Chapter 3 Float like a Castle, Sting like an Imp 51 E7. Wizard’s Lab This area is divided into several sections and filled with shelves and long tables. The shelves contain obscure magical treatises, rare spell components, such as ground tooth of fairy, and four skeletal heads sealed inside jars that have become obscured with condensation. The lab is home to Azalin’s imp familiar, Skeever, as well as a spirit naga. The spirit naga is aggressive, attacking the characters as soon as it notices them. Skeever hovers in the air during battle, yelling insults at the naga while cheering on the characters. Once the characters vanquish the spirit naga, Skeever swoops down towards the most wizardly looking character and pleads in a whining voice, “Poor Skeever lose his master, the most powerful and terrifying lich-king Azalin. You be Skeever’s new master?” If asked about Azalin, Skeever sniffs melodramatically before saying that his master was destroyed by the Dark Powers while attempting to cast a spell to escape Ravenloft. This is a lie. Azalin is currently in Citadel Cavitius (see Chapter 8). Moreover, Azalin is watching the characters through Skeever’s eyes and communicating with his imp telepathically, providing orders as needed. An Impish Guide If the characters inquire about Vecna, Skeever bounces up and down in midair before exclaiming, “Yes! Skeever is a good servant! Skeever know that name! Skeever show you!” before leading the characters to a thin journal hidden amidst the laboratory’s equipment. Opening the book reveals a message that, although it appears to have been written at least months ago, has just been hastily scrawled into the book by Azalin via magic: “Curse the infernal Dark Powers, whatever they might be. If only they could be made flesh. Such pain I would delight in inflicting upon them. They would beg for release but, as is their due, none would be found. My servants continue to bring me news from across the various domains. Most of it is predictably dreary – some lesser invention from Lamordia, a new cantrip from Hazlan, or another one of Von Zarovich’s tedious dinner parties. However, there was one intriguing tidbit. The archlich Vecna has found a way to break these misty chains and win his freedom from the cursed powers that be. His old domain, Cavitius, lies undefended. Perhaps there I can find the secret to escaping Ravenloft. . .” Another passage reads: “It is possible that my endeavors might bring me into direct conflict with Vecna. As such I should be prepared. According to my divinations he once held portions of his former body within a sacred reliquary. With the archlich’s escape, these minor relics have scattered themselves across the Domains of Dread. Possessing such artifacts might be critical to accessing Cavitius. As such I will begin cataloging their locations: The incisors of Vecna are within the domain of Tovag. They are in the possession of the vampire lord Kas. It is reputed that Kas and Vecna are great enemies. The scalp of Vecna is hidden deep beneath the dunes of Har’akir. It can be found within a dark obelisk, guarded by an undead necrosphinx. The head of Vecna is said to be part of the ghastly entourage of the Headless Horseman. Vistani legend says that the horseman can be summoned by standing on a lonely road, beneath a sickle moon, while holding a severed head. The first digit of Vecna is carried by a traveling carnival that is hunted by dark fey. According to my agents it is part of Professor Pacali’s Hall of Horrors.” As the characters read about these relics Skeever the imp instantly perks up, “Skeever can take you to these relics! Skeever has the power to walk the mists! And can bring his new masters!” Skeever is true to his word and can lead the characters through the mists to each of the listed Vecnan body parts. The adventures associated with each body part are listed in chapters 4 through 7. Skeever suggests that the characters gather at least one of these body parts. Once they have done so, the organs can be used as keys to travel to the otherwise inaccessible domain of Cavitius. The characters can choose how many of the body parts they wish to obtain. During their travels Skeever is a relentless sycophant. He attaches himself to one character, repeatedly referring to that character as master. If the character has another familiar or pet, Skeever expresses jealousy and tries to arrange for an accident to befall the character’s companion. At Azalin’s behest Skeever periodically interrogates the party, so that the lich-king can learn as much about them as possible before their inevitable encounter. Allow the characters to advance to 12th level after they discover Azalin’s journal and ally with Skeever.
Chapter 4 With Friends Like These 52 uided by Skeever, the characters emerge from the mists into a battlefield situated along Tovag’s southern border (see appendix A for relevant information on Tovag). Read or paraphrase the following: As the mists recede, you find yourselves in what looks to have once been a battlefield. Dead bodies in various stages of decay are strewn everywhere. Vultures and jackals pick at the remains. The air is hot and filled with the stinging, acrid smell of smoke and blood. Chapter 4 With Friends Like These The characters visit the domain of Tovag in search of the incisors of Vecna. To gain an audience with the Darklord Kas, the characters must compete in a gladiatorial event known as the Clash. After winning the clash the characters gain an opportunity to petition the Darklord for his Vecnan relic. Tovag This portion of the border is a common entry point for those transported by the Mists into Tovag. As such, it is watched over by a band of twenty wights. These wights belong to the Vras Ro, an elite military platoon led by the death knight Lady Syth. Given the watchful nature of the wights, the characters are quickly spotted unless they have taken extraordinary precautions such as turning invisible. Once spotted, the characters are ordered to stand down and then asked, menacingly, if they are soldiers of Vecna. So long as the characters do not openly affiliate themselves with Vecna, the wights deal with them diplomatically. The wights proudly identify themselves as legionnaires of Vras Ro, requesting that the characters accompany them to their base camp to meet with their general, Lady Syth. The base camp is along the northern edge of the battlefield. Getting there requires a mile long trek, during which the characters witness corpses endlessly piled atop one another, each one more gruesomely mutilated than the last. Amidst these corpses can be found trenches filled with stagnant, mosquito-ridden water and shattered siege machinery. As the players and the wights press forward the number of these atrocities dwindle away, and the characters arrive at a precisely arranged collection of tents that houses fifty wights, the bulk of Vras Ro. Within the center of the camp, inside a large tent made from brightly colored silks, can be found Lady Syth. Meeting Lady Syth. Lady Syth is a fearful sight, appearing as a skeletal warrior clad in plate armor. Beneath her helmet can be seen the knight’s skull with malevolent pinpoints of light burning in her eye sockets. Lady Syth is cold but polite. It is obvious that she is unaccustomed to dealing with living beings. As an example, during their initial parlay she innocently offers the characters a “feast” of stale food and spoiled wine, unaware that the refreshments are utterly inedible. Syth’s Quest. Lady Syth and her battalion have been assigned to stand guard along the domain’s southern border. Three days ago, a group of refugees led by a powerful priest stumbled through the mists. The refugees managed to successfully flee the wights and are now holed up in a nearby abandoned church. Lady Syth, General of the Vras Ro
Chapter 4 With Friends Like These 53 Alternative Paths The characters might understandably balk at this bleak moral quandary. Ideally this reluctance will lead to some meaningful roleplaying opportunities. However, if you feel that being potentially strong-armed into a morally compromising action is too much for either yourself or your players, you are welcome to modify the encounter. Alternatively, given its optional nature, you can skip Tovag entirely. The priest has managed to create wards about the church that prevent the entry of any undead. It is for this reason that the death knight is treating the characters so cordially. After exchanging formalities, Lady Syth explains the situation to the characters. The death knight asks the characters to convince the refugees to leave the church so that they can be escorted back to Tor Gorak where they will either be conscripted into Kas’s armies or assigned some other support role. The characters may balk at this; however, Lady Syth politely points out that the other alternative is to call in a battalion of living warriors or blackstar knights from Tor Gorak to raze the church and kill the refugees. She does not like this plan, as formally admitting that she needs assistance will diminish her own military standing. However, she will execute it in the absence of alternatives. Lady Syth has ulterior motives. If the characters complete their task, then the death knight plans to invite them to join the ranks of Vras Ro. Her battalion has been selected to fight in the Clash, Kas’s yearly gladiatorial combat. The champions that were supposed to represent Vras Ro were slain by the wayward priest, and Lady Syth is desperate to recruit new champions. Should the characters prove themselves, she extends this invitation to them. Lady Syth cares only for the glory that comes with winning. As such, she says that, should the characters win the Clash, she will allow them to ask a boon from Kas. The Shepherd and His Flock The abandoned church can be found five miles east of Lady Syth’s encampment. The death knight personally escorts the characters to the church. It is a rotting, ramshackle affair with crows roosting within gaps in the roof. The church is surrounded by a shimmering bubble of translucent, golden energy. Surrounding the bubble are ten wights that stand at attention and salute as Lady Syth approaches. Any undead creature that steps through the bubble is afflicted by a disintegrate spell. Living creatures who step through the bubble feel a strange tingle as their hair stands on end but are otherwise unaffected. A few piles of ash can be seen immediately within the bubble. Beyond that, a faint trail winds through a weed-strewn garden before reaching a doorless entrance. The gutted interior of the church is a charred ruin that smells strongly of smoke. Shards of stained-glass glint amidst dunes of ash. The handful of pews that have escaped the flames appear indelibly stained with blood. The floorboards creak and groan with every footstep. Within the church can be found Father Grigor (LG male human war priest (appendix B)) and his flock of twenty commoners. This band of refugees hails from a distant, foreign world. After their own church was pillaged by an invading army, Father Grigor fled with his remaining congregation along with a golden angel figure (worth 1,000 gp). Although nonmagical, the angel is a relic sacred to Father Grigor’s faith. The high priest and his flock marched for days, with little food or rest. Many perished along the way until, when all seemed lost, the Mists of Ravenloft enveloped the refuges, transporting them to Tovag. Immediately set upon by Lady Syth’s wights, the refugees fled until they found this dilapidated church. Upon entering, the relic, sparked by vestigial holy energy within the church, flared to life, surrounding the church in a bubble of protective energy. A New Hope. Father Grigor is old but pragmatic. He knows that the relic’s magic cannot be sustained indefinitely and, because of this, is willing to hear the characters out. He is amenable to any solution that does not involve death, believing that so long as there is life there is hope. The priest asks the characters to keep the relic from falling into the hands of the undead. He also attempts to convince the characters to take one or two of the refugees under wing, perhaps as squires or apprentices, until they can relocate elsewhere. He is willing to sacrifice himself to preserve the life of his congregation and to prevent his faith’s relic from falling into undead hands. Lady Syth can be convinced to accommodate these demands with a successful DC 15 Charisma (Persuasion) check, so long as the characters agree to fight in the gladiatorial pit on behalf of Vras Ro. Alternatively, the characters can hide the relic with a successful DC 15 Dexterity (Sleight of Hand) check. Forward March. Once the situation has been resolved, Lady Syth orders her troops to pack up and begins the march back to Tor Gorak. She invites the characters to come along, imploring them to fight in the gladiatorial pits on behalf of her battalion.
Chapter 4 With Friends Like These 54 Tor Gorak Tor Gorak is the only large city within the domain of Tovag. The wall surrounding Tor Gorak varies in width and height. A ten-foot-deep trench filled with stagnant water encircles the wall. The city’s buildings are simple and utilitarian, built from dark, cold stone. An armed militia watches every major road and intersection, questioning and potentially arresting any obvious, foreigners. Tor Gorak is a well-oiled machine devoted entirely to war. Commercially, the city works like a commune, with all goods owned and distributed by the Darklord Kas. At all times citizens are expected to be either training, working, or resting. As such there are few signs of recreation. In the center of Tor Gorak is Castle Xiphos, the home of Lord Kas when he resides within the city. It is built upon a rocky peak, with just a single narrow path leading from the city up to the castle. The castle has dark, tinted windows, gothic ornamentation, and brooding statuary. A blackstar knight (appendix B) stands guard at each door. Within can be found Kas’s servants as well as his most trusted advisors. If accompanied by Lady Syth, the characters have little trouble entering the city. They are quartered in a plain barracks along the base of Castle of Xiphos for three days before entering the castle to participate in the yearly gladiatorial event. If unaccompanied by the death knight, then the characters will need to find another way to enter the castle and either speak with Lord Kas or steal the incisors of Vecna. One such way is to be arrested by the militia and thrown into the gladiatorial event as an intended sacrifice. Optional Encounter If the characters are not accompanied by Lady Syth, they are eventually confronted by a blackstar knight who signals for the characters to follow it. If they do so, it leads them to separate prison cells where they remain for three days, chained and gagged between minimal meals, before being forced to compete in the yearly gladiatorial event. A blackstar knights stands guard at each cell. If the characters instead fight and defeat the blackstar knight, two more show up one round later. If those too are defeated, three more appear one round later. More and more keep coming in this manner, until the characters are defeated or surrender. If they do so, any wounded characters are tended to, but dead ones are cartwheeled away never to be seen again. The Clash Within the basement of Castle Xiphos, carved into the bedrock of its mountainous foundation, is a circular arena. The arena is 100 feet in diameter and has a floor made from dark, five-foot square stones. A successful DC 20 Intelligence (Investigation) check determines that each stone is a cunningly concealed trapdoor (Dwarves automatically succeed at this check). The walls of the arena are twenty feet tall and beyond them are stone bleachers. The event is attended by Kas the Destroyer (appendix B), who presides from a throne within his private box. The bleachers are filled with the Darkord’s highest ranking military personnel. This personnel includes a mixture of death knights, vampires, veterans, and wights. The audience is reserved during combat, quietly analyzing the strategies employed by each combatant. Blackstar Knights are mighty warrior-golems designed by Kas himself
Chapter 4 With Friends Like These 55 The Arena: First Battle The characters enter the arena from the west via the spaces marked E1 on the map. Their first battle is against a squadron of ten wights from the Legion of Dread Devastation who fight in two lines, entering the arena from the east. The five wights in the front wield massive tower shields that give them AC 18 and provide half cover to both them and the wight behind them (marked SW on the map). The five wights in the back (marked PW on the map) wield long pikes. They have the following action which they can use twice with their Multiattack action: Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6) necrotic damage. If the target is a creature, it must also succeed on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage dealt until it next finishes a long rest. A creature dies if its hit point maximum is reduced to 0 hit points. If they prevail, the characters are escorted to a waiting room beneath the bleachers. They are told that they have one hour until their next battle. At the end of the hour, they are escorted back to the arena.
