okay. Are they too hot? Do you may cast the fly spell on both yourself and one other
they need to pause and have some rations? Are they sure creature you touch. The spell is cast without the need for
they can climb that wall without your help? any material components.
•Inspired Power (Major power, single use): Once, when a
spell or other effect requires a saving throw, you and any
allies within 20 feet of you may roll a d4 and add the
result to the saving throw result. In addition, you and any
allies making the saving throw receive 5/8/10 temporary
hit points.
THE TENTH Encounter 11:
GLYPHSTONE OF ELDRID Doomroller’s Labyrinth
Carved into this palm-sized chiseled stone is a glowing purple eldritch rune. The moment you touch the glyphstone,
you can sense its great power. You immediately yearn to find more glyphstones, for you sense that there are
others, and that bringing enough of them together will unlock greater power to aid you in your challenge.
In your mind you hear a baritone voice tell the following tale:
“Ozraeline watched Sysuul’s apotheosis with a mixture of awe and dread. She’d admired the
ruthless sorceress from the moment that she’d met her. But now her reverence for the
serpent queen grew to something more potent. If Ozraeline knew the corners of her own
heart as well as she knew the grip of her blood-soaked sword, Felgris, she would call this
feeling “love”. But she merely considered her feelings to be zealous loyalty.
However, her admiration was tempered with some reservations. Ozraeline was no stranger to
killing, but she’d never witnessed a blood-lust such as Sysuul’s. Deep down she feared what
would happen should the queen of forked tongues gain the true power of a god.
But Ozraeline knew as long as she remained loyal and close, she would be safe.
To fan the flames of her zealousness, Ozraeline watched over her beloved mistress at all
times. And thus she came to notice something troubling. One time too often she’d spied a
cunning smirk on Zaltar’s thin face–a smile which seemed to betray the hidden recesses of
his mind.
Ozraeline suspected that the illusionist nursed his own plots and ambitions, and that his
loyalty to Sysuul was overshadowed by his love for himself and for the dungeon that was,
in essence, a monument to his own twisted genius.
Although Ozraeline may not have understood the convolutions of her own heart, she did
understand her desire to protect Sysuul, who, now a demigod, required little in the way of
protection. Indeed, when Ozraeline revealed her suspicions to Sysuul, the goddess scoffed
and chided her devoted servant.
‘I fear neither man nor beast,’ she said. ‘I am nigh immortal, now. Besides, Zaltar worships
me. I know this.’
‘Zaltar is neither man nor beast, he’s… different.’ Ozraeline replied. ‘He’s far more devious
than you realize. But do not worry, my queen, I shall protect you if and when the time
comes - even if it means sacrificing myself.’ She knelt and kissed Sysuul’s cold hand.”
You must attune to this glyphstone and carry it with you at all times to gain its benefits.
• Fast Attunement (Item quality, constant): Attuning to •Elusive (Minor power, constant): You gain a +1 to all
this magic item requires only five minutes, instead of a saving throws. If you hit with an attack and the d20 roll is
short rest. It does not count against the maximum 15 or higher, the target of the attack roll cannot take
number of magic items to which you may attune. opportunity attacks against you until the end of your
However, ending this attunement requires a short rest. current turn.
•Blameless (Item quality, constant): •Dimension Warp (Minor power, constant): As a free
The glyphstone is quasi-sentient, pressing its personality action, you may expend a hit die without receiving any hit
upon you. Whenever you fail at something, you feel the points. You teleport to an unoccupied space up to 15ft
urge to make outrageous statements explaining how the away that you can see.
failure was not your fault.
Encounter 13:
Lava Bridge
The Gargoyle’s Tale
D ragons of all sorts abound in
the annals of Mythras, but akItminiods nkagnndothwetnhcaththaVaottoitclhceahmopraadtiher safroouwfnoddveema aohnop-amcte ecAaoslViolyre,rimadneidlnlitoiiftni’esdims baaysssiiatvvseagbmeriagpwhr.tedIrtaestdolro,ve
brother IncVthanoerdlceaanmatraeamthfoeawsr. aansdwhicekreydouasnger with a demon named X’eter’el. of heat and fire is only matched by
This infernal pair of ancient red Subsequently, the two exchanged lore, its sheer cunning.
dragons were renowned for their greed forgotten rituals and spells, and hatched Never underestimate this demon child
and their lustful joy in decimating npsidonwisreutrelrefrrpso.lmotsottoheurnddeemrmoinniec asnatdraupssurap onof tdhrianggoenlssefomr aiyt dsuwrevlilvse.within places
astoarmfweniewssh,ainplsditlfevthrilielnasggeelstiwvetoostroaocsakhm,. eaNdn.odnteurwneinreg While none of this is settling, the It is a fierce and powerful beast that
Not even Valoria, when just a few learned rest easier knowing that shares a natural resistance toward
centuries ago the two great wyrms Volcamathar and Incandantamos no magic like its mother and loves to
burned the skies and nearly destroyed longer menace Mythras. menace those that wield it.
the crown jewel of Mythras. Hfonodweovfero, ctchaesidornaaclolynircemsiibnldininggs athree Aits rfaeraersfoemw eharvoearl.ivMedy taodvteiclle t–aleruonf.
fVoaoltonroiatewhoaudldthheavseibbliencgosmneota ghrioswtonrical goodly people that they still live. They
disinterested in their endeavor and left accomplish this bit of deadly mischief
the surviving inhabitants to extinguish by sending demons of their own
the inferno that spread like plague cgrreoautniodns ttoo tchaeuisreetrrsotwubhliele inhutnhteinirgstead.
through the city. And the most nefarious demon that
Ihnavterudthes,trtohyeedpatirhewowuhlodl’eveomf Mayyetahsrialsy they’ve created is known as a Vermil-
were it not for their legendary laziness lion. Woe to any who crosses paths
and apathy. with this death-dealing beast.