Chapter 4 With Friends Like These 56 The Arena: Second Battle The characters enter the arena from the north via the spaces marked E2 on the map. The second battle is against the Esteemed Corp of Necrotic Engineers. They are represented by a mage (Undead instead of Humanoid) atop a hideous war machine composed of undead bodies and spirits thrust and mangled together in unholy ways (the mage is marked by an M on the map and is surrounded by a Huge square that represents the war machine). Along the front of the war machine are rows of skulls that scream evil chants. While atop this horrific engine of destruction, the mage has three quarters cover. The mage can use a bonus action to move the machine 50 feet, as well as start or stop the machine’s evil shrieks. So long as the machine is shrieking, any living creature within fifty feet of it takes 21 (6d6) necrotic damage. The war machine has AC 15; 100 hit points; immunity to poison and psychic damage; and vulnerability to radiant damage. The machine is accompanied by thirteen explosive zombies (marked Z on the map). They are regular zombies that have had iron plates riveted to their bodies and a bomb sewn into them. They have the statistics of a zombie with the following changes:
Chapter 4 With Friends Like These 57 J An explosive zombie has an Armor Class of 20. J It does not have the Undead Fortitude trait. J If reduced to 0 hit points, the explosive zombie explodes, inflicting 21 (6d6) fire damage to all creatures within 5 feet of it. Should the characters win the second battle, they are rewarded with slow, measured applause. If the characters conducted themselves well, the attendants stand while applauding. As the applause diminishes Kas finally stands up from his throne. The vampire grimly intones, “Well done. Should you survive this one last challenge, your regiment will be duly honored, and you shall be granted a single boon.” At this point the vampire pulls a lever, opening the hidden trapdoors beneath the characters. Beneath the trapdoors are a winding tangle of slides that deposit the characters within a twisting labyrinth. Optional Encounter A NPC named Zurika tries to embed herself with the characters. In truth, Zurika is long dead and her skull has been replaced by a secret eater (appendix B) which now puppeteers her body to gather information for its dark master, Vecna. How the secret eater attempts to complete its mission is up to you; here are a couple of ways you can let it play out. Wight Walker. Zurika is a wight from the Vras Ro. If you like, you can use Zurika as a captain in the Vras Ro, commanding the group of wights that first encounter the characters and lead them to Lady Syth. You can also have her slowly befriend the characters during the chapter. Regardless, when the characters are to enter the arena, they have a squad of five wights with them, one of whom is Zurika. During the battle, have her bark commands at the other wights and yell words of awe and encouragement at the characters. Sneak in a few questions, such as “so, what boon do you seek from the Destroyer?” or similar. Zurika has the statistics of a wight. Once reduced to 0 hit points, the secret eater floats up from Zurika’s broken remains to attack. Vampiric Guard. Zurika is a vampire who stands guard while the characters await their turn in the arena. She is kinder to them than most others, but not enough to be obviously suspicious. She offers them food and drink while they wait and offers to trade information. If they tell her about any of their plans, about their hideout in Thornhold, or about any of the allies they have made, “Zurika” will tell them about the upcoming battles. For each piece of information the characters divulge, she tells them of one battle. She argues they can use the information to prepare their magic and strategy. In order to facilitate trust, she casts a zone of truth spell to guarantee both parties tell the truth. If the characters can somehow convince Zurika to free them or step into their cell, they can fight her. Zurika has the statistics of a vampire spellcaster. Once reduced to 0 hit points, the secret eater floats up from Zurika’s broken remains to attack. Discovering Zurika. If a character has a passive Perception of 20 or higher, they notice Zurika’s right eye is slightly gray and moves just a tad slower than her left eye (something that doesn’t make sense in a creature with the regenerative capabilities of a vampire or wight). You might decide there are other ways to discover the ruse, such as having Zurika accidentally refer to Kas as “the Betrayer.” Zurika Succeds. Even if Zurika is destroyed, she might learn plenty of the characters plans and activities. You decide if she successfully sends any information to Vecna or not. You can create a consequence further down the line or tie existing events to Zurika. If the characters, for example, were to divulge information on Thornhold, there might be a bloody message awaiting them when they return there in chapter 9. The same chapter also lists several encounters in the section “Encounters on the Road,” many of which can also reference Zurika and the information she stole. Destroying Zurika. If the characters discover and slay the secret eater, and later present the skull’s remains to Kas, he will reward them in kind, bestowing a blessing of wound closure on each of the characters; see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings. A Secret Eater is a mighty and devoted servant of Vecna
Chapter 4 With Friends Like These 58 Vampiric servants don their darklord and master, Kas, in his armor
Chapter 4 With Friends Like These 59 The Labyrinth: Third Battle The labyrinth is an ancient maze built deep beneath Castle Xiphos. The walls and floor are made of crumbling stone. The ceiling is 10 feet high. Each character is deposited in one of the four corners of the maze (each marked with an X on the map). In the event of more than four characters, have the remaining characters deposited in a random space marked with a Y on the map. The ceiling locks shut after the characters are deposited into the labyrinth and can only be opened with a successful DC 25 Strength (Athletics) check. However, it is impossible to scale the frictionless slides without some sort of magical aid. Should this be accomplished, the characters are met with a final locked trapdoor that requires a DC 30 Strength (Athletics) check to open. If the characters break through into the arena, they are greeted by cold glares. Such an exit is considered dishonorable, and, as such, Kas refuses to grant his boon. In this case, the characters will need to find an alternate way to retrieve the incisors of Vecna. The Final Battle. After landing in the labyrinth the characters are each immediately set upon by the closest minotaur skeleton (each marked with an M on the map). The labyrinth is also inhabited by a terrifying creature known as the Thing that Lives Within the Maze (marked by a T on the map). The Thing that Lives Within the Maze is initially found within the center of the maze. It has the same statistics of a roper with the following modifications: J It has 195 hit points. J It has a speed of 20 ft. J It has an Intelligence of 15. J It understands Common but cannot speak it. J It can have up to twelve tendrils at a time. J It has advantage on saving throws against spells and other magical effects. J It makes six attacks with its tendrils, uses Reel twice, and makes four attacks with its bite. The Thing that Lives Within the Maze senses the characters’ arrival and immediately begins to approach one of the characters at random. Should it find its path blocked by a minotaur skeleton, it kills the skeleton before then attacking the character. In the center of the maze is an iron ladder (marked by an L on the map) that leads hundreds of feet up a wide, stone shaft. Eventually this shaft intersects with a passageway that leads to an iron door. Opening the unlocked door leads to a waiting room in which the characters find Lord Kas. Meeting the Darklord The waiting room is paneled in mahogany and smells of oiled wood. Banners and shields of previous champions line the walls. A long banquet table, also made from mahogany, extends the length of the room. Seated at one end of the tables is Kas. With thinly veiled disinterest he congratulates the characters upon their victory and asks them what they wish as their boon. Lord Kas has lived through hundreds of these ceremonies and, as such, finds them to be tedious. Each year he hopes that the gladiatorial games will provide an otherwise missing jolt of excitement, and each year he finds himself disappointed all over again. This bored demeanor instantly dissolves at the slightest mention of Vecna, throwing the Destroyer into a near hysteric rage. He becomes instantly suspicious of the characters, accusing them of being agents of the Maimed Lord. In time, however, the vampire regains his composure and begins to see the characters as potential pawns in his endless war with Vecna. Kas’s manic obsession prevents him from believing that Vecna has escaped Ravenloft. Instead, he believes that Vecna is still trapped within Ravenloft and has created an illusion or clone to plague the Forgotten Realms. Regardless, Kas eventually realizes that it is within his best interest to stop Vecna’s plans, whatever they may be, and agrees to give the incisors of Vecna to the characters. Allow the characters to advance one level after they have obtained the incisors of Vecna. Optional Development Lord Kas also offers to allow Lady Syth to accompany the characters and fight by their side. He is forever cursed as a betrayer, even when such a betrayal runs counter to his best interests. In this case, the Betrayer secretly commands Lady Syth to turn upon the characters at a fortuitous moment of her choosing. Most likely Lady Syth does so whenever she realizes that Skeever can traverse the mists or teleport to Castle Avernus. Upon such a realization, the death knight attacks the characters in hopes of killing them and bringing both the incisors and Skeever back to Kas.
Chapter 5 Carnage at the Carnival 60 ccording to Van Richten’s Guide to Ravenloft, “Resplendent with bright banners, calliope music, and the smells of rich food, the Carnival promises visitors a surreal wonderland where any dream is possible. The Carnival doesn’t exist to entertain visitors. Rather, it’s a traveling domain, capable of visiting other domains and lands beyond the Mists. Visibly marked as outsiders by birth, circumstance, intention, or talent, the Carnival’s troupers trade their unique performances for coin and whatever else they need to survive. Although these entertainers are well intentioned, sinister forces travel in their wake. . .” As the Carnival travels through the Mists, it is hounded by malevolent fey creatures. Just as the characters arrive, these fey creatures have finally caught up with the circus and are holding many of its troupers hostage. For more details on this unique, traveling domain see Van Richten’s Guide to Ravenloft. The Carnival The characters emerge from the Mists onto hardpacked litter-strewn earth. The air smells of heavily buttered popcorn, and loud circus music blares endlessly. A few hundred feet to the north stands a thoroughfare of games, food, and sideshow stalls leading to the Big Top, the carnival’s largest tent. Standing within the thoroughfare is a dark-skinned female elf wielding a longsword that glows brightly red. The elf seems to be screaming in anguish, although the screams are largely drowned out by the ceaselessly festive circus music. The elf is Isolde, the Carnival’s leader. She is an eladrin (an elf native to the Feywild) that uses the cambion stat block. Her holy avenger longsword, Nepenthe, is the actual lord of the Carnival’s domain. If the characters approach Isolde, they find her surrounded by piles of dead leaves and crouched over the mangled body of a carnival hand. Her screams waver between unbearable sadness and unbridled Chapter 5 Carnage at the Carnival The characters visit a traveling carnival in search of the first digit of Vecna. After helping the leader of the carnival, Isolde, deal with malevolent fey, they are gifted the Vecnan relic. anger. If she is startled, she lashes out at the characters but stops as soon as she realizes that they are not fey. Read or paraphrase the following: Isolde’s feature contort between grief and rage as she speaks: “Those blasted fairies! They will pay for this! I will paint my wagons with their blood before this is done. They managed to lure me out of the carnival, into the woods. I. . . I got turned around. . . and couldn’t find my way back. . . until it was too late. They had already attacked the carnival and captured my people. MY people. It was up to me to keep them safe. . .” Her head hangs in sorrow. “. . . And I failed them”. Then, just as suddenly, her head jerks up in rage, “and now I will make them pay!” She then strides, either with or without the characters, deeper into the thoroughfare. Thoroughfare Most of the stalls lining the thoroughfare have been vandalized and abandoned. However, a few stalls are manned by dark fey, each of which holds a hostage. The fey demand that the characters play a deadly game for the life of the hostage. These games enrage Isolde; however, directly attacking the fey risks the death of her workers, who she sees as family. This tense war between Isolde’s desire for bloody revenge and fear over the death of her people plays out repeatedly during each interaction. Shell Game This booth is run by a twitchy, grinning quickling (appendix B) that speaks so fast that its words run together. At the back of the booth are three cocoons swarming with thousands of tiny spiders. Muffled screams can be heard from within each cocoon. Isolde recognizes the screams as coming from Tindal (mage), the Carnival’s cynical, fast-talking lead barker. The cackling, hyperactive quickling indicates that only one of the cocoons actually contains Tindal. If the characters guess which one correctly then Tindal lives, but if they guess incorrectly then he will be eaten alive by spiders. At this point the quickling snatches a buzzing fly from out of the air and crushes it between its fingers. It then pulls out three shells before placing the fly under one of the shells. Without warning it shuffles up the shells with dizzying speed.
Chapter 5 Carnage at the Carnival 61 Secretly make a DC 20 Wisdom (Perception) check for each character. If a character is successful, then tell them that the fly is under the middle shell. If a character is unsuccessful then tell them that the fly is under a randomly determined shell. The characters must then make a collective decision. If they do so correctly, the webs from the middle cocoon dissolve, freeing Tindal. Otherwise, the characters hear a tragic death scream from the middle cocoon. The webs dissolve as the revealed corpse of Tindal vomits forth a torrent of tiny spiders. In either case Isolde howls in anger, striking the quickling down. The quickling, once slain, dissipates into a pile of dead leaves. Tindal, should he live, thanks the characters but is too traumatized to do much more than that. Strength Game This booth is run by a burly, chaotic evil satyr. At the back of the booth is a glass coffin. Within the coffin can be seen a red-haired woman, who pounds on the glass noiselessly. Isolde recognizes the woman as Charlotte the Fire Eater (veteran), the circus’s juggling daredevil. Next to the coffin is a tall, slender tower with a chime of opening attached to the top. At the base of the tower is a padded lever. The satyr flexes its muscles casually before handing a mallet to the strongest looking character and gesturing wordlessly to the lever. If a character makes a successful DC 25 Strength (Athletics) while hitting the lever with the mallet, then a rubber puck flies up the tower and hits the chime. This, in turn, opens the coffin. The coffin is sealed shut and can only be opened with the chime of opening or a knock spell. Alternatively, the coffin can be broken open. It has AC 15, 200 hit points, and vulnerability to bludgeoning and thunder damage. Charlotte is already asphyxiating as the characters arrive, and only has two rounds left until she dies. Once Charlotte is either freed or dies, Isolde howls in anger, striking the satyr down. The satyr, once slain, dissipates into a pile of dead leaves. Charlotte, should she live, thanks the characters but is too traumatized to do much more than that. Knife Throwing This booth is run by a dozen Chaotic Evil sprites who delight in saying mean things and ridiculing others. At the back of the booth is a spinning, wooden wheel. Tethered to the wheel with frayed rope is a dark-haired woman with leathery wings. Isolde recognizes the woman as Amelia (scout with a flying speed of 30 feet) the circus’s cheery acrobat. The sprites hurl a torrent of insults at the characters while gesturing to ten daggers arranged across the booth’s counter. The sprites say that Amelia can live if the characters can use the throwing knives to cut her free. The rope has AC 25 and 4 hit points. If a character misses the rope by 5 or more, they hit Amelia instead. If the characters approach the wheel or attack the sprites, the sprites use a reaction to animate the rope so that it begins to choke Amelia. If the characters persist in their actions, the rope tightens its grip further, breaking the acrobat’s neck. Once Amelia is either freed or slain, Isolde howls in anger, her longsword glowing a hot, angry red. She cleaves through the sprites, four at a time. Once slain, the sprites dissipate into piles of dead leaves. Amelia, should she live, thanks the characters but is too traumatized to do much more than that. Big Top The characters enter the big top via the only opening, located towards the north (marked E on the map). On the east and west side of the arena are two 50-foottall vertical poles that are connected by a tightrope. A sobbing clown dangles from the tightrope by a second, fraying rope. Isolde can identify the clown as The Organ Grinder (scout), the circus’s mute buffoon (marked O on the map). A tiny creature, in clown’s garb, rides a unicycle back and forth along the tightrope (marked C on the map). The creature’s face is dominated by a gaping maw of needle-like teeth painted over with the pantomime of a clown’s smile. The tiny creature is a feedling (appendix B). Twenty more of these clownish creatures run about the big top’s stadium and bleachers (marked F on the map). Underneath the Organ Grinder is a raised, 10-foothigh pool of water. A shark’s fin can be seen circling within the 20-foot-diameter pool. The shark’s fin belongs to a feral wereshark (marked W on the map; appendix B). Next to the pool of water is a male human covered in tumorous layers of undulating muscles. The hideously deformed man is hunched over, overburdened by the weight of his own muscles. This sad figure is the circus’ strongman, Hermos the HalfGiant (marked H on the map). He has been cursed by fey magic; his muscles distended to the point where they threaten to crush his skeleton. An invisible sprite floats over his head, controlling his actions like a puppeteer. Any character who makes a successful DC 15 Wisdom (Insight) check notices that his jerky movements are reminiscent of a puppet pulled on strings. His condition can be removed by killing the sprite, or with a remove curse spell.
Chapter 5 Carnage at the Carnival 62 Despite being her right-hand man, Hermos is unrecognizable to Isolde in his current pitiful state due to her rage. In his mutated state Hermos has AC 14, 100 hit points, and the following properties: J He has 0 feet of movement. J As a reaction he can flex his abdominal muscles to cast the shield spell. J As a bonus action he can flex his biceps to cast a 3rd-level thunderwave spell (Save DC 16). J As an action he can flex his forearms to replicate one of the effects of the Bigby’s hand spell (+8 attack modifier, save DC 16). If Hermos is slain, he lets out a death cry that is recognizable to Isolde. At the death of her best friend, she plunges into an even darker rage. Finally, a coven of hags (green hag, night hag, and sea hag; respectively marked G, N, and S on the map) sits within the bleachers, cackling at the ensuing chaos. As the characters enter, the hags harness Isolde’s uncontrollable anger to summon a spirit of rage (marked R on the map, use the statistics of a balgura). The rage spirit is banished if Isolde ever calms down. This can be accomplished through spells like calm emotions or an appropriate DC 15 social check. Such a check is made with disadvantage if Hermos has been slain. Upon entering the big top, Isolde screams in rage and charges the nearest feedling. In return, the feedlings, hags, and the sprite-controlled Hermos attack Isolde and the characters. The Organ Grinder sobs uncontrollably during battle. The unicycle-riding feedling rides the unicycle over the Grinder’s fraying rope each round. Each time the feedling does so, there is a cumulative 20% chance that the rope breaks, plunging the Organ Grinder into the pool, where he is torn into by the wereshark. At this point the wereshark, with a feral, blood-stained grin, wades out of the pool and joins combat. A Spirit of Rage summoned by a coven of hags
Chapter 5 Carnage at the Carnival 63 Egress With the battle completed, Isolde wastes little time with self-pity. She does not know why the fairies have marked her and her circus for torment (although the reasons are detailed in Van Richten’s Guide to Ravenloft), but she knows that the longer the circus stays in one place, the greater the risk. With this in mind, she orders the surviving circus hands to pack up. In less than an hour her convoy of brightly painted wagons is ready to, yet again, plunge into the mists. Assuming all goes well, Isolde thanks the characters for their assistance, promising to never forget their kind actions. If the characters ask Isolde about the first digit of Vecna, she calls out to Professor Pacali, a short, bespectacled man. After a brief conversation Pacali begrudgingly fetches a pickled thumb and hands it to the characters. At this point Skeever offers to transport the characters back to Castle Avernus. Allow the characters to advance one level after obtaining the first digit of Vecna if they have already obtained the molar of Vecna.
Chapter 6 Hit the Road and Hit the Head 64 ecide ahead of time how long it will be until the night of the sickle moon and inform the characters. It is suggested that you give them one or two weeks so that they find one of the other organs first and, while in the process of doing so, procure a severed head. A Horse of a Different Color If the characters stand upon any abandoned road during the night of the sickle moon while carrying at least one severed head, they will attract the attention of the Headless Horseman. As it approaches midnight and the sickle moon grows higher and higher, a heavy mist settles over the land. The sky begins to rumble ominously. Soon a faint giggle can be heard from down the road. This, in turn, is followed by a shrill cackle from the other end of the road. Shortly thereafter, numerous round silhouettes can be seen bounding through the mists. Before long it becomes evident that the silhouettes are severed heads with jeering grins, bloody necks, and matted hair. These severed heads (appendix B) bounce, float and roll their way along the road, laughing hysterically as they do so. Twelve heads approach from each end of the road, attempting to overwhelm the characters. In the middle of the fight, any severed heads carried by the characters, as well as Biffan the Skull, unexpectedly animate as severed heads and join the fray. Chapter 6 Hit the Road and Hit the Head The characters summon the Headless Horseman in hopes of obtaining the Head of Vecna. Despite the characters’ assumption, the head is not a Vecnan relic. The true relic, the molar of Vecna, is hidden within the head. After all the heads have been defeated an eerie silence settles over the road. This silence lasts for one minute before the following occurs: A faint rumbling can be heard down the road, like the approach of a distant storm. Quickly this rumbling increases its furious pace until all you can hear are the thunderous crash of what sounds like a hundred hooves. A lone rider appears and then disappears as it surges through the mist. The rider is mounted atop a great black horse. The horse’s flaring nostrils puff out dark smoke and its lips are pulled back, revealing what looks like a demented grin. The man riding the horse is dressed in silver and black finery. His left arm holds the reins, and his right arm holds a massive sickle that gleams in the moonlight. The rider has no head. The Headless Horseman (appendix B) rushes back and forth across the road, attacking the characters until either they are dead or the horseman is defeated. If any character attempts to flee the road, the road stretches after them, extending in whatever direction the character flees. The Horseman makes it a point to purposefully pursue any such character. Bring it all to a Head When the horseman is defeated, he and his horse dissolve into mist, leaving behind a set of reins and a +2 sickle of sharpness (see sword of sharpness). Yet again, the night goes quiet. Then there is the sound of soft hissing, as if hundreds of snakes were crawling forth from the ground. This hissing intensifies until the silhouettes of a dozen heads can be seen following in the wake of the horseman. At this point eight severed medusa heads and the Head of Vecna emerge from the mist to attack the characters. The Head of Vecna has withered flesh stretched tight about its skull. A pinpoint of red light burns within its rightmost eye socket, but the left socket is curiously empty. A severed medusa head has the same statistics as a severed head with the following changes: J The severed medusa head can use an action to cast the slow spell (DC 15). This ability recharges on a 6. J On a successful hit the severed medusa head inflicts 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage.