Soon, the siblings became so bored
kabnnedhoiwnwndichkanoeddw etthnhateetyretfhdoeuytnhldeefAtthbMeyirsystw.harIyatsitson’tthe
Abyss, but disparate sources from
various summoned internals have
confirmed what is here.
THE TWELFTH Encounter 13:
GLYPHSTONE OF ELDRID Lava Bridge
Carved into this palm-sized chiseled stone is a glowing purple eldritch rune. The moment you touch the glyphstone,
you can sense its great power. You immediately yearn to find more glyphstones, for you sense that there are
others, and that bringing enough of them together will unlock greater power to aid you in your challenge.
In your mind you hear a baritone voice tell the following tale:
“It should surprise no one that Zaltar was as insidious and cunning as he was treacherous
and self-serving. He lived inside his own mind most of the time, exploring its uncharted
depths and hatching sinister schemes for his own amusement. His thoughts were often more
convoluted than his dungeon–a multi-tiered maze of endless possibilities.
He had no desire to conquer Mythras in any overt fashion; instead he sought to undermine
and confuse the rightful rulers of the world. He wished to manipulate events merely for the
sake of doing so. Such was the inscrutable mind of the illusionist.
He found Ozraeline’s attempts to discern his schemes pathetically amusing, and he lured her
into a trap. Through illusions and well-placed whispers into Sysuul’s ear, he poisoned the
serpent queen’s thoughts: he convinced her that Ozraeline was disloyal and would attempt to
murder her mistress to gain godlike power for herself.
Enraged by this apparent betrayal, Sysuul imprisoned Ozraeline before the tiefling could
plead her case. However, before Sysuul could slay her apparent betrayer Zaltar convinced her
to stay her hand.
He counseled that spending an eternity in spectral service was too good an end for Ozrae-
line - such a backstabber didn’t deserve to be in the presence of her majesty, she deserved
banishment and endless solitude. Zaltar promised to whisk the offending tiefling from
Sysuul’s sight and ensure that she suffered unendingly in retribution for her crimes.
Normally, Sysuul would have savored the chance to inflict eternal torment on a traitor.
But now her ascension to godhood was so close that she could only focus on gluttonously
gathering more divine power.
She bade Zaltar deal with Ozraeline, and that was the last anyone saw of the tiefling.”
You must attune to this glyphstone and carry it with you at all times to gain its benefits.
• Fast Attunement (Item quality, constant): Attuning to •Arcane Gift (Minor power, constant): You gain +1 to all
this magic item requires only five minutes, instead of a spell attack rolls.
short rest. It does not count against the maximum •Arcane Sacrifice (Minor power, constant): You may
number of magic items to which you may attune. expend a hit die to gain advantage on your next two spell
However, ending this attunement requires a short rest. attack rolls. You may instead expend two hit dice to re-roll
•Prodigy (Item quality, constant): a spell attack roll you have just made.
The glyphstone is quasi-sentient, pressing its personality •Eldritch Domination (Major power, single use): As a free
upon you. It believes you are destined to be a powerful action, you may use this power and expend a hit die. For
arcanist, and that you should excel at magic, no matter your next two spells requiring a saving throw, one of the
the cost. You may decide whether and to what extent targets of each spell (your choice, if there is more than
this quality influences you. one target) has disadvantage on the saving throw.
Encounter 13:
Lava Bridge
THE SHIELD OF ANDRONICUS
This thin and long metal shield is made from deep blue steel
decorated with gold trim. Initially, the center of the shield shows
a circle of small rubies.
You must attune to this shield and ready it to gain its benefits.
•Fast Attunement (Item quality, constant): •Resilience of Andronicus (Item quality, constant):
Attuning to this magic item requires only five This shield provides a +1/1/2 bonus to AC.
minutes, instead of a short rest. Ending this If you also wield the sword of Andronicus, you
attunement requires a short rest. gain advantage on saving throws against spells
or other magical effects.
•Holy Symbol (Item quality, constant): While
the shield is attuned to you, the rubies on the •Elemental Absorption Elemental Absorption
front of the shield display the holy symbol of (Item quality, once per encounter): The first time
your deity, if you worship a good-aligned deity. you suffer elemental damage in an encounter, you
This counts as wielding a holy symbol. gain resistance against that element. The resistance
takes effect after the damage is applied, and is
lost when you end combat.
•Levitation: (Item quality, once per long rest):
You may cast the levitate spell without requiring
any material components.
THE ELEVENTH Encounter 14:
GLYPHSTONE OF ELDRID Khri Colony
Carved into this palm-sized chiseled stone is a glowing purple eldritch rune. The moment you touch the glyphstone,
you can sense its great power. You immediately yearn to find more glyphstones, for you sense that there are
others, and that bringing enough of them together will unlock greater power to aid you in your challenge.
In your mind you hear a baritone voice tell the following tale:
“Sysuul’s cult began to spread slaughter to the far corners of Mythras. Every innocent slain
in the name of the serpent queen was in turn gathered into the putrid stones of the Dais of
the Dead. And each new soul invested Sysuul with additional might. The soon-to-be goddess
fed upon this glut of power, swooning and moaning as raw vitality surged through her veins.
She grew ravenous for ever more souls - a thirst for the life-force of innocents that was
insatiable. If her acolytes couldn’t find enough victims to please her, she set her followers
upon one another and fed the terrifying platform with so much power that the stones
wept blood.
The body and mind of the serpent queen swelled with might. She grew so powerful that she
felt as though she could reach into the firmament above and strangle the very stars. She was
pleased, and yet she hungered for even more. She could taste her full ascension to godhood.
All that remained for her apotheosis was a shrine and a final ritual.”
You must attune to this glyphstone and carry it with you at all times to gain its benefits.
• Fast Attunement (Item quality, constant): Attuning to this •Agile (Minor power, constant): You gain a +1 to Dexterity
magic item requires only five minutes, instead of a short rest. It saving throws and your speed increases by 10 feet.
does not count against the maximum number of magic items to •Enhanced Reflexes (Major power, single use): Once, as a
which you may attune. However, ending this attunement requires bonus action, you may cast the haste spell (self only) without
a short rest. needing any material components.
•Upbeat (Item quality, constant): •Quartet of the Long Rest: (Major power, single use):
The glyphstone is quasi-sentient, pressing its personality upon When this glyphstone and seven other glyphstones are brought
you. When you or another party member suffers a setback, the together, and up to seven characters meditate for ten minutes,
glyphstone encourages you to loudly voice the positive side of the characters receive the benefits of a long rest.you know
things and proclaim just how wonderfully everything is sure to the result.
turn out.
THE KOBOLDS’ Encounter 14:
Khri Colony
WONDROUS WAND
Wand of Wonder
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of
its charges and choose a target within 120 feet of you. The target can be a creature,
an object, or a point in space. Roll d100 and consult the following table to
discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If
the spell normally has a range expressed in feet, its range becomes 120 feet if it
isn't already. If an effect covers an area, you must center the spell on and include
the target. If an effect has multiple possible subjects, the GM randomly determines
which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend
the wand's last charge, roll a d20. On a 1, the wand crumbles into dust
and is destroyed.
D100 EFFECTS:
01-05 You cast slow. 50-53 You enlarge the target as if you had 88-90 A stream of 1d4 × 10 gems, each worth 1
cast enlarge/reduce. If the target can't be gp, shoots from the wand's tip in a line 30
06-10 You cast faerie fire. affected by that spell, or if you didn't feet long and 5 feet wide. Each gem deals
target a creature, you become the target. 1 bludgeoning damage, and the total
11-15 You are stunned until the start of your damage of the gems is divided equally
next turn, believing something awesome 54-58 You cast darkness. among all creatures in the line.
just happened.
59-62 Grass grows on the ground in a 60‐foot 91-95 A burst of colorful shimmering light
16-20 You cast gust of wind. radius centered on the target. If grass is extends from you in a 30‐foot radius. You
already there, it grows to ten times its and each creature in the area that can see
21-25 You cast detect thoughts on the target normal size and remains overgrown for must succeed on a DC 15 Constitution
you chose. If you didn't target a creature, 1 minute. saving throw or become blinded for 1
you instead take 1d6 psychic damage. minute. A creature can repeat the saving
63-65 An object of the GM's choice disappears throw at the end of each of its turns,
26-30 You cast stinking cloud. into the Ethereal Plane. The object must ending the effect on itself on a success.
be neither worn nor carried, within 120
31-33 Heavy rain falls in a 60-foot radius feet of the target, and no larger than 10 96-97 The target's skin turns bright blue for 1d10
centered on the target. The area becomes feet in any dimension. days. If you chose a point in space, the
lightly obscured. The rain falls until the start creature nearest to that point is affected.
of your next turn. 66-69 You shrink yourself as if you had cast
enlarge/reduce on yourself. 98-00 If you targeted a creature, it must make a
34-36 An animal appears in the unoccupied space DC 15 Constitution saving throw. If you
nearest the target. The animal isn't under 70-79 You cast fireball. didn't target a creature, you become the
your control and acts as it normally would. target and must make the saving throw. If
Roll a d100 to determine which animal 80-84 You cast invisibility on yourself. the saving throw fails by 5 or more, the
appears. On a 01–25, a rhinoceros appears; target is instantly petrified. On any other
on a 26–50, an elephant appears; and on a 85-87 Leaves grow from the target. If you failed save, the target is restrained and
51–100, a rat appears. chose a point in space as the target, begins to turn to stone. While restrained in
leaves sprout from the creature nearest this way, the target must repeat the saving
37-46 You cast lightning bolt. to that point. Unless they are picked off, throw at the end of its next turn, becoming
the leaves turn brown and fall off after petrified on a failure or ending the effect
47-49 A cloud of 600 oversized butterflies fills 24 hours. on a success. The petrification lasts until
a 30‐foot radius centered on the target. the target is freed by the greater restoration
The area becomes heavily obscured. spell or similar magic.
The butterflies remain for 10 minutes.
THE TORN PARCHMENT Encounter 14:
Kri Colony
Encounter 14:
Kri Colony
THE TORN MAP
THE TWO HALVES Encounter 14:
Kri Colony
THE THIRTEENTH Encounter 15:
GLYPHSTONE OF ELDRID Shrine of Sysuul
The completion of the dungeon was commemorated with a ritual which
took three days and included scores of mutilations, placations to
forgotten deities, and incantations in forbidden tongues.