Chapter 6 Hit the Road and Hit the Head 65 The Head of Vecna has the same statistics as a severed head with the following changes: J The Head of Vecna has AC 18 and 100 hit points. J The Head of Vecna can cast magic missile and shield, as well as any spells that the characters cast upon the first wave of severed heads or the Headless Horseman. After battle the characters can examine the Head of Vecna. Although the head is not magical, it radiates very strong necromancy magic. This is because it is infused with magic from the molar of Vecna (appendix D) that is embedded within the head’s otherwise toothless mouth. This fact can be determined by an identify spell or similar magic. The head does not actually belong to Vecna but, instead, to an adventurer who became deluded into thinking he was Vecna after implanting the molar. Upon obtaining the head, Skeever bounces up and down excitedly, suggesting that the characters return to Castle Avernus to celebrate their success with some maggot ale. Allow the characters to advance one level after obtaining the molar of Vecna if they have already obtained the first digit of Vecna.
Chapter 6 Hit the Road and Hit the Head 66 Blood Runs Cold While traversing the road, the temperature begins to plummet unexpectedly to 32 degrees Fahrenheit. The air grows thick and the characters find their breath coming out in foggy, gasping spurts that quickly mingle with the surrounding mist. A low tormented moan, coming steadily closer, can be heard from down the road. The characters are being approached by a wandering patrol of 2d4 bleakborn (appendix B). These shambling undead are attracted to the relative warmth of the characters and attack upon sight. Interested characters can follow the tracks left by the bleakborn with a successful DC 18 Wisdom (Survival) check. Doing so leads them to a strange black, ovoid stone that is painfully cold to the touch. This stone was created long ago by a coven of night hags and a character holding it can use an action to cast the plane shift spell (Shadowfell only). For DMs that have access to Ulraunt’s Guide to the Planes: The Shadowfell, this might provide an alternative way to escape Ravenloft. While exploring the greater Shadowfell the characters might come across the trapped city of Neverwinter which, in turn, might allow them to gain access to Evernight which currently exists in Toril (see Doomed Forgotten Realms: SwOrd COast Gazetteer). Make a Spoon or Spoil a Horn While traversing the road, the characters come across a dead unicorn. Its horn has been sawed off. If a character casts ceremony (using the Funeral Rite option) or gentle repose on the unicorn, they sense a spiritual sigh of relief. The remaining color seems to drain from the corpse as the character momentarily gleams with divine radiance. That character now has the following blessing: Blessing of the Unicorn. You know the druidcraft cantrip. You can also cast the dispel evil and good spell without expending a spell slot or material components. Once you do so, you can’t do so again. Wisdom, Intelligence, or Charisma is your spellcasting ability for these spells (choose which when you gain this blessing). Ol’ Moneybags While traversing the road, the characters come across a plane-hopping mercane merchant named Igor. Igor is accompanied by a wide-eyed, mute imp named Yix, a dragonborn blackguard named Kraampesh, and a halfling assassin named Gratrix. Kraampesh and Gratrix are under the effects of a geas spell and resentfully serve Igor. All four of these creatures are currently invisible, while traveling atop the back of a servile, invisible hill giant. Shadowfell Encounters on the Misty Road Should the characters explore the road while searching for the headless horseman, consider some of the following optional encounters: A Dog with a Bone While traversing the road, the characters come across a trail of small, shallow holes that leads off the road. Should the character follow the trail, they come across a skeletal dog digging frantically in the dirt. The skeletal dog wears a collar and its metallic name tag tinkles loudly as it digs. The grime-encrusted tag reads, “HOOCH”. If a character gives a bone to the skeletal dog, it imprints upon that character, following them around and defending them to the best of its ability. The dog has the statistics of a mastiff but its creature type is Undead. Bleakborn are cursed creatures that shamble about, hungering for the warmth of the living
Chapter 6 Hit the Road and Hit the Head 67 If the characters do not appear overtly threatening then Igor will hail them, offering to sell them some wares. It is possible that the characters have previously met Igor in Rise Of Vecna, in which case you should modify their interactions accordingly. Igor sells anything from the Adventuring Gear table in the Player’s Handbook as well as anything from the Magic Item Tables A, B, C and D in the Dungeon Master’s Guide. He keeps all of his valuables in a pocket dimension and can’t be coerced or forced into handing them over, even if it costs him his life. See the table below for an overview of Igor’s prices. Item Rarity Consumable Cost Item Cost Common 50 gp 100 gp Uncommon 250 gp 500 gp Rare 2,500 gp 5,000 gp Very rare 25,000 gp 50,000 gp Legendary 100,000 gp 200,000+ gp Reflected Existentialism A destitute man in tattered robes stands at a crossroads. He wears a mirror shard on a leather necklace. If prompted, the man introduces himself as Alter Odim, a simple merchant of mirrors. His voice is soft and smooth, and his demeanor is inviting and warm. It is possible that the characters met Alter Odim in Rise Of Vecna. If so, he greets them as if they were old friends. Underneath his robes, he has multiple handheld mirrors, either with wooden handles (worth 5 gp), steel handles (worth 10 gp), alabaster handles (worth 15 gp), gilded handles (worth 20 gp), or ivory handles (worth 50). He also has a special, dark mirror that is “full of dark secrets.” This mirror is not for sale but he will allow one character to look into it, if asked. A character that looks into the dark mirror is afflicted with an Indefinite Madness (chapter 8 in the Dungeon Master’s Guide) and must make a DC 20 Wisdom saving throw. On a successful save, that character gains a deep insight that lingers in the back of their mind. The character can draw upon this insight by spending 10 minutes in deep concentration (as if concentrating on a spell). At the end of their concentration, the character is invigorated by a deep existential truth, causing them to gain the benefit of a long rest. This insight is lost upon contemplation. Alter Odim is in truth a mysterious entity from the Far Realm, unbound by the regular rules of reality. He refuses to disclose any information of worth and repels queries with “I don’t know anything, I’m just a humble mirror merchant.” If attacked, he simply evaporates into a dark mist and disappears. Otherwise, he disappears once the characters leave. The Undertaker The characters hear periodic hammering sounds coming forth from the surrounding woods. Should they investigate they find a clearing that has six mounds of freshly churned dirt and a recently excavated hole. Next to the hole a zombie caretaker is futilely attempting to hammer itself shut within a rickety casket. The zombie is harmless, but is single minded in its determination to bury the dead (which it has done all of its life). Having no more dead to bury it is now attempting to bury itself. If the characters help the zombie seal itself within a casket and then completely bury the casket they each receive the following blessing: Blessing of the Caretaker. You have a +1 modifier to death saving throws while in Ravenloft and the Shadowfell. If the characters dig through the mounds of freshly churned dirt they find coffins that contain the corpses of recently slain commoners. Each corpse has a randomly determined trinket from the Trinkets table in the Player’s Handbook as well as a thirty percent chance of having a randomly determined magic item from the Magic Item Table A in the Dungeon Master’s Guide. Should the characters loot one of these graves or leave it disturbed they lose any blessings and, instead, gain the following curse: Curse of the Caretaker. You have a -1 modifier to death saving throws while in Ravenloft and the Shadowfell. Xoltar Speaks! The characters come across a covered wagon dragged by two tired looking horses. The driver looks to be a colorfully garbed Vistani although any character that makes a successful DC 18 Wisdom (Perception) check discerns that he is an animated wooden construct. It introduces itself as Xoltar the Magnificent and claims that it has the power to read the future. If a character asks to have their future read, then Xoltar holds out its open palm, in which can be seen a small slot. The first character to place a gold piece into the slot gains the benefit of an augury spell that can be used to discern the results of a specific course of action that the character plans to take within the next tenday. The first character to place a platinum piece in the slot gains the benefit of a divination spell. If a character puts any other coin in the slot then Xoltar merely frowns while muttering, “Tsk, tsk”. If the characters look in the back of the wagon they find only empty crates and cobwebs.
Chapter 7 Plow the Cursed Sands 68 an Richten’s Guide to Ravenloft says this about the domain of Har’akir: “The sands of time bury the desert realm of Har’akir. Here, the wonders of fallen empires and pyramids of forgotten pharaohs crumble beneath a merciless sun. Untold generations of tombs and secrets lie beneath the sands . . . built one atop the other. Elaborated upon by the Dark Powers, these endless, entangled crypts are known as the Labyrinth – a vast, dungeon-underwold that connects every tomb and monument in Har’akir.” It is here, within this Labyrinth, that the characters must search for the scalp of Vecna. G1. Chamber of Heavens and Hells As Skeever’s mists begin to clear, the characters find themselves within the central chamber of a vast tomb. The air is exceptionally dry and hot, like that of a kiln. The room is almost a hundred-foot square. The floor is made from cracked checkerboard tiles of white and black, whereas the walls and ceiling are made from hardened plaster. The plaster is covered with paintings of a band of angels fighting against a collection of devils. Each faction boasts a small army of hundreds of creatures such as dragons, giants, and radiant multi-trunked elephants, separated by a massive sun that has been painted onto the ceiling. An archway is set into each of the four walls, and square stone pillars are interspersed throughout the room. Finally, there is a stone chest in the center of the floor. Each of the four archways leads to a different wing of the tomb. Any character who makes a successful DC 13 Intelligence (History) check discerns that the four wings are mismatched, constructed from not only a different type of stone but also using a different architectural style. Inscribed within each archway, in differing dialects of Common, is the phrase, “LET THEY WHO PLUNDER THESE TOMBS SUFFER THE THOUSAND AND ONE DEADLY CURSES OF RA’SEP RA’TEP” Chapter 7 Plow the Cursed Sands The characters explore the cursed tombs and underground desert of Har’akir in search of the scalp of Vecna. To successfully retrieve the scalp they will need to either outsmart or vanquish a powerful necrosphinx. Deadly Curses Some actions taken in the tombs of Har’Akir can trigger a curse. In this case all characters must make a successful DC 15 Wisdom saving throw or become afflicted by a curse from the table below. While in Har’akir a curse can’t be removed by any means, including a wish spell. d20 Curse 1 Curse of Rotting Flesh. You do not regain hit points when you take a short or long rest. 2 Curse of Desecration. You cannot regain hit points from spells. 3 Accursed Tongue. You can no longer speak or understand your dominant language. 4 Accursed Sight. You see in darkness as if it was bright light and bright light as if it was darkness. 5 Curse of Strength. You have disadvantage on all Strength checks and saving throws 6 Feeble Minded. You have disadvantage on all Intelligence checks and saving throws. 7 Curse of the Fool. You have disadvantage on all Wisdom checks and saving throws. 8 Accursed Health. You have disadvantage on all Constitution checks and saving throws. 9 Slow Footed. You have disadvantage on all Dexterity checks and saving throws. 10 Repugnant. You have disadvantage on all Charisma checks and saving throws. 11 Sugar Curse. You taste and smell irresistibly delicious to Beasts. 12 Curse of Character. You gain a new flaw (See chapter 4 in the Player’s Handbook). 13 Pacifist’s Curse. You have disadvantage on all attack rolls. 14 Curse of the Grave. You have disadvantage on all death saving throws. 15 Curse of Attunement. You can attune to one less magic item than normal. 16 Aberrant. You take 1d12 acid damage every hour unless moisture is applied to your skin. 17 Light-headed. Unless weighted down by at least two hundred pounds, you float up five feet every round 18 Drunkard’s Curse. You must drink a mouthful of alcohol at the end of every hour or become drunk. If you don’t, you must succeed on a successful DC 10 Constitution saving throw or gain a level of exhaustion. 19 Accursed Thoughts. You are afflicted by an indefinite madness (chapter 8 Dungeon Master’s Guide). 20 Chaotic Words. Whenever you inadvertently speak a certain word or take a certain action (DM’s choice), roll on the Wild Magic Surge table in the Player’s Handbook.
Chapter 7 Plow the Cursed Sands 69 The stone chest is part of the floor and cannot be moved. It is impervious to damage and cannot be opened by anything other than a wish spell. There are five dials along the front of the chest, each of which can be set to a single number ranging from zero to nine. A stone lever can be found to the right of the dials. If the dials are set to 7 – 9 – 9 – 3 – 5 and the lever is pulled then the chest opens with a loud CLICK, revealing 11 large topazes (500 gp each), a belt of stone giant strength, and a wand of polymorph. If the dials are set to any other number and the lever is pulled, then the sun painted onto the ceiling blazes to life, instantly killing any creature that has vulnerability to radiant damage and inflicting 3d6 radiant damage to all other creatures standing in the room, increasing by 1d6 with each failed attempt. The correct combination can be discerned by counting creatures from the room’s painted walls. Hints as to why this is the case can be found scattered throughout the tombs. If any character makes a point to count them, there are seven angels, nine devils, ninety-three birds, and five dragons. Because there are so many birds, many of which are hidden throughout the painted walls, it requires a successful DC 18 Intelligence (Investigation) check to count them correctly. DMs are encouraged to make this check secretly for any characters that attempt to count the birds, giving an answer that is within 1d4 of the correct answer in the event of a failed check.