The grand culmination of these rites was a ceremony of binding
between Sysuul and Zaltar. Sysuul would tether his soul to hers,
draining his life-force and giving her the final element of eldritch
empowerment she needed to become a true god.
Sysuul’s goal was never realized, however.
Carved into this palm-sized chiseled stone is a glowing The ceremony began as intended. But the moment Sysuul braided
purple eldritch rune. Unlike previous glyphstones, this one fingers with Zaltar in preparation for the binding–he flickered out of
radiates darkness. existence. The mage who stood beside her had been nothing more than
In your mind you hear a baritone voice tell the following tale: a phantasm–an illusion controlled remotely by the real Zaltar. Instead
of becoming a goddess, Sysuul was left standing alone at the
“After decades of toil, arcane rites, and savage bloodshed, the Dungeon pitch-black altar. The walls of the shrine and the entire dungeon echoed
of Doom was finally completed. The capstone was the great dais in the with her bellows of rage.
final shrine. The massive slab of obsidian was harvested in a dark Zaltar had used his illusions and guile to deceive Sysuul all along–
dimension of unholy ilk, and so infused with necrotic energy that just to provide him with the power and dark forces necessary to create his
touching it could damage the soul of a Living creature. dungeon and imbue it with an unholy life of its own. He had also
To top off the dais, Zaltar unveiled a surprise gift for the queen of cleverly modified the final commemoration rituals. Instead of infusing
forked tongues. He’d secretly crafted a massive idol for her: a Sysuul with the ultimate power of a god, the ritual was actually
three-headed serpent statue, encrusted in rubies, gilded with gold, and designed to capture her with godlike force. All her strength would then
towering nearly twenty feet high. The awe-inspiring idol clutched a be used to fuel and maintain the dungeon for an eternity. That which
brazier that held an everburning flame; the fire crackled with the sound had provided Sysuul with nearly limitless power–the Dais of the Dead -
of burning flesh and shrieked with the screams of the dying. Sysuul was was now turned against her, locking her away. And the glorious idol
delighted with the gift. that Zaltar had given her would be her endless prison.
This is where I, Archmagnus Eldrid Occolan, enter the tale. It was I
who crafted the soul trap statue for Zaltar. An arcane prison, empowered
by the very energy harnessed in the dungeon – the souls of the living.
The key to this prison I split into 13 parts and entrusted to Zaltar to
guard in his elaborate deathtrap dungeon. As wary as ai was to work
with the treacherous mage, I saw no other way to protect my beloved
Mythras.
And thus, the great trap was set into motion and Zaltar’s scheme came
to completion. With a thunderclap that shook the Erinthor Mountains
to their tallest peak, Sysuul’s soul was forcibly ripped out of her body.
As her mortal form was torn asunder, the queen of forked tongues
unleashed a scream so full of hate and vitriol that it instantly struck
dead all the acolytes that heard it. And with that, Sysuul’s black soul
was entombed within the great three-headed snake statue, where it still
lingers, filled with burning hatred and vengeance to this very day.”
The moment you touch the glyphstone, you can sense its great power… but also its corruption.
You immediately become attuned to this glyphstone.
• Cursed (Item quality, constant): You must carry this glyphstone with •Mark of the Serpent (Item quality, constant):Your teeth become fangs, and
you at all times, though you can still touch it to Sysuul’s black altar. you gain a serpent’s tongue. You have a +2 to Wisdom (Perception) checks.
A remove curse spell ends the glyphstone’s effects upon you and allows Any snake creatures or creatures allied with Sysuul immediately recognize
you to place it in a bag or other container so that you may carry it that you are cursed, and attack you last if you encounter them while
without becoming further cursed. If you or another creature touches it accompanied by others they regard as enemies.
again, whoever touches it become cursed once more. •Vulnerable to Sysuul (Item quality, constant): When Sysuul attacks you,
•Completionist (Item quality, constant):) The glyphstone she scores a critical hit on an unmodified roll of 15-20. Each time you are
is quasi-sentient, pressing its personality upon you. You want struck by a critical hit by Sysuul, you may attempt a DC 13/14/15
to start what you have finished. Charisma saving throw. On a success, you are no longer cursed by the
thirteenth glyphstone.
VECTIS Encounter 15:
Shrine of Sysuul
SYSUUL’S SCIMITAR
Weapon (scimitar), legendary (requires attunement)
The moment you touch this massive scimitar it immediately shrinks to the perfect size
for you to wield.
The keen blade is made of mithril, and the hilt is made of deep bronze. It is inlaid
with rubies and carved with writhing serpents. Inscribed in the hilt in infernal script is
the name of the weapon “Vectis”. The sword radiates an aura of intense necrotic
energy.
•You gain a +2 bonus to attack and damage rolls it can then make a DC 15/16/17 Constitution
made with this magic weapon saving throw, ending the effect of all such wounds
•Hit points lost to this weapon’s damage can be on itself on a success. Alternatively, the wounded
regained only through a short or long, rather than creature, or a creature within 5ft of it, can use an
by regeneration, magic, or any action to make a DC 15/16/17 Wisdom (Medicine)
other means. check, ending the effect of such wounds on it on a
success.
•Once per turn, when you hit a creature with an •Once per day, when you hit a creature with an
attack using this magic weapon, you can wound the attack using this magic weapon, you can inflict the
target. At the start of each of the wounded creature’s target with a Blight spell, cast as a 4th/5th/6th
turns, it takes 1d4 necrotic damage for each time level spell
you’ve wounded it, and it •As long as you are attuned to this weapon you are
always considered to have one failed death save. This
failed death save cannot be removed short of a wish
spell.
Encounter 15:
Shrine of Sysuul
SYSUUL’S NECKLACE
Wondrous item, Legendary (requires attunement)
The moment you touch this massive necklace it immediately
shrinks to fit your neck. It is a golden necklace, adorned with
6 flawless rubies. Etched in the setting above the central ruby
is the phrase “Immolate the impure”, written in infernal.
• This necklace has 1/2/3 ruby beads hanging •Every day at sunset, the necklace regrows
from it. You can use an action to detach a 1d2 beads.
bead and throw it up to 60 feet away. When it
reaches the end of its trajectory, the bead • While attuned to this item, any time you inflict
detonates as a 3rd-level fireball spell fire damage you may re-roll 1’s or 2’s for that
(save DC 15). damage.
• You can hurl multiple beads, or even the • As long as you are attuned to this item you are
whole necklace, as one action. When you do vulnerable to cold damage.
so, increase the level of the fireball by 1 for
each bead beyond the first.
267
Appendix C:
268
269 Zaltar’s Throne
Secret
Exit
Zaltar’s Game Table
Double Doors Entrance Chamber
Crossbow
Zaltar’s Gameroom
Trap
o
Entrance
Door
Blade 2
Blade 1
Wall of Force
Glyphstone Warded Door Hallway Intersection
Wall of Force Blade-Trapped Hallway
Arcane Alcove
Wall of Force Spike Trap With Skeleton
Serpent Pillars oEncounter Two:
270 Alcove With Arcane Alcove
Torchlight
271
Torch Barred Gate Eldritch Wall Ward
Trap Door
Entrance
Iron Levers
Trap Door Entrance Room
Central Chamber
Trap Door Eldritch Wall Ward Chamber of Law
Chamber of Chaos
Eldritch Wall Ward Chamber of Neutrality
Key Pedestal (Hidden Below)
Encounter Three:
Lever Chamber
Exit (Leads to Encounter 5) Glyphstone Treasure/Spyglass
Secret Door
Water Puddle Crossbow Trap
Glyphstone Sack of Dirt
Sword of Scroll Alcove Hallway
Andronicus Main Chamber
Entrance Room Of The Last Fire
Apparitions Room Of Deadly Waters
Ghostly Fire Dullog’s Body First Treasury
Second Treasury
Ash
Crossbow Trap
272 Barred Exit
(Leads to Encounter 7)
273 Exit (Leads to Acid Bath)
Hound
Entrance
Gargoyles
Flame Trap Spike Pit Trap
Second Spike Pit
Pressure Plate
Sticky Landing Illusionary Wall
Moving Spike Wall
Third Spike Pit Skeleton Gargoyle Hallway
Holes and Swarm Flame Trap First Pit And Landing
Dropping Net Trap Second Pit And Spear Wall
Third Pit, Net Trap, And Landing
Fourth Pit And Final Landing
Fourth Spike Pit
(Contact Poison)
Launching Net Trap Hand-Severing
Blade Trap
Glyphstone
Swinging Blade Serpent Brazier
Skeleton
Acid Acid Bath
Swinging Blade
Serpent Brazier
274 Amulet Encounter Six:
Acid Bath
275 Glyphstone
Treasure Chamber
Runic Golems
Gorgon
Combat Begins Mosaic Antechamber
On Level C Main Chamber, Ground Level
Trap Stair Tile Main Chamber, Upper Level
Main Chamber, Treasure Chamber
Ground Level
Encounter Seven:
Mosaic Gorgon Tiers
Antechamber
Runic Golems
Treasure
Room D
Riddle Pillar
Treasure Stairway And Antechamber
Room E Riddle Pillar
Treasure Puzzle Chamber
Room F Treasure Room D
Treasure Room E
Treasure Room F
Puzzle Chamber Encounter Eight:
Stairway And Antechamber
276
277
Encounter Eight:
Hallway
Side Pools Warded Doors Side Pools
Chamber Of The Obelisk Hallway
Warded Doors
278 Side Pools
Chamber Of The Obelisk
Encounter Nine:
Eldritch Pools
279
Glyphstone The Prison
Secret Door Secret Door
The Prison
Encounter Ten:
Ozraeline’s Cell The Menagerie
Entrance And Doomroller
First Lava Pit Moving Wall Spears
Moving Walls Second Lava Pit
Moving Walls Entrance And First Lava Pit
Glyphstone Doomroller
Plinth Arch Moving Wall Spears
Moving Walls
Second Lava Pit
Plinth Arch
Moving Encounter Eleven:
Wall Spears
Doomroller’s Labyrinth