Chapter 7 Plow the Cursed Sands 70 Mummy Wing Also known as the Rotted Tomb, this wing serves as the stunted kingdom of fallen mummy lord Anopet. G2. The Great Darkness This entire chamber is covered by the effects of a 4th level darkness spell. The spell emanates from a torch, ensconced within the room’s eastern wall, that burns with a dark, magical flame. The flame’s heat can be detected by any character with a passive Perception of 16 or higher. It can be doused by water, or any equivalent method, and doing so dispels the room’s magical gloom. An obsidian sarcophagus lies near the room’s southern wall. An inscription on the lid of the sarcophagus reads: HEREIN LIES CERTAIN DOOM AS IMPLACABLE AS THE GREAT DARKNESS SLAIN ONLY BY THE RISEN SUN Opening the sarcophagus releases a shadow assassin (appendix B). The shadow assassin exclusively hunts and attacks the creature that opened its sarcophagus. If it kills this creature, then the shadow assassin takes on their form and is sealed, once again, in its sarcophagus. If the assassin is slain, it reforms one hour later and unerringly tracks its prey. It can be permanently slain if reduced to 0 hit points by radiant damage. Once permanently slain it coalesces into a fist-sized lump of obsidian that appears to absorb any surrounding light. This lump of obsidian is known as the darkstar and allows any creature that holds it to cast spells that produce magical darkness as if they were one level higher. It also allows the bearer to, once per short or long rest, replace the damage type of one of their spells with necrotic damage. G3. The Three Ancestors This room is dominated by three sarcophagi. The lid of each is carved to represent a human. The first appears to be a mighty warrior wielding a curved ax. The second is a beggar with an outstretched hand. The third is a scholar reading an open book. Shallow
Chapter 7 Plow the Cursed Sands 71 shelves along the western wall hold hundreds of clay urns, each of which is marked with a rune. Any character that makes a successful DC 15 Intelligence (Religion) discerns that the urns are canopic jars, used to hold the innards of a humanoid when it is mummified. Moreover, the character knows that an animated mummy can be destroyed by destroying its canopic jar. A mummy warrior dwells in the warrior’s sarcophagus. A mummy warrior has the statistics of a mummy lord with the following changes: J It lacks have the Spellcasting trait. J It lacks legendary actions. The other two sarcophagi each contain a mummy. All three mummies attack if even one of the sarcophagi is opened. Alternatively, they attack three rounds after the characters have entered the room; their fists smashing through the stone lid of their coffins. Any creature with a passive Perception of 16 or higher notes a rune inscribed along the inside of each sarcophagus lid. A character can use an action to attempt a DC 16 Intelligence (Investigation) to find a canopic jar with a matching rune. A jar can be destroyed with either an action or a bonus action, although the mummy warrior’s jar is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. A mummy is immediately reduced to ash upon the destruction of its canopic jar. The interior of the warrior’s sarcophagus is caked with flaking blood and holds dozens of aged, ceramic vials that contain desiccated blood dust. The beggar’s sarcophagus is filled with 100 strangely minted gp. The scholar’s sarcophagus is filled with books and scrolls, worn and aged to the extent that their writing is now illegible. Taking any of these items from their respective sarcophagi triggers a curse (roll on the table in the Deadly Curses sidebar earlier in this chapter). Any character that spends more than five minutes examining the jars notices that one of the jars seems a bit larger than the others. Within this jar are a set of petrified organs (lungs, liver, intestines, and stomach) decorated with jade and turquoise. These organs are worth 1,000 gp but trigger a curse if taken. G4. Trek of a Thousand Pains This hallway looks particularly disused. Its floor is covered in dust and its ceiling is entirely obscured with thick clusters of cobwebs. A bronze plaque, affixed to the eastern wall reads, “THEY WHO FOLLOW THE PATH WILL BE SPARED A THOUSAND PAINS.” There is no sign of a path upon the floor’s many stones – whatever paint or pigment that might have once stained them has long since faded. However, if the characters burn away the cobwebs, they see a pathway of green tiles on the ceiling that winds its way east. Any time a character steps upon a square marked with an X, they trigger a trap. The floor explodes with a shower of one hundred tiny stone shards that inflict 3d6 nonmagical piercing damage to whichever character triggered the trap. The trigger is hidden deep beneath the floor and cannot be discerned with the naked eye. Each trap can only be detonated one time. G5. Tomb of the False Gods Seven sarcophagi are arranged within this room’s interior. Each sarcophagus has a name inscribed upon its lid – Anu, Ese, Neb, Our, Ousa, Sek, and Sute. This room looks older, or at least more worn, than the others, and its wall, floor and ceiling are riddled with thousands of cracks. Any character that makes a successful DC 20 Wisdom (Perception) check notices the faint outline of a stone door recessed into the ceiling near the entrance to the room. A bronze plaque, affixed to the southern wall reads: NEB COMES AFTER OUSA OUSA IS THE FOURTH AFTER ORU ESE IS BETWEEN SUTE AND SEK THE GOD WHO COMES THREE BEFORE SUTE OPENS FIRST The lids to the sarcophagi are heavy but can be opened by any creature with an action. They must be opened in the following order – Oru, Sek, Ese, Sute, Ousa, Neb and Anu. This sequence can be deduced by the clues above. Alternatively, any character who makes a successful DC 20 Intelligence (Religion) check remembers a pantheon of obscure gods that went by these names. During holy days the gods were worshiped in the sequence given above. If any sarcophagus is opened out of sequence, then all sarcophagi slam shut. A stone door falls from the ceiling, sealing the chamber, and sand begins to pour from the cracks in the walls and ceiling, filling the chamber. After five rounds the sand has filled the room enough that opening a sarcophagus requires a successful DC 10 Strength (Athletics) check. After ten rounds the sand has reached the point where opening a sarcophagus requires a successful DC 15 Strength (Athletics) check. After fifteen rounds the sand fills the room and characters risk suffocation (see the Dungeon Master’s Guide). The door to the chamber can be lifted back into place with a successful DC 26 Strength (Athletics) check. It has AC 17, 50 hit points, and immunity to
Chapter 7 Plow the Cursed Sands 72 fire, piercing, poison, psychic, slashing, and thunder damage. The sarcophagi are magically protected and impervious to damage. Once the sarcophagi have been opened in the proper sequence, the sand begins to drain from the room through the cracks in the floor. The stone door retracts into the ceiling. Finally, a secret compartment in the bottom of Anu’s sarcophagus opens, revealing six platinum ceremonial masks in the shape of animals (crocodile, donkey, falcon, jackal, lion, and snake). The masks are worth 500 gp each, although removing them triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). G6. Hall of the Ancestors This hallway is lined with statues, five along each of the walls. The statues along the hallway’s northern wall are of a scholar, scholar, beggar, warrior, and warrior. The statues along the hallway’s southern wall are of a scholar, beggar, warrior, warrior, and beggar. These statues look the same as the lids of the sarcophagi from area G3. A bronze plaque at the beginning of the hallway reads, “APPEASE THE ANCESTORS WITH WHAT THEY LIKE MOST BEFORE PASSING.” Next to the plaque is a tiny keyhole. The scholar statue can be appeased by laying a book or scroll at its feet or writing some sort of knowledge into the blank pages of its opened book. The beggar statue can be appeased by placing a coin into its hand. The warrior statue can be appeased by presenting it with freshly spilt blood. In all cases, the characters hear a faint click once a statue has been appeased. Once a single statue of a given type has been appeased, all similar statues have also been appeased. If a character passes a statue of a scholar without appeasing it, then bolts of black energy from the eyes of the farthest scholar statue shoot at the character. The character must make a successful DC 16 Dexterity saving throw or take 3d6 necrotic damage. If a character passes a statue of a warrior without appeasing it, then the statue swings its curved greataxe at the character. The statue’s melee attack has +10 to hit and inflicts 2d12 slashing damage. If a character passes a statue of a beggar without appeasing it, then a ghostly hand manifests and attempts to pilfer 1d100 coins or a valuable nonmagical item from the character. If the character makes a successful DC 16 Wisdom (Perception) check, then they notice the hand and prevent the theft. Anything stolen by the hand is transported to the beggar’s sarcophagus in area G3. Any retrieved items taken from the sarcophagus trigger a curse. Once a statue’s trap has been triggered, it does’t trigger again. The keyhole next to the plaque is a failsafe intended to deactivate the traps. Unfortunately, the key has been lost to time. However, any character who makes a successful DC 25 Dexterity check with thieves’ tools can use the keyhole to disable the statues. G7. Seat of Fallen Glory This room smells heavily of perfume and incense, although the scents are not heavy enough to mask the odor of underlying rot that pervades the chamber. Moldering tapestries hang from the walls. Worn stone steps lead to a platform with a rotting, tattered carpet. A large throne leans crookedly, one of its legs beginning to sag, and next to the throne is a shelf filled with canopic jars.. Seated upon the throne is an imposing creature wrapped in stiff, putrescent bandages. The creature wears decomposing robes and a tarnished crown, and wields a ceremonial scepter. Its words are warbly as it speaks, as if strained forth from decomposing lungs, “If Haseid sent you, then I will kill you as I have killed the others. . . Unless, that is, you can see the error of your ways and help me squash that murderer like the bug that he is.” The speaking creature is a mummy lord who goes by the name Anopet. Anopet was once a pharaoh of some now-forgotten kingdom. He schemed to defy the gods and achieve immortality and was cursed with a painful, leprous unlife that he would do anything to cast aside. Anopet spends his days scheming against his ancient rival the scarab lord Haseid (area G15). If asked about Haseid, Anopet shares the following information: J Haseid is “a cockroach” who hides within a tomb to the west. J Haseid was a rival pharaoh “many centuries ago,” and their lands were eternally at war. However, Anopet fell in love with Haseid’s twin sister, Zaheida. J Anopet and Zaheida decided to wed, wearing matching heart-shaped lockets as a token of their pledge. Before Zaheida could flee her kingdom, however, her brother discovered the locket and had her killed as a traitor. Since then, Anopet and Hasein have been locked in an endless war that persists even beyond the grave. J Anopet will give his crown and scepter to the characters if they kill Haseid.
Chapter 7 Plow the Cursed Sands 73 If the characters convince Anopet that they have killed Haseid (attempts to lie require a successful DC 18 Charisma (Deception) check), then the mummy lord awards them with a clay tablet, his scepter (rod of absorption), and his tarnished crown (worthless). The clay tablet has the phrase ‘1st’ followed by the picture of an angel. The canopic jars are filled with desiccated organs, none of which have any connection to Anopet. If the characters kill Anopet, then he deteriorates into a pile of dust. Within this pile of dust can be found the clay tablet, tarnished crown, and rod of absorption described above. If the characters give Anopet the locket from area G9, the mummy lord begins to sob pitifully, wailing over the death of his beloved Zaheida. If the characters manage to animate Zeheida as a mummy (or equivalent), the reunited lovers spend a moment looking at one another with shocked disbelief before (awkwardly) running to one another for an embrace. They engage in a long (potentially gruesome) kiss as they whisper tearful endearments. Both are bathed in a glow of radiant energy before turning into a single, intermixed pile of dust. The characters feel a warm glow of benediction in the wake of this reunion. Their actions no longer trigger curses, and they are freed of any curses from which they were previously suffering. Scarab Wing In the Skittering Halls, even the walls and ceilings writhe with verminous life. G8. The Skittering Tomb This entire hallway (as well as areas G9a and G9b) is covered in swarms of scarabs (appendix B). These swarms crawl along the walls and cling to the ceiling, dropping on any characters foolish enough to pass underneath. A single swarm covers a five-foot square. If a swarm is killed, then its square remains clear for two rounds, until enough beetles crawl forth from cracks and crevices to form a new swarm. A massive gong hangs from rotted ropes twenty feet into the hallway. The gong is engraved with a picture of dung beetles rolling balls of dung. Tiny suns sparkle within the center of each dung ball. If the gong is hit with a blunt instrument, it sends a reverberating boom throughout the tomb, clearing all swarms within twenty feet of it for five rounds. The swarms similarly disperse for any unnaturally loud sound, such as a thunderwave spell or if a character proficient in a musical instrument succeeds on a DC 20 Charisma (Performance) check. If the ropes holding it are severed, the gong can be carefully rolled along the hallway with a successful 20 Strength (Athletics) check. In the event of a failed check, the gong falls flat. Once flat, it requires a combined Strength of 60 or higher to lift it up again. G9. Scarab Nests These two warrens are where the scarabs retreat to consume whatever food is unlucky enough to wander into their lair. If the floors are cleared of swarms, then the characters can see a pile of bones and debris interspersed with wisps of stiff, gangrenous bandages. The bones are primarily from rats and snakes, although humanoid bones are also evident. A search of the bones and debris turns up the following: Area G9a. The surprisingly intact corpse of a human female wearing a nonmagical heart-shaped locket and clutching an ivory-handled hand mirror (worth 100 gp). The corpse belongs to Zaheida (see area G7 for details). Zeheida’s corpse is too ancient to benefit from raise dead or resurrection but can be raised as a mummy in area G23. Taking her locket and mirror triggers a curse. Area G9b. Dozens of dung balls, some as large as a small boulder. Any character enterprising enough to dissect the dung balls finds a stone within their center. Mostly these are ordinary stones but seven shards of malachite (20 gp each) and a brilliant fistsized blood diamond (3,000 gp) can also be found
Chapter 7 Plow the Cursed Sands 74 within the dung. Taking the diamond triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). G10. Trophy Room The everpresent scarabs are conspicuously absent in this room, as it is warded by enchantments that repel vermin. There are nine trophy cases arranged throughout the room. A bronze plaque above the cases reads: PLUNDERED TREASURES OF THE GREAT UNDERGROUND EMPIRE Three of these cases have been reduced to heaps of charred kindling, as if blasted by some kind of fireball. The doors to another two cases hang open. There is nothing to be found within these open cases. The four remaining cases, however, contain considerable treasure. These treasures include: Case 1. A jewel-encrusted egg (500 gp), a clockwork canary (250 gp), a painting of unparalleled beauty (1000 gp), a brass bauble (10 gp), a pot filled with gold (300 gp), a platinum bar (200 gp), and an ivory torch (50 gp). Case 2. This case is unlocked and untrapped. Within can be found a fairy-sized gold coffin (500 gp), the jeweled scepter of Ankhtepot (1000 gp), and a trunk of jewels (2000 gp). Any character that makes a successful DC 20 Wisdom (Perception) check notices the imprint of a three-pronged spear in the dust on one of the shelves. If the crystal trident from area G14 is placed within the case, then each character removes 2 randomly determined curses. If the trident is removed after it is returned, then the characters regain these curses (no saving throw), and trigger a third curse. Case 3. A jade figurine (100 gp), a sapphire bracelet (500 gp), a huge diamond (1000 gp), a bag of unusual mithril coins (750 gp), and a crystal skull (250 gp). Case 4. A jeweled scarab (100 gp), a large emerald (300 gp), and a silver chalice filled with fresh blood (200 gp). Cases one, three, and four are locked. The locks can be opened with a knock spell. Alternatively, they can be picked by a character who makes a successful DC 25 Dexterity check with thieves’ tools. If a character attempts to force the doors open or fails a check to pick the locks, then the case explodes dealing 8d6 fire damage to all creatures within five feet of it. All treasure within the case is destroyed once it explodes. G11. Lesser Iounic Node Beetles can be seen scuttling about this chamber, although nowhere near as many as before. A large node of otherworldly crystal takes up the majority of this small cavern. The crystal shines and scintillates under even the slightest bit of light, sparkling like a fossilized rainbow. This node is made from a rare crystal that can be used to create ioun stones. If a character has a set of mining tools and makes a successful DC 20 Intelligence (Arcana) check they manage to safely extract a single ioun stone (Roll upon the Ioun Stone table to determine the type). The relatively immature nature of this node allows for only one such mining attempt. Such an attempt triggers a curse. Ioun Stone d100 Ioun Stone 1-15 Awareness 16-30 Protection 31-45 Reserve 46-60 Sustenance 61-65 Absorption 66-70 Agility 71-75 Fortitude 76-80 Insight 81-85 Intellect 86-90 Leadership 91-95 Strength 96-97 Greater Absorption 98-99 Mastery 100 Regeneration G12. Iounic Conclave A large node of iounic stone (see area G11 for details) fills up the center of this chamber. The node is surrounded by six crystalline boulders that appear to be made from the same multi-colored crystal as the node. Hundreds of iridescent-shelled beetles hide within the boulder’s nooks and crannies. These beetles have been irradiated by prolonged exposure to the iounic stone. Each boulder has a dominant beetle that can animate the boulder into a special type of crystalline galeb duhr. They have the same statistics as the galeb duhr with the following changes: J The crystalline galeb duhr has 20 AC. J Its slam attack is +12 to hit and does an additional 2d6 slashing damage. J It does not have the Animate Boulders action.
Chapter 7 Plow the Cursed Sands 75 J When active the galeb duhrs are animated by a small whirling iounic insect that orbits their heads. A creature can use an action to grasp the beetle, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. If successful both the orbiting insect and the galeb duhr crumble to dust. The otherwise inert galeb duhrs animate and attack if the characters disturb them or the node. Any character with a mining kit can make up to two attempts to harvest an ioun stone from this node. See area G11 for additional details. G12. Beetle University The scuttling, ever-present beetles are more prevalent in this damp, fungi-filled cavern. Four scarab swarms can be found here, resting within puddles of water or eating fungi from the ceiling. The swarms are peaceful unless disturbed. Also living within the chamber is a giant rhinoceros beetle (use the statistics of a rhinoceros but with an Intelligence of 22 (+6)) who goes by the name of Jasmal. Jasmal was once a noted sage and vizier. She voraciously consumed all knowledge and by the age of thirteen had read every book within her kingdom. By the age of sixteen she knew more than even her wisest elders. She wanted to continue her learning but had no one to learn from. Frustrated, she turned to a cursed relic that was reputed to grant its owner three wishes. Jasmal knew that the cursed relic would transform her into some sort of animal (in her case a beetle) but reasoned that she could use one of her wishes to reverse the process. In her greedy haste, however, Jasmal overlooked the fact that the bearer could not use the wishes themselves, but only on behalf of someone else. Jasmal has spent years searching the tombs of Har’akir for a way to reverse her transformation. Recently she has lost hope and glumly resides here, feeling an instinctual comfort amongst her lesser kin. Jasmal is desperate for conversation and excited to see the characters. She is initially pleasant, but before long her haughty, arrogant nature becomes evident as she attempts to correct and belittle the
Chapter 7 Plow the Cursed Sands 76 characters as her intellectual inferiors. If any character attempts to return her banter, she challenges them to a philosophical debate. Jasmal has one wish remaining and offers to use it on their behalf if they win the debate. Her wish works similar to the wish spell except it can only duplicate a spell of 7th level or lower, create a nonmagical object of up to 10,000 gp in value, and effect only a single target. If Jasmal wins the debate, she demands that the characters give her any books, scrolls and food they have in their possession. The philosophical debate can be over any topic of the DMs choosing. Possible topics include the nature of reality, or who came first, mankind or the gods? To see who wins the debate, Jasmal and the character make opposed Intelligence checks, awarding the win to Jasmal in the case of a tie. Give the character advantage or bonuses, as appropriate, in the face of spirited role playing. If a winning character uses their wish to return Jasmal to her original form, she transforms into a grateful mage, willing to accompany the characters throughout their journeys in Har’akir. Each character loses 1d4 randomly determined curses. G13. Cavern of Sonorous Death Dozens of needle-like stalactites hang from the ceiling here. Four chasmes roost amongst them, attacking any characters that enter their lair. These chasmes are smaller than usual (size Medium) and have the following additional action: Summon Demon (1/Day). The chasme has a 30 percent chance of summoning one chasme. A summoned chasme appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other chasmes. There are sixty-foot-deep pits in the northwest and southwest corner of the room. At the bottom of the southwest pit can be found a pile of broken bones and a crystal trident (500 gp). If any character succumbs to the chasmes’ Drone trait, then one of the chasmes attempts to grapple the unconscious character and drop them into the nearest pit. A search of the cavern reveals the skeleton of an elf near the northern wall. The skeleton has a broken flute and a leather pouch. Inside the pouch is a scroll that contains sheet music. The sheet music is for a mournful song known as Senmet’s Lament. Unfortunately, half of the scroll has rotted away, leaving the song incomplete. Near the skeleton is a slender column of stone that has tiny holes carved into its hollowed interior. Blowing into the holes makes music, similar to playing a flute (or comparable instrument). If a character plays Senmet’s Lament in its entirety while in this room, using the flute (or similar instrument) a compartment in the bottom portion of the column opens up. Playing this song can be accomplished by a character who knows the entire tune and has proficiency in any musical instrument. Within the opened column can be found an instrument of the bards (cli lyre), and sheet music for an unpublished song written by the master composer Seipora Dumein (worth 1,000 to an interested buyer). Taking these items triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). G15. Skittering Throne Scarab beetles swarm throughout this chamber in abundance, to the point that it is almost impossible to walk without crunching them underfoot. As the characters enter the room, the beetles surge together into one gigantic swarm that then takes on a vaguely humanoid form. The scarab lord (appendix B) speaks with a thousand chittering voices, “HAS THAT VILE SORCERER ANOPET SENT YOU TO DO HIS DIRTY WORK? IF SO THEN I WILL PICK YOUR BONES CLEAN AND FEED THEM TO MY CHILDREN.” Haseid is forever cursed to this horrible existence
Chapter 7 Plow the Cursed Sands 77 The scarab lord goes by the name of Haseid, and details of his feud with Anopet are provided in area G7. Haseid is vicious and hungry and inclined to attack the characters, although he is open to attempts to parlay. If the characters offer to kill Anopet, Haseid promises them “a treasure” as well as the use of “his pets” upon proof of their success. Haseid is less forthcoming than Anopet if questioned about the details of their feud. The scarab lord did, in fact, kill his sister when he learned that she was betrothed to Anopet, although he only did so because he mistakenly believed that she was irrevocably bewitched. If the characters convince Haseid that they have killed Anopet (attempts to lie require a successful DC 18 Charisma (Deception) check), then the scarab lord awards them with a clay tablet and a scarab of animal influence (a beetle-shaped medallion that is functionally equivalent to a ring of animal influence). The clay tablet has the phrase ‘2nd’ followed by the picture of a devil. Haseid also orders a scarab swarm to follow and protect the characters while they are in Har’akir. If the characters kill Haseid, his form dissipates. Within his corpse of splattered bugs can be found the clay tablet and scarab of animal influence described above. Serpent Wing Within these poisoned caverns, yuan-ti work with dark patience to summon forth a terrible demon. G16. Poisonous Hall This hallway slopes steadily downwards. The walls of the hallway are covered in blasphemous scenes of strange creatures, half-snake and half-human, cannibalizing their human kin. Rivulets of polluted water run through small furrows that have worn their way into the stone floor. The water smells wretched, like a combination of rotted food and decomposing flesh. Any character who studies the walls and makes a successful DC 15 Intelligence (Religion or History) check recognizes them as chronicling the rise of the yuan-ti. The character also discerns that these carvings are extremely old, likely dating back to the earliest days of the snake people. Summarize for that character the information provided in the yuan-ti entry of the Monster Manual. Regardless of the check’s outcome, studying the carvings fills a creature with primal, atavistic horror, forcing it to make a DC 10 Wisdom saving throw. On a failed save, it gains one level of terror.