280
281
Secret Door Dais and Pillars
To The Khri Colony
Ossuary Skeleton
Grottos
Exit To The Ossuary Grottos Ossuary Grottos
Lava Bridge Ossuary Grottos Dais and Pillars
Secret Door To The Khri Colony
Ossuary Exit To The Lava Bridge
Grottos
Encounter Twelve:
Ossuary Grottos Dais of the Dead
Raven Spheres
Draconic Hallway 2
Grand Stairway
Breached Wall Chamber Of Orbs 1
And Fire
1 Draconic Hallway
Grand Stairway
Alcove Lava Chamber Chamber Of Orbs And Fire
Lever Puzzle Lava Chamber
2 Door To The 1 Breached Wall
Vault Entrance 2 Door To The Vault Entrance
Dais And Glyphstone
Chamber Of Snakes Alcoves
Chamber Of Snakes
Alcove Dais And Glyphstone
Encounter Thirteen:
282 Lava Bridge
283To Lava Bridge Khri Egg
Hidden Spike Traps Chamber
Body
Lava Chamber Chamber Of
And Kobold Lair The Glyphstone
Central Chamber
Symbiote
Egg Chamber
Khri Egg Khri Egg Entrance From Menagerie
Chamber Chamber Chamber Of The Fallen
Khri Egg Symbiote Egg Chamber
Entrance Tunnel Chamber Tunnel Junction
From Junction Khri Egg Chamber
Menagerie Central Chamber
Chamber Of The Glyphstone
Chamber Lava Chamber And Kobold Lair
Of The Fallen
Encounter F
Symbiote Egg Chamber
Khri Colony
Idol of Sysuul
Inner Sanctum
Forsaken
Altar
Chamber Of Sacrificial Pit
Sacrifices Fireball Trap
Chamber Of
The Final Glyphstone Chamber Of The Final Glyphstone
Chamber Of Sacrifices
Inner Sanctum
284
285
Appendix D:
286
287 AV-502 AV-507
Vaulted Wall (Magnetic) with Vaulted Open
Arch Wall with
AV-519 MagnetiTcR-A50r5row Launcher
IN-503
1x1 Dungeon Floor BaIrNs-5i0n2sert OR Insert
Solid Wall
AV-508 AV-503
AV-508
Vaulted Corner Vaulted Wall
Vaulted Corner With LED Socket
K1-503 AV-504
Classic Dungeon Vaulted Diagonal Wall
1x1 Wall
DunAgVe-5o1n6 Floor AV-520
PS-501 DuAnVg-e5o16n Floor
4x4 Dungeon Floor
Passage Wall
DunAgVe-5o1n6 Floor AV-524
DuAnVg-e5o1n6 Floor
2x4 Grand
Vaulted Wall
(Magnetic)
AV-501 AV-508 Vaulted AV-503 LED Socket VauAlVte-d501Wall
Vaulted Wall Vaulted Corner Wall With
PassPaSg-5e01Wall AV-504
ClassicK1D-5u0n3geon
1x1 Wall Vaulted Diagonal Wall
VaulAteVd-50C8 orner AV-519 DR-507
1x1 Dungeon Floor Vaulted Double
Door Frame With
WDRo-5o0d8en Double Doors
288
289 K1-503 VauAltVe-d50W1 all Vaulted WAVa-l5l0(2Magnetic) AV-508
VauAltVe-d50W1 all
Classic Dungeon Vaulted Corner
1x1 Wall
TR-514
AV-515
Magnetic
LED Socket Alcove Wall Glyph
with
*TR-512 Floor Trap - Spikes
ET-813 **
***1x2 DunAgVe-o51n8Floor
LED Serpent
Wall Orb DuAnVg-e5o16n Floor
AV-508
Vaulted Corner
AC-517 K1-503 PS-503 PS-504 PS-502
Serpent Pillars Classic Dungeon Passage Passage Magnetic Passage Wall with
1x1 Wall Short Wall Inside Corner MagneticTRS-5w0i2nging Blade Trap
AV-518 PS-503 PPSa-s5s0a3ge PasPsSa-g5e01Wall
Short Wall
1x2 Dungeon Floor Passage
Short Wall
PS-501 DuAnVg-e5o16n Floor DuAnVg-e5o16n Floor
Passage Wall
DunAVg-e5o1n6 Floor
DuAnVg-e5o16n Floor
PS-501
Passage Wall
* TR-520 PPSa-s5s0a4ge PS-503 PS-501
Wall of Force (3 shown here) Inside Corner
Passage Passage Wall
** TR-511 Short Wall
False Floor Lid
PS-502
*** DR-501
Vaulted Door Frame Magnetic Passage Wall with
(Warded Door Insert) Magnetic SwTRin-5g0i2ng Blade Trap
View Into Arcane Alcove View Into Blade-Trapped Hallway
290
AV-507 K1-505
Classic Dungeon Freestanding Corner
291 Vaulted Open Arch Wall with AV-517 AC-520 AV-510
AV-510 BaIrNs-5in02sert OR IN-503 Insert 2x2 Dungeon Trapdoor Floor Eldritch Trap Door Vaulted Corner With LED Socket
Vaulted Corner With LED Socket Solid Wall and AAnCg-l5e0d6 LED
Wall Torch
VauAltVe-d50W1 all VauAltVe-d50W1 all
AC-519
and AAnCg-l5e0d6 LED
Wall Torch OR Eldritch Wall Ward