Chapter 7 Plow the Cursed Sands 78 G17. Poisonous Hall The walls of this room are also covered in carvings. Here the carved serpent-people are undulating in some kind of perverse worship before a great, shadowy serpent. The poisoned water has pooled within the room, bubbling now with caustic potency. Within the room, inhaling the water’s fumes as if it were a drug, is a yuan-ti abomination (marked A on the map), a giant constrictor snake (marked C on the map), and three yuan-ti purebloods (marked P on the map). The creatures attack the characters immediately, although the yuan-ti have disadvantage on all attack rolls, saving throws and ability checks because they are intoxicated. Anytime a character moves into the poisoned water (marked on the map) or starts their turn there, they take 2d4 poison damage. The abomination has a noticeable lump within its torso. If the yuan-ti is cut open, the characters find a partially digested humanoid that has the face of a jackal. This creature is a recently eaten jackalwere slave that accompanied the yuan-ti on their recent pilgrimage to this forgotten temple. G18. Snake Pit The floor of this room is filled with a seemingly bottomless mass of writhing snakes. Their hisses fill the entirety of the chamber like a sibilant coldblooded chorus. A wooden pole rises from the middle of the room, and lashed to it, just above the snakes, is a humanoid jackal. Dozens of snakes crawl up and down the creature’s straining body. The southern wall of the room has collapsed, and high atop the rubble can be seen a cave entrance. Moving Through the Pit. A creature takes 1d6 piercing damage from snake bites whenever it moves into a 5-foot space in this room or starts its turn in one. Yuan-ti are immune to this damage. If it takes 4 or more piercing damage from a single roll, a creature must also make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The snakes are effectively infinite, replenished as needed by the dark powers of Ravenloft. If a space takes any cold damage or is exposed to ever-ice (see area G22), then it goes into a lethargic torpor, allowing characters to pass through it safely for 1 minute. What Lies Bound. The restrained creature is Tz’graz, a jackalwere prisoner of the yuan-ti. She is tied up with ropes that can be removed by taking an action to do so. Tz’graz is part of a large tribe of itinerant jackalweres that live within the Great Underground Desert (area G29). She, as well as some of her tribe members, were recently enslaved by the yuan-ti. The yuan-ti forced the jackalweres to lead them to the location of this ancient yuan-ti temple. The yuan-ti hope to use relics from within the temple to summon forth a totem creature known as the Serpent-that-is-Night. Tz’graz, like all of her kind, is a compulsive liar. In fact, she will deceive people even when it is not in her best interest to do so. She winces whenever she tells the truth, something that can be discerned with a successful DC 15 Wisdom (Insight) check. She carries with her a small knapsack that contains a stone tablet. The tablet has the phrase ‘3rd’ followed by the picture of a bird. Tz’graz suspects that there are similar tablets and that they can be used to open the chest in area G1. Because of this, if freed, she attempts to travel with the characters so that she might learn if they have any of the tablets. If she discovers the information on all four tablets she attempts to separate herself from the characters and open the chest on her own. A loud, rhythmic booming sound, like ceremonial drums, can be heard to the south whenever Tz’graz is released. The jackalwere’s eyes widen in panic as she exclaims, “You are late! Too late! It comes! The Serpent-that-is-Night comes! Doom take us all!” Tz’graz is afflicted by the frightened condition, and this cannot be removed from her until the end of the ritual. In fact, it is her fear that fuels the ritual, a fact that can be discerned by a successful DC 20 Wisdom (Insight) check. So long as Tz’graz, or any other creature within a mile, has the frightened condition the ritual can proceed. From this point on the characters have 20 rounds to stop the ritual, or else the yuan-ti successfully summon the Serpent-that-is-Night (appendix B) which then begins to hunt the characters for sustenance. For more details on the ritual see area G19. The southern half of this room appears to be caved in. The rubble can be scaled with a successful DC 10 Strength (Athletics) check, which leads the characters to a cramped, excavated cavern (area G19). Frightful Consequences While the yuan-ti ritual is being performed, a character can gain escalating levels of terror. While a character has any levels of terror, it must spend 2 feet of movement for every 1 foot it moves, and it takes 1d4 necrotic damage at the start of each of its turns for every level of terror it has. If a spell or effect would end the frightened condition, it removes one level of terror. Otherwise, all levels of terror fade one hour after last gaining a level of terror. By divine decree Tz’graz does not take necrotic damage. It is imperative to the yuan-ti that she lives, as it is her fear that is powering their ritual.
Chapter 7 Plow the Cursed Sands 79 G19. Excavated Ruins Here the remains of a former yuan-ti temple have been excavated, mostly by jackalwere slaves that have since been consumed, in search of a powerful relic capable of summoning the Serpent-that-is-Night, a mythic totem creature. In general the tunnels are cramped, with crumbling ceilings that droop as low as five feet. The tunnel slopes downwards to the east and west. Periodically there are 20 foot drops that require a successful DC 10 Strength (Athletics) check to navigate without falling. The entire area is shrouded in a preternatural gloom. Visibility is reduced to 20 feet, beyond which is 3rd-level magical darkness. G19a. Overlook When the characters climb into this cavern, they are bombarded by a palpable wave of dread, knowing with irrefutable certainty that whatever is coming spells their doom. Each character must make a successful DC 10 Wisdom saving throw or gain one level of terror. Fourteen yuan-ti pureblood (marked P on the map) guard this cavern, overseen by a bone naga (Cleric version; marked N on the map). G19b. New Excavation This area appears recently unearthed. There are partial slabs of broken walls, cracked urns, and other excavated relics. Amidst them can be found a mining kit, a music box, and an articulated snake made from polished stones of obsidian (worth 200 gp). Taking any of these items triggers a curse (roll on the table in the Deadly Curses sidebar earlier in this chapter). When the music box is opened it plays a full rendition of Senmet’s Lament. After hearing the music, any character who is proficient in a musical instrument can play this song without making any checks. If that character has seen the sheet music from area G14 they recognize that the songs are the same. G19c. Totems of Fear When the characters descend into this cavern, they are bombarded with by a palpable wave of dread (similar to what they felt in area G19a), knowing with irrefutable certainty that whatever is coming spells their doom. The same feeling that was first felt in area G19a. This terror emanates from two primitive serpentine idols, carved from a strange, green wood. These idols have AC 15, 10 hit points, and immunity to poison and psychic damage. A creature that starts its turn within 30 feet of an idol must make a successful DC 13 Wisdom saving throw or gain one level of terror. This platform is guarded by six yuan-ti malisons (Type I; marked M on the map) that fight to the death. G19d. Totems of Terror When the characters descend into this cavern, they are bombarded by a palpable wave of dread, knowing with irrefutable certainty that whatever is coming spells their doom. This terror comes from two serpentine idols that are functionally equivalent to those from area G19c except that the save DC is 15. This cavern is guarded by a yuan-ti nightmare speaker (appendix B; marked S on the map) that is protected by a yuan-ti abomination (marked A on the map). The abomination is currently in its snake form and spends its first action, horrifically molting its skin to transform into its yuan-ti form, after which it casts its fear spell on the characters. G19e. Totems of Despair When the characters descend into this final cavern, they are bombarded by a palpable wave of dread, knowing with irrefutable certainty that whatever is coming spells their doom. This terror comes from two serpentine idols that are functionally equivalent to those from area G19c except that the save DC is 17. A tomb ophidian (appendix B; marked O on the map) stands over the recent sacrifices of a dozen jackalweres. Next to the ophidian is a medusa, (marked R on the map) beating a set of primitively constructed drums, her serpentine hair waving hypnotically to and fro. The medusa is currently concentrating on the ritual. Breaking her concentration disrupts the ritual. If she manages to perform the ritual to its completion, tiny wisps of darkness and shadow begin to squirm together into a writhing, serpentine mass. The Serpent-that-isNight (appendix B) is born. Its first task is to hunt and kill the characters. The Tomb Ophidian is a serpentine undead horror
Chapter 7 Plow the Cursed Sands 80 Temple Wing Beyond the crumbling halls of this sacred temple can be found the Great Underground Desert where a vile necrosphinx guards the scalp of Vecna. G20. Reception Area for the Heavenly Hosts This opulent chamber has the grandiose design of a temple. Marble benches large enough to accommodate a giant line the walls. Golden torches lit with radiant flame are set within tiled columns. Three large statues of armored titans are arrayed against the northern wall. Huge double doors of solid platinum lead to the east and west. Engraved upon the doors are the words, “Ask to enter, and you shall be received”. There are twelve torches in total, and they are enchanted with the continual flame spell. Each torch is worth 100 gp, although removing one from a pillar triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). The doors are not locked, but ponderously heavy. Opening them requires a successful DC 26 Strength (Athletics) check. The statues are stone golems. If a character knocks on one of the double doors, then the nearest golem moves to open it. Otherwise the golems are inert, acting only to defend themselves from attack. Any character who makes a successful DC 18 Intelligence (Religion) check recalls that it is customary in some temples to knock on doors before presenting oneself to the gods. G21. Halls of Harpocrates The double doors to area G16 swing shut silently if not held open. The characters can knock from this side to have one of the golems open the door. This otherwise featureless hallway has three bronze doors and three human-sized statues. The two statues along the southern wall are of robed humans covering their ears. The statue along the northern wall is of a robed human with their index finger held before their pursed lips. If any sound is made within 15 feet of a statue, a plague of locusts spews forth in a 15 foot radius from the statues’ mouths. Any creature standing within the locusts must make a DC 15 Constitution saving throw, taking 4d10 slashing damage and 4d10 poison
Chapter 7 Plow the Cursed Sands 81 damage on a failed save, or half as much damage on a successful one. One round later the plague of locusts retreats into the statues’ interior. Assuming that they are trying to be quiet, a character must make a DC 10 Dexterity (Stealth) check everytime they take an action, including move actions, near one of the statues. Upon failure, they make enough inadvertent noise to trigger the trap. G22. Font of Wondrous Draughts This alchemical laboratory is dusty but otherwise well preserved. Tables hold beakers and alembics filled with the coagulated remnants of abandoned experiments. Shelves hold treatises on potion brewing and alchemical reactions. A brazier of ever-burning coal is in the center of the room, near a handful of other bizarre contraptions related to brewsmithing such as a transmutation kiln. There are ten sets of alchemist’s supplies, four sets of brewer’s supplies, a set of tinker’s tools, and five herbalism kits spread throughout the lab. Using these supplies, as well as the treatises and the transmutation kiln, a character who is proficient in alchemist’s supplies can attempt to brew a potion. A character can attempt to brew any potion (subject to the DM’s approval) and doing so takes one hour. There are enough supplies for five such attempts. Brewing a potion requires an Intelligence check and the DC depends on whether the potion is common (DC 10), uncommon (DC 15), rare (DC 20), very rare (DC 25), or legendary (DC 30). If the characters search the room thoroughly, they also find a small, palm-sized box of adamantine. Opening the box reveals a small chunk of magical ice known as ever-ice. Whenever the ice is exposed, the air within twenty feet of it counts as extreme cold. Water freezes, small cold-blooded creatures fall into a torpor, and any creature exposed to the cold for more than an hour must make a successful DC 10 Constitution saving throw or suffer a level of exhaustion. Despite its name, ever-ice is not eternal and melts after an accumulated five hours of exposure. If the person carrying the ice ever takes 20 or more hit points of fire damage, then the ice is destroyed, regardless of whether or not it is exposed. G23. Workshop for the Greater Good There are five bloodstained tables in the center of this alchemical workshop. There are manacles set into the table that seem sized to hold a Small creature. Next to the manacles are a dozen empty syringes and a pile of giant rat bones. A locked cage along the northern wall has the skeletons of five giant rats. Next to it is a locked cabinet which contains ten one-pound ingots of adamantine (worth 100 gp each). The locked cabinet can be forced open with a successful DC 20 Strength (Athletics) check. Alternatively, the lock can be picked by any character proficient in thieves’ tools who makes a successful DC 20 Dexterity check. Taking the adamantine ingots triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). Early residents of this temple routinely injected the fountain waters from area G21 into rats to discern their ever-changing properties. A family of giant lab rats still lives within the workshop. The entrance to their warren is hidden underneath a table and can be discerned with a successful DC 15 Wisdom (Perception) check. The rats can be coaxed forth from their warren by a successful DC 15 Wisdom (Animal Handling) check or comparable magic. If a rat is injected with a potion or magical liquid that has a positive effect, the rat appears invigorated. If a rat is injected with a potion or magical liquid that has a negative effect, the rat atrophies and falls into a coma. A magical summoning circle has been burned into the corner of the room. This magical circle allows a character to treat any spell they know that summons or creates a creature as if it was a ritual. This property can be discerned by any character that makes a successful DC 15 Intelligence (Arcana) check. G24. The Disobedient Manservant This small room has the statue of a human wearing servants’ garb standing against the northern wall. The statue can be heard muttering to itself about how no one appreciates it or its hard work. Another giantsized door of platinum leads to the west. As before the door is not locked but requires a successful DC 26 Strength (Athletics) check to open, due to its sheer size and weight. The statue is actually the petrified form of Ebu, a real-life servant that over time has learned to talk. Ebu was a servant of this temple, many centuries ago, but was stubborn and disobedient, often ignoring the orders of the priests. He was eventually turned to stone as punishment for his stubbornness and left as a warning for the other servants. Ebu knows a magical phrase that can be used to open any of the temple’s giant-sized doors but is reluctant to share it with anyone who asks, accusing them of trying to get him to do their work. Ebu can be persuaded into revealing the phrase with a successful DC 13 Charisma (Persuasion) check. The magical phrase is “Heron.” If the characters cure Ebu’s petrification, he is delighted and gives them a happy, ecstatic hug. The manservant dutifully trails them throughout the
Chapter 7 Plow the Cursed Sands 82 temple, offering to assist with the most minor of tasks and providing information regarding each room. Ebu refuses to leave the temple, however, fearful that doing so will anger the gods. G25. Chamber of Sacred Fountains There are five grandiose fountains in the southern half of this room. Two of the fountains have clear light blue water, whereas two of them spout opaque violet liquid. A fifth fountain, situated between the other four, spews forth liquid flame. The walls of the room are covered with intricate carvings that sparkle with gold and platinum accents. A massive rug of exquisite artsmanship covers the northern half of the room. These sacred fountains bubble with magical liquid. The properties of each fountain changes periodically. Drinking the liquid from a fountain currently produces the following effect: First Blue Fountain. The character must make a successful DC 18 Constitution saving throw or have their hit points reduced to zero and all of their spell slots expended. Second Blue fountain. The character gains the benefit of a long rest. If the character is at full hit points, then they also gain 3d6 temporary hit points. First Violet Fountain. The character triggers 1d4 curses (See area G1). Second Violet Fountain. The character gains the benefit of the bless spell until they next finish a short or long rest. Fountain of Flame. Any creature that enters or ends its turn in the fountain of flames takes 2d6 fire damage. The fountain has no other mystical properties. It was erected as a tribute to Firaz Azar, the Flame that Flies (see area G26) as well as to provide elemental balance within the temple. Other than divination magic or experimentation (see area G20) there is no way to determine the properties of a particular fountain, short of drinking its waters. If a creature drinking the waters receives a beneficial effect, they can’t do so again for a tenday. The rug is beautifully made, meticulously woven by seven generations of master artisans. It is an unmistakable work of art worth 5,000 gp. However, it is ten feet by fifteen feet and weighs three hundred pounds, making it extremely difficult to transport. Taking it triggers a curse (roll on the Deadly Curses table in the sidebar earlier in this chapter). The carvings depict the citizens of Har’akir worshiping various, animal-headed gods. The gold and platinum accents are worth 200 gp if removed from the wall, although doing so triggers a curse. G26. Sacred Shrine of the Flame that Flies This room is painted in vibrant reds and oranges that twist and twine like wisps of dancing fire. Raised steps lead to a gargantuan brazier filled with roaring, crackling flames. There are four small platforms of raised marble in the room. Tribute has been laid upon each of these platforms. The tribute includes: First Platform. A helm of brilliance. Second Platform. A staff of fire. Third Platform. A sunblade. Fourth Platform. An eversmoking bottle, a lantern of revealing, and 1000 gp. Fiery Wrath of the Phoenix If any item is taken from a platform, the characters must make a successful DC 18 Wisdom saving throw or be cursed to fail their next three death saving throws. Immediately thereafter, all items from the remaining platforms are consumed by fire. Walls of fire, as per the wall of fire spell, rise to block the exits from the room. A gargantuan bird with burning red plumage rises from the room’s brazier. Firaz Azar, the Flame that Flies, roars in outrage, “PUNY THIEVES, VERMINOUS BEGGARS, YOUR FLESH WILL MELT FOR THIS SACRILEGE” before attacking. Firaz Azar has the statistics of a roc with the following changes: J It is immune to fire damage. J It has the following additional trait: Heated Body. A creature that touches Firaz Azar or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. J It has the following additional action: Sirocco. Firaz Azar beats its wings to create a seething hot wind in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Unquenchable Charity of the Phoenix If a character examines the brazier, they find the following inscription: GAZE IN AWE UPON THE RELICS AND WEALTH OF FIRAZ AZAR, THE FLAME THAT FLIES. PLACE YOUR TRIBUTE WITHIN THE FLAMES, IF YOU WOULD SEEK HER BLESSING. Any tribute placed within the brazier is instantly incinerated. If the tribute is meaningless or holds no value, then the flames explode in a great conflagration, inflicting 8d8 fire damage to all characters standing within twenty feet of the brazier. If the
Chapter 7 Plow the Cursed Sands 83 tribute has great religious or sentimental value, or a monetary value of more than 1,000 gp, then Firaz Azar is pleased. Assuming that she has not been slain, each character loses 1d4 randomly determined curses. They also receive the Blessing of the Phoenix. Blessing of the Phoenix. If you fail a death saving throw, you can choose to succeed instead (no action required). When you do so you are briefly surrounded by benign flames. Once used, this blessing fades. G27. Preparations for a Rich and Bountiful Afterlife This is a mummy preparation chamber. There is a cabinet filled with surgical hooks, bandages, canopic jars, ointments, wines, and spices. There are three slabs and two workstations. If a character has access to the intact corpse of a humanoid, they can attempt to transform that humanoid into a mummy. To do this the character must make a successful DC 18 Intelligence (Religion) check as well as a successful DC 18 Wisdom (Medicine) check. There are enough supplies in the chamber for two such attempts. Any successfully created mummy follows the commands of its creator and lasts for 1d4 days before eventually decomposing into uselessness. G28. Barge This large room is well constructed and architecturally grand, with a vaulted ceiling and decorative arches, although the interior walls of the chamber seem more plain in construction. Any character that examines the interior walls notice that the mortared, marble blocks look newer than those elsewhere, as if the walls were added somewhat recently. Any character with a mining kit can spend an hour to carve a hole through the interior walls. Alternatively, a five foot square of wall has AC 15, 25 hit points, and immunity to poison and psychic damage. Firaz Azar is a proud and ancient phoenix, immovable in its convictions
Chapter 7 Plow the Cursed Sands 84 Behind the interior walls is a well preserved funeral barge, sitting atop a raised granite platform. The boat is made from sycamore. Its deck is unadorned other than a bronze plaque which reads: THE TALE OF THE PRIESTESS NEPHRITI A CAUTIONARY PARABLE Once there was a priestess, common in all ways except for her unsurpassing beauty, gifted unto her by the gods she served. As her beauty blossomed, she began to increasingly shirk her duties. Instead, she would spend her days gazing into the temple’s many fountains so that she might see her reflection. Offended by her self-idolatry, the gods turned her into a fish so that she might spend her years beneath the waves, unable to gaze ever again upon her reflection. If the characters enter the hull of the barge they find that its floor is made entirely from glass. Looking through the glass the characters see a strange, undersea kingdom populated by schools of small, phosphorescent fish. A minute after entering the hull, a large fish with iridescent scales and unsurpassing beauty swims up to gaze at the characters. The fish bats her fishy eyelashes as she watches the characters with undisguised interest. The fish is the transformed priestess Nephriti. Anytime a character looks upon her they must make a successful DC 15 Wisdom saving throw or spend their turn incapacitated as they gaze lovingly upon Nephriti. The character can repeat the saving throw at the end of each of their turns, ending the effect upon a success. No sound can pass through the glass floor. Even if sound could pass through the glass, Nephriti nowadays has the intellect of a common fish. Because of this she can only communicate using magic such as the speak with animals spell. If the characters use a mirror or reflective surface to show Nephriti her reflection, she gazes at it for a long moment before turning away. She gives the characters a slight, fishy smile before then swimming off contentedly. Each character can remove 1d4 randomly determined curses. The glass floor has AC 5, a damage threshold of 15, 10 hit points, and immunity to poison and psychic damage. If broken, the characters can access a waterfilled shaft that descends for five hundred feet. At the bottom of the shaft is a crude idol of what appears to be a giant-sized version of Nephriti. Scattered about the idol are a pile of pearls worth a total of 2,000 gp in total. Taking these pearls triggers a curse (roll on the table in the Deadly Curses sidebar). G29. Great Underground Desert The dry heat of the temple is at its most prominent within this room. Its walls have collapsed, giving access to the Great Underground Desert. The Great Underground Desert is a sea of sand that stretches for hundreds of miles connecting the many tombs and temples of Har’akir. The desert’s ceiling is thousands of feet overhead, far out of sight of the characters. There is not a single speck of naturally occurring light, although a glowing purple obelisk can be seen roughly a mile into the desert. After the characters have traveled half a mile, a strange wind begins to blow across the dunes. If Tz’graz is with the characters, she crouches in anticipation of danger. The sand begins to dance beneath the ever-building wind. Finally the wind turns into a hurricane, blowing sand everywhere. Growls and hoots echo from the sand storm, as more than a dozen humanoid creatures charge the characters. The assault force is a tribe of twenty jackalweres (unaligned with Tz’graz’s tribe). The jackalweres wear layers of heavy clothing that protect them from the sand storm. But any characters who do not wear similar clothing take 1d8 slashing damage at the start of their turn from the sand storm. The sand storm will last for five rounds and while it persists the area is heavily obscured. At the end of the second round of combat read or paraphrase the following: A vast tentacle thrusts up from the sand, coiling about one of the jackalweres. There is the sound of bone pulverizing, as blood spurts everywhere. There is then a second tentacle that begins lashing about just inches from where you are standing. The tentacles belong to a submerged sand kraken. A sand kraken has the same statistics as a juvenile kraken (appendix B) with the following changes: J It has three-quarters cover. J It has a walking speed of 20 ft. and a burrow speed of 50 ft. J Whenever a creature begins their turn grappled by a tentacle, they take 2d6 bludgeoning damage and must make a successful DC 20 Constitution saving throw or have the breath crushed from their lungs. J The sand kraken does not have the Lightning Strike action or Legendary Actions. J Its Multiattack is replaced by the following: Multiattack. The sand kraken makes three tentacle attacks, each of which it can replace with a use of Submerge.
Chapter 7 Plow the Cursed Sands 85 J The sand kraken has the following action: Submerge. One Medium or smaller creature grap- pled by the sand kraken is pulled beneath the sand. If the creature has had its breath crushed from its lungs, it begins to suffocate. It can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round) before being reduced to 0 hit points. Submerged creatures have disadvantage on any checks to escape their grappled condition. The sand kraken initially splits its attacks between the characters and the jackalweres, although the jackalweres flee as soon as possible. Should the characters flee as well, the sand kraken chooses to pursue whichever group is the largest. Black Obelisk A fifteen-foot black obelisk of cracked, glowing stone rises from the sands of the desert. Within the obelisk can be seen the beginning of a staircase that leads down into the sands of the desert. G30. Lair of the Necrosphinx The staircase leads down for hundreds of feet. Any careless footsteps echo ominously as the characters finish their descent. Once they reach the bottom of the stairs (marked E on the map) read or paraphrase the following:
Chapter 7 Plow the Cursed Sands 86 The staircase opens into a small tomb made from blocks of crumbling obsidian. Mounds of ceramic coins fill the chamber. Amidst the coins can be seen small chests brimming with sparkling gemstones. It is unbearably cold within the tomb. It is eerily quiet as well and, for the moment, all you can hear is the sound of your own breathing and the beating of your own heart. Slowly in the dark you make out something. A leering, feral grin. The grin is attached to a bleached skull that has strips of dried flesh hanging from it. The humanoid skull is attached to the rotting body of a lion. Decomposing wings, made from putrid molting feathers, flap lazily as the skull’s grin widens. “It’s been so long since I’ve had the pleasure of company. Would you like to play a game?” The creature is Alhazred, a necrosphinx (appendix B; marked by an N on the map). The necrosphinx challenges the characters to a riddling contest, promising the characters that they can each pick a treasure of their choice and leave safely if they correctly solve three riddles. What the characters do not know is that it has been centuries since Alhazred has feasted and he is currently a shell of his former self. Currently he has only 150 hit points and disadvantage on all attack rolls and saving throws. However, the necrosphinx rejuvenates every time a creature answers one of his riddles. If the characters agree to the riddle contest, then Alhazred begins with the following riddle, “I am hot and red. I can be used to cook food but also can burn down a forest.” The necrosphinx begrudgingly congratulates the characters if they answer with fire. Any character who makes a successful DC 15 Insight (Wisdom) check (made with disadvantage due to Alhazred’s Inscrutable trait) discerns the faintest hint of a smile. Alhazred no longer has disadvantage on all attack rolls and saving throws. The second riddle is, “I am what happens when water freezes and becomes solid. I am what icicles are made from.” If the characters answer with the word ice, then the necrosphinx again dourly congratulates them. Any character who makes a successful DC 13 Wisdom (Insight) check (made with disadvantage due to Alhazred’s Inscrutable trait) notices that the necrosphinx seems invigorated with the answered question, gaining in substance and form. Alhazred now has full hit points. After a brief pause to collect itself Alhazred pounces, hoping to feed upon the characters. By not asking them a third riddle, he reasons that he cannot be bound by their agreement. As he attacks he roars, “Foolish mortals, what can stand in the face of death?” Although this taunt is not intended as a riddle, if the characters answer it as if it was with an earnest answer such as history, or love, then the necrosphinx stops short, bound by its bargain. Otherwise, the necrosphinx fights to the death. There are more than 100,000 ceramic coins scattered throughout the tomb. This is a king’s fortune within the domain of Har’akir, but worthless elsewhere. There is an additional 30,000 gp in gemstones, although a curse is triggered for every 10,000 gp worth of gemstones that is plundered. The scalp of Vecna can be found preserved within a ceramic urn. A stone tablet is visible within the mounds of coins, although its writing is face down. If turned over the tablet has the phrase ‘4th’ followed by the picture of a dragon. Once the scalp has been recovered Skeever bounces about excitedly, encouraging the characters to leave this “hot, nasty place” and return to Castle Avernus. With a soul darker than the shadows gripping Moil, Alhazred’s cruelty truly knows no bounds
Chapter 8 A Skeleton in the Closet 87 nce the characters have obtained at least one Vecnan body part, they can decide that it is time to visit Citadel Cavitius, Vecna’s former domain. Skeever is happy to use his mistwalking powers to accommodate this. As the characters plunge one last time into the mist, read or paraphrase the following: You trudge through the mists long enough that all sense of time dissolves. Moments, or perhaps years, roll away until you finally see the silhouette of a large mound in the distance. It grows closer and closer still until it appears as an impossibly huge skull, ready to eat you whole. The mists thin out, although they never quite dissipate until you find yourself staring at a giant, bleached skull towering over you like a small mountain. A winding road leads its way through the skull’s gaping maw. . . As the characters get closer to the skull, they may attempt a DC 12 Wisdom (Perception) check to discern that the skull is in fact built from billions of bones, seamlessly fused together. Those bold enough to enter the maw of the skull find themselves emerging into a city built within the skull’s interior. Crystalline, skull-shaped lights cast strange shadows amidst the swirling ever-present mists. Everything within the city, including the roads, seem to also be made from billions of fused bones. An occasional zombie, dressed in the fashion of Darkon, can be seen shambling noiselessly through the streets. At the DM’s discretion creatures made from dark, swirling mist known as mist stalkers (use the statistics for wraiths) might be found within abandoned buildings. Otherwise, the city appears eerily abandoned and deathly silent. After just a Chapter 8 A Skeleton in the Closet After obtaining at least one Vecnan relic, Skeever offers to take the characters to the domain of Cavitius. Unknown to the players, the Darklord Azalin has absorbed Cavitius into his own domain of Darkon. Through his imp Skeever Azalin has manipulated the characters into gathering and bringing him Vecnan relics so that the Darklord might use them to open a portal that leads out of Ravenloft. After dealing with Azalin, one way or another, the characters escape Ravenloft and return home. few minutes of wandering, the characters notice two prominent locales: the Temple of Vecna and the Palace of Vecna. The Temple of Vecna is located within the inner wall of the skull, between the eyes. Stairs within the interior of the skull lead up to the temple, which has been built into the wall of the skull. Like the rest of the city, the vaulted temple is empty of both furnishings and creatures. From this vantage point, however, the characters may attempt a DC 15 Intelligence (Arcana) check to discern that the eyes of the skull are filled with swirling pools of necrotic energy. Any character who comes in contact with this energy is affected by a disintegrate spell. The Palace of Vecna is described below. For more details on Citadel Cavitius, including its surrounding domain, see Ulraunt’s Guide to the Planes: The Shadowfell. Citadel Cavitius is an eerie and imposing sight to behold
Chapter 8 A Skeleton in the Closet 88 Palace of Vecna Within the center of the city is a fearsome structure that bears a striking resemblance to a hand, with five towers jutting from its top like the fingers of an upraised palm. Whereas most of the fortress appears to be built from the same bone as the rest of Cavitius, the central tower is a deep black spire that rises as high as the eye can see. Dark stone doors lead into the palace’s interior. H1. Throne Room Mists continue to swirl within this grand circular chamber. Dark impenetrable clouds writhe thirty feet overhead, obscuring the ceiling from sight. At the far end of the room, raised steps lead to a great throne that juts forward from a carving of a gigantic spider web. Everything, from the throne to the walls, is bleached white, as if the coiling mists have leached away every last bit of color. Any character who flies into the dark clouds finds themselves quickly disoriented. Within minutes they emerge back into the throne room. The throne is an exact replica of the Spider Throne used by Vecna in his mortal days. If a character sits within the chair they feel their awareness dispersed throughout the palace. They now know the layout of the first floor, including the location of the stairwell in area H5. However, they also feel a cold sense of oblivion, knowing instinctively that the mists are slowly dissolving Cavitius. The character must make a successful DC 18 Charisma saving throw or gain one level of dissolution (see sidebar). After a character sits on the throne, four vaguely humanoid creatures coalesce within the mist. These creatures moan plaintively, “you do not belong here” before attacking. These creatures are mist walkers (appendix B). Anytime a mist walker from the Palace of Vecna hits a creature with its Life Drain attack, the target must make a successful DC 14 Charisma saving throw or gain one level of dissolution (see the Dissolution sidebar). H2. Throne Room Three rooms line this entry hall. The rooms are scoured clean, filled with sterile white mist that coils about benches, tables, and chairs. In the past these rooms were used by the citizens of the domain to make petitions. Once the characters are halfway through the entry hall, each room spawns 1d4 mist walkers (appendix B) that pursue the characters. At this point it is suggested that characters roll initiative and that this initiative order remain in use until the characters exit the first floor. Dissolution The Dark Powers are working to dissolve Cavitius. The characters, during their time within the realm, might find themselves caught up in this process, gaining levels of dissolution. The greater restoration spell can be used to remove one level of dissolution. The levels have the following effects: 1. Color and vibrancy begins to fade from the character. Their thoughts drift and their personality weakens. There are no associated mechanical disadvantages. 2. All color bleeds from the character and their possessions, and they begin to become insubstantial. All weapon attacks inflict half damage. The character’s movement speed is halved, although they gain a fly speed of 20 ft. (hover). 3. The character now has a misty translucence, making them difficult to see and giving them advantage on Stealth checks. The character cannot inflict damage with weapon attacks. Their movement is reduced to 0, although they retain a fly speed of 20 ft. (hover). 4. The character dissipates completely, dissolving into a thin mist that disperses throughout Cavitius. They can only regain their form through the use of a wish spell. The mist walkers take the form of petitioners and beg the characters to stop and listen to their grievances. Despite these pleas, the mist walkers attack if given the opportunity. H3. Dining Hall This long dining hall is bereft of not only color but sound as well. Even more eerie is the complete and total absence of the smells one would expect within such a cafeteria. Three lecture halls adjoin the dining hall. Each of these lecture halls has a podium and benches, but little else. If a character spends a round searching one of these rooms, there is a 50 percent chance that they find a magic item (Roll on Magic Item Table G in chapter 7 of the Dungeon Master’s Guide). As soon as the characters enter the dining hall, 1d4 mist walkers spawn within each lecture hall and begin to immediately pursue the characters. These mist walkers look like robed humanoids. In a slow, haunting voice, they demand that the characters submit and sacrifice themselves to Vecna. While in the dining hall, on initiative count 20, tentacles of mist rise from the floor and attempt to grab the characters. Each character must succeed on a DC 14 Dexterity saving throw or take 3d6 bludgeoning damage and be restrained until the end of their next turn.
Chapter 8 A Skeleton in the Closet 89 H4. Inner Hall This inner hallway is flanked by three barracks. These barracks are filled with empty, sheetless beds and wooden chests. If a character spends a round searching a room, they find a chest with 1,000 gp and a +2 mace, although all subsequent rooms are empty. As soon as the characters enter the inner hall, 1d6 mist walkers spawn within each barracks and begin to march towards the characters in tight, military formation. These mist walkers look like armored guards, and they yell ominously at the characters, threatening to execute them for their trespasses. While in the inner hall, on initiative count 20, the hungry mists turn unnaturally cold, draining life from the characters. Each character must make a DC 14 Constitution saving throw. The character takes 6d6 cold damage on a failed save, or half as much on a successful one. H5. Infernal Garage This huge workshop was where Vecnan engineers once worked on the construction of fearsome war machines. These machines, powered by tortured bodies and captured souls, were then used in Vecna’s war with the forces of Tovag. Five such war machines are currently lined up within the garage. They are juggernauts shaped from slabs of stone, and covered with hooks and depressions where bodies and skulls are mounted. Any character who fought the war machine in Tovag notes obvious similarities. A staircase leads up to the citadel’s second level. The mist is at its thickest in this room, as if trying to prevent the characters’ escape. Within the mist lurks twelve mist walkers, all of which attack the characters. A character can seek refuge within one of the war machines, although it takes 10 feet of movement to do so. The unfinished war machines lack locomotion; however, inside of them can be found a lever. A character can pull the lever as a free action. If they do so, the skulls and bodies surrounding the machine emit a terrible shriek, heard more with the soul than the ears. All creatures within fifty feet of the war machine must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points (or dissipates into mist, in the case of the mist walkers). On a success, a creature takes 6d6 psychic damage. Each wagon can use this effect once. The fog within this room is tinged red, as if angry. Characters feel a slight burn as they move through the mists’ wet, caustic caress. On initiative count 1, each character must make a successful DC 10 Charisma saving throw or gain one level of dissolution.