DunAgVe-o51n6 Floor AV-513 Large Curve Half Floor AV-513 Large Curve Half Floor VauAltVe-d50W1 all
AV-501 * * VauAltVe-d50W1 all
Vaulted Door Frame K1-505
(Ancient Door Insert)
Classic Dungeon Freestanding Corner
DunAgVe-o51n6 Floor 4x4 DAuVn-5g2e0on Floor
AV-517
VauAltVe-d50W1 all
2x2 Dungeon Trapdoor Floor with
AC-520 Eldritch Trap Door
AV-501 * * AV-501
Vaulted Wall AV-513 Large Curve Half Floor AV-513 Large Curve Half Floor Vaulted Wall
AV-510 AV-510
Vaulted Corner With LED Socket Vaulted Corner With LED Socket
and AAnCg-l5e0d6 LED
Wall Torch AC-506
AC-519 and Angled LED
Wall Torch
OR Eldritch Wall Ward
AC-519
* AV-512
Vaulted Large Curve with OR Eldritch Wall Ward
LAaVrg-5e14Curve Wall Solid
Insert (Magnetic) and VauAltVe-d50W1 all AV-501 VauAltVe-d50W1 all
TR-501
Magnetic Wall Lever Vaulted Wall
AV-517
2x2 Dungeon Trapdoor Floor with
AC-520 Eldritch Trap Door
K1-505
Classic Dungeon Freestanding Corner
292
293 Vaulted WAVa-l5l0(2Magnetic) with AC-532
TR-514 Sword of Andronicus
AV-508 AV-501 AV-508 Magnetic AV-508 VauAltVe-d50W1 all AV-508
Wall Glyph
Vaulted Corner Vaulted Wall Vaulted Corner Vaulted Corner Vaulted Corner
AV-507 DunAgVe-o51n6 Floor VaAuVl-t5e0d1 Wall DunAgVe-o51n6 Floor VauAltVe-d50W1 all DunAgVe-o51n6 Floor DunAgVe-o51n6 Floor VDaRu-l5t0ed1 Door Frame
(Ancient Door Insert)
Vaulted Open
Arch Wall with
BaIrNs-5i0n2sert OR Solid IN-503 Vaulted DooDrRC-50o3rner K1-503 * ** ClassiKc1-D50u3ngeon VauDlRte-5d03Door Corner
1x1 Wall
Wall Insert
AV-519 AV-519 CorneArV-S51e1cret Door
1x1 Dungeon Floor
VaulAteVd-50C8orner DunAgVe-o51n6 Floor DunAgVe-o51n6 Floor DunAgVe-o51n6 Floor VauAltVe-d50W1 all
VauAltVe-d50W1 all VauAltVe-d50W1 all
DunAgVe-o51n6 Floor VauAltVe-d50W1 all VauAltVe-d50W1 all
TreaAsCu-r5e15Pile
VauAltVe-d50C9 orner DunAgVe-o51n6 Floor VauAltVe-d50C9 orner AV-508
(Magnetic) with (Magnetic) with
MagTnRe-5ti0c5 Arrow Vaulted Corner
Launcher PS-501 PS-501
TR-505
* DR-507 Passage Wall Passage Wall
Vaulted Double Magnetic Arrow
Door Frame With Launcher
** PDlRin-5th13Arch (Magnetic) AV-501
Vaulted Door Frame
(Ancient Door Insert)
294
295
AV-516 AC-505
Gargoyle Magnetic
Corner Manacles
Pillars
TR-522 K1-506 K1-506
2x2 Net Trap Classic
Dungeon Classic
TR-522 TR-503 Wall Dungeon
Wall
Magnetic Flame Jet
K1-506
2x2 Net Trap FalsTeRF-5l1o1or Lid FalsTeRF-5l1o1or Lid FalsTeRF-5l1o1or Lid K1-506
(above spike pit) Classic Classic
TR-514 (above spike pit) (above spike pit) FalsTeRF-5l1o1or Lid PPSa-s5s0a3ge Dungeon Dungeon
(above spike pit) Short Wall Wall Wall
Glyphstone (Magnetic)
K1-501 K1-501
PS-501 PS-501 PS-501 Classic
PS-501 PS-501 PasPsaS-g5e01Wall MaPgSn-5e0t2ic PasPsaS-g5e01Wall PasPsaS-g5e01Wall Dungeon Classic
Passage Wall Passage Wall Passage Wall Passage Wall Wall Dungeon
Passage Wall Passage Wall (Magnetic) Wall
DR-513 (Magnetic)
DunAgVe-o51n6 AV-518 FloToRr-51T2rap AV-518 FloToRr-51T2rap DunAgVe-o51n6 FloToRr-51T2rap DuAnVg-e5o1n6 FloToRr-51T2rap DunAgVe-o51n6 AV-518
Plinth Arch Floor Spikes Floor Spikes Floor Spikes Floor
(Magnetic) 1x2 1x2 1x2
Dungeon Dungeon
Floor Dungeon Spikes Floor
Floor
PS-501 PS-501 PasPsaS-g5e01Wall PasPsaS-g5e01Wall PasPsaS-g5e01Wall PasPsaS-g5e01Wall K1-506 ClassKi1c-5D06ungeon Wall
Passage Wall Passage Wall Classic
PS-503 MagPnS-e5t0ic2 PS-504 Dungeon Wall DR-502
Passage Wall
TR-503 Passage Passage AV-518 PS-504 DR-502 Vaulted Narrow
Short Wall Inside Corner Door Frame
Magnetic Flame Jet 1x2 Dungeon Floor Passage Vaulted Narrow (With Ancient Door)
Inside Corner Door Frame
DunAgVe-o51n6 Floor PS-503
(With Ancient Door)
PPSa-s5s0a3ge Passage
Short Wall Short Wall
PassPaSg-5e05Outside PassPaSg-5e05Outside
Corner Wall Corner Wall
TR-504