Chapter 8 A Skeleton in the Closet 90 The mist walkers do not pursue the characters up the staircase. Azalin has mystically warded the upper levels of the fortress, making it safe for the characters should they make it this far. H6. Upper Stories The echoing upper halls of the palace are filled with the same mist that pervades throughout Cavitius. Room after room is utterly empty until the characters reach the top of the Black Tower (For more details on the upper levels of the palace see Die Vecna Die!) At the top of the Black Tower can be found two rooms containing murals that provide additional details to Vecna’s back story (appendix A). Also atop the Black Tower can be found Vecna’s abandoned throne room. Once the characters enter the throne room, read, or paraphrase the following: Azalin Rex, Wizard-King and Darklord of Darkon You pass through an archway carved to resemble a pair of striking serpents. Beyond the archway is a large room filled with a swirling vortex of magical energy, a brilliant and nightmarish sea of color and lightning. As your eyes adjust to its intensity, you hear a low gravelly voice from behind you. “Do not let the colors fool you. The portal is sealed shut. For now.” Turning around you see a lone, robed figure silhouetted in the hallway behind you. Skeever shrieks aloud, “Master! Master!”, flying on batlike wings to the silhouette. The silhouette speaks again, “Yes, my impish familiar. You have done well, bringing these guests to our doorstep.” Skever smiles with true joy in response. The figure floats forward with an otherworldly determination, as if nothing could hold it back, filling you with an eerie sensation. The figure’s red robes are obviously crafted from the finest fabrics, but what is certain to be centuries has long since turned them into a torn and tattered shadow of their former selves, now unfit to provide any sort of protection against temperature or weather. A withered torso is visible beneath the robes and a gaunt arm clutches a scepter, while a jeweled crown rests atop the figure’s head. The sinister figure is Azalin Rex (appendix B). He is currently protected by a globe of invulnerability. If attacked, he defends himself with his Negate Spell and Petrified Retribution reactions but does not attack in return. Instead, he attempts to parlay with the characters, introducing himself while assuring them that they are united against a common enemy. Azalin is always thoughtful and slow to talk. He is a strategic genius who has likely been observing the characters for days. He acts and speaks accordingly. Skeever sits near Azalin looking at the characters, nodding as his master speaks. If the characters ask Skeever, he explains Azalin to be the wisest in all
Chapter 8 A Skeleton in the Closet 91 magic, including this ritual. As such, he must rely on the characters to perform the ceremony. He prefers not to discuss his own ulterior motive, which is to use the activated portal to escape Ravenloft. However, if pressed, he reveals this information honestly. He suggests that the characters have little choice in the matter, since he possesses the only copy of the ritual needed to activate the portal. If any characters were dissolved into mist, then Azalin offers to use a wish spell to bring them back as added leverage. Cut and Run If a character willingly completes the grueling, hourlong ceremony, then they are immediately afflicted by two levels of exhaustion. Read or paraphrase the following: With the completion of the ritual, a portal opens within the swirling maelstrom of energy. The portal takes the shape of a glowing eye. Azalin’s face, illuminated by the wild kaleidoscope of color, beams in triumph. “At last! At last, I am free of this dismal prison.” At these words, the lich begins to step towards the portal. If the characters do not stop Azalin, he steps through the portal. It is left to the DM’s discretion whether the lich escapes to plague Toril, or whether his efforts are thwarted by the Dark Powers. The characters can attempt to persuade Azalin to stay behind, reminding him of his duty as ruler of Darkon and pointing out how his actions have brought about the domain’s destruction. Such attempts require a successful DC 25 Charisma (Persuasion) check. If this fails, then the characters will have to physically stop him, and combat ensues. Azalin attempts to put on a convincing show but allows the characters to destroy him. He is uncertain of whether killing the characters will close the portal and prefers not to take his chances. Assuming the characters are carrying his phylactery (see area E6), he hopes that he might be unknowingly carried through the portal after his apparent defeat. One way or another, after stepping through the portal, the characters are transported back to Toril. The portal attempts to transport the characters directly to Vecna’s seat of power in Waterdeep. However, Vecna has warded Waterdeep against such magics and so the characters emerge a hundred miles north of Waterdeep, along the edge of the High Road. Escaping Cavitius, the characters lose all levels of dissolution. From here it is an uneventful three-day journey north along the High Road to return to Thornhold. existence and that the characters would do well to hear him out. If pressed, he will also divulge that even with how powerful they are, the characters can’t withstand Azalin’s wrath; they should instead consider themselves fortunate his master has use of them. Azalin is willing to share the following information regarding Vecna: “Long ago the so-called lich lord was betrayed by his closest lieutenant, Kas the Destroyer. Once imprisoned within Ravenloft Vecna thought that his curse was to wage an eternal war against Kas, but I conjecture that he was wrong. He is arrogant, but rightly so. In terms of power and intellect, he has no equal. But predictably, the one-eyed fool has a blind spot. I believe that, despite escaping Ravenloft, he still bears his curse, and that curse is to always be betrayed by those that are closest to him.” At this point Azalin gives the characters an aged scroll (see the handout in appendix C), encouraging them to read it at a later time. The scroll is in fact a page magically removed from the first tome of the stilled tongue, which Vecna kept as a personal journal for a time. Azalin is also willing to divulge the following information: J Cavitius has gone dormant since Vecna’s escape, slowly deteriorating over time. Through powerful magic Azalin has been able to absorb Cavitius into Darkon. Azalin does not know it, but as a byproduct of this absorption, Darkon is deteriorating as well. Azalin is visibly shocked and dismayed if this is brought to his attention. J The vortex of energy is a permanent tear in the fabric of Ravenloft, created when Vecna made his escape years ago. It can serve as a portal to whatever world Vecna currently resides upon, in this case Toril. J The portal is currently sealed shut. However, Azalin knows of a ritual that can open the portal. Completion of the ritual requires a Vecnan body part. J Azalin has a written copy of the ritual that he willingly provides the characters, encouraging them to perform it. If any of the characters are spellcasters, they recognize that the ritual is a complex spell that will push them to the limits of their mastery. In the absence of any spellcasters, the ritual is simply a set of instructions that can be precisely followed by any character. If the characters ask why Azalin is unwilling to complete the ritual himself, he willingly reveals that his curse prevents him from learning or casting new
Chapter 9 No Longer Eye to Eye 92 ecna was not idle while the characters ventured throughout Ravenloft. Given time, the Lord of Secrets was able to ascertain that Xanathar has been the source of recent turmoil. After doing so, he dispatched a group of liches to eradicate the eye tyrant. As a warning to others who might consider resisting Vecna’s reign, the liches razed Thornhold, capturing Xanathar in the process. The liches then performed hideous rituals upon the beholder, turning them into a death tyrant loyal to Vecna. When the characters return to Thornhold read or paraphrase the following: The last few miles of your journey have been miserable. Brackish mud pulls at your every footstep. Buzzing swarms of insects hound you relentlessly and damp, drizzly mist has soaked you to the bone. It is because of this mist that you didn’t notice, until just now, that the crumbling fortress of Thornhold has fallen into a sprawling pile of slime-caked rubble. Allow the characters a minute or two before reading or paraphrasing: You see a silhouette drifting towards you through the mist. A large floating orb, with waving eyestalks, it is unmistakably Xanathar. Except. . . something about it seems off. The floating body scrapes carelessly against the ground, and the eyestalks hang like limp, dead weeds. The dead voice that issues forth from the eye tyrant lacks any semblance of humor or life and is, instead, moaning and monotonous, “There is no hope. . . There is no resistance. . . There is only Vecna.” If you have access to Rise Of Vecna, then consider using the provided map of Xanathar’s lair. Otherwise, the eye tyrant awaits the characters within the ruins of Thornhold, guarded by ten zombies and two zombie driders. A zombie drider uses the statistics for a drider with the following changes: Chapter 9 No Longer Eye to Eye The characters find a trap waiting for them when they return to Thornhold. Their former employer, Xanathar, has been transformed into a death tyrant loyal to Vecna. After defeating Xanathar, the characters find the beholder’s notes. These notes detail Xanathar’s plans to recruit allies and defeat Vecna. J It is Undead. J It is immune to poison damage and the poisoned condition. J It can’t cast spells. J It has the following additional trait: Undead Fortitude. If damage reduces the zombie drider to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drider drops to 1 hit point instead. During combat Xanathar repeatedly praises Vecna, condemning those foolish enough to resist the archlich’s dominion. Should the characters defeat Xanathar, they soon notice a bit of furtive movement amidst the wreckage of Thornhold. Ott Steeltoes (CE male dwarf cultist) emerges from the rubble. Ott tended to Sylgar, Xanathar’s beloved pet goldfish. The dwarf proved inconsequential enough to escape the notice of Vecna’s liches. He has been hiding ever since, scared to move lest he arouse the ire of his former master. Through it all Ott managed to keep Sylgar alive. He also managed to salvage a ledger containing Xanathar’s notes. At this point Ott hopes to travel to Leilon and settle there. He is scared that keeping Sylgar will make him an eventual target for Vecna, so he attempts to persuade the characters into taking care of the fish. Ott also gives the characters the pilfered ledger. The ledger is labeled, “XANATHAR’S GUIDE TO SAVING THE WORLD”. Sylgar
Chapter 9 No Longer Eye to Eye 93 Xanathar's Guide to Saving the World With Xanathar slain the characters are now in control of their own destiny. Equipped with Vecnan body parts from Ravenloft, it is now time for them to consider bringing the fight to Vecna’s doorstep. Before doing so, however, they would be wise to seek outside aid and allies. Such attempts are limited only by the scope of their imagination; however, four possibilities are described in chapters 10 through 13. Notes from the Ledger. The ledger is filled with notes scribbled telekinetically by the eye tyrant over the last month. The notes are written in Common. They are largely a product of the beholder’s rampant paranoia and, as such, are inscrutable. However, there is a section labeled “ASSETS” which contains the following information: J Dwarves!! Need more dwarves! Sloopidoop tells me they are trapped in the Elemental Plane of Earth. Send minions to Triboar to speak with Hellenrae and find out more. J Vecna is in Waterdeep but how to get in? Can One-Eyed Jax get into Waterdeep? Port Llast on the next new moon. Note to self: Have minions pick up spices. J Need more bribery money. Alliance with Tiamat???? Send henchpersons just in case it doesn’t work out. Seek Rezmir in Leilon. J How to get into Vecna’s magic tower?? Lots of magic death traps. Maybe Halaster will help?? Have tracked down Durnan to the Stone Hill Inn in Phandalin. J Will need distraction to get into the magic tower. Gather a war council and make an army? Promote myself to General? Each bullet point is more fully described in chapters 10 through 13. Your characters can complete as many or as few of these quests as they like, and in any order; however, if you are going to have the characters search for the dwarves, it is suggested that you do that chapter first, as it sets up a base of operations for the characters. You can guide characters towards (or away from) certain options by having them labeled as “High Priority” or “Low Priority”. Of course, you can also supplement or replace any of these quests with quests of your own choosing. For example, if you own Icewind Dale: Rime of the Frostmaiden, you might consider having the characters explore the Necropolis of Ythryn in hopes of securing a magical spindle that can be used to suppress Vecna’s magic (area Y19N in Rime of the Frostmaiden). After your group has completed as many side missions as desired proceed to chapter 14 where they will begin the process of sneaking into Waterdeep and finally confronting the archlich Vecna. Allow the characters to advance one level after recovering Xanathar’s Guide to Saving the World. Encounters on the Road At this level the characters are not likely to be bothered by the mundane hazards of travel such as fording rivers, food management, or pesky bands of goblins. Because of this you may consider fast tracking such travel. Regardless of whether you do this, here are some encounters that add context and color to the apocalyptic world in which the characters now live. Generic battle maps are included with all the other battle maps in a zipped folder. An Elemental Quandary During their travels the characters pass through a small collection of farms. Smoke still rises from the recently burned crops. This destruction was inflicted by an adult red dragon, at the behest of the Cult of the Dragon, after the farmers proved unable to provide “sufficient tribute” for Tiamat. When the characters arrive there are two cultists of the Cult of the Elder Elemental Eye, accompanied by a water elemental and an earth elemental. The cultists are offering to restore the decimated fields, but only if the farmers give them four children (one for each of the elements) to foster as wards and raise in the ways of the Elemental Eye. The farmers are aghast at the deal, but desperate enough to follow through. If the characters offer, the cultists are willing to restore the lands for a tribute of 500 gp or greater. Alternatively they can be persuaded to accept only two children as wards, if the characters make a successful DC 18 Charisma (Persuasion or Intimidation) check. Deadly Foes As the characters’ power has grown, so too has their notoriety, gaining them the notice of Vecna. Consider using any of the following encounters during overland travel to reinforce the idea that it is only a matter of time until they are found and overwhelmed by Vecna and his many minions: An Officer but not a Gentleman. A death knight leading a small Zhentarim troop of twenty veterans accosts the characters as they travel a main road, trying to extort them for money. Unless the characters take precautions to disguise themselves, the death knight recognizes them and attacks.
Chapter 9 No Longer Eye to Eye 94 A Thickheaded Forerunner. One of the enigmatic Skulls from Skullport (see area K2 in chapter 14 for statistics) is dispatched by Vecna to track down and eliminate the characters. It finds them just as they are setting up camp and attacks. If the characters vanquish the skull but remain in that spot, they are attacked five hours later by a lich and four wraiths. Dangerous Game. The Grim Hunter (appendix B) is dispatched to track down and kill the characters. He shadows them for a week, trying to learn as much about them as possible before picking a strategic opportunity to pick them off one at a time. Lord of Fangs. Lord Haroln, a warrior vampire, and one of Vecna’s most loyal servants, tracks the characters down to whatever town they are passing through. He is accompanied by four vampire spawn. Lord Haroln confronts the characters publicly, having his vampire spawn kill innocent bystanders if it appears the characters are about to flee. If defeated but not slain, the vampire lord continues to relentlessly hunt the characters. Walking Cataclysm. If the characters have a town or city that they frequent, such as Triboar, then Vecna sends a zombie tarrasque to destroy the city as punishment for harboring the characters. This mutilated undead monstrosity is missing its left hand and left eye. The characters receive urgent word from one of their contacts within the city that the slow-moving tarrasque will reach the city within five days. A zombie tarrasque has the same statistics as a tarrasque except that it is Undead, can make only a single Claw attack with its Multiattack action, and has the following additional trait: Undead Fortitude. If damage reduces the zombie tarrasque to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie tarrasque drops to 1 hit point instead. Young Outside, Dead Inside. The characters attract the attention of Innova, a lich that has adopted the form of a six-year-old girl. Innova arranges to be discovered in the wilderness, pretending to be lost. She then ambushes the characters at the most opportune time. Innova’s phylactery is hidden thousands of miles away, allowing her to serve as a recurring threat. Obligatory Oozes The ground beneath the characters begins to tremble unexpectedly. Underneath them the earth has been rotted by the demon taint of Juiblex, the demon lord of oozes, and soon erupts like a noisome boil, showering putrid slime everywhere. Green slime (see the Dungeon Master’s Guide) now covers the ground and hangs from the trees within a one-mile radius. Other creatures, such as gelatinous cubes, gibbering mouthers, and black pudding bubble up from the ground periodically. Just as the characters are about to escape the area, a gargantuan slime-tainted worm bursts forth from the ground and attacks them. Use the statistics of a purple worm, except it does an additional 1d8 acid damage with its attacks and has the Acid Breath action of an adult black dragon. Powerful Allies Thankfully the characters’ deeds have also earned them the notice of powerful forces of good. Arrange for these allies to have a meaningful debut, perhaps arriving just as the characters are overwhelmed by some of the nefarious forces mentioned above. Possible encounters include: Lord Haroln is just one of the many menaces the characters might face
Chapter 9 No Longer Eye to Eye 95 The Archmage. At any point where the characters find themselves potentially overwhelmed, there is a loud, thunderous burst of blinding energy that coalesces into a portal. The plane-hopping, chaotic neutral archmage Mordenkainen emerges from the portal. Depending on circumstances, Mordenkainen either helps the characters or encourages them to flee through his portal. Either way, once the conflict has been resolved, he introduces himself as a long time rival of Vecna’s, while offering his services. Mordenkainen is a stern, bald man with a neatly trimmed black goatee beard and a penetrating stare. Because of his history with Vecna, he is an excellent resource for characters that wish to learn more about the archlich. Mordenkainen is willing to cast any wizard spell that might assist the characters, especially teleport. Although he will not journey with them, the archmage does offer the characters a diamond that has been carved into the shape of a house. Any character holding the diamond can use an action to cast the Mordenkainen’s magnificent mansion spell. The diamond crumbles to dust after it is used. The Doom Raider. While traveling along a road the characters run across the shield dwarf priestess, Istrid Horn (NE female shield dwarf war cleric). Istrid is part of the Doom Raiders, a group of unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). The Doom Raiders were once part of the Zhentarim but left the faction after it allied itself with Vecna. Like all of the Doom Raiders, Istrid hates liches and wants to see the Maimed Lord deposed. However, she is still an opportunist. Istrid is one of the few clerics in the Realms that has managed to maintain contact with her deity (Vergadain, the dwarven god of wealth and luck). She can cast cleric spells up to 9th level and offers to do so for the characters, charging as much as she thinks she can get away with. Given her background Istrid is also an excellent resource for hunting down and killing liches, something she is glad to do. . . for a discounted price. The Hellriders. As the characters travel along a road, they hear a loud, churning metallic sound in the distance. This grinding noise grows closer and closer at an alarming rate before the characters finally see, in the distance, two bulky armored coaches that appear miraculously self-propelled. Dozens of smaller, two-wheeled machines mounted by soldiers in devil-bone armor surround the coaches. These unusual contraptions are modified infernal vehicles (appendix E for additional details). The men and women in devil bone armor (goodaligned knights) are members of the Hellriders, an elite order of knights dedicated to protecting the Realms from Zariel’s infernal excursions (see Doomed Forgotten Realms: SwOrd COast Gazetteer for additional details regarding Zariel). If your characters have played Rise Of Vecna, then this is an excellent opportunity for them to reunite with Maximus. The Hellriders are tracking down an infernal battalion of devils, and it is a coincidence that they have crossed paths with the characters. However, if the characters can demonstrate that they are committed to virtue and justice, then the Hellriders bestow each character with one of the two-wheeled infernal war machines (see Archon’s Ride in appendix E). The Grim. The characters notice that they are being followed by a fluffy white cloud, atop which rests a single tower whose roof is painted to resemble a floppy, blue wizard’s hat. When the tower eventually catches them a staircase of clouds descends to the ground. Should the characters climb the staircase, they find Harshnag the Grim, a legendary good-aligned frost giant (for more on Harshnag see appendix A). The floors of the two-storied stone tower are made of solidified cloud and are filled with giant-sized furniture. The top floor holds an orb of navigation (appendix D). Harshnag commends the characters for their accomplishments and encourages them to continue fighting against the forces of Vecna. To help with this Harshnag offers the characters ownership of the tower before departing on foot to return to the frozen North. If any of the characters are barbarians, Harshnag offers them Gurt’s greataxe (appendix D) as a token of respect. This legendary weapon has the potential to unbalance the game, so consider requiring the character to complete a personalized quest before successfully attuning to it. If the characters are reckless with their cloud castle (flying it near a village or city, for example) then Vecna’s forces learn of its existence. Shortly thereafter a dracolich is dispatched to destroy it. The Loremaster. At some point, as the characters are debating over a particular course of action, their deliberations are politely interrupted by the ghost of renowned scribe Volothamp Geddarm. The ghost still sports his trademark floppy hat and scarf. He strokes his ghostly mustache thoughtfully as he introduces himself as, “Volothump Geddarm, spectral celebrity who has crossed over because none other could be trusted to chronicle the redemption of the Realms.” After helping the characters resolve any unsettled debates, Volo begins to earnestly interview them. At the DM’s discretion, the ghost might accompany the characters on their journeys, although he avoids combat if he does so. Despite being prone to embellishment, Volo is still a font of information and can answer most questions regarding recent events
Chapter 9 No Longer Eye to Eye 96 throughout the Sword Coast. If Volo is asked how he died, he says that he was murdered by a wizard named Ybtihw, although refuses to go into greater detail regarding it. The Tyrant. Frighteningly, when beholders dream, their dreams become reality. If the characters have agreed to watch over Sylgar, then consider having the goldfish, due to prolonged exposure and imprinting to Xanathar, develop this characteristic as well. Initially this manifests as the characters discovering strange puddles or ornamental fish bowls when they wake up from a long rest. Consider having it culminate with Sylgar, at a dramatic moment, dreaming Xanathar back into existence. Pillaging Giants The characters encounter a roving band of three mountain giants (appendix B), five ogres, ten bugbears, and thirty goblins. The creatures hail from the mountain giant capital, Grudd Haug, and are gathering tribute for their liege, the monstrous Chief Guh. If the giants see the characters, then their leader, Glumglum, demands that they hand over all food, as well as any edible looking pets or mounts. To complicate matters the giants have a covered wagon filled with ten prisoners (commoners) taken from whatever community is nearest (If the characters have played Academy Of Adventure, consider having the Marauders captive as well). The characters are celebrated as liberators and heroes if they slay the giants and rescue the imprisoned townsfolk. Saving a Dragon A hunting horn can be heard blasting repeatedly in the distance. If the characters investigate, they discover a black dragon wyrmling running frantically, its injured wing hanging limp at its side. Two fire titans (appendix B) then rise over a small hill and begin running towards the wyrmling. If the characters don’t intervene, the titans quickly dispatch the dragon, cutting off its head and throwing it into a sack. If the characters aid the wyrmling, it hisses its gratitude in Draconic. If left alone it will inevitably die. However, if the characters either fix its wing through magic or spend 1 hour and make a successful DC 18 Wisdom (Medicine) check, the wyrmling manages to safely return to its distant lair. Word of the characters’ actions spread through the area and the characters find themselves received favorably should they later encounter Rezmir (see chapter 12). For their service, the Black Wyrmspeaker gifts the characters with a randomly selected magic item from Magic Item Table F in the Dungeon Master’s Guide. Watch out for the Fine Print While traveling the characters are accosted by Flibbertiggibet, an imp who seeks their help. Flibber, as it prefers to be called, is the only survivor of a larger infernal legion that was tasked by Zariel to seek out and destroy nearby demons. It does not want to return without finishing its task, knowing that it will be punished for failure. Because of this it approaches the characters with a bargain. The crafty imp suggests that if the characters kill the demons, it will give them 1,000 gp and award one of them a devilish boon on behalf of Zariel. If the characters agree, then Flibber produces a vellum scroll (appendix C) with the deal written in blood. He asks each character to sign this contract using their own blood before then signing it with his own. If the characters ask about why there is an asterisk next to the word kill, then Flibber just waves it off as referencing the standard legal definition of killing as, “being obliterated from existence”. If the characters ask about the portion written in Infernal, Flibber dismissively refers to it as “standard boilerplate stuff” that indicates the characters forfeit their souls should they fail to hold up their end of the contract. If a character can read Infernal, they can confirm that all of this is true. Any character who makes a successful DC 20 Arcana check realizes that demons are not truly destroyed when killed on the Material Plane, instead reforming within the Abyss. If confronted with this information Flibber can be convinced to change the terms of the contract with a successful DC 20 Charisma (Persuasion) check or a successful DC 10 Charisma (Intimidation) check. In this case Flibber allows the characters to renegotiate the definition of the word “kill” but also no longer offers an infernal boon. The demons are currently holed up in a nearby cave that connects to the Underdark. There is a marilith and two vrocks. If the characters kill the demons without successfully renegotiating the contract, then Flibber laughs at them, gleefully declaring that they have breached the contract and forfeit their souls before turning invisible and fleeing (In this case the characters, upon death, are reborn in the Nine Hells as lemures). If the characters successfully renegotiated the contract then Flibber begrudgingly gives them any agreed upon rewards. If Flibber agreed to a devilish boon then it awards one character with: Charm of Many Tongues. You can speak and understand all languages, you gain proficiency in the Deception and Persuasion skills, and you can add your proficiency bonus twice, rather than once, when using those skills. This charm vanishes from you when you die.
Chapter 10 Dropping the Battlehammer 97 Ogremoch is an unlikely but important ally in the search for Bruenor Battlehammer riboar is the natural starting point for those looking for Hellenrae. The large town stands at the intersection of the Long Road and Evermoor Way. Its flat, fertile ground makes it ideal for farming and ranching. Because of this, Triboar is a sprawling, decentralized town. Chapter 10 Dropping the Battlehammer The characters recruit the assistance of the Cult of the Elder Elemental Eye to track down Bruenor Battlehammer, the missing dwarven king. After finding out that Bruenor has been trapped by dao within the Elemental Plane of Earth, the characters must travel to the City of Jewels. After fomenting an uprising, the characters must lead Bruenor’s people, as well as the petrified king, to safety. Through a diplomatic combination of strength and appeasement, Triboar has managed to retain its independence from the various factions governing the Realms. If anything, Triboar has grown in prosperity since Vecna’s conquest. Triboar provides an ideal place for the characters to rest, spend coin, and engage in other non-adventurous pursuits. As such it is recommended that DMs encourage the characters to finish this quest first. Details on Triboar can be found in Rise Of Vecna as well as Storm King’s Thunder. In the absence of these books populate the town with a handful of colorful, high-level NPCs as well as some shops where the characters might be able to spend their hard-earned coin. Before beginning this chapter, read the Dwarfholds of the North section of appendix A to familiarize yourself with what has befallen the dwarves since Vecna’s conquest.
Chapter 10 Dropping the Battlehammer 98 Cult of the Elder Elemental Eye Hellenrae (appendix B), also known as the Abbess of Stone, is a high-ranking member of the Cult of the Elder Elemental Eye (for information on this cult see Doomed Forgotten Realms: SwOrd COast Gazetteer). In these difficult times many of the townsfolk have turned to her for reassurance and security. When the characters arrive, Hellenrae can be found within a small church, delivering a sermon on the importance of patience and fortitude. She is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. Beneath her mask can be seen the scarred sockets of her missing eyes, although thanks to her blindsight, this does not hold her back. The Cult of the Elder Elemental Eye currently views Vecna as an enemy and is eager to see his downfall. Because of this Hellenrae is receptive to the characters, so long as they patiently wait out her sermon. She informs the characters that while she does not know what has befallen the dwarves, she is confident that her lord and liege, Ogrémoch, the Mountain of Doom, does and offers to take the characters to visit him. Should the characters accept her invitation, she steps out of the small stone building that she was using as a church, beckoning for them to follow. She stands with her legs arched, bracing herself in a martial arts posture, before slowly moving her arms and upper torso in a graceful dance. After a minute of this the ground begins to tremble, and then three bulettes burst from the ground. Hellenrae mounts one of these subdued beasts while gesturing for the characters to mount the other two. Regardless of the characters’ actions Hellenrae and her bulettes wait only a minute before racing off. The abbess sets a relentless pace, traveling roughly 20 miles southeast, into the Dessarain Hills, before finally arriving at the Temple of Elemental Unity. The Temple of Elemental Unity is a hemisphere of raw, jagged stone raised straight from the earth. It is a savage-looking building obviously not built to satisfy any sense of civilized aesthetics. The interior of the hemispherical building is spacious and houses four portals to the elemental planes. A doorway of flame burns along the southern wall and a doorway of raw earth, scarcely distinguishable from its neighboring stone, is set into the northern wall. In the center of the temple is a pool of water, and a shaft is carved into the ceiling above it. Upon entering the temple Hellenrae spends five minutes slowly tracing the surface of the earthen doorway as if searching for something. She sourly silences anyone who disrupts her concentration during this process, snarling, “Now I have to start over” every time someone does so. After an uninterrupted five minutes she stops her tracing, coils back her arm, and then jabs at the wall with a single finger. There is a harmless explosion of shrapnel as a passageway is exposed. Hellenrae beckons for the characters to enter the passage if they would seek audience with Ogrémoch. The abbess, however, refuses to accompany the characters. An Audience with Ogrémoch For those brave enough to enter the passage, it slopes down steeply. This, combined with the floor’s loose rock, makes for precarious footing. The passage appears to only descend for thirty feet, although as soon as the characters get within ten feet of the passage’s end, there is a loud churning sound and the tunnel extends itself, as if it were being burrowed by some invisible beast. At the same time, the ceiling begins to groan and the tunnel behind the characters collapses, leaving them trapped within a thirty-foot pocket of earth. This ever-extending pocket of earth continues to descend deeper and deeper. Unless the characters have taken precautions, the air within their bubble exhausts itself within twenty minutes. At this point a character can hold their breath for a number of minutes equal to 1 + their Constitution modifier (minimum of 30 seconds). Once a character runs out of breath, they can survive for a number of rounds equal to their Constitution modifier (minimum 1 round). At the start of their next turn, they drop to 0 hit points and are dying, and they can’t regain hit points or be stabilized until they can breathe again. Just after the first character runs out of breath (or after ten minutes if the characters do not run out of breath) the tunnel finally opens into a large cavern. At this point stale air rushes into the chamber, allowing any dying character to breathe again. This colossal cavern is an alien landscape filled with soaring stone buttresses, weirdly twisting columns, and gargantuan shards of glowing crystal. A long path of steps is cut into the uneven floor and wends its way between the mighty stone pillars to the cavern’s core. There, the steps climb to the base of a stone platform. Atop this platform is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded throughout its body. This colossus is
Chapter 10 Dropping the Battlehammer 99 Ogrémoch (appendix B), the Prince of Elemental Earth. Ogrémoch’s voice sounds like grinding stones as he queries, “STRANGE. WORMS. WHY?” The Prince of Evil Earth. Interacting with Ogrémoch is a test of patience. The Mountain that Walks is slow and ponderous not only in form but also in words and thought. He takes a long pause between every spoken word and when holding a conversation, he often takes ten or fifteen minutes to respond. Although he is a poor communicator, he is an excellent listener and can often infer much from what is given to him. If asked about the dwarves or Bruenor, Ogrémoch responds, “DWARVES. SLAVES. BRUENOR. STONE.” Unless they take pains to prevent this, Ogrémoch can infer that the characters seek the defeat of Vecna. Because of this the Elemental Prince is willing to help them. He offers to teleport the characters to Bruenor with the following words, “PORTAL? DWARVES. ONE. PURPLE. STONES. EXIT.” (This is short for, “Would you like a portal? It can take you to the dwarves, although it will be one-way. To return follow the purple stones.”) Ogrémoch is willing to offer more information, particularly that contained in appendix A, although he may take hours, or even days, to do so effectively. Whenever he thinks the characters are ready, Ogrémoch opens a portal to the Elemental Plane of Earth. The portal is a stone monolith that constantly changes its shape, filling the great cavern with a thunderous grinding noise. Once the characters step into it, they find themselves in the Dismal Delve. The Dismal Delve The Dismal Delve is a vast cavern, spanning hundreds of miles in all directions, that surrounds the City of Jewels, the capital city of the dao. The dao are a race of earth-based genies who take great pride in their wealth and use armies of slaves to mine the Dismal Delve in search of new veins of ore and gemstones. The characters arrive loudly atop a flattened spire near the delve’s edge (in the spaces marked E on the map). Atop the spire is the statue of a dwarf carved with a fierce and proud demeanor (marked B on the map). The dwarf wears full plate armor and wields an axe and a shield. Standing near the statue is a twenty-foot-tall gargoyle made of stone (marked T on the map). Below the spire can be seen hundreds of dwarves (guard) and deep gnomes wearing collars made from rose-colored quartz. There are two hundred dwarves in total, as well as one hundred deep gnomes. These miners are excavating the cavern walls. Scores of gargoyles wielding vicious whips flit about, flogging the miners sadistically. The statue is Bruenor Battlehammer, petrified by the Great Khan of the dao as a trophy. The statue is often displayed within the Dismal Delve to demoralize and deter any rebellious dwarves. The statue has AC 15 and 150 hit points. This petrification is divine in origin and can only be removed through a wish spell or by taking Bruenor far enough from the City of Jewels (see below for when this happens). The stone gargoyle is an exceptionally powerful margoyle known as Terrathraxus, the Earthen Scourge (appendix B). It has four arms and wields greatswords studded with jagged deposits of acidic salt. One of its arms wields a scepter made from pink crystal. This scepter is connected to the collars worn by the dwarves and gnomes and, if one is attuned to the scepter, it can be used to either remove a collar or issue a command to any creature wearing a collar. A creature wearing a collar need not comply with a command but experiences 1d4 psychic damage for every round they do not. Whenever a collar is removed it is rendered inert and cannot be reused. Upon the characters’ sudden appearance Terrathraxus roars and immediately attacks. The dwarves and gnomes cheer loudly and begin to attack their gargoyle captors using picks and thrown rocks. Such actions contradict their standing commands, however, so the miners experience 1d4 psychic damage every round that they do so. For simplicity assume that 10 miners are reduced to 0 hit points each round. When Terrathraxus is reduced to 70 hit points, it yells loudly, “If I am going to be sent to oblivion, then I am going to bring your pathetic king with me!” The margoyle then uses a reaction, if possible, to attack the statue of Bruenor. From this point on Terrathraxus dedicates all its actions to destroying Bruenor. Once the margoyle has been defeated any remaining gargoyle guards flee. The remaining dwarves and gnomes swarm the characters, hefting them into the air while hailing them as heroes. Any character with a passive perception of 16 or higher notices that dozens of protruding geodes, scattered throughout the delve, begin to glow a bright purple. Death of the King If the statue of Bruenor is destroyed by Terrathraxus, dwarven morale is dealt a grievous blow. In this case allow one of the three advisors, or perhaps a gnomish or dwarven PC, to step into the role of Bruenor Battlehammer. In the face of low morale, all three advisors push for an immediate escape from the Dismal Delve.
Chapter 10 Dropping the Battlehammer 100 A Time for Planning After a brief celebration a shocked uncertainty settles over the former prisoners. From the group of liberated prisoners, three potential advisors emerge: J Lieutenant Abatha Lea (LG female dwarf veteran) is the highest-ranking dwarf. She is old, even by dwarf standards, but her strength and vitality remains undiminished and the only sign of her age is her braided silver hair. J Grimnir (CG male dwarf priest) is the spiritual backbone of the former prisoners. His eyes have been gouged out, but he refuses to let this hold him back. J Kolathid (NG female deep gnome) is a wizened mystic who speaks on behalf of the svirfneblin. She is initially suspicious of the characters, wary that they might not have the best interests of her people at heart. These three advisors attempt to confer privately with the characters. If the purple geodes have not been noticed, then Kolathid brings them to the character’s attention. The deep gnome speaks of old legends in which Ogrémoch has used glowing purple stones to guide supplicants from danger. Both Abatha and Grimnir agree with this interpretation. Beyond this, however, the advisors disagree. Abatha suggests the characters rally the current prisoners and leave immediately, noting that the dao might