Magnetic Wall Spears
TR-507
Magnetic Trap Stand
296
297
PassPaSg-5e05Outside PS-501 PS-501 PS-501 PS-501 PS-501 LEDAVS-5o22cket Floor and ET-514 Brazier
Corner Wall
Passage Passage Passage Passage Passage LED Serpent
Wall Wall Wall Wall Wall
PS-502 PPSa-s5s0a3ge PassPaSg-5e05Outside
Short Wall Corner Wall
Magnetic
Passage 1x4 ADV-u5n2g7eon Floor PS-501
Wall
AV-527 Passage
PS-504 Wall
1x4
Passage Dungeon PS-501
Inside Corner Floor
Passage
PS-503 * Wall
Passage PS-501
Short Wall
Passage
AV-518 AV-518 AV-527 AV-519 DunAgVe-o51n6 DunAgVe-o51n6 AV-527 Wall
Floor Floor
1x2 1x2 1x4 1x1 1x4
Dungeon Dungeon Dungeon Dungeon Dungeon
Floor Floor Floor Floor Floor
PS-503 ** AV-518 PS-501 AV-522
Passage 1x2 Passage LED Socket Floor
Short Wall Dungeon Wall
Floor ET-514
PS-504 1x4 ADV-u5n2g7eon Floor AV-527 PS-501
and LED Serpent Brazier
Passage 1x4 Passage
Inside Corner PS-502 Dungeon Wall
Floor
Magnetic
Passage
Wall
PPSa-s5s0a3ge PassPaSg-5e05Outside
Short Wall Corner Wall
PassPaSg-5e05Outside PS-501 PS-501 PS-501 PS-501 PS-501
Corner Wall
Passage Passage Passage Passage Passage
Wall Wall Wall Wall Wall
* MTR-a5g0n2etic Swinging ** MTR-a5g0n2etic Swinging
Blade Trap Blade Trap
EV-516 EV-512 EV-512 EV-514
Elevation Dungeon Dungeon Dungeon
Arch Elevation Elevation Elevation
Block Block Pillar
EV-513
EV-514
Dungeon
Ramp Dungeon
Elevation
Pillar
EV-516
Elevation
Arch
EV-513
Dungeon
Ramp
298
299
AV-508 AV-501 AV-501 AV-501 AV-501 AV-504
Vaulted Corner Vaulted Wall Vaulted Wall Vaulted Wall Vaulted Wall Vaulted
K1-504 Diagonal
AV-504 AV-501 AV-501 AV-501 AV-501 AV-508 Classic Dungeon Wall
Vaulted Vaulted Wall Vaulted Wall Vaulted Wall Vaulted Wall Vaulted Corner 1x1 Corner
Diagonal
Wall
AV-516 AV-501
Dungeon Floor AV-516 Dungeon Floor AV-516 Dungeon Floor AV-516 Dungeon Floor Vaulted Wall
AC-530 AV-516 Dungeon Floor AV-501 Nook WeAap1o-n5R0a2ck TR-514
Golem Wall Vaulted Wall EV-502 Dais Straight Glyphstone
(Magnetic)
DR-507 EV-520 AV-519 1x1 Dungeon Floor
Vaulted Double Epic Stairs
Door Frame Right Curve
AV-516 Dungeon Floor AV-516 Dungeon Floor EV-512 Dungeon Elevation Block
AC-501
K1-506 AV-516 Dungeon Floor AV-518 Ancient Pillar AC-516
Classic DungeonWall AV-516 Dungeon Floor 1x2 Dungeon Floor Gargoyle
Pillar DR-514
AV-501 AC-504 Warded Door
Vaulted Wall LED Fire Pit EV-506 With Frame
AC-522
AV-516 Dungeon Floor AV-516 Dungeon FloorEV-512 Dungeon Elevation Block EV-506 Gorgon Statue Dais 2” Outside AV-524
AV-522 LED Socket Floor Dais 2” Outside Curve 2x4 Grand
Curve Vaulted Wall
AC-516 (Magnetic)
Gargoyle
Pillar AV-519 1x1 Dungeon Floor
AV-501 DR-509 AV-518 EV-502 Dais Straight
Vaulted Wall AV-516 Dungeon Floor AV-516 Dungeon Floor 1x2 Dungeon Floor Nook WeAap1o-n5R0a2ck
Iron Double Doors
AC-530 Golem Wall AV-516 Dungeon Floor
AV-501 EV-521 AC-501 AV-516 Dungeon Floor AV-501
Vaulted Wall Ancient Pillar Vaulted Wall
Epic Stairs
Left Curve
K1-506 AV-516 Dungeon Floor K1-504
Classic DungeonWall AV-516 Dungeon Floor Classic Dungeon
1x1 Corner
AV-504
Vaulted AV-508 AV-501 AV-501 AV-501 AV-508 AV-504
Diagonal Vaulted Corner Vaulted Wall Vaulted Wall Vaulted Wall Vaulted Corner Vaulted
Wall Diagonal
VaAuVlte-d5W01all VaAuVlte-d5W01all VaAuVlte-d5W01all DR-501 Wall
Vaulted Door Frame
PPasSsa-g5eW01all PS-501 AV-521
PassageWall 8x8 Dungeon Floor
AV-516 Dungeon Floor
PS-501 AV-516 Dungeon Floor PS-501 AV-518
PassageWall PassageWall 1x2 Dungeon Floor
= Dungeon Platform EV-501 K1-503
= 8x8 Dungeon Floor 12” Dungeon Platform
With Lid – Classic Dungeon 1x1 Wall
Please note that
lid is removed and Encounter Seven:
not used in build. Gorgon Tiers
Encounter Seven:
Gorgon Tiers
